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File: 1342376894955.png-(14 KB, 819x460, 2.png)
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First Three Threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard

The boys in the machine shop get to work making simple weapons that are easy to maintain and use for the tribals. What they settle on are simple bolt-action rifles that fire .300 Blackout shots. They're accurate enough, kick like a bitch, and put a sizable hole in anything they shoot. It should be sufficient to fight off a Redbull or two if they attack, or at least slow them down while they call for help. A couple of squads head out to the hospital with the guns, a few crates of ammunition, and more food. They trade them to the tribals, explaining how to use and maintain them and saying that they can trade the brass shells back to the Star Guard for a discount on future ammunition. The tribals give two dozen dogs in return and, while not at all warm to the Guard, are at least not especially cold either.

Population: 90
Food: Above Average
Water: Above Average
Materials: None
Fuel: Surplus
Test Subjects: Plentiful
>>
>>19892493
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Tons of Salient Blue, 1.8 cc Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Few Dogs, Upgraded Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Now that fertility has been normalized, in a few more turns the population is going to start getting a +1 per turn. If you guys decide to scavenge for materials, you can make it vehicle-assisted, spending a level of fuel but hauling in a lot more stuff. I also rearranged the meters and stuff, does it make for easier reading?
>>
Nobody? Okay, I'll bump this again once sometime between 16:00 and 17:00 if nobody's posted in here by then.
>>
>>19892495
I like it, puts all the materials and important stuff up there first.

Anyway, lets do a vehicle assisted scavenge run. Shouldn't be too hard, and we'll get that fuel back quickly.

Also, shouldn't the Salient Red be higher? Might be easier to just give a vague amount instead of exact, like "some", because since we're getting one cc per round thanks to the Salient Cultures and we don't do mutations that often. It'll practically always stay above zero unless we use more than 1 cc very often. Also, means you don't need to update it every turn.
>>
>>19892913
Shit, you're right, I forgot to correct that. It should be 7.8 cc at this point. You're right, though, in my next post I'll make it Below Average Salient Red and Surplus Salient Blue.
>>
We should have 30 dogs right? Two dozen (24) plus have a dozen makes thirty.

I say we improve the defenses of the hospital for them. Things like barbed wire and steel so they can't just punch through it.

That should give them a better chance in fighting off the Redbulls before we arrive to save the day. It'd be real shame if we were forced to assimilate them because they got so fucked up like the last settlement.
>>
>>19893050
We would need materials first, as we have none. Should make them like us more though.
>>
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Squads with the carts hitched to humvees are sent out into the ruins of the city. They bring some power tools for dismantling things to fit them into the carts. When the patrols return throughout the month, they tend to have piles of engine blocks, dismantled car frames, large slabs of concrete, broken electronics, and basic building supplies.

There are a number of expectant mothers in the Guard now at various stages of pregnancy. They're progressing healthily, especially considering the environment they're doing it in. The medics in the medical suite give the fetuses a clean bill of health too. The rat population is at a surplus now and additional litters are destroyed until experimentation starts slimming down the test subject population again.

Population: 90
Food: Above Average
Water: Above Average
Materials: Above Average
Fuel: Plentiful
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Salient Blue, Below Average Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility
>>
>>19893114
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
Hey, I just realized that I have no idea how many turns have progressed in this game so far. I'm going to count them up and tell you guys how many months/years have progressed in-game since the start of the first thread.
>>
D.
More new tech.
>>
Let's improve the hospital defenses with things like barbed wire, sheets of steel in the building with a thick lock and an outer gate. Sandbags would also make good cover.
>>
>>19893114
H: Let's offer the scavenger civilization the chance for us to upgrade their hospital defense wise.
>>
OP, out of curiosity, do we actually have any nightvision equipment?

And how far exactly are we from the tribals?
>>
Okay, you guys are currently on Month 57. In-game this has been running for four years and nine months.
>>
>>19893243
Your handheld computers have low-light cameras, but you don't have any proper nightvision headgear or infrared scopes. You could get either of those by going with D and expending the necessary materials.
>>
Speaking of new tech. How fallout can we get here? Is stuff like fallout era power armor possible? I mean, we can already get pretty nuts with mutations.
>>
>>19893261
Mhm..I'm sticking with the upgrading hospital thing for now.
>>
>>19893307
That's a question I've been wondering too. How scifi can we get?

I know we can probably do the drug stuff because we likely have files and stuff on Salient Blue.

We can do gun stuff because we obviously had atleast one armourer/gunsmith.
>>
>>19893340
Well, I figure we need to salvage more stuff still. Even with modern tech there's alot that is simply beyond us making unless we spend many months.
>>
The Guard calls up the hospital and offers to upgrade the tribals' defenses. The tribals decline, saying that they appreciate what the Guard has been doing for them so far, but that they don't trust them enough to let them into the hospital itself yet. They say that in time, with more good trade and peace, they might, but they can't trust Devils, Red or Blue, enough to let them into their homes.

Instead, the Guard spends the month on a side project that one of the mechanics had been working on. They take the scrap electronics they have, make some casing out of sheet metal, and by the end of the month have light-amplifying goggles, ones that can be used to see at night. They can even hook up to the handheld computers via bluetooth to record video or stream it to other squads or Command.

Population: 90
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Salient Blue, Below Average Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility
>>
>>19893416
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>You guys can go relatively scifi. It's not quite to Fallout levels, but also not insignificant. You'll probably (almost certainly) never get directed energy weapons, but one of the possible starting races/factions was sapient robots. Power armor is going to look more like an armored Ripley from Aliens than something a Space Marine or Brotherhood Paladin would wear, but it's just a matter of B: Power assist frames (for heavy lifting and industrial work) and C: Armoring the power frames. Using power armor or power assist frames would count as a vehicle in terms of monthly fuel consumption.
>>
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>>19893425
Pic related.
>>
I say we begin working on removing Rage now.

Chances are the tribals wouldn't accept mutant puppies until we earn their trust. Then they wouldn't be prejudiced.
>>
>>19893425
Maybe we should get a few priests?

Use missionaries as a way to convert tribals and mutants to our cause.
>>
C: make infantry mortars
Can we make gauss weaponry? Also lasers tend to suck in atmosphere for all sorts of reasons.
Also would some kind of carapace armor eventually be possible?
>>
>>19893504
Carapace armor?
>>
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>>19893504
Guys we're focusing way too much on our weapons. We need to upgrade out economy and homes.

Though I like the religion idea, gives a imperative to repopulate the world, and to conquer. And I am a huge fan of the post apocalyptic catholic church.
>>
>>19893425
d: experiment with the rats to remove rage from the red.
Does the purple cause the rage as well? still work on removing the rage. standard practice of figure it out with rats first.
>>
>>19893540
"Purple" is literally just a bit of Red mixed with a bit of Blue. It's not its own thing, it's just a mixture. So yes.
>>
>>19893540
I say we do the Rage thing. Then the brain damage.

And we're not a religious cult guys, we're Star City National Guard. We're not the government or anything like that. We're here to stop anarchy, but not control anyone. We can just expand at a natural rate.


Chances are we can do something like this. Have power be a mix of solar power and power generated from us walking. That's how one of the US Army projects was going to work IIRC, relying on the locomotion of the soldiers themselves.

After that? We can make rifle/stab plate inserts for our armor and put some armor around the exoskeleton.
>>
>>19893512
Carapace armor. Layers of ceramic and stuff instead of a Kevlar vest.
http://wh40k.lexicanum.com/wiki/Carapace_armour#.UAMjbWt5mSM

Semi decent power armor pic:
http://fc02.deviantart.net/fs48/f/2009/216/d/e/M21_Battle_Armor_by_thomasthecat.jpg
>>
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>>19893619
Forgot the pic. This should be completely plausible if we can make powerloaders.
>>
remove rad then brain damage after that find volunteers to become purples
>>
>>19893646
>volunteers

That's what the rats are for, actually.

I say once we fix the Rage and brain damage, we test it out on rats just in case.
>>
The boys in the lab get to work on trying to find a way to remove the rage effect from the Salient Red. It's slow-going at first, but by the end of the month, they think they've done it. They find that the mutagens in the Salient Red cause enormously increased testosterone and adrenaline production, as well as a number of chemicals not normally found in the human body. That particular section of mutagens are carefully identified in the Salient Red, then removed from it using the centrifuge. The rats that it's tested on show impaired cognitive function as normal, but none of the rage that Reds normally do. The new, non-rage Red rats are butchered to replace the current Red tissue cultures.

Population: 90
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Plentiful

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Salient Blue, Below Average Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility
>>
>>19893668
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19893668
Remove the brain damage. Then test the new Purple on rats before giving it to the soldiers.
>>
alright next is brain damage then we got our selves some astartes class mutants as soon as we get some volunteers.
>>
Explore into city using bikes with a moth we should be able to explore much faster
>>
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>>19893619
This is about the closest you'll get. It will require D to get power loaders, D again to get them compact, and C to armor them up. They'll require fuel to operate, there's no way around that. The power generated from walking only reduces the total fuel consumption.
>>
I say we remove the brain damage, then make a Purple with two versions. One with, and one without the Largeness.

We can give Largeness to 20% of our people for dedicated Heavies.
>>
>>19893668
E: Remove brain damage.
>>
>>19893668
support remove the brain damage.
>>
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The guardsmen in the lab realize that a lot more combat drugs were being synthesized by the body than just the ones responsible for the rage. A number of them were causing the severe brain damage, which was much easier to specifically identify now that they rages drugs weren't also in the test subjects' systems. The final result of the month's research are Red rats with no rage, no brain damage, but bodies the size of cats and the standard ridiculous muscle mass and bone density. The current stock of Red rats are broken down to form the new tissue cultures in the cultivator. People who already have brain damage or rage can't be fixed, but the current strain of Salient Red doesn't give it to them to begin with.

Near the end of the month, Command picks up a radio broadcast. "This is Petty Officer Roscoe of the Star City Naval Base. We believe that we have a cure for the psychotic aggression suffered by Marines who were injected with the chemical Salient Red. We are currently barricaded in the medical wing of the Star City Naval Base. This message repeats."

Population: 90
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Above Average
>>
>>19893819
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Welcome to year five.
>>
>>19893691
such an old mockup
dont they have anything new?
>>
>>19893826
i say we explore in the direction of the navel base. if we dont know what direction it is in the i say we explore south
>>
>>19893819
They have a cure? Even we don't. Also, NEW SALIENT, YES! New army branch? New Salient. Simple. Let's find them.

Hm... If the Marines were all strength and brutes, and the National Guard was all for staying alive and being hardy, ibet the navy is all for being semi-aquatic and stuff. Maybe speed and intelligence?
>>
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>>19893852
The pre-collapse maps say that it's West-North-West, into the city. It was positioned on the bay that Star City is (was?) built around. Here, I marked the general location on the map.
>>
Reply on same channel "this is national guard unit (whatever our old US military designation is) do you require assistance? If so we can provide pickup." get the jeep ready.
>>
>>19893835
There's a working exoskeleton, but that's it.

I say we make a version of Blue without Largeness. Then we can two Salient Purples. Ones used on the majority of humans, one used on 1/5th and our experiments + dogs.

>>19893852
They said it's a naval base, so it SHOULD exist on our old maps. I say we send troops over with our HMMVWs, give the front passengers anti-material rifles just in case.

Send a radio broadcast that we're coming over.
>>
Wait a second. Does the US even have naval bases in the midwest? Maybe on the great lakes, but...
>>
>>19893932
This is the Pacific North West. Star City is coastal.
>>
>>19893889
So, 25yrs since the collapse.

>>19893906
I like this idea since Largeness isn't beneficial for all of us, but it'd give us dedicated heavyweights who could fight redbulls in close combat, or carry heavier guns.

Send a radio message back, ask for intel and send our HMMVWs there ASAP.
>>
>>19893893
ok i like this better. try to contact them. if there then go help them. if they dont respond then go loot the place
>>
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The Star Guard radios back on the same frequency, asking for confirmation, asking if they need assistance or can provide more information or recon. There's no response, the message just keeps repeating.

Squads are sent out in a small caravan of humvees, gunners on the back on high alert. They try to take the straightest path possible to the naval base, but the deeper they get into unexplored territory, the more frequent the Redbull sightings are. Eventually, after a couple of days of driving slowly and being forced to take frequent detours, they're forced into a confrontation with a group of Redbulls.

The combined effort of the mounted machine guns and the squads supplying additional fire is sufficient to defeat the half-dozen Redbulls, but over a dozen more are drawn to the sound of gun fire. The caravan is forced to retreat, the gunners laying down suppressive fire as the humvees go. When the humvees get back to base, they have about half the ammunition and fuel they left with, dents on the doors and hoods from where Redbulls threw objects, and had only gotten about half-way through unexplored territory to the naval base.

Population: 90
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Plentiful
Test Subjects: Plentiful
>>
>>19894055
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19894055
Repair the HMMVWs and reinforce their armor. Then go back.

I say we make a version of Red without Largeness, but dont give it to anything.
>>
>>19894059
ok so evidently there are a lot more of them than there are of us. but fix up the cars and try again. maybe slower this time so that they are not surrounded
>>
>>19894088
We should send footmen with them, and bring a motorbike with a cart carrying sandbags.

This way there's more of us. Instead of rushing through, we"ll move slowly until we can get to the base.
>>
Bring more fuel to help keep the humvees moving on the slower trip and have some anti-material rifles come along with them
>>
>>19894163
>>19894107
Combination.

Have the HMMVWs advance slowly with infantry. Have a caravan of bikes w/escorts in the cart carry fuel for the HMMVWs. They"ll re-fuel them when the immediate area becomes 'safe'.
>>
I say we do a quick fix/armor reinforcement to our HMMVWs and then do the rest of whats suggested.
>>
find some volunteers who wish to become purples use them to help escort the humvees to the naval base
>>
Come in again with repaired mechanized assets,make a lot of noise and then draw the red bulls away into a prepaired ambush. Its not like they are very smart.
>>
>>19894262
This
>>
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After buffing out the dents in the vehicles, a bigger caravan is sent with humvees, motorcycles, and carts carrying supplies. As they move along the route, the guardsmen set up basic bunkers and other defensible locations to stop at along the route using sand bags, chain link, and so on.

It takes them longer, fortifying as they go, but it pays off when it helps them defend against Redbull assaults more than once. They get much deeper this time before they finally run out of supplies and, running low on food and fuel, they return to base, knowing that next time the fortifications they laid down will make the going quicker and easier.

Population: 90
Food: Above Average
Water: Above Average
Materials: Below Average
Fuel: Plentiful
Test Subjects: Plentiful
>>
>>19894275
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19894285
welp, one last push. also make very very sure that the reds have not wised up and are waiting to amubush us at the fortified areas we left
>>
>>19894285
post faster you filthy nigger
>>
how bout testing a combination of the new n improved blue n red combination purple on the rats to deterime if its suitable for deployment creating our own purp bulls
>>
>>19894340
Fail. And yeah we need to finish the job
>>
>>19894436
Though the dumb insults might push him a little.
Looks like the gamble didin't pay off..

Anyway, let's try to reach the Navy base again
>>
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The caravan is sent out once again. They make great time through the fortified areas that had been cleared out last month. Once they get to the final stretch, though, they run into much heavier opposition. Redbulls start using caution, moving in cover, making ambushes, and so on. Five guardsmen are killed in the approach to the base. Finally, though, they arrive. The base is a collection of buildings on the bay, surrounded by chain link fences, docks with naval ships at the far end of the dockyard. Milling about in the yard around the buildings, though, are dozens, maybe hundreds of Redbulls. It's a stretch of over a hundred meters through open ground to the closest of the buildings.

Population: 85
Food: Above Average
Water: Above Average
Materials: Below Average
Fuel: Average
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility
>>
>>19894522
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Put the pedal to the metal, try to get through the yard to a building as fast as possible.
2. Fortify a position a ways away from the base. Start sniping and trying to lure the Redbulls into kill zones.
3. Circle the humvees, fight a pitched battle, guns blazing and grenades flying.
4. Send the caravan back to base, leave a squad to scout and then fall back with detailed recon.
>>
E - Remove Largeness
4. Send the caravan back to base, leave a squad to scout and then fall back with detailed recon.
>>
>>19894528
G
4
That way we know when we have to expect attacks by them and can warn other settlements if necessary.
I also don't think that we have enough troops to fight hundreds of those things
>>
Go with 4, then with the details start creating heavy explosives (in a very controlled environment) and a delivery system for them over long distances.
>>
I really wish we had mortars right now. Option 2 and C make infantry mortar
>>
>>19894528
alright. this is interesting.

alright lets go with E: and remove that last drawback. at that point we can start converting everyone to purple. then we need to get back to our mutant heritage. and discover new mutations.

and 4. it is very unlikely that even if there was anyone there, they would not have lived the 3 months it took us to get here. but we need to know what is going on.
>>
>>19894617
>>19894620
>Mortarmind.
>>
I'll be back in a bit. I just realized I have no Romano cheese to go with the ossobuco and risotto I'm making for dinner tonight. Keep discussing and voting and stuff.
>>
>>19894629
What is it even with mortars?
They are wasted on single targets, the only thing that could sneak up on us, can't hit fast moving vehicles (and running Redbulls) which could get easily get killed/destroyed by our sniper rifles, and could potentionally cause fuckhueg amounts of coleteral damage, which would fuck us over in the long run.
I say we just improve our sniper rifles
>>
>>19894587
Make one version WITHOUT largeness. Give 20% of our troops that. Those guys will be on foot. Rest will use the Purple strain without Largeness

I say we snipe and put them and kill zone.

Let's construct some howitzers+ammo. Our computers will give accurate coordinates, so we can kill the hundreds of redbulls outside the base with arty, sniping and killzones
>>
>>19894676
We need to find cows and a way to creat dairy products as soon as possible, this should be top priority for now.
Any objections?
>>
>>19894678
We could keep howitzers on base and just focus on killing the ones outside the base. The fact we"ll have boots on the ground means we can give accurate coordinates, so indirect fire isn't an issue so long as we avoid firing near the base.

I think 20% with largeness and 80% without is a good idea. Give the plants and dogs the version WITH largeness, though.
>>
the size of reds is not entirely a drawback for it allows the massive amount strength and durability possessed by reds. thus we should remove the size increase. then we now have two streins one with and without size. we shall then give the gaurd the option of choosing which version they wish to possess.
>>
I like the idea of giving it to 20-25% of our troops. It means we can have Heavies on a fireteam level and a few dedicated Heavy teams to put infront of our more nimble Purples.

I like the idea of making howitzers/ammo. With that and making killzones, we can pick them off and then move in. Make sure to resupply the guys first.
>>
>>19894712
this will allow us to possess our own version of now purple redbulls while our regulars will still expirience some but not all the benefits of reds.
>>
>>19894712
this. we should keep som red and purple salient with largeness included
>>
I kinda dislike the idea of having 20% largeness in case it leads to some form of cast system or else leads to some other form of division between the star guard.

Like the idea of howitzers tho so voting on those and option 4
>>
I think giving a sizable minority of them a version with Largeness will be good.

Artillery will be good to take them out in the hundreds, but we shouldnt fire too close to the base. Then we can use our resupplied guys to get them in killzones and pick off whats left while providing fire support.
>>
Kite them. Have the armor drive in and start shooting and then lead them on a merry chase across town. Go retrieve the squids.
>>
>>19894806
Having some designated shock troopers doesn't seem like a bad idea at all; we are mainly scouts and snipers, being xbox-hueg would make it harder to stay unnoticed, and a few heavies could supplement us with suppourt whenever the need arrives
>>
>>19894806
We're a military organization. Caste systems won't pop up outside of the fact that the larger guys will be better for assault/CQC. Plus, they have the added benefit of being able to carry more ammo, dakka and armor.

While the normal purples are smaller, meaning they're better for stealth/normal operations.

Having mixed squads and a few dedicated squads (Shock Troopers/Scouts) would work best IMO.
>>
I like this. Let's do the thing where we have troops with and without Largeness.

4. Send the caravan back to base, leave a squad to scout and then fall back with detailed recon.

Is the best option. Then we can do #2 when we craft howitzers.

Since we're so outnumbered, artillery will be a nice force multiplier.
>>
Okay, I think the consensus is E4, with the intention being to give 80% a version of red without largeness and 20% a version with. Then, next turn, you want to make howitzers/mortars and the turn after that make an assault on the naval base. That about right?
>>
guys, we cant do two actions at once. Lets fall back, make the new Purples. Then we spend next month to craft artillery+shells and THEN set up killzones. With arty support, they're fucked.

Also, we should warn the Tribals that there are Redbulls near that area.
>>
>>19894973
Jup
>>
>>19894973
yes,

Killzones with artillery support should do the job. Then we can sweep in the base.

Warning the tribals about where the Reds are seems like a good idea, so they dont attract them.
>>
Actually, why not radio in other bases? Who knows. Maybe there are other Blues.
>>
Does insulting you make you post faster OP?
If that's the case i'd be happy to help
>>
The caravan falls back to base. Now that they have a (relatively) quick and clear path back to the base, it's decided some time should be spent putting together the armaments and mutations necessary to deal with the Redbull problem at the base.

Scout teams remain and report back that the Redbulls at the base aren't a static population; groups are always wandering off or wandering back. The ones that come back typically have scavenged food, dead animals, and living and dead humans. The dead humans are eaten as food, while the living ones have Salient Red forced on them. The Redbulls are clearly mentally deficient, but are still capable of using tools, and are clearly smarter than animals. Sometimes the rage gets the better of them and there will be massive brawls among the population, but owing to their extreme endurance, those rarely result in fatalities.

Back at base, the Star Guard scientists have isolated the segment of Salient Red responsible for dramatically increased growth. It's a section that affects the activity of the pituitary gland, as well as a number of other endocrine sites. They produce a strain that doesn't feature that and, rather than disposing of the old tissue cultures, decide to keep both strains of Salient Red going. The two strains are nicknamed Hulk and Brawler.

Volunteers are asked to take the Hulk, while the rest of the Guard is instructed to accept injections of Brawler, with the understanding that the Brawlers could choose to take Hulk at a later date if need be.

Those who take Hulk end up with physiques like a Redbull, eight feet tall, heavily muscled, and with a smaller amount of thin red veins tracing among their blue ones. Those who take Brawler note an increase in muscle mass and tone and some spidery red veins among the bolder blue ones, but otherwise remain the same size.
>>
>>19895128
The first of the new babies are born, a healthy child with colorful veins and blue eyes. The mother is proud, and the Guard are all eager to see him.

Population: 85
Food: Above Average
Water: Above Average
Materials: Below Average
Fuel: Above Average
Test Subjects: Plentiful

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Dinner time. Discuss and vote, I'll be back after I've eaten.
>>
>>19895135
C: Let's build them mortars
>>
>>19895135
You should add Toughness to that list.

I say we make howitzers/ammo. Keep them at base. Then we set up killzones. Snipers with anti-materials pick them off while spotters call in artillery. Put the Hulks in the front to deal with CQC.

Tell the Tribals what's going on and tell them to steer clear of the base.
>>
rolled 42 = 42

>>19895128
Brawler is heavily preffered over Hulk.

Let's upgrade volunteers with Brawler, then use this turn to upgrade our weaponry and humvees. Then, fuck those Reds, we're getting inside that naval base.
>>
>>19895162
Let's also build heavy armor and weapons for our Hulks
>>
>>19895162
Howitzers are more accurate and have longer range. We have the tools necessary to build them. I guess we could have soldiers in the killzone set up some mortars, though.

If we had to choose between one and the other, I'd go with howitzers.
>>
Agreed mortars then we shall break our enemy
>>
>>19895175
We already have people with Brawler and Hulk.

For the killzones, we should set up some basic road barricades too, to keep the Redbulls from advancing so fast and getting to our vehicles/Hulk escorts.

Have snipers/spotters on roofs.
>>
develop some artillery and remodel everything for the new breed of mutant.
>>
rolled 39 = 39

>>19895193
I back this.
>>
What colour is Hulk breast milk, OP?
It is vital for our survival that I know this
>>
Actually, I do wonder how 'strong' our Hulk soldiers are. Can we give them say, HMG caliber assault rifles, and they'd be able to control them in full auto? Or full-sized rifle (like WWII guns) ammo atleast, such as 8mm Mauser? How much armor can we give them without their mobility being impaired?
>>
OP, is .300 AAC Blackout actually effective against the Redbulls now?

Either way...I'm thinking we...
1. Should armor up our trucks.
2. Add a side cart for a gunner on our motorcycles.
3. Make APCs that are big enough for Hulks to fit in.
4. Create new armor/weaponry for the Hulks.
5. Make desert camo uniforms for both strains.
>>
>>19895173
Thoughness is in the base mutations for the Blue.
>>
Hm..
>Camo Cloaks
>Recon/Stealth Experts
>Last of our kind

Is our Commanding Offcer called Gaunt by any chance?
>>
>>19895258
White. It doesn't have any Salient in it and is chemically simply breast milk.
>>
>>19895298
They're strong enough to punch through concrete support columns or tear a door clean off of a military humvee.
>>
>>19895352
It's more effective than 5.56. The Star Rifles, though, are the ones seriously killy enough to deal with Redbulls.
>>
>>19895459
No, the CO is Colonel Whitcomb. He was the head officer at the base when the collapse happened, and was career military rather than a reservist like most of the original guardsmen.
>>
>>19895462
Ok, is the colour of any bodily fluid affected by the Salient?
>>
File: 1342392999288.png-(2.94 MB, 1737x918, 1342025300413.png)
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The mechanics put together some basic artillery with what they have on hand. They're basically mortars, the shells made out of one grenade as the explosive charge and a second as the propellant. They're quite accurate, especially with a guardsman with a scope serving as a spotter. They're not quite a howitzer, but they're quicker to mass-produce and easy to use.

There's another baby born, and based on the pregnancies among the guard, it should be about a monthly occurrence at this point. It's worth noting that so far all children born Blue have blue eyes, even African American ones.

Population: 87
Food: Above Average
Water: Above Average
Materials: Below Average
Fuel: Plentiful
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)
>>
>>19895585
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>You guys can make howitzers, but it's basically one month of work per cannon.
>>
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C)Develop mortars and howitzers
Two questions: do we have some means to make mobile artillery (tanky goodness)?
and do we have a chaplain (current or former)? if so what is his stance on our current course of action? Most military men and families are gung ho Americans and army strong Christians so if he is against our actions he could make our base a den of paranoia and power struggle.
>>
>>19895560
Blood, bile, insulin, adrenaline, and the fluids found in the lymph system. Guardsmen have dark blue, almost black blood.
>>
rolled 9 = 9

>>19895591
Our Hulks need tailored gear. Bigger weapons and armor that fits.
>>
Finish off the reds. Mortar their assembly point then lure them into a death trap.
>>
>>19895605
Good...good...

And I agree with >>19895604
let's build more howitzers, and mount one on a truck if possible
>>
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>>19895622
Pic related, let's build something like this
>>
Guys we are basically at company strength right now. A company does not have dedicated heavy arty.
>>
>>19895604
You could put the mortars on the back of a humvee, I suppose. There wasn't a true chaplain, since this was a national guard base, not a full military base, but there is a preacher on base. He's mostly been tailoring his sermons to align with the Star Laws lately to keep the faithful happily in light with the Guard.
>>
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You called?
>>
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>>19895658
>>19895622
You are not going to be able to mount a howitzer on a humvee. You would need to build entirely new vehicles for that. They can tow them, though, and you can mount mortars on a humvee as a non-action in any turn.
>>
>>19895733
Let's keep the Howizters at the base, they are to valuable to lose.
Give one or two humvees a mortar though
>>
>>19895776
So you're voting for manufacturing a howitzer this turn? Because thus far you have zero and it takes one turn of manufacturing per howitzer you want.
>>
We dont NEED howitzers with us. Just keep them in the base.

I say we build one howitzer, and then make our killzone attack. We"ll bring the mortars with us since they"ll lack the range. Just put them on the roofs with snipers.
>>
>>19895798
Yes, let's start by bulding one
I assume we also manufacture ammo for it?
>>
>>19895823
Yes, you'll manufacture some shells for it too if you spend this turn making a howitzer instead of assailing the naval base.
>>
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>>19895698
What denomination is he by chance? one possible way to get the tribals absorbed into our base is convert them. If that goes well we could go the way mentioned earlier in this thread and become a crusading force for the Pope of Star City!
>>
>>19895877
He's a generic protestant preaching liberally-interpreted Judeo-Christian morality with a focus on the morals of the Star Laws.
>>
>>19895877
Let's not
>>
>>19895835
K. Lets do that. OP, when you said Star Rifles, did you mean the anti-material ones?

Would 7.62x51mm be able to reliably kill them in one or two shots? We could make 7.62mm battle rifles and add a forward grip+muzzle brake to keep them controllable for our normal troops.

OR, this reminds me of the M995. Basically, it's an AP version of 5.56, since it uses a steel core and a higher amount of grain.

Converting our ammo to AP rounds would be the best idea. Based on the knowledge we have on Redbulls, would that be effective enough OP?
>>
>>19895877
Religous fanaticism is good for the lizardmen civ games.

If we are to carve out a Star Guard empire, we need to stay above such things. We are doing science!
>>
>>19895962
Let's bring the torch of civilization to tribals, not superstition and dogma
>>
>>19895962

Also, this is still 'MURRICA, not even mormons are totally accepted today, what will the survivors think of strange demonic cults that tell them to reject Jesus?
>>
>>19895962
This. We're here to enforce the laws and nothing more. Religious freedom should be allowed .Besides, our population is growing now. And surely people will see our ever growing base and decide they want to join the Star National Guard.
>>
>>19895962
actually, what happened to the Lizardmen?
Haven't seen a thread since the one with the storm..
>>
The Guard decides to spend the month painstakingly manufacturing a howitzer and some shells for it. It's decided that for now, at least, it's better to have the base well-armed against any possible assault than to try to push through the Redbulls around the naval base. By the end of the month, there's a custom-made, kind-of-howitzer artillery cannon in the yard near the main gate, a number of artillery shells resting in a rack next to it.

Population: 88
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)
>>
>>19896040
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>It's now been six months since that message from the naval base started airing, and it's still running on loop.
>>
What happened to the dog breeding project? Surely it would be a good idea to train purple dogs to fight the redbulls? With size increase ofc.
>>
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why don't we invest in recoilless rifles of some sort? either mounted on the hmmwv or as a primary weapon for the hulks?
>>
>>19896101
The dogs have been breeding. You guys can dope them up with Hulk as a non-action if you want.
>>
>>19896040
I say we attack now. Send in a bunch of troops with HMMVWs and a steady supply chain going back and forth to the base. Set up the killzones. Bring the mortars with us. Set snipers, spotters and mortarmen on the roofs. Put Hulks by the HMMVWs and set up a bunch of barricades in front of them.

We"ll pick 'em off one way or another.

Chances are, the people who made the message are probably dead. But the cure is still salvageable.
>>
>>19896118
Yeah, let's give our dogs Hulk Purple. We should leave some on the base so we can continue breeding them incase the operation is botched.
>>
>>19896118
ok lets hulk out about 3/4ths of the dogs, and make sure they still obey commands. then lets clear out the naval base
>>
I imagine the urban tribals aren't really that crazy. Chances are they only had spears because ammo was too scarce for firearms, and the original survivors were unskilled people or had a useless education. They're religious, but there's still pre-apoc people in them since it's only been 25 years.
>>
>>19896052
it apears that the naval base has some variety of long term power source to power the radio transmitter. Even all the sailors have all been killed, that device would be very useful.
CLAIM IT AND ANY SURVIVORS (take them in)! FOR SCIENCE!
I believe we should C) manufacture some variety of nerve gas (or mustard or any killing kind) to kill the reds at the base. We should have some anti-chem warfare gasmasks in the storeroom (make them if we don't(aren't we immune to poison?)) and could probably deliver this via the howitzer. Its a near guarantied way to kill the reds without risk to ourselves, and still be able to recover samples.
>>
>>19896185
You're basically immune to most toxins and resistant to corrosive chemical weapons. The Redbulls are too.
>>
>>19896185
OP said it's been six months, which is a thinly veiled way of warning us we shouldn't sit on our asses. We need to act now.

Convert the dogs and let's pull them in. The howitzers+mortars are good enough force multipliers.
>>
>>19896202
Repeating the question, but given our extensive combat with Redbulls and the fact we have Hulks now, would AP ammo conversions be effective enough that we can kill Redbulls in 1-3 shots? We just have to make the cartridges 52 grain and give them steel cores.

Taking cues from M855A1 ammo would be better. ". The new 62-grain (4 g) projectile or bullet used in the M855A1 round has a copper core with a 19-grain (1.2 g) steel "stacked-cone" penetrating tip. "

So, 62-grain and give it a copper core with a 19-grain steel stacked cone penetrating tip.

That would make our AAC Blackout ammo AP rounds.
>>
>>19896211

Also, try to get help from the settlements against the Reds. Nobody likes the Reds.
>>
>>19896301
It probably could, but that would be a full turn of meticulous ammunition conversion, just like when they converted from 5.56 to .300 Blackout.
>>
>>19896311
If we do that, we should put them behind our troops since they only have bolt-rifles.

Should be Hulk Dogs/Soldiers w/HMMVWs behind cades. Brawlers behind them, and then we use auxillaries on the roofs.

Either way, we need to attack now.
>>
I say we make our attack, and ask for any settlers if they want to help us. We could use the extra numbers. If possible give them spare assault rifles on loan.
>>
Except when we show up with soldiers with noticable red veins.
They're likely to attack us with our own rifles.

Send men in quick, try and do dibilitating strikes rather then lethal attacks. the naval base had said they found the cure to rage afterall. Rage on already rage infected Reds.
If we can cure them, it's hundreds of abit slow, not very hostile hulks, which could be put to good work with farming an construction
>>
>>19896432
All we have to do is explain what we did. The fact we wouldn't be raging at them would show we're still good guys.
>>
>>19896455
Telling them in advance via radio would work, We already told them about the Salients.
>>
>>19896455

No, the tribals still doesnt trust us. Involving them now will lead to nothing!
>>
create some warhounds using hulk to assist in the attack n move out an attack. also after this we need to develop some hulk specific gear after this.
>>
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>>19896517
This! Then we need weapons and armour for our heavies

Pic related
>>
Move to eliminate reds
>>
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>>19896551
This would be good for Hulks later, given the fact they could carry more ammo.

Can you imagine it? Large caliber belt-fed rifles fired from the shoulder.
>>
>>19896551
>>19896517
I agree whole heartedly. However we MUST first rescue those men in the naval base. place marksmen on the roofs and windows, with our hulks/brawlers on the ground floor. One of the men on the roof tops will also assist in spotting for the mortars and the howitzer (we should name it!). Those Humvees armed with LMGs should be placed close to the action to assist with suppressing fire, and to guard the artillery from any sneaky reds.
>>
WAIT. How about a combination?

Draw out them out in killzones as a diversion. Then we send in a small scout party to rush the base if most of them leave it.
>>
>>19896621
This sounds good. If they mostly leave the base to attack us, lets send in a group to rapidly get inside. Rescue survivors, get cure, GTFO
>>
The caravan is dispatched one last time, armed to the teeth and with Hulk Purple's dogs, as loyal and well-trained as ever and the size of a small horse. They progress quickly through the fortified route and, once they arrive, they set up a defensive line of humvees, gunners stationed. Hulks and dogs line up in front of the humvees, the hulks armed with machetes and assault rifles, while other guardsmen take cover and guardsmen armed with Star Rifles and mortars take up positions on rooftops overlooking the base. When everyone's in position and aiming, the signal is given and the Guard opens fire.

Mortars break up large groups of Redbulls, and shots from rifles ring out, capping targets in the head. The covering guardsmen and the hulks start opening fire, peppering the field with bullets. The Rebulls charge, and the dogs are loosed. When the hulks run out of ammunition, they start wading in, using their assault rifles as clubs in one hand, machetes glinting in the other.

When all is said and done, and the caravan starts moving into the base and cleaning up remaining hostiles, the guard had lost about fifteen good men and women that day and most of the portion of the dogs they took with them. They were, however, victorious, and the Redbulls that weren't killed were scattered.

It doesn't take long for them to find the medical wing, though there is certainly a number of other interesting finds, from small warships at the dock to three Coast Guard helicopters in a hangar. When they get to the medical wing, they find it heavily barricaded. Once they get through the first level of barricades, they're surprised to find survivors inside, five Naval scientists that look like Redbulls, but with none of the mental or behavioural issues.
>>
>>19896646
They explain that when the Collapse happened, they had been ordered to give the Marines on base Salient Red, were told that it would help with survival in such an event. They did as ordered, and were horrified by the results. The Marines started bringing everyone in for injections, by force if need be, even as their minds steadily degenerated. The scientists delayed them as much as they could, working to develop a strain that didn't result in the degeneration.

In the end, they only developed it in time to give it to themselves, the rest of the base reduced to Redbulls, which then started kidnapping other people from around the city to expand their numbers. By these scientists' estimates, there may be a thousand, or even multiple thousands, of Redbulls throughout the city now. They've spent the last two and a half decades, though, building a retrovirus which shuts down the production of the various chemicals which lead to brain damage and the rage; it can't fix brain damage that's already been done, but it can prevent it from escalating and stop the rage in its tracks. The issue is that it has to be injected directly into the blood stream, such as via a dart gun.

The Redbull scientists give a sample of the retrovirus, preserved in a liquid nitrogen cooled canister. They ask to return to the Star Guard base with the caravan, citing that their lab is ramshackle and jury-rigged at best. They think that with some time and proper equipment, they can get a ton of retroviral cultures going and help design a dart rifle capable of effectively delivering it.
>>
>>19896621

This is risky, we are committing to our first real battle against the reds where we clearly are outnumbered.

We dont know for sure if there really is a prize in the naval base, and there is a saying, if you chase two rabbits you loose both!
>>
>>19896654
Population: 74
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Plentiful
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Bring the scientists back to the Star Guard base. Abandon the naval base for now.
2. Bring the scientists back to the Star Guard base. Try to hold the naval base for now.
3. Leave the scientists behind. Abandon the naval base for now.
4. Leave the scientists behind. Try to hold the naval base for now.

>It will take one turn of D to start growing the retroviral cultures and one turn for C to build the dart rifle delivery system.
>>
>>19896646
Tell them who/what we are and get them out. Put them in the HMMVWs or helicopters if they're functional and take them back to base.

If we have the time, take anything we can.
>>
>>19896654

This was one heck of a prize, even thou we took somewhat heavy casualties, we now have proper scientists for our lab!
>>
>>19896664
The helicopters are out of fuel but intact. However, they use a different type of fuel from the humvees, a type of heavily-refined diesel jet fuel.
>>
>>19896551
I concur, but using a higher cailber semi auto weapon would be better, perhaps a 40mm revolver weapon specialized for high velocity munitions, or as I said before, a recoilless rifle.
>>
rolled 12 = 12

>>19896660
C1. Let's get those dartguns build. Next turn we can make the retrovirus stuffs.
>>
>>19896660
alright. then
1. we just dont have the numbers to hold the base now.

then when the scientests get back work on d to get the cultures. also remember to offer the scientests the blue so as to turn them purple from the other direction
>>
Weapons for Brutes, I'm proposing RAWKET LAWNCHAIR (or recoilless rifle), or 8-gauge auto shotgun with slugs
>>
Take the helicopters and warships through the river. We"ll loot it at another time
>>
>>19896738
You guys actually haven't explored most of the river, have no idea where it meets the sea, and don't have the training necessary to drive a warship yet, let alone try to navigate a river with one.
>>
In that case, take the helos and land them at the base.

Take whatever we can and leave.
>>
>>19896660
D1: Get those cultures started, and grab the scientists. Abandon the base, its too far away to properly hold and smack dab in the middle of Redbull territory. We'd never be able to hold it properly.
>>
rolled 59 = 59

abandon the base for now, leave with the scientists and have them bring any advanced computers they might have in their lab. jury-rigged mayhaps they still must have something we don't. We WILL come back for a couple of choppers. But later on, once we've developed jet fuel (which I assume we can do in the lab)

once we take these guys back to the lab we should immediately get to work on the cure i guess.
>>
rolled 7 = 7

>>19896690
I guess I should change my vote to making the cure instead of the delivery system.
>>
>>19896795
Making jet fuel would basically just require making a jet fuel still in the machine shop, like the regular diesel still they already made.
>>
Let's head back and start making the virus.
>>
The scientists and what little lab gear that they have which isn't basically junk is loaded into the transports and they set out. The state of their lab as it is, it's no wonder it took them two and a half decades of near-constant work to synthesize that retrovirus. When everyone gets back to the base, there's a funeral ceremony for the brave guardsmen who lost their life, the Redbull scientists get Blued, making them Purple Hulks, and they settle in to the much better equipped laboratory. They get the cultures growing in the cultivator, and comment with bittersweet humor that it seems it's easier to get a proper lab going when not under the constant threat of raging Redbulls trashing everything.

These new scientists seem to be sweet, gentle men, despite their stature, who feel a lot of personal guilt about how everything turned out. They seem to attribute it to personal failings, despite having not been in a place to prevent it. It motivates them.

Population: 80
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus
>>
>>19897011
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles, Rage Cure
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>One turn of C and you'll have high-powered dart rifles capable of delivering the retrovirus and/or sedatives.
>>
from I'm thinking we need to take a break from SCIENCE!'n aand get our material surplus back up, in case of emergency's and such and whotnot
so SCAVENGE!
>>
Lets make dart guns for sedatives and the salient. We can shoot one tranq followed up by the cure.
>>
>>19897016
this turn use the last of our materials to make the rifles. and then take the rifles with us to scavenge so that any reds we see we can dart
>>
rolled 83 = 83

>>19897016
Dart guns!
>>
>>19897059
i dont think sedatives work to well on us or the reds
>>
>>19897016
I propose we first C) make the dart guns, then B) start making long term housing units to support our increasing population. After that we G) start cannibalizing the city for everything we can (using our bunkers as outposts) so that we can make B) improved irrigation to support our increasing population.
>>
>>19897053
I disagree with this. The Redbulls may be stupid and raging morons... But they're smarter than animals. I bet they're also pretty damn territorial. From the looks of it, we just assaulted their home and stole some people from them. They're probably too stupid to realize that the scientists disagreed with them, so just view them as themselves. They're going to want payback, and if we don't get those dart-guns up and running we will have trouble when they come around to try and fuck us up. They rival in the thousands, while we aren't even at a hundred.

We need those guns. I'm hoping that we can possibly also make gas shells for the artillery to see if we can gas them with the culture possibly.
>>
>>19897075
Correct. You would have to use an intensity and amount sufficient to take down a horse to just slow down a Brawler, an amount for an elephant to slow down a Hulk. It wouldn't be impossible, though, to synthesize some hyper-potent sedatives just for this task.
>>
>>19897075
Thats only a matter of how much/hard tranq we give. Theres tranq meant to take down elephants in a shot.
>>
>>19895128
So not only are we going to be demons to the normal humans around, we're going to *fabulous* demons,
>>
>>19897167
Demons?
We destroyed the (as far as we know) only source of Redbulls in the region and decimated their numbers significantly.
Just tell them that if they give us shit about our mutations
>>
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187 KB
rolled 83 = 83

>>19897011

>????
>>
The guardsmen who man the machine shop start producing high-powered dart ammunition to the exacting specifications of the new scientists for proper delivery of the rage cure. The darts are fired like a normal bullet, have a sturdy, inch-long needle, and a bulb with blue feathers that holds the injection materials and keeps the needle from penetrating dangerously deep. They're designed in such a way that they can be chambered in the Star Guard's high powered sniper rifles like normal ammunition. From now on, the guardsman armed with Star Rifles are given a special magazine of cure darts, and the scientists have suggested that, given sufficient materials and effort, they could probably brew up a special tranquilizer that could be put in with the cure, one powerful enough to kill a normal person or knock out a Redbull long enough to end the fight while the cure is taking effect.

Population: 81
Food: Above Average
Water: Above Average
Materials: None
Fuel: Surplus
Test Subjects: Surplus
>>
>>19897259
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles, Rage Cure
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Also, these scientists have spent the last twenty five years studying Salient effects and properties. You guys will have an easier time making custom mutations from now on.
>>
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>>19897268
Oh, and here's an updated map.
>>
What if we experimented with the largeness effect of salient red, and increased it? Like boosting the size of people to ten feet and with that much strength and size they'd be able to keep up with a car I bet. or if anything we could just make enormous dogs.

plus we're forgetting that we aren't limited to the mutations we know of, we can experiment to find new ones such as our fast recovery mutation which was random. We might want to look for totally new mutations.
>>
G. Scavenge for raw materials withvehicles again
>>
Oh and G, we have no materials left.
>>
>>19897268
>>they could probably brew up a special tranquilizer that could be put in with the cure, one powerful enough to kill a normal person or knock out a Redbull long enough to end the fight while the cure is taking effect.

Let's do this.

The turn after we can radio the tribals on what happened. Take a detour and give them some spare dart rifles, then go hunting.
>>
B) create housing structures for our increasing population. I expect that the Barracks is becoming rather crowded, especially with the newly enhanced Brawlers staying there
>>
>>19897348
pardon, I meant G) canibalize the city for all available materials, starting with the area surrounding the bunkers
>>
>>19897313

Suggestions for new mutations would be
>increased mental capacity, which would probably double our science and mechanical abilities, allowing us to make cooler shit in general.
>really tough fucking skin, like bulletproof if possible
>mayhaps retractable claws? not sure how useful that might be
>>
>>19897341

Can't build shit without materials daggy.
>>
>>19897268
lets do G to get more materials. and use the trucks since we have a surplus of fuel
>>
The humvees head out into the city with carts to collect more raw materials. Most of the scavenging patrols go quite well, though people on lookout with scouts note a larger than normal number of Redbull sightings. Near the end of the month, five Redbulls attack one of the humvees. The vehicle is badly damaged, and the squad falls back into a tall building, blowing the stairs behind them as they go. The designated marksman manages to hit all of the Redbulls with darts and, after waiting up there for a few hours, the Redbulls seem more lost and confused then aggressive.

When the squad goes down and tries to talk to them, the Redbulls seem to have the intellect of a young child, able to remember their names, ranks, and home towns, but completely devoid of abstract though.

Population: 82
Food: Above Average
Water: Above Average
Materials: Above Average
Fuel: Plentiful
Test Subjects: Surplus
>>
>>19897444
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles, Rage Cure
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Take the cured Redbulls back to base, give them the Blue, only use them for pitched combat and helping around the base, no patrols.
2. Leave the cured Redbulls behind.
3. Execute them. They may be cured now, but they've surely been committing terrible atrocities for years now.
>>
>>19897446
Oh, and the damaged humvee will automatically get repaired this turn. No need to declare an action for that. That's the actual benefit of having a higher population.
>>
great now their basically a kid in a super soldiers body.
>>
>>19897446
alright, lets do d, and try for intelligence boost. but i think this is either not possible or very very hard to do since we only have a salient that makes people dumber and the blue that has no effect. so i say focus on increasing our already fast recovery.
and 1, take them back
>>
Let's do F, see if there's anything to the east of our town/base.
>>
c give those darts the knock out effect
1
>>
b) housing for all of these people.
1) the star law is only for those who do not understand their crimes. They should be used as manual labor (lightly) and only unleashed in combat if there is no other option. Also blue them.
>>
>>19897558
*those who understand their crimes and comit them anyways
>>
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<------
Lets put the howitzer on top of a carriage. We can use treads, or wheels to move it around and include a gunne with a hachine gun in the part of the vehicle that houses the engine. We'll hav ethe advantages of fortification artillery gun with the ability to take it into battle.
>>
>>19897488

I mean OP said these scientists have been dicking around with salient chems for decades and they have an intimate knowledge of what causes brain damage and rage, that knowledge is surely twofold, allowing them to increase mental capacity with a solid enough lab - which we have.
>>
Well, so far I hear improving the darts, building housing, exploring, researching mutations, and putting the howitzer on a cart for easy towing. It's good to know that there are so many plans in the works, but I need to see some agreeing here.
>>
>>19897664
i dont know. it is just a lot easier to learn how to break something than to learn how to make it work better
>>
Brain damage is kind of a permanent affair guys. The way humans work is that our brains are a finite resource capable of only so much activity and growth. Once damaged we never get that capacity back.

on the otherhand we can make people into the incredible hulk so who knows? maybe we can modify the brain to sompensate for the damaged portion of the brain.

>op! can we fix the brain damage?

when in doubt ask the GM.
>>
>>19897694
I want to give the howizter its own engine so it can move itself around. Putting it on a cart is a good first step though.
>>
>>19897701
Thanks for asking! I'm always happy to answer questions when asked, or allow speculation when not. Basically, they won't be able to truly boost intelligence, and repairing brain damage is right out without stem cell therapy, but they will be able to replicate the effects of drugs. So, say you want the Star Guard to have better focus and think faster? They would adjust the mutagen to adjust brain chemistry to replicate the effects of things like adderall and low doses of certain amphetamines.
>>
>>19897644
I see no reason for this when they're safe and useful at the base. We're not going out of state or anything.

I think we should take the redbulls back.

Explain what happened to the Redbulls to the Tribals. Trade them dart rifles, and tell them when them to radio in any redbulls so we can take 'em.

Lets look into stem cell research so we can repair the brain damage. That + therapy should make them functional adults again.
>>
>>19897798
I'll tell you this right now. You'll require a lab upgraded one level higher before you can start attempting things like targeted stem cell therapy. For that, you'll have to find and salvage equipment from some sort of experimental research facility. You won't be able to fabricate it yourselves.
>>
>>19897746

repairing damage is impossible sure, but what about improving undamaged brains and boosting mental faculties? If our whole population became twice as intelligent we'd be able to do some more awesome shit...

I think building housing is kind of a waste of the materials we just got, OP will tell us if we need to devout resources to creating more living space and until it is deemed necessary we shouldn't waste our time. If it isn't broke, don't fix it.

As for the howitzer, that seems sort of unnecessary too. I mean as compared to either improving these darts to be more effective or improving our own mutations now that we have a super lab and a very very capable staff.

If we can't increase our mental faculties we should leave our mutations alone for now at least, and make the darts more effective. Then our next move should be developing jet fuel so we can snag a couple helicopters...
>>
Someone mentioned earlier that we should name the howitzer we built- I carve "God's own Sling" into the barrel with a combat knife.
I vote for option 1, but with some more details- We bunk them with the Heavies, and try to keep them separated, unless they become distraught from that.
If they don't go Berserkergang and try to kill everyone in 3 months, lets try to offer the new Redbulls we capture to the settlement nearby. They get heavy lifters to help them deal with the hardships of the waste, they have productive mutant members of the community, and best of all, those schlucks are feeding and housing our problem. Everyone wins, and the Star Guard wins twice over!
>>
See this is why you ask the GM what you're cpable of. Thatnks OP for a straight and clean answer.

Okay obviously fixing brain damage is right put so lets either A: work on building facilities for our new braindamaged kin, with some patience they'll make good workers (we can just shoot trouble makers.) B: working on hulk specific equipment of one form or another. C: vehicle improve ments, either assult biks or a tank to put the howtizer on so we can bring it to any major engage ment for awesome fire support... Or D: we start woking on our economy and culture.

>OP can we built a tank for our howitzer? an armored carriage with a machine gun up front to provide some bit with the gun up top and a platform for loaded and gunners?
>>
>>19897833
Actually, no, I won't tell you. At the moment, everyone is living inside of a military barracks in a single shared living space full of bunk beds. That's perfectly adequate, but far from ideal. It's up to you guys if you want to improve the housing beyond that. As for boosting intelligence, like I said, you can't truly boost intelligence, but you can replicate the effects of drugs, making people have a little better focus, think a little faster.
>>
>>19897701
Game Master! We spend this turn building.... Neurons!
>>
>>19897858

>That's perfectly adequate

until we take in another 50 some people I see no reason to throw our resources at housing instead of stun darts.
>>
>>19897858
Other than scavenging, do we have a source of food? If not, I don't see why we can't get started on a simple hydroponics system with a few of the resources we acquired.
>>
>>19897905

We have a hydroponics system in the lab and a stable supply of food from tomatoes, apples, and the occasional giant squirrel or mutant pigeon that gets too close to the base.
>>
>>19897925
Ah, in that case we should probably explore the surroundings a bit more then.
>>
Okay, is there anything approaching a consensus yet? It doesn't even have to be a true consensus, just one that look enough like one for me to continue. If there is, I don't see it.
>>
knockout darts nigga
>>
Oh, crap I should have thought of this three or four turns ago- Yo, OP, We've been injecting everyone who asked nicely and their mums with 'instant-bone-density-and-muscle-growth' serum, should we be taking a serious hit to our food supplies from that? I mean, mass and cellular energy doesn't just come from nowhere!Ha ha.

... Why are you all glaring at me?
>>
explore south
>>
>>19897978
lets go with knockout darts. then we can start doing hit and runs against the rest of the reds for cheap muscle
>>
>>19898001
Nah. You guys have enough food stores to accommodate the initial increase in consumption, and after the initial spike, their upkeep costs stabilize to only somewhat higher than they were before.
>>
Why are we curing reds....? We should just be shooting them since rage or not they'll never be anything more than mentle deficients with way too much physical power...as opposed to mental normals with way too much physical powers.

Fine knock out darts.

I don't approve of rectruiting ruper retards though/
>>
>>19898045
Once they're cured, they'll be much less of a threat. We don't have to recruit them, we can just leave them to fend for themselves as before.

Once we find the equipment necessary to create intelligence treatments, their mental deficiency will be less of a problem.
>>
In the first thread, you mentioned that there were mutant monsters in the forest (and I kinda just assumed) in the city- is there anything out there, besides Redbulls? Like,have we heard any stories from the settlements or seen radscorpions or anything?
>>
The lab boys get to work on brewing up an extreme tranquilizer - a potent poison, really. On any normal human, it will kill in a manner of seconds, but it will knock a Brawler out for one or two dozen hours or a Hulk or Redbull for a half-dozen hours. All of the cure darts are souped up with this supreme tranquilizer.

Population: 83
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Below Average Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles, Rage Cure
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19898078
In the city, there are giant rats with tough hides, feral dogs and coyotes with a wide range of beneficial and harmful mutations, and giant, aggressive pigeons and gulls. The real monsters, though, tend to be in the forest. For example, the giant bee hives that everyone's either forgotten or decided to leave alone.
>>
Explore East- To ADVENTURE!
>>
rolled 33 = 33

>>19897446
1.

>>19898084
E, let's look into intellegence increasing treatments, or ones to repair brain damage.
>>
>>19898084
Oh, also, Month 71.
>>
>>19898084
What's the range on our howitzer? Just how far away can we fire with it (on the map?)

H, btw

Personally, I think that we should try to create some special fuel for the helicopters we found. I think they'd be a great asset, and having them would allow us to essentially explore the entire area. We'd also be unstoppable with air support, so it'd be in our best interest to secure them ASAP.
>>
>>19898107
Giant bees.
Let's explore. Get some giant-bee honey.
>>
>>19898084

Eh, let's Explore some. Go south, pass the old raider fortress that we demolished.
>>
>>19898084
alright. lets get that jet fuel still going. i want some air support
>>
explore south, using vehicles. If we encounter anyone non-hostile let them know of our purpose and our desire to find a science research facility. Go over old maps to see if there are any in a 50 mile radius
>>
>>19898123
The distance from the base to the old raider fort is about 25 miles. The artillery cannon can't accurately fire past the horizon. Extrapolate from there.
>>
1. Take the cured Redbulls back to base, give them the Blue, only use them for pitched combat and helping around the base, no patrols.

Let's do this.

I say we start working on stem-cell research so we can repair the brain damage.
>>
>>19898084
Oh, and the cured redbulls are taken back to base and used for hard labor. They take to it great as long as they're given proper instruction. They're very forgetful and profoundly uncreative, but working with heavy things and doing repetitive tasks come easily to them.
>>
I still think we should make a motorised howitzer. It'll be great the next time we have to wreck a raider fortress or assault a fortified position.

also we're just making the enraged red-bulls slightly less of a threat. they're RETARDED and they have enough strength to smash concrete with their barehands. They can still be depraved murderous assholes. We whould design a poison that kills them by attacking the red salient mutations and just genocide them, The city would be better off.

Wow. I leapt right off the slippery slope there didn't I?
>>
>>19898174
Nah. Mixed, really. I wouldn't be against genociding them, it's just a lot of them are people that had it forced upon them.
>>
>>19898174
I dunno, killing people who are victims themselves and had no control while under the Rage seems fucked up.I think those we recruit should be given the Blue.

Let's give dart guns to tribals and tell them the story. Advise them to send ANY cured redbulls to us.

Motorized howitzers can be done when we have more anyway. Atm, we just don't need it since we can shoot it from our base instead of risk losing it.
>>
Wait, our dudes are super strong and have semi-impervious bones, should we make a note to re-work our armor to be stronger, with added focus on the head,forearms and joints?
>>
anyway on the red bull threat I think we should convert the rage cure into gaseous form and use it to knock out large concentrations of bulls. Maybe make a contagious retrovirus that'll spread among the pupulation. If its contagious we cure !: and then that guy cures every bull he comes into contact with. We need to fix this or anyone in the city who isn;t large and red is fucked.
>>
>>19898174
I suggest that we simply attempt to pacify any remaining Redbull populations and leaving them to slowly die off on their own. I mean, they've the intelligence of children and would no longer try to inject other people with the Salient Red, so they'd simply fade away after some time. We can't just go and kill them though simply because they're retarded.
>>
>>19898228
This is a good idea, but let's focus on restoring brains first. Then we can make it a contagious virus that will spread among the Redbull population.
>>
>>19898226
Your only armor is kevlar vests.
>>
>>19898219
why should we recruit super retards when we have guys with thier strength and more intelligence? surre we could use them for slave labour but I think raising our own hulks and giving them...you know imagination and an education is way better. We shouldn;t waste time or food providing for these things.

If no one's against it we should either make a virulent rage cure or a red-plague if we can make one that won't affect purples or blues. Lets not genocide ourselves on accident.

yeah genociding victims is a tad messed up. But the victimis have become victomizers. there's no way out of this scenario that doesn'yt involve massive more compromise.
>>
>>19898267
When we make clothing/armor, we can make it for both sizes in a turn, right?

Rifle/Stab plate inserts, helmets and joint pads would be a good start for armor.

Making armor for our dogs would also be good.
>>
So, it looks like the most commonly voted action is exploring and the most common direction is south.

>>19898278
I'm pretty sure they're trying to recruit them because the Star Guard has been established as extremely Lawful Good and anti-victimization. That's my take on it, anyway.
>>
>>19898294
Yeah, you don't need to specify that you're making it for one size or another.
>>
>>19898278
the problem with growing our own is we have 83 people. that means we have around 20-21 hulks. there are at least a thousand of the red bulls. we can benefit from some dumb muscle and some warm bodies to take up space
>>
I say we work on whatever would let us add a cure to recover brain damage.

Then make a contagious/gas version of the retrovirus that won't effect normal humans.
>>
>>19898335
i dont think we can make the mind restorative contagious. since it requires stem cell treatments, unless we could make the body make it's own and then send them brain ways, we can only make the lack or rage contagious
>>
... What if we take over a prison?GM, did our patrols encounter an undestroyed precint during any of the scouting?

We could stick our cured Redbulls in their til we develope the super intelligence batch. They lived normal lives before the nuclear strike, and they were soldiers. They know about morality and discipline somewhere in their heads, we just need to dredge it up.
Uh, if we haven't found a prison yet I vote we try to explore and map the rest of the city- we won't need to build stuff if we can just clean up an existing tech lab/ smelter/etc.
>>
>>19898318
. . on that note, could we use passive redbulls as breeding stock? Given that they'd be given the cure for the deficiencies in the salient red, wouldn't their offspring be free of any such problems? The 1st generation (this one) would indeed be retarded, but the 2nd should be just fine.

I say we let them in for that reason alone. We do need to get some population growth going, after all, if we're to rebuild civilization. Also, these guys are /massive/ and perfect for slave labour -- given that they probably wouldn't give a shit about what they're doing or complain. It'll mean sacrificing some food, but I think it's worth it.
>>
i think we should give the cured Reds to the Tribals.

Explain that we have found a way to tame them, and that they are now littl emore than children--Let the ones who had to deal with their actions the most decide their fate.
>>
>>19898395
Their offspring would be free of the problem, yes. Also, not all of the Redbulls are male, the females just have a similarly built-like-a-truck physique.
>>
>>19898427
That's why I suggested the breeding stock idea, since I figured that'd be the case, yep.
>>
>>19898363
Well, we have very knowledgeable scientists, and the Salients are already pretty crazy.

Perhaps we shoot them with a brain restorative/rage reducer. Have the anti-rage spread. Then we can set up a processing center at the naval base to restore their intelligence + work on reeducating them.

Anyone who wants to join us can get Blue'd.
>>
>>19898387
there is no super intelligence batch. We can make some focus/though stimulation mods but we can;t restore a person without strapping the, the fuck down and working on them for a month with a complex theoretical stem cell treatment. It would take us 50 years just to cure all these bulls and we would have to do it one person at a time. Not worth the trouble. We can recruit dumb muscle for hard labour but that's the only benefit. We should waste useful salient on them so we can idtntify them on sight and we shoudl always make sure there's less of them on base than us.

and we aren;t killing them because they're retarded. e're killing them because they're retarded AND they can shrug off small arms round, smash concrete with thier hands and tear a normal person in half when they get angry.

Woyuld you want to be anywhere near a retard with incredible hulk strength? I wouldn't.
>>
>>19898404
I suggested this a little earlier, with some caveats and such to make sure the integrate properly:
>>19897853
>>
>>19898447
In that case, lets do it.

But I'm not gonna be the one to teach them the Birds and the Dire-bees.
>>
Given our growing population, I always assumed we were automatically expanding our tomato farm to compensate.
>>
File: 1342406292195.png-(20 KB, 819x460, 2.png)
20 KB
A pair of scouting patrols are sent far south on the motor cycles along with stakes to put in the ground and Star Law plates to nail to them. They manage to find an intact bridge for crossing the stream, and continue exploring south. Eventually, they start running into rural fields, and they find a medium-sized farming community of a few hundred humans.

The people of the village seem nervous at first, but more because of the motor cycles than the fact that the riders are mutants. They explain that in these parts, it's usually raiders that ride bikes like that, but the raids have been much less frequent lately. The guardsmen explain that they had been the ones who destroyed a massive raider fort to the North West. The farmers seem impressed, and the guardsmen leave behind a handheld computer and a copy of the Star Laws with the implication that the Guard might be back someday to do trade, if the farmers are willing.

Population: 84
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Plentiful
Test Subjects: Surplus
>>
>>19898521
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop
Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts
Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Biodiesel Still, Night Vision Goggles, Rage Cure
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Welcome to year six.
>>
>>19898503
Most of them are already quite well-versed. They're very forgetful and lack creativity, but they aren't immature or childish, per se. They pick up physical skills, like fucking and fighting, about as well as anyone. It's conceptual things that leave them with a blank stare on their face.

>>19898512
You are.
>>
How large was the naval base anyway? How many personnel? Can we try radioing in other National Guard/US Military bases to see if there's anyone else alive?

Either way, I suggest we convert our ammo to AP so we can keep using the same guns. Next turn we can focus on making desert camo uniforms+new armor to compensate for the increased muscle strength everyone has.
>>
>>19898528
lets get that jet fuel still so we can get some air support
>>
>>19898528
E. Pursue new mutations.

Lets try to mix together Purple (or just improve Red) to the point where we get tougher skin--natural armor combined with a healing factor makes one tough son-of-a-bitch.
>>
>>19898553
It had a few hundred people stationed at it permanently and another few dozen cycling in and out with the ships and new assignments. You can spend a turn upgrading your ammunition to armor piercing at the standard cost of materials. You could try radioing other bases, but that hasn't gotten a response in the past 20 years, which isn't surprising, because your computers don't have quite enough range to easily reach other cities. You could spend a turn, though, constructing a radio tower, if you really want to give it a try.
>>
I don't think that we should massacre the reds. Though they might be dangerous, we need the population boost and security they provide. As long as they are fed and know that we will take care of them, they will be loyal troops and workers for us. Besides, their children will be as intelegent as they come. I propose that we start on the jet fuel as mentioned before.
>>
>>19898475
.... You seem pretty set on exterminating the lot,

Er,but anyways- I said 'super int' cause I wanted to type faster and didn't want to hunt down what specifically the mutagen was.
Since it was suggested to us, I figure'd it be in our near future, assuming we find a sciencing facility and helped out the eggheads we picked up.
Was it specifically stated that we could only uplift one a month? so far we've reworked our genetic code twice with an injection, and once by standing in dirty water.
Besides I thought the salient blue made us either live longer, or effectively forever. We could throw them in the slammer and it wouldn't truly effect the civ game besides us needing to send supply caravans out every month and the occasional riot.

'pologize for dissecting your post, I stand by the humane treatment and offer you the floor to state your counter- argument =P
>>
I'm gonna have to go with making spare dart guns. We can give the spares to the rural community and tribals, explaining their purpose and what to do when they calm down (AKA have them head to the rough direction of our base where scouts will intercept them).
>>
>>19898572
okay heres wjhat we do. Build a hauler truck, take it down with a caravan to the naval base. Load a helicopter onto it. tear the copter apart. Build a new copter that can run on our current fuel reserves.

sound good?
>>
Oh, and side note. The farmers hadn't heard of the Redbulls before. None had ever graced their community with their unwanted presence.
>>
We shouldnt kill the cured Reds, they are not dangerously mentally retarded, they just lack creative thought meaning they need a few caretakers, besiders everyone at the base may not be Hulks, but were sure as fuck not normal humans, we can take the time to calm them down if need be. This extra labor pool helps free up more people for more intense jobs.
>>
>>19898661
hm..An agricultural society could certainly use some tard-bulls. After all, you got a freakishly strong person that's fully capable of carrying out simple tasks, but isn't good (if only for morality) for warfare.
>>
OP, *Have* we found a surviving prison? or anything that could house a large number of people, really.
I don't think we need to cage them so much as have a convenient drop off point for food so they don't take up marauding.
>>
>>19898645
No, the reason being the reds are still a big threat, also, re engineering those turbine engines will certainly their efficiency. I say if we really want those choppers, just build a refined diesel still with the Jet A fuel, like Op has suggested before
>>
>>19898715
No, you haven't yet. Most buildings are rubble or gutted skeletons.
>>
>>19898740
Curseses,
>>
>>19898645
Tear apart a copter? A finely designed tool built out of a few fucking million moving parts?

I don't know if we can put them BACK together.
>>
Okay, the consensus seems to be focusing towards fueling helicopters, specifically towards building the stills for the fuel now, getting the copters later. That about right?
>>
>>19898777
TO DA CHOPPAHS
after we still some fuel.
And figure out if anyone with us knows HOW to fly a choppa
>>
>>19898623
I don't like having competition from someone who may resort to cannibalism because they're incapable of contemplating basic philosophy. That's still an issue, meat is an easy food resource to get if you're as big and strong as these creatures. We just took away the rage issue, not the compulsion to eat anything they catch. Look lets just grab some of them as breeding stock, hand one over to the city tribals as an experiment and see if they're smart enough to use it for heavy labour. If not we don;t bother making extra dart guns.

also trading caravan for farmers. lets give them some purple tomatoes and get some new breeding stock for our farms to mutate.
>>
>>19898777
I think we should go for the copters now, just in case. Bring a sizeable amount of dart guns. Take a detour past the tribals and hand them some, explaining what's going on and what we'd like them to do if they shoot one with it.
>>
>>19898817
They lack creative thought. That doesn't mean they can't do something basic like farming, which is something even primitive humans learned.

We could also send cured redbulls to the rural community, along with the new purple tomatoes.
>>
OP, we're in autosage I think. Make a new thread.
>>
>>19898764
explain something to me.
Where are we going to get jetfuel? Jetfuel that requires a very complex facility and a number of chemicals that require a factory with thousand of wrokers to make? screw the helicopter we aren;t putting it back together we're tearing it apart so we know how to make our own.
>>
>>19898922
OP outright said we can make jet fuel stills.
>>
>>19898906
We aren't yet.
>>
>>19898948
Yes we are. The post limit is 300, it's over 325 at this point.
>>
>>19898968
I was under the impression the autosage limit was 350.
>>
>>19898946
why woulkd we want jet fuel stills when we can make helicopters that don't need jet fuel?

>how many turns would it take to make jet fuel stills, how many to reverse engineer a helicopter. help us out OP. I don't mind being wrong I just want someone to be right.
>>
>>19898973
Not on /tg/.
>>
>>19898987
Wait, wouldnt we just need to convert/change the engines?
>>
>>19898987
You can't, actually. You can't generate enough torque to provide lift for a helicopter using a standard diesel engine. You could with an ultralight, but not a true helicopter. A jet fuel still will produce far below industrial amounts, but enough to use the helicopters sparingly. I have the next post typed up, I'm just going to archive this thread first.
>>
>>19898922
we could make diesel, why not jet A?
But good luck manufacturing all the avionics required for a military grade bird. not to mention radar, ladar, gps and hud equipment.
If you JUST want a helicopter, the principles involved are not difficult. Have an egghead throw together some blue prints and see if we can cannibalize a hmmwv engine to make something small like a bell hs_13 sioux
>>
okay lets just grab all the helicopters with a caravan. We'll tear apart one and use that one to make ultra light helicopters. You like scouting? We can do that from the air. We'll just make diesal stills and use the other helicopters for when we positively, absoluetly have to kill every motherfucker in that general direction.
>>
>>19899086
Here's the new thread.
>>
>>19899074
we can't make jet fuel because we're using biodiesal to make our cars run, its not that dificult ot make a combustion engine that can run a car, the engine's just ineffiecient as hell. Making an ultralight helicopter makes sense. trying to field a militarygunship doesn't because seriously...what would we use it on?
>>
I have an idea to placate those cured reds. make a football field around 50% bigger, and let them play football when they're free.

Bread and circus, man.


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