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/tg/ - Traditional Games


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Last Thread: http://suptg.thisisnotatrueending.com/archive/27030932/
>Long story short I needed to get some sleep and had to bail early. That said I have some free time and can run a civ quest for awhile.

>You are the remnants of a Fovernment Think Tank that operates out of the Tesla Memorium Research Facility. Your research was in energy weapons, you also have elements of a detachment of the National Guard. Or you havetrhe descendents of these groups anyway, its been a hundred years since WW3

>You have a fortified research facility in the tropical forest that has overtaken Flora City. You have a complex of buildings, 8 watch towers and an electrified chainlink fence.

>Forest+City
>Medium Radiation
>High Toxins
>Medium Zombies
>High Bandits
>High Mutants

>This city and the area around it is rife with radiation, toxic wildlife, mutants of all shapes and sizes, tribals, and violent groups of survivors.

>Last time your men intercepted a group of raiders who were attacking a small fortified village. Some men were killed, some died from their injuries

>In this quest when you undertake actions you roll d100s, higher is better
>Actions take up 1 month, you can perform up to 3 actions per month, the less actions you perform the more effective your efforts are
>You need resource points to manufacture or research things
>When men are injured they must be treated, this counts as an action per turn, but will not have a negative effect on your other actions unless they are medical in nature.
>>
>Year 2300, Month 3
>Fortified Research Facility
>Population: 7994
>Militia: 994
>Solar Power Facility. Biofuel Emergency Generators. Barracks. Private Quarters. Greenhouses. Medbay. Laboratory. Workshop. Armory. Workshop
>Armaments. Pistols, Rifles. Gasmasks, Anti-Ballistic Vests, Helmets, HAZMAT Suits
>Communications: Shortrange radio with handsets.
>Defences Electrified Chainlink Fence. 8 Laser Turrets. 8 Sniper Nests. 8 Watch Towers.
>Current Population 8000

>A Explore
>B Manufacture
>C Research
>D Scavenge
>E Other

>Current Info, the Speed Punk ATVs have a pretty short range, presumably they have a network of outposts where they refuel their vehicles. With some research and modification you could make MUCH more useful vehicles with these parts.

>The Shotguns in question are pretty standard affair actually, two barrels, two triggers, stock, handle, lots of rifled barrel. Or they were until someone sawed off most of the barrel and the stock. No wonder they were using buckshot.

>The speed punks wear flimsly metal armor with leather padding. Good against knives and blunt weapons, not so much against bullets.

>The dead punks have heavy doses of radiation and toxins in their systems. They WERE taking chems to keep the levels down but they have much higher tolerance for this stuff than our men do. An interesting side note is that none of them appear older than 17 years, some are younger than that by 3 years.

Without Vital treatment 3 men reach critical states and died! The Condition of the lightly wounded men has worsened!
>Speaking of our men, they've all been infected with radiation and a type of fungal spore that causes flesh to become gangrenous. They need treatment. (1d100 DC60 )

>You have 2 Research Points
>>
Rolled 79

>>27048722
Not entirely sure the rules to all this as I have never participated in a Civ Quest thread before, but I think healing the wounded/infected is our best bet
>>
>>27048804
>Welcome to the thread Anonymous User.
>This is a Civ Game, you work together with other anons to dodge the rocks I throw at you.
>I mean solve the problems I give you.
>Anyways you roll dice whenI tell you and come up with good ideas alongside your fellow anons.
>Check out the last thread and look up fabrique generale and starguard quests for ideas.

>79vs60
>User Success
>Wounded men are healed
>Write up incoming
>>
Rolled 85

>>27048840
Awesome, thanks, Iw ill check out the threads
>>
Rolled 67

>>27048722
B
C
>>
>Man you guys need a name for your group...

>Anyways your doctors begin treatment of the wounded. 6 Men died last time because no one gave the order to heal them so...try to stay on top of it in the future.

>Like I was saying the doctors begin treatment. Your Medbay is small, has room for maybe 10 wounded at a time with other areas like the Warehouse that can serve as emergency triage centers. You have a small blood bank taken from voluntary donors and medical equipment on par with what most hospitals would've had in the late 1990s.

>Your men were dosed with radiation and were treated with a cocktail of chemicals which removed the radiation from their systems. This saved them from radiation poisoning.

>But they were also infected with spores from local plants which caused Gangrene, as such a lot of their infected muscle had to be removed and these men are now part of the general work force rather than the militia.

>You've lost 6 men from the militia, though you know about Greenspore and its effects on human physiology first hand. You scientists store some greenspore and greenspore infected muscle, blood and skin in a secure location. (A small refuirdgerator with a padlock on it.)
>>
>>27048804
>>27048877
This is me

>>27048952
Time to infect those dirty speedpunks with Greenspore

or gain a child army, whichever the other guys want
>>
Rolled 45

>>27048952
So what now?
>>
>>27048900
>What are you trying to manufacture and research?
>No you can't mount laser turrets on Scrapmetal ATVs they weigh 300 Hundred pounds and require a powersource far in excess of what the ATVs engine could provide.

>Biological research is also out of the question without some upgrades to the medbay or laboratory.

>You could try to make man portable lasers (gonna need some better power sources) try to make massproduced versions of the Speed Punk's shotguns, Mass produce the Carbines your sharpshooters are using, try making SMGs or something I dunno.

>Or do something else.
>>
>>27049146
Try to research on better farming methods

Improve living conditions
>>
>>27049146
mass produced carbines
>>
>>27049241
>DC 50 for farming improvements
>DC 10 for improved living conditions.

>Rolls are mostly to see if you crit fail or succeed.
>>
Rolled 15, 39 = 54

>>27049301
first for farming, then for living conditions
>>
>>27049279
>Not gonna lie, Mass PRoduced carbines are a WAY better use of resources that farming methods (increase population cap) or improved livinng conditions.

>DC10
>>
Rolled 96, 14 = 110

>>27049301
>>
Rolled 40

>>27049322
>>
Rolled 53

>>27049322
>>
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>Carbine Mass Production
>53vs10
>User Success
>1 Research Point Deducted

>Your Workshop has an aresenal of power tools, precision equipment, and a few heavy duty machines. Its made more for precision work than mass production.
>Still its a manpower and resource issue. You've got metal, you've got machines, and you've got wood and plastic so you can skimp on certain parts of the design
>Knock offs of the M4 Carbines that your Sharpshooters use are made. Scopes are made too, but only for sharp shooters.
>around 100 Carbines are are produced, and as ever ammunition is in short supply.
>Still your men can carry rifles into combat and can depend on their pistols as a last resort.

>You have one possible action left for this month, what would you like to do?
>>
Rolled 36

>>27049512
I'm tied between scavenging or improving the medbay or living condition but considering the death toll, I say improve medbay
>>
>Hmm, that's supposed to say "1 Resource Point deducted" eh, fuck it. You get the idea.

>>27049541
>DC 50
>General Upgrade or would you like to focus on something specific?
>>
Rolled 89

>>27049626
>>
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>You put the remaining resources gained during your last scavenging outing to use upgrading your medical facility. Lumber is gathered and the items in the old Medbay building are temporarily moved to the warehouse.

>The building in question is expanded and can now house 25 people. In addition to this, more surgical equipment is made and the chemistry division responsable for items like rad drugs and painkillers is given more staff and more basic equipment.

>The staff are also saddled with apprentices who will serve as the next generation of doctors. The current staff are overworked, underpaid, and prickly but they know how to do their job and are happy to pass on their knowledge.
>>
>>27049626
Oh, specifics, right... how about surgery and antibiotics?
>>
>Year 2300, Month 4
>Fortified Research Facility
>Population: 7994
>Militia: 988
>Solar Power Facility. Biofuel Emergency Generators. Barracks. Private Quarters. Greenhouses. Improved Medbay. Laboratory. Workshop. Armory. Workshop
>Armaments. Pistols, Rifles. Gasmasks, Anti-Ballistic Vests, Helmets, HAZMAT Suits
>Communications: Shortrange radio with handsets.
>Defences Electrified Chainlink Fence. 8 Laser Turrets. 8 Sniper Nests. 8 Watch Towers.
>Current Population 8000

>A Explore
>B Manufacture
>C Research
>D Scavenge
>E Other

>Current Info, the Speed Punk ATVs have a pretty short range, presumably they have a network of outposts where they refuel their vehicles. With some research and modification you could make MUCH more useful vehicles with these parts.

>The Shotguns in question are pretty standard affair actually, two barrels, two triggers, stock, handle, lots of rifled barrel. Or they were until someone sawed off most of the barrel and the stock. No wonder they were using buckshot.

>The speed punks wear flimsy metal armor with leather padding. Good against knives and blunt weapons, not so much against bullets.

>The Speed Punk corpses are getting pretty ripe, you should probably do something with those.
>>
>>27049871
>>A Explore
>>
>>27049871
E. Attempt to find a way to store a couple of bodies for potenial research at a later date, otherwise, create a mass-Grave outside of the Facility and dump em in there.
>>
>>27049975
>You're gonna need a morgue, either some refridgerated cells for the corpses or airtight cells, maybe a combination of both.

>Eitherway you need 1 Resource Point.

>>27049898
>Tropical forest or jungle?
>Eitherway DC 50.
>>
>>27049871
research the affects of prolonged exposure to radiation and toxins and improve our medical understanding by preforming autopsies, tests and experaments on the cadavers of the speed punks.

also why do you keep giving the same info updates.

just add the guns to the armory, aply the science behind the stab proof vests to our bullet proof vests (or something similar) and do something about improoving those ATVs, in that order if they take a turn each
>>
Rolled 21

>>27050079
that's basically the same thing.
>>
Rolled 84

>>27050079
>>
>>27050132
>...
>Meant Tropical Forest or City Ruins
>Herp, anyways you rolled so pick one.

>>27050120
>You're gonna need resource points for all of that, though getting irradiated corpses for research is as simple as shooting raiders, keep in mind that'll probably piss off their clan so prepare for war if you do that.
>The corpses of the Speen Punks are too decayed for use as research subjects. They'd make good fertilizer though I guess. -shrug-

>Stabproof vests are pretty simple, you could use a hardcover cardboardtaken from a book to stop a knife so thin pieces of metal or ceramic inserted into vests in sewn pockets should do the job, request such things for outgoing squads on each mission and I'll allow it
>You're gonna have to mass produce them if you want that though.

>I'd advice scavenging this turn and then figuring out what you want to do with your remaining 2 actions.
>>
>>27050265
picking tropical forest
>>
>>27050265
how many resource points do we actualy have and do our currently outfited vests protect against stabings or would vest research just make better quality protection overall
>>
>>27050441
>Your current vests use metal plate inserts to protect against bullets and shrapnel. They're inserted into pouches in the vests and protect margically against stabs.

>Upgrades would make the vests protection against stabs more effective and would increase the quality of the vests overall.

>Frankly your largest worry should be the radiation and toxic substances outside the compound so you should look into stealthing and or armoring your HAZMAT suits.
>>
>86 vs 50
>User Success

>Flora City's ruins are encroached upon by a tropical forest. The plants in question are toxic, radiation resistant variants of local flora and the animals in question have also mutated to some degree or another.

>Of particular note are the 4-6 foot long mutant iguanas that stalk the forests. They're omnivores that prefer fruit and vegetations but will eat meat if given the chance. They have tough hides that could fend off a knife blade and they appear to be one of the most common animals in this area.

>There are tribal villages all over the jungle, most have walls made of tree trunks sunk into the ground and most of the tribals who live their use a combination of metal and stone tools and have a few well maintained fire arms. Like Chief Hiaseth's people they have camoflauge mutations and farm mutant versions of fruits and vegetables.

>By and large the Tropical Forest has destroyed most of the structures of the city but here and there a few sky scrapers remain, choked in vegetation while they defiantly tower over the jungle.

>If you had to guess you'd say there's maybe a dozen tribal villages nearby, all of whom suffer from raids by gangers from the city.
>>
>>27050634
send scouts to the villages... armed with vests and carbines
And carrying a small amount of medicine as a gesture of good will.
>>
>>27050634
so thhe tribals are unaffected by the enviornment because of heavy mutation and adaptation and the punks get by because they have increased resistance and they use chems aswell right, so we seem to be the only things that would realy suffer from any degree of exposure to this enviornment (atleast untill we develope something like what the punks have and even then we would still use the hasmat suits, it would just be incase of suit ruptures.

is that about right?

search for anything salvageable at all, maybe even bring back some samples of the plants and animals for the egg heads to look into.
>>
>>27050809
Maybe try to capture a couple of iguanas to see if they could be domesticated/ farmed.
>>
>>27050809
>The Tribals age faster than normal humans thanks to the wear and tear the toxins and rads cause. They have about 30 years tops.

>The Punks have roughly the same life span, except they use drugs to get about 5-10 more years.

>>27050757
>DC 50
>>
>>27050885
>The Iguanas eat lots of toxic and irradiated material, if you want to farm them you'll have to feed them untainted food and water.
>>
Rolled 19

>>27050895
>>
Rolled 79

>>27050984
fuck...
but it could be worse...
>>
Rolled 57

>>27050895
>>
>>27051003
>Highest roll out of 3 is taken because /tg/ dice are fickle bitches.

>Write up incoming
>>
>Tesla Research Squad Goodwill Mission
>79 vs 50
>User Success

>Your men depart in 3 teams of 12. They each carry a 9mm or 45. Pistol and a M4 Carbine, each squad has 3 Sharpshooters who have M4s with Scopes and the rest have M4 Knockoffs with no scopes. As before they wear Hazmat Suits, Antiballistic Vests, and Gasmasks. The drugs are carried in dufflebags which are jealously guarded by your troops.

>The Squads travel first to Chief Hiaseth's village and drop off some antirad medicine with basic instructions on its use. The tribals know of such things but rarely use them because they lack the knowledge to create them. In exchange for the medicine they give you a puch full of herbs and tell you that eating those herbs has a similar effect to the medicine you bring.

>The story is much the same in the other villages, a tribal chief, warriors who use machetes, bows, and javelins, as well as a few marksmen with rifles or smgs and women and children who labor in the fields. As with Hiaseth's people they have camoflauged skin that can change color (slowly.) They also give you a gift of these roots and offer to let your men stay overnight.

>The squads make a circuit of the villages, and at their request they hide in the wals and do nothing while Speed Punks, and Raiders who ride horses raid the villages farms. None of trhe villagers are harmed and they only loose a small portion of their crops, these people are used to hiding from their problems.

>It takes a week but the squads make a circuit of all the villages and return to the compound with the tribal roots. They're dry, a sort of reddish white color, and appear to be grown in gardens inside the village walls.Apparently the tribals use it to fend off poison and radiation sickness.
>>
>>27051242
Research the herbs to make better meds
>>
Rolled 60

>>27051242
analyze the roots, and see if we can grow them
>>
>>27051242
Do some basic research on the plants and their possible use by our forces.
>>
>>27051242
ask if you can take some of the Camo people's blood as research samples
>>
Rolled 1

>>27051303
That's a bad idea... these people are superstitious.
>>
>>27051274
>>27051290
>By luck or design the herbs in question contain a powerful coctail of chemicals that harmlessly purge the system of toxic elements and radaition.

>You'd also need to eat around ten pounds of the stuff and it happens to be a mutated form of Peyote so that's not a good idea,

>That said you could get the seeds for this plant and grow it yourself, purify it in the lab and have a universal Antitoxin/Antirad chemical.
>>
>>27051326
>1

They actually are have a past-time of kicking any mirrors they can find and constructing crude ladder-like roofs to sleep under, complete with rungs.
>>
>Year 2300, Month 5
>Fortified Research Facility
>Population: 7994
>Militia: 988
>Solar Power Facility. Biofuel Emergency Generators. Barracks. Private Quarters. Greenhouses. Improved Medbay. Laboratory. Workshop. Armory. Workshop
>Armaments. Pistols, Rifles. Gasmasks, Anti-Ballistic Vests, Helmets, HAZMAT Suits
>Communications: Shortrange radio with handsets.
>Defences Electrified Chainlink Fence. 8 Laser Turrets. 8 Sniper Nests. 8 Watch Towers.
>Current Population 8000

>A Explore
>B Manufacture
>C Research
>D Scavenge
>E Other

>Current Info, the Speed Punk ATVs have a pretty short range, presumably they have a network of outposts where they refuel their vehicles. With some research and modification you could make MUCH more useful vehicles with these parts.

>The Shotguns in question are pretty standard affair actually, two barrels, two triggers, stock, handle, lots of rifled barrel. Or they were until someone sawed off most of the barrel and the stock. No wonder they were using buckshot.

>The speed punk corpses have been uncermoniously buried in a mass grave outside of the Research Facility.
>>
>>27051417
>>A Explore
Did we go tropical or city last time?
>>
>>27051343
Manufacture guns an ammunition.
>>
>>27051417
E.Plant the Mutated Peyote in our a section of Greenhouses.
>>
dice+1d100

>>27051417
I move that we (D) scavenge for resources, as we have dick worth for building materials at current.
>>
>>27051343
purifying the roots for an universal Antitoxin/Antirad sounds good.
We should also look into establishing some trade with some of the tribal villages. We give them things we could easily produce but which they need and they give us various kinds of raw material, Everything from metal and plastic to usefull organical samples and other things we might find usefull or curious,
>>
>>27051473
Same guy. Disregard failed dice code, I don't roll often if ever.
>>
>>27051465
Tropical i think... and from what the villagers said... I don't think we want to go to the city... they called it hell...
>>
>>27051417
explore city
>>
>>27051488
... Good idea... maybe provide them with some medicine and light weapons in exchange for food and raw materials, aswell as any plants or animals with interesting properties they come across...
>>
>>27051417
E. Establish trade. We should also try to make sure that bandits don't find out about this right away, and we should always conduct the trade at their villages or specified trading locations,.we should under no circumstances allow anyone to know the location of our base.
>>
>>27051491
put "dice+1d100" in the email field. Replace numbers as required. Please note that the system is case sensitive.
>>
>>27051528
Food might not be the best thing to trade for, seeing as most of their food would be full of toxins and irradiated to such extents that they would be inedible for us, but yes, medicine and some primitive ammunition would probably be the best when it comes to trading, easy for us to make and incredible valuable in the World outside our base.
>>
>>27051528
>>27051538
>Please note that the tribals in question barely leave their villages as is, and are constantly harassed by punks and gangers. If you want them to be useful trade partners you're going to have to give them a way to fend off the punks and gangers, as it is their "sit and hide" strategy keeps them safe from violent death, even if they are kind of oppressed by their neighbors.
>>
>>27051585
Good point,
>>
>>27051614
Control, let's explore the City and map out regions and raider locations
>>
>>27051614
Give them pistols, the gangers use shot guns and should be easy to kill before they get in range, also station a few guards to train them in gun use... ness
>>
>>27051654
>If you have consensus then roll for me.
>DC-50
>Keep in mind this WILL put your squads at risk from gangers and agressive mutants.
>Remember, the real damage is the environment, not the gangs and the mutants.
>>
>>27051614
Fair enough, the ammunition we give them could also be supplemented by some simple rifles. We should also look into producing explosives such as primitive grenades and bombs, these would be invaluable both with our tactic of pinning them down and then approaching, it's simpler to lob a grenade into an enemy position than walking up and around cover and putting the men in potential danger. The explosives could also be traded and made into mines to scatter around the perimeter as additional defence.
>>
Rolled 4

>>27051706
>>
Rolled 73

>>27051706
>>
Rolled 70

>>27051706
>>
>>27051717
The rifles could just be simple bolt action ones...
>>
Rolled 54

>>27051719
Ah fuck
>>
>>27051742
Indeed, easy to produce, easy to maintain, easy to make the ammunition for and less dangerous should they be turned against us at a future point
>>
>>27051700
>Shotguns are a type of rifle, buckshot is a type of ammunition designed to create large holes in things.

>In general a shotgun, even one like a sawed off, tends to have a medium range.

>You'd have to manufacture semiautomatic pistols and supply the tribals with large numbers of the pistols in question to give them a hope against the punks, even then breechloading or bolt action single shot rifles are a better option if you want them to survive their ganger encounters better.

>Also other groups of gangers have other weapons. The speed punks used sawed off shofguns since those are easier to use from horseback, or ATV back as it were.
>>
>>27051719
>>27051810
does that count? As a critfail?
>>
I would like to suggest that we put a halt to exploration into the city for a while, it's drawing attention that we can ill afford and puts our men at risk, we should first concentrate on securing our surroundings and establishing a good relationship with the tribals.
>>
>>27051810
Go with rifles then, should we roll?
>>
>>27051848
Yeah, the tribes referred to the city as a hell so it's probably not a very nice place...
>>
>>27051732
>Tesla Recon Squad
>73 vs 50
>User Success

>Squad Armaments
>Pistols: 9mm & 45. Standard Issue
>Rifles: M4 Carbines, 9 scoped, 27 Standard
>Armor: Hazardous Material Suits, Gasmasks, Antiballistic Vests

>3 squads of 12 are sent out into Flora City proper, their mission is to search for bandit and ganger bases. The city itself is full of mutants and savage humans.

>Case in point, The Speed Punks, they prefer to use machetes and shotguns. Some like pistols and SMGs but by and large they prefer small, portable shotguns. They ride around the city on Scrapmetal ATVs and some even use buggies that bear a resemblance to large, armored go karts.

>They don't have any notable fortifications, instead they have a network of lightly defended outposts. Most of these outposts have ham radio sets, and you can see why they don't bother with large fortifications.

>While scouting the city you witness men who ride mutated horses and wield rifles and pistols of various sorts attack one of the outposts. A few speed punks get killed but most of them escape. The Outpost gets looted and the riders ride off, only to find themselves chased by a veritable horde of Speed Punks on buggies. You men didn't bother to chase the group to document the end of that little escapade.

>The speed punks are nomadic, have some minor engineering skill and prefer shotgunbs, both the sawed off and standard kind and tend to use cavalry tactics whenever possible.

>They have no centralized base but they appear to have a "Boss of Bosses" who commands each gang via their own bosses who swear loyalty to them.

>Their network extends across most of the city and that's where they prefer to stay.

>Your men stay in the city for one week before returning for a resupply of food and water and much needed rest from the hot Hazmat suits they have to wear outside.
>>
>>27051869
>You need Resource Points for the rifles in question and then you need to work out some kind of deal with the tribes.

>That's 2 seperate actions at least.
>>
>>27052055
Alright, then can we go scavenge for materials?
>>
>>27052015
Should we roll for the trade?
>>
>>27052055
Make a small supply of sample rifles to get trade started.
>>
Rolled 9

>>27052055
I'm fine with that. Having friendly neighbours is most important right now, especially if they can be armed and act like a buffer and potential auxillaries. Also rolling for potential trade.
>>
>>27052114
>>27052087
>YOU MUST CONTRUCT MORE PYLONS
>Which is to say you need to scavenge more.
>Or you could break down those Scrapmetal ATVs you took off the dead speedpunks from last thread for materials I guess.

>>27052069
>You have 2 actions left.
>So yeah.
>Tropical forest=Less resources more secrecy
>City Ruins=more resources more attention
>>
>>27052244
Tropical forest
>>
Rolled 23

>>27052244
Scavenge in the Forest...
>>
>>27052244
Forest, could we try to establish trade while scavenging if the route out to scavenge happens to pass by any villages,
>>
>>27052244
>>Tropical forest=Less resources more secrecy
And make sure to keep an eye on exotic wildlife. You never know when some little critter makes some balls out awesome substance that will help improve society.
>>
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>>27052294
>You send out 3 teams of Guardsmen armed with the usual Kit.

>They make a beeline towards one of the remaining sky scrapers.

>It appears to be home to a large spider tank. 3 of its 6 legs are damaged it it appears that 2 small drones are trying to repair it with items scavenged from the tower.

>It opens fire on your men forcing them to retreat but it doesn't pursue when the take cover.

>From the looks of things this tank is sitting on a chache of military grade weapons and supplies

>Its also using military grade weapons and munitions and you don't have anything resembling so much as a sticky bomb

>What would you like to do?
>>
>>27052549
get back to base, research EMP to take out the spider tank
>>
>>27052549
Is it an AI? We might be able to negotiate with it. Get it repaired and shit in exchange for the stockpile and it helping us.
>>
>>27052549
Fuck it, you charge into that shit, you don't wait for it to pin us down. The only way out is forward
>>
>>27052575
>>27052582
Ok, we go back to base and make the EMP bomb and come back to negotiate first.
>>
>>27052603
Cowards the lot of you, we have Thousands of men, we charge now. No risk no reward
>>
>>27052603
1 tank vs 36 men, how better odds do you need
>>
>>27052644
>>27052665
How about Dead Tank and no Dead people kind of odds?
>>
>>27052603
I like this plan, but I do Believe that military hardware such as a spider tank is EMP proofed, I suggest we also make conventional explosives.
>>27052549
how does it appear to have been damaged? Anything that's capable to damage a spidertank is worth knowing about.
>>
>>27052680
Who knows where that tank came from and where it's going, opportunity knocks, we have an obligation to attack
>>
Rolled 86

>>27052549
Is there any way we could hack it, I assume we're a government think thank...
>>
>>27052711
We came out to scavenge supply's, lest we forget
>>
>>27052549
Now that I Think about it, if we get an opportunity we should try to make off with one or both of the drones, It would both benefit us technologically and also hinder the tanks ability to repair itself while we manufacture explosives.
>>
>>27052595
>Go look up an M1 Abrams. I'll wait.
>Got the stats for it? ow give that tank six legs, a pair of drones with misc. functions, a missile launcher and a pair of 50 caliber machine guns that fire 10 bullets a second.
>Your men only live because it allows it.

>>27052603
>>27052582
>>27052575
>You need resources to research something, and you need resources to build something.

>Presumably you could build an EMP weapon with around 5 RP and upgrade your workshop so it could create the items needed to create the EMP yield for around 3 points.
>You still don't know if its sapient and willing to bargain, for the moment it seems content to leave your men alone as long as they keep their distance though.
>>
>>27052815
Could we call out to it? "Hey, you willing to make a deal?" See if it recognizes/responds?
>>
>>27052815
alright, search for resources elsewhere in the forest, but keep a note of the location of the supply cache
>>
Rolled 94

>>27052815
Have one of the men poke a white flag around a corner...
>>
>>27052898
>and 94
>>
>>27052916
>>27052898
>Pity that only counts when it corresponds to an action that makes sense.
>Your guys didn't think to pack any white flags ro reasonable facsimiles thereof since most cloth would be useless to them, they're basically trapped in their hazmat suits until they can set up special sealed tents and even then they take 30 or 40 rads on each mission they go on.

>>27052878
>The tank responds to this question with sixteen bullets. These spell out "NO" in a nearby wall.
>>
>>27053070
Why are you shooting at us?
>>
>>27053070
continue gathering resources from other areas of the forest
>>
>>27053070
Right then, seconding >>27052889
>>
>>27053106
Thirding. We're not letting go of that cache.
>>
>>27052889
sounds like the best thing right now after a brief>>27053087
and if the opportunity presents itself, running off with one or both drones (only if they really get a good opportunity and can escape through the trees where the tank would have trouble following.
>>
>Your men make a note of the cache, with any luck the tank in question is just a visitor and not a permanent resident.

>Your men stumble onto an underground parking garage during their journey. Its full of old, rusted vehicles but its a good source of metal, plastic, rubber, and glass and they're able to haul back 1 RP's worth of meterial.
>>
>>27053196
>Before we go
Um hey... mister tank how would you like a laser turret?
>>
>>27053196
Alright, rest up and go to the City for more resources
>>
>>27053220
let us please not go to the city. we should use the Resources to make rifles and start the trading instead, That way we increase our security, goodwill of the locals AND start getting Resources passively.
>>
>>27053217
Not to be an ass, but are you really thinking that's a good idea? It's already an M1 Abrams with legs; if we give it a laser turret, it's probably game over for that squad... And at least one future squad.
>>
>>27053220
Seconding Wrenloft, while stressing caution to avoid another run-in with things like spider tanks. Additional suggestion: pay special attention to anything that can be used to create or upgrade firearms.
>>
>>27053286
That's assuming it wouldn't be grateful we could even repair it a refuel it, it's probably military, and's we're the closest thing left to a government...
>>
>>27053286
well, the plan does have some mereit in that we could boobytrap the turret and take the tank out that way. but asides from that, arming the tank with our most valuable defensive assets would probably be a bad idea.
>>
>>27053327
We could try to find out its last orders and what mission parameters it has to find out any way to turn it over to our side,
>>
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>>27053327
>User Jon Snuh.
>Ahem.
>>
>>27053365
... fine...
>>
>>27053336
That's pretty much my line of thinking in regards to this idea. Exceptionally high risk of screwing ourselves.

>>27053327
That we know of. In any case, it clearly has some kind of agenda of its own, or is programmed to, because it responded to our question with a distinct 'no.' Not worth the risk.
>>
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>>27053365
>>
>So you want to hit the city for resources huh?
>Minor note, you can break down the scrapmetal ATVs you have for resources. Or use them as a base to create better vehicles. Regardless you're gonna want vehicles at some point.

>Anyway, if you're gather resources from the city roll 1d100 DC50
>>
Rolled 83

>>27053461
>>
>>27053461
I vote no to city and say we instead start trading with the tribals
>>
Rolled 46

>>27053461
Maybe try fitting a laser turret to one?
>>27053479
Rollin
>>
>>27053461
Can we stick a laser turret on one, just so >>27053496 stops asking? It doesn't have to run or shit, just stick a turret on there.
>>
Rolled 65

>>27053496
Laser turret-on-ATV action was previously discussed and ruled entirely useless. Gun is too heavy and requires too much power that the ATV couldn't provide. Granted, not a bad idea, but just too improbable to make work.

>>27053461
Rolling. Also, vouching for breaking down scrapmetal ATVs in order to have a base for superior vehicles.
>>
Rolled 77

>>27053526
I've only asked once...
>>
>>27053537
Sure, break them down. It's not like we're using them anyway,
And we might want to consider constructing a dedicated vehicle to carry a laser later on.
I still say we should set up trade.
>>
Rolled 61

>>27053575
keep the engines and wheels as well as the chassis,
>>
>>27053575
I believe trade is a good idea as well, but let's finish out the current round first with what we've got. Then we'll power through Month 4 with some trade and R&D. That's my hope, anyway. Cover some bases, you know?
>>
>>27053600
Sure. Though I still think that scavenging in the city is too risky right now and might draw too much unwanted attention.
>>
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>Tesla Scavenging Squad
>Arms
>Pistols: 30 45. or 9mm, Standard issue
>Rifles: M4 Carbines 9 scoped, 27 Standard Issue
>Armor:
>Hazardous Material Suits, Gasmasks, AntiBallistic Vests
>Mics Gear:
>Tools
>Duffelbags

>You send out 3 teams of twelve men, each squad has 3 sharpshooters and they all carry a combination of pistols, rilfes, and tools meant for gathering resources.

>Your men enter the city, as per usual they are accosted by the occasional mutant that is too dumb to live, as per usual it is put out of their misery by 3 shots to the center of its mass.

>However this time the mutants are part of a larger group. You can see massive hulking beasts covered in muscle and oozing pustules wandering among the usual zombie-mutants. The mutant horde appears to be attacking a group of locals who are holed up in the ruins of a gas station.

>They appear to be wearing repaired police uniforms and body armor, they appear to be using fully automatic shotguns and SMGs against the mutants, but without help they'll die.

>You have 36 men in your squad, with rifles and pistols, no explosives or special weapons. They are wearing HazMat suits and Antiballistic armor along with gasmasks as an extra precaution.

>There appear to be 20 "Police Officers" and 60 mutants.

>There are 5 Men and women in riot armor and 15 officers without armor. They have 10 shotguns and 10 SMGs.

>There are 50 mutants, they have 15 hulks and 35 zombies

>What would you like to do?
>>
Rolled 74

>>27053687
Help them
>>
>>27053687
Sharpshooters take out the hulks. The rest will attempt to flank the zombies
>>
>>27053687
Wait a while and scout the area to reduce the risks we might take, both from unseen enemies and surviving "police" should they turn out to be hostile. We should also set out lookouts to warn us if the noise from the fight attracts undue and unwanted attention.
>>
>>27053687
I also say that we should start outfitting one man in each squad with a shotgun.
>>
>>27053687
Pin down the hulks with sharpshooters and a couple carbiners for support, alternating fire to keep the enemy at bay. Everyone else attempts to either pincer or flank the zombies; pincer only if a viable option.
>>
Rolled 60

>>27053781
A greed
>>
>>27053794
... 5 am... I can't brain...
>>
>>27053781
this works, if you add leaving a few lookouts to makes sure we don't get surprised by anything nasty that gets attracted by the noise. we are in the city after all, and guns tend to make a lot of noise.
>>
>>27053820
True. Let's add that to my proposal, then.
>>
>>27053819
6am here, not being able to fall asleep is a bitch for the brain.
>>
>So current plan is to put look outs around to keep surprises to a minimum, pin down the hulks and pick them off?

>Oh and the only shotguns you have are some sawed off breechloaders. Though making larger copies or lever or pump action versions isn't outside of your means.
>>
>>27053820
the police guys have probably already made a lot of noise...
>>
>>27053902
concurred.
>>
>>27053902
yup.
I'm heading to bed... when do you thing the next thread will be up op?
>>
>>27053902
That does seem to be the current plan. And the sawed of shotguns work fine, we just need something with a lot of stopping power to be able to take out big mutants, even if it's just up Close.
>>27053911
I know, and that's just even more reason to put up lookouts, that means they could already be approaching.
>>
>>27053930
>Couple days at latest
>Keep an eye out for 5 'O' Clockish 4chan time.
>My schedule is...sporadic.

>Write up incoming
>>
>>27053706
>Scavenger Squad Intervention
>74 vs 50

>Your men have look outs posted on the perimeter, its their job to keep any surprises from becoming nasty. So far there's nothing more than curious onlookers in nearby buildings and the occasional mutant straggler who wanders close by to see what the ruckus is before leaviing

>Your Sharpshooters find suitable vantage points and begin opening fire, The rest of the Guardsmen find cover where they can and lay down covering fire. The mutants aren;t very intelligent so the zombies fall to 5.56 rounds. Unlike zombies from popular fiction a couple rounds to the center of the creature's mass works just fine. (as evidenced by the 40+ corpses that the "Policemen" created before you arrived here.)

>The Hulks are harder to kill, they manage to shrug off multiple shots to the center of their torsos and their skulls are tough enough to take multiple shots.

>Still, you have excellent marksmen and lots of ammunition so they monsters go down, which leaves you with the people that they were attacking.
>>
>>27054187
make contact with "police" from a distance.
>>
>>27054187
Have a man greet and approach them, Stopping at a safe distance where he could quickly hide behind cover and have men ready to provide cover should it prove needed. Keep the lookouts though.
>>
>>27054187
Talk at a distance. Do not put away arms, but keep them pointed down to reduce suspense. Find out how this happened and how they came to be here, if they're willing to divulge. If they attack, take cover and shoot to disarm and injure; best we take them alive, because they could simply just be paranoid and/or adrenaline high.
>>
>>27054187
>These "Police" sport minor mutations. Their eyes and hair are blue and their bodies are much fitter than the average humans. Their armor is a combination of standard riot gear and primitive chainmail. They make use of old, well maintained weapons that obviously came from a Police amory and seem to have paramilitary training. They keep their guns trained on your men from their hiding place and then someone yells. "We're sending out a negotiator!"

>In a few moments one of the armored police officers, unarmed, leaves the safety of the gas station and walks across the field of corpses to confront your men.

>"We don't have any food supplies or ammunition to spare, you can kill me but seeing as we're both well armed that'll just result in a whole lot of pointless slaughter." The man is somewhere in his middle 30s, his skin has an unnatrual number of prominent veins and he looks a little too muscular for a normal human being. He's got an old west styled badge pinned on his chest and a star tattooed on his cheek in simple black ink. "I strongly suggest you let us walk out of here, we don't want any trouble and I'm sure you don't either."

>How do you respond?
>>
>>27054303
we could ask them if they want to join our group
>>
>>27054303
I vote that we divulge our purpose in being here to them to set them at ease. Be honest, but do not be detailed. Nothing regarding where we're from, how many we have, just tell them the base facts. Ask if they have a place to stay.
>>
>>27054303
"Ok, well, that sucks. You guys got a name?"
make sure to take some of the mutants back as research samples
>>
>>27054355
and if they are part of a bigger group try to have them contact us later on
>>
>>27054303
"Why, you're welcome. saving you guys was nothing really, you don't need to be so humbled and thankfull, it was the least we could do. And in regards to the not having food or ammunition to spare, we might, and a Group that seems so... capable such as yours might have valuable information and assorted pieces of technology and Resources we might find useful, so how about we talk more at a later time at a set location. We can then discuss how this chance encounter might be beneficial to both of our groups. I mean, it's not like we've already proven ourselves beneficial to you guys."
>>
>>27054303
"Oh com'on if we wanted to kill you or take your stuff we would have let the zombies kill you, we were just wondering if, since you say you are low on supplies, you wouldnt mind joining up with us, we could supply you with protected shelter and food in exchange for your services and well let you leave whever you feel it just aint workin out. hows that sound?"
>>
> The group apparently are patrolmen from "The Law Men" A group from deeper in the city ruins. They are reluctant to share their Immediete Goals and HQ Location. But they would be more than happy to accept any Ammunition (9 Millimeter for Pistol, 12 Gauge for Shotgun.) Or food your squad has to offer.

>The Law Men have no interest in joining your group, they already have shelter and food and were attempting to return to those things when they were ambushed by mutants.

>Their negotiator isn't feeling chatty and seems far more concerned with getting his people out of this situationb without being shot than joining up with a group of total unknowns.

>What would you like to do?

>Srsly You Guise
>If you want pepople to join you, you need to make a name for yourself or contact them in an official capacity
>Anyone who'll join you right off the street probably isn't worth having in your organization
>>
>>27054585
"Well, it was nice meeting you guys."
Tell them we might be seeing each other again in the future. Gather zombie/hulk/mutant corpses for research later.

Hand the "police" a 3 or 4 magazines of ammo
>>
>>27054585
set up a meeting between us and the Law Men having allies in the city would be useful
>>
>>27054585
we tell them that we can offer ammunition, medicin and various other useful supplies, we are interested in what they have to offer and would be very pleased if they would send a small party to this location in 20days to discuss further relations. We will give them a few samples of our ammunitions and Medical supplies we've got in the squad so they can make a decision easier.
>>
>>27054585
and also gather mutant corpses for future research
>>
>>27054668
backing this
>>
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May this quest last until the stars go dark.

In memory of Star City, and Fabrique General
>>
>The Law Men agree to send a delegation for discussion of future relations to this location in 20 days time.

>As a show of good faith you have your men give them around 266 rounds of 9mm Ammo and some rations. In return the Law Men give you some spent brass from their SMGs and their word that they're be here when you return.

>They leave unceremoniously and head towards the inner city ruins.

>Your men salvage glass, rubber, metal, and plastic from the ruins and return home.
>>
>>27054781
and dead bodies for research. Don't forget the dead bodies
>>
>>27054781
Yaaay, could we swing by some of the tribals on the way back to talk trade with them?
Also, don't forget the mutant bodies.
>>
>Year 2300, Month 6
>Fortified Research Facility
>Population: 7994
>Militia: 988
>Solar Power Facility. Biofuel Emergency Generators. Barracks. Private Quarters. Greenhouses. Improved Medbay. Laboratory. Workshop. Armory. Workshop
>Armaments. Pistols, Rifles. Gasmasks, Anti-Ballistic Vests, Helmets, HAZMAT Suits
>Communications: Shortrange radio with handsets.
>Defences Electrified Chainlink Fence. 8 Laser Turrets. 8 Sniper Nests. 8 Watch Towers.
>Current Population 8000

>A Explore
>B Manufacture
>C Research
>D Scavenge
>E Other

>Current Info, the Speed Punk ATVs have a pretty short range, presumably they have a network of outposts where they refuel their vehicles. With some research and modification you could make MUCH more useful vehicles with these parts.

>The Shotguns in question are pretty standard affair actually, two barrels, two triggers, stock, handle, lots of rifled barrel. Or they were until someone sawed off most of the barrel and the stock. No wonder they were using buckshot.

>You have 4 Mutant Corpses 2 Zombies and 2 Hulks.
>>
>>27054856
How many resource points do we have? 2?
>>
>>27054856
well in 20 days we need to go meet the law men so that
>>
>>27054856
research the mutie zombies while they ater still "fresh" I supose
>>
>>27054856
I vote that we meet the lawmen in official capacity, and either work on using the scrap ATVs as a base for superior vehicle research/creation, or dissect the mutants for science. Whichever option is more popular is where my vote will go.
>>
>>27054856
we gotta purify those seeds and start growing our antichem/antirad meds

so if we cant do that yet then upgrade the med bay so we can
>>
>>27054856
First off we should start making rifles and ammunition for trade with the tribals. When the time for our meeting with the lawmen come we should first send scouts in advance to make sure we're not walking into an ambush and then bring an assortment of our "wares", but not too much so that they decide that it would be more worth it to kill us and just take it.
>>
>>27054856
Research zombies and meet the law-men
>>
>>27054926
dont think we brought the bodies back
>>
>>27054966
>You have 4 Mutant Corpses 2 Zombies and 2 Hulks.
>>
>>27054976
nevermind, so we refrigirate them bodies. if we cant then we discet them now before they rot
>>
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>>27054876
>You have 3 Resource Points User Wrenloft.
>>
>>27055037
mutie research full speed ahead
>>
>>27055037
and research takes resources?
>>
>>27055037
Ok, go to the city one more time and get 2 more resource points
>>
>>27055037
I see no reason we can't do all the things that have been suggested so far.
>>
>>27054856
>Current Info, the Speed Punk ATVs have a pretty short range, presumably they have a network of outposts where they refuel their vehicles. With some research and modification you could make MUCH more useful vehicles with these parts.
this
>>
>>27055073
for what? we dont really need much for now, and we're gonna be heading back out in two weeks
>>
>>27055120
EMP requires 5
>>
>>27055066
>To disect some zombies?
>Nah.
>To perfect useful mutations found in mutants and transfer them to your people?
>Yeah
>You'd have to spend all 3 Research Points on upgrading your Medlab and then get really good rolls if you wanted to start mutating your people so they can survive limited contact with the rads and toxins outside though.
>>
>>27055137
>and you'd have to upgrade your workshop by 3 RP to be able to manufacture EMP weapons that don't need to be mounted on vehicles or hooked up to generators.
>>
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>>27055149
How much research for hoverbikes?
>>
>>27055218
well great, let's do that
>>
>>27055218
My opinion is still that we set up trade with the tribals, that way we get more resources, information about the area, and potential recruits.
We should also check up on the cache where the tank was and prepare for the meeting with the lawmen.
>>
>>27055279
this here sounds like a plan
>>
>>27055149
Fuck the EMP that we will surely use only once, Resistance to the extreamly hazardous enviornment which is everywhere is far more usefull
3 POINTS FOR MEDLAB
>>
>>27055260
>5 for power source and 3 for flight systems.

>Look control needs sleep. Imma archive this and we can pick it up some time later.
>>
>>27055352
Sleep sounds like a good idea, good night and thanks for the quest.
>>
May I suggest we use this time to discuss our future goals?

Our guys have to wander around in Hazmat suits becausethe environment will kill them if they're exposed to it for extended periods.

We need to either upgrade our hazmat suits so they are easier to move around in, stealthier, and maybe armorier or we need to build a better med lab and start making plasmids.
>>
>>27055523
Hazmat suits:
Pros- can be upgraded with more armour, stealth capabilities etc; we won't have to use any other armour if we have amoured hazmat suits; the general look of them can be intimidating to mutants, bandits and such; easy to use.

Cons- expensive (use a lot of potentially very valuable/scarce resources, that may need to be used in moderation; noisy (unless we develop ways to silence them, which seems unlikely); prone to any kind of mechanical failure.

Plasmids:
Pros: lots of mobility; nothing needed to maintain them; use no resources to make (once we've developed them)

Cons: may have unwanted side affects on certain people; our hazmat suits will be useless once we've developed these; may be uncomfortable to consume; we'll have to develop separate armour and stealth systems to wear when using these.

I vote to develop our hazmat suits as it is the more economic, as we won't have to invest more of our resources in making extra armour and gear to use with the plasmids
>>
>>27058077
Hazmat suits strike me as more sensible.

We can include things like a positive presure system to keep contaminants out and maybe a thin layer of gel that automatically seals punctures. Aside from that it'd be relatively easy to make armored padding and camoflauge for the suits.

On the otherhand developing passive resistances to radiation and poison, which most mutants seem to have, is mighty appealing. More so if we can make hulking mutants to act as heavy infantry.


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