[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: 1345967412848.jpg-(69 KB, 800x566, 86d3773cc202bcb20c33b7d867b30f54.jpg)
69 KB
Know what fallout is? No, where the fuck have you been? Bethesda revived the franchise with 1 mediocre game and one fairly decent game. Aside from being oblivion with guns they were pretty cool. Anyway.

Fallout is a Retro-Futuristic Post-Apocolyptic Video game, spanning Fallout 1-2 as old school point and click RPGs, Fallout Tactics as a turnbased combat strategy game, Fallout 3 and New Vegas as a FPS-RPG title and...Well we don't Talk about Fallout Brotherhood of Steel.

The game uses 1950s cultural values and pop culture along with old scifi tropes to create a very unique and enjoyable universe. Provided you enjoy black comedy and have a thick skin, as well as a strong stomach.

Now gimme a minute to talk up the concept and I'll get around to describing this quest and what the fuck I'm up to.
>>
File: 1345967645566.jpg-(2 KB, 111x126, 1338179456084s.jpg)
2 KB
This is /tg/ we kinda know what's going on.
Also, rubbish name, get an original theme etc
>>
File: 1345967864403.jpg-(39 KB, 640x480, FO1_loading_PA.jpg)
39 KB
As well as being set in the far future year of 22XX Fallout is an alternate history work. At some point in time history diverged, the 50 states became 13 commonwealths, thus the 13 stars on the american flag. The country became increasingly totalitarian and jingoistic, probably using something like an Office of Cultural Enforcement and Stringent Censorship laws to keep "Unamerican Values" off the airwaves and out of the movies. But Grunge, punk, metal, rap and other modern music stylings along with various other cultural "anomalies" exist so we can all assume that various things we love about modern culture survived in american society as underground cult entertainment.

Fallout tech is odd, a sort of grab bag of retrofuturistic concepts, you have caseless ammunition, and laser weaponry existing side by side with vaccuum tubes and radio wristwatches. We can assume from this that electronics, advanced electronics, never entered the public sector and the military kept most of that for themselves.
>>
>>20478640
I like my name, and theme. But seeing as how I've been told to get to the point.

This is ENCLAVE DONE RIGHT, THE QUEST.

In short, I fully understand why the US government and Private military contractors are always villians.

But its fucking repetitive and I'm sick of it.

This quest follows an alternate timeline where there was a mutiny on the Enclave Oil Rig and half the enclave died. The corrupt half. Forced onto the mainland the Enclave eventually settled in the midwest and encountered the brotherhood of steel exiles from BOS tactics. The two groups fused together and became a single faction intent on bringing old world values of Democracy, Equality, and Prosperity to the wasteland.

I'll cease the Psuedo Scholarly BS and get on with the Quest-faggotry.
>>
File: 1345969015237.jpg-(60 KB, 500x398, fallout1_2.jpg)
60 KB
When the bombs fell, many politicians and corporate moguls were ferried from the mainland to an Oil Rig located off the coast of California. For many years things inside the Enclave were much the same for everyone, Wake up, eat breakfast, go to work, eat lunch, punch the clock, eat dinner, go to sleep. Eventually though times changed and the Enclave noticed that the Mainland was no longer a lifeless wasteland. They decided to see what America had become. When the scouts came back they reported an army of mutants laying waste to everything they encountered, lawless renegades and savagery as far as the eye could see. After going through the government data caches that had been saved before the bombs fell a "Final Solution" was devised. Enclave scientists would develop a Genetically Engineered Retrovirus and use it to wipe the earth clean of mutant life.

The president expected undying loyalty from his Soldiers, instead the scietists, soldiers, and politicos were split straight down the middle. Civil war erupted
>>
File: 1345969586412.jpg-(106 KB, 1024x768, fallout_tactics_brotherho(...).jpg)
106 KB
The fighting lasted for ten days, that was when the President enacted "BRUTUS PROTOCOL" and turned the defenses of the oil rig on formerly loyal Enclave personel. The Rebels responded by taking control of the rig, locking "Loyal" personel in portions of the base, offloading everything they could grab onto Vertibirds and running hellbent for leather. The pilrig exploded 2 hours after the rebels evaced to mariposa base. From there they went towards the midwest.

Some years later...

The Brotherhood of Steel found itself torn over a very simple idealogical split, one group wanted to maintain purity, the other wanted to recruit from the outside. The "Radicals" as they were called, were sent away. They built a fleet of airships and journeyed out into the American frontier, hoping to find a land to settle and call their own. Instead they found a twister and their fleet of airships crashed in the American midwest.
>>
Eventually the two groups encountered one another, both of them were technologically advanced groups that were absorbing tribals, small towns, and law abiding mutants into their ranks in the hopes of creating a lawful society based on Old World values.

It was inevitable that they'd either become allies or enemies. Thankfully the two groups alligned themselves with one another, the Brotherhood of Steel becoming an independent, but loyal branch of the Enclave military establishment.

Now that we have that out of the way...

This is a Civ Game, you have 3 actions per turns, turns take up a month or some of game world time.

You're a technologically advanced civilization, but compared to other groups you have really high upkeep costs and a low starting population. If you have questions, ask them while I'm preparing the first posts.
>>
If it wasn't 530 where I am now I would be SO turned on by this quest. Im liking how it looks, and praying it continues.
Good luck OP, Im pulling for you. We're all in the together.
>>
>>20478957
Is this before or after the events of Fallout Tactics?
And does this take place in the approximate same area?
>>
This has quite a bit of promise. I've got no experience with a civ game, so I'll try and lurk, hopefully other anons will take the reins.

Oh, and a question which I imagine you'll answer in a moment. Since history has changed, what other factions have as well?
>>
>>20478966
I'm sadly in this same anon's boat. I would love to be in this but shit its late. I'm rooting for you OP, looks like you put a lot of thought and work in this.
>>
New Washington
Population: 8000
>Defenses: Security cameras, autonomous attack turrets, security robots, armed guards.
>Tech, Laser Weaponry, Plasma Weaponry, Gauss weaponry, Traditional Firearms, Weaponized and Utility Explosives, Advanced Nuclear Power, Robotics, Advanced Surgical, Biochemical, and Pharmacalogical technology
> Vehicles, Vertibirds, APC, HumVee, MBT, Jeep
>Facilities, Garrison, Factory, Hydroponics Facility, Laboratory, Underground bunker (capacity 4000)

Your standard troops make use of basic Combat Armor (equivelent to Todays combat kit), The commanders of those units tend to use T45-D power armor units. These units usually use conventional firearms.

More Advanced units make use of T51-B power armor, and their commanders tend to use Advanced MK2 armor. These units are usually armed with more advanced weapons like laser or plasma weaponry.

A: Scout
B: Research
C: Improve Facilities
D: Train
E: your choice.

What would you like to do?
>>
File: 1345970824606.jpg-(272 KB, 1600x1200, 1331438638123.jpg)
272 KB
I like it OP, please continue
>>
>>20479052
A. Scout
We need to know what's around here. Identify new threats, potential recruits, and resource sites.

What's our food and water situation like?
Also, if we have both BoS and Enclave tech, do we have AutoDoc equipped hospitals, and implant technology?
>>
rolled 9 = 9

(What dice should we use? Or is it by vote?) Scout has my vote. Just in case ill use a d100.
>>
>>20479052
Do we have to choose 3 actions at once, or can we first do one, then do others depending on the result of the first?
>>
>>20479052
C, Improve our facilities. Find some method of camouflaging and hiding our facilities. We don't want people to know exactly where we are or to just stumble upon us.

A, Scout, we need to know our surrounding area, what factions are around, that sort of thing.
>>
>>20479000
>>20478975
>>20478966
>>20478989
hey, trips and Dubs. Cool, and thanks for the thoughts guys, next time I'll do this at a more sane hour.

Okay basically, since there's no Enclave the chosen one heals the divide between his people and the vaultdwellers of vault 13 and founds City-13, which is basically a paradise.

This takes place more or less during the events of fallout tactics, minus the psychotic computer and vault 0 and all that other non-cannonical stuff. and yes we're more or less in the same area. as for what you'll be fighting against? You'll see, just take some time, explore the land scape, find some people to help, hurt, conquer, kill whatever. Your job in this game is to find resources, people, technologies, and tactics to exploit and use to make your Civ stronger and spread the american way as far afield a humanly possible.

Just pick an action, if you're uncertain ask questions, it's my job to make sure you have a good time, so feel free to make suggestions.
>>
rolled 47 = 47

>>20479098
I move to put up propaganda in any towns we take. Stuff about how we fight evil and protect america n shit. Basic brotherhood like stuff. Protection for loyalty.
>>
>>20479132
Well yeah, but we haven't found any yet that we could do that to.
>>
>one mediocre game and one fairly decent game

Nigga, NV was horrible and you should feel horrible for implying it was the better of the two titles.
>>
rolled 52 = 52

>>20479150
I liked 3. Liam Neeson. Enough said.
>>
>>20479132
>>20479138

Once we do find places though, we should start talking about a Pax Americana, which is a concept I've always liked.

My vote: A: scout, and B: research. We need to know the lay of the land, and we need to maintain our tech advantage.
>>
>>20479098
>>20479092
>>20479089
>>20479077
Okay, yes we have Autodoc equipped hospitals and implant tech, its expensive though, and frank horrigan LOOMs in the minds of the enclave personel so they're leery of Implantation and mutatation for the sake making better soldiers. BoS doesn't care though, cool tech is cool tech, but this breed of BoS wants cool tech for USE not so it can be hidden away.

You can take 3 actions at once if we're doing something fuckhueg, expect to be intterupted for sidequests and plothooks.

Its one part vote, and one part dice, if things get contentious either I, or someone else will roll dice and we'll decide via d100s.
>>
>>20479209
Everyone is agreed on Scouting, at least.

We need to know what our food and water situation is like, before we can really decide on facility improvement priorities.
>>
>>20479178
>>20479150
[If yuou played either of those games on consoles I feel sorry for you. Usually PC master race argument is unadulterated Bullshit but in this case the PC games were superior, thanks to mods. Go look at fallout nexus. I'll wait. oh and the NC weapon mods? stolen from a succesful Player mod.]

You spend some time researching camoflauge technology. You're able to come up with a distortion field generator that will make your base look like a bunch of rocks to radar, sonar, thermographics and other nonvisual sensory devices. Useless against a camera or a pair of binoculars though.

You have the Camoflauge built and installed, you rig them up to New Washington's nuclear power plant and render yourself effectively invisible to...pretty much anyone who doesn't have your level of technology.

Or a pair of binoculars.

Scout post coming up!
>>
rolled 74 = 74

Can we get a hold of a radio tower? Propaganda never hurt anyone important...
>>
>>20479253
Let's see what kind of threats are out here first.
We don't want to be advertising ourselves until we have a grasp of the kinds of threats surround us.
>>
rolled 61 = 61

>>20479268
We dont have to use it right away.
>>
>>20479223
[For the moment you have a water purification facility that runs off your fission/fusion power plant, it supplies enough water for 15000 people. You have a hydroponics bay that supplies pure, untainted vegetables and fruits as well as prewar delicacies like tea and coffee. it supplies enough food for 15000 people at the moment.]

>>20479132

[hope I'm doing this right, uh this post is a propaganda poster I requested from a drawfag, feel free to turn it to your own dark devices. >>20478737 ]

You have a pair of Vertibirds charged up and readied for flight. You send them out in a circling pattern and identify twelve tribal villiages (something like 100 to 500 people per settlement), and a large city, the city is walled and appears to be under siege by a large force that possesses guns, steam powered vehicles, and what appear to be primitive field cannons. The town numbers at around 20000 people, the sieging force at 10000 people.

First month is up. Status post...
>>
>>20479301
The Tribals we can try to make contact with.
Not sure about that city. We need to know who the people are before we can decide on who to help.
>>
>>20479253
[you can build one. use it to send, recieve signals...]


New Washington
Population: 8000
>Defenses: Security cameras, autonomous attack turrets, security robots, armed guards. Camoflauge generator
>Tech, Laser Weaponry, Plasma Weaponry, Gauss weaponry, Traditional Firearms, Weaponized and Utility Explosives, Advanced Nuclear Power, Robotics, Advanced Surgical, Biochemical, and Pharmacalogical technology
> Vehicles, Vertibirds, APC, HumVee, MBT, Jeep
>Facilities, Garrison, Factory, Hydroponics Facility, Laboratory, Underground bunker (capacity 4000)

A: Scout
B: Research
C: Improve Facilities
D: Train
E: your choice.

Note that your generator only makes you immune to Infrared and Thermographic cameras as far as sight is concerned, people can still see you and take pictures with a camera or videotape you.
>>
>>20479325

Yeah, we shouldn't blindly go charging into a conflict without understanding both sides. For all we know the city is full of slavers and the victims are finally sick of it.

How viable do people think it'd be to hide our base, and maybe take the city for the tribals, who we can support without committing to completely...
>>
>>20479325
This is fallout, moral ambiguity is one of the selling points of the series.

Which is to say, this is a good stance to take with anyone you meat, period.
>>
>>20479362
E. Send BoS-Enclave recruitment teams (vehicles, with Vertibirds ready to come to their assistance) to the tribal villages that were identified. Both to try to convince them to join up with us, and to find out more information on the besieged city and the parties involved.
>>
>>20479407

Yeah, this sounds pretty good. Have them be prepared to bring the heavy end of the hammer down hard if anyone tries to attack them. We need to start as we want to proceed, with them afraid to challenge us.
>>
rolled 21 = 21

>>20479407
Those who resist are burnt to the ground. No witnesses
>>
you DO have flamers in your armory.
Okay what kind of groups do you want to send to these villages?

You have Armored Personel Carriers, HumVees, Jeeps, and Main Battle Tanks as well as the vertibirds.

You've got soldiers in Combat armor, basically more ffective versions of what we have today T45-D Power armor, T51-B power armor, and BOs and Enclave versions of the Advanced MK2.

What do you want to equip them with and what kind of stance do you want to take? So far this is Pre tribal recruitment stage.
>>
>>20479541
An APC with 2 HumVees, 2 squads of Combat Armored troopers, and a squad of T-45D armored squads.
>>
>>20479390
Moral ambiguity? In Fallout? wtf?

In all three games I had maximum good alignment characters at all times, because good is the path of ease, of convenience, of least resistance, of doing that which comes natural to a hardened dweller of a wasteland. The games are very much about morality; you don't fight the Enclave or the Muties because baww dey gave me a speeding ticket, you fight them because you will be put to death by them if you don't.

Unless you mean, NPC factions can be morally grey, then sure.
>>
rolled 71 = 71

>>20479541
We should have our smoothest talking men go without helms and attempt to speak to the leaders. Have the talkers unarmed, but have heavy infantry squads escort them. Flamers out of sight, but near.
>>
rolled 65 = 65

Oh and vertabirds circleing fairly high. Armored personel carriers as transportation to the tribes.
>>
>>20479541

Do we have the resources to train/equip new troops?

And we want both a show of force and a show of friendship. From the sounds of it we have quite a bit of surplus food at the moment, so if possible take enough food and water for a decent size meal with the leaders of each village we visit. Break bread with them, and just talk about how nice it would be for those lucky enough to be our friends. And have power armoured dudes who are armed well just standing there, so It's quite clear that being our enemy is not an option conducive to long term survival.
>>
rolled 68 = 68

>>20479632
Bread? How about champagne. With there leader. As we talk about there loyalty.
>Captcha; these mentinS
Keep a look out for robots using human flesh suits.
>>
>>20479574
[you ever hear of a little company called bioware? ever notice how they can't into evil?Its always chaotic stupid with those guys. Know where bioware came from? a company called black island folded and a lot of its guys founded/went over to bioware (can't remember which) so yeah, moral ambiguity doesn't exist because the writers of the companythat made the game are too stupid to write it so that it's entertaining and rewarding gameplay wise or story wise. don't get me wrong, I'm a moral fag and I love FO, but the fact remains that there's no real evil in bioware/obsidian/blackisle games. Just chaotic stupid..]

You send out your men in an APC with a pair of excorting HumVees. They're in constant radio contact with New Washington and can have Vertibirds on the scene in ten minutes.

There's some trouble with a handful of tribes, but judicious use of threats and the basic fact that you've got enough firepower to level a 3rd world nation is enough to discourage hostile action.
>>
rolled 78 = 78

>>20479670

We have pure water, that'd be as good as champagne. Though luxuries are a good idea, since it shows exactly how prosperous we are. From the sounds of it, for now we're safe from people being opportunistic, but that could be an issue for the future.
>>
This time around your men focused on meeting each and every tribe, and talking to their leaders. They focus on passing out trade goods, steel tools, compasses, plant seeds, and other useful items.

They share tobacco and tea and coffee with the tribal elders and make it known just what the Pax Americana can provide for them. 4 of the tribes are war like and want help in destroying their enemies (I.E. the person who's pissed them off most recently, changes on a weekly basis.) 4 tribes are very spiritual, and honestly don't want anything to do with you, except for the youths in that rebellious stage, you know the one. and 4 of the tribes are very practical and want to establish trade relations, they're even willing to talk about setting up work contracts for tribesmen who could go to "your village" and labor for a set number of years. The practical tribes would particularly like it if you enforced the labor contracts to the letter as the warlike tribes frequently abuse bonded workmen.

Continues next post.
>>
As for the city and the army? The tribes all hate the city, and state that the city goers would come down into the tribe lands and try to convert the tribes to their religion, that they would raid for slaves and wealth, that they would get the men addicted to vile drugs and rape the women.

Then monsters came from the west and laid seige to the city. The tribes hope the monsters burn the city to the ground. When asked for a description of "the monsters" they say "like men, but bigger, with green, brown, yellow, grey, or red skin."

That about covers the tribes, don't worry I'll start throwing in names when you start dealing with them in detail. The first run was to get an idea of who wants what. Remember tribals are pretty simple. "Nice things" are understood most easily. but Religion, and law, and other things are filtered through the complex tribal belief systems that each group develops.
>>
rolled 87 = 87

>>20479727
No slaves. Shit is bad for press. Take them and educate them, train them. [Indoctronate everyone]
>>
>>20479574
>The games are very much about morality

Whoops, that's not what I meant to say. They're about being good, but they're not about morality in that you really have to go out of your way to be a dick.

The factions could be perceived as grey; BoS maybe a light grey, Enclave maybe a dark grey. The Enclave is bad because (sometimes) it likes to genocide muties. The BoS... apparently, according to a ghoul NPC, shoots ghouls on sight, so essentially the difference is that the Enclave has a broad definition of "mutant unworthy of life" (though I can't tell why they recruit some wastelanders and kill others) and the BoS has a narrow definition of it ("you look sexy? okay, you're in. You look ugly? Fuck you, die!").

Sorry for tangent
>>
>>20479785
>>20479790
tangent's okay as long as you go back to voting. The BoS are basically jerks who steal tech because they think they're the only ones who can handle it, and they shoot ghouls on sight, the kinder members have the courtesy to miss if the ghoul in question is intelligent. Basically they're dicks who's strategy was to hide in their bunker and outlive everyone else. When that proved to be ineffective they either adapted (like lions) or they clapped their ears over their head and screamed "LALALALA I CAN'T HEAR YOU!" whenever someone pointed out that they were basically going to die off if they didn't get new blood.

enclave is bad because they wanted to do what NCR is doing in New Vegas, except they were lead by pants-on-head stupid pricks so they decided genocide was an acceptable answer to their problems. and then when the pants-on-heads guys died the NCR and BOS swooped in and screamed "MINE" and started grabbing the sweet tech.

uh, anyway.

two more actions this month, what do?
>>
>>20479790
The Brotherhood are pretty dark grey (in Fallout 1 anyone who wanted to join was sent on a suicide mission to the amusement of the Brotherhood door guards.

It gets worse upset that other people had technology they went to war with the NCR using terrorist tactics to use dirty bombs on the congress building and NCR national gold reserve.

By New Vegas era they were pushed out into the wastes and reduced to mugging travellers for scraps of Old World tech
>>
Looks like the tribes have an indentured servitude program going. that's actually a pretty old practice so it makes perfect sense and isn't harmful provided you obey the rules.

This is ENCLAVE DONE RIGHT so lets work with the practical tribes to find the guys who are in breach of their contract and act as muscle, in return they promise us recruits for workers and soldiers and we protect them and enforce their way of life. Over time we'll teach 'em the Pax Americana (Constitution, declaration of independence, rights of man, magna carta etc. etc.) and slowly over ride their tribal superstitions and replace the relevant parts with good american values.
>>
>>20479831
Okay, well, we still need to know more about this army of probable mutants.

As for the 4 Practical Villages, we'd be fine in setting up trade and work contracts.
The Spiritual Villages, we can afford to let go on their way.

The Warlike Villages, we'll need to bring them into line. We're not here to be dictated to on where to point our guns.

Actions:
1. Trade with the Practical Villages, leave the Spirituals, and tell the Warlikes that we're not going to be used as their personal army: we are the United States of America; they can join, or they stay out.

2. Get some wastelanders to find out what the besieging army is all about. Pay them with clean water and maybe some simple guns and ammo.
>>
rolled 53 = 53

Work on makeing (Or findng) a radio tower. Propaganda everywhere. Herasy must be purged style. If you speak out against us, you burn.
>>
>>20479862
>If you speak out against us, you burn.
That's the kind of thing we're trying to avoid by not being the old Enclave.
>>
rolled 96 = 96

>>20479857
Paying them? HAhahaahahno. We maybe invite them into camp for the night, ask them what they know, and send them away. Whats the raider deal here? How common?
>>
rolled 70 = 70

>>20479866
How about they just "Get killed by mirelurks."? Better? I want death, and I want it now.
>>
If anyone is interested I did a Savage Worlds conversion for Fallout

https://rapidshare.com/files/3417751715/Savage%20Fallout%20v2.pdf
>>
You prepare trade goods for the Bad-Wolves, Red-Dorfs, White Faces, and Night Walkers. Steel tools, simple firearms, food, medicine, basic weapons, books, and in general items required to increase one's standard of living. The tribes respond by sending the occasional group of recruits your way and aiding in mapping out the surrounding terrain, this helps you in identifying mines, quarries and other places where you can aquire resources for your various projects.

The war tribes don't take your refusal to act as their hired guns very well. Shots are fired, You're fine but Iron-Fists, and Big-Teef declare an oath of vengence upon your people. The Yellow-Clubs, and Red-Signs say that they don't like you very much and leave it at that.
>>
>>20479883
I don't see how promoting the idea of fair pay for work is a bad thing to do. And this army just recently came from the west; someone has to go in and talk with them, and I'm not willing to risk our own soldiers to do it.
>>
rolled 54 = 54

I think find out more about the city first. It's the only fortifications in the area, so it can be rather useful

My thinking is, we want to unify the people, and if we can move everyone into the city, that will make them more defensible. We talk to the warlike tribes, point out to them that their fellows aren't nearly as bad as the city, or those besieging it. The practical peeps will work with us if we look to be making things better for everyone. The religious tribes will fall into line once we make our intentions clear, so long as we get the others.

We need to be coy for now though, since if we start talking about manifest destiny writ -too- large, then we'll just scare them all away.

With that in mind, my vote is for 1. More scouting/finding out about the city, and 2. Radio communication type array thing. Something we can give to our new "friends" to stay in touch. It also means we can get them to warn us if they see raiders or whatever moving around, like an early warning system.
>>
>>20479927
Wipe out the Iron-Fists and Big-Teef tribes.
Use both combat armor and powered armor troops in APC's and HummVees supporting the MBT's, with a single Vertibird for air support, and wipe out the two tribes. Wipe them off the face of the map. No one escapes. If they surrender, we'll put them to work in a penal chain-gang.
>>
>>20479915
>>20479904
Cool conversion bro! I'll be sure to look at it later.

Chill out there's going to be plenty of death.

Okay so we want to recruit some wastelanders, you know there's a major trade route nearby, and it'd be simple enough to find some travellers to check out the raider issue.

Thing is, do you want non-tribals to know how boss your tech is? You don't live in a vaccum and word may get around that you have some sweet loot.

How do you want to approach this?
>>
>>20479946
No, we don't want people to know just how much tech we have.

Keep it to some regular combat armor troops. That'll show that we're well equipped, but nothing too advanced. We don't say anything about New Washington or its location, just that we're from a village. Maybe imply we're from NCR.
>>
rolled 70 = 70

>>20479957
But that may make us look weak. Open for attack.
>>
>>20479984
I think men in damn good combat armor is impressive enough. They look trained, disciplined and they'll use an APC or HumVee. That spells danger right there, military hardware.

But showing powered armor reveals too much.
>>
rolled 68 = 68

>>20479957

This, we don't want them to know where we are yet. As advanced as we are, if a big enough faction hits us before we are ready then we're screwed. It's probably not too important right now, but how hard would it be to make a convincing decoy village/base? If we hire some tribals to build it past a basic camp for us, it gets them used to working with us (Propaganda ho!), and makes it more convincing as a decoy if they take stories back.
>>
>>20479944
Aside from being tribal jerk-offs just what have these guys done really? wiping them out is dumb, they're all mad killy, but if we prove we're stronger than them and that if they join us they can be STRONGEST THERE IS! then we'll be having mad recruits all day erry day.

That's just my take on it, wait for the chuckleheads to attack us and then curbstomp them as mercifully as possible. After a few tries they'll just quit and join up. Tribals be mad practical yo.
>>
Shock and Awe.

Carrot and the Stick.

The practical chose the carrot, the tribes who declared war...total exterminatus.

Raze their settlements, salt the ground. Show everyone that if you want to play rough, you get stone cold rough in return.
>>
fuck attacking them this month. lets get some mroe base improvements happening. we need to be able to supply for mroe people.
>>
>>20480034
We have the capacity for 15,000, and are currently at 8,000.
By attacking and wiping them out now, we prevent them from attacking our allies who would be vulnerable to their attacks.
>>
I agree with attacking them with a well equipped but not too advanced force.

If my memory serves, the fallout universe never developed microchips, so perhaps as a long term project we can look into modern electronics?
>>
>>20480007
Single action, just establish in your vote post how big, how well fortified, and how much hardware you want located there. Might want to combine the decoy function with an actual function to save on resources, cardboard cutout villages aren't convincing, ones that see frequent use are a different matter.

as for the Combat armor and stuff? Its fairly recently made, made to prewar standards (so it's like 50+ years in advance to what we can make materials wise) well maintained, and each one is built to a standard, they're uniforms. The weapons are the same, US army issue firearms, fairly recently made, well maintained and your men clearly know how to use them.

It's not power armor, but there are plenty of old law enforcement groups that survived the war and built civilizations on equipment that wasn't even half effective. You're wandering around the bronze age with iron armor and weapons esentially.

So yeah, combat armor is pretty intimidating.
>>
>>20480053
actually they did, I read it in some vanburen stuff and most vans acknowledge that as canon.

Thing is the military kept that tech locked up tight and it never hit the civilian market except in the form of robots.

Bell kept the fax machine from ever being developed and we've had patents that would've let us use something like that via radio waves and phone lines since WW2 if not earlier, so it's not that big a stretch to see the military supressing microchip tech.
>>
>>20480085
Ah, shit, thanks for clearing that up then, I haven't read any of the Van Buren stuff unfortunately.
>>
ok then. lets continue to investigate the surrounding area. locate trade routes etc.

we will deal with the cleans if they give us cause.
>>
>>20480142
They did shoot at us, you know.

>>20480064
Vote to Create Decoy Town.
Set up the secondary village. Make it a production center for producing ammunition, producing crops, and purifying water. No real high tech stuff, by our standards. Just things like bullets for standard firearms, maybe steel tools. Things to train our tribal workforce on.
Fortified with watchtowers, chain-link fences (electrified), and regular troops in jeeps. Enough to keep away regular raiders.
>>
>>20480171
acyually second that. decoy town could also be expanded on later to be a larger trade centre for us.

and its a bunch of hillbilly's swearing at us. fuck em. they can shake their sticks all day long
>>
>>20480102
[Its on the fallout wiki, just google it they have all the design docs. I'm such a fallout fanatic that I've played the van buren demo ten times. What could have been...]

You have some soldiers loaded up in combat armor, you send them out to the old highway and have them set up a recruiting station. By offering simple firearms, food, pure water, and water purfication tablets you get ten volunteers to go out and scout the City of Salvation as the locals call it.

When they return they tell you that a supermutant named Samson is leading a crusade against raiders and all their lawless ilk. The City of Salvation has been known for years as a source of raider attacks and a haven for slavers. He's got an army of ghouls, humans and supermutants and he's been leading a path of destruction in his wake, but that destruction is reserved solely for those who fund slavers and raiders. He pays for the goods his army takes from a region and he accepts recruits regardless of their race or point of origin.
>>
Ahh. Guys, quick poll. How important is genetic purity to us? Because this guy could be a good ally, but he is a mutie.
>>
>>20480171
yeah, and we shot'em back. We have better dakka than they would ever have even if you gave them preptime and a factory. They don't deserve an invasion, let the morons make the first move, then we'll stomp over to them and slap their shit. Then we'll make them pay us for slapping their shit. these are clerly proud warrior race guys, if we prove we're better at being warriors they'll chill out and follow their lead.
>>
i have no strong feelings one way or the other
>>
I like this!
We should take the advantage we have in communications and tactics if we were to attack them.
I mean we have radio communication and I guess nightsight so we should be able to destroy some of there supplies and similar stuff without getting caugt or baiting them into mines and stuff.
>>
>>20480188
This Samson sounds like a good sort. Maybe we'll ally with him, maybe we'll agree to stay out of each other's way.
The City of Salvation doesn't sound good, though. No one is saying anything good about them?

>>20480202
Given what we want (Old World Values, America as the place where a man can bootstrap himself through hard work into prosperity), I don't think genetic purity is too important.
Besides, a lot of ghouls are original citizens of the USA, that were abandoned by their elected officials when the bombs dropped. We owe it to our fellow citizens to support them in our efforts to rebuild.
>>
>>20480202
Fuck genetic purity. Super mutant with a desire to hunt down and murder lawless scum, AND an army with which to do it with? yes please.
>>
>>20480222
I hope that it doesn't get our allies killed. Our allies, the Practical Tribals, don't have the defenses that we do, and we don't want to have to spread our forces thin protecting them all.
We need to prove that we can protect our allies if we're going to expand.
>>
>>20480222

This. The warlike tribes will be quite useful once they understand who's in charge. We stomp them flat, we show our hand too early and it can spook potential allies, who'll fear we're just a bigger nastier version of the city.


If we're going full Manifest Destiny Murrica Fuck Yeah, then I don't see why we wouldn't adopt the disenfranchised masses, and work with the muties, provided they have the right idea


My vote is that we talk to Samson ourselves, figure him out. Is he planning to stay after he takes out the city, or is he just going to move on? Is he just spouting propaganda or is he truly as altruistic as he claims?
>>
Samson sounds decent enough.
>>
>>20480231
The tribals hate 'em, the people on the trade route avoid the place, and at your best estimate there's 20000 people living there, there are farms nearby the city, irrigated and tied into what appears to be an old water purification facility. So they have some technical know how.

Flyby pics from the Vertibirds show stocks, slavepens and other things so slavery is definitly legal in the city, probably in some roman fashion or another.

Over all it looks to you, from all available evidence that this city is not a good influence on anyone or anything.
>>
>>20480278

They look self sufficient? Is there any evidence of radio or other communications technology, any evidence they may be part of a bigger group?
>>
>>20480278
Viability of sneaking in infiltrators in stealth suits to sabotage the water system?
>>
>>20480300
>>20480290
You don't have stealth suits or stealth boys, and stealth boys cause insanity (paranoia, insomnia, etc. etc.) if used for extended periods. Van buren documents, look it up. and Samson is using that water too.


Talking to samson is probably the sensible course of action. and yeah, he looks perfectly self suffient, he has people working the farms and guarding against enemy troops while he does it. The Vertibird also picked up radio messages during the flyby, but they were in code and you haven't devoted any time to deciphering them. No idea who they're from or who they're going to. No clues point to whether or not they're part of a larger group, they could be, or they might not be.

If you want to defend your tribesmen why not spend an action to go down there and beef up their defenses? You've got a ton of conventional fire arms and enough technical knowhow to build walls and stuff.
>>
get some infiltrators into the city. Maybe they can pretend to be a small group of raiders. Know everything about the city. Political status. The powerful gangs and all and if there is a resistance. (slaves revolt possible?) If there is make contact .
>>
>>20480340
Voting we focus on beefing up the defences of our tribesmen and giving them decent firearms they can defend themselves with.
>>
>>20480340
Beef defenses and make production!
>>
>>20480353
Wow, I never see these plans coming.

Uh, I suppose that's possible? You'd have to get some guys into the city, and seeing as how there's an antiraider army parked right outside they'd have to get past both samson and the defenders on the walls. So just account for that while you're trying to convince the others to endorse this plan.
>>
Gotta agree with spending our next turn or action or whatever on giving our tribe buddies walls and guns. This is an excellent fucking plan because tribals won't understand stuff like the Pax Americana un a gut level until we teach it to them by action.

Join us and we take care of you, no better way to prove your creed than by practicing it.
>>
>>20480378
Ah good idea.
So:
1 Improve the defenses of our settlements.
2 Contact Samson and try to ally ourselves with him/ get to know him better.
3 Send inflitrator Party with an ok from Samson but preferrably without any of his men knowing so there won't be any counter-espionage.
Therefore we could ask him to leave a small gap in his defense perimeter(durr) to slip in our disguised raider wearing guys in.
>>
>>20480400

So long as we have the actions to accomplish all that, yeah, sounds good.
>>
All right, you're going to send some engineers along with y'knw guns and ammo to your tribal buddies.

Might wanna send some guards with them.

what ind of compliment do you wanna give your engineers and cargo?
>>
>>20480430
oh fer....

I dropped my trip to post in another thread.

That's me, guards, defense beefing expedition, what kind?
>>
>>20480447
What kind of security do we have available?
>>
>>20480430

Guys in combat armour should be appropriate for now. Anything we build for them should be built in such a way that our vertibirds can circumvent it, in case they betray us. So like armoured exteriors with weak backing. Maybe more wooden walls barricades, stuff that'll deter infantry but we wouldn't care overmuch about. If someone comes along and takes them out with advanced tech of their own, well, we'll have bigger problems.
>>
>>20480455
CCTV, better than modern day radio communications, combat variant mister handies, autonomous attack turrets, anti detection countermeasures.

But at the moment your should probably just stick to a stone wall, some assault rifles SMGs and shotguns and some antiballistics arm without rank identifiers and stuff like that.
>>
>>20480460
What he suggested. Some tower lookouts too if we could fit that in. The escort team would be The average joes and janes in combat armor and small arms as he said. Include 2 guys with heavy weapons just in case.
>>
BUMP ?
>>
>>20480517
bump
>>
You send a convoy of APCs and HumVees out to the villages of yiour trading partners. They're escorted by a large group low ranking soldiers in combat armor. You have a few HMG teams thrown into the mix for the sake of operational flexibility. The Bad-Wolf and Red-Dorf Village upgrades go off without a hitch. You build stone walls for village protection, look out towers alongside the walls for snipers and lookouts, and you leave a small ham radio set with the village elders.

The White Face and night walker operations don't go so well. You get attacked by the Big Teef and Iron Fists. They do manage to kill some of your soldiers but crappy hunting rifles and rusty pistols don't do so well against Assault rifles, SMGs Shotguns, Sniper Rifles and HMGs. The Iron Fists and Big Teef are soundly trounced and go home to lick their wounds. You let them keep their dead.

Aside from that things go very well indeed.
>>
File: 1345983892756.jpg-(21 KB, 300x300, smiley.jpg)
21 KB
>>20480588
>>
[still here, no worries hguys.]

Your allies now have stone walls, lookout towers, guns that outclass anything their neighbors have and a reliable means of communication with you.

We still doing that decoy town?
>>
>>20480608
Don't know about you guys but i vote yes.

So we are like RPing as brotherhood elders/ Enclave Officers?
>>
rolled 2, 5, 9 = 16

>>20480608
Do it. Also we should send a force aganist the civs that killed some of our men. We have to show them things like that lead to mass retailation.
>>
yes. we can also make it our trade post. seems legit
>>
>>20480625
Then we crucify their bodies in the roads. Then a big description of their crimes. Make them look like the bad guys. We want to be feared not hated.
>>
rolled 2, 2, 7 = 11

>>20480640
A little to far there. Retailate but accept surrenders and the likes and minmize damage. We need them to think twice about attacking not make us look like invaders taking out a grudge.
>>
>>20480608

Yeah, decoy town sounds good. We get that operational, so we then have somewhere we can invite Samson. I'm thinking similar defenses to those we installed on our allied towns, better thought out if at all possible. As for the site, if there are any reasources we're short on we can occupy an old mine, something like that. Also, get allies to help build the town, even if we have to pay a decent bit for their help. I think we want a joint endeavour feel to the whole thing. Radio infrastructure we can expand to our allies later is also good.

Ooh, building it near the trade route would be good. If we have lots of people passing through, then we can hear rumors about what's happenign in the greater world.
>>
lets not start the hate train yet. i belive it will be better to draw attention away from our base to begin with. once we get the decoy up, start trading etc. then lets get a good name going.

we want people to belive what we are saying. cruxifixes will sorta do the opposite i belive
>>
>>20480651
Wait what were they. Well yes if they surrender. What were they anyways?
>>
>>20480651
>>20480658
Okay guys just retaliation
>>
Until we're prepared to annex them, all we'll do by attacking is make it a matter of honour for them to continue attacking us. That'll waste resources we could use elsewhere (That includes their men, who I want to work for us eventually). Let them try and raid the new towns, and they'll quickly realise how good it is to be our friend.
>>
So who are we fighting? So we could make plans how to beat them. Any info yet?
>>
>>20480625
Lemme put it this way, each of these tribes is around 100-500 people iin terms of numbers. you have 8000 people. They killed ten of your people, for every person they killed you killed five people and wounded 10. This was not a good day for the Iron Fists and Big Teef.

Okay there's a Mine with some iron ore in it, there's a quarry with good building stone, and a "forest" of very hardy, but struggling mutant trees.

Those are the only major resources nearby samson's part of the world. You're hiding out in a series of canyons and have heavily watched passes as the only entrance to New Washington.

The trade route has, well the trade route, and lets face it you have some damn good trade items.

Where would you like to set up?
>>
>>20480699
YES YES. We have to assign some guards there or atleast a outlook tower. The question do we have resources?
Also what are our long term policy for samson and his friends?
>>
>>20480651
A thought to this is to try to spread the reputation that we defend our allies and people at all costs and any death will cause us to attack. But we honor any trading agreements. In other words lets "Speak softly and carry a big stick"
>>
>>20480699

My vote is setting up near the trade route. We're not the old brotherhood, we're not isolationist, we've moved past that. We want to be a part of this world, and trading is the best way to do that.
>>
>>20480699
Also is the mine and forest in anybody's territory. how far is it from new Washington?
>>
if possible try to find a defensible spot near the trade route. encourage trade.

nothing too razzle dazzle but practicle and orderly.

alas through more resources would come in handy enevtually.
>>
>>20480713
For samason lets get a trade agreement going on. We trade weapons he takes down slavers.

>>20480699
Ok then if the numbers are that low then its fine. We shouldn't do anything more.
>>
We should set up trade routes after all the resources we could get is very useful.
>>
>>20480747
and build ties with samson.

So what resources does samson offers from the trade?
>>
The Ironfists or normal human tribals, they like metal guantlets and use bladed guantlets, shotgun gauntlets and all things gauntlety, also crappy guns.

The big teef have unusually large canines and speak oddly due to that but its their only real mutation.

They acted hostile, you didn't put up with it and now they have a minor vendetta going.

no the mines, forest, or quarry are not in anyone's territory.

Most of your buildings are cement bunkers, though for the trading post you'll probably just blast some rocks and mortar them together. I think its safe to assume everyone wants the Trade Route Town.

Is there anything else we need for the trad route town?
>>
Anymore more to add guys?
>>
>>20480753
you don't even know if he WILL trade with you, you haven't talked with him yet.

part of what we're doing here with this decoy town is hiding our power level, or tech level really. We want to keep just how advanced we are from the world until we really need to pull out the stops.

or at least that was the case last time I checked.

has that changed?
>>
>>20480787
Other then a Inn to stay at and a few security posts around not much.
>>
>>20480803
Do we still have a move this turn to send a delegation?
>>
>>20480803
No wee need to hide our tech level. Otherwise the guys next door will be saying "...shiny...lets take it"
>>
the way i see it. a recuitment station. barracks. inn. warehourses or storeage areas. trade centre. and a basic training centre. to we look legit
>>
>>20480803

Nah, that's about right. A decoy town hides our power level, so we can both not scare people off and surprise them when we need to. It also means that they won't look for us. If we come out of nowhere, then even our allies will want to know where our base is. This way, the enemy will be focusing on the wrong area.

And yeah, once we have a decoy town we can invite Samson here and 'show' him how strong we are.
>>
So decoy town and trade route town. Or is that just one town?
>>
>>20480835
One town I'm fairly sure we want to look legit and trade does that well. We will have to make a bullshit story though about the town.

>>20480833
Lets claim to be someone else with samson. We don't know if we can trust him or not yet so we should say we are something "A friend" or "From a town" and that we know how to make bullets and willing to trade for it.
>>
>>20480826

Oh, and if we can get some civilians to volunteer to move there that would be good. It is slightly risky if we get attacked, but it makes us look far more legit.

How long would it take vertibirds to get to the trade town from New Washington? Is quick air support viable?

Oh, and next turn we should look into tech to make the surroundings of New Washington look haunted. We want to discourage the locals from exploring in too deep.
>>
>>20480835
All right, one town.

How primitive tdo you want it to look? You can include anti detection power measures to hid stuff like eyebots and mr. handies and security bots from detction. CCTV can be hidden but that will take doing.

then there's the matter of the guards, power armor, or no power armor? do you want a landing pad for your vertibirds? Is this just a decoy town or is it something more? Do you want to go full james bond hideout with this thing?

You'll wind up commiting a lot of resources to it if you go full secret agent headquarters but you're going to have to establish a fully militarised outpost some time.

Question though, would be is that time now?
>>
>>20480868
'bout twenty minutes to get there if the vertibirds go full hellbent for leather. easily enough time to intervene if you go full secret agent with this place.
>>
>>20480875
Lets not go full out yet. We should make a miltary outpost later and make it hidden. For this town lets stick the the basics. Combat armor for guards get some sniper posts around and snip at raiders that attack. That way we get resouces have a possible place to find mercs and don't have to spend much.
>>
>>20480875
Yes secret lair if we have resources.Also what's our bullshit story?
We could be settlers from the west. We got attacked by raiders and are forced to moved east. We were somewhat wealthy trade caravan people that is why we have resources.

No power armor for guards outside but if we have a secret base then the ones there could have one just in case.
>>
full secret agenda will use alot of resources and time will it not?

as much as im all for it. maybe a little less , re-inforced walls. bots hidden away. excetera.

i could go either way. guess ill let others decide on this.
>>
>>20480875

I'm voting no power armour. If we make enemies, Vertibirds with power armoured shock troops will catch them completely unaware.

I'm thinking that we make this a full on outpost, albeit a stealthily high tech one. We need to make a presence in the area at some point, and if it's plausible that this is our main base, it gives us a fallback option in a worst case scenario. And if we do well enough, this might be a hub for the region. The more sophisticated the place looks, the more likely the various places will bow to our authority.
>>
>>20480910
And we started to invest more into defence and guard training after the raid because we got paranoid.

for our bullshit sstory
>>
>>20480893

Cool, so in the event of a full scale attack, unless they blitz us we can get air support. That is a worse case scenario though, since it reveals our hand.
>>
I think we should go plausible deniability on this. That way no one could guess the town is connected to those guys with power armor.
>>
>>20480913

Middle ground option sounds good. Permanent base, but not all out with technology?
>>
>>20480936
yes
>>
>>20480936
Agreed.
>>
As far as hidden tech goes this is all or nothing, your anti-scanners basically use carefully arranged layers of metal and polymer to create sensor shadows that say "nothing suspicious here" and that tech would be used to hide stuff like robots, power armor, CCTV and just about every other tech innovation you have.

Onb the other hand you could just build an old fashioned fortress out of stone and wood and man it with soldiers and basic military tech. Your choice. It's either the lair of some super villian or its your basic military base, that via location can serve as a hub for traders.

Cover story looks cool, military-bunker descendents forced out of our homeland by raiders.
>>
>>20480972
Keep the base on the down low. Right now lets build a decoy that can channel resources to us.
>>
Look lets just hide all the tech stuff and our mad killy robots under ground and in the walls and up top we'll be all like "What? Never seen a d00d in combat armor?" and down below we'll have our secondary base of operations.

The trade route can serve as an avenue for transport when we finally reveal our power level, in the mean time we'll fly in supplies and stuff by night.

You're basically saying we can spend months on a stone fortress or months on a stone fortress with coll stuff hidden inside of it right OP?
>>
well if its baiscally going to be one or the other. how much longer is the high tec one gunna be. if its feasible do it.

we need this going for trade and resource gathering.
>>
>>20480987
yeah it looks like I suck at explaining myself.

Look you're going to have to expand your base of operations eventually, and what your doing with this decoy town is claiming that its your capital and has all your main resources in it.

I'm just asking if you want to build a town of cardboard for that purpose or if you want to build a base that you'll conduct operations from and do your real stuff elsewhere.

So far consensus is to hide stuff like powered armor and robots in hidden chambers and keep all our cool stuff hidden, but on hand so that you can defend yourselves if shit gets ultra real.

Why not build that radio tower in the decoy base? Even a cardboard village is a big expendature.
>>
>>20480972

Hmmm. Basic base sounds a bit more viable resource wise, but the Bond Villain in me is shouting that DEATH LASERS are a totally viable defense mechanism. Count me as a vote for...

Super Villainous Fortress of Dhoom. On the assumption that the stuff really is quite well hidden, underground complex style or something. If we get discovered, this has been a massive waste of resources. This will give us a proper forward base of operations for when we do reveal our full power levels.
>>
>>20481012

How expensive are radio towers? Can we easily give a limited version of them to our allies (And if possible put them in sealed metal cases so they can't learn from the tech)?
>>
while doom fortress is good. i belive we could choose a much mroe defensible place for it.

why not just make a legit stone fortress guard towers, the works. after all it is a trade outpost / decoy base.

we could always expand it later.
>>
>>20480999
either way it'll take you about a month, half a month if you decide to make the walls from wood and junk, but if you decide to use stone a month. Stone wouldn't do well against seige weapons but in a siege situation you'd probably reveal your power level.

It would use up resources you could use for building things and stuff like that but it'd give you a trading station, a place to build wealth and learn about the world. Places like that attract attention and eventually you'd get raided. From there it's a question as to whether or not you'd try to hold onto the structure or just leave an empty shell and rebuild elsewhere.
>>
>>20481029
And have to make our "capital" so i suppose a real base slash.
>>
>>20481016
>>20481028
>playing fallout one
>in military base, set off alarm
>not a single fuck is given, go over to elevator
>the walls slide open and a pair of security robots step out of the walls.
>I get pasted by rocket launchers and miniguns.
>sadfrog.jpg
Yeah, all the tech would be well hidden, armories in the walls and underground. I mean fuck the BoS base in FO1 was just a metal shack when you looked at above ground.

You give your allies basic ham radios, truck drivers use them all the time. They're really very common. A radio tower is different in that it sends a signal that can be tracked and that it sends a very POWERFUL signal so you can cover miles and miles of land with your transmission. You basically give your guys a box that has a dial and a microphone, give them a set of frequencies to transmit on, its very simple and intuitive really.
>>
So what happening now?
>>
A stone fortress is starting to sound much more viable from a resources perspective. As time goes on we'll have other stuff we want to build, so going all in now may be a bad idea. The only issue is that if we want to build a decent base, now is the best time, since no one is attacking us in force yet.
>>
>>20481116
If we rise to prominence locally we will attract attention so might as well build a basic base and upgrade later. Just you average wood and barbed wire.
>>
File: 1345989741259.jpg-(27 KB, 300x300, 1341998162814.jpg)
27 KB
>>20481125
>>20481116
What are you...? a COMMUNIST?!

Lets build our secret james bond vvillian doomsday FORTRESS and pet a white kitten while we're doing it.

OP stop being a faggot and give us our stone death temple!

Pic related It's the PRESIDENT!
>>
rolled 4, 55 = 59

okay I'll just roll for it.

first roll for stone fortress, second roll for hell murder castle.
>>
>>20481152

>>20481116 Here

Me, a communist? How dare you sir! I'll show you how American I am! OP, build us our fortress! With lasers. MANY LASERS!
>>
>>20481175

Hell Murder Castle, YAY!
>>
Lets build our secret base.!
>>
So, we gonna call it Fort Hellmurdercastle on all official documents?
>>
Well this is quickly spiralling into shit.
We HAD the general parameters for the Trade Route/Decoy Capital town already back up here >>20480171
>>
>>20481207
How about something less pants-on-head retarded.
We killed the last President who was that stupid back on the oil rig on the West Coast.
>>
>>20481218
Don't worry we are still doing that except there is a fortress under it.
>>
rolled 63, 85 = 148

[huh, guess the board really wants hellmurder castle.]
You spend the next month or so building a walled enclosure near the trading route. You hire on some tribals and the occasional wanderer to help you. You make certain you have some APCs, Jeeps, HumVees and a single MBT on hand to maintain the iimage of being military explorers. Eventually the wall takes place and you build farms and houses for the workers outside the walls. Inside you build a fortress, warehouses, a small hospital, barracks, a training facility, and a workshop. Underneath it you build four levels of space and fill it with all the equipment you can't fit upstairs, you have the elevator hidden in the walls and place a biometric sensor inside each of the elevator wall faces so only authorised personel can activate the elevator. Security robots are hidden inside the walls and can be called upon with a voice command or the push of a button.

It looks like a rustic settlement, a new one, but fairly standard for the wasteland.
>>
perhaps have the power armor modded to look less like tech and more like some demonic creature from netherworlds so we can use them as schock troops without blowing the cower?
>>
>>20481235
turn ended?
>>
>>20481235
Okay, does it have the workshops and small ammunition factory where our tribal workforce can be trained and employed at?

>>20481239
That would only work for the tribals, and not against anyone who is reasonably competent. Too much work for too little payoff.
>>
rolled 1, 63 = 64

>>20481218
yeah and I asked you if you also wanted to turn it into a trad settlement and a military base, some guys said no, some said yes and I rolled for it. Now we have fort hell murder castle.

We're not calling it hell murder castle. It's named New boston, it haswater purification facilities, a nuclear generator, and an autodoctor in the basement along with an armory full of high tech stuff and temporary holding level for stuff we want to take to New washington. The upper levels have all the trading town stuff.

So it's New Boston and it's taken up a good portion of your resources to build. You can't do any ereal big projects for awhile, on the other hand you have a nigh unassailable fortress.

So do you want to contact samson or begin advertising your presenbce to traders?
>>
>>20481224

Well, I'm not American so I'm not sure exactly what is appropriate, but would something like "Valley Forge" work? Seeing as our main base is New Washington, naming our little town after one of Washington's victories seems an alright idea.
>>
>>20481235
I've been wondering: do our vehicles run on microfusion batteries, or do they run on bio-diesel?
>>
>>20481267
Can we contact Samson AND begin advertising to traders?

Also, there is a nearby iron mine in unclaimed territory, yes? Do we have the manpower and resources to secure it and begin a small mining operation? We need raw materials if we're going to produce trade goods.
>>
>>20481267
traders first.
>>
>>20481246
>>20481271
Valley Forge is also a good name. and yeah, it has the bullet making workshop and all manner of high end, but wasteland appropiate facilities for a trading outpost.

You've siphoned off 1000 of your people to work and live there.
>>
>>20481267

Both, really. Start attracting traders, and send an initial delegation to Samson, fairly cautiously, to try and get a feel for him. Don't invite him for a meeting yet, but feel out if he's up for such. Have a few of our smarter dudes pose as traders, and give them a half dozen guards in combat armour.
>>
>>20481267
What the status of city of salvation and how far are we from there?
>>
>>20481293
We can stick with New Boston. Makes it sound like we came from out East, further reinforcing our cover story of Vault dwellers forced away from their home region.
>>
No one is at the mine, yes you can claim it, it'd probably be easier to just train up some tribals and pay them to get the iron for you and provide muscle for them in case of monsters or raiders.

Microfusion cells, and recharable power cells, old school fallout stuff. You do use biodeisal for flamer fuel though. could probably use it for other stuff.

Advertising to the traders requires that you build some signs, and create a road, and that you, y'know make your presence known.

Salvation is still under seige, Samson is still shooting at it with 34 pound blackpowder cannons and holding on to what his supporters call "the good stuff" for when the gates fall. The Salvationers are still holed up in their city, presumably they're down to rats and cockroaches by now.
>>
before we speak with the super mutant. lets get a little trade happening.
>>
>>20481293
OP, you said that half of our society is former Enclave; were we able to get a map of the Vault network before we escaped the Oil Rig? If we could find Vaults that were placed in our area, that would greatly help in terms of resources and population, not to mention rescuing US citizens from that crazy experiment.
>>
lrts ee if we can encourge a group of tribals to mine for us. maybe for afew better weapons, living conditions etc. fuck yeah
>>
>>20481353
yes to further our cover story this will help. Also are we roleplaying as the head of this new order?
What our new name?
>>
>>20481351
Okay, let's advertise to the traders first.

And yes, let's claim the iron mine, train some of the tribal workforce as miners, a few as guards with SMG's and shotguns, and a radio to call for help, and start getting some iron to New Boston.
>>
>>20481365
and because of the mine we make roads and signs.
Two birds killed with one stone!
>>
[WARNING: Copypasta ahead]

Yo OP, I’m really happy for you. Imma Let you finish, but can we have a map of some sort?
>>
You build road signs and post them by the trading route, and begin providing services for travelers. The farms around new boston provide food and your fortress well provides pure, clean water to anyone who stops by. You provide holding facilities for goods and make bullets and repair weapons, in general you provide services that everyone else in the wasteland does, in return you get a steady trickle of profits that you can slowly reinvest in other projects. For the moment you're paying off construction of New Boston though.

In the meantime you send trade delegations to Samson. He doesn't meet with your trading group, though he does spend a few moments to admire your APC before going back to drilling his cannon teams.

The Quartermaster wants bullets in just about every size and caliber you can imagine, explosives, fuel, coke, not the drink, the coal byproduct, iron, and if you havce them power cells and laser and plsma weaponry, along with heavy weapons like rocket launchers and flamers things of that nature
>>
>>20481361
Considering that we're Not-Stupid Enclave/Brotherhood of Steel Exiles who are committed to bringing back the Old World (without the jingoism that led to its collapse), I'd go with the American Union or something similar.
>>
File: 1345992160165.jpg-(167 KB, 1024x890, 1327554551356.jpg)
167 KB
>>20481395
Or the Brotherhood of the Enclave.
>>
>>20481393
Samson not meeting with our trade delegation isn't necessarily a snub; he could recognize that he's not a good negotiator, and, since we introduced ourselves as traders and not a diplomatic delegation, delegated to a better negotiator (his Quartermaster).

As for the Quartermaster's requests, we can provide the bullets and iron in small quantities, more as our operation in New Boston stabilizes and we're able to produce more. We simply don't yet have the capability to manufacture greater weapons at this time (even if we can, we don't want to be a primary military supplier yet).
>>
>>20481420
That mine would really help with production. So we say yes to this. Also do we want to take the city? I vote for invasion after we build ourselves up.
>>
>>20481377
[PS3 user, next time I hit a library I'mma make one though. No I'm not happy about not being able to make maps either.]

You set up a basic arrangement with your tribal trading partners and begin mining in a cave that the locals call "The Hole." Every day 4 APCs swing by the villages, 3 load up on workers, and the 4th contains guards. at the end of the day the APCs return to the tribes and deposit the workers. After awile The Hole finally becomes sarfe for mining and you set up a mining facility in earnest, tribals work it, you guard it and there's a radio there that can call for help. The name sticks though.

Well the BoS are "equal partners" in this so they have their own elders and leaders feel free to name that guy.

Apparently our President is a Ron Perlman expy. I'll call him Victor Small.
>>
>>20481448
So that's 3 actions, we've finished a turn, correct?
>>
>>20481420

Yeah, you're right, it's not worth overreacting yet. It's worth considering ways we might sabotage him though. As things are proceeding, all we're looking at is a militaristic force with unconfirmed motivations moving into the fortress, since the City can't hold out. If we make it a harder win, then he'll be an easier target and will be less willing to try and exert his influence over the region. That's a worse case scenario though.
>>
>>20481416
This made me laugh.

You do have the facilities to produce the weapons the Quarter master wants, but the New Boston Facility doesn't and frankly shouldn't be able to make something like that. So I guess we'll just produce bullets according to their specifications and sell them iron from The Hole.
>>
>>20481470
Yes, that's the plan.
We want to make it look like we have advanced weapons, but can't yet make more, and that we're more valuable to them if we're left alone than if we're conquered.
Also, sell only 25% of the The Hole's iron output to Samson, since we need iron ourselves.
>>
>>20481484
As in, we want it to appear that New Boston is our only settlement, and we want New Washington and our true capabilities to remain hidden.
>>
>>20481456
apoparently we dropped tuns as a gameplay mechanic some time ago. Anyway.

New Washington
Population: 7000
>Defenses: Security cameras, autonomous attack turrets, security robots, armed guards.
>Tech, Laser Weaponry, Plasma Weaponry, Gauss weaponry, Traditional Firearms, Weaponized and Utility Explosives, Advanced Nuclear Power, Robotics, Advanced Surgical, Biochemical, and Pharmacalogical technology
> Vehicles, Vertibirds, APC, HumVee, MBT, Jeep
>Facilities, Garrison, Factory, Hydroponics Facility, Laboratory, Underground bunker (capacity 4000)
New Boston
>1000
>Hidden Security: robots, CCTV, Turrets, armed guards
>defenses: stone wall
>Radio Tower (transmitter+reciever)
>Workshop, warehouses, hospital, barracks farms, well
>Under ground bunker, capacity 2000, autodoc, holding facility nuclear reactor, water purifier
>>
>>20481526
Any events happening
>>
>>20481526
Action 1:
Research the radio signals we picked up. Decrypt them to find out who's sending them and what they're saying.
Action 2:
Construct another Vertibird at New Washington; having only 2 Vertibirds is just asking for trouble.

Bank Action 3 for now.
>>
>>20481526
Lets look for more ways to increase our trade. See if there is any more mines or other resouces we can search out.
>>
>>20481526
Do we have a source for electronics?
>>
>>20481495
Sounds good. Your ddelegation leaves some examples of the trade goods they can offer with Khigash, Samson's quartermaster (a supermutant with mottle brown and red skin if you care.) Then they return to New Boston.

It's there that your confronted with a problem, slavers, 500 or so with 200 slaves. They're dressed in leather, metal and combat armor in order fo their rank. They've taken to decorating themselves with human bones, scalps and skin. They have a wolf's skull tattooed on their forehead, every single member of their group from grizzled veterans, down to the youngest member.

They demand access to New Boston and demand that their slaves be quartered, they have money to pay for these services, or so they claim.

What would you like to do?
>>
>>20481575
Ask them to show us the money. If they have it then ask them how long they plan to stay. If it's a low number let them stay after paying then when they leave raid them.
>>
>>20481564
>>20481569
>>20481560
You managed to save 50 Vertibirds from the oil rig, you have 500 jeeps 400 humvees, 300 APCs and 200MBTs, all of these were built with supplies you brought back from the Oil rig, at the moment you can't build any more vertibirds. You have no source of electronics, but you don't need electronics, New washington has a highly complex manufacturing facility and can make them, you need resources to make electronics with. Which you don't have at the moment, but you can trade for those things now. No nearby mines I'm afraid, probably easier to just sell pure water, good food, and other things for the stuff you need.
>>
>>20481575
We might let them in but the whole town will be put to high alert. Lookouts in all sides this might be a trap. All units in defcon 3. If we let them in we might establish some diplomacy with them.
Since this its like they number half the population in new boston.
>>
>>20481575
Politely, but firmly, tell the slavers that New Boston is a Non-Slaver Town. Since it was our oversight in not making that apparent in all of our signs, we will overlook this and make an exception for them. Once.
We will quarter them, at a fair price. And we expect them gone at first light tomorrow morning.

While that's happening, tell the Vertibirds to be on hot standby, and all of our forces at New Washington to be ready to roll out to defend New Boston.
>>
>>20481575

Hahahaha. No.

Can we hold out against them if they decide to get violent?

Regardless, I think polite refusal is in order. Mention that Samson's crusade makes it a bad idea to be involved in slaving, and that if it's all the same to them we'd like to no the caught in the middle. If they try and push, maybe a gentle reminder that their chances of leaving the area alive relies on him not noticing them, and that rash action makes that exceedingly unlikely.
>>
>>20481587
>>20481598
Guys, remember that Samson is very anti-slavery, and we ourselves (being proponents of Old World Values and Paladins of JUSTICE) are also set against slavery.
It WAS our fault not declaring our town to be a no-slavery town, but that doesn't mean we should be so accommodating to slavers.
It would look bad to people in the region, and to Samson's army.
>>
>>20481614
>Can we hold out against them if they decide to get violent?
If we can, then yes, I agree with your refusal of them.
If it looks like we'll take considerable damage, though, I think my idea is better to try first
>>20481602

Do we want to raid them in the night with our full military force, though?
Kind of backstabby, but they're slavers. Scum of the Earth to both the Brotherhood and Enclave halves of our Union.
>>
>>20481616
>>20481614
But if we refuse them that will be a hit on our reputation with them and Salvation city. That would mean attacks and raids.
I say if we refuse them we get call in samson and "all available" forces and kill them. Grant the slaves as citizens.
Only if we refuse them. If we do attack we have to a very high tactical advantage so as said in ambush. At night with samson and our forces. Think of it more population.
>>
>>20481616
Yes but we also need to look weaker. If we beat back 500 slavers people will know something is up. Once there in we could betray them to samson if they cause problems.
>>
>>20481637
Plus a relationship would be made with samson.
>>
Probably should have mentione dthis but It's midnight during this encounter. I am an Idort.

They've got some decent weapons in their midst, but your sensory devices indicate that they don't have any energy wepaons hidden. Just the occasional laser rifle along with some well maintained AKs and hunting rifles. Over all they're much less well armed than even you commonplace troopers (they get grenades as part of their standard kit) You could easily hold out against the slavers as long as you kept holed up under the aegis of your fortress.

Your farmers and other workers might suffer though.

Even if you did go to battle you've got security robots and some very high grade weaponry that you can bring to bear. and its night, there's that.
>>
>>20481638
That's why all our "available" forces. That means everything we have in boston. That would be like maybe 120 or so trained brotherhood/enclave soldier with okay training. Samson will definitely agree and he will most of the weight.
>>
>>20481632

>>20481614 here

Yeah, I agree with that, that's reasonable.

I think less raid them while they're here, and more try and take them out once they move on. A night raid with vertibirds and power armour should allow us to bomb the crap out of the slavers and rescue as many slaves as possible.
>>
>>20481637
Salvation City is going to fall, it's only a matter of time before Samson breaks in. They're a non-issue now.
As for slavers and raiders, we were going to have to round them up and kill them all anyway, in order to expand ourselves and to spread our Old World Values.

>>20481638
Maybe once they move on, attack with our forces in the night?
Basically, the entire slaver caravan disappears, and we bring the emancipated slaves back to New Boston as probationary citizens.
>>
>>20481651
>It's midnight during this encounter.
Oh, well, this changes things, doesn't it?

How quickly can our air force be ready and at the target area?
We make it look like we're going to reluctantly agree to their demands, then swoop in with Vertibirds, MBT's, and Power Armor infantry and kill the slavers.
>>
>>20481656
>>20481658

So do we ambush them now? If we do we might get of samson's good side and get some of salvation city when it falls. If we commit to the war now we might get some land.
>>
>>20481680
>>20481656
remember guys hide powerlevel. Those slavers might not talk since they will be dead but those slaves and dead bodies will give someone some alerts
>>
>>20481658
>>20481638 here

If we can keep it quiet and on the down low. The main danger of just refusing though is that they could attack.
>>
>>20481690
which we could handle. Also consider this
>>20481637
>>20481655
>>
>>20481689
The dead bodies we can take care of, the slave might be a problem.

Should we keep it to reinforcement APC's and MBT's with regular Combat Troops?
Maybe with only 2 Vertibirds as air support?

We make it look like we're giving in to the slavers' demands, but in actuality separate the slaves from the slavers, so that we don't have to worry about accidentally hitting slaves when we use explosives.
>>
>>20481703
We could handle but the dead bodies would be most annoying to hide. I'd say the best way to go about it is let them stay one night then report there movements to samason and let him handle it.
>>
>>20481680
20 minute flight for your vertibirds.

SOP is to have all vertibirds ready for combat at any time of the day. You can have all fifty of them scrambled and out, though that'd be a tad over kill.

Make more sense to load up some vertibirds with Bad dudes in power armor and do a night drop.

>military foreged
captcha seems to approve of a night drop.
>>
>>20481684

I think getting on Samson's good side isn't too big an issue. So long as we're not keeping slaves and he's telling the truth, he probably won't bother attacking us. If we reveal our hand now, it means that we can't do it later.

Unless...

We give them housing for the night, tell Samson, take note of the direction they head in and let him take care of it. That gives us the warm fuzzies since we've indirectly freed the slaves (We can even offer to take them in, so we still get the population boost) and it means they don't start wondering why we have more balls than our size would suggest.
>>
>>20481706
Lets all get them drunk and merry then when they all or most get wasted or sleeping then slit their throats. If the slaves ask where they gone say we beated them off. present samson with their heads. And poof instant friends
>>
>>20481718
yes this is what I've been thinking of doing. Make our selves look small time.
>>
Okay general agrement is let the slavers in, then send a courier to Samson to inform him of the slaver's movements? You could easily send an APC from new washington with a bunch of guys pretending to be new bostonians and have them tell samson about the whole thing.
>>
>>20481718
>>20481722
Okay, so how about this:
1. We agree to let the slavers in.
2. We try to get them drunk.
2a. If they get drunk, we kill them all while they're asleep.
3. If not enough of them get too drunk, then we have a small team go and inform Samson of the slaver group, and tell him that we simply didn't have enough soldiers to resist without massive casualties among us and the slaves.
We let Samson deal with it, and offer to take in the freed slaves (though he'll probably want them for his own army).

4. If the slavers try to fight, we bring down the hammer of all of the forces in New Boston.
>>
>>20481744
Yeah, I think that's the general plan.

>>20481750 has more detail, but that's generally it.
>>
>>20481750
This i vote!
>>
>>20481750
But we have to roll if they do get drunk.
>>
>>20481750
Now this is a plan. I say we go for it.
>>
>>20481765
and roll for the sneak attack too yes?
>>
Okay general consensus is to pull an odyseus (however the fuck that's spelled...) here.

Now you guys have like...all the drugs. Hydroponics bay even has rubber trees so you can make rubber.

That having been said, do you want to try and drug the rations for the slavers? I mean you have an auto doc in the under basement, and if shit gets real you can press a button and SUDDENLY ROBOTS.

So there's that.

What do guys?
>>
>>20481806
i vote yes.
>>
>>20481806
Yes. The group that will go to inform Samson is on standby, to see if 2 works or not. If it works and we go to 2a, we don't have to tell Samson.
If it doesn't work, we go to Contingency 3.
>>
>>20481806

Yeah, go for it. If it doesn't work then I imagine we'll be discovered, so we'll have to just pile on and deal with the consequences.
>>
Alright you decide to show the Slavers some "hospitality" and quarter their slaves ina section of the warehouse. They post guards in, and around the warehouse.

You throw an enormous party in the clearing outside of your main barracks, you make sure other traders and guests stay away from the slavers by assigning soldiers to guard them and keep them in one place. You do after all, serve as an inn and item depository.

While the slavers are getting drunk you prepare your ambush forces. You have 50 AMK2s, 100 T51Bs, 150T45Ds, and some plasma and laser weaponry. You can of course decide to just stick with classic combat armor and conventional weapons.

Also no one will raise an eyebrow if you have a FEW robots, they're reasonably common across the wasteland.

So like I was saying, what's your ambush force look like? I'll tell you how well your drugs worked once you give me your ambush group.
>>
>>20481891
Lets go with 20 T45 power armor troops in reserve in case things go to hell. the main force however will be standard armor based units get a few mini-guns out small amounts but it should be reasonable we would have it.
>>
>>20481891
i say we go all out but make sure nobody rat us out of our tech. Remind all non-broenclave guys involved. Since they are already inside it will be easier to keep info from happening. Present a small captured group to samson.
>>
>>20481891
Just to be sure, now that they're inside, no one will see our ambush, correct?

I think we should use 25 T-45d's and all regular combat armor troops, and since they're in a clearing, try to get our MBT and APC's in on the action.
Use laser weapons, with only the using plasma weapons.
Also, use half of our New Boston combat robot reserve.

Have a separate squad of 20 combat troopers armed with sniper rifles to quickly take down the slaver guards outside the warehouse where the slaves are, and then have them and 10 combat robots go in with assault rifles to kill the guards inside.
>>
I'm thinking no power armour, unless there are enough non enclave people that they can be 'guests' in New Washington. We cannot allow stories to spread, and we have plenty of room to house the slaves.
>>
>>20481939
We should only go all out with power armor if no one will see the ambush, and we're not taking any slavers alive.
If we could be seen, we should use a small force of power armor troops with gatlings and rocket launchers, and all of our regular combat troops.
>>
>>20481967
Yes commander. When we go in we use grenades. Bang and breach. I propose coming from two sides if there is another door on the other side.
>>
All your geusts are high ranking NCR explorers, Powerful merchants, and rich travellers. They're currently in an Inn specifically designed to allow you to lock "guests" inside their rooms and keep them as prisoners. Whole building is sound proofed.

Aside from the slaves who are under watch by the slavers no one would see you use robots or power armor.

>alysair passengers.
Yes captcha, we can make anyone who sees us super best friends and send them to New Washington for happy funt time detainment.
>>
>>20481979
>Rocketss.
like the bar scene in this movie?
http://www.youtube.com/watch?v=Hu_Bi9vcsTw
>>
if there is a 1 percent chance more then one person will see we should avoid it. The slaves would see as well and we can't be sure of how loyal they will be.
>>
>>20482020
http://www.youtube.com/watch?NR=1&v=202uOuNsgow&feature=fvwp
>>
>>20482016
>no one would see you use robots or power armor.
Well, that changes everything, doesn't it, lads?

We can go all out with all of our power armor troops in the main courtyard, and no one would see.
So let's use ALL troops and equipment; all of the power armored and combat armor troopers, and combat robots, using grenades, gatling lasers, plasma and laser weapons, and if we can get it into position, the MBT and the APC's (I'm assuming they're armed with M2 machineguns or equivalents).

>>20482039
The slaves wouldn't see it because we'd use regular combat armor troopers to free them, and they'd be kept in the warehouse "for their own protection while the slavers are taken care of", until we wipe away all evidence of our power armor troops.
>>
>>20481990
It's your warehouse. You don't even need to go inside, it has combat robot compartments built into it. 1 security bot (ten feet tall, wieghs 800 pounds, integrated minigun and rocket launcher) 10 combat modified mr handies (laser rifle, ripper, manipulator arm) 20 eye bots (laser pistol) inside. You have four warehouses and all of them have that guard contingent, different buildings have different guard robots.
>>
>>20482049
so this let's fire it uP!
>>
You won't be able to build a facility like this for a good long while but its basically designed to give you a home field advantage the likes of which can't be beat.

Ao basically, unleash combat robots, power armor troops, MBT and APCs on the slavers in the courtyards and send men with basic combat armor on a commando raid in the warehouse after taking out the outer guards with snipers?
>>
What if we had Power Armored troops drop in on the slavers and claim not to know who they were and assume they were in pursuit of the slavers
>>
>>20482049
Minimze it a bit don't want all of our troops out at once. But yes I agree with this however if any slave somehow sees they will have to become a guest.
>>
>>20482095
>won't be able to build another facility like this
eesh typo city, basically you used so many resources making this place so that you'd be impossible to dislodge. that';s why it was so expensive.
>>
>>20482109
then lets kill them! All plans go i suppose.
>>
>>20482095
Yes. Unleash the Eyebots and half of the Mr. Handies when the commando team breaches the warehouse.
We want the security bot to be a surprise, and the slaves already know about eyebots and Mr. Handies; everyone has those.
>>
>>20482095

New Boston is Fort Hellmurdercastle after all! Yeah, let's fucking do this. We can interrogate the slaves afterwards, keep the clueless ones to give to Samson to show that we're anti slaver and keep the ones with knowledge/skills/thatsawthings for ourselves. As free citizens of course, once we trust them.
>>
>>20482165
YES YES
>>
>>20482165
Agreed. Though lets try to send only the force needed 100 guys wearing T51 is a little over kill of the decade.
>>
>>20482181
Maybe, but we don't want any losses on our side, either. The more firepower we put out, the faster the operation is over and the less chance of losses.
>>
You drug the food you give the slavers, and make sure they're given hard liqour, gin, whiskey, vodka, old fashioned rotgut, the works. On top of that you even give them Med-X and other Opiates as "hospitality" its kind of a waste, and not everyone takes the bait but you manage to get 75% of them so drunk, high or tripped out that they're not able to put up much of a resistance when you send the troops it. MBTs and APCs supported by troops in Power armor decimate the slaver ranks. Within a minute you've reduce their entire number to nothing more than organic refuse.

The guards at the warehouse prove to be made of tougher stuff, the ones outside fall to snipers fairly easily, the ones inside manage to kill a pair of your commandos but only out of flat luck. The slavers die under a hail of gunfire.

Most of the night is spent disposing of the corpses, Your guests never even noticed. Some of them complain about the door jamming in the night and you offer them a some free stuff and promise to have the door fixed.
>>
>>20482195
True but 100 T51 one is less worrying about losses and more "We want to nuke these guys." Power armor gives us a massive edge. So I would say we should power armor wise just use the T45 powerarmor.
>>
>>20482222
To be fair wanna ask. Did you roll?
>>
>>20482222
And what of the slaves?
>>
Alright, you have 2200 slaves, some are just pleasure slaves, some are pregnant women and children, some are menial laborers, some are skilled workers, some are confused and suffering from stockholm syndrome, others are wondering if they're still slaves with new masters.

SLAVES! WHAT DO?
>>
were all about the freedom right so invite them to become residents and offer them real jobs also mention the scary tribals that live outside the borders of New Boston
>>
>>20482234
I have dice at home, and yeah I did. If that bothers people I can always roll using the dice function on the board.
>>
>>20482258
Take the skilled workers. The rest we get Samson to find a home for since he seems to help slaves alot.
>>
>>20482258
Settle them in boston of course and show samson how much we are good people! Of course we have to scan new recruits for washington. Any criteria?
>>
>>20482258
Wasn't it only about 200, or did I misread?

Offer them to stay in New Boston as free citizens
>>
>>20482258
Okay, first order of business:
All pregnant women and children are to be tended to.
Have combat medics do some quick triage to check people for wounds and injuries, and sort them by severity. We'll provide healthcare for those that urgently need it.

Then we tell the slaves that they are slaves no more.
They have choices now:
1. come work for us, and become probationary citizens of New Boston, with full citizenship available for those that work hard and keep their noses clean.
2. Go back home. We'll pick through the slavers' belongings, give them a gun and some ammo, water and food, and send them on their way.
3. Introduce them to Samson, if they want to fight actively against slavery.

Pregnant women and those with children are urged to stay until they deliver.
>>
>>20482276
Just asking. having dice in the game would really keep the tension. If it's okay with you please do use the board roller.
>>
>>20482276
I trust you enough that you using your dice is fine.
The board dice can be...finicky. It's a time-based seeded pseudo-random number generator, so depending on the time, it could get weighted very low.
>>
Find the ones that know science and if they show skill take them in. The rest we can offer a place or if they want let samson handle it.
>>
>>20482295

Yeah, this sounds good. Include some screening for those who seem like they show scientific ability or other important skills, and offer them jobs.

Oh, and mention that if people stay here, they'll have to work, but they'll be fairly payed, and will receive training in useful jobs. Worst case scenario is them getting trained up and going and telling other people about the way we do things. Word of mouth will help our cause.
>>
>>20482303
It can be an enormous pain the ass, the dice on the board literally have periods of high rolling and low rolling. I can't help but wonder if the dice generator is host to an entity that feeds on frusteration. anyway dice wouldn't have added much to this encounter since the entire fort is designed from the ground up to murder people who aren't you. It'd be like having a +15 modifier when rolling d20s.

Anyway you have the women, children and injured tended to. One of your soldiers lost an eye, and another one lost an ear, you have them sent to the autodoc and they take to wearing an eye patch and a hat respectively. Most of the slaves are reasonably healthy, they were chattel after all, some need more complex treatment but its nothing your above ground facilities can't handle

You then give the slaves the good news, they're free, they can go home, leave for parts unknown or join Samson's crusade or become citezens if they work hard and keep their nose clean. 50 choose to leave or join up with Samson
>>
>>20482278
>>20482283
>>20482316
Guys, you seem to be having trouble with the whole "freedom" and "not slaves" and the "free to make choices" thing, if you're just flat out keeping skilled slaves here in New Boston. Even if you make them citizens, doesn't change the fact that you didn't give them a choice to leave.
>>
>>20482362
So we ship the very very capable ones to Washington. OF course we have to train them in loyalty too. I say go for the kids. Heavily propaganda them that we are the heroes who saved them from life of slavery. We get loyal ones to train
>>
>>20482409
>>20482416
Then we persuade very thoroughly. Great house or they'll better serve mankind. If they have a family assure a great living condition. Find out what they want and give it to them.
Now they choose to work with us.
>>
The remaining 150 decide to stay and become citezens of New boston. They settle outside the fortress walls and become farmers, carpenters or other kinds of workers.

Some however meet a different fate. You have a list of eligable individuals and you screen each and every one. Some of them become scientists, and some become engineers.

And some become soldiers. 15 people from this batch of slaves become proud new memvbers of the American Union's armed forces. Along with the slow tricke of tribal recruits you're begining to see a net increase in members to the American Union.

Well the slaver issue has been handled. What would you like to do now?
>>
>>20482416
They should stay at New Boston for now. Once they get full citizenship, and we've had a chance to actually monitor their loyalty, we can ship them to New Washington.

New Washington isn't going to be hidden forever; it's just until we have a secure hold on this region.

>>20482445
Okay, give the people that want to try to make it back to their homes the supplies from the slavers we promised them.
As for the ones that want to go to Samson, we'll take them out to his camp in the morning on jeeps and the APC.

Also, begin decoding those radio transmissions we picked up.
>>
What are our options?
We can grow military power and expand new boston. Agriculture and industry.
>>
>>20482409

The only ones we aren't giving a choice to are those that might betray our secrets, and it looks like we got away without that happening. So long as it doesn't compromise the security of New Boston or New Washington, they are free to leave at any time.
>>
>>20482445

We need to get that mine running so I say scout it for any potential threats. When they are dealt with(if there are any) we fortify and begin mining.
>>
>>20482445
Actions:
1. Research: Decode those radio transmissions.
2. More scouting. We need to find more mines, resources, and people.
3. Research Mutant Tree: see if we can get a fast-growing, strong wood to use to help construction.

>>20482488
The Hole has already been secured and iron production started.
>>
>>20482499
this turn up Bro of steel.
>>
>>20482445
>slow trickel of members
ugh, damn typoing fingers...

Just want to pouint out that you're getting a slow influx of members from your tribal partners and the occasional rebellious youth from the tribes. Not much but enough to make up for any combat losses.

The guy who lost an eye has a prosthetic one, it's better than the original butr it looks creepy, and the other guy has a new ear, he's still pretty scarred up there and he doesn't wanna bother with cosmetic surgery when he can just wear a hat. You have the knowledge to make prosthetic limbs too.

You have a GREAT fuckin' health care package.
>>
Anyways guys i've been from the start. It's like 2Am where i am so i am going to sleep. When are we gonna do this again?
>>
>>20482499

I vote that instead of scouting we get some sort of holo unit for New Washington, so we can make the valley terrifying for the mortals. If they think it's haunted or infested with mutant beasties, they won't wont stumble onto our base.
>>
>>20482521
Also anyway to contact when this is happening again.
>>
>>20482499

work is interfering with Quest thanks for pointing that out I will also second these actions
>>
Okay you send the would be Samsonites to his camp in a small fleet of jeeps, along with one of your APCs as back up in case of attack.

You spend aday or two decoding the radio signals and discover they they're encoded in basic morse code. But the signals are gybberish when translated. Eventually Lamirez, you're comms officer comes to a conclusion. "It's tribal, they did this during the Duece. Yoiu get some guys who know tribal and you have them code the message in their language. Pretty much impossible to decipher unless you know the language. Even then there's a good chance the code is still a code, the code words are just in a language you don't speak and without a cypher it'd still be gybberish." You ask him if her can identify the language.

He can't but one of your tribals can. "That's Blood eye tongue. They're a southern tribe. The Salvationists nearly wiped them out. No way a Blood Eye help Salvation willingly." You give the man a bonus in his monthly stipend and send him on his way.
>>
>>20482603
Using Vertibirds, can we triangulate where the signal is coming from?

Also, during our next turn, we should concentrate our scouting to the south, to find any surviving Blood Eyes.
>>
Either late monday noon-ish or later 4chan time, or tuesday, anywhere from morning to night depending on how my schedule turns out. Thanks for playing sleepy anon.

Get some rest!
>>
>>20482499
Lets do this and bring the slaves who want to join samson to him in jeeps.
>>
>>20482603
Can we call around to our allied Tribals to see if any of them are housing a Blood Eye refugee, that might be able to help with this message?
>>
>>20482615
Yes, though you already know for a fact that it's coming from the general area of salvation city. You picked it up from there during your initial scout sweep.

Holo idea is doable, Counter measuresrobots+turrets+holograms equal scooby doo scare tactics.
>>
Nighty nite /tg/ hopefully this will still be here when i wake up.
>>
It takes about three days but eventually one of your White Face (they wear face paint) Tribal trading partners brings in a heavily pregnant woman who speaks the blood eye tongue. You have her listen to recordings of the radio transmissions, she confirms that they are in fact coded messages that use the blood eye tongue for a code, and that there's a cypher.

The woman isn't very smart and she's worried about her child to boot. You make certain she has the best medical care available and send her on her way.

Well there you have it, it's a code using th eblood eye tongue as a cypher, a lot of the cyphers are Blood Eye numbers and colours combined with vowel noises. roughly the equivelent of saying "Blue Twelve R"
>>
Yeah, I think I'll have to head off as well. OP, were you thinking of archiving this, so those of us that are leaving can catch the end?
>>
Lets search for a blood eye then. That and increase our trading would be a good idea to atleast be able to build a vertibird within a year or so.
>>
>>20482679
No worrie s anon I'm am well schooled in archive fu, this will be on Sup/tg/ as "Pax Americana Quest" when we finish up here.
>>
>>20482682
Damn internet is slow. Anyway I would right now focus on resources. The raidio message will take time after all we need someone who knows the code.
>>
>>20482678
Well, that's not very useful.
Should we see if Samson know about this?
It's a radio transmission on an open frequency. Us being able to capture it, and decode it to Blood Eye language is easy to explain and doesn't show off any new abilities (since we've got the radio tower in New Boston).
Keep a team working on trying to understand the cypher, and a recon team of Vertibirds checking the south for any Blood Eye survivors.

Let's spend research on those holo-projectors to further protect New Washington.

Then the next action on attempting to find more sources of resources, such as Vaults, abandoned cities, and mines.
>>
>>20482697

Ooh, sweet, I even helped come up with the name.

Thank you very much for running OP, it's been pretty cool. Hope to catch you next time.
>>
>>20482678
You know what, we should ask that tribal woman if she knows of any other people who know the Blood Eye language, or of any surviving Blood Eye's. We can offer medicines, money, and steel tools in exchange for information useful to us.
>>
Ugh, captcha ate my fucking post.

1: Useful Resources
2: Ruins
3: Active Location
4: strange event.

new rule, when scouting I roll a die on this chart.

yes its vague, its supposed to be.

As for the holograms?

You already have Dozens of different applied uses for holographic technology. Entertainment holograms, tactical holograms, research holograms... It doesn't take much to apply the technology to shucksterism. If you attach a certain module to a power source you can cloak a robot in a very obvious holofield, with some twealking your scientists are able to build ten high def hologram cloaking fields, you can't mass produce these yet, you can however equip ten suits of power armor or ten robots with holographic fields, or ten turrets, or any combination thereof, what would you like to do?
>>
>>20482861
8 robots, 2 power armor.
Once we have access to a steady supply of resources, we'll make electronics and build more.

For now, do >>20482788
And continue scouting south for other Blood Eye.
Also, have we detected any answering radio signal? Or is the one from Salvation city only transmitting and not sending?
>>
rolled 1 = 1

>>20482861
Damn case sensitive dice rolling field. Uhm...

You consult with your Tribal Trading partners and find that the remaining Blood Eyes (so named for a mutation that stains their cornea red) tend to be very close knit. The tribal woman refuses to be of aid in finding her people until her baby is "safe" and by safe she means ten years old, apparently consorting with sorcerers will bring her child ill fortune.

Your partners apologize and state that they will do their best to find more Bloode Eye language speakers if you wish them to.
>>
>>20482908
>Your partners apologize and state that they will do their best to find more Bloode Eye language speakers if you wish them to.
Thank them and ask that they do so.

Also, looks like we got some useful resources coming our way.
>>
>>20482903
You find a reliable supplier of silicon, after installing him in a suite in the New Boston Inn he begins to set up negotiations with his family. In return for his suite, and rare substances like coffee, tobacco as well as food and medicine the give you the means to produce electronics.

Now you just need a reliable source of nuclear fuel and you're set.

There are dozens of radio signals, precisely like the ones a manuvering army would produce. They all transmit and recieve in the same code.
>>
>>20482952
>precisely like the ones a manuvering army would produce
Oh shit. Well, now, that's going to have to be investigated.

We should send a Vertibird with an analyst team to one of the places that the army stopped at, after it has moved on, so that we can analyze the tracks they left and any thrown away garbage to figure out what kind of tech they have, and approximately how big their force is.
>>
Okay you fic up two AMK2s with holographic cloaks. what kind of robots do you want to hook up with Holographic generators?

Your traduing partners thank you for your forbearance and leave, apparently to find more Blood Eye language speakers.

You get word that the Big Teef leader would like to speak with you, and that the Iron Fists lost 30 men to a raid on the Night Walker (they're albinos, though the albinism is slowly being bred out by contact with other tribes) Village.

The Iron-Fists send you a pair of gauntlets made from finely wrought steel, your advisors tell you that this is a traditional gesture of surrender and that you should speak with the iron-fists leader.
>>
>>20482998
Alright. Set up a meeting with the Iron-Fists leader at New Boston.
Same with the Big Teef leader. Do it on two separate days. Make sure that there is an armed escort and Honor Guard.

As for the holograms, put the generators on Security Robots.
>>
>>20482981
You do so, it quickly becomes obvious that these are the radio signals of Samson's forces, apparently his men have backpack radio units. at some point he must have absorbed some Blood Eye warriors into his army and turned them into code talkers. The signals are his troopers requesting and recieving orders from command as they ensure that Salvation is incapable of recieving help from outside forces.
>>
>>20483032
[security robots, nicknamed cyclops units, 800 pounds, heavily armored, rocket launcher, minigun, laser mingun, turbo plasma rifle, and super sledge weapons are all available. We'll assume the security robots have some mix of these weapons. ]

The big Teef leader is named Karver, he wears armor made from metal, geckohide, and giant spider chitin, he's seven feet tall built like a steroid junkie, and worried about his little girl, it seems she's developed cancer. He's willing to end the war and do precisely as he's told provided that your people will healer her.

What would you like to do?
>>
>>20483049
Hmm...Samson's threat index has just gone up a fuckton.
He's smart, dangerously smart. If we can get him as an ally, that would be an immense boon to us.
We'll have to be careful to not allow him to be an enemy.

It would be nice if we had some foreign language speakers ourselves, but if we don't, we'll have to make do with computerized encryption and digital signals.
After the next shipment of bullets is sold to Samson's army, see if our traders can ask about what Samson's plan is for the City once it falls, and what their future plans are.
Nothing specific mind you, just a sort of "Once the city falls, do you plan to stay or go" "Where are you going to next?" sort of questions. Things that a trader, who's trying to develop a good business relationship with a customer, would ask.
>>
>>20483108
Agree. Tell him we will do all in our power to help her.
>>
>>20483108
Agree to Karver's terms.
Our medical technology can cure cancer, right?

Anyway, they'll be given the same weapons and training that we've given to our other trading partners, and they'll handle basic patrols to protect trade routes from raiders, slavers, and wild animals in exchange for ammunition and other supplies.
We can slowly turn them into a security company.
>>
>>20483149
Cancer is what happens when your body fucks up and stops doing what it's supposed to, to cure it you have to remove the part of your body that has become cancerous. It's not that big a problem if you can just cut out the tumor. The real problem comes in identifying the cause, and then removing it before it causes too much damage. Curing cancer once and for all is impossible since basic mutation is what allows a child to be different from his parents Treating it, however is quite possible. apologies for the little essay, I prefer the terminology of treatment to cure.

Anyway yeah you can treat the little girl. You do, within a few weeks of having her cancerous kidney removed she's back to her normal rambunctious self.

Karver meanwhile pledges the loyalty of his tribe for as long as he lives. You responds by reinforcing his village, givng his people weapons and turning them into a private security force for the trade route. Within a week or two Big-Teef caravan guards are a common, and sight.
>>
Wait, isn't Karver da boy boss of iron fists?
>>
>>20483256
Now on to the Iron-Fists.
Hopefully, they'll be as easy to rehabilitate as the Iron Teef.
>>
The day after you meet Karver Knuxx, a swarthy man who, unlike his guards, refuses to wear so much as a pair of gloves. He stiffly informs you that the Yellow clubs (they use baseball bats that have been painted with irridescent yellow paint) and the Red Signs (they have a fondness for stop signs and plaster their territory with originals and reproductions of them) have decimated his tribe. He's gone from 500 men and women to 350 and more people die each day.

If things continue at this rate his people will die. The tribes who raise the American Flag prosper and the ones who don't suffer the wrath of the fates. Even if he did swear vengence he'll rescind that vow and do as he's told, provided you swear to protect his people from harm.

what would you like to do?
>>
>>20483279
Possibly. I pulled the name out of my ass. Whatever. You get a no prize if you can figure out why my mistake isn't a mistake.
>>
>>20483311

I think the name Karver has been overdone, however,

Provide asylum, reflect the advances of these two tribes, and if possible, intregate those two other tribes under the great american flag. Preferable via peace talks to see their side of the story beforehand.
>>
>>20483311
Accept his terms. We will send military assistance, help build defensible walls. In return, his village will begin obeying the Constitution and the laws of the United States.
Also have him point out on our maps the locations of the Yellow Clubs and Red Signs, and provide intel on their numbers and weapons.

I believe it's time for another round of diplomatic negotiation in force.

APC with T-51b troops, and two HumVee's with Combat Armor troops, and a Vertibird on-station to provide air support.
Same as last time.
>>
You get a task force of T51B troops ready and include combat engineers in power armor. You don't need to prepare a Vertibird, they're always ready to go.Upon arrival to the Iron-Fists camp you immedietly begin upgrading the camp to make it more defensable. With the aid of the tribals you finish the walls and watch towers within record time.

Just in time too, a battle group of Yellow Clubs and Red Signs have arrived with their chieftens at the head. It quickly becomes clear that the chieftens are bringing up OLD grievances against the Iron-Fists and using them as an excuse to kill members of the Tribe, drag off the men and women as slaves, and in general act like murderous pricks.

They've got no interest in reasoning with you and don't seem to grasp that you take the surrender of Knuxx and your obligation to his people seriously enough to kill them over it.

What would you like to do?
>>
>>20483358
oh, forgot my coomma, or was it a period...? Regardless the Iron Fist's leader is named Knuxx, not Karver.

Thgough pulling a marklar situatrion here would be amusing.
>>
>>20483457
You may fire when ready.
>>
>>20483457
Well, if they're not willing to talk to us, and they're going to attack people that are under our protection, there's really not much choice, is there.

Get a Vertibird squadron in-bound, and have two snipers pop the heads of the chieftains.
Tell their second-in-commands that "Congratulations! You've just been promoted. Now, are you going to talk? Or do we have to promote the next two guys in line?"
>>
>>20483481
Spin barrels, scramble ALL the vertibirds, deploy all your troops.

Show these men the real fear of military might. That way, they would probably surrender at insta-death, and you can implement these boys into the grand old place of America.
>>
>>20483457
Kill them over it. We protect our new allies, they did surrender to us.
Im so pumped this is still running! Fuck yeah!
>>
>>20483499
All is a bit much don't you think? Hell 30 guys in power armor could wreak them let alone covering the sky in air crafts.
>>
>>20483499
Careful, though. Too much armor movement could be detected by Samson.
He may be a super-mutant, and he may only have blackpowder cannons, but he's smart. Dangerously smart. Smart enough to use the post-Apoc version of Navajo codetalkers and is able to coordinate troop movements through this entire region.
>>
>>20483537
Not him but the thought of these tribals attacking the village then hearing a loud buzzing noise as the sky turns black amuses me.

I agree with using power armour troops to take care of this though.
>>
>>20483543
>>20483537

Right. Then, spin barrels, scramble about two vert's, get a few snipers to mark both of the cheiftans, bring out the power armor units, bring up the APC.
>>
>>20483537
I agree, we shouldn't use too much.

New Boston hiding a squadron of Vertibirds and a squad or two of power armor is both reasonable and sensible (in the minds of others).
But if we show up with an entire air force of Vertibirds and a fleet of armor, then it'll be obvious that New Boston is just a front.

Use just enough force, since we're leaving witnesses alive this time.
>>
You scramble all 50 vertibirds and have them in the air and inbound, from there you have twoi snipers, who are on the walls of the Iron Fists new village, pop the yellow Bat and Red Signs leader. Things are about to get bloody when the air is filled with the wounds of 100 rotor engines spinning. The Vertibirds are here and after a few harmless, but terror inducing strafing runs the Yellow Bats and Red Signs surrender, apparently having gun ships shoot at you takes the fun out of teaming up on a numerically inferior enemy.

Knuxx advises you that you're going to have to claim trophies from the Yellow Bats and Red Signs if you want them to remember who's in charge. He'd also kind of appreciate it if you got his clan members freed from slavery.

What would you like to do?
>>
>>20483566
>scramble all 50 vertibirds
Goddammit, now anyone that asks any of these three tribes will be able to find out that we have a superior air force.
Fuck.
Only one guy was saying to use all the Vertibirds, everyone else wanted to be conservative.
>>
>>20483566
Shit, now we can't simply wipe out witnesses of New Washington's power. Samson's spies (because I'm not going to put it past him to have a spy network if he's got backpack radios and is blockading trade over an entire region) are going to find out there was a huge Vertibird air force, and he's going to want to find where they're being kept.
Thanks >>20483499
You just put New Washington in danger of being found.

>>20483566
Have Knuxx point out the appropriate trophy from the Yellow Bats and Red Signs, and have the ranking American Union officer there take them.
Then tell the new chieftains of each of those tribes to return Knuxx's people.

They surrendered to us, they live under our law now.
>>
Note to self: make a fucking map. Uh the tribes and New Washington both share similair real estate, chiefly a set of monster-insect infested hills that civilised folks shy away from, its part of why you built new washington there.

Basically salvation city is 25 miles from New washington new boston is 28 miles from new washington. the tribal villages are roughly 10 miles away from you and clustered into a semi circle around new washington.

note to self: inform players of stuff like this.

On with the show...
>>
>>20483647
So salvation would be oblivious of said vertibird-clusterfuck?
>>
Guess I made that post too early, I'll try not to do that again.

I'd be lying if I said I didn't get some amusement out of your consternation.

But uh, Retcon button. you used 2 vertibirds, not one.

Anyone who asks the tribals will learn that you have a pair of flying demons at your disposal.
>>
>>20483673
Most likely from what he just said unless we are just plain unlucky and a random guy was wondering by. Though I'm more annoyed about the fuel loss but anyway we got the new tribes.
>>
>>20483673
It would if I hadn't invoked the crisis of infinite vertibirds.

Honestly the second I posted that I thought to myself. "y'know as amusing as that is in your head you're basically trolling you're players." and then I clicked "submiit" on reflex. From now on I do captcha after I type, not before.
>>
>>20483679
Okay, thanks, that makes things better.

>>20483673
It's not a matter of whether Salvation City would have seen us, but rather that we would have had 3 tribes that we can't constantly monitor know about a huge Vertibird force (even if they only described them as 'Demons of the Sky', an astute listener could realize they're Vertibirds) and Samson's scouts would likely have heard about it through tribal connections.
We learned about Samson first from the tribes, after all, and information flows two ways.
>>
>>20483709
>It would if I hadn't invoked the crisis of infinite vertibirds.
Nice to know we avoided Salvation City AND Samson from seeing that mess.

>>20483636
Action from here is still sound.
Let's do it and take control of the Yellow Clubs and the Red Signs.
>>
Fuck, we weren't supposed to use vertibirds. Still, we can turn this around.

Send a high level delegation to Samson and infer that we are much better armed than we first appear to be. Say that we are the rebirth of America, but better, but America needs an army that will stand for and protect the old world values. You will have our full support and full access to our armory and technology, and you will have to protect America, swear to the Constitution, and fly the American flag

Btw, do we still have the schematics to Frank Hogan. Having a army of Frank Hogans made me jizz alittle.
>>
>>20483768
No, we got that retconned down to just 2 Vertibirds, which is still reasonable given New Boston's cover as people from a military bunker.

As for Frank Horrigan, our people pretty much are against doing anything like the augmentations he went through. I already asked about implants, and the answer was our people don't want them unless they actually lost something.
>>
>>20483768
Nevermind. But seriously, we should make some serious efforts to ally with Samson. Having a army of supermutants, especially if we can upgrade them to Frank Hogans, would be a huge boon for us.

Also, is it possible to convert the vertibirds to microfusion power instead of fossil fuels I'm assuming we're using?
>>
Okay the appropiate trophies from the Yellow Bats and Red Signs would be the old, and new chiefs children. When he sees your commander's facial expression he makes a dismissive gesture. Not as slaves, but as hostages, raised under your care, and taught your ways. there used to be 40 tribes in this region, now there's 12, a big part of that has to do with the practice of absorbing an enemy tribe rather than killing everyone. Many people will adapt and keep their mouth shut if they have the chance to live, but if death is certain they'll fight tooth and claw to live. That's how he puts it anyway. You send your forces down to the Yellow Bats and Red Signs villages, retrieve the children and the iron-fist's slaves and set about imposing the new rules.

You're going to have to keep an eye on all three factions here. Too much blood has been spilled and the Bats and Signs have been heavily humilated by you. Some how you have to keep these tribals from killing each other and disobeying basic American laws.
>>
>>20483813
Create a demilitarized zone between them all. Not a permanent solution, but better than nothing.
>>
>>20483803
They are using microfusion power. A big part of their prep is keeping their batteries charged via New Washington's Fission/Fusion reactor.

all of your vehicles run on micro fusion cells and rechargable batteries. You do have bio diesal stills but those are for flamer fuel.

Also I forgot my WHAT DO post.
>>
>>20483803
>make some serious efforts to ally with Samson
We need to know what his future plans are before we can do that.
And for that, we need to have our traders talking with Samson's troops.

>>20483813
After the next shipment of bullets is sold to Samson's army, see if our traders can ask about what Samson's plan is for the City once it falls, and what their future plans are.
Nothing specific mind you, just a sort of "Once the city falls, do you plan to stay or go" "Where are you going to next?" sort of questions. Things that a trader, who's trying to develop a good business relationship with a customer, would ask.

As for the three tribes, have regular patrols by combat troopers in APC's to make sure that the tribes comply.
>>
>>20483801
Wait what? Implants are awsome as long as there not reqiured or cause loss in humanity.
>>
>>20483813
I'm not so worried about the tribals. Setup a administration or a representative civilian government to handle any problems and conflicts between tribes and settlements, and eventually turn them to be more like old world America.

I'm more worried about Samson. Send him a high level delegation about either recruiting the army for America or an alliance. The idea is to see his possible interest and what would it take to convince him. Possible offer him assistance in taking Salvation (or a possible show of force to convince him if necessary, but let's see other options first)

Also, how is the NCR doing? What's the possibility of reuniting with them? (We both share old world values after all)
>>
>>20483889
Horrigan killed a LOOOOT of people when the rebllion happened.

Not that I said like horrigan, a supermutant permanently sealed inside a suit of power armor.

anyway there's always outliers. Oh and the BoS doesn't give two fucks about implants. It's just the average enclave civvie and soldier who doesn't like implants.
>>
Tandi's probably somewhere in the middle of her presidency right about now, and the NCR would be expanding and taking reources for their own, in a few decades the chosen one will be born and reunite his/her people with the vault 13 inhabitants and found city 13.

So general consensus is set up an occupation force and make the tribals play nice?
>>
>>20483942
Ah ok for a second I was wondering if it was a ban or just much of the populace dislked it. makes sense for me.
>>
>>20483976
Yes we need to stop a death match form happening.
>>
You build a series of camps around tribal territory and create a revolving roster of men and women in APCs, it's their job to patrol the tribal region and shut down any serious conflict that they encounter. It's thankless, tiring work but If you're going to recreate america you can't shirk your responsabilities. The possession of the chieftan's children is enough to ensure good behaviour for the Bats and Signs interactions with you and the Iron fists are stiff but courteous in their dealings with your troops. Over all you manage to maintain a tense peace.

When you bring in your next shipment of iron and bullets you consult with the Quartermaster on trade opprotuinities. It turns out that on top of wiping out raiders and slavers Samson has an ulterior motive, he wants a peaceful region so he can establish a homeland for mutants to live in peace. The NCR is at best, cold, to mutants and they encounter their fair share of prejudice throughout the wastes.
>>
>>20484167
We just hit the jackpot guys.
>>
>>20484167
Send him a high level diplomatic delegation saying that as long that they agree to abide to the American Constitution and fulfill their duties as citizen as American citizens (including defending if when necessary), we will aid them in securing and building a homeland and save haven for super mutants, and grant them equal representation in a representative government.
>>
Samson just wants a place where you don't have to bow your head to someone just because you're different. He wants a place where a man can walk home at night confident in his safety, where you don't have to live in fear of your neighbors and where those who break the law are punished according to the severity of their crime. He wants it for mutants but he sees no good reason to deprive humans of safety, law, and order. The quarter master hints that he knows about the disappeared slaver caravan and compliments you on your ability to make a problem like that fade away quietly. He thinks ytou should contemplate joining up with Samsons Mutant Nation while its on the blackboard.

Well there you go, Samson wants law, and order and he wants it for mutants. Not being an isolationist prick he's willing to share it with humanity, provided they obey the law.

The laws are pretty basic at the moment. No theft, no rape, no murder, no brutality, no slavery. Stuff like that.

What would you like to do?
>>
>>20484281

I posted earlier, use this.

>>20484293
>>
>>20484293

Point the fuck out of the similarities, and say that we'd be able to make a grand safe place for everyone.
>>
>>20484293
Send top secret delogation but tell them we need time to think about it. Wait one or two months of studying samson and building up resources so we can build more things then give our offer.
>>
Okay diplomacy time.

Do you want to hide your power level or not? because samson has plenty of energy weapons and rocket launchers and stuff like that. He just uses steam powered vehicles and black powder cannons because theuy're economical. If you rolll in with some humvees you might as well be the NCR. I'm just pointing out that hiding your power level is a great approach but if you want to make good on Pax Americana you have to prove you can pull it off.

Anyway you have diplomats and guys trained in stuff like that, how do you wanna roll in and make your appearance?
>>
>>20484293
Send a diplomatic delegation this time, from New Boston, to meet with Samson. No power armor troops yet.

Tell him that from what we've heard, our goals are very compatible.
We just met, however, so we can't fully trust him, and he can't fully trust us, for an alliance.
But let's agree to be cordial and helpful neighbors, and if that works, we can revisit the idea a couple months to a year down the road.
>>
>>20484415
or we could hold up, but Salvation is on it's last legs. Samsons just smashing it so he can rebuild it his image.

anyway do you guys wanna wait until you have better resources and more infor or roll in there with a vertibird or what?
>>
>>20484449
Fly in on one Vertibird with the President's personal guard. Offer to assist Samson in his siege of the city, and offer him and a select number of people of his choosing a tour of our capital city. Keep all serious discussions of details and treaties until after the city is completely under control.
>>
>>20484487
Roll in with a Vertibird, and I'm thinking a squad of Combat Armor troops, and 2 T-45b power armor soldiers with plasma weapons.
This would show the best that New Boston has to offer; not a lot of it, but some fairly high-tech, and a fair amount of moderately good tech. About equal in terms of NCR if we're given enough time to get resources.

And going with the diplomatic stance given in
>>20484479
>>
>>20484508
>a tour of our capital city
I hope you mean New Boston.
We're not revealing New Washington until we can be sure that Samson can be trusted.
>>
>>20484479
This so much this. Tell them we are thinking of joining them but we need time. Within 6-7 months of studying samson then we send a delgation.
>>
We'll just assume New Boston is the capital for now, and we'll assume the Commander of the New Boston base, Colonel Ozz Mandaris will stand in as leader.

So a vertibird, 2 guys in T45ds and a squad of old fashioned combat armor troopers.

This sound about right?
>>
Also, we are now on page 6, just to let you know.
>>
>>20484599
I'm supporting it. Of course, I'm also the one that suggested it, too.
Should probably get more confirmation first.
>>
This is a good time as any to reveal our power level.

Send advance warning that our diplomatic team is coming. Arrive in a small fleet of vertibirds, with the American Flag clearly painted on them.

The main delegation with wear our Advanced Mark II power armor, but with the American Flag painted on them to send the clear message.

Reveal that we are the decedents of political and military leaders of the old world, but we rebelled when they were willing to kill every mutant in the world just to "purify" America. We now seek to rebuild America better than what it used to be, and one way to make good on that is to protect the supermutants that resulted from old world experiments.

As a sign of good faith, we will join you in liberating Salvation and we will aid you in securing a homeland of supermutant within our borders.
>>
>>20484639
I would buid up a bit before then. considering we can't build alot of our tech yet. Though after we get a good build up we should do something like this.
>>
>>20484639
We don't even know if we can trust Samson yet, and you're going to tell him that we're from the people that were working on a way to wipe his people out?
Yes we rebelled, but how can he confirm that?

We're trying to be smart and not be typecast as the amoral villains, just because we're the Government and Private Corporations, but that doesn't mean we can blindly trust people we've only known for a few months and haven't really talked with.
>>
This thread has been archived, keep talking, I'll post a new thread. Looks like this is a more contentious issue than I thought.

Somson doesn't know anything about us aside from what we show in New boston, and probabnly rumors he gets from tribal informants.

That's all the sure info you're getting from me.

Wait, or act, there is no right answer.

Ther is however a left answer.
>>
>>20484912
The issue seems to be more about how much we tell him.

At least two are for cautious cooperation between the American Union and Samson's Army, at least until we understand each other better.
One is for full disclosure.
>>
>>20485061

New thread, get in here chaps.


Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [rs] [status / q / @] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

- futaba + yotsuba -
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.