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File: 1342564500091.png-(39 KB, 819x460, 2.png)
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Squads with rifles and many, many ammo crates of darts are loaded in helicopters, along with many units positioning themselves in buildings on the ground. They surround and fly over the Redbull camp nearest the tribal hospital and open fire, tagging as many Redbulls as possible, especially the ones near the edge who try to escape. The guardsmen's aim is impeccable, owing in large part to both the Gold and the rigorous training the Guard undergoes.

In less than an hour, 200 of the 250 Redbulls that had been at the camp are tagged, the others having escaped. The guardsmen set up some tents where the bulls can line up as they wake up, be given some water and a snack, be asked their name and rank if any, and ask if they would prefer to join the Star Guard or go work and live in a peaceful little farming town. 50 elect to join the Guard, while 150 choose to go join the little farming town. It will put a strain on their food supply for a season, but they have enough of a stockpile saved up owing to the hard work of the bulls that already work there that they'll be able to manage.

Population: 390
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing

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, Heavy Machine Guns
>>
>>19926666
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, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination

-----

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.
>>
>>19926666
Now would be a good time to make contact with the various settlements we haven't already done so with. Taking out another Redbull encampment just now is contra-indicated, on account of potential overflow problems.
>>
I would really like to expand our machine shop to include a small forge. We could reclaim any scrap we can't use and reforge it into working bits. If the machine shop can already do this can we expand it more?
>>
Question; what is the housing conditions in our base? Do any chances of overcrowding?

I'm curious about the possibility of establishing a colony/base/new town either to the east or the west along the river. It'll be a forward base, and it could be a way to have several stockpiles of whatever in case something goes wrong.
>>
>>19926748
Actually, that's a good point. Would setting up a scrap-recycling system of some sort reduce our effective Materials consumption at all?
>>
>>19926756
There is a singles' barracks and apartments for officers and families. It's getting a little crowded now, but that could be resolved by just spending a turn expanding the barracks and building more levels on the apartment complex.
>>
>>19926756
No new bases at least until we hit, say five hundred. We're spread thinnish as it is between our three existing bases. The secondary and tertiary of which are pretty much (functionally) bare bases.
>>
>>19926769
No, but it would cause material gathering to be one step more efficient as the scraps around base are collected and recycled. Currently, a collection assisted by a vehicle collected four levels of materials; with that system, it would collect five, which is a small boon in the short run and a big one in the long run.
>>
>>19926756
Setting up a new base would kind of be counter productive. We'd have to ferry supplies and people backwards and forwards between it. At the moment, the forge idea sounds good, less scrap wasted.
>>
My vote is sending out envoys to the various undiscovered settlements (lighthouse, and settlements the horse raiders used to mess with)

Also increase fortification at the navy and island bases
>>
H, established a staging point, forward base, or whatever you wan to call it near the edge of the forest to the East. A watch tower and some crude walls could be a good start.
>>
>>19926805
This is accurate. The main base's housing situation is getting a bit crowded, but the other bases are a bit thin. You could afford to send a lot of bulls to the naval base and the airport to resolve both of those.
>>
>>19926809
All right then. My official vote goes to B, a scrap reclaim system (smelter/forge, gravel crusher, what have you).
>>
>>19926825

Alright, I take back my vote and change it to "reinforce all other bases".
>>
I think in the last thread alot of people wanted to spend a turn getting it on like rabbits.
>>
>>19926831
So, to further refine, B and spread some of our excess manpower from the main base over to the naval and air bases.
>>
>>19926831
then lets do so at the naval base lets see if we get the ships operational.
>>
>>19926818
I second this.

A couple of helicopters head to the lighthouse, one stays in the air as the other lands.
We should go out and meet the settlements in force, that probably wasn't the last of raiders in the area, so humvees and the like are a must. We've sort of got a first contact protocol thing going on, observe them if they are possibly hostile, approach and offer trade/protection while leaving them a handheld computer and the Star Law plates.
>>
>>19926871
Yes, you can spread the excess manpower as a non-action, I should have specified that. So, anyone who wants to do that, vote for an actual action, like building a recycler or exploring or something too.
>>
>>19926884
we have no idea how to work the ships.
they're an asset, yes, but we'll need to put a lot of work in before we can actually get them working. I don't think it's worth it at the moment.
>>
>>19926884
We've been over this. The ships cannot be gotten operational.

...although it might be wise to relocate the PT boats from the Raider base to the Naval base, if we haven't already.
>>
>>19926899
Build Forge/Recycler/System
Spread manpower.

With the forge, if we ever get a supply of ores from wherever, we can fully start producing our own items. No worrying about harvesting scrap or other bullshit
>>
>>19926899
To further clarify: I vote B: Construct a recycler.
>>
>>19926884
The ships need a crew approaching a thousand in size to perform even basic operations, and the men who might have the training to do so are currently brain-damaged bulls.
>>
>>19926955
OP, for future reference: would a logging camp by the woods be a viable source of continuous materials production?
>>
>>19926916
This. Warships would be a Very Long Term project at best.
>>
The Guard dispatches excess personnel at the main base, especially new bulls, to the naval base and the airport in order to help with defenses and construction. The guardsmen at the main base start putting together a basic recycler at the forge, something that can break down old concrete into gravel to form a base for new, melt down small bits of scrap to be moulded and tooled into new metal objects, and so on. It will help process leftover scraps from building projects, making material collection phases all the more efficient.

New prospective guardsmen are still actively approaching patrols in the city, having heard the broadcast on simple radio receivers.

Population: 400
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Surplus
>>
>>19927062
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

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, Heavy Machine Guns

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, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination

-----

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.
>>
>>19927062
>Materials: Average
That should be Below Average.

>>19927012
It would increase material collection, like the recycler but more so.
>>
>>19927069
Explore north.
There's a big area we haven't seen yet.
It could have things in it.
>>
>>19927062
Our materials should be "below average," unless I'm mistaken.
>>
>>19927087

I like things, lets do this. but just have a pair of Helicopters scout around the unexplored areas until they reach bingo fuel.
>>
>>19927087
Hey, let's deal with what we HAVE explored, first, yeah? It's time to start making contact.

>OP, are we limited to making contact with one settlement per turn?
>>
>>19927069

F: explore the now open vault by sending a delegate by speedboat upriver!
>>
>>19927155
>>
OP, what are the levels for fortifying our other bases?

Can you give us any ideas on how to figure these MegaCorps guys out? Any kind of pointers?

One easy/fast thing we do? Scrap the warships except for any salvageable electronics and the cannons. Make ammo for the cannons and put those warship cannons at the airport and navy base.
>>
>>19927155
That actually raises a good question. IS the river navigable by speedboat? I don't think so, but it doesn't hurt to check.
>>
>>19927155

when did the vault open up?
>>
Posting these again.

Infrastructure Upgrades:
1. Expand river towards us.
1A. Make water-powered turbine generator.
1B. Get the power grid set up to support the tribals, rural communities and lighthouse.
1C. Give basic schematics for things like power tools, machine shops, biofuel stills, printing press, ham radios, how to make paper and the ability to essentially set up medical centers. Combine this with electricity and we essentially re-introduced the 20th century to Star City.
2. Improve range/frequency range of radio tower.
3. Get seeds from forest be they from the root, acorns or whatever. Modify Red Salient 2-A into Red Salient 2-C, giving them rapid growth. Use the lumber to make paper and things made from wood. Use it as a trading resource (this is why we're not using Blue or Yellow).

Misc. Actions:
1. Scouting: Even though we're probably one of the best organized armed forces, we explored very little of the map. (3-5 months)
2. Trading
3. Go Redbull curing on the encampments. (3 known locations/3 months))
4. Make a program for facial recognition.
5. Lighthouse Contact
6. Rural settlement contacts (6 months)
7. Convince the tribals to stop needlessly killing the Redbulls, and have them sent in a direction that our main bases' patrol could intercept them.
8. By the start of the next year, send new salient samples and any schematics/tech to our allied bases.

(cont)
>>
rolled 57 = 57

Man, I suck at this =/

F: explore the now open vault by sending a delegate by speedboat upriver!
>>
Mutation Upgrades:
1. Pheromones to become more charismatic.
2. Salient Red 2-A to make lobotomized Dire Sheep that won't harm us.
3. Salient Turquoise 2-A to increase the size of our dogs as additional mounts. Leave say, 25% of the dogs in their current size for scout purposes.
4. Shortened Lifepsan (in the hours) & Extreme Appetire for Salient Red 2-B, which we'd use for Hell Rats.
5. Adrenaline rush for improved combat performance.
6. Reduced Sleep for improved productivity.
7. Reduced Calorie Intake so we can eat less food.
8. Improved Intelligence.
9. Improved eyesight
10. Improved running speed/stamina (this will benefit us greatly)

Military Technology Upgrades:
1. Convert our ammo to AP. The good thing is that they'd still be subsonic. (This is if we want to fight Redbulls).
2. Create armor for the dogs and horses. Rifle/stab plate armor inserted in kevlar would be ideal.
3. Create higher-caliber rifles w/ammo carriers for the Hulks.
4. Create HMGs and mount them on our scout copters.
5. Take the warship cannons off the ship and make ammo for them.
6. Repair/uparmor the Trucks. We can use these to ferry dogs or rats.
7. For the Dolphin, put two full-auto, belt fed HMGs on them, or one HMG and one grenade machine gun.
8. Mount twin-linked HMGs on the prop planes and repair them.
9. Put the naval warship cannons on our bases and produce ammo for them.
10. Develop flamethrowers to combat bees for when we want to go to the mountains or forest.

(cont)
>>
>>19927176
Those cannon aren't moving short of some heavy machinery. Which we would have to first build. Likely not a one-step process.
>>
>>19927192

When we flew over it by helicopter, it had a different colour when we fist spotted it.
>>
Immediate, Short Term Goals:
1. Fortify the naval base. (another 1 or 2 months)
2. Make contact with the Lighthouse.
3. Begin a massive campaign to get those Redbulls cured.
4. Set up a sperm bank or have some females volunteer to get fucked.
5. Make contact with the other settlements.
6. Get the trucks repaired, horses uparmored and start a permanent trade caravan. We could probe the Megacorps to see if they'd be interested in such a service in exchange for tech. Actually, we need to ask what they'd be looking for in general from us.
7. Fortify the airport.
8. Get those cannons in our bases and make ammo. Cannibalize the warships except for any salvageable electronics.

Possible Confederation/Alliance Setup:
1. So long as nobody commits morally reprehensible acts or goes around conquering, don't get involved in the internal matters of settlements.
2. Raise the standard of living. Get an integrated economy going on between all of us and improve local infrastructure. Try to grow between eachother. Set up trade agreements.
3. Eventually improve the environment in the sense of, "unmake this post-apocalyptic irradiated wasteland full of danger".
4. Do not indirectly or directly subvert the independence of a fellow settlement.
5. Do not sell weapons to Raiders.
>>
>>19927192
It didn't, as far as we know.
>>
>>19927113
Not when you're using helicopters to get everywhere. You can say 'hi' to everyone on the map if you use helicopters. Note that there are a lot of plains farming settlements you haven't scouted yet, though. Those would require scouting first.

>>19927155
As far as you know, the vault is sealed, and that brown splotch that the river goes into where the vault is? That's mountains. Those boats would have to be able to go up a waterfall in order to get to the vault. Those boats can't get up a waterfall. Also, it goes in the email field.

>>19927176
Most of the defenses are for the main base. The naval base's only defenses are pretty much locked doors and snipers. The airport has some simple fortifications and roadblocks and is on its own island.

I'm giving you guys no pointers on the megacorp guys. They're an enigma wrapped in ambiguity offering you trade opportunities.

You could start scrapping the ships if you wanted. You could probably mount the cannons at the naval base as a project. If you got them operational, you could do some serious damage to almost anywhere in the city.
>>
How about this guys? Chain-link labor for imprisonment and a prison to hold inmates. We can set up a few houses for people we put on 'parole'. If they behave well for a year, they can leave the island or stay. Because right now, we're kinda killing everyone. One benefit of this is that we can get extra manpower done. We should also set up a garrison near or at one of the rural settlements, since all of our bases are so far away from them. Considering the fact we're soon to reach 400 people, this shouldn't be hard to do.

Sentences: Halve sentences for minors. Death becomes 50yrs imprisonment for minors. Max sentence is 20 years for minors, except for Murder.
Murder: Death
Enslavement: 50 years.
Repeat Rapists: Gelding, 50yrs imprisonment.
Rapists: Gelding, 25 years imprisonment.
Brutality/Assault: 2-10 years depending on intensity.
Theft/Robbery/Burglary: 1-5 years.
>>
>>19927208
>>19927195

I feel rude but these kind of bother me, mostly in that they are hard to read all the way through and alot of the 'priorities' and 'goals' on there have only been proposed by a single person, or are totally impractical. idunno, not demanding you stop or some shit, just my thoughts. i appreciate the effort to categorize and organize options.
>>
Assuming the Redbull purges go exactly like the other ones:
-200 will remain within the general area.
-600 more will be cured, 150 will want to join us. We can send 450 to the other rural settlements or the Lighthouse since the one in the east is starting to experience a strain on food supplies.
-Two months spent rounding up the remnants should make the city completely safe.

I don't think we really need to travel west at this point unless OP can confirm if there are any other nearby islands based on our old maps.

East will show us what's beyond the mountains, and who the hell knows what's there?

South will possibly show a post-collapse city, and likely more bandits.

North leads the wasteland and the rest of the city. That means possibly more redbulls, but definitely Vaults and fallout shelters. Possibly one or two other Remnants. Killbots, or atleast robots may also be there.

I say we scrap the ships and get those cannons in the airport and navy base + make ammo, using power tools and Hulks/Bulls to get it done.
>>
>>19927231
All right, we've neglected the Naval base's defenses. Let's throw up a wall, preferably using hull plates from the warships as a major component.
>>
>>19927239
I'm just putting this out there, but the Star Laws say 'we will end you,' and so far that's exactly what you guys have done. I could understand theft having a somewhat lower sentence, but most of the Star Guard are victims of rape and brutality, and the Guard has on more than one occasion that they kill rapists, murderers, and thugs, period. If you intend to change that to imprisonment, you'll need to give me, the GM, a solid in-game reason for this radical change in operations and motivations.
>>
>>19927239

That's too many resources and too much effort devoted to something that likely wouldn't see much use...
>>
>>19927192

This thread, http://suptg.thisisnotatrueending.com/archive/19908799/

29mLAB0msc 07/16/12(Mon)16:38 No.19909805
>>19909799
The mysterious vault doors up in the mountain.
>>
>>19927267
We've only got the one destination for the Bulls that don't join us right now - the farm - and they're overloaded at the mo. No more active Redbull hunting until we make contact with other settlements.
>>
>>19927292
They aren't open. I genuinely don't know why you think that. Its dot has always been purple.
>>
Lets scrap the warships (save for any devices/weapons). Move half the cannons in the airport, keep half at the base. That'd be able to expand the range we'd be able to offer fire support.
>>
rolled 98 = 98

>>19927281
I support being more lenient on theft, but the rest? BLAM.
>>
OP if we haven't fixed up a plane yet I vote we do that, get one running, armor it, and throw on a couple guns.
>>
>>19927305
Sorry, missread that as "The mysterious vault doors open in the mountain."
>>
>>19927314
You have not fixed up a plane yet. I do kind of wonder why you would want guns on a plane rather than a helicopter, though, considering that all of your enemies so far have been landborne or seaborne. Not enough to stop you guys, of course, just curious.
>>
>>19927287
Alright, point. So long as we don't kill people for things like theft atleast.

And, I"ll remove those Goals things since they really are filler or say the exact same things the options do.
>>
>>19927314
This is a decent idea, except for the part with the guns and armor.

We take a plane, fix it up with the help of the rescued airmen, then we scout past the mountains. We scout like we have never scouted before.
>>
>>19927239
This is the post apocalypse.
We don't have the resources to feed, shelter and guard slavers for 50 years.
We shoot them simple as that.
These are different times
>>
>>19927342

by all means continue with them, id just cut out some of the more ludicrous ones or the goals that are wayyy beyond our current scope/reach yaknow? its hard to decide what to do sometimes and they do come in handy.
>>
>>19927310
Relocating the cannons away from the naval base is a non-option with our current infrastructure.

>>19927312
Agreed, Devguard. A case could be made for "just" gelding the offender for a single instance of rape. Though that could tread uncomfortably close to 'brutality'.
>>
>>19927353
Yes, you would be able to get over the mountains with a plane. That's something that the helicopters can't really do.
>>
>>19927353

planes move faster and are more fuel efficient than helicopters since lift is horizontal rather than vertical - and the armor would be in case raiders shoot at it, or its attacked by giant shrikes or something yaknow? and the guns wouldnt take an extra turn or anything. but yeah, a plane would be able to go right over the mountains or around them.
>>
rolled 44 = 44

>>19927374
No gelding. Execution, as normal.
>>
>>19927374
Note that a lot of the guardsmen are women who were liberated from raider camps where they had been kidnapped to serve as what amounts to sex slaves.
>>
>>19927374
We repair the aircraft and we scout!
>>
>>19927399
So many women..
Let's..breed
>>
>>19927373
Yeah, the whole point is to make sure no half-decent idea gets lost or forgotten about.

And yeah, some of them are extremely low priority. Like AP ammo? We're curing Redbulls right now, and so far we don't have to do actual lethal combat, or any seriously armored raiders.
>>
So, I'm picking up some votes for repairing one of the planes, some votes for scouting, and some votes for making first contact with settlements. You guys roll to vote for one of those three. I'll pick the highest of the first five.
>>
>>19927399
Point. That pretty much locks us into the hard line. Not that I disagree, mind. I'm just trying to explore the options on this one.
>>
rolled 89 = 89

Contact the settlements. Once we do that, we can continue the Red Offensive.
>>
rolled 82 = 82

>>19927430
Repair planes and scout.
>>
rolled 84 = 84

>>19927430
1d100 I guess?

Let's repair some of the planes, that would provide us with some serious recon abilities, and using them as spotters for our artillery..
>>
rolled 56 = 56

>>19927437
Scout the settlements we haven't actually met yet. That way we can make First Contact all at once.
>>
rolled 44 = 44

fix up the planes (and scout if possible)
>>
>>19927447
This was the highest vote. Going with this.
>>
>>19927447
Great.
More boring red-bullshit.
>>
rolled 49 = 49

>>19927430

definitely repair the planes, they will go farther than helicopters because of faster speed and more fuel efficiency...
>>
rolled 74 = 74

>>19927486
Yeah, curing them will lead us nowhere until we can fix their brains. There will be a point when we don't have the resourcess to feed all of them, then what?
>>
rolled 59 = 59

Repair the planes and scout!
>>
>>19927281
On the subject of theft, may I suggest we use Thief-marks? Easily identifieable tattoos. Get caught once, get a mark and a few months in a cell living on food and water. Get caught twice, a second mark and the same. Get caught a third time, get executed.
>>
rolled 59 = 59

OP, is it possible to make drugs/pills that simulate even a lesser effect of the Salients? Things like "slow down your aging" would be a pretty valuable trading offer to the MegaCorps since we wouldnt have to give up any Salients.
>>
>>19927479
Everybody's hammering on their fucking keyboard about 'redbullss!!!!!' when they're barely a fucking threat. Fuck.
>>
>>19927526
Sorry. BREAD and water.
>>
>>19927509
We're assumed to automatically be expanding things to a point. Which is why we're not suddenly starving because we did the tomato thing back when we had 50-100~ people.
>>
Godammit, we cant support any more of those big lugs dammit, and furthermore - we should find a cure for the brain damage before we tag more bulls, its almost inhumane to settle them all into lives of simplicity when with some work we could offer them their mental faculties back.... idunno, pursuing the redbull populations isnt tactful or morally the most altruistic option on the table.
>>
>>19927534
They're not a major threat, no, but they could become one given their numbers and they're a viable source of manpower. Eliminating them as a hazard would solidify our hold on the city.
>>
rolled 60 = 60

>>19927566
My thoughts exactly.
Let's go back to killing them for now, we can't suppourt so many "cured" redbulls
>>
>>19927549
Expanding agriculture to the Naval and Airbases -should- be on our list, though. At the mo we've got the vast majority of our eggs in one admittedly decently defended basket. Likewise a desalinization plant and additional power generators would be wise.
>>
>>19927589

well we don't have to kill them... their all victims of a debilitation, they arent guilty in a philosophic sense.. We can just, idunno, avoid them? we dont have to engage them at all you know.
>>
rolled 77 = 77

>>19927598

We would need fuel stills and other stuff too in the other bases, I think scouting by airplane should be our top priority. We dont know what possible threats lies around!
>>
>>19927589
Killing them is, ironically, far riskier. And they aren't straining our resources at all, on account of we have freaky-fast-growing plants and we're expanding our fields to account for manpower growth.
>>
rolled 3 = 3

>>19927625
Sure, let the giant retarded bloodthirsty beserkers run free.
Great idea!
>>
>>19927589
Other settlements can, though.

And, nobody wants to even discuss trading with the MegaCorps so getting them cured isn't happening.
>>
>>19927625
Like I said earlier, don't worry about the Redbulls for now. Not unless they start getting active. In the meantime, focus on infrastructure and trade.
>>
>>19927644
Really? Saying we shouldn't kill them but cure the Rage does not mean we want a bunch of bloodthirsty ragers running free.
>>
rolled 56 = 56

>>19927666
Yeah, we should start trading with that MegaCorp again.
We have neglected the benifits that would bring for far to long
>>
File: 1342568321032.jpg-(92 KB, 500x375, 1342020952741.jpg)
92 KB
how about we explore the other settlements, find a farming settlement and give them yellow/red plants. our southern farm settlement already has blue/red plants. we can ship excess bulls of to NEW!farm and set up a trade route between them so they can trade thier unique mutant plants....

thoughts?

also why are we trying to set up a prison for rapists and slavers? none of these guys deserve to live, they're all just sel;fish asshole who decuided to take what they want from other human beings because they could. We're the U.S. marshall, state troopers, we're the goddamn sherif. We should just make thieves do heavy labor, god sort out the rest. Pic related inb concern to criminal SCUM
>>
>>19927679
Except that the rest of us aren't sure we want to TRUST the megacorp.
>>
Personally, I just want to see the redbull threat gone so we can set up a trade caravan. Delicious +Materials every turn, and we'd be providing trade between other settlements.
>>
>>19927644

Lose the attitude mister, lol
I mean, we don't have to engage them right now. Scouting is more important I think. Expanding, growing, that shit.
Once we can fix up their brains with our darts im all for cleaning up the bulls and turning them, effectively, into hulks. with that level of intelligence they could establish themselves as a race, and pursue more options than just
>farman
>fightan
yaknow? I think as human beings, most of whom are victimized, they deserve that freedom.
>>
rolled 59 = 59

>>19927699
Why shouldn't we?
They haven't done anything wrong or even slightly suspicious (yet).
>>
>>19927695
Yes~! Exactly! THANK you, Trot!
>>
rolled 31 = 31

Trading with the megacorp will strengthen their position, and since they are likelier better negotiators than us and are sitting on much more knowledge concerning this whole situatuation, we will probably get screwed in any trade.

Even if we gain something, they will most likely gain much more than we gain in return, and we don't have any idea for what purpose they are working for.

Let's get a plane in the air, maybe there are more trading opportunities lurking around!
>>
There are two survivor settlements that the Guard has discovered that they hadn't yet contacted. Deciding to correct this, they send out greeting parties in helicopters to say hi. The two settlements are the one at the lighthouse and the one at the southern tip of the city, both of them possessed of wooden sailboats at their docks.

It turns out that they're sister settlements, trading extensively and people migrating freely back and forth between the two. The Lighthouse farms, fishes, and is relatively safe. The southern tip grows corn, grows cotton, and makes pottery.

The settlements are impressed and grateful that the raiders at the airport island were eliminated by the Guard as those raiders had been kidnapping people and committing acts of piracy for years now. In fact, guardsmen that had been prisoners at the raider settlement are excited to see friends and family at those settlements that they hadn't seen in years. The towns happily accept handheld computers for communication, nail up the Star Laws in their town, and promise to trade fish, cotton, grain, and pottery if the Guard decides they're interested in trading for that.

Near the end of the month, Command gets a call from the Hospital Tribals. There are screams in the background, the sound of gunfire. The tribals say they're under attack from a huge mass of Redbulls, that they're trying to hold them off, but they need help desperately.

Population: 410
Food: Above Average
Water: Above Average
Materials: Below Average
Fuel: Surplus
Test Subjects: Surplus
>>
rolled 74 = 74

>>19927710
>Lose the attitude mister, lol
Yeah, sorry about that, I tend to get alittle impatient with other people, and it's also like 2 am here, so I'll blame everything on sleep deprivation
>>
>>19927695
Please. No. The last thing we want is giving the MegaCorps a chance to freely get the non-Red Salients.

>>19927699
Ok, look. OP isn't going to give us ANY hints. Trading talks does not necessarily mean we hand them whatever they want. Lets see what they're interested in first.
>>
>>19927746
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

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, Heavy Machine Guns

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, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination
>>
>>19927759
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. Send in many squads, shoot to end the conflict as quickly as possible, save as many tribals as possible.
2. Send in many squads, shoot to cure Redbulls, try to save both as many tribals and bulls as possible.
3. Ignore the call, whether in hopes they kill each other, because the justice is poetic with how the tribals have been killing cured bulls, or for whatever other reason.
>>
rolled 8 = 8

>>19927746

Save the tribals! Send our humm-vees and troops! No hulks since that would confuse them!
>>
>>19927765
B. Fortify that Naval base. The Redbulls are getting active.

1. Ironically, this isn't functionally different from 2, since our most effective weapon against the Redbulls is the darts.
>>
>>19927765
Anyone else have a feeling they were actively going redbull hunting and accidentally pulled a Horde?

I say we go one or two, and get those cannons working in the airport and naval base.

And ask the MegaCorps what they'd be interested in getting back from us for trade. We should atleast get that much from them.
>>
>>19927799
Actually, your most effective weapon is mortars, grenades, and high-caliber machine guns. They kill more per minute than darts can knock out per second.
>>
>>19927753

we're good :3
>>
>>19927809
It's possible. On the other hand, we kind of nudged a potential hornet nest with that hunting party of ours awhile ago.
>>
B- Reinforce naval base by pulling off warship guns and getting them operational.
3
>>
Give the horses Salient Turquoise.

#1, then tell the tribals to cut that shit out with the redbulls.

Lets work on making a size increase for the dogs. Then we can have dog+horse mounts.
>>
>>19927817
I stand corrected. However, ending the conflict here is still our priority. Any Bulls we manage to save are a bonus.
>>
Lets get those cannons working and put some in the airport.

Navy Cannons = firing range for the north
Airport Cannons = firing range for the south in case we can't hit the megacorps if SHTF
>>
>>19927842
Option 3 would be both ignoring our mandate and going back on our word. Not just no, but HELL no.

Besides, imagine the problems if the Bulls TOOK THE HOSPITAL.
>>
>>19927884
WE CANNOT RELOCATE THE GODDAMN CANNONS.

CAN NOT. NOT SHOULD NOT. CAN NOT.
>>
>>19927884
This, but I like the idea of giant horse mounts.

Armored horses + dogs = less animals die, longer said animals can fuck shit up
>>
rolled 74 = 74

>>19927886
..we could retake it and take any advanced medical equipment.
Not saying that we should leave them to die, but it would have its pros too..
>>
rolled 30 = 30

>>19927842
>>19927884

We have no ammo for those guns, as stated in a previous thread, Warships are awesome, but we cant utilize them, yet!
>>
People are getting dead, so moving in with weapons and killing anyone who's attacking the town seems sensible.

Secondly we need to have a long talk with those fucks about coup de gracing redbulls and ask them whether or not they started the whole damned thing.

Finally IF we decide to trade with the megacorp just so we can squeeze two words on them we'll A: have to make a charisma mutation and B: make a facial recoggnition lie detection program that we can put in our communicomps so we can use a lie detector and our mutant charisma on them.

thoughts?

Oh and you're welcome SV, we have to stick together on issues sych as the death penalty (for SCUM)
>>
>>19927939
We can spend a turn getting them functional and making ammo for them brah.
>>
>>19927934
Except that it's fortified. Cleaning out the Bulls would be a NIGHTMARE, and there would be a decent risk of them breaking any useful shit that's left.
>>
>>19927945
Trot, welcome to my brainwave. Have a beer.
>>
>>19927945
Yeah. The pheromone + lie detection thing would be useful as fuck when making any deals.
>>
rolled 33 = 33

>>19927972
I doubt we have the technology for that..
Also, killing "helpless" Redbulls without provocation counts as murder, I'd say.
What was the punishment for that again..?
>>
2 make it abundently clear to tribals to stop executing the red bulls.
upgrade salient red size to make rideable war hounds
>>
>>19927997
We do have the tech for the pheremones, actually. OP specifically mentioned it in an earlier thread. The body language kit I dunno about, but it's a good avenue of inquiry.
>>
OP, what the hell are 'handheld computers'? It sounds anachronistic and I'm trying to visualize them.

Are they PDAs? Tablets with a retractable keyboard? How small, thin?

Getting the ship cannons working + making compatible ammo will solve the "move this single howitzer fucking everywhere" problem.
>>
I'm getting a vibe of B1 as the general consensus for this turn, with B being putting up some proper barricades/walls at the naval base. Is that accurate?
>>
>>19928017
I assumed they were kinda like pip boys myself.
>>
rolled 91 = 91

>>19928021
Yes!
>>
>>19928021
That is accurate.
>>19928017
Think 6th-generation smartphones with built in tricorders, if I remember correctly.
>>
>>19928012
IIRC, OP did say we can do both. Remember we not only have very good laboratories, but scientists who are knowledgeable about mutations.
>>
>>19928017
From the first thread:
>By the way, those 'handheld computers' are the size of a smart phone, have miles of radio range to communicate with each other, can be used to hack/interface with surviving computer if discovered in the wastes, and have scanning functionality of a Star Trek tricorder. They're the tech benefit you got for being Remnants.
>>
>>19928045
Yeah..well..if we have the ability to actually enginner new mutations, don't you think that pheromones should be a low priority in a nuclear wasteland?
>>
rolled 92 = 92

Get those cannons working and make some ammo for them. We don't need the rest of the ship to work.
>>
>>19928017
The big problem I have with the cannons (aside from people thinking we can relocate them) is that they're massive overkill for...well, pretty much anything short of annihilating the city.
>>
>>19928062
*engineer
>>
>>19928062
I CBF to look for the quote, but while its not going to be mind control to make us more charismatic, he specifically said it won't be insignificant. It'd be a big boon when doing trading talk with the megacorps.
>>
>>19928062
The pheremones in question are 'dominance' pheremones designed to give us an edge in diplomacy.
>>
>>19928071
I don't think they're battleship cannons, and we can specifically use to them if we accidentally come across robots (they exist) that want to kill us all, fighting the megacorps or softening up any tough to attack enemies.
>>
>>19928071
A city full of angry redbulls.
>>
>>19927997
Until the Redbulls have been given the cure, I would argue that they're fair game. So the tribals aren't in the wrong, especially given the atrocities that must have been committed against them in the past.

I vote go for 1.
>>
from what i understand the dart guns are the best anti redbull weapon we have, since it just has to hit them anywhere to drop them. so trying to save as many as possible would probably involve darting the redbulls anyways.
>>
One thing I want to do is explore north. We don't know if there's any other redbulls, remnants or survivors up north. The wasteland extends up north, which means there may be fallout shelters and vaults.
>>
>>19928111
Honestly, anything larger than a flak gun is going to be overkill, and even that flak gun would be hard for us to move over water right now. Impossible, actually, considering we have no heavy lifting choppers and our only watercraft are speedboats.
>>
>>19928111
They are battleship cannons. People are talking about trying to pry cannons off of a battleship.
>>
>>19928129
They've been coup de gracing them after darting them - thus, after giving them the cure. Like I said earlier, they're not in the wrong, per se, but they're treading an awfully thin line.
>>
>>19928145
OP, we don't need to move them. Just get them working so we can shoot with them.
>>
>>19927965
Don't mind if I do....

>>19928062
IF the megacorps is benevolent then they can help us make the wasteland a whole lot more civilised very, vbery fast. IF they're malevolent we need to figure it out quickly. The easiest way to do that is to learn things about them, but they're tright lipped as fuck so we have to trade if we want to learn. The pheromones and lie detector mod would make dealing with them a lot more profitable and ease negotiations in the fture with various settlements.

OP has stated that we can move and arm the cannons, it would take us a few turns but can you imagine what the island base would be like if we had those cannons mounted on the shore? we'd have to custom manufacture the ammo but its a possibility.
>>
>>19928134

Read >>19927817
We go in hard, saving tribals is the priority here.
>>
>>19928170
He said we could move them around at the Naval base. Battleship cannons outmass tractor-trailor rigs; we don't have anything right now that'll move that over water.
>>
Lets do 1 if our HMGs and mortars are more efficient. but we should still talk to the tribals.
>>
Also, a generel question GM;
what is the upper limit to technology here?
Robots exist, I assume (which them being a possible starting race and all..)
But what about stuff like energy weapons, transhumanism (well, we technically are transhumans already, I mean implants and stuff)..teleportation?
>>
>>19928170

I'm absolutely fine with the lie detector, but I'm very strongly against the pheremones. That's uncomfortably close, if not outright crossing the line of messing around with the minds of other people. And Enslavement was a big no-no for the Star Guard.
>>
>>19927817
Wait. So our 'high powered rifles' still have full-auto capability? Awesome.
>>
>>19928170
has the Megacorp really given us any reason not to trust them, other than being secretive?

Wouldn't you want to keep your secrets if the basis of your entire life is around trade? After all, they may be so technologically advanced we can't even imagine it, or they could have all the schematics in the world with no way to use them--either way, people would want to harm them for it.
>>
>>19928201
If we do decide to refurbish the cannons - and please bear in mind that I consider this a long term goal - we should probably find out how many there ARE and then decide where they should be positioned accordingly. OP? Input?
>>
>>19928236
There are no man-portable directed energy weapons and the artillery-sized ones require more power than you can provide to fire. There are cybernetic prosthetics; they are not as good as a biological limb or organ, but far, far better than non-cybernetic prosthetics. Teleportation is magic and fictional.
>>
>>19928270
Alright, just testing the waters
>>
>>19928236
He's already been over this in previous threads. Energy weapons are very unlikely (read impossible) to be found workable. Sentient Robots and transhumanism is available.
>>
>>19928236
It's near-future cyberpunk level. Direct-energy weapons are possible to make. As is power armor, but they'd be closer to Aliens power loaders, or STALKER suits/what the US Army is working on.

>>19928248
OP said it wasn't mind control.
>>
>>19928265
There are five battleships on the small-end of size. If you get even one or two cannons working, you will have overwhelming firepower and range, so much firepower and range that they'll be nigh-useless save for Exterminatus-tier attacks. Remember, relatively large settlements in this number in the mid hundreds.
>>
>>19928236
>>19928201
What if we broke down the cannons to thier most basic, constituent parts? Could we transpoort say the gun barrel first and then the rest of the parts? I'm sure we could build a boat big enough for that explicit purpose.

As for tech, we can;t make laser guns and plasma so that's riught out, but we have star trek tricorders and the megacorp is selling a mechanical prosthetic arm so I think we can do implants.

(also we should trade for at least one of those arms. One of our guys is still missing one from a redbull encounter.)
>>
>>19928248
As long as we keep to our mandate, we're not really in danger of crossing that line.
>>
I think getting the battleship cannons are a good idea then.

For conventional warfare we have fucking battleships. For unconventional warfare we have Hell Rats. Redundancy in being able to annihilate enemies isn't bad.
>>
>>19928298
But it's getting awfully close. I just don't want to end up like the Tau Empire or anything, sweet and sugary on the outside but dominated by a small sect of pheremone aided beings.
>>
Right, let's resolve this month before we continue arguing about long term plans, yes?
>>
I think direct-energy weapons are possible, but not at a small-arms level.

IRL, the US military developed a giant lightning weapon. Then we have the anti-missile lasers for the Joint Strike Fighter.

Coil/Rail guns would be more plausible though, although lasers would be awesome for point defense.
>>
>>19928325
all it does is make a person think you're alpha as fuck. OP called it an "alpha pheremon" you're in charge but they won't be affected any more than if you we're charismatic. They still have freewill. We'd be a race of people with the charisma of.....elvis or something.
>>
>>19928345
I get where you're coming from. As I understand it, it doesn't go nearly that far; the pheremones just add another layer to what we already do with uniforms, numbers, and reputation.
>>
>>19928366
http://www.gizmag.com/laser-induced-plasma-channel/23117/

Here's the source for the lightning weapon. This is in range of the settings pre-collapse tech since it's 10-20 years in the future.
>>
File: 1342571303909.png-(39 KB, 819x460, 2.png)
39 KB
The Guard sends the full convoy of humvees and airlifts in additional squads, lading them on top of buildings along the street the hospital's on. The guardsmen rain explosives down on the attacking Redbulls, easily 200 of them teeming in the streets outside the hospital. When the humvees arrive, they start washing down the area in machine gun and assault rifle fire too. The fight is quick, brutal, and bloody, with the guardsmen on the ground taking some casualties too. Near the end of the battle, riflemen with dart rifles start tranqing and curing as the preferred method, as the Redbulls are too few now to be clumped close together.

By the end of the fight, the Guard has lost about fifteen guardsmen and there are fifty bulls tranquilized. When the tribals come out, many of them are grievously injured but extremely grateful to the guardsmen. The chief and most of the other tribals, however, insist that the cured bulls be executed after the brutality of the attack. The tribals had apparently been tracking Redbulls, trying to eliminate them, when they accidentally attracted the attention of the camp near the center of the city.

Throughout the month, the naval base is fortified, large metal plate walls pried off of the upper decks of one of the battleships, reinforced with concrete erected in a perimeter around the buildings and the docks.

Population: 395
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus
>>
>>19928450
Congratulations, you now have me imagining the Tesla Troopers from the original Red Alert.
>>
>>19928438
Even if it's not enslavement-level mindwarping, it does still have the possibility of backfiring on us. New settlements, if they hear rumours of our pheromones, are less likely to trust us and may look at us with a lot of suspicion. Personally I think we should just stick to winning people over by generally being the good guys, rather than mutant dickery.
>>
>>19928493
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

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, Heavy Machine Guns

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, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination
>>
File: 1342571381679.jpg-(221 KB, 1600x1200, gunbarrel.jpg)
221 KB
>>19928509
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. Kill the tranquilized bulls.
2. Don't kill the tranquilized bulls.

>This is how big the barrel of the guns alone are. You can't move the outside of the naval base with your current level of infrastructure.
>>
>>19928503
Just thought you should be aware of this, I ultimately don't care if you guys do or don't go with it, but alpha pheromones are a real thing IRL. Some people have them, some people don't, and those that do find leadership positions come more easily to them because people are more inclined to follow them. This would be making every single guardsman have those. It's something that provides a small edge, not a big advantage.
>>
>>19928520
Kill the tranq'd bulls, and B, let's build up the outer walls to be at least as good as the inner walls.
>>
Tell the Tribals to cut that shit out or we won't help them next time.

>>19928503
It's to deal with the MegaCorps, who likely are more sly than us in negotiating. If you want, we can keep it to a few small negotiators specifically to deal with them.

Let's start making the pheromone mutation, and give it only to a few people. Then we can make the lie-detector program
>>
>>19928520

F. Let's check out those settlements to the south.

2. We should probably stop curing bulls unless they continue to attack or approach our bases, we're getting pretty overpopulated. Make it damn clear to the chief that we've put our arses on the line to save them, they owe us gratitude and what they've been doing is dangerously close to breaching the Star Laws. The REALLY don't want to breach the Star Laws.
>>
Save the tranq'd bulls, head them over to one of the other settlements.

Make the alpha pheromones.
>>
>>19928547
That sounds like something that we could develop to trade with the Megacorp.

It's not an unnatural or unfair advantage, but it's definitely something they would want.
>>
>>19928520
G. We're down to "scarce" materials and we have a project list as long as my arm.

2. We're not going to kill the tranquilized bulls. That would be murder. Remember the Star Laws? Yeah. We told the Tribals this at the start. We frown on the tribals doing it, in fact, but thus far haven't done anything about it because, as far as we knew, they were defending themselves from a legitimate threat and we're willing to take matters of perspective into account. Now they've gone and kicked a hornet's nest, and we should probably start actively enforcing the no-kill policy, in fact.
>>
>>19928520
that small? I imagined them way bigger. We just need to spend a turn building special equipment to move them.

Okay does anyone else think we need to lay down the (Star) law on the hospital tribals and make it clear that if they don't stop this we'll just sieze the hospital and force them out into the wasteland? If you can't live peacefully and persue pointless revenge you don't deserve to live at all. We need to make thier chieftan and warriors eat a heap of humble pie.
>>
>>19928547
Okay my fears were unfounded then. But I vote we check up on the southern settlements first before researching the pheromones. Then once that's handled we can approach the Remnant Megacorp.
>>
>>19928604
This is pretty much what I'm saying. The message should probably be somewhere along the lines of "you've been treading dangerously close to the Star Laws for awhile now. And now you're asking us to break them. Not just no, but HELL no. And we're going to start actively keeping an eye on you to boot."
>>
>>19928626
That makes sense to me. Gather materials, then scout the south settlements, then make contact, then the pheremones?
>>
>>19928604
We should also make it clear this is the THIRD time we helped them.

We gave them the dart rifles, which helped them defend their lives.

We took out a huge horde of redbulls near the hospital

We just saved their ass again.

Tell the tribals to stop that shit immediately if they want us to continue cooperating with them. Save the redbulls, send the ones who wont join us to one of the other settlements.
>>
>>19928652
Materials as in the Navy cannons?
>>
>>19928658
this.

They would have been long dead without those guns and dart rifles.
>>
>>19928665
I swear you're just fucking trolling me at this point. No, I mean raw materials for general projects.
>>
>>19928671
They survived for a long time without them. It's just that giving them the darts and guns changed their method of survival from fleeing and hiding to running the hell away.
>>
>>19928693
Weren't they attacked very early on ingame?
>>
>>19928693
*changed it to fighting back.
>>
So, F: Scout south and 2 with an emphasis on 'hell fucking no?'
>>
>>19928665
We can haul those cannons around we just need equipment for it
A: special carts for the cannons, they're big and heavy.
:B: special pulleys and cords, we have the muscle and the man power, just not the tools.
C: ships to do it with, there's a forest full of timber and building a simple biofuel engine shouldn't be difficult. But we could cannibalize the navy ships for material and in the end we'd have Star island, an unassailable fortress.

Realluy think we should set up retirement farms for redbulls other than the one's we've been using though. so lets give one of the farms some yellow/red tommatoes and tree saplings and have them set up homes for thier new farm hands.
>>
>>19928735
To move them anywhere but 'around the naval base' you'll also need heavy duty trolleys and flat, paved roads or helicopters capable of lifting many, many tons of weight.
>>
>>19928671
Okay, so the tone and general wording of our response to the Tribals is more or less settled (not just no, but HELL no).

Can we focus on our action focus for the turn now? Our three suggestions on offering are:

B: Shore up the Naval base defenses further (This will exhaust our Materials, and I submit that we should try to avoid letting our Materials get below Scarce except for emergency projects)
G: Scavenge Materials
or F: Scout the Southern settlements.
>>
>>19928735
Right now, as far as we know, we have the only Salient Yellow and Blue.

Lets keep it that way so the MegaCorps can't just get it from some backwater settlers.
>>
Lets get the cannons on our base and make them functional.
>>
>>19928728
I think B, F, and G only got one vote each, but sure, let's go with F2.
>>
>>19928735
That's not a bad plan, Trot. We can put that on the agenda when we make contact with the remaining settlements.
>>
>>19928735
Alternatively? Extract tree seeds, give the same Salient Red we"ll be using to make our dogs bigger. Suddenly, we get alot more timber that's on base.
>>
>>19928756
>>19928768
how many turns will it take to build the specialized cannon moving equipment OP? I think making the island unassailable and turning it into our main base will give us a major military advantage.

why are we trying to be so secretive with the salients? there are blue and yellow guardsmen everywhere the Megacorp could just send a team down to one of the other cities in the area and kidnap one, disect him and get it that way. We need to stop being pointlessly conservative about this stuff and give the farming settlements a reason to trade. We can;t let fear of a single faction dictate our every action.
>>
>>19928883
You mean start using Red'd apple trees for both food AND timber?
>>
>>19928893
That'd be alot tougher than it sounds, and I'd rather not hand it out for free (especially if that turns out to be one of the things they specifically want from us).

Just..no. We can use Salient Red for trading just fine.
>>
>>19928907
Yes. Win-win.
>>
>>19928835
>>19928883
well I'm glad someone likes my "make the rural guys develop caravan culture." if they have plants that we don't we should trade for the seeds, saliant them and then give the modified versions to the rural groups as gifts. Once they start trading under Star protection we'll have created a culture of trade and travel

as for the timber why not retrieve an acorn or seed pod from the forest and expose it to saliant black (all three saliants) and see what happens? if we get a really good timber tree we should make a whole bunch of them and spread them around the wasteland.

speaking of which lets inject an apple tree and tomato plant with all three.
>>
>>19928893
The only problem with that plan is that the majority of our infrastructure, which is at least partially fixed, is in our main base. Building new facilities at the Airbase would take at least a turn apiece, and I don't imagine most of our facilities can simply be shuttled over.

...though building a Chinook-style cargo/troop chopper probably wouldn't be a bad idea.
>>
Why do we need exterminatus-level firepower?
>>
>>19928893
dude, we're playing it very safe yet you want to make it super easy for them to get the other salients? no. fuck that.

i mean, its not like we could have kept them from getting red salient ever, but blue and yellow? lets keep that. we gain nothing, but can lose alot.
>>
>>19928921
On the condition it's only used for food growth and the like?
>>
>>19928921
we aren't here just to shoot criminals and yell at trinbals. we're trying to rebuild society. Why are you afraid of the megacorps getting thier hands on the saliant? what makes you think they don't have all three saliants already?
>>
>>19928947
NOPE. We specifically moved in equivalent equipment each time we took both bases. OP didnt want to action-tax us.
>>
>>19928893
Well, one turn to build a bigass specialized cart, one turn for special pulleys and cords, one more turn for the mechanization of those pulleys and cords, one turn to build ships, another turn to move them to the island, another turn to move them from shore to the airport (there are no flat, intact roads), another turn to mount them, another turn to get them operation, and another turn to start manufacturing shells. A lot of goddamn turns.
>>
>>19928972
we don't know if they have it, but making sure they do is fucking retarded. society doesn't need salients. if there's one thing we hoard, it's that.

there is nothing to gain handing it out, so lets not fucking do it.
>>
>>19928989
As fun as shoving a battlecannon ontop of our base would sound, this doesn't seem very viable.
>>
>>19928940
We'll need to regularly patrol the trade routes, which shouldn't be an issue.

And I agree with the idea of acquiring acorns/nuts/cones and Salient!ing them. I would suggest being scientific about it (all three primary variants plus all four possible combinations (green, orange, purple, and black) and keeping some back until we see what happens, if at all possible.

We should also be doing this at a standoff distance from our outer wall, so it's in view but not providing cover to anyone who wants to sneak up on us.
>>
>>19928989
OR, since they have so good range, we just do the last two turns instead of going through all the trouble to make mobile battleship cannons.

We don't need functioning warships. Just the damn cannons. God damn.
>>
>>19929016
We don't need the cannons at all. They are MASSIVE OVERKILL. They will be nifty, EVENTUALLY, but we don't need 'em yet.
>>
OMG YES! finally once we get those cannons all the stuff that has beaten us in every confrontation with their superior numbers, firepower, and outright professionalism will finally be under our boots.

That was sarcasm, considering we are already basically nigh invulnerable. I think these cannons are a silly and frivolous thing to focus on now rather than later.

That said, with the overwhelming support in favor of the cannon plan, as well as the nauseating argument already taking place - I'm going to take a spectator spot for now and let this unfold.
>>
>>19929016
What are we use the cannons against?
>>19928299
We have no requirement for that kind of firepower.
Can we please stop beeing dorfs and try to get some planes up in the sky? Recon should serve us well.
>>
>>19928940
>>well I'm glad someone likes my "make the rural guys develop caravan culture."
>>implying you thought this up.

Pretty sure it was some anon in thread six or seven that had the idea and made a pic.
>>
File: 1342573790579.png-(45 KB, 819x460, 2.png)
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The response to the tribals is not just 'no,' it's an unambiguous and unequivocal 'hell no.' No, they are not going to execute cured bulls. What's more, the Guard doesn't want the tribals doing so anymore either. They don't want them antagonizing or hunting Redbulls anymore either, they can defend themselves but anything more than that and they should call for the Guard. It's a great big helping of goddamn no.

To say that the tribals are unhappy is a understatement. They make it quite clear that they find this degree of interference in tribal matters unacceptable and tyrannical, then they close themselves up in their hospital until the Guard leaves. It hasn't been a good day for the Guard.

The Guard sends helicopters to scout to the south, intent on exploring the plains for more survivor settlements. They find five farming communities, another wooden raider town with horses, and a valley with steep walls going into the mountains.

The valley has a river flowing through it, and though the helicopters can't quite manage flying the valley, they see that it quickly transitions to forest as it goes deeper into the mountain range. The river empties into a small lake, and where the river meets a lake there's some kind of old industrial complex. The complex has white smoke billowing up out of it; it appears active.

Population: 410
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus
>>
>>19929062
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

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, Heavy Machine Guns

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, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination

-----

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.
>>
>>19929057
Choppers are serving us perfectly well for recon for the moment. Planes are great, yes, but let's not let them distract us from our immediate area just yet, hmm?
>>
>>19928999

I've got to agree with this. We lose a distinct advantage and gain nothing. Salients should only be given out to those who are well and truly inducted into the Star Guard.

Speaking of which, those 10 boys/raiders that weren't executed with the rest have spent a year on hard labor now. I say, since they haven't actually done anything wrong so far as we can prove, we give them the option to leave free or stay and join the Star Guard as full members.
>>
>>19929062

Let's visit the factory!
I'm sure there'll be lots of interesting things going on there!
>>
>>19929057
MegaCorps and anything else. I'm not saying we use it immediately, but it's like the hell rats idea. It's just one more thing to guarantee our survival.

Lets attack that raider settlement.
>>
>>19929111

I agree! This should be interesting!
>>
>>19929076
H. Contact the farming communities, and work on setting up a trade route. (Cutting the Tribals off entirely, since apparently they don't like the idea of the Star Laws.)
>>19929090
Yes. Let's do this.
>>
>>19928989
why would we need to mechanise any of this we have hulks and bulls, we'd just need steal cord and stuff like that. whatever, moving on.

>>19929013
I approve of this plan. Lets start experimenting with saliant improved flora.

>>19928999
we aren;'t handing out anything. We're producing varied crops to encourage trade and creating caravans to encourage a widely travel wasteland now that we've begun wiping out raider groups. Take off the tinfoil hat, there are no ships for loose lips to sink.

I say we vote on it. Who wants to use saliant modified plants to trade? I mean allof the saliants, not just those boring red plants we keep passing out.


>nessiary society
Captcha clearly thinks a healthyu economic base is required for rebuilding society.
>>
>>19929062
>>19929076

This is why we need to make the planes, so we can enter the valley and explore around the mountains, we've been putting this off, can we just fix a single goddamn plane???
>>
>>19929133
I agree, but let's get that caravan set up first, yes?
>>
Any way I can catch up with the previous threads? My archive searching skills are weak.
>>
>>19929154
http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard
There you go, mate. First seven threads are there.
>>
for the record I don't want to pass out saliants. I want to pass out saliant modified PLANTS. the PLANTS, the mutant plants that do things. the saliants can stay with us.
>>
>>19929062
H. End the raider threat. There will doubtless be women prisoners again, deal with any captured raiders same deal as before. At the same time we can send out messengers to contact those settlements.

Once that's done, we can get going on all our nice little pet projects we have planned.
>>
G - Gather resources

And I also agree with the idea that we should keep a decent stockpile for emergencies. (Before we build something new we source for materials unless we desperately need something)

Also fuck the tribals. since they can't manufacture the cure/tranq and probably not even rifle ammo they will run out eventually.
>>
>>19929173

Thanks OP!
>>
>>19929154
http://suptg.thisisnotatrueending.com/archive.html?tags=Star%20Guard
Here you go chap.
>>
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rolled 61 = 61

>>19929179
Second.
>>
Setting up the trade route.

What exactly would this gain us in gameplay terms OP?

Also I vote for anti raider hit them hard and fast.
>>
>>19929181
Like I said, cut 'em off entirely, since apparently they don't like the Star Laws. They don't need to be dealt with just yet, though, because they're not an active threat like the Raiders.

I do say, however, that we should make contact and set up the trade routes before salvaging. If only because we should start seeing a steady uptick in our materials (per last night's discussion) once we have the caravan going.
>>
So what about the 10 prisoners from the Airbase raid? Are we letting them go or what?
>>
>>19929226
+1 to attempts to gain materials. If the bonus to material gained per turn gets high enough, that could mean that you guys could stop scavenging entirely, instead relying on recycling, trade, and your own lumber yards and mines even further down the road.
>>
>>19929181
Lets wait for the tribals to calm down and begin talks again, we'll tell them they lost the right to refuse our requests outright when they accepted our rifles (bolt action AND Dartgun) and if they continue in this idiotic behaviour we'll just take the hospital from them.

Possession is 9/10ths of the law, and we have helicopters, mortars, machine guns and everything else needed to enforce the law.

Can we mount Machine guns on at least one helo before attacking the raiders? I want death from above capabilities and these guys are just mongols with enfields.
>>
>>19929249
So is that +1 for each settlement we establish trade with or all of them collectively?

Either way, we should do so immediately after the raiders get a good serving of JUSTICE.
>>
>>19929251

Thats just retarded. That would make us no better than raiders, taking what we want.
>>
>>19929251
I would say to just inform them that they will receive no further support from us - including trade - unless they agree to abide by the Star Laws. And that we will be enforcing them - meaning that coup de gracing Bulls will result in execution of the warriors involved and the Chief.
>>
For the trading route we need to have transportation. While we do have a good suply of fuel right now, but it won't last if we spend it to facilitate trading caravans. I suggest we super size the horses and use them to drive massive wagons. They would also serve as good mounts for our giants, making them more mobile
>How do our hulks and bulls get around so fast OP? They can't fit on our motorcycles, in our humvees, or in our copters.
>>
>>19929279

I'm against getting hostile with the tribe. They'll simmer down eventually, maybe we could leave them a gift of food or something.
>>
>>19929274
That's a +1 for having founded a trade route that includes the various southern farm towns. It would also produce a permanent increase to your food supply, as long as the route exists. The food supply increases will be even bigger if you give them salient-modified plants and/or modify their current crops.
>>
>>19929274
Hmm. Fair point. We should deal with the raiders first.
>>
>>19929279
This. Fuck that noise. Let the tribals do whatever. Who gives a shit?

>>19929248
Yeah, lets let em go or join us since they were just kids.

Lets make contact with the factory guys and work on that pheromone thing.

Heres the trade route I thought up. Yellow is if we decide to do trade with those remnants. We can't go all around the way because of the redbull threat.
>>
>>19929326
They fit in the copters and humvees in small numbers, and the humvees can't exactly go fast through the rubble anyway, so they can usually keep up on foot. As for transportation, the farm settlements have horses and wooden wagons.
>>
>>19929175
Except the salients can be extracted from the plants, like how we did it with the rats. Which is why we do not give out anything with Blue or Yellow mixed in. Red is just fine.
>>
>>19929175
The plants which can probably be used to get salients from.

face it, anyone who desperately wants salients will find a way to get it, we may as well monopolize their trade.
>>
So, what's the consensus leaning towards, icing the the raiders or meeting the neighbors?
>>
>>19929359
I think we can let the farmers get here with their own caravans. All we need to do is provide protection for the routes, which is easy enough. We have ample fuel to send the occasional humvee or regular two man bike patrols.
>>
>>19929393
JUSTICE first. That will get us in the settlement's good-books (especially if any of the victims return to their homes) and make setting up trade routes next turn that much easier.
>>
rolled 65 = 65

>>19929393
Voting on raiders to get it out of the way.

Gonna have to third on not handing out the Blue and Yellow salients. Red itself gives a huge increase in size. The farmers will love those.

Blue doesn't do much except let them plant crops in irradiated soil. Yellow just gives them caffeine. Not much of a gain for us or them.
>>
>>19929393
GOTO FACTORY.
GET INDUSTRY LOOT.
>>
Meeting the neighbours first.

While there is a high chance they truly are raiders, we should at least make sure by asking the settlements.
>>
>>19929441
Second this guy, he has the right idea
>>
>>19929441

I imagine it was identified as a raider settlement due to having the regular signs of spiked heads and the like.
>>
>>19929473
This.

Lets meet the factory boys. Maybe we can avoid the MegaCorps entirely.
>>
>>19929473
>>19929483
It wasn't explicity said to be a raider base. OP?
>>
>>19929473
That is correct. There were heads on spears around the town. It looked basically exactly the same as the most recent raider town destroyed.
>>
>>19929473
We really should visit the factory.

If it's raiders, well, we've got a nice new base for mass-manufacturing all our mechanical needs. New toys as well, I'd imagine.

If it's not raiders, we can always work something out to our advantage.
>>
>>19929473

I did say there is a high chance there are raiders. But they could possibly be very devoted if slightly misguided guards, after all making an example of raiders has always existed in human history.

In any case talking with them, so they ask us to clean up the 'raiders' will probably work best, while still maintaining our laws by giving us cause to do such.
>>
>>19929333
>>19929300
>>19929279
Oh no no no no no. Raiders kill for fun and profit, we gave these people food, water and weaponry, we fortified thier base to protect the,. These aren't farmers sitting on a patch of fertile dirt. They're a bunch of fuck heads who settled in a hospital and began assaulting mutants twice their side to fufill thier vendetta. I voted on giving them tech and gifts so that they would become trade partners and would let us loot all that sweet tech.

We aren't rading them we're enforcing justice and taking our due. They are abuding and misusing materials integral to the wasteland's recovery and being ungrateful mutant hating assholes in the bargain, they derserve niether leniance or pity. They can either give in to reason (preferably pheremon enhanced reason) or we take the hospital and force the survivors into the wasteland. They don't like it they can go scrfew. They're murder campaign against the redbulls just proves they'd do the same to us if they had the chance.
>>
>>19929526
We haven't approached any of the raiders we attacked in previous threads. Why are we doing so now?
>>
>>19929544

Perhaps you have missed the fairly important point that we are talking about approaching the settlement's.
>>
>>19929544
Actually, we gave an ultimatum to the last batch of raiders. We can do it again.

But lets not kill young boys or thieves, please.

Lets visit the factory first. They're probably Govt. Remnants or Robots.
>>
>>19929541
The tribals have a damn good reason for hating the Redbulls, probably dozens of family members have been killed, taken or even just eaten in front of the others. I can't imagine how terribly powerless they would have felt before we gave them weapons, and its no wonder that they were after revenge. They are nothing like the raider scum we've dealt with in the past and we certainly shouldn't treat them like they are. We have to attempt reconciliation, and do our best to help them understand that the Reds didn't know what they were doing.
>>
>>19929544
If by approach you mean communicate we did it once, with the pirates to get them to surrender, only after a long campaign of guerilla warfare.

If by scouting you mean approach then you're wrong, we always scout the raider camps so we know what we're getting into.

speaking of which.

Before we begin operation "Kill the raiders 3: it begins, again" lets scout them, never know when we'll find a nasty surprise. I'd set us up with easy kills on raider bases and then keep a tank ro war robot in the 4th of 5th camp if I was OP.
>>
>>19929588
We can do this when we get the pheromones. For now, lets leave them be.
>>
>>19929606
yes, because we NEED TO TAKE ON TANKS AND RAIDERS WOULD TOTALLY HAVE TANKS. Because we totally have the means to tank on a fucking tank.

Lets just kill the raiders/give an ultimatum. We already scouted them. It's a bunch of fucking wooden houses and cowboys.
>>
>>19929586
Factory visit. ROBOTS
>>
>>19929586
You mean the raiders at the Airbase? We already knew about each other, but with other raiders we've never even given them a hint at warning before blasting them apart.

But's lets say we do give them an ultimatum. What if they accept?
"I'm sorry Mr.Shit-you-guys-have-armoured-vehicles. We won't every do anything like that ever again."
How well do you think that's going to go down with the farming settlements they been stealing, murdering and kidnapping from over these years?
>>
>>19929606
Agreed. Let's get the scouts rolling.

Also: Once again I present my suggested solution for thieves.

1st offense: Thief's mark, confinement and subsistence rations.
2nd offense: Second Thief's mark, confinement and subsistence rations.
3rd offense: Execution.
>>
>>19929629
What made you think the Airbase raiders sounded like remotely what I described? Yeah, it was totally the airbase raiders we fought to the last man.

Not the red X in the plains that we made an ultimatum to. And because we totally let all of them get off scot-free.
>>
>>19929588
I have no problems with (pheremone enhanced) reconciliation.

But I don't give a fuck whether or not they ghave good reasons. Stupidity is stupidity even if its enhanced with motive.

vengence is always stupid. This may not be a raider tribe but they're probably sitting RIGHT ON TOP of what we need to fix the redbull brain damage. I'm not gonna let some spear chucking hillbilly keep us away from that just because his brother got his head twisted off by a psychotic mutant.

I honestly want to reason with them, I do. But I'm perfectly happy kicking them out of the nice fortified base we made for them if they don't want to listen to reason.

We'll reason with them, if they won't listen to reason they can walk the wastes.
>>
>>19929606
We've always scouted them out first, this one seems like the exact same deal as the last raider settlement in this area. But we've never had to go around and verify whether or not they were actually raiders before we attacked, its usually been pretty obvious like it is now.
>>
>>19929629
The ultimatum (like we gave the last camp. Not the ones on the island) was "Surrender and you'll get a trial. Resist and you won't." The last trials all ended up with executions, and these probably will, too, but...
>>
>>19929654
What more would we need to scout when we sent a chopper over them? They have horses, rifles and pistols. And wooden houses.
>>
Is the forest outside the range of the warship guns? because that would be a really good way of clearing brush.

and if the somehow can reach that far would they be able to hit the vault door.
Is there just shell firing guns or does the warship have missiles too?
>>
>>19929691
That's stupid. Hit the vault door and they'd assume they're under attack. Just no.

The answer is no, though. Their range extends to the city, but that's really it.
>>
>>19929654
That sounds good and simple enough.
>>
The Star Guard decides to meet the neighbors, in part to gain recon on the raider village to the south. The people are friendly, hard working farmers. They're relatively populous, with hundreds of people working the farms in both towns, along with dozens of skilled cratsmen. The tech level is roughly medieval, with tools being smithed by hand at forges from scrap metal and broken tools, horses, wooden carriages, wooden bows, and iron swords. They're all friendly towards the Star Guard, having heard good things about them from travelers from other farms in the region.

They all beg the Guard to deal with the raiders. The raiders aren't simply raiders - they're slavers. They steal people, women and children mostly, dozens at a time. The rumor is that they have buyers far to the south, and they ship women and young girls down there in exchange for food, weapons, drugs, and ammunition.

The worst part is what they do to the boys. They drug them, brainwash them, turn them into child soldiers. The bulk of the raider forces are boys and young men with dead eyes committing atrocities on their own friends and family. The farming towns beg the Guard to save their women and girls, save their boys if possible, and kill every last son of a bitch that did this to their loved ones.

Population: 410
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus
>>
>>19929726
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

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, Heavy Machine Guns

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, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination

-----

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.

>War. War never changes.
>>
ok this is too much, you guys all need to shut up with these ultimatums, and tanks, and whatever else. We will treat these raiders the same way we have treated all other raiders ever. surprise attack them for everything they have. wipe them out. why the fuck are we just now changing tactics? why are we just now throwing out ultimatums and blowing our tactical advantage? why are we just now putting them in jails, and 'marking them'???? its a waste of resources. the way we handle raiders as is, is perfectly fine. fuck off with your romantic bullshit, this arguing is a waste of thread.
>>
>>19929706

Just knock out shave and a haircut, anyone still alive in their will know what it means. wasn't really being serious.
>>
>>19929684
I can deal with that. I just don't see the point in asking around the villages to check out whether these guys are really raiders.
>>
>>19929740
I have to agree with this.

In the long run, the resources used to sustain a prison population would be better spent elsewhere. It's simple economics, really. A single bullet vs a lifetime of costs.
>>
>>19929726
Save the females and boys. Kill the men Can we use a smaller dose for tranq? That'd be a good way of safely getting the boys instead of killing them.

No ultimatum. It's been clear these guys are monsters.
>>
>>19929777
Yes, you can low-dose the tranqs.
>>
>>19929777
This.

Don't allow the children to join us. Those boys need to go back to their families, and they're not at the age to make such a life-changing decision.
>>
>I vote we go handle those fuckin slavers, the same way we ALWAYS have. give them no warning and no prissy 'ultimatums' - that isnt wise, tactful, or vaguely advantageous in any way. We surprise them, jump them, neutralize all threats with immediacy. jack their shit. burn the place to the ground. leave behind a plaque. ITS HOW WE ROLL DAMMIT AND IT DOESNT HAVE TO CHANGE NOW
>>
I think we should make another howitzer before we confront theses raiders. Whilst we do that we set up around their base with our camouflaged infantry and fuck up anything that exits. Low doses of trank for the young ones, bullets for the old.
>>
>>19929740
Marking is for petty thieves. Nobody else.

And I vote as our next course of action to smash these raiders. We don't need to bother with trials here - adults get smashed, and the children we try to take alive, but not at the cost of Guardsman lives. The boys will have to be deprogrammed, but that's a matter for later.
>>
Hey OP. Can we set up a water turbine generator along the shore of the airport? That'd save us a turn instead of digging the river to our main base.
>>
Use low-dose tranqs on the boys, high enough to knock them out instantly. Don't let them join us. In time, the brainwashing will wear off. Actually, lets do a quick examination of any boys we see to make sure they weren't given some mutation.

Bullets on the adult raiders.

>>19929824
That's...a pretty good idea.

OP, Trot assumes we could do stem cell shit at the hospital. Is that a possibility? Did pre-collapse hospitals actually have stem cell equipment?
>>
I give my Star Law seal of Approval to the thief's mark, what should we make it look like?

Okay these raiders like drugs? Lets manufacture an aerosol delivered sleep agent, bombard the base with it via our helicopters and move in. We'll take more brainwashed soldiers that way and we'll have the added flavour of delicious irony to our vitcory.
>>
>>19929805
Precisely. The boys will have to be deprogrammed, and we may wind up having to take care of that. But we should make every effort to return them to their families. And yes, low-dose those tranqs.
>>
>>19929813

ohmygod i havent had the chance to eviscerate stupid ideas with greentext since the first couple of threads. HERE WE GO

>we need to save as many civilians as possible, and the fort is supposedly chock full of them
>let's wait a turn to use our materials to build a second howitzer
>then we save the civilians by TURNING THE ENTIRE FORT TO RUBBLE WITH THEM INSIDE
nope

sorry for the bitchiness everyone.... idunno.... the arguments going on, and some of the totally imbecilic proposals being made, are driving me up the wall both.
>>
Also: we appear to be in autosage.
>>
>>19929777
Have some dedicated marksmen target the boys with reduced tranq loads, while the rest engage as normal. We'll do our best to save those we can, but make it clear that if it's a 'you or me' situation we'll pick me everytime.

I agree with the arguments against a prison. Perhaps, for our own inducted Star Guard, first time cases of theft receive a Thief Mark (no further punishment). The second incident is immediate execution. A prison is simply a silly idea, it drains resources and doesn't provide anything really useful.
>>
>>19929869
A month we idle is a month they send off children to that city down south. Lets not do that.

Attack. Tranqs on the boys.
>>
>>19929824
You mean a tidal generator? Yes, but it would take two turns for a small one; one to make it and one to install it.
>>
>>19929860
It is a possibility, if this hospital was equipped with bleeding edge stuff pre-collapse. No way of knowing without going in, though.
>>
>>19929869
My vote on the thief mark is to make it look like a star. Each theft adds a line. Once someone has five lines, a full star, they get killed. That said, being the GM, I give absolutely zero fucks if you guys go with your own idea.
>>
>>19929893
We should totally do that, then. Then spread technology/schematics to the settlements. If they set up fuel stills, it means we can actually use a few vehicles for trading, or atleast get a re-supply when moving around.

Gonna have to go with tranquilizing the boys. Kill the adult raiders.
>>
>>19929880
lets use an extra turn to make sleeping gas bombs. we have that tech now, if we can make glands live in jars and produce saliant I think we can manage to make aerosol delivered tranqulizer chemicals. We can drop sleeping gas bombs on the raiders and move in on them after the gas has disapated.
>>
>>19929869
I'm thinking a big ol' black star on the back of the hand. That way the only way to get rid of it is to cover it up by blacking out your hand - an admission of guilt - or by cutting off your hand.

That or a black star on the forehead. Blacking it out or removing it by removing the skin (which would leave scars) would constitute an admission of guilt.

The historical answer, of course which makes equal sense, is the webbing between thumb and forefinger.
>>
>>19929880
Good call, definite nono on the howitzer.

>>19929892
We have to attack now then. Turn after that we establish trade with the farmers.
By then I think we'll need to expand our living quarters.
>>
>>19929936
That would only work for coastal settlements. A tidal generator and a hydro-electric turbine, like what you put in a river, work in two similar but ultimately very different ways.
>>
I got a Tribal plan.

Use pheromones. offer them food. Ask for access to the hospital. Hell, we can offer them to settle on the lighthouse island, telling them how amazing it'd be no longer have to scavenge or worry about approaching redbulls. If they pick up the idea, we can send them there.
>>
>>19929930

Since we're the Star Guard, I imagine a Star should be a mark of pride more than anything else.
>>
>>19929930
The GM's suggestion has considerable merit as well.

Likewise, individuals with the location where we would put the thiefmark tattoed over would be executed, as it is presumed to be an attempt to escape being recognized as a thief
>>
>>19929965
So it'd be 3 turns to get the closest point of the river to our base and set up the generator? Would we be able to extend the power to the settlements in the plains and by the lighthouse?
>>
>>19929986
Our symbol is specifically a BLUE star (perhaps a yellow star in the case of the Gold Stars). A black star, therefore, tells people not only that they got in trouble, but who they got in trouble WITH.
>>
>>19929996
No, diverting the river so it goes around to your base is a multi-turn thing. The river's like ten miles at the closest point from your main base.
>>
Also, we need a squad we can trust to remain behind in the raider camp after we deal with it. The people from the southern city are bound to investigate it once the supplies fail to continue coming in.
>>
>>19930047
That's a matter for next turn, but yes, laying an ambush for their slaving buddies is probably a good plan.
>>
>>19930025
Blue, unless we're talking Aqua is a similar enough shade to Black that people might be making mistaken assumptions at first glance. Personally I think a different mark is required, one that is definitely more negative.
>>
I think the star is a mark of pride and should not be sulled by being used as a mark of thievery. A much petter one would be the classic method of branding a large "T" on the back of the offenders hand. We can brand a T on the other hand (or forehead) if they get caught again. Its simple, easy to imitate and lets people know what the person's done.

I still say we should make sleeping gas, but I guess we can attack if everyone is so gungho about it.
>>
>>19929972
I like this. We could show them photos of the lighthouse to make the point more clear. They hate the Redbulls, so surely they'd want to leave. Sending them to the farm in the east would be a nightmare.
>>
>>19930111
Good argument. So a T on the back of the hand is a thiefmark.
>>
A direct attack right now. I suggest that we try to infiltrate them if possible, to get a layout of the base, and a fix on their troop numbers. That information will save many lives when push does come to shove.
Maybe we can pretend to be interested buyers from the north.
>>
Lets attack now.

OP, could we send choppers to scout the south AND north? We really, really need to find out about whats up north.
>>
we hit autosage
>>
>>19930111
The thing about sleeping gas is that it only works in enclosed spaces. We could go for tear gas, but we'd need a minimum of three turns (we'd need riot gear for ourselves, and I doubt we have enough gas masks on base, if any, for all our bruisers. and none for the Hulks or Bulls.) since we don't have two Projects' worth of Materials.
>>
>>19930172
We don't need gas-masks, we are immune to poisons.
>>
>>19930191
Tear gas isn't a poison, it's an irritant. This a very SIGNIFICANT difference.
>>
>>19930138

>pretend to be buyers from the north
>buyers from the north with tons of military equipment
>and blue red and yellow veins, makes us easily recognizable as we are now a renowned and feared order
>and also we are mostly women. so i mean, i guess we could be lesbians. :x
>also, once we start shooting, all of their sights will already be on us, as opposed to, you know.. a stealth attack. like usual. which works.

omg i have to stop being a greentext bitch now
>>
>>19930234
Yeeeah, there's pretty much no way to infiltrate.
>>
>>19930234
I know that feel, but take a deep breath. This is still a game.
>>
New thread:
>>19930293

Someone was kind enough to archive this thread. Don't forget to upvote it:
http://suptg.thisisnotatrueending.com/archive.html?tags=star+guard
>>
>>19930234
What way do you suggest we infiltrate them? If we know the floor plans we can avoid kill zones and rescue the captives efficiently, rather than sweeping through the pantry whilst they bunker down in their inner sanctum
>>
>>19930269

Right. Breathing. I can't even attack the REALLY dumb ideas, they're just too much. But the arguing and deliberation is absurd... I mean, shit, 80% of this thread is people deciding whether we should put one tattoo or another on thieves, or whether we should make sleeping gas bombs or mutant hellrats, or start walking up to raiders and asking them to surrender. It's just. Fuck.

Where is OP btw?
>>
>>19930334
I'm right over here, in the new thread:

>>19930293
>>
Breathe kimbo, you'll be okay.

But he has a point we can't pretend to be buyers from the north unless we have some ballsy normal humans to play undercover guy fro us.

our best bet looks like blitzkreigan now.

oh and we're pretty much immune to poison, enough so that we could easily inhale sleeping gass meant for normal humans and not require gasmasks, ESPECIALLY the hulks.

pic related on the blitzkrieg front or it would be but 4chan doesn't want to posyt it.


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