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/tg/ - Traditional Games


File: 1352485851554.jpg-(122 KB, 1200x829, n4fd29cf921da3.jpg)
122 KB
http://suptg.thisisnotatrueending.com/archive/21489423/
Okay here's the rundown. Its the year 2200, this is an alt history world where history followed much the same course but technology was slightly more advanced. Then the world got hit by an enormous meteorite that devestated the world and then people fought over the ashes.

You are the remnants of a MegaCorp that makes use of a Cooperative style government (roughly 50% Representative Democracy, 50% corporation.) You've recently made a Tade Pact with a PostApocalyptic Theocracy Called "The Parish" (which is ruled over by Lord Bishop Harlan.)

You are at war with a Horde of Gangers called "The Vice Lords" They use slaves and force people to join the gang by getting them addicted to oppiates and amphetamines.

You live in a 500 story tower at the heart of Light City, the city is surrounded by Geddonite plains. (fairly normal american midwest plains, dotted with meteor craters and enormous glowing crystals.)

continued.
>>
File: 1352486586045.jpg-(40 KB, 864x480, ap1.jpg)
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Okay your company is basically laid out like this.

You have the Board of directors, they're your ruling body. They're led by the CEO who is elected by the company every 10 years in a general election. The Members of the Board of Directors each come from a part of the company (R&D, Security. Marketing, Janitorial you get the idea.) And there's a guy from the workers union.

Now you have Security forces. (Pic related, that's the layout for your standard Sec guy.) Normal sec troops get an antiballistics vest, a pistol, a night stick and a gun of their choosing. Elit troops get riot armo, usually they use a shield and and an SMG but load out varies from person to person. Gasmasks are standard kit.

Also you have GunRovers, simple Robots which use 4 wheels for locomotion. (there are versions that can climb stairs for building infiltration but that's not standard.) They're lightly armored, have basic AI, a radio communications package, and a biodeisel engine for power.

continued
>>
The Parishners follow the Old Testament and model their lifestyle on it. They also built their settlement over an old city park and use it as farm land. They like to drink beer after work and consider sex and, relationships in general, something that occurs in private.

Their armed forces use crude metal armor. They wear red crucifix tabbards and apparently use small pins to indicate rank. Their arms consist of crude machetes, old hunting rifles (bolt action,) and simple high cailber revolvers.

The Parishioners have built their community behind large walls made of whatever salvage they can find. Their construction methods are crude but effective,

I'll get to the vice lords next.
>>
>>21503249
Do they have any drug problems? I know they forbid them but a junkie might pop up here and there. If they don't just kill them, we could offer our rehabilitation services. Help them kick off their drug addiction.
>>
The Vice Lords appear to be a brutal society that's built on the backs of junkies and slaves. They draft their members from youngsters who are addicted to any number of substances that these people produce and sell and they work slaves to death, forcing them to make clothes, weapons, and armor.

The items they produce are of course, subpar, but usable and useful for equipping a horde of junkies and psychoes.

Oh, and you've cleared away roughly 100 feet of clear space around your tower.

Info dump over. If no one wants info dumps at the start of threads so people can pile in I'll stop the practice.

here comes copy pasta!
>>
>>21503249
Oh, neat, is this a post-apoc civ game in the same vein as the Star City National Guard game that I ran a few months back?
>>
>>21503301
>Info dump over. If no one wants info dumps at the start of threads so people can pile in I'll stop the practice.

It's probably easier to copy-paste this whole thing and put it into pastebin.com and just provide a link in OP.
>>
Week 10:
Population: 262
Technology: Robotics, Basic AI, Basic Automation, Basic Comms, Basic Anti Ballistics, Basic Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards.
Contacts:
The Parish: Allied
The Vice Lords: Blood Fued

A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

yeah I'm basically ripping off the dude who ran the Star City quest, you're mega corp survivors though. Not mutant guardsmen. Check the link to the 1st thread at the top of the page if you want to see the old thread.

Anyways you've got some guards and reprasentatives in the Consulate in The Parish and both the Lord Bishop and your men in the consulate have a Radio.

Oh and those military dudes and their helicopters haven't been seen since they left for the compound that the Parishioners told you about.
>>
>>21503366
You said that the random Vice Lords' bandits/gangmembers throughout the city are all 12-20yo. We could capture the younger ones and rehabilitate them like we did we other prisoners, right?
Lets outfit our troops with non-lethal weapons (rubber bullets, stun-guns, nets) and try to capture any gangmemeber we come around. We will fill our population and weaken Vice Lords somewhat.

Also, I'm not sure what the decision was on getting smart/intelligent people from Parish but I'm all for it and suggest we take them up on their offer.
>>
>>21503366
>yeah I'm basically ripping off the dude who ran the Star City quest, you're mega corp survivors though. Not mutant guardsmen. Check the link to the 1st thread at the top of the page if you want to see the old thread.
Well, I consider mimicry to be a highest form of flattery. Thanks for the compliment.

C: Let's get to work building a proper 'rehabilitation' suite. Deprogramming, detox, brainwashing, the whole shebang.
>>
>>21503302
oh shit please PLEASE bring that quest back. It was so good and u left it on a cliffhanger to boot.
>>
Rolled 503

>>21503366
>>21503453
Agreed on C. One question: Are you really the guy who did the Star Guard civ quest? If so, what the hell happened to it I LOVED that one.
>>
>>21503302
>>21503458
>>21503477

I hearing about this for the first time but looking at suptg archived threads makes me think it was a great game. I would totally catch up if you continue it.

Also, anyone remember the game with the Sin Building? That one was great too but had only one thread.
http://suptg.thisisnotatrueending.com/archive/20415792/
>>
>>21503453
>>21503443
Oh wow. Thanks fo rthe compliment then. But yeah dude, please bring Star City back.

In the meantime.

Yes you can capture some of the younger junkies. They range in years from 12-20 as has been stated. Mostly they're with the vice lords because there's no realistic alternative.

Now you have a fairly basic indocrtination and detox procedure but some anons don't want to lose the mystique you have by letting outsiders into the tower. (you have a 500 story tower, its the tallest structure left standing in the city.) You did adopt twelve prisoners and run them through rehab. They're a part of janitorial now but so far they're forbidden from leaving.

You've cleared away something like a few hundred feet of space around your tower but the basements are still gaping open in the street and you haven't built a wall.

There's been talk of building a wall and a small community outside the tower for new inductees. Wat do guys?
>>
>>21503458
People still want to play it? I figured there wouldn't be demand for it after so long without it. I had to stop because of school and family stuff, but I guess I could continue it sometime.
>>21503477
Yeah, I really am. I had some school stuff to deal with, and then my sister went through some hard times and needed help, so I stopped having the free time to run it. I think I got rid of my maps, but I could just redownload them from the archive; I was drawing them as they were explored, not just revealing them.
>>
>>21503511
Construct a wall, then get to work building housing outside of the tower for vassals. Obviously we can't let non-natives into the tower, but there's not reason we can't (benevolently) rule over 'reeducated' people.
>>
>>21503512
awesome please bring it back.

Construct a wall the old buildings in the way should provide the necessary raw materials for it.
>>
>>21503511
>500 stories

I presume that the important fabrication and lab equipment is in the subterranean levels? Can't we just keep them out of those places and put them in the first 10 stories or what?

We will educate them, run through loyalty regiment and when we deem them good enough, we can give them same access as regular employees. Then they can work/study their way up for better positions (I suppose what we really need are scientists and engineers)
>>
Oh and for my newbie players. please roll d100s when making votes. Highest of 3 rolls gets taken. Votes are still used to determine consensus but the roll determines results. High is better.
>>
Rolled 2

>>21503553
Gotcha.
>>21503524
This was mine.
>>
>>21503512
>People still want to play it? I figured there wouldn't be demand for it after so long without it. I had to stop because of school and family stuff, but I guess I could continue it sometime.

There are some quests that can and will be easily resurrected even if they have been on hiatus for years (see: Evil Quest). Yours have been running just few months ago and from the scores that your threads have gotten it is easy to see that it was popular. I think you'll have at least 5 people playing when you bring it up.
I'll gladly read the archives.
>>
Rolled 74

>>21503443
>>21503542

These are me.

We'll be aiming to get the youngest members anyway. It is unlikely they could be much of harm or betray us after rehabilitation procedure.
>>
Rolled 11

>>21503536
this guys roll here
>>
>>21503570
Wow, thanks. Anyway, let's focus on Fabrique Generale Civilization Quest now. I don't want to distract people from someone else's civ game.
>>
>>21503524
>>21503512
>>21503542
yeah about a quarter of the tower is sublevels, underground stuff. That's where your power plant and manufacturing equipment is. (3D printers that can melt down and shape metal, robotic assembly lines. The works.)

You could easily keep new recruits out of the important stuff. Then again you could turn the tower into a forbidden city type deal and rebuild the city in your image (assuming you don't mind all the scavenging and build...)

Oh, and the tower has search lights and AA guns mounted on it.

As for Star City, I'd love to see a comeback. RL comes first but its a well loved quest by the /tg/ quest fans. Or it is by me at least.
>>
Glad to see this running again.
>>
Rolled 49

>>21503619
Don't see any reason to build separate buildings when we can easily keep them out of delicate places.

Nothing against a defensive wall though.
>>
Rolled 15

>>21503598
So you'll resurrect it some time?
Sweet, I'll read the previous threads then. I love these kind of games.
>>
Rolled 90

>>21503619
The tower will be the forbidden palace, city, whatever, surrounded by a much more convention city to which they are patrons.
>>
Rolled 71

Is it true do we have actual LIVE customers? Its just been so very long time since we last had actual customers. It had gotten so lonely so very lonely on the only remaining floor devoted to customer service.

Anyway i recommend a wall the tower itself should be for employees only.
>>
So its what... Half for wall half for Detox+Indoctrination suite?

Wall will build a large wall out of concrete and bricks (Cause seriously why wouldn't you be able to make this stuff?)

Detox+Indoctrination will devote some levels of the tower to serving as medical wings for junkies and indoctrination levels for new inductees into the company.

You have guards posted at sensitive spots anyways and you already use retinal scanners and thumbprint devices to keep people out of sensitive areas so security isn't a concern. Remeber this used to be the Regional GF HQ. It's got a lot of internal security.
>>
Okay looks like its the wall. Gimme a second I'll write it up.
>>
Rolled 18

>>21503701
Wall for now, that's more urgent. We'll definitely build the Detox+Indocrination level once it's done, though.
>>
Rolled 56

>>21503676
Eh, we want to make them part of our population/employees. You can't keep your workers out of their workplace.

Or do you suggest we build some buildings outside where we rehabilitate them, then educate/train them for few years before going through some evaluations to see if they are loyal enough to become fulltime employees?

...I see it as a waste of resources since we have a massive 500 building which is probably for 95% empty and unused. Just keep them out of the basement.

Besides, if we keep them outside, they will be the first in line of fire when we get attacked by someone.
>>
Rolled 24

>>21503725
i would suggest the detox and indoctrination facilities be built outside. Once would be employees have proven themselves then they may be allowed to enter.
>>
Rolled 31

>>21503738
That's more a long-term plan. Once we have enough employees, we start large communities outside the facility and require extensive vetting and training before they're admitted.
>>
>>21503641
>>21503655
>>21503676
>>21503684
The idea we hatched yesterday was this:

Because we have a population problem, we need more recruits, employees, etc. Trouble is, nearly everyone outside the tower is fucking feral and their loyalty and utility will be the product of medical and psychological care, careful training that may include teaching them to read and count all the way up to adult basic education, and a lot of provided amenities if they're to choose us over running around being a fucking junkie. This is after recruitment and/or capture.

Therefore, we don't necessarily trust them enough to go into sensitive areas of the tower (which is an EXTREMELY valuable asset all by itself and as such MUST be protected) but we need them to more effectively use the tower's facilities; we need to make them into knowledge workers, engineers, etc eventually or we'll be running WAY under capacity.

Because we need the tower safe, we need to create an exclusion zone around it where nothing would be blocking the line of fire of our gunmen and turret defenses. We can build a gated wall with watchtowers outside this zone, but it must remain clear.

Outside the wall, we can build a settlement with secondary facilities or a second exclusion zone before the settlement.

In the meantime, we have the subsurface levels potentially connected to a shitload of sewers and tunnels that are vulnerable.

And all this requires materials harvesting to do. Naturally.
>>
>>21503738
>make them part of the employee labor pool

We've been told as of the last thread that these junkies in particular are pretty unintelligent.

We may benefit from having them live in a settlement when we eventually move outside the tower and guaranteeing the genetic diversity of our people, keeping us from a slow death by inbreeding (250ish is not really enough people t prevent this) or by eventually giving birth to offspring with a chance of being smarter, but we can only do so much with them unless we upgrade their brains with implants or some shit.

We're pretty far from that atm, though.
>>
Rolled 49

>>21503761
>>21503767

I guess we could start a separate settlement just outside our tower. Make a place where people can feel safe and protected without having to deal with strict religion or brutal slave drivers. It could grow independently and we would draw new and prospective employees from it.

Still seems like a large waste of resources when our huge-ass tower can probably sustain more than 5000 people.
>>
Be glad one of you got that 90.

Your PR and Marketing Divisions decide that it would be for the best if The Tower remains a shining beacon for the people of this city. Something to dream of and aspire to.

That said they manage to cary a vote that decrees that any new members of the company should, in most cases, be forbidden from entering The Tower. Or Forbidden from leaving it should they have already entered it.

That said new recruits are a must so measures are put in place to accomadate future recruits. The Manufacturing division is put to work making mortar, cement, and bricks. A wall is constructed at the border of the Exclusion zone (a rough 300 feet diameter around The Tower.) Over the week a ten foot high wall of bricks, stone, and cement is built around the tower. Four gates, each facing a direction of the compass, are made from honest Fabrique Generale Steel and put in place. The should be more than enough to keep out feral animals or savage humans.
>>
Rolled 5

>>21503820
Cool, let's wall off the under levels so that nothing can get in that way. Then we can get to work on the indoctrination facilities.
>>
Rolled 39

>>21503806
>We've been told as of the last thread that these junkies in particular are pretty unintelligent.

That can be easily fixed with training and education unless they are mentally retarded or something. If they have average intelligence, they can be useful.
Even if not, they can be a part of security forces (those don't need to be particularly bright, right?)

>>21503820
Set up turrets on the walls. Walkways for the guards and some towers for better view.
>>
>>21503820

Could we convert the basements into housing?
>>
Rolled 79

>>21503820
establish watchtowers, turrets, and a pathway on the walls. Also if possible make a kill-zone beyond the wall if necessary.
>>
>>21503701
Here's an idea - we use this week to create all-terrain construction, demolition, and recycling machinery for use in fabricating future projects.

They'd be somewhere between a combine harvester for post-nuclear ruins and a strip-mining machine. With various attachments for paving and road-building, and possibly treads or robotic legs. Lots of interchangeable parts so they can be modded on the fly.

All the various components exist in the modern world today, it'd just be a matter of putting them together in various combinations. Then you have walking backhoes that deploy treads and bulldozer shovels and steamroller components when necessary to clear land and can carry x amount of tons of recycling material to a mobile refinery to turn into concrete, steel, whatever.

Inefficient in most cases, but when you're stuck in a MASSIVE ruin where there are hardly any roads...
>>
Rolled 60

>>21503858
Basements is where all of our labs and manufacturing equipment is. Why would you want to turn it into housing?

>>21503820
Lets research/manufacture a bit. Our people are not disposable, our forces need better armor and protection. So lets do that. We must make them as invincible as possible.
>>
Week 11:
Population: 262
Technology: Robotics, Basic AI, Basic Automation, Basic Comms, Basic Anti Ballistics, Basic Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards.
Defenses: Exclusion Zone, Exclusion Zone Wall.

Contacts:
The Parish: Allied
The Vice Lords: Blood Fued

A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

Please note that your wall, while impressive for the postapocalypse, is still nothing more than a 5 foot thick, 10 foot tall construction of brick, mortar, and cement. Also it doesn't have guns on it. Oh, and the gates could allow two mack trucks travelling side by side entrance. They're 3 inches of solid steel and will only open when retracted into the wall. (either via an electric device, or manual labor)

Needless to say you used a lot of resources on that one.
>>
>>21503897

C: Construct battlements and anti-personnel turrets on top of the wall.
>>
>>21503858
>>21503845
>>21503814
The point of a separate settlement outside a walled exclusion zone is that we know that power-armored military survivors (read: possibly the fallout enclave) exist and have aerial vehicles.

If they suddenly turned hostile and rushed us, we would need to create a killing field and lock down our tower.

We mounted anti-aircraft guns on the tower yesterday because of this. Now we need to minimize the risk of the only working factory around getting blown up by a dirty bomb snuck inside (or into the foundation, or nearby) by some asshole. So, walls, killing fields, more fucking walls, subterranean expansion and defense, et cetera.

In addition, there is the x-factor of the mysterious alien meteorite thing that apparently has strange properties. If you can make big fucking bombs out of it, well.
>>
Rolled 45

In the previous thread, when making trade agreements with Parish, we should have asked for steady supply of resources since a lot of things they offered was useless.
>>
>>21503944
We can still create that arrangement, actually, but bear in mind that they're basically five hundred people with hand tools.

A backhoe can dig up more recyclable scrap metal than they can.
>>
>>21503897
I'm going to support my own plan for this week regarding designing the all-terrain materials recovery and fabrication machinery described here:

>>21503876

We're going to want to deploy those ASAP to give ourselves a steady supply of cleared land and raw materials.
>>
Rolled 74

>>21503980
Rolling,
>>
Rolled 69

>>21503936
But everyone outside the tower would be left for dead! Or at least they would be in much greater danger.

Speaking of locking down our tower..... do we have windows? They are easily breakable, right? Those military assholes could get into our tower from any point, practically. We need to upgrade our security by installing blast doors (or whatever you call them) for our windows so that our tower becomes steel fortress at any moment.

>>21503962
Eh, I'm sure they have resources around and could scavenge if we ask them to.
>>
Okay the people outside are pretty barbaric but that has more to do with having aloof military base dudes who shoot people and take what they want, prudish religious types, and barbarians who make drugs and basically force them on possible converts.

With some detox and training they should prove to be servicable recruits. I guess I stressed the whole "Drugs are bad for recruiting" thing a bit too vigourously. Sorry for any confusion guys.

Oh, and you must constr- Gather more resources. You're out of anything that would let you do much in the way of research or construction.

However your walls are being patrolled by marksmen and there are shifts and stuff to make sure the guys on wall duty get enough rest.
>>
Rolled 99

>>21503999
>everyone would be left for dead!

That's where the subterranean expansion comes from. Bunkers under our villages work, too, as do pressure domes, AA defenses, and networks of aerial drones patrolling overhead to keep our people safe. Honestly, the tower is a HUGE fucking target.

>windows
They'd have to climb up there first, and we have AA guns to push them back. Plus those windows withstood 200 years of wear and were engineered to be part of a 500 story structure and deal with high winds etc.

>military assholes
We actually don't know if they're bad, just that they could be and that we better turtle up enough to minimize the possibility of them being hostile before we run out and shake hands.
>>
Rolled 35

>>21503876
>>21503980

Since we have no resources left, this is a good idea.
Lets do it.

It has also added benefit that we can make the exclusion zone around our tower even bigger by harvesting the building around us.

Also, I would suggest we clear out a direct road (or build one) to the plains so that we can gather Elerium-115 from the plain, study it and make new techs using it.
>>
Rolled 50

In that case create a killing field outside the walls. Do tearing apart/stripping the things in the way for both resources and potential defense.
>>
Rolled 64

>>21504039
>That's where the subterranean expansion comes from. Bunkers under our villages work, too, as do pressure domes, AA defenses, and networks of aerial drones patrolling overhead to keep our people safe. Honestly, the tower is a HUGE fucking target.

Oh, okay. I misunderstood the subterranean suggestion the first time, I thought it was referring to the sublevels of our tower.
>>
>>21504003
If we can't research the materials recovery and fabrication units due to lack of raw materials, this week we should clear space around the tower and recycle the materials.

If we can, do it.
>>
>>21503980
>>21503999
okay you don't have enough resources to make WreckingRover, however it is entirely within your means to design a machine designed to excavate , destroy, and gather raw materials. Might make a good tank base if you throw in a large enough compartment.

yes you have very large windows, designing armored shutters would be wise, but on all accounts you need more resources.

If you saw fit to supply say, advanced 24/7 medical care for the Parisioners they'd probably be happy to supply you with some basic salvage. It would be worth 1 extrea project every month (4 weeks) and probably be more useful than what they were offering.
>>
>>21504003
Have we looked into having electric fences for defense? If not, what is our defenses of the tower?
>>
>>21504056
It's both. Two disconnected areas, t secure the tower. It's just that we don't NEED to expand on the current subterranean factory complex yet, but being underground would be a pretty good defense for our people.
>>
is the 99 roll gonna be used to clear out the buildings around the wall for both creating a kill zone and resources?
>>
>>21504061
We can construct a Fabrique Generale clinic there later, but right now we need a steady stream of materials. Let's research that mobile resource collector machine.
>>
Rolled 3

When we start our outside settlement (when we have first building already) we should let the word out (propaganda posters everywhere, aerial dropped fliers, etc) so that people come there and settle down.

>>21504061
Okay, lets gather some resources to build a team of heavy WreckingRovers.

>If you saw fit to supply say, advanced 24/7 medical care for the Parisioners they'd probably be happy to supply you with some basic salvage. It would be worth 1 extrea project every month (4 weeks) and probably be more useful than what they were offering.

This should cost us anything to turn one of the rooms in our embassy into a medical room, supply it with medical supplies and give health care to Parisioners, right?
If so, I don't see any reason not to do it.
>>
Oh, on the windows. They could probably withstand a few rifle rounds, and probably about 2 dozen pistol rounds. But they would shatter if exposed to enough force. So don't worry you're not TOO vulnberable.

(also, high winds can produce a lot of force. Those windows would have to be damned sturdy to survive this long.Really, you're okay for the moment.)
>>
>>21504107
>This should cost us anything

shouldn't cost*
>>
>>21504107
>>21504071
You don't have electric fences. Though you do have a few tasers on file. (contact and shooty dart tasers. There's even talk of using light to transmit electrical current but you don;t have the battery capacity for that.)


The Parishioners consider Aloe Vera to be the hieght of medical technogly. Antibiotics, Blood Transfusion, and basic surgical skills would net you more than a little effort on their part. All of which would be fairly easy to send down to the Parishioners. Wouldn't even cost a week.
>>
>>21504118
>>21504107
>>21504061
We should establish an order of priorities. I would suggest:

1) Research mobile resource collector.
2) Collect resources to build/prototype mobile resource collector.
3) Construct and deploy said unit. This should give us a steadily increasing amount of construction space and resources.
4) Offer medical clinic to Parish in exchange for steady supply of resources, and train literate parishoners to assist in running the clinic themselves and disseminating advice to their neighbors about self-care, hygiene, and preventive medicine. Clinic should come complete with emergency services, or it's just a fucking band-aid - these people get shot regularly, and probably can't even claim access to painkillers and aspirin.

Suggestions?
>>
anyway general consensus seems to be clear out buildings and gather resources so I'll do that.
>>
>>21504172
seems good
>>
>>21504157
I'm thinking that for defense against Vice Kings and Feral animals/humans, we could set up Electric Chain-link Fences to behave as a simple area denial device, or atleast distract them.
>>
You send one of your younger doctors from Medical Division down to The Parish with a CTF group and medical equipment. The Parishioners agree to supply you with resources. At the start of each month you'll recieve additional resources.

You send some workers and Security Men outside the wall to clear away the buildings. Most of the buildings that were close in to The Tower were small businessses like coffee shops and electronics boutiques but the ones out here are larger, and sturdier. You manage to destroy some of the buildings but many 3 or 4 story buildings are left standing, and there's still a 50 story office building about 500 feet away from The Tower.

On the Plus Side, you do have more Resources now.
>>
Rolled 53

>>21504229
Haha, time for WreckingRovers
they'll deal with those pesky buildings.

On side note, in previous thread it was mentioned that Vice LOrds were attacking some apartment building.
Are they still at it? We should check it out.
>>
Week 12:
Population: 262
Technology: Robotics, Basic AI, Basic Automation, Basic Comms, Basic Anti Ballistics, Basic Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards.
Defenses: Exclusion Zone, Exclusion Zone Wall.

Contacts:
The Parish: Allied
The Vice Lords: Blood Fued

A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

It has begun to rain, there appears to be a very large thunder storm sweeping through the area. The Geddonite crystals out on the plain seem to get hit by lightning strikes unusually often.

Your Tower Lookouts saw men in white Riot Armor at the building where people and animals have been reported to disappear. They captured a 150 pound stray dog and brought and its litter of puppies into the building.

Oh, and you have enough resources to build 2 WreckingRovers.
>>
>>21504229
One of the things we should do is check out the group that hangs outside of the city and get that out of the way. The last thing we need is a Brotherhood of Steel group trying to kick our ass due to our usage of robotics.
>>
Rolled 53

>>21504284
>Oh, and you have enough resources to build 2 WreckingRovers.

do it
>>
>>21504276
They stopped after some military guys were retrieved from it by helicopter. We can take a look later, let's add it to the priority list.
>>
>>21504289
Wy go there before creating our own power armor, or at least a tank?
>>
>>21504284
Design and prototype mobile resource collection units.

Preferably, research combining those with wrecking rovers and build a prototype.
>>
>>21504284
E: Build one wrecking Rover and we should send an exploratory team of rovers to the building since it's just Humans and animals disapprearing.
>>
>>21504276
They had trouble because the people in the apartment building were using HMGs and Grenade launchers. Oh, and they had power armor.

Eventually 3 helicopters picked them up and they left.
>>
Rolled 81

>>21504315
Rolling.
>>
Rolled 58

>>21504292
>>21504321


I see
Weird that they got pinned down by Vice Lords.
>>
Rolled 12

>>21504315
seconding
>>
>>21504343
We don't know that they were pinned down. They may have been retrieving something or someone.
>>
Rolled 70

>>21504315
thirding
>>
Wrecking Rovers are Resource Collection units. They weigh 6 tons, have a cargo bay, retractable high dexterity manipulators for collecting "resources," and a variety of tools commonly featured on construction vehicles. They're modular so they can be modified for the job at hand. They run on biodiesel and have simple AI.

Basically 1/2 half construction vehicle, one half robot.

You can build either 1 heavily armored 1 or 2 barebones units.
>>
Rolled 26

>>21504377
>You can build either 1 heavily armored 1 or 2 barebones units.

difference between them?
>>
>>21504377
Build two, we'll retrofit them with armor later. They should be deployed with a CTF security force present at all times to ensure their safety and steady ferrying home of collected resources and raw materials.
>>
>>21504369
The point is that we don't know who they are or their attack capabilities, I'm saying is that, we should at least have a recon drone do a fly by near their base just to get some more info or atleast send a exploratory team.
>>
>>21504394
The difference is we can armor two next week after they bring in twice the resources, or we can build one and wait longer for a steady supply of resources.
>>
>>21504415
We should send envoys and exploratory teams, yes. Having a spy plane do a flyover would mark us as a threat, I think.
>>
Rolled 100

>>21504415
they'll probably just shoot it down.

These are some high-tech guys, maybe even more than we are.
>>
Rolled 95

>>21504443
>100
Shit, you're right. Okay, let's play it safe.
>>
Okay A: Aside from having a reputation for not giving a damn about Light City's inhabitants you Don't know anything about the military dudes. Shoot first, take what you want, ask questions maybe seems to be fairly standard procedure for the post apocalypse.

B: A heavily Armored WreckingRover can shrug off rifle armor thanks to steal plating. A lightly armored is vulnerable to attack from guys with high caliber weaponry. They can use treads or wheels.

So is consensus to make 2 wrecking rovers and armor them up later?
>>
>>21504470
Yep.
>>
>>21504470
yeah, seems like it.
Go for it.
>>
>>21504470
A: We're planning to do later with the Vice kings later or already have done it, yea it's standard procedure of the Post-apocalypse.

B: We should get better armor for them and use treads as their better at climbing of garbage then wheels are.
>>
Oh, and the Military guys Helicopters were very large cargo shipping models that look like they could have dropped a tank into combat. They also appear to have had HMGs and Missile weaponry of some kind.
>>
You have your Manufacturing Division produce a prototype of the WreckingRover. It has a cargo compartment, a variety of modular tools and thanks to your decision to build one effective unit, lots, and lots of armor. Most of your time and effort is spent developing and working out the bugs so you're unable to deploy it this week.

One of your techheads is a warbuff so he decides to make a crabflail attachment (A wheel axle with very large chains attached to it.) The axle would be good for clearing out mines... or people.
>>
Week 13:
Population: 262
Technology: Robotics, Basic AI, Basic Automation, Basic Comms, Basic Anti Ballistics, Basic Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards.
Defenses: Exclusion Zone, Exclusion Zone Wall.
Contacts:
The Parish: Allied
The Vice Lords: Blood Fued

A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

Oh wait, disregard that armored rover nonsense, you have 2 of them. My brain is stupid today.

You saw one of the Geddonite Crystals out on the plains explode after being struck by lightning 140 times.

The vice lords appear to be working on something, but they've put up a very large tent made of rags over whatever their little project is.
>>
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46 KB
>>21504618
>The vice lords appear to be working on something, but they've put up a very large tent made of rags over whatever their little project is.

What the shit are they making?
I could hazard a guess that it is some kind of a heavy armored battlevehicle that they want to use on us.
>>
>>21504618
Deploy wrecking rovers.

Anyone feel like finding out what the hell the vice lords are screwing around with?

If not, we should probably do something about the vulnerability of our subterranean levels mentioned here:
>>21503511
>You've cleared away something like a few hundred feet of space around your tower but the basements are still gaping open in the street and you haven't built a wall.
>basements still gaping open to the street
>>
>>21504618
Keep spy planes overing over the Vice Lords area, observe whatever materials their using to construct it.
>>
>>21504667
They're Junkies with Klingon style promotion and chain of command issues. What do you think they're working on?
>>
Rolled 43

>>21504618
we should start with the outside settlement now
some living quarters, rehabilitation/indoctrination center, etc

if we have resources, if not, then lets get them
>>
>>21504669
Or what we could do is make a few recon drones filled with flammable materials and use them as suicide units to attack the Vice Lords little project. This will achieve

1. The Vice Lords Terror, as in they'll spend more time watching the air or force them into hiding for most of the day.

2. It may put the brakes on the project for a bit.
>>
>>21504672
While we have no spy planes, we could send a team over as suggested in >>21504669
Last thread featured our exploration teams discovering the Vice Lords and holding their own just fine, though we used up a lot of ammo. When they attacked in retaliation of us trying to come say hi, we killed their officers and captured a good chunk of their ground troops in exchange for a minimal loss of our rovers.

Odds and technology are on our side should we seek to assault them and determine the nature of their little project.
>>
>>21504672
You don't have spy plains, you decided to develop AA guns and computer targeting systems for those guns instead.

on the plus side devloping explosive weaponry and man portable Machine Guns will be easier when you get around to it thanks to that line of research. (you have assault rifles but no Heavy or light machine guns, for that matter your sniper rifles consist of Assault Rifles with barrel extensions and scopes.)
>>
>>21504703
They're already terrified, but this is because they're mostly slaves and unwilling addicts controlled by a few shitheads. We'd mostly be punishing their people, which are used as meatshields.

We need to identify and kill their leaders with sniper fire, then do with their people what we did with the ones we captured and detoxed. But if we do it all at once, we will be overwhelmed.
>>
>>21504730
>>21504703
also their project may explode and we'll never know what it was about
>>
>>21504730
That's true, here is what we could do. Figure out their damn project, Then raid the Vice Kings stronghold in the middle of the night, capture the leaders and put them on trial for their crimes.
>>
Rolled 46

>>21504739
probably nothing useful to us
>>
>>21504744
I like that except the trial part implies anyone outside our own people would have much of a concept of justice or the use of trial by jury after two centuries of feral shit. Most of the leaders got their jobs by being really good at being junkie-raiders and living longer than the others, and many of their people are under 20. There is literally no point to publicly denouncing them because half the guys we could teach to be productive employees currently think of the Vice Lords leaders as something to aspire to.

Let's go spy on their project. With armored, armed men and gun rovers in a Contact Task Force. And lots of backup ammo.
>>
>>21504759
Say it happens to be a chunk of the asteroid.
>>
>>21504703
Suicide units aren't really required, you have guys with modern firearms and antiballistics armor. Your elite troops use riot armor and your normal guys are kitted out like the average infantry man.

While you lack HMGs, Flamers, Grenades or other specialized weapons you have dependable, accurate Assault Rifles, Submachineguns, Shotguns, Semi Automatic Pistols, and Revolvers. Now you have AA weaponry whoch could probably be used as a base for stuff like mortars or Machineguns.

The Vice Lords use drug addled junkies as the basis for their forces, while tougher than your average human they lack discipline and their firearms have a tendency to jam or explode. Their elite units use shoddily made metalk armor and old semi auto rifles and pistols.

You kind of have them out matched without even bringing your robots into the mix. They only have numbers on ya.
>>
>>21504759
We could use it as a gauge to see the level of mental decay exsists in their society. We've only fought the worst of addicts so far, the less addicted could have more ability to think then the others do.
>>
Oh, and you spent all your resources building the WreckingRovers.

Everyone's pretty much covered what needs to be said about the Vicelords so I'll let you figure out what needs to be done.

Oh for the record the vicelords wouldn't know what to do with geddonite if it walked up to them and bit their nuts off.
>>
Rolled 18

>>21504744
>>21504784

I agree. Trial seems to be waste of time. I doubt any of their leaders gets to be that for more than a half of a year anyway.
>>
Rolled 9

>>21504851
I guess we need more resources again.

Can we assault Vice Lords and have our rovers gather resources in meanwhile.

I suggest we focus on non-lethal take down, at least for the youngest ones so that we can capture them
>>
Rolled 95

concentrate on resource gathering.
>>
For the record the Parishioners understand the concept of Trial By Jury and make use of it but their punishments are very old testament, stoned to death, cut off hand, in a pillory for a week.., You haven't seen a trail in action so you can't judge how fair or corrupt they are. Just that they're a tad brutal in their justice. (arguably justified.)
>>
>>21504860
>>21504804
>>21504792
>>21504784
Alright, here's a plan you can suggest changes t or edit if you want:

1) We use a CTF with gunrovers, etc and the advice of the Parish and our captured/recruited ex-junkies to recon the Vice Lords area, map out a route to their project, identify the locations of their leaders, and IF they have the opportunity get a look inside the tent.

This should hopefully only take a day or two.

2) We then place snipers in various places beneficial to eliminating their leaders, including some towards their side of the route between us. We send a larger force toward them and use basic pincer tactics to draw them into a trap - it is likely none of them even know what the hell pincer tactics are, given that they're mostly under 25 and addled as fuck. Their undisciplined troops should run into the gap we create by retreating troops in our center.

3) We then snipe the leaders and possibly encircle a largish group of them, offering them food and medical care and etc if they lay down arms and return with us. This should net us knowledge about their project and a few more prisoners, and net them a lot less people without forcing us to try to reform and absorb them all at once.

In the meantime we deploy our wrecking rovers to clear more land and get more resources to:
A) research non-lethal methods of capturing/subduing people. After our show of force, they'll see us as a serious enough threat to know better than to fuck around and their people should see surrender as preferable to dying horribly.
B) Armor the wrecking rovers and produce more wrecking rovers.
C) Create aerial drones with twin assault rifles. This was discussed earlier.
D) Work on creating better armor, working up to power armor.
>>
Rolled 23

I say we take down whatever they are building before it bites us in the ass
>>
You send out your WreckingRovers and a few work crews, this time a great deal more progress is made. The 4 or 5 story buildings are cleared and dismantled and the wreckage is brought back to base for processing. By the end of the week roughly 900 feet worth of buildings have been cleared away.

This leaves 1 50 story build 500 feet away from The Tower and one 70 story building 700 feet away from the tower.

You have more resources now.
>>
>>21504982
Forgot my name. Rolling,
>>
Rolled 95

>>21504997
Hurr.
>>
Rolled 40

>>21504982
>>21504997

Good plans. I support.
>>
>>21504997
Sounds solid.
>>
Rolled 54

>>21505008
with that roll i am seconding.
>>
Rolled 72

>>21505008
thirded
>>
Week 14:
Population: 262
Technology: Robotics, Basic AI, Basic Automation, Basic Comms, Basic Anti Ballistics, Basic Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards.
Defenses: Exclusion Zone, Exclusion Zone Wall.
Contacts:
The Parish: Allied
The Vice Lords: Blood Fued

A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

Okay you gathered quite a lot in the way of resources but the further you roam from your territory the more likely your workers are to be attacked. Just keep that in mind.

You saw 2 helicopters land in the geddonit plains. Men in power armor gathered material from some of the crystals, placed it in boxes and returned to what is assumed to be their base.

The Vice lords are still working on their project.

Several men in white captured a few vicelords, aside from that no activity,
>>
>>21505076
Looks like we have executive consensus here:
>>21505040
>>21505032
>>21505017
>>21505008

We are probably initiating this plan, then:
>>21504982
>>
>>21505076
How many actions can we actually suggest per turn?
>>
I'll let you armor up the WreckingRovers in the same turn because the main issue there is resources, and fuck you only have 2 of them.

Meanwhile, you need to choose a research project.

ARMOR: You have antiballistic vests and Riot Armor, main issue on the riot armor is cost effective production. Make that cheaper and you can give riot armor to everyone.

AERIAL DRONES: Helicopters or Airplanes. Planes will make great bombers but have to start out with assault rifles since you don't have man portable explosives. Helicopters will make great great squad support units but won't be able to mount anything heavier than an assault rifle or (eventually) an RPG Launcher.

LESS-THAN-LETHAL WEAPONRY: So far you have some tasers that could work out, stun clubs, contact tasers and dart guns. You could also make say, shotgun ammo that's basically a battery with a contact that shocks people. Feel free to come up with other concepts for development.

Pick one of these 3 or something else.
>>
>>21505295
We're going with this.
>>21505096
>>
Rolled 85

>>21505295
ARMOR

Our people are more valuable than anything else.
>>
>>21505295
Our current armor outperforms everyone but the military guys. We don't have enough people to wear it.

Drones: Excellent but will have to be secondary because anything that requires that kind of force will require us to have more soldiers anyway. Our population of 250 badly needs to increase before we should be tangling with anything serious enough to REQUIRE them, so maybe after the armor.

We're going to have immediate use for the non-lethal weaponry, which will increase our population.

Research priorities:
1) Non-lethal arms.
2) Better, cheaper armor.
3) Helicopter drones.
>>
>>21505345
>>21505321
Oh, and we can use our robots to shield our people. So far we have had robot breakdowns way before we've had casualties.
>>
>>21505320
You can only do 1 big thing per week. You're linking to a post that links me to another post that covers a sensible attack plan and 4 big things. Make a decision on one big thing.

Okay resources, you have enough resources to do 1 big thing and armor your rovers, please note that your current bio diesel facilities allow you to field 100 GunRovers and 6 WreckingRovers. if you removed all the GunRovers from the field I suppose you could field 12ish WreckingRovers. What I'm saying here is, you need to make a better NioDeisel Production plant to have more wrecking rovers.

Anyway the only decision post I've seen so far is for Taser Weaponrry, anoyone disagree with that?
>>
Rolled 4

>>21505417
>Anyway the only decision post I've seen so far is for Taser Weaponrry, anoyone disagree with that?

Nah, it's good.
>>
oikay, gimme 3 rolls, 4 is not a roll you want.
>>
>>21505417
The four big things were listed in order, so
>A) research non-lethal methods of capturing/subduing people. After our show of force, they'll see us as a serious enough threat to know better than to fuck around and their people should see surrender as preferable to dying horribly.

is first.
>>
Rolled 14

>>21505469
Rolling.
>>
Rolled 87

>>21505479
herp
>>
>>21505479
Well please give me a roll EL. The d100s help decide how kind fate is to you, and the circumstance influence all of your people, the ones in the Tower, the ones on the Wall, the Ones in the Consulate...
>>
Rolled 40

rollan
>>
Rolled 59

go tg dice
>>
>>21505495
Someone take these fucking things away from me.
>>
Your Enigineers and Researchers get to Work on Developing a line of Less Than Lethal weapons for use by the CTF groups. Some of the Items are just copies of PreImpact weapons, the basic Taser for instance. A battery pack, two metal prongs, and an activation button.

There's also some fairly standard taser units, darts loaded into a large gun, the darts are attached to copper wires and they carry electrical current and will shock a target as long as the trigger is held. The darts and wires must be discarded after use.

But some of the work is more original. A wrist mounted weapon that fires a sturdy, retractable dart that can pierce anything short of steel plating. The dart can carry an electrical current and has multiple settings.

There are also shotgun shells which act as self contained projectiles. On contact with the target they release a thick, gooy adhesive and zap the target senseless.

There's also the basic cudgel, a metal clup that crackles with electricity when the activation button is pressed.
>>
Rolled 64

>>21505605
anything we can put on the rovers?
>>
Week 15:
Population: 262
Technology: Robotics, Basic AI, Basic Automation, Basic Comms, Basic Anti Ballistics, Taser Weaponry, Basic Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives. Tasers.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards, 2 armored WreckingRovers.
Defenses: Exclusion Zone, Exclusion Zone Wall.
Contacts:
The Parish: Allied
The Vice Lords: Blood Fued

A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

Your WreckingRovers are armored now.

The ViceLords have unvieled their project. It appears to be a very large armored wagon. It could feasibly cover up to fifty people and allow them to fire through slits in the heavy armor it's made of. From the looks of things its moved by people pushing on the outside of the wagon and from the people inside of it.

The ViceLords appear to be rallying for another attack.

You are out of resources.
>>
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48 KB
>>21505686
>>
>>21505686
Man, what the fuck. We've been pushing for an attack for three turns and you've ignored player consensus, OP.
>>
Rolled 78

>>21505686
HAHA,

Told you so.

>>21505728
not really, we went for resource gathering and research. Don't blame op
>>
Rolled 48

>>21505712
>>21505728

It's not that they can get past our walls anyway. Certainly not into the tower.

It's just big hunk of slowly moving metal.
>>
>>21505628
On the WreckingRovers?, no, but you can mount magazine fed shotguns on the Gun Rovers and give them Magazines full of Tazer shells.

I would like to not that the basements left exposed by your demolition have no tunnels or anything unusual but they could allow an enemy to hide from your spotlights at night.

Oh, and you've produced several different kinds of taser weaponry and have Standard Fabrication Templates for your automated production lines for them, oh and you've got more than enough Taser Weaponry for your fielded Security Forces.
>>
>>21505686
I don't understand if this is another fun moment of brainfailure from lack of sleep like in >>21504618
but can we please have a retcon with our attack?
>>
>>21505747
Do we have any teargas grenades?
>>
>>21505738
>don't blame OP
>post after post pushing for the plan as an action:
>>21505479
>>21505320
>>21505096
>>21505040
>>21505032
>>21505017
>>21505016

wat.jpg
>>
>>21505747
>>21505762
Rock salt. It goes in shotgun shells, etc. Fun and nonlethal, though it does hurt like a bitch. Low tech to boot.
>>
>>21505790
Well, I was more thinking of the armored wagon to use against.
>>
Rolled 35

>>21505778
Yeah. And op said each thing takes one action. One action = 1 week. We decided to research some non-lethal weaponry before the attack. We weren't quick enough.

>>21505747
Can we like, modify our taser equipment and quickly make one, huge, heavy taser cannon which directly feeds from our reactor (thus it cannot be moved too far away from the tower since) and fry those fuckers in their huge, electricity conducting, metal coffin?
>>
You didn't really have consensus on attack.

Now the Wagon itself is literally that, a large, wagon made from scrap metal that's been glued, hammered, and soddered together. It has lorge poles on the outside of it that junkies grab hold of and push on, and its "wheels" are made of metal plates hammered onto flat wooden boards. It has large, poorly made ironshod hexagons instead of wheels.

It makes your job more difficult but its not what you'd call a super weapon.

Anyway the Vice Lords are rallying. They haven't even put their war wagon into use yet. They're mostly just throwing a party to get people to gather together.
>>
Rolled 88

>>21505834
>Anyway the Vice Lords are rallying. They haven't even put their war wagon into use yet. They're mostly just throwing a party to get people to gather together.

And THAT'S when we'll hit them.
>>
>>21505834
If more likely that their pushing this thing internally, it would leave the bottom uncovered for feet, one well place tear-gas grenade can have that whole armored wagon being ripped to shreads internally has the people inside would be pulling it apart to escape.
>>
>>21505852
Agreed, full on strike team time has they may have someone on the high end of the boss pole there and knock out the wagon once and for all. Right now their beating the war drum to attract soldiers.
>>
>>21505852

I second this.
Strike them when they're unprepared.
We should've attacked them while they were building the shitwagon in the first place.
>>
Dammit, i thought the title read Fabricator general.....
>>
Rolled 83

>>21505864
Or we could bring out a huge industrial laser (there ought to be one in our manufacturing or lab facilities) and shoot it at them, cooking them from within.
>>
Rolled 71

>>21505878

I hope we have knock-out gas or tear-gas. They are perfect to use when they are all gathered in one place.
>>
>>21505809
There are actually tear gas shells for shotguns.
>>
Okay you don't have tear gas grenades, I have been saying you don't have grenades period for awhile now. Smoke Grenades and the variations thereof are under the purview of explosives.

You have industrial laser, laser designed for precision work. There is no way, shape, or form that you could weaponize them without a power supply that you do not have the means to develop, and even if you did they would just slice things apart.

Anyway the Vice Lords are throwing a party, your old plan of attack can still work. Do you want to use it?
>>
>>21505961
Yes, let's do this. We may even take out an officer or two.
>>
>>21505890
They're not using it yet.

Let's just put the standing plan into action. The scouts can identify leaders. Equip more of our people with nonlethal gear in addition to the rest. We have grenades, toss them inside the wagon before it's manned and initiate the rest of the leader-sniping, pincer-using tactics described in >>21504982
>>
Rolled 69

>>21505961
>>21505981

Well dang.
I say we go lethal then with target of opportunities to take down non-lethaly but not focusing on it.
Or we send all of our 100 hundred Rover to act as shields, suppressors and distractions.
>>
>>21506004
Oh, no grenades? Then yes, go ahead with everything else that'll work.
>>
>>21506010
We're not sending out all our rovers. Leave plenty at base.

We're identifying leaders and killing them. It worked before, it can work again.
>>
Rolled 1

>>21505981
>>21506004
Rollin'
>>
>>21506012
Maybe I should have emphasized it more, and you do have flak shells, which are basically just grenades fired out of a gun, but you haven't developed man portable grenades yet. Regardless consensus is attack while the party is in progress.

You can attack at day or at night. Which one do you wnat to do? (no you don't have night vision goggles. Might wanna work on that.)
>>
>>21506050
When is the party going to be at it's largest?
>>
Rolled 82

>>21506050
Attack during the day, preferably when the angle of the sun in the sky will mostly be in their eyes.
>>
>>21506144
A good tatic, i like it.
>>
>>21506072
well people are coming in from all over, you can't tell hen it will be at its largest, but judging from the fact that Light City doesn't have much in the way of Electricity and the fact that larger than normal animals roam the street the party will probably wind down after dark.

People will likely sleep around that area and get forced into the fight somewhere in the morning. That's what you can tell from all availavble evidence.
>>
>>21506144
Alright, time to ruin a party.
>>
>>21506180
What we could do is attack them while their sleeping and do general harassment attacks so that when they do come to take us on, they'll be tired which means an easier win.
>>
>>21506276
I think you underestimate the power of amphetamines.
>>
You get your best marksmen and make certain their personal rifles are in top condition. Once you have about a dozen men with sniper variant Assault Rifles you get together a group of men and arm them with fully automatic shotguns. They have Riot Armor and plastic cuffs and orders to take as many junkies as possible alive (provided that these people can be captured safely.)

The rest of the CTF assault group is fairly standard as far as Security forces go, the only major difference being that now everyone has at least one Less Than Lethal Weapon handy.

All in all a force of around 50 men with 25 Gun Rovers in support leaves your compound. The results of the battle are worth examining.

continued.
>>
>>21506276
Nix on that, no night vision capability.
>>
Oh, btw, their shitty battlebus can be easily disabled by DIGGING A FUCKING TRENCH AROUND THE WALL. It's not like it is an artillery piece or something, it will just get stuck there and be useless.
>>
we have to attack during the day we got no nightvision.
>>
>>21506326
That's cool and all. Let's remember that we have a time limit - how deep is this trench going to be?

How about we take them out for now and think about trenches a little while later?
>>
Operation NOPE is quite successful. Many of the Vice Lords higher ups were found with their pants down, quite literally in some cases, and their poorly made armor isn't much use against a well trained marksman intent on their death.

As usual the Gun Rovers took the brunt of the assault, and some of the damaged robots had to be left behind, but they took the pipebombs and molotov cocktails so The Boys In Brown wouldn;t have to.

As was planned the CTF Assault group attacked late afternoon, with the sun at their backs. They managed to kill or pacify any resistance that went their way and penetrated deep into enemy lines. Once there they were able to utilize the enemies own explosive weaponry in the Destruction of the primitive armoed vehicle. All told there were 12 confirmed Ganger leader kills and 30 junkies were captured and hauled back to base. 15 gunrovers were damaged, 3 were lost, but the remaining twelve have been hauled back so that they can be repaired and put into service.
>>
>>21506370
Put the junkies through the standard procedure. Are any of them talented or clever, etc?

We need to make sure that standard procedure includes destroying equipment like the rovers rather than having it fall into enemy hands.
>>
Week 15:
Population: 262
Technology: Robotics, Basic AI, Basic Automation, Basic Comms, Basic Anti Ballistics, Taser Weaponry, Basic Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives. Tasers.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards, 2 armored WreckingRovers.
Defenses: Exclusion Zone, Exclusion Zone Wall.
Contacts:
The Parish: Allied
The Vice Lords: Blood Fued

Prisoners: 30 junkies.

A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

You have the junkies blindfolded and brought into the tower, so far the only thing they've seen since their capture is theinside of a cell.

You have recieved supplies from The Parish.

Several Vice Lords were captured by men in white Riot Armor around the previously mentioned skyscraper. Aside from that there is no activity in that area, even animals avoid it.
>>
>>21506402
Or collecting it, but yeah letting them have it is a no go absolulty.
>>
Alright, we need to build facilities outside the tower. Since we got new captives, might as well do that now.
>>
>>21506424
Most of the rovers were left behind because they were quite literally shattered beyond recognition by improvised explosives. The only Thing the Vice Lords captured were pieces of scrap metal and plastic.

oh, and it's week 16, not 15.
>>
>>21506440
The tower is mostly unoccupied by our own people. What kind of facilities were you looking to create?

I would suggest that after we detox these new junkies (assuming that takes a week) we start by building a second wall at 300 feet and then build residential bunkers/towns outside of that.

This gives us a double killzone and keeps the people pretty defensible, and is still 200 feet from the 50 story building which we might go and capture/explore/whatever.
>>
>>21506424
use the standard procedure for the prisoners.

D. We need explosive weapons in cause we ever meet something heavily armored.
>>
>>21506474
Would mounting guns on the out side of that one be to much?
It would help with the look of a protected oasis though.
>>
>>21506481
>in cause
I meant case.
>>
>>21506424
We could actually research night vision if we could.
>>
By facilities I meant all that shit we discussed before, settlement outside the tower with rehabilitation and indoctoration centers. Maybe turn it into a new community, have people come to live there and such.
>>
>>21506497
Forgot name
>>
>>21506449
Do our detoxing facilities work more or less automatically given that we have standardized the procedure for dealing with captured addicts?

Or do we have to reach some sort of decision that we're going to detox them? Because it seems like this could be more or less automatic; it doesn't take that many people or tie up other facilities.
>>
>>21506424
Also, how is our electric needs looking right now?
>>
>>21506488
both of the standing sky scrapers are kind of dillapidated and unsafe for habitation. You could renovate them I guess. -shrug- Your choice.

anyway, standard procedure with junkies so far is fix them up, educate them, instill loyalty and then put them on a career path that suits them.

if you decide to keep this forbidden city shtick though standard procedure isn't going to work since you'll have 42 people who can't leave the tower because you've decided that no one is allowed to enter or leave if they're an outsider.
>>
>>21506547
We can move the recovery center and so forth out later. The 'forbidden city' thing was mainly to create a restricted area allowing asset protection. Once we have decentralized to a greater extent, it won't be as big an issue - but the killzones should stay.
>>
>>21506531
A biodiesel plant wouldn't be a bad idea soon, and the Bishop wants help building an electrical grid. However, it is still not clear whether or not we have to tell the GM that we want to dry out the junkies or if it happens more or less automatically.
>>
>>21506531
seeing as how you don't have deathrays or whatever draining power you're fine electric wise.
>>
How about we set up the reintegration centers up, then we increase our hydro-farms capacity/effecincy?
>>
>>21506597
If you're referring to something outside the tower and wall, we can do that but we'd have to build them as bunkers without further fortification.
>>
>>21506576
>>21506559
well if you're willing to let the detoxed recruits out later it won't be such a big deal.

Look I'm happy to automatically detox the junkies but you have to come up with a clear plan on this. You can't just bring people in, detox them and add them to your population of reusable workers if they're forbidden to leave the tower. If you're gonna keep them in the tower until you have a settlement outsuide the tower for new recruits however that's fine. I'm just trying to get a sustainable plan from you.

okay the junkies will be detoxed this turn, that doesn't afect your actions. What do you want to do.
>>
Rolled 97

>>21506614
Guys, if we want our tower to be forbidden, then we should be a holding facility outside our tower, and hold off on capturing/detoxing until we have this so we can actually use the people we re-educate.

voting for building a holding facility
>>
>>21506614
They stay in the tower until we have a suitable settlement, yes. That's been kind of a longstanding plan.

If we haven't determined whether the standing skyscrapers have anything interesting in them, we could explore them. Otherwise we should probably put up a second wall 200 feet from the current one, which will be 300 feet from the tower. This will give us pretty excellent ground security against anything that can't ram through walls, and sentries on top of that. Next week we can set up a bunker outside the second wall.
>>
Look do we have consensus on building a holding facility or what? That IS a pretty good roll.
>>
>>21506749
Might as well.
>>
>>21506749
Sure. Build it a little over 300 meters from the tower as a bunker.
>>
Rolled 58

>>21506806
Sounds good.
>>
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>>21506806
time for moar fallout shit in this thread
>>
One of the Larger basements serves as the site of a building project. Within a week you have a large, sturdy structure built behind your Tower's wall. It is 3 stories tall, with holding cells in the basement and on the 3rd story. The facility is dedicated to detoxxing and reducating the barbaric inhabitants of Light City.

The Junkies who were taken during the battle are moved into the holding facility and the process of education, indoctrication, and addiction management is begun,
>>
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>>21506842
>behind your tower's wall

There goes the zone of control. Thanks, GM, I'm done.
>>
Week 17:
Population: 292
Technology: Robotics, Basic AI, Basic Automation, Basic Comms, Basic Anti Ballistics, Taser Weaponry, Basic Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives. Tasers.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards, 2 armored WreckingRovers.
Defenses: Exclusion Zone, Exclusion Zone Wall.
Contacts:
The Parish: Allied
The Vice Lords: Blood Fued


A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

Okay, my brain goofed again. The Holding facility is a fortified structure built outside of your wall. It will however be behind your secondary wall. anyways...

The helicopters return, this time they drop an enormous armored vehicle into Vice Lord Territory. The vehicle has eight wheels, a mounted HMG and several ports that the people inside the vehicle that the passengers can fire their weapons from.

continued.
>>
>>21506908
I think we should start researching explosive weaponry and let the helicopters handle the vice-kings for now.
>>
>>21506903
>>21506908
The ARmored Vehicle rampages through vice lord territory for a little over an hour and then gets picked up by the helicopter that brought it there.

Also where was the holding facility supposed to go? I put it in the second clear zone. Putting it way the fuck away from your tower makes no sense. You're trying to rehabilitate prisoners, why would you want them in some dinky little building that's easy for the enemy to attack?
>>
>>21506943
That'd be okay if we had some helicopters, unless you mean the ones belonging to the military guys.
>>
Rolled 43

>>21506943
Yeah something effective against their amour.
>>
>>21506959
That is where i wanted.
>>
>>21506959
that's where we wanted it, the other guy just flipped his shit and didnt let you post again to point out your flub in communication. not your fault, everything's good.
>>
>>21506908
>>21506959
oh, and now is as good a time as any to mention that you have a certain limit on how far out you can build a structure if you want to supply it with electricity and plumbing like you're doing with the holding facility. The holding facility is within the the upper limit of that zone.
>>
>>21506964
I meant the military guys, if we have to go up against them, I want something that will give a tank a very bad day. You know what they say, walk silently with a large stick.
>>
>>21506974
>>21506984
okay good, I'm more than happy to admit a mistake, I just need you guys to meet me halfway.,. and I guess the "Zone of supply" had to be mentioned.

anyway yeah, you can develop explosives. BAsic Grenades and rocket propelled grenades. That'll use up the last of your resources if you decide to do that.
>>
>>21506959
I drew you a diagram.

The black dot in the center is the tower. The black circle around it is the wall. This is the central zone of control.

The blue circles are proposed future fortifications. The red dot is the detox bunker location, whose current exposure is counterbalanced by its being a bunker and probably underground.

The green dots are the fifty and seventy story skyscrapers.
>>
>>21507022
i'm down with grenades, we can expand to non-lethal from there. Or we can make those Ariel drones. anyone else have a suggestion?
>>
File: 1352505090134.jpg-(9 KB, 234x277, derp.jpg)
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>>21507040
hurr
>>
What would we have to research to make our own power armor?
>>
>>21507047
I'll be down with grenades and rocket propelled grenades has we can go non-lethal with the grenades and we can make anti-tank drones with the rocket propelled grenades.
>>
>>21507062
I'm guessing advanced Hydraulics, superconductors, a source of energy that can provide a lot for a tiny amount. I think it may have something to do with the Geddonite.
>>
>>21507050
>>21507062
okay thatmap works I guess.

Power armor will require, for starters, a portable power source that can produce enough power to run the artificial muscles and sub systems. Next you're going to need Artificial muscles that will allow a person to use stuff like HMGs as if they were assault rifles. Then you're going to need things like night vision and air filtration and other secondary features.

That's power in a nutshell.
>>
>>21507104
I mean we could pay those nice military boys a visit if needed.
>>
>>21507104
Might as well research power options now. I expect that trace amounts of Geddonite are also available on the surface, given that the stuff was likely dispersed throughout the atmosphere in the impact? If so, we can begin to study its conductivity and other such properties as part of the research.
>>
>>21507071
once you have 'nades any research you do will apply to the 'nades and vice versa. Grenades won't be terribly useful when combined with tesla research, but if you research smoke and teargas then you'll have tear gass grenades and teargas ammo for shotguns. Once you research incendiary ammo you'll have incendiary 'nades and stuff like dragonsbreath shells.

You get the idea.
>>
>>21507138
There are trace amounts of it in the water and you can find the occasional crystal patch in an old building, I guess its enough to work with. It would still require a week's worth of action to research.
>>
>>21507184
Let's work on the grenades and the rocket propelled grenades first.
>>
>>21507184
Let's get explosives before we look into Geddonite.
>>
File: 1352506092293.jpg-(26 KB, 635x424, bionic.jpg)
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>>21507184
Let's do power research or geddonite research, then. Grenades can wait IMO.

Happily, modern day bionics research has created replacement limbs with thought response systems that let people do things like climb up the stairs of skyscrapers like this guy did: http://www.nydailynews.com/life-style/health/man-bionic-leg-climb-chicago-skyscraper-article-1.11954
17
>>
>>21507184
In buildings? Does that mean it grows very slowly over time?
>>
>>21507214
The Geddonite man, we need to know.
>>
Using your bullets and flak shells as a base you develop a simple, effective explosive and a timed fuse to go along with it. From there the procedure to develop a shoulder mounted loucnhering device and a rocket propelled grenade for it is simple enough.

You have a standard shrapnel grenade. (round black metal, pull away pin with triggering lever.)

You also have a RPG launcher with High Explosive ammunition and ARmor Piercing Ammunition.

As before you have developed machinery for these weapons and digital schematics for your production facilities so that mass production of the weapons will be easier in the future.
>>
>>21507140
Explosives!
>>
Rolled 2, 1 = 3

>>21507250
Durp
>>
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>>21507203
>>21507206
If people want to get grenades that much, I'm fine with it.

Also, present-day military exoskeletons pretty readily demonstrate that strength enhancement is possible with the right softwear and some robotics.
>>
Rolled 70

>>21507255
Double durp
>>
Week 18:
Population: 292
Technology: Robotics, Basic AI, Automation, Comms, Explosives. Basic Anti Ballistics, Taser Weaponry, Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives. Tasers. Grenades, RPG Launchers.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards, 2 armored WreckingRovers.
Defenses: Exclusion Zone, Exclusion Zone Wall.
Contacts:
The Parish: Allied
The Vice Lords: Blood Fued


A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

You are out of resources.

The Parish seems to be holding a holy festival of some sort.

You can see what appears to be a large group of people using internal combustion vehicles and mounted horses approaching Light City, they appear to be 300 or so people strong.

apologies if I jumped the gun on explosives. I'll give you the skinny on geddonite in a moment.
>>
>>21507259
okay artifical muscle was an example, with your robotics skills developing some strength enhancement should be that big a deal. For that matter niether should dexterity considering your automation complexity... I'll just label it "Strength Enhancing Systems" and have done with it.

Anyways... Geddonite.

It comes in all colors of the Rainbow, tends to grow in areas where there's a strong collection of electric energy and proves to be a nuisance since it activly drains energy from electronic devices. It's growth is directly related to the amount of energy, electric, heat, whatever, that it is exposed to.

You'll see it growing on wires, or rooftops, places where it can collect large quantities of electricity and heat energy. Aside from that you don't know much about it.
>>
>>21507292
Okay, we should have people keep an eye on those newcomers. They might be coming to do a mongol horde take over thing, or they could just be nice nomads. But whichever they are we should have scouts trained on their approaches and learn what we can before we take any further action involving them. We'll want to prepare RPGs in case they're hostile as well.

If we can take further actions we're out of resources so we should have the rovers get some more.
>>
>>21507322
Thanks for the blurb. 300 people coming in the city, troubles me. We should send a diplomatic team to investigate, this either be a wandering tribe or a large group of bandits. Also ,this means we can make anti-tank rovers now.
>>
>>21507322
Seems like it can simply serve as a large battery. We could start up crystal farms by cultivating samples and then running active currents directly from our power systems.
>>
>>21507386
might want to research this stuff more before we start make farms for it. It could be like Tiberium or something like that.

Any ways let's check out the people coming towards the city.
>>
>>21507259
>>21507214
So if we combine these two present technologies, or something like them, we will have a system capable of motion more or less as natural and thought-directed as the user's own limbs, just like modern bionics, with the enhanced strength of the exoskeleton. Might require some training or setup, but whatever. Mostly we need superconductors or another way to make powering it easier.
>>
>>21507322
let's begin experimentation on the viability of the crystals as a power source/batteries
>>
>>21507292
Can we do both research and scout/greet the newcomers? I mean, it's not like sending out a squad of troops will affect research progress.
>>
>>21507429
Let's see what the hell the crystals do in the first place as to me they sound more akin to an EMP weapon at the moment. Also, there is three hundred people marching into this city as we speak.
>>
>>21507407
>>21507386
>>21507353
Yes, let's send a CTF with some diplomats in it out there. In the meantime, if we can acquire and research Geddonite samples, we should.
>>
>>21507339
>>21507353
>>21507386
Running crystal farms would take resources, so would building anti tank rovers. Thankfully you can build fairly complex manipulators so you're not handicapped by your lack of grenade launchers or recoiless rifles. If you equip a GunRover with an RPG it'll have a little magazine of RPGs and it'll have some manipulators so it can load the RPG launcher. It is based on a bomb removal 'bot after all...

But Geddonite Farms, yeah some of your people grow geddonite crystals as a hobby, they're pretty and they glow in the dark so it's not like it would be any great difficulty to scale up thepractice. You just need resources for it.
>>
For starters you'd have to gather a very large amount of Geddonite to begin research on it, and that would take no small amount of man power. Then u've got the simple fact that you know nothing about the people coming into the city and they could just as easily murder your men and take their cool stuff as be friendly towards them.

So yes, it would cost you one action to research the crystals or send a CTF team to meet the newcomers. But you're out of resources anyway, and you can't do anything constrcution or research related until you have more resources.
>>
>>21507512
We should send the CTF team, then.
>>
>>21507512
Do the CTF team then. we can get resources later.
>>
Rolled 90

>>21507536
Rolling
>>
>>21507512
CTF team is of higher priority.

We can research them later.

Also can the WreckingRovers do their thing without us having to spend an action on it?
>>
>>21507512
Send the CTF team.
>>
>>21507512
What does the Parish say about the travellers?
>>
>>21507551
I second this question. And rolling for the CTF team.
>>
Rolled 10

>>21507576
Gah.
>>
Rolled 54

rolling for ctf team
>>
Rolled 9

>>21507534
I guess I could roll as well.
>>
Rolled 32

CTF roll
>>
You provide the Parish and its reprasentatives with pictures of the New Comers taken by lookouts from the higher levels of your Tower. They tell you that the 300 strong group are "The Children of Moloch" and that they are slavers. Apparently they have some relationship with the Vice Lords and every year, sometimes during winter, sometimes during summer, they make a raid on The Parish in the hopes of wiping them out.

Well there's alot more theology and hyperbole involved but that's the gist of their message.
>>
Rolled 63

>>21507652
Fun. How 'bout we avoid them for now and send our wreckers out to gather resources under the watchful eye of some CTFs with some extra ammo?
>>
Are we still sending the CTF team? The Newcomers are about a week away from arriving and your lookouts can't make out much in the way of details.

Also the Parish says they're murderous psychopaths who like to bake children in bronze statues of demons.
>>
>>21507652
Right, we better warn the Parish about the attack.
>>
>>21507684
did the parish say anything about armament, ages, effective strength, or anything?
>>
Rolled 13

>>21507684
We are not sending the team.
We are warning the Parish of the attack.
We are using this week to collect resources, I think.
>>
>>21507714
Yep
yep
yep
>>
>>21507684
They're probably exaggerating but these guys don't sound like good news. Bunker up, prepare RPGs, they won't fuck with our walls probably but they'll go after the Parish so we should probably reinforce our outpost there with more men and a number of RPGs.
>>
>>21507684
Ignore my last statement, there is like three things that come to my mind when it comes to this.

1. We need more resources.
2. We need to get those gun rovers armed with rockets for the vehicles we come across.
3.We should start research on spy planes and night-vision.

Caputcha says $20.60 itrmuni
>>
>>21507726
Yes, but they may go after us this time as we've done more damage possible then the Parish and the Military guys combined.
>>
>>21507736
So you support collecting resources this week, with our wreckers being guarded by our CTFs?

I support reinforcing the Parish with more troops.
>>
>>21507736
I agree with this man
>>
Okay collecting resources seems the best course of action.

And yeah the Parish are exaggerating, they're fundamentalists, they use a lot of hyperbole. But in general what you've been able to piece together is that the "Molochians" are mostly adults (In Light City Terms that means around 17-25, 30 is considered around middle aged and 40 is elderly. You have modern level med tech though so your age standards are more akin to ours.) They're armed with rifles and pistols, occasionally they make use of explosives and "Thunderguns" (Automatic weapons) and that they like to use horses motor vehicles during their raids. They also like to capture people alive.

Gimme a second and I'll write up your resource collection. (Also trust no one should be a rule of thumb. Don't assume anything positive or negative about the people you meet.)
>>
>>21507762
Yes, but my big concern is that they may change plans and go after us as we done nothing but stomp on the Vice kings since we got here.
>>
Okay somebody roll for resource collection, or whatever it is we're gonna do. 3 rolls, highest gets taken, as per usual.
>>
Rolled 75

>>21507792
Collection roll
>>
Rolled 26

>>21507792
rolling
>>
Rolled 21

>>21507797
Resource collection with armed guards covering us. And reinforce parish.
>>
Rolled 76

>>21507792
Get resources, reinforce parish, prep RPGs.
>>
Rolled 93

>>21507811

(( Back! ))

Second.
>>
*mutters as he brushes some of the construction dust off his coveralls, and lets himself into the Boardroom*

((Evenin' boys. Glad to see you all again. ^^))
>>
As per usual you send out a team of workers, Gun Rovers, Security Guards, and the WreckingRovers.

During demolition you find an unusually large Geddonite crystal in the basement of one the demolished buildings. It's about 6 feet tall and bright green, it sits in ring of smaller crystals, each a foot tall and indigo in color. Every half hour, like clockwork lightning discharges from the green crystal into one of the indigo crystals. The energy then makes a circuit of the indigo crystals and returns to the green crystals.

Aside from that things go according to plan, you clear away more of the buildings, leave the basements empty and open to the sky and hual back every scrap of material you've collected.

You also send a few more guards to the consolate and a crate of RPGs and Grenades, along with more ammunition, just in case the Parish gets attacked. The Parishioners are surprised but grateful for the implied concern for their wellbeing.
>>
Week 19:
Population: 292
Technology: Robotics, Basic AI, Automation, Comms, Explosives. Basic Anti Ballistics, Taser Weaponry, Firearms, Hydroponics.
Weapons: AntiAir Guns, Assault Rifles, SMGs, Shotguns, Semi Auto Pistols, Revolvers, Combat Knives. Tasers. Grenades, RPG Launchers.
Armor: AntiBallistic Vests, Riot Armor
Soldiers: Gun Rovers, Security Guards, 2 armored WreckingRovers.
Defenses: Exclusion Zone, Exclusion Zone Wall.
Contacts:
The Parish: Allied
The Vice Lords: Blood Fued


A: Explore
B: Scavenge For Supplies
C; Construct Something New
D: Research New Technology
E: Make a Suggestion.

The "Molochians" have arrived in Light City.

The Vice Lords and the Molochians spend several hours discussing something in the open. Then there appears to be a large celebration involving a great deal of sex (both consentual and non,) drugs, and booze. Around 150 Molochians drag away some of the Vicelords (mostly young ones) in chains and the rest of the Molochians stay.

continued.
>>
>>21507885
Excellent. Power source research with geddonite this week? It could leave power armor well within our grasp.
>>
>>21507928
This is an important find, but the Molochians may delay it.
>>
Personally I think we should take the fight to them before they bring it to us. Just saying.
>>
>>21507923
The Molochians tend to dress in red cloth and wear leather armor with iron breastplates. They use rifles, pistols, automatic weapons (Assault Rifles and SMGs) and sometimes they use axes or machetes.

ALong with the Vice Lords the Molochians are wandering around Light city dragging anyone they can find back to the Vice Lord's camp. Obviously they're preparing for something.
>>
>>21507923
I thought of something we could show Molochians how their welcomed here, we stick up a giant "This area belongs to Fabrique Generale, Slavers will be welcomed with death dealing robots, your move creep."
>>
>>21507947
An understandable thought. And true, there is a good probability that, even if the Vice Lords do not convince the Molochians to harass us, the Molochians would make a move on our salvage/patrol/scout teams anyway to take as slaves.

Still, a part of me is reluctant to more directly embroil GF in conflict with another tribe so quickly.
>>
>>21507967
If we're gonna be hostile, we shouldn't warn them of us first, we should hit them while they're sitting around raping and boozing.
>>
I dont realy like where this is going. We should kill them.

Having slaves is moraly wrong, and does not give us future delicious profit.
>>
>>21507950
>...obviously they're preparing for something.

That sway me, though I will point out that, while we've had incredible success in military operations so far, it can't last forever.

It also may be primarily a trade meet between the two groups.
>>
>>21507980
but not necessarily a harm toward our profits, and killing them is just a drain on precious resources
>>
>>21507991
Meant to write "may sway me".

>>21507978
Concur. At this point I see little use in giving target advanced notification. If someone can make an argument I'll listen.

>>21507980
General consensus I thought we had reached earlier is that we must beware taking up moral causes for their own sake alone; the world is too dangerous a place to do so. However, I believe it was also established that GF's culture does in fact look on the forms of slavery practiced by the Vice Lords and possibly the Molochians poorly.

I'll also point out that, while we're probably nicer about it, we still capture and indoctrinate our enemies, and 'our enemies' has traditionally consisted of 'any tribal or straggler who didn't leave well enough alone'.
>>
Rolled 15

>>21507885
by the way, did we secure this Geddonite and bring it back with us, or is it still just sitting there.
>>
>>21507991
>>21507978
>>21507973
>>21507967
>>21507947
This is a good time to identify their leaders and continue using superior tactics against them if we do attack.

Trade between our enemies will only strengthen our enemies.

There would be great benefit to breaking them. This would require concerted action between ourselves and the Parish. Let's ask them what they think - if they're willing to assist us, we'll have extra manpower and should probably attack; we can pay them in ammo and maybe give them better arms and armor. If they're not, we might as well sit around developing power armor or machine gun/rpg aerial drones (let's remember how devastating a biplane with an assault rifle was during WWI).
>>
>>21508043
We rescue our 'enemies,' and we'd do the same to most recruits. 'Indoctrinate' literally means 'teach a doctrine,' which can mean anything from teaching them to shower regularly to teaching them to worship Satan. Indoctrination does not imply brainwashing, though it can include it if necessary I guess.
>>
>>21508043
There is perhaps some wisdom in hitting them again, though it does establish an interesting pattern that a wise enemy may interpret correctly.

We will take probably take real losses doing so though. The Molochians appear to be better armed, and while they don't have home court advantage we cannot deny that they will probably bring tactics and resources to the table our soldiers are not well-versed in.

That is not to say that we should not attack them, but that we need to make sure we have good reason for doing so, and hopefully profit from it in some tangible way.
>>
>>21508061
>WWI biplane with an assault rifle
Er, machine gun. Though a machine gun from 1916 might not be much compared to certain modern assault rifles.
>>
>>21508048
disturbing it would probably destroy whatever delicate balance is in place with the Geddonite, the crystals are where you found them. You have a lookout ordered to keep his eye on them from the tower so that if someone approaches them without your permission you can do something about it.
>>
>>21508061
Convincing the Parishioners to assist would perhaps be a good move. There's a good chance they'd absorb many of the losses we'd take.

However that means we'll definitely have a time convincing them into doing it, *because* they'd possibly take rather heavy losses. The Bishop and his government will want compensation of some sort.

Their probably hatred of the Molochians and probably the Vice Lords would help provide a means of getting them into the fray, however.
>>
>>21508090
We should do it again, but I also want to research on spy-planes and night vision.
>>
>>21508090
I wonder - we have a fifty story and a seventy story skyscraper both within a thousand feet of our tower. If we renovate and fortify them, we could use them as strongpoints in defending our settlements - give ourselves more vantage points and more places to mount guns, etc.

What do you think?
>>
>>21508138
That sounds good actually, allows us to expand as well.
>>
>>21508138
This is a good plan for the future.
>>
>>21508138
Interested, but manpower concerns. We could make up for some of that with the robots, and some of that with the Parishioners, but the Molochian presence puts a thorn in.

So I think we will have to either try and wait them out, or drive them out, or bribe them out.
>>
>>21508166
I'm in favor of driving them out all together, the less slavers the better.
>>
oh and your indoctrination methods basically consist of "Stop being such a fucking junkie" and "This is how a civilise dhuman being acts" also the old classic "You work, you get food. You don't work, you starve."

The Vice Lords just drug people and use that dependency to gain their loyalty.
>>
>>21508187
Remember that this is no longer an industrial world. Without machines to do the labr, the world mostly falls back on slavery of one sort or another.

This means the Molochians could have slaver friends around the next corner. If we want to act against them, we should probably try and destroy them to prevent them using political leverage against us with some outside force acting as allies. They're dangerous as long as they can offer others something of a bargain in attacking us.
>>
>>21508208
That's why we'll need to knock them down utterly, to break every bone in their social structure. If we pull this off, we can go up to the vice kings and say "This is my town now, when I say no drugs, I mean it."
>>
>>21508138
You don't really have the manpower to do this, however it is within your technological means to do this. File it away as a future plan.

Secondly the Parishioners would be willing to aid you in an assault, but they want thunder weapons (fully automatic rifles and SMGs.) They would also like hellfire (explosive weapons.) Dragon Scales (anti ballistic armor) are also on their wishlist. They'll settle for decently made metal armor, Small caliber automatics are the deal maker here though. Oh, and they'll match whatever force of soldiers you put forth with their own soldiers.
>>
>>21508253
We should lend them the weapons then, along with some RPGs to take out the Molochian vehicles.
>>
>>21508322
I wouldn't trust them with RPGs because they're not experienced with the damn things (inb4 fun explosion at Parish elementary school), but we can give them anti-ballistic armor and automatic weaponry. We needn't give them the means to produce or maintain their guns in perpetuity, though - we'd be the guarantors of the quality of their armory until such time as they demonstrated the capacity to maintain the weapons and manufacture assorted parts.

By the time they get there, we should have armor that keeps them from being a threat to us.
>>
>>21508369
Addendum: we'll have fire teams of weapon specialists with RPGs in any group that includes their men; we will give them the benefit of RPGs for now and train them to safely use the things later, at which point they can use them.
>>
So consensus is hook up the parishioners with AntiBallistic armor, A some Assault Rifles or SMGs and maintain the items as a service in exchange for the monthly tithe of resources and aid against groups like the Vice Lords and Molochians?

Oh, and attack the Molochians and Vice Lords?
>>
>>21508435
I think this is going to be a one-time deal until we see how the raid goes. If their guys fall all over themselves and turn SMGs on their own troops, more training is in order until we can be sure they aren't a liability. If it goes well, we can make it a more permanent exchange.
>>
oh right, and Keep In mind that your WreckingRovers Weight six tons and have modular equipment, much of which was designed for destroying buildings or modifying terrain.
>>
Rolled 187

>>21508435
Correct to all. Also, people, can we really get a run down on what our morals are like? I'll be honest, I've got a white knight complex a mile wide, and I'd love to see people like the Vice Lords and Molochians on our shit list even if they don't fuck with us directly.
>>
>>21508458
I think we should personally look to benefit society to further our own profits. Slavery is bad because it provides an over-abundance of free-labour, which is what we want our robotics to be providing.
>>
>>21508446
fine whatever works. Now are you attacking the Vice Lords and Molochians alongside the Parishioners or not?

If so please state your battle plan and roll for it.
>>
>>21508458
Vice kings tried, but failed miserably, the Molochians haven't though. But I bet you ten to one they are planning to attack us this time. I suggest a hit and run tactic this time.
>>
>>21508506
If we had more time I would love to understand the opened up basement levels and possible sewers and the like we could use for such tactics. However there's always going to be things we don't have time/resources for, and in the time frame we're talking I'm not sure how to fit such a thing into our tactics
>>
>>21508458
So far as I can tell, fairly modern morals and notions mized in with postnuclear survivalism, focused through a lense of Corporate Cooperatism.

But lets see what our thread goers think.
>>
Rolled 74

>>21508484
Okay, first we scout the area where they are to find good places to set up a kill zone where we can have troops behind cover and preferable above the enemy rain down fire and explosives. Have snipers positioned to target leadership and other high priority targets such as anyone with explosives.

Lure them to the place of our choosing with Gun Rovers and hit and run tactics.
>>
>>21508458
I'm thinking pretty nice guys, very family focused, they've kept many modern values despite having gone through the apocalypse. Profit and advancement focused but not to a point that it's detrimental to our employees.

Clear hierarchy and very close-knit, some people jokingly call the company or CEO GrandFather, corporate officials officiate any weddings. If you kill one of ours vengeance will be had many fold.
>>
>>21508484
I guess I would be okay with supplying Parishioner fighters as per Equity Lord's suggestion. I'm not certain as to a plan yet though.
>>
>>21508535
Actually we should take out the Molocians feet out first, find where they keep they keep the vehicles and horses and have those destroyed and killed.
>>
>>21508595
Their horses could be a valued resource though, if we manage to catch some of them.
>>
Oh and to help plan tactics.

The Molcohians and Vice Lords are keeping their captives in shoddily made pens, they seperate their captives by age and gender and feed them food and water, both of which are probably laced with addictive substances. They have 25 trucks and cars of varying models and makes, and 30 horses and ponies of several different breeds. They're keeping their goods and slaves in the area around the Vice Lord's fortress and they have pickets made up of mixed Molochian and Veteran Vice Lords.
>>
>>21508601
the parishers might help like them too
>>
>>21508458
Our morals are enshrined in our corporate motto, which is 'For Tomorrow.' It means we're trying to create a better future.

We are a cooperative, which differs from standard corporate operations/governance by not focusing on profit extraction and instead concentrating on how raising a standard of living can create the greatest benefit for ourselves and our communities, which is more or less what corporations said they were doing after WWII in Europe.

This perspective renders slavery a solution to a need for labor that interferes with proper modern social function and ties up people with the potential to be the knowledge workers running our engineering labs down in some salt mine for no good reason. Slavery is stupid. Letting it persist doesn't hurt our bottom line, it hurts our market, our employee's commitment to professed ideals, and our claim to be a capable, modern power. Unchecked slavery threatens to undermine our existence and that of our market; slaves and slaveowners have no use for our advancements and the world/our people have no use for false promises of a better way to live.
>>
>>21508606
((Stepping away fora few. Phone call. Keep on, Members of the Board!))
>>
Rolled 890

>>21508698
>>21508582
So long story short, good morals, dislike of things dangerous to the market (people) and our employees.
>>
>>21508617
>>21508606
>>21508601
>>21508595
>>21508593
>>21508535
>>21508528
>>21508506

We will draw them out and destroy whoever poses the greatest problem. Here's how it'll work:

First, we find an area suitable for a long retreat - the closest thing to a stretch of open road we can get our hands on. We put sniper and RPG teams around it (in buildings to either side of the 'road').

We also have our scouts locate the vehicles. We'll set things up for an initial assault on them with RPGs and automatic weapons; a curtain of fire delivered by gunrovers and elites. They will then withdraw to a prepared strongpoint, preferably down the 'road,' which will be our killzone.

During the battle, we'll attempt to draw out the vehicles that are not destroyed in the initial assault and direct these along with accompanying forces down the killzone by baiting them with gunrovers or whatever else we have that moves fast and can take a hit.

Continued below.
>>
>>21508783
Now, during this secondary engagement after initial assault we can expect whatever forces the enemy has available to be undisciplined and eager for reprisal. If the Vice Lords restrain their own people, the Molochians are still likely to try to chase our forces (it is the entire point of having a working vehicle that moves faster than a man); so long as SOMEBODY comes after us we'll be able to draw out the faster (read: vehicle-equipped and mounted) troops ahead of their infantry.

We blow the vehicles to bits or immobilize them and kill/incapacitate the occupants. We maybe dart-tazer some horses and get them back later to give to the Parish (what the hell we'd want horses for I dunno). We capture or kill the rest of the drawn-out groundforce.

However, other portions of the enemy will likely remain at base. This is where our armored wrecker-rovers can be extremely useful. We can send one in to break down the wall in a strategically useful place, roll in gunrovers after it to shock the enemy, and send in our troops and allies to mop up. If we decide to commit, we could probably make things VERY bad for the involved factions and possibly scatter them.
>>
>>21508850
>>21508783
After that, we could kettle the remaining forces - this means drawing our troops around them - and pushing for their surrender. Unless they have food stockpiles, we would probably be able to starve them out within a week or two if it came to that.

That's a plan I thought of in about two minutes, so suggestions and comments are welcome.
>>
Rolled 37

>>21508783
>>21508850
I like this plan. rolling for it
>>
Rolled 77

>>21508872
I support this. Hopefully with a good roll.
>>
Rolled 48

good plan rolling for it.
>>
Rolled 58

>>21508872
sounds like the move to make,
rallin
>>
Rolled 53

>>21508872
I like this plan, ROLLING.
>>
Rolled 35

>>21508883
Hell, I was happy going with destroying the trucks and killing off the horses, but this plan sounds good too. Rolling for it as well.
>>
>>21508850
>>21508783
>>21508872
Not a bad little plan.

Any objections, additions, criticism?

If no one objects roll for it and I'll give you an After Action Report.
>>
Rolled 33

>>21508929
>>
>>21508929
Some music to go with this scene

http://www.youtube.com/watch?v=A2QpThyVL8s
>>
well we have consensus Lemm work on your AAR.
>>
Rolled 43

>>21508929
C'mon rolls, I'm expecting.
>>
Rolled 47

>>21508929
>>
Operation: Samson's Fury

As was dicussed in the Board Room (See attached file) The Parish and Lord Harlan's Militia (They Call themselves the Samaritans) were supplied with Assault Rifles, SMGs and AntiBallistic Armor. While unskiled combatants they have a solid grasp of gun safety and no injuries were sustained from friendly fire.

A combined force of 50 Security Members, 50 Parishioners and 50 Gunrovers, along with one WreckingRover rendevoused at 8:00 AM Standard Time. From there they advanced to the Lovation known as Fort Vice.

A kill Zone was set up and enemy units were lured into it, by an initial ambush. Approximately 12 automobiles were destroyed and roughly 25 horses and ponies were killed or captured by our allies. The remaining automobiles fled and went beyond authorized combat operations zones.

With That accomplished the WreckingRover was deployed and used to smash key Vice Fortress defenses and many veteran and high ranking Molochian and Vice Lords were killed.

continued.
>>
In the meantime, we can plan out future weapons systems.

For the moment I was mostly thinking about ground and air systems as follows:

Ground forces:

Power armor - a powered exoskeleton that uses electrodes, sensors, and motion detection/response systems (like for RL bionic limbs and powered exoskeletons like the one being developed by Raytheon/SARCOS) to detect the user's thoughts and motions and move in concert with enhanced strength. This will give our troops increased strength and self sufficiency and very good defense. As such, we'll be able to minimize loss of life to a great extent.

Walk-capable tanks - The tank is the king of the open plain, but we're inside a 250-mile-wide radius of wreckage and other cities could be similar ruins. We'll need to develop a suspension that is capable of raising the tank from the ground enough to get over obstacles, but not enough to make it an easily visible target - probably something with six legs. However, regardless of the utility of such suspensions they would likely be slower and less efficient than rolling caterpillar suspension systems; as such we should give it the ability to lower itself back onto treads.

Mechanical walkers - Tanks are great, but operating them requires a crew of several individuals with significant training. If we scale up the power armor concept, we can keep the motion and thought detection systems it uses to create a middleweight option, halfway betwen a power-armored infantryman and a 'mech. It would be capable of hauling around smaller weapons and be pretty short to avoid having a profile that would get it spotted and rapidly targeted (no more than two stories tall, preferably about as tall as a tank), but would be much easier to control for one person.
>>
>>21509116
However despite our successes in crippling the Vice Lord and Molochian forces we were eventually forced to retreat due to casualties taken by both Parishioners and Security forces. As usual the main losses were among Gun Rovers (as per standard Protocol we destroyed or recovered important components and left the chassis behind if the unit could not be recovered.) The WreckingWrover lost all Six optics and was forced to retreat.

In all we lost 20 parishioners, 15 Security Guards and 5 Gun Rovers were rendered irrepairable and left on the field. (25 gun rovers were damaged and are in the engineering deck.)

We have 12 confirmed Vice Lord Leader Kills and 5 confirmed Mollochian Leader kills. As a faction the Vice Lords are flat out crippled and can no longer function as the threat they once were due to the 120 or so losses they sustained in this fight. The Mollochians took heavy casualties but are not native to this are so we can only speculate how they will be affected.

For Tommorow.
>>
Alright I'm archiving this, 'cause we gotta be auto saging, expect a new thread in a moment.
>>
>>21509174

Aerial forces:

Gun drone - small, potentially disposeable, close to man-sized weapons platform easy t mass produce. Carries a couple of SMGs to start, can be upgraded to whatever's necessary. Can run on biodiesel. Preferably able to hover and operate a visual link (cell phone cameras for still photos all the way up to a proper video feed) or mount a sensor suite. These would be much easier to, for example, maneuver into tight spaces in an urban ruin - and would be an acceptable loss where a heavier vehicle would not. Helicopters are expensive.

Attack helicopter - Think of your standard helicopter gunship or the Jigabachis from Ghost in the Shell. The capacity to hover is pretty damn useful when you're shooting things rather than carpet-bombing them, and the ability to automate movement would be helpful if the crew all got killed.

Tiltrotor aircraft: Think of the cargo Vertibirds from the first Fallout games or of the Boeing Osprey. These have vertical takeoff and landing capabilities, can carry thirty-some troops or tow ten tons of cargo (sevenish tons on an external hook with the bay empty, so they can tow vehicles), and can carry armament. very good when you want to land in a small space or move people around.
>>
>>21509308

here's our new thread, saging so the thread won't be pointlessly bumped.



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