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File: 1384587563945.jpg-(43 KB, 700x406, GhkEAuEWj6hq.jpg)
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Rolled 44

The brief summer is in full swing.
We discovered on the bandits we wiped out strange marks that appeared to be the same with only slight distinction.
Other then that its pretty normal out here, average weather and everything.

The marks on the bandits are, according to our Dread Witch, The Mark of the Z, a VERY elite/vicious group.

Meanwhile, a ship full of bandits who favor Skull Helmet-Masks and wear tightly bound clothing made of (it seems) animal skins sits out in the harbor of our military base uncontacted and unknown. They seem to be watching us.

Turn 70
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
25 resource point
31 loots
Population: 8000(8000 bandit 300 mutant) Other:
200 bots. 10000 zombie
Morale: Good
Food: Plentiful
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>28315936
Its humanoid skins actually and their being creepy by just largely staying on their ship watching.
>>
Rolled 37

>>28315955

Oh. Humanoid skins. Of course.

I can deal with people being creepy at us, nothing new there. Can we have the Strain Mother evolve a zombie type that's really gross looking and has lots of eyes to look back at them?
>>
Now, how to approach said bandit ship and if.

I know bandit alliances are against bandit nature, but are they completely unheard of? I mean, it seems that bandit-bandit alliances are harder than bandit-non bandit (Memor-Bandit, Ashbloods-Reavers, Us-fozr)
>>
>>28315987
It takes time to develop a new mutagen strain, but certainly were looking at two turns or so before production of them.

>>28315991
Their not its just not really possible unless their equal enough that they don't want to risk killing each other as it would weaken them so much.

Other types exist as well but that one is the most common scenario.
>>
Rolled 34

>>28315991

I think that bandit alliances are much more difficult than bandit-nonbandit and bandit groups just absorb weaker ones.
>>
>>28316030
Do you think if we gather every single zombie on this island we can and march up to their base, that would give us some leverage to speak to them on equal terms?
>>
Rolled 76

>>28316023

Okay.

>Basic 1
Have the Strain Mother develop a new mutant strain that has a shitload of eyes all over it and generally weirds people out to look at it. Also have it have spore/toxin sacks on it that can activate and spread a toxic cloud over/around them and nearby troops for shielding/cover purposes. How about some cilia/bloodsucker mouths too so they can preserve useful DNA and bring it back to the Strain Mother/Mutaze?

How long would one of those take to produce?
>>
>>28315936
>>28316023
Hay Genie, I like your quests but I wanted to ask if you'd mind if I started a post-apoc civ quest soon, and more specifically what your schedule was so I could run it on alternate nights.

Not gonna advertise, but I figured I'd try not to split the audience.
>>
Rolled 59

>>28316065

I actually think the "make an eye-zombie and just look back at them" is kind of fun.
>>
>>28316068
7 turns.

>>28316030
pretty much.
>>
>>28316065
If we have some kind of Zed duel or showdown on who has sway over the zombies or something.
>>
Rolled 53

>>28316083

He runs on Tues/Thurs (and sometimes Friday) and likes to avoid Saturdays/Sundays.
>>
>>28316083
Tuesdays and thursdays are usually his times, with fridays and saturday nights sometimes.
>>
>>28316107
>>28316109
Alright, cool. Thanks anons.
>>
Rolled 53

>>28316088
>>28316065

Who's base? The Mark of Z base? I'm not sure they **have** a base and if they do we haven't found it.
>>
>>28316088
How would that be done though?
I wonder, how much hold do they have. The other bandits all fled in terror when we showed our force, but these guys have been here for years and haven't done that.
>>
>>28316107
This cause it turns out many of my players have lives on the weekend.
>>
Rolled 99

>>28316135

If we look at the Zeds we just eliminated, their control isn't nearly as complete as ours. They just kind of kind of have control over them (like how we kind of had immunity to them before we went on the RAPE TRAIN).
>>
>>28316135
How DOES zombie control work anyway. For us and them.
>>
>>28316146
You mind if I borrow some of your mechanics or anything? Gonna give you credit 'cause QMs should be bros to each other.
>>
>>28316083
What you planning to do anyway anon?

Also came up with some new cultist and religious sect faction. Their crude stats should be floating around somewhere...

>>28316159
Gift from the Dark God aka Dark Magic and lotsa RAPE.
>>
Rolled 6

>>28316159

We've raped them, mind body and soul, into submission and have the Strain Mother (only one on the entire island), Mutaze, and other sentient zombies affiliated with us.
>>
>>28316188
>What you planning to do anyway anon?
Run a decent post-apoc civ quest. Advertising in others' quests is really bad form so I'm saying NOTHING in terms of identifying details.

Will say that I want to borrow a few of your ideas, you can tell me if you mind.
>>
>>28316190
>>28316188
Hmm, so if we did try to press our zombie advantage would we be able to persuade them into joining using overwhelming numbers of zombies accross the island or would they just use their immunity and hide/turn some of them against us?
>>
>>28316190
...yeah all that rape...not even zombies stood a chance. So much and so utterly complete.

>>28316205
Good to know. I will look forward to it.

Remember civs tend to be rather dry. Figure out a way to counter that.
>>
Rolled 5

>>28315936
>Have the Strain Mother develop a new mutant strain that has a shitload of eyes all over it and generally weirds people out to look at it. Also have it have spore/toxin sacks on it that can activate and spread a toxic cloud over/around them and nearby troops for shielding/cover purposes. How about some cilia/bloodsucker mouths too so they can preserve useful DNA and bring it back to the Strain Mother/Mutaze. Strain Mother (obviously) and the Mutaze (for input) on this.
By the way, if we have any mutant strains that the Mutaze hasn't gotten a bite of...let him eat an example of each.

>Basic 2
Scout out Nuke Town (Charlie accompanies)

>Basic 3
Scout out the Volcanic caldera immediately north of us.
>>
Rolled 79

>>28316220

You're asking us to theorize on a complete unknown on one of EDE's quests. For all we know, they could whop out a giant gun that fires dicks and obliterate our base and everyone inside it for annoying them out of slumber.
>>
>>28316232
>not scouting and then exploring the pathways to those places before scouting them.
For shame anon, have you forgotten Ramona?
>>
>>28316229
>Remember civs tend to be rather dry. Figure out a way to counter that.

Thanks for the advice.

I might finish my notes tonight and start this saturday in ten to twelve hours just for the challenge.
>>
Rolled 67

>>28316232

Oops.

>Basic 1
Have the Strain Mother develop a new mutant strain that has a shitload of eyes all over it and generally weirds people out to look at it. Also have it have spore/toxin sacks on it that can activate and spread a toxic cloud over/around them and nearby troops for shielding/cover purposes. How about some cilia/bloodsucker mouths too so they can preserve useful DNA and bring it back to the Strain Mother/Mutaze?

>Basic 2
Scout out the path to Nuke Town. (Charlie, the Dread Witch, and the Arms Master accompany)

>Basic 3
Scout out the Volcanic Caldera immediately north of us. (Everyone else not already assigned)

>>28316266
Happier?

>>28316277
Sounds like I might just get to play Vault 101 after all. Are you the guy who ran the Insect Civ the other day?
>>
>>28316254
Hmm, I'm actually worried that they're slowly trying to undermine our control and eventually do the same to us.

On a scale of fucked to up shit creek without a paddle how bad would it be if all the zombies turned on us all of a sudden.
>>
Rolled 64

>>28316290
Verily. Let's do this.
>>
Rolled 29

>>28316292

>On a scale of...all the zombies turned on us
Pssht.


All aboard the RAPE TRAIN to somewhere else.
>>
>>28316277
I personally used detailed characters with BACKGROUND and writefaggotry in order to breath life into it thus keeping it non dry. Its amazing how far you can go on backgrounds alone.

>>28316292
...like oh 1 out of 10. 2 if your lucky.
>>
>>28316290
>Sounds like I might just get to play Vault 101 after all. Are you the guy who ran the Insect Civ the other day?

Nope, sorry. I absolutely won't talk about it on here but if you're interested you can ask me in QM IRC on Rizon, #ques/tg/enerals is the channel.

>>28316311
>I personally used detailed characters with BACKGROUND and writefaggotry in order to breath life into it thus keeping it non dry. Its amazing how far you can go on backgrounds alone.

Yep, a lot of the older civ questers did this but then people forgot about that for a while. Shame really.
>>
Rolled 80

>>28316290

I'll third and let's kick this quest off.

>implying this won't be a 1
>>
Rolled 35

>>28316364

Hmm, I suspect you're not. You seem much more experienced than him.
>>
Rolled 10

>>28316463
The dice gods are getting smarter.
It's always when you least expect it and least need it.
>>
Rolled 7

>>28316492

It's more than possible that we just got our share for a while out at the beginning of the Civ.

Remember that thread with 5 1s all attached to actions? Yeah, not fun times.
>>
>>28316513
Well, we did survive and we got zombie immunity out of it.
>>
>>28316486
I'm not him, no. Guess the 'Nope, sorry' looked like it referred to that.
>>
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>>28316543

Yes, by the skin of our teeth.

Anyway, dumping the most recent maps. If we could get an update on the docks that'd be nice.

This is the current island map
>>
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>>28316593

This is the current docks map
>>
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>>28316608

This is the current base map
>>
>>28316608
>>28316621
A reminder that we have completely explored the base and, in theory, have complete control via the zombies. For now.

Still, we ought to fortify the docks, the four bunkers to the south, the NW breach, and our 2 original bunker gate in the SW.
>>
>>28316593

Brown dots are Ice Caverns
Big empty red circles are extinct volcanoes
Green is forest
Grey is urbanish
White is tundra/ice
The Red/orange circle is the active volcano
The Red streams are lava flows
Light blue lines are shipwreck-dense zones
The thin outlines of white on the grey areas are railways
The pink dots are (I believe) bandit bases [evacuated since our rape fest]
The Yellow+Orange blob to the East is Nuketown
The Grey Rectangle to the South is our base complex
>>
>>28316290
Strain mother has begun work on concocting a new strain. She warns it may take awhile however. Name it what exactly?

Nuketown turns out to be chalk full of GHOULS. OH GOD THEIR EVERYWHERE...wait a second why are they not trying to eat us? Huh turns out their based around the power plants thus NUKETOWN. They also have the surrounding urban setting under their control. This appears to be their go to base on the island. Hm seem friendly enough.

The volcanic caldera is rife with old mines now frozen over and crawling with monsters. Zombies are still thick just not compared to below which really isn't saying much actually...

We found some bandit presence but were not sure on who it is exactly...

Turn 71
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
25 resource point
31 loots
Population: 8000(8000 bandit 300 mutant) Other:
200 bots. 10000 zombie
Morale: Good
Food: Plentiful
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

>>28316666
pink dots are zombie bases.

Brown dots are bandit bases.

Ice caverns are located largely around the dead volcanoes.
>>
>>28316621

We or our allies (excepting the light blue borg building, as they are not allied with us but are at truce with the ghouls and Fozr who we are allied with) theoretically control the entirety of our base.

Blue is us
Purple buildings were zombie-occupied before our rapefest secured us control over zombies.
Yellow is ghouls
White is Fozr
The dots are all bunkers.
The slightly larger ones under our control are ones we've upgraded to Ultra-Bunkers the 4 bunkers near the South gate between the two buildings are also Ultra-Bunkers of ours.
The large bunkers outside of the South and SouthEastern gates are (if I recall correctly) ruined beyond any reasonable hope of repair.

The two buildings near the South Gate are warehouse complexes.
The 3 buildings in the SouthWest corner are barracks.
The White Circle is the Command Center (it sits atop the main tunnel to the Vault associated with our base).
South of the CC is the HQ
East of the HQ is the Armory
The North and South most buildings of the line of buildings on the East of the base are Vehicle Garages
The buildings between the Vehicle Garages are warehouses
The formerly zombie controlled buildings include the medical facilities, the cloning facilities, and the labs. They are all unsalvageable.
>>
>>28316705
>ice caverns are located in the brown circles.
Oh so that was a typo?
Dang, we searched the wrong place.
>>
>>28316705

Huh. Naming it.

I guess they will need a name.
>>
>>28316705
>Name it what exactly?
Deadeyes
>>
>>28316768

>Zombie name
>Has an "s" instead of a "z"

How about
Cloudeyez
>>
>>28316705

I don't even know what to make of these goddamn friendly ghouls all up in our neighborhood.
>>
>>28316814
What do we know of the nekuls again?
Maybe they're in with the zombies too, and we smell like zombie or something.
>>
>>28316814
Your bandits and haven't done anything to piss them off. So their fine with you for now.

>>28316822
Normally your dead would rise as Cabu but thanks to certain taints your fallen come back as Nekul instead.
>>
>>28316798
Cuban Pete would call them Eye Carumba
>>
>>28316822

Let me dig it up.

Radiation and Ghouls.
Only rad ghouls like radiation others don't care for it. The ones who don't care for it is the Nekul supposedly there a few types who don't like it even. Either way though ghouls love using the stuff as a weapon that is if their smart enough to anyway. Their notorious for their dirty weapon usage.

Cabu Ghoul- If your a cannibal(knowingly or not) upon your death you will rise up as one unless your properly dealt. Are not attracted to radiation and are largely immune to most enviromental hazards. Unfortunately they suffer from a continuous vicious hunger that never lets up unless their eating afterwards it comes right back though. This constant hunger usually forces them to be primitive.

Rad ghoul- genetics or zombie with exposure to what is usually radiation creates these. Noted to be attracted to radiation and suffer from hunger that worsens over time/exposure to unusual elements(radiation included). Radiation is noted to heal them but increasing hunger. If they don't eat they began to degenerate but will never actually die.

Nekul ghoul- Weird energies can make these things arise. Not much is known other then their disturbing similarity to Cabu variants. Unfortunately these ones are noted to be capable of being much nastier.

Var- Somehow linked to monsters these bastards they wander to fight to fight slaughtering and fighting until someone finally manages to put them down. Notoriously strong and nightmarish difficult to kill.

Monu- Like the above instead somehow they kept a bit of themselves intact and thus are not bloodthirsty/insane. They are amazing at digging up and exterminating with extreme prejudice. If Monu shows up watch out their always on the hunt.
>>
>>28316705

We don't need to devote an action to strain development from here on out, correct? Would doing so speed it or anything?

We're going for good scouts who can buff nearby zombies and aren't anything to sniff at in combat. Maybe add something into the mist that'll increase the strength of nearby zombies or something.
>>
>>28316911
Maybe we should focus on loyalty bonuses as well. I'd rather not get hoisted by our own petards one fateful day.
We need to find more minders and the other strains who have sway over the horde.
>>
>>28316911
Unless you plan to not use the Strain Mother then yes it does take an action.
>>
>>28316924

Yes, I suppose some sort of minder traits would be advantageous in the new strain. We're gearing them up as pseudo-squad commanders.

That'll bump the time up further but it's better to shove them in now than later.

>>28316911
>>28316924
>>28316953

To add in limited minder-functions and buffing functions on our new strain how much longer would development take?
>>
>>28316966
minder is bitch same with buffing. There is a reason why their so rare. So your looking at a quite a bit longer. More stuff you cram into one thing the longer it takes.
>>
>>28316992

By the way, would we have to produce more of these guys or would they organically multiply? If we have to produce them, how would we do that and what would it cost?
>>
>>28316992

Also, as long as we don't use the Strain Mother for another action, she'll automatically come up with the new strain?
>>
>>28317021
He said as much.
Btw, summer won't last forever. What do you think an overall strategy before winter should be?

I was thinking fortifying the compound and gathering enough supplies and food so we can party all winter long if need be we're stuck inside and keep us from killing each other.
>>
>>28317021
Eventually yes. Its just going to take a very longer while.

>>28317003
They are slowly produced over time. As for artificially producing them THAT will take some figuring out.
>>
>>28317049

I don't know. One of our worst problems previously in winter was just being cooped up in our bases and unable to release pent-up energies. Now we can rape zombies (after we get Bitkha to perfect safe-sex) for fun and go out on patrols/looting/fightan monsters. Fortifying the base further is important...but the ghouls are working on that already (our gates, evidently, are functioning we just need more power).

We could fortify our bunkers a bit more with our current excess of resources. We never did get an answer on whether or not patching the Ultra Bunkers' reactors into the grid would improve things.
>>
>>28317089
See but I wanted to gather enough resources so we could release pent-up energies in our base via winter long celebrations. Like how they were fine during the celebrations.
We asked the people what they wanted.
"fucking, raping, and pillaging, also drugs that isn't Syn based, along with good food"
Everything but the pillaging we can stock up on.
>>
>>28316705

>Basic 1
Crack into some more bunkers around our buildings and around the perimeter. Ovah Kil and Arms Master and Warlord Dalkin

>Basic 2
Have Dr. Bitkha continue her sex studies. We want our men to be able to continue to sex/rape their zombie-toys with little to no chance of getting dickrot or what-have-you. Maybe get Mutaze in here if he thinks he'd be helpful?

>Basic 3
Explore the Volcanic Caldera. Charlie and the rest of the heroes.

Extra: Add minder-traits into the Cloudeyez. Can't have our troops turning on us if we have to fight zeds.
>>
Rolled 61

>>28317129
Voting
>>
>>28317116

Parties cost soooooo many resources though...

There aren't many bandits/humans left on the island so "fucking/raping" is going to be hard to come by unless it's with zombies.

Drugs that aren't Syn based...don't know where to get those. Let's ask Pyro and the Dread Witch and Cuban Pete and Warlord Dalkin and whoever else wants to answer.

Good food...well. Dunno where to get that either.
>>
Rolled 71

>>28317129

Forgot my roll, how silly.

Oh, exclude the Strain Mother from the actions.

The elusive WHITE 1, our nemesis...I can feel it lurking, waiting for its time to strike!
>>
>>28317150
>Parties cost soooooo many resources though...
That's why I want to stockpile like mad
>unless it's with zombies.
Yeah, hopefully work can be done on that
>Drugs
Trade more than likely, unless we have chemist among us. Moonshot maybe?
>Good food
Building better facilities for Boggart and Moonshot. We still have the recipes gathered from the contest long ago, we could try and revamp a messhall into a restaraunt proper and hand it out to more people.
>>
Rolled 69

>>28317164

Yeah, stockpiling like mad sounds good and such but looking for supplies/resources is one of the primary drivers behind every civ, and using them on parties means we're not using them on something else.
>>
>>28317200
>stockpiling like mad sounds good and such but looking for supplies/resources is one of the primary drivers behind every civ
That's the same thing
>and using them on parties means we're not using them on something else.
Well we're only going to be using them on parties if we're stuck inside for the winter.
If winter proves to be less harsh this time and we can work in it then by all means we build on. But it's still good to have loads of extra reserve.
>>
>>28317129
We cracked open a few more bunkers. Without much problem to boot.

Dr. Bitkha said we can safely rape our zombies apparently we be immune. Even better they wont mostly get knocked up unless you got to her. If your worried about STDs though she got a fix for that. Couple in fact. Hope you like having something like glow genitals though. Among other possibilities. She is still working on it. Mostly involves *gasp* using protection even as bandits.

We didn't find much other then interesting entrances and mines. We did find some roving monsters and Yaksha though. Even some evidence of bandits...

In other news

Summer is about to end and brief fall will begin.

Turn 72
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
23 resource point
31 loots
Population: 8000(8000 bandit 300 mutant) Other:
200 bots. 10000 zombie
Morale: Good
Food: Plentiful
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 7

>>28317250

Are there any bunkers in the dock areas? If we take a fortify action and want some bunkers to be upgraded to ultra bunkers and the buildings on the docks to be fortified/patched up would that require 2 actions?
Did the minder-traits get added to the Cloudeyez and how much longer will they take now?
Will patching our upgraded bunkers into the power grid help anything?
>>
>>28317267
We could always fortify the four bunkers near the south gate between our barracks or the main buildings on the dock.

Don't neglect our original 2 bases gate as well

Thankfully with winter coming the Forzr have the NW breach but that doesn't rule out an overwhelming fall invasion from there
>>
>>28317267
There are indeed a few bunkers but their kinda strange looking...at least most of them anyway.

It is going to take a while thanks to you no longer burning an action for it you wont get a number.

Not really the power you supply is mostly enough for said structures.
>>
Rolled 65

>>28317294

The 2 original bunkers by the southwest base gate were upgraded to ultrabunkers as the first ultrabunkers we could make. Them and quite a few of the others we own also benefit from having several turns and resources spent on generally fortifying them because we were expecting Fozr attack that winter but they went relatively untouched.

>>28317306
Okay.

>Basic 1
Scout out and try to find where/who the signs of bandits we're finding are coming from, Charlie

>Basic 2
Explore the strange looking bunkers at the docks.

>Basic 3
Upgrade 15 bunkers in our base that are close to the gates and around the HQ into ultrabunkers, and patch up/fortify the buildings we own/occupy on the docks. I don't want monsters to consider them a target unless they get really, really hungry.
>>
Rolled 72

>>28317343
Voting.
But you can never be too prepared.
>>
Rolled 19

>>28317343
Sorry, add the rest of the heroes (especially Ovah Kil and Warlord Dalkin) onto Basic 2

Add the Dread Witch onto Basic 1, Mutaze too.
>>
Rolled 80

>>28317356
>>28317343

Cool.
When's that 1 coming?
>>
>Fall's coming
>Winter arriving
How hard do you think it'll be to gather food in the winter? Will "plentiful" last us another years worth of winter?
It might be a good spend a few turns in fall to hunter monsters or searching for food while it isn't blizzarding.
>>
>>28317343
Charlie isn't sure where their coming exactly. Their VERY good at covering their tracks but does know their based somewhere nearby.

...we found out what those strange big ass spare parts were for. Their kinda like bunkers but more focused to keeping their eyes out on the sea. Very big guns.

Discovered
SP(sea piercing) Bunkers

Upgrades are underway keeping our forces very BUSY. Second part is DENIED. Upgrading and fortifying are two different actions. First was allowed second is cancelled.

-15 resources
all our bunkers are now ultra.
max pop increase of 7500
current max pop 38000
Turn 73
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
23 resource point
31 loots
Population: 8000(8000 bandit 300 mutant) Other:
200 bots. 10000 zombie
Morale: Good
Food: Abundant
Water: Very Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 18

>>28317408
Bah resources are supposed to be 8.
>>
Rolled 18

>>28317408

Alert the Fozr that there are some bandits moving around to our (North?) that we will try to get more info on before winter.

Can we open the SP Bunkers up? We kind of have a ship sitting out there in our harbor we can do very little about.

Speaking of which, any updates on the ship?
>>
Rolled 81

>>28317435
NEWS

The bandits are firmly entrenched themselves along the coast as they await their depature.

Monsters are moving it. There is a lot of empty space near our base. Ripe for the picking.

Fresh zombie hordes are encroaching on several areas. They be hungry and there are mouths to feed.

>>28317445
Fozr have been alerted.

You can try.

Doesn't seem to be doing much. Just watching, but then again we don't really watch it all that close. As long as it seems to be doing nothing our guys don't care.
>>
>>28317403
Considering we'll also have zombie mouths to feed and >>28317458
>Monsters are moving it. There is a lot of empty space near our base. Ripe for the picking.
It might be.

unless this is a trap
>>
Rolled 56

>>28317458

Hmm. If we hit them hard and fast now, before they're fully moved in then we'll prevent them from establishing a foothold and we can look forward to the Fozr finally being able to do stuff to the base without being harried for an entire winter.

But, then we lose our shot at getting a food source during the winter if we run low.
>>
>>28317487
What's to say we don't take the monsters now (or let them gather in the forts) before fall ends and store them as food for the winter?
>>
Rolled 94

>>28317517

Well, I meant to have that implicit in the fighting them off.
>>
Think I am going to call it a night here anons. Its late and I can feel the sleeping pill kicking in. also out of caffeine. Will stick around a little bit for questioning whether myself or some other npc/faction.
>>
Rolled 14

>>28317540

Aww, okay. Just one more action list to get us to winter?
>>
>>28317545
Yeah.
We got the resources over the summer and did the exploring/fortifying I'd hope we do. The Fozr were left unmolested. We have 8 resources in stockpile.

But FOOD. We can't ever have enough, and in all likelyhood we'll need alot more.
>>
>>28317545
technically that is two. Fall sorta started and its quite brief, but fine I will try. Its just I don't like continueing on when my updates shorten due to it meaning me getting tired/running out of ideas. Their usually connected.
>>
>>28317561
You do. Doesn't help the base has been pretty well gone over in that way either. At least the idiots who came to die brought resources/loot with them. Other stuff not so much nor did it last as long.
>>
Rolled 88

>>28317565

>Basic 1
Send Charlie and the Dread Witch and Warlord Dalkin out to search for the clevrar, sneaky bandits we started trailing last time.

>Basic 2
Send the Arms Master and Ovah Kil to the SP Bunkers and try to get access to them. Glance at the boat while we're out there.

>Basic 3
Send out the rest of our heroes to fight/hunt some monsters! We need meat for the coming winter! Contest it up again, let's see who gets to be our go-to monster hunters this winter and get the pick of the meats at dinnertime!
>>
Rolled 23

>>28317626
go go go!
>>
>>28317626

Gogogogogogo!

Next turn we'll try to get the SP bunkers operational and patch up the buildings on the docks so the monsters don't go after them too hard.
>>
>>28317626

Quickly, before EDE falls asleep! Thirding!
>>
Rolled 33

>>28317626
Needs a good roll
>>
>>28317685

It has an 88?
>>
>>28317696
Was hoping for a 100, heh.
>>
>>28317720

That'd be our 3rd 100 of the thread and that's no good.
>>
>>28317754
Nah, we've yet to have one this particular thread and ed promised it's a thread by thread basis.
>>
Rolled 94

>>28317685
Linked dubs worth anything?
>>
>>28317875
Only in consecutive, one after the other.
>>
>>28317772

Oh, yes. In my mind this was still the same thread.

Well, we know that we have one more turn before winter.
>>
Rolled 37

>>28317626
told you had I taken my sleeping pills a bit before

We made some progress thing is though these guys are really quite sneaky, but not sneaky enough maybe if they had been always mobile but they are not and thus we found their base. In the overgrown cliff face very hard to access and even harder to take.

We didn't have luck accessing the SP bunkers they are made differently then the other ones that we are used to by now. Arms Master says some boom boom will work and Ovah Kil just says a little time and direct linking will solve the problem.

There was much burning, but the nearby monsters have seemingly learned their lesson. I mean we did have some success it was just below average and kinda low.

>>28317875
Not really only under special conditions are they so.

Turn 74
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
7 resource point
31 loots
Population: 8000(8000 bandit 300 mutant) Other:
200 bots. 10000 zombie
Morale: Good
Food: Plentiful
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 20

>>28323290
Now I got stuff to do homework, and a paper to write. I will peak in off and on in order to answer some questions.
>>
>>28323402

Do you think you could tell us when the Crazy Rape Train is in town?

Are our food and water enough to last us through winter at normal consumption rates?

Do our heroes know of any way to acquire drugs? Do any of them know how to make them? Do any of our members know how to make them or is drug-making a pretty precious skill?
>>
>>28323290

Ask Ovah Kil if winter/blizzards would increase that time to open up the SP bunkers.
Do he and the Arms Master think they can get the big guns working again?

We can convert loot/resources into food if necessary right?

Are there any particularly notable mutants in our 300 mutants?

Should our Military Base still be called "Unsecured/Infested"?

Are Charlie and Warlord Dalkin and the Dread Witch **sure** that they found the base? It couldn't be a decoy? They actually saw people moving in it?
>>
Rolled 91

>>28323701
If I remember.
Doubtful at least food wise anyway.
Mostly by trade. Negative well except for Dr. Bitkha but her stuff is aphrodisiacs/fertility aids mostly. A couple do its just bandit grade stuff though.

Doesn't know.
Possibly with some time and resources. Luckily we got a bunch of parts for them.
negative.
Not that we no off.
yep.
They are indeed sure.
>>
>>28323290

Whereabouts is the supposed bandit base? Did we have any indication of the composition of their forces?

Do the monsters seem to act in any sort of coordinated fashion above and beyond what normal monsters would act in?

>mfw I just realized we're basically a zombie faction guys
Except more dangerous because we have a core of paramilitary-trained guys
>>
Does monster domestication fall under banditry?
I mean, traditional bandits knew how to keep and breed horses and shit to ride on.

Man, I really wish I pushed myself harder to stockpile food along with resources like crazy over the summer. At least winter means our water problem is solved, and if we survive winter this time we'll be smart enough to store blocks of ice as a water supply for the summer.
>>
>>28324796

Hmm. So when winter comes and we (kind of) bunker down let's focus on:

-Developing the new zombie strain
-Developing some underwater fighting tools/vehicles so we can explore wrecks and/or fight the fish-monsters for food
-Getting the SP Bunkers online (this should probably be classed as urgent)
-Developing more bandit/paramilitary technology or reverse engineering examples we already have
-Generally figuring out a way to fix our food/water scarcity issues
-Further locking down/securing our base

Anything else?
>>
>>28324928
It was my hope that we'd have gathered so much food it'd be coming out of our noses and we could party all winter long to avoid cabin fever if we chose to.
But let alone we've got more mouths to feed than last time.

How do the ghouls turn zombies to food anyway? Just eat them there and then? How nutrious are they?
>>
>>28324928

I think the food issues are mainly due to all our zombies being pregnant. Also, I liked our summer and I'm not sure there's anything I'd've sacrificed for more stockpiling.
>>
>>28324942
Water won't be an issue, just melt out the snow. Pyro and Moonshots brewery could easily do that.

Those are all good. Don't forget finding constructive ways to let off steam indoors and Definitly a focus on winterizing our troops some more to be able to go out and occupy ourselves.
>>
>>28324971

Good thinking, but that might piss off our zombies (on the other hand, they might feel release at no longer having to 'live' with the implicit threat from their rapists).
>>
>>28325010

Yeah, we'll do some more reverse-engineering on the paramilitary tech and development on the frost power armor so that we can operate to an extent during winter, even if the Fozr are still the primary players.
>>
>>28325013
Well, they shouldn't mind if we only go for the mindless ferals and hey, we're decreasing the surplus population. That means less overall zombie mouths to feed, and the smarter ones could feel comfortable they have less competition.

I'm hesitant about asking to confirm this from strain mother. Do you think she'll see the logic of sacrificing some zombies so the rest have a better chance for surivival? Natural altruism and whatnot, lots of animal packs do that to survive.
>>
>>28325091
As is they're pouring out of the woodwork from the cloning labs and demand is horrendously surpassing supply. How long before all the zombies eat all the monsters? We already lowered the monster population, and it'll only get worse.

It's simple ecology.
>>
>>28325036
The good thing is our compound is fully explored and we have zombie shields.

Do you think we should also focus on trying to transfer our zombie neutrality/immunity to the fozr? That way they don't have to be bothered by them when they move around the base in winter?
>>
>>28325148
If the Strain Mother is in control of them, then we only need to ask her to have them not attack the Fozr...I think.

As for generally transferring our zombie neutrality/immunity to the Fozr...don't think that's possible. We only got it in the first because of an incredible series of circumstances. Though now that we have access to the strain mother it's likely nothing is 'exactly' impossible.

>>28325091
>>28325115
Yeah we could start eating them...(I think the Strain Mother would be more open to the idea of eating zombies than you'd think, remember broodmothers and their brood? Yeah, they liked them but they were eminently pragmatic.)
that presumes that *we* can eat them though. The ghouls are much tougher than even mutants and we're only humans.

We could always thin the numbers in a productive fashion, like having them assault the bandit fortress we just found. However that has at least the drawbacks of
a) reducing the forces we'd have to launch an actual assault on them.
b) effectively killing 2 potential soldiers for every 1 that dies because they're pregnant with things of an unknown nature
[possibly however that could be a good thing, because we don't know how friendly/controllable the zombie-spawn will be...my bandit sense is tingling telling me we have it too easy right now]
c) possibly rendering hostile a faction that was not already hostile

and I'm sure there are other things
>>
>>28325556
I wouldn't necessarily be enthusiastic of attacking any bandits who chose to stay, seeing as how they felt themselves strong enough even after our terrifying display and are likely zeds.


>a) reducing the forces we'd have to launch an actual assault on them.
>b) effectively killing 2 potential soldiers for every 1 that dies because they're pregnant with things of an unknown nature
[possibly however that could be a good thing, because we don't know how friendly/controllable the zombie-spawn will be...my bandit sense is tingling telling me we have it too easy right now]
These can be potentially solved by only using the new zombies pouring out of the cloning labs, and sparing the existing pregnant ones.
>>
>>28325556
>[possibly however that could be a good thing, because we don't know how friendly/controllable the zombie-spawn will be...my bandit sense is tingling telling me we have it too easy right now]
Well, since we are evil bandits with no holds barred we could always take out a few have Dr Biktha analyze/disect them in stages of development.
>>
>>28325635

I'm not terribly enthusiastic for it either...but we're bandits and bandits gotta pillage/show their strength on a regular basis. Unfortunately our antics have left only the most badass of factions around.

Speaking of which, just reminding everyone we have 250 badass-level bandits that we got through leveling up. That's so cool.
>>
>>28325758

Wow, that's brilliant. That's definitely going on the winter to-do list.
>>
>>28325778
Would we have better luck assaulting the hordes of fleeing bandit ships as they load up or the badass holdout forts?
>>
>>28325813

I'm not sure. At this point they've laid their defenses down solidly and they're extremely used to dealing with zombies and we've already attacked them once. It's definitely tempting to try to take one of those bastions though, it could be of immeasurable use. Maybe if we gathered all of the zombies we could next turn, and struck one with all of them and our own forces the turn after that we could overwhelm them.

But that would be going in dry, with no scouting or clever plans.
>>
>>28325869
>they're extremely used to dealing with zombies and we've already attacked them once
And those were the ones who felt the need ran away and they aren't even zeds. Let alone badass zeds, who are also holed down in their fortresses (longtime fortresses like our compound, not entrenched ships/docks).

You're right, the zombie hammer isn't going to be exactly very useful unless we do think of something clever.
>>
>>28325869
Hmm, what about that observing ship?
We can at least see it in visual, and as winter comes the ocean might freeze.

A ship isn;t exactly designed to holdout hordes of zombies like a landfortress would be. Perhaps trading for some elemental weapons, possible witch weather magic, or genie wish we can freeze the water and trap the ship, creating an ice path for hordes of zombies to overwhelm it?
>>
>>28325938

On a note, dropping all the zombies on the island into one of the bastions using the Crazy Rape Train might be more effective than dropping them on the boat. Seeing the train heading for them alone would likely spark massive internal strife from all the different bandit groups oh-shitting themselves and each trying to get on a ship and get out now. That's before the zombies even start raining down and suddenly their defenses are attacked by coordinated forces with technology.

Still, that'd require more preparation and we don't have the sort of firepower required for blowing up installed defenses and such.
>>
>>28326011
Or on a different scale, genie willing we freeze the whole coast and their ships in dock.

Their defenses are all pointing inland, since that's where they're expecting the zombies to come from. I'm sure seeing hordes of zombies dropped on the ice plain that once was the ocean and their mode of escape will be quite the jolt to their psyche.
>>
>>28326011

A good proposition...but jesus that ship scares me. I don't personally want to get anywhere near the thing.

Ships that cruise along in these parts probably have extensive icebreaking capabilities. And they've got completely unknown abilities...but they dress themselves in human skin and came to us after we terrified everyone else away.
>>
>>28326134
>yfw we attack the bandits ungaurded rears with hordes of zombies and the train from the frozen ocean
>surprise behind rape motherfuckers!
>>
>>28326134

That might just be the clever plan we need. I'm leery of using the Genie Wish for anything, but we can definitely ask the dread witch if she can come up with anything along those lines.

We'd still need to scout those bases though.
>>
>>28326199
If we freeze the propellers technically you would disable the ships icebreakers, since at least irl they are based on forward momentum.

But this is EDE land, ships might have internal furnaces that superheat the hull to melt ice for all we know.

However, the ones near the beaches are in shallow water. If we freeze it all, even if their ships can break and melt the ice, the melted water would still be incredibly shallow that they'd still be grounded.
>>
>>28326295

We'd still have to deal with their weapons (and I'm sure they have quite a lot of weapons...remember the things EDE warned us about bandits who don't seem to hide anything/have a nasty trick up their sleeves?)

True, this is EDE land. There are also nifty icebreaking methods like bubble-dispensers below ship waterlines that'll create pockets of air underneath the ice and warm it to weaken it. Cool stuff.
>>
Rolled 7

all dis bandit tier planning hm yes. Very good I was wondering when /tg/ was going to get in the evil mood. Takes a few threads to pick up but boy does it.
>>
>>28326399
Well, with a train that has the ability to load up all the zombies on the island the question is do they have enough dakka for it?

They know they're way around the zombies, avoiding dodging ect., but if push came to shove could they take them ALL down? Let alone surprise motherfucker we're coming from the ocean.
>>
>>28326449

I suppose zombies that fall into water around the island generally get torn to pieces by the fish, huh?

Ideally we'd leave a marginal route of escape for the bandits at any bastion we attack, that way we're fighting against disunited forces struggling against each other for the one avenue of escape instead of a large group of cornered animals.
>>
Rolled 72

Heh, I just really want to post this for the heck of it. I'm sure other anons have a more logical plan but I can't resist.

Basic 1
>Scout out the bandit escape fleets docked on the coast. Charlie, the Twins, Mutazee.
Basic 2
>Explore, stealthilty, the bandit fleets without being seen.
Basic 3
>Everyone else except Dr. Bikhta, CP, and Mother Strain, get ready to lead in our forces to take a shitload of confused and befudled slaves

THIS IS MADNESS
"Oh great rape train, here our wish"
>As an unexpected winter comes in early an freezes the fleeing bandit ships offguard, you shall take enough zombies from the island to outnumber them 100 to one which you shall drop on the now frozen ocean to attack/rape them into submission from behind, the last place they will expect.
>Meanwhile, YOU oh mighty train will rape their ships into submission. Rape. Their. Ships.
Dr. Bitkha uses her knocked up and TIGHT schedule ability. YES that ability. On the fucking train and SHIPS.
In a few months we'll here the pitter patter of fast and tiny rape doomboats. Motherstrain leads the hordes left on land to surround and engulf/rape them into submissino from all sides.

And just for the heck of it, LOOK AT THE TIME.
>>
>>28326714

Oh God
>Dr. Bitkha uses her knocked up and TIGHT schedule ability. YES that ability. On the fucking train and SHIPS.
I'm laughing so hard right now. So many questioning looks being directed my way
>>
Rolled 69

>>28326714
Blatantly fishing for a 100
>>
Rolled 66

>>28326839

Well you got a 69, that might work even better for this plot.
>>
Rolled 19

>>28326714
Oh god, should we do this?
Lemme have a shot at 100 fishing.

Dice gods, here our prayers.
>>
Rolled 27

>>28327341
>>28326861
>>28326839
>>28326714

It's amusing, but we shouldn't do this immediately. We should have the scouting/exploring actions one turn, then make our attack plans the next turn.

We is not to say that this shouldn't be one of our attack plans next turn.
>>
Rolled 40

>>28327513
True.
Don't bloody well forget Ramona.

We'll do that, except hold the madness action and change basic 3 to. Dr. Biktha dissects some of the newborn zombie-human hybrid fetuses for study.
>>
Rolled 70

>>28327768
Alright, I'm cool with that. Scout first, maybe crazy plan later.
We are crazy bandits right?
>>
Rolled 73

>>28327917

We're incredibly crazy. Our 2 starting heroes were CrayCray and Cuban Pete and we came from an asylum after we went crazy facing a Dark God.

We really laid the crazy on thick here.
>>
File: 1384651779206.gif-(1.82 MB, 357x296, impressed.gif)
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>>28326714
Dat madness. Oh god did you fuckers figure out the secrets/combos about it?

What are trying to do to me? What happened to all my moronic players of old?
>>
>>28326714
MADNESS BONUS ENGAGED
SPECIAL BONUS ENGAGED
DICE BONUS ENGAGED
HISTORY BONUS ENGAGED
RAPE BONUS ENGAGED.

OH GOD SO MANY BONUSES.
>>
Rolled 58

>>28326714
>>28328223
If that's the way you feel about it then by all means LETS GET MAD
No reverse psych games plz
>>
Rolled 72

>>28328223
>>28328443

Well okay. I'm down for it.

Guys...are we finally winning at one of EDE's Civs?
>>
File: 1384652837809.gif-(950 KB, 500x250, So_Beautiful.gif)
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>>28328443
Good god

>>28326714 you magnificent bastard!
how the fuck are we gonna feed all these people?
>>
Rolled 18

Baby ships huh?
We'll need a new mechanic to take care of them.
>>
File: 1384653473268.gif-(382 KB, 420x315, well done slow clap.gif)
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Rolled 90

>>28328443
Our forces report that the bandits seemed to be largely gone by now. Only a couple ships remain still and are heading their way out. their ships seemed to be well crafted and heavily arm.

We managed to poke around a little bit problem is their running a really tight operation even as bandits. From what we can tell their the very last wave leaving. They seemed to have taken everything of value/usefulness with them as they can.

That was when Dr. Bitkha worked her magic. On the rape train.

You are a Crazy Train full of RAPE.
You are made of twisted RAPED metal.
You choo choo screams out how much everyone with be RAPED because there are no brakes on a the RAPE TRAIN.

CHOO CHOO MOTHERFUCKING SHIPS ITS TIME TO GET RAPED.
music related: http://www.youtube.com/watch?v=otdHbA4GlSI

YOU HAVE A VERY SIMPLE MISSION AND THAT IS TO RAPE THEIR FUCKING SHIPS. AND SO YOU DID YOU CARRIED MANY DREAD ZOMBIES SPEWING THEM FORTH THEIR GOING TO HAVE DINNER TIMES. THEY ALL CAME BY THE SEA THING IS WHAT IT WASN'T FUCKING WINTER YET MEANING THEY COULDN'T GET ACROSS TO FUCK THEM FROM BEHIND.

THAT IS RAPING OWN MOTHER UNACCEPTABLE. SO YOU JUST HAD TO RAPE THE WEATHER TO MAKE IT AN EARLY WINTER.

YET STILL THEY TRIED TO FLEE BEFORE YOUR GREAT RAPING WHATEVER THE EQUIVALENT A TRAIN HAS FOR A PENIS, CUNT AND ASSHOLE.

SO YOU FLEW DOWN AND BEGAN RAPING THEIR SHIPS. YOU MUST ADMIT YOU ARE THANKFUL DR. BITKHA HAS THOSE STRANGE TALENTS OF HER. SHE KNOWS THE TRUE MEANING OF RAPE AND MORE. YOU LIKE HER A LOT. ONE OF THESE DAYS YOU SEE WHO COULD OUT RAPE WHO.

IN ANY CASE THOUGH YOU RAPED THE SHIPS SO THAT NOT EVEN THEIR CREWS WERE SPARED. OR THEIR ESCAPE VESSELS CAUSE FUCK YOU OF COURSE YOUR GOING TO RAPE THE CHILDREN.

YOUR A GODDAMN CRAZY TRAIN FULL OF RAPE DAMN IT.
>>
Rolled 34

>>28328734

"Oh, that island.

We don't go Rapenholm."
>>
>>28328734
>Our forces report that the bandits seemed to be largely gone by now. Only a couple ships remain
Man, we should've tried this shit earlier and caught more of them.

Hah, I wonder do you think we'll ever have to worry about outsiders coming to our island after this?
>>
Rolled 69

>>28328848

I mean, the swamp was pretty scary with BorgSTs and BorgSpiders. Here we have magic demon-rape-boats with a train primogenitor. Not even mentioning the human-zombie hybrids that'll inhabit the island in a couple of months.

Might get some paladins. Might be too much even for paladins.
>>
>>28328898
>Not even mentioning the human-zombie hybrids that'll inhabit the island in a couple of months.
There's always Umbra.
>>
Rolled 85

>>28328734
STILL THOUGH IT WASN'T ENOUGH YOU JUST KEPT ON RAPING THEM OVER AND OVER. THEN YOU GOT BORED SO YOU GANG RAPED THEM DESPITE BEING SOLO CAUSE YOU ARE JUST THAT FUCKING GOOD AT IT FUCK YEAH. AFTER THAT YOU MADE THEM RAPE EACH OTHER AND THEN YOU RAPED THEM ALL OVER AGAIN. YOU THEN WATCHED YOURSELF FROM A DISTANCE RAPING THEM SO YOU COULD TAKE NOTES. THEN YOU ADJUSTED AND BECAME THAT MUCH BETTER. YOUR GOAL IS SIMPLE TO RAPE THEM SO FUCKING HARD THEY GET PREGNANT SO THAT IS WHAT YOU WILL DO.

SO ONCE YOU GOT DONE RAPING THEIR HULLS YOU RAPED THEIR FINE ASS ENGINES, PROPELLERS. IF A SHIP HAS GOT IT YOU RAPED IT IN ASTOUNDING WAYS.

THING IS THOUGH THERE WAS THIS MESSED UP THING ABOUT THEM NOT BEING CAPABLE OF REALIZING RAPE. SO YOU HAD TO FIX THAT OTHERWISE IT WOULDN'T BE RAPED.

SO YOU RAPED THEM SO HARD AS TO GIVE THEM A MIND.

AFTER THAT THEY TRIED TO GIVE YOU PERMISSION SO YOU RAPED IT OUT THEM AND MADE IT RAPE AGAIN.

FINALLY YOU DISCOVERED THAT YOU HAD RAPED THEM SO HARD THEY GOT A SOUL FOR ENDURING IT ALL. SO YOU RAPED THAT TOO.

THEN THEY TRIED TO ESCAPE TO PREVENT THIS YOU RAPED THEM RIGHT ONTO LAND AND KEPT RAPING THEM ALL OVER THE ISLAND. SHIT YOU SENT THEM FLYING IN THE AIR JUST SO YOU COULD RAPE THEM MID AIR.

THEY THEN TRIED TO COMMIT SUICIDE BY SINKING THEMSELVES.

THIS IS RAPING CHILDREN UNACCEPTABLE.

SO YOU CHASED THEM DOWN TO THE DEPTHS AND RAPED THE LIFE RIGHT BACK INTO THEM.

CAUSE ENOUGH RAPE COULD FIX GODDAMN ANYTHING.

WHEN THEY FINALLY GOT PREGNANT THEY RAPED THEM AGAIN TOO.

FINALLY YOU STILL WEREN'T DONE SO WHILE YOUR CHILDREN WERE STILL IN THE WOMB YOU RAPED THEM. GETTING YOUR CHILDREN PREGNANT IN THE WOMB BECAUSE WHY THE FUCK NOT?

FINALLY YOU THEN MADE YOUR CHILDREN/GRANDCHILDREN AND THEIR MOTHERS GO RAPE EACH OTHER. AFTER THAT YOU MADE THEM DO IT ALL OVER AGAIN AT ONCE SO YOU COULD JOIN IN THE THE RAPE FEST.
>>
Rolled 10

>>28328940
>Meanwhile, in an Umbra temporary VIP luxury ship, as the original tower had been previously taken. . .
>A little girl in a business suit is staring at a monitor
>". . ."
>>
Rolled 18

>>28328734
>>28328942
It is worth noting that we slaughtered the bandits or the zombies anyway. Well to be honesty its more like they killed themselves/each other after having to view pure CANNOT BE. That was a flying crazy RAPE train raping their ships in such impossible ways. Not to mention the whole knocking them up bit.

SHIT WAS SO FUCKING CRAZY EVEN BANDITS THOUGHT SO.

It is worth noting that we saw Dr. Bitkha had set herself up a comfortable spot tanking notes and getting herself off to the whole affair.

Its worth noting that the bandit bases were set up to blew the fuck up taking out a number of things around them. Apparently they had set up some booby traps.

News
What is left of the bandit presence seem to be gone.

The unusual ship has sent out some smaller ships around the island for some reason.

We have been hailed personally by the Ghoulish Krulsade inviting us to join them. As its the only time you can cross over the ice with relative safety. They welcome you to the Northern Islands.
Turn 75
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
7 resource point
31 loots
Population: 8000(8000 bandit 300 mutant) Other:
200 bots. 10000 zombie
Morale: Good
Food: Plentiful
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>28329087
>What is left of the bandit presence seem to be gone.
Zeds included or just the regulars?

>The unusual ship has sent out some smaller ships around the island for some reason.
Okay, now I'm terrified.
>>
Rolled 89

>>28329087
>Just raped a bunch of ships in midair
>The observation ship just sends out more
Confirmed for minions of the dark god.
>>
Rolled 69

>>28329087

Well then we've come to the personal attention of the Ghoulish Krulsade. Ask the Ghouls and Fozr if there's anything they need.

Who's for loot-pillaging the remains of the bases?
>>
>We have been hailed personally by the Ghoulish Krulsade inviting us to join them. As its the only time you can cross over the ice with relative safety. They welcome you to the Northern Islands.
You know, let's seriously think about this for a second.

We held our bargain, the fozr defended us for a winter and we defended them for a summer. We held our word and we can* call the deal fulfilled.

Will our glory here, on this island, or on the crusade?
>>
>>28329286
>Who's for loot-pillaging the remains of the bases?
If I were to entertain the increasingly interesting idea of joining the krulsdae, could we ask them to personally come here and scrape this island clean of everything interesting alongside us and the zombies? We could potentially take every single zombie here along with us and leave the compound inhabitants all the resources they need to repair their base.

What about CC and loverboy?
>>
Rolled 82

>>28329345

It'd probably get around that the Deadsnow Rapebandits had joined the Krulsade and Loverboy is presumably on it and CC undoubtedly could find out.

Told CC she'd face tougher foes with us. Hah!

We could always consider bringing it up with the Fozr. They might be down for us leaving (and taking all the zombies with us) if we left a shit-ton of resources behind.

Not with the ship out in the harbor though.
>>
>>28329412
>Not with the ship out in the harbor though.
Considering we have no ships, we get the krulsade fleet to come here and pick us up, that won't be a problem. Hell, we'll gnab em and see what the fuck they are.

I just really want unlock all the secrets of this island before/if we leave

The Fozr would probably be okay with us going. We're still bandits and the divide is there, and we did pay them back for guarding us in the winter.
What about those clonelabs that are pouring zombies?
>>
Rolled 38

>>28329493
Yeah, either way I'm not ready to join the Krulsade just yet.
>>
Rolled 47

>>28329493
>Considering we have no ships
Not for long
We'll have to take along the (magiborg) self replicating ships with us.
>>
Rolled 26

>>28329562
Okay. Well, what do you want to accomplish on this island before/if we go?

Genie, how much longer till the krulsade is ready and must go?
>>
Rolled 78

>>28329610

I dunno, raid all of the ice caverns, find out what's in the vault, find out what end-game threats there are, have demigod-tier technology, be better than Umbra at controlling zombies, find out what's lurking in the iced-over monster filled caves, generally find EDE's plot hooks and follow them.
>>
Rolled 55

>>28329695
Yeah, I do to. And the strange ship.
What I was hoping is if we can get the entire krulsade to come to our island and promise to join them if they help us brute force kick down all those doors.
>>
Rolled 12

>>28329727

I feel like they don't get so big by going to mostly abandoned islands at the whim of plucky factions and searching through their depths for the tidbits of good stuff there.

Also, we may have been personally asked but I doubt that means we actually have any pull on them (there's always a bigger fish, but to jump onto the Ghoul Krulsade as the bigger fish is wrong...I fully believe it's the ship sitting fearlessly in our harbor that's the bigger fish).
>>
Rolled 74

>>28329297
who knows.

>>28329345
unknown. You sorta keep killing the people with potential news.

>>28329493
Unknown. Looks like they plan to burn themselves out for some reason.

>>28329610
Unknown.
Seems like their dispatching their first part of their force to establish a beachhead at the moment their gathering for their beachhead assault.

>>28329844
yet you never bothered investigating.
>>
Rolled 10

>>28329844
We might have better luck getting the big fish that is the fearless ship with another big fish, the kruslade, or do you think we're better off cracking the mystery it on our own?

Well, in any event we've only been invited and we possibly have one more year left. Let's keep exploring this place, it's cool.
>>
Rolled 67

>>28329892

We investigated some tunnels before. Ended up killing us. We're [I'm] scared of the bigger fish.
>>
Rolled 15

>>28329892
>Seems like their dispatching their first part of their force to establish a beachhead at the moment their gathering for their beachhead assault.
Well, let's see how sucessful that is then before we consider joining.
>>
>>28329892
Where did the Train drop off the ships?
>>
Rolled 37

>>28330058
And for that matter where will we put them? The strange ship has the docks. . .
>>
>>28330058
It has them all nicely laid out in nice straight line near the dock...the resulting energies and fluids are most foul. Only Dr. Bitkha is the only one who seems to be willing to go over there.
>>
>>28330515
Bah tHIS was me
>>
>>28330534
Alright, and it's winter so I'm presuming the Fozr are coming out to be active again yes?
>>
Rolled 21

>>28330534

How viable would salvage/scavenging operations to the ruined bandit bases be in current weather conditions?
>>
>>28330565
Indeed.

>>28330601
Not fun.
>>
>>28330601
We may wish to test that out.
In fact, perhaps one of our actions should be.

Basic X
>Test our winter expedition capabilities and the armor function as well as pyro's plasma weapons. See if imrpovements could be made. (At least pyro, OK, and AM)
>>
Rolled 19

>>28330631

Yeah, some sort of test and R&D improvements...then going out and looting.
>>
>>28330712
And hunting.
>>
Rolled 70

Basic 1
>Test our winter expedition scouting/capabilities and the armor function as well as pyro's plasma weapons. See if imrpovements could be made and make them. Pyro, OK, and AM. Caution should of course be taken, and use the zombies as cover where necessery.
Basic 2
>Upon sucessful completion of basic 1, continue to stretch/test our winter scouting/expedition capabilities. This time, try and scout for sources of monsters/food. Caution should of course be taken, and use the zombies as cover where necessery. The rest of our heroes except the Dr.
Basic 3
Dr. Bikhta takes some random zombie feti samples from zombies and disects/analyzes them to see what's developing.
>>
>>28330631
You know there isn't a party going on right? You get full actions.
>>
Rolled 43

>>28330771

I think it's less the plasma weapons that are the issue and more our snow-vision goggles.
>>
Rolled 3

>>28330814
I'll accept that as a modification.
>>
Rolled 40

>>28330771

>Basic 1
Test/train our winter scouting/expedition capabilities by looking for nearby monster dens and/or food sources. Note any particular issues with our equipment be sure to include our vehicles in the testing. Ask the Fozr if they'd care to send along a tutor or three. Charlie, Dread Witch, Cuban Pete.

>Basic 2
Have Ovah Kil, the Arms Master, and (if applicable) Pyro try to remedy the issues with our winter-equipment, and generally improve our winter operation capabilities.

>Basic 3
Have Dr. Bitkha (perhaps aided by the Mutaze) take some of the zombie-feti samples out and examine/analyze them to see what's developing.
>>
Rolled 40

>>28331290

Add Warlord Dalkin onto Basic 2 (he's paramilitary so he might have some insight into the way their tech bypasses winter issues) and you've got my vote.
>>
>>28331290
>>28331308
Well what'da ya know, linked dubs.
>>
>>28331344
Only counts under certain special actions otherwise worthless. Even then there is such thing as not having good dubs. Count yourself lucky
>>
Rolled 10

>>28331359
aw
>>28331290
Supporting
>>
>>28331290
Our gears seems good. As for nearby monster dens its seem an all out war is going with the zombies against them. Apparently for some reason the zombies are not interested in the usual laying low during winter. As for nearby food sources not much luck especially during winter.

They had some ideas and talked with the Fozr about what they did. Thing was it didn't translate over very well for our forces

Bonus unlocked
Getting my rocks off.

According to Dr. Bitkha the ones from the females are well zombie infants...until closer research indicates a mixture of alien taint and....advanced DNA markers heralding from our Dead Snow Company as well as some rapid mutation.

In the male zombies...the things are consuming its host's system to create an advanced form of zombie. Apparently due to the fact males wont survive the birth they decided to get all they can out of them and come out as a more advanced form. Marks are our Dead Snow Company, the odd taints that Mutaze sniffed out and rapid mutation.

Turn 74
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
7 resource point
31 loots
Population: 8000(8000 bandit 300 mutant) Other:
200 bots. 10000 zombie
Morale: Good
Food: Plentiful
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>28331449
>As for nearby monster dens its seem an all out war is going with the zombies against them. Apparently for some reason the zombies are not interested in the usual laying low during winter.
More than likely due to the sudden increase, they're starving. They might wipe out the monsters or make them incredibly hard to find, and we'll have an ecological crisis.

I'd rather not be on an island where the zombies have run out of a food source, even if we are zeds.
>>
Rolled 67

>>28331490
Don't rule out the possibility of the monsters wiping out the zombies and then it's monster mayhem all over again.
>>
Rolled 21

>>28331490
hm those delicious untended/bonus side effects.

>>28331520
possible. Now I have to roll start rolling for that...
>>
Rolled 24

>>28331449

What does she mean by "alien taint"?
Are the pregnancies sufficiently advanced that with more research we could know what the final products are going to be? Might the rapid mutations be useful to the Strain Mother or Mutaze? What do those to make of it all?
>>
Rolled 92

>>28331545
She can't figure it out only knew it was there thanks to Muta who picked up on it.

For the females she knows they will come out humanoid beyond that she doesn't know. As it will be a couple more months before they pop.

Unknown. Mutaze had no interest and the Strain Mother said she already the stuff it was using.

Mutaze doesn't know.
Strain Mother said this happened faster then it was supposed too. Which means it will draw attention from the SheBeast as she calls it.
>>
Rolled 85

>>28331490
>>28331520
Well you know, you guys did impregnate a shitload of them.
They could just be trying to support a family.
>>
>>28331596
We do have the Motherstrain and are Zeds. Why not just. . .ask them why they're after the monsters?

Bound to be some smart ones about.
>>
Rolled 80

>>28331577

>The SheBeast

Okay guys, who bets Clora'Zel and who bets She Who Hungers?
>>
Rolled 41

>>28331615

Probably food. EDE mentioned that they need much more food because they're all pregnant.
>>
>>28331640
Could be a broodmother. could be the ship
Actually I'm wondering if a SWH entity has formed on this island. Do we have the numbers/hunger for it? Well, at least we aren't meddling in psionics anymore. but others might be
>>
Rolled 35

>>28331659
and they are zombies to boot now PREGNANCY MUNCHIES ADDITION!

MUWAHAHA.
>>
Rolled 79

>>28331664

I was under the impression SWH was a special purpose-built broodmother-esque creature developed on Umbra corp's specific request by the facilities in the swamp. I'd rate it unlikely that something like that is common (though nothing is ruled out with EDE).

Probably some sort of broodmother though.
>>
>>28331706
> developed on Umbra corp's specific request by the facilities in the swamp.
Hmm remember, Dr Biktha did note that someone was tinkering with the zombies previously, and all the cloning labs are churning out zombies like bad.

I won't pon't to them directly, but it's possible.
>>
Rolled 62

>>28331765

Good points. I do wonder what the Mark of Z are and how closely they're associated with the zombies.
>>
>>28331776
We should find that out as well.
So what do you think our next moves should be?
We know the location of an ice cavern and have explored the path to it. We found nekuls in nuketown. And there's the fort north of our base.

What's the status on the cloudeyez incubation?
>>
Rolled 33

>>28331801
Due to you not spending actions for it you don't get to know.
>>
Rolled 62

>>28331801

We need to devote an action to Cloudeyez incubation in order to get a turn number before they're ready, but we decided to add mind characteristics to them and some people haven't taken care with their wording of "send all heroes out to x" so it's probably a long time coming.

>Basic 1
Have Dr. Bitkha look at the raped boats that are laying in our docks and try to figure out what's going on there and how long it'll take+what it'll produce.

>Basic 2
Send Ovah Kil out to start work getting the Sea Piercing bunkers unlocked.

>Basic 3
Have the Strain Mother focus on incubating the Cloudeyez (she's to be given whatever resources she wants). See if we can get a time estimate on how long it'll take them to be ready.
>>
Rolled 34

>>28331875
Go for it.
no dice gods, we don't need a 1 right now
>>
Rolled 1

>>28331875
>>28331928

It's been a slow day, why not?
>>
Rolled 21

>>28331875
Sounds good. Let's hope at least 1/3 of our biological creations pay off.
>>
>>28331960
AGAGHAH

oh dice gods(ess) you amuse me so.
>>
>>28331960
Because that would suck if we got a one on an action. And I'm glad as hell that's a discussion.
>>
Rolled 29

>>28331960

So cool that that was discussion "it's been a slow day, why not?"
Ha ha, obbbbbbviously discussion.
>>
>>28331979
ITS LINKED AHAHAH
>>
>>28331875
...so uh well Dr. Bitkha went down there...and sorta disapeared. Like we have no IDEA where is now. Even worse we noticed those boat bastards watching oddly.

When we went to send Ovah Kil to crack them open we sorta heard a very loud BOOM which sent him flying and disapearing over the sunset team rocket style, also we activated some additional protection procedures so their about locked up has tightly as half of CC's cunt. Have fun breaking through that.

When we assigned the Strain Mother to incubate the Cloudeyez we heard an ear piercing waling somehow coming from everywhere. We found a broken strain mother huddled up in a corner. When we finally got her coaxed enough to talk we found it she can't work on the Cloudeyez anymore...when we pressed why we found out she cannot work on adapting the strain. period.

Apparently the SheBeast caught up with her and is most displeased with the plan being fucked with and extracted punishment.

Turn 77
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
4 resource point
31 loots
Population: 8000(8000 bandit 300 mutant) Other:
200 bots. 10000 zombie
Morale: Good
Food: Above Average
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 61

>>28332070

Goddamn the ones hit hardest.
>>
>>28332089
Aye,
two of our best projects kapoof and 3 heroes. It was sometime coming though.
>>
Rolled 21

>>28332089
How about from now on we don't put more than 2 important/risky things in a single turn?
>>
Rolled 81

>>28332106

She's still got exceptional zombie wrangling abilities still, so she's not all gone.

We knew it couldn't be easy forever.
>>
>>28332119
Everything is (potentially) risky and important though.
>>
>>28332128
She might need some time to heal though.
I liked the cloudeyez idea. . .
>>
Rolled 35

>>28332134
>>28332119
Yeah, there's no way to screen for ones.

>>28332149
Me too, a lot. Maybe we can heal her.
>>
>>28332160
Alright.
Soooo, besides helping SM heal do we have any new internal concerns or should we try sending out tendrils in the snow/other places?
>>
Rolled 80

>>28332216

Well, we really need those SP bunkers but we need to find our lost heroes more.
>>
>>28332322
As much as I'd love to try and find them, trying to find lost heroes after disaster has never worked. . .like. ever.
>>
Bump before bed, let's try and fix this guys.
>>
Rolled 72

>>28332366
Well, let's see if that can change.

>Basic 1
Charlie, the Twins, and Mutazee scout in the direction of OK's flight in an attempt to find where he landed. Use zombies as cover and avoid excessive danger.
>Basic 2
After basic 1, sucess or failure, should the team return safely and unscathed and not have attacked an extra danger; and as we have explore the path to the ice cavern and scouted the outside of it attempt to explore it and see what is inside. If we have fozr among our ranks bring them along, and attempt to contact the Yaksha there. Do not bring zombies with us, only have them naturally be in the forrest as a reserve to fall back in case of danger. All the not lost/injured hereoes and the former scout team of basic 1, bar AM and Pyro and Strain Mother.
>Basic 3
Did we ever finish those winterized doom buggies? If I recall we put plasma cocooons on them. AM and Pyro to see what sort of improvements could be made, such as a faster plasma based engine or developing a fast DBM type minelayer to lay down a quick line of mines or anything else bandity/fiery AM's and Pyro's imagination lead them.

Extra: Strainmother gets some time off, ask her what can we do for her and if she should worry about the shebeast.
>>
Rolled 42

>>28338138
If we face no immediate threats, I'll vote for it.
>>
Rolled 27

>>28338138
Rolling.
Maybe if we get a 100 we'll find him.
>>
don't forget to archive/discuss.
>>
Rolled 76

>>28340536
Archived.
>>28338138
Supporting this.
>>
Rolled 17

>>28338138

I'm not sure that the zombies are too good at operating during winter (though our Dread Zombies probably are). But sure, I'll go for this.
>>
>>28338138
Apparently Ovah Kil got sent flying REALLY fucking far over the ocean. No idea how far exactly but damn. Not even sure if it could survived that...

the ice caverns seemed to be getting stocked with fresh meat and supplies by the look of it. Crudely organized we didn't find any Yaksha though probably out hunting.

Arms Master did indeed come up with his own special variant of doom buggy. Its the stuff in the thread image don't have a name yet for it yet. We do indeed have the plasma cocoons to a degree. Arms Master digs around and comes up with a crude minelayer device. While speeding around it can set up mines but it once it runs out it has to refill them.


Turn 78
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point
31 loots
Population: 9050(9000 bandit 350 mutant) Other:
200 bots. 10000 zombie Total: 19550
Morale: Good
Food: Above Average
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>28343278
So we found some food, great. Do they go any deeper/can further be explored?

Do you guys think we should press on into the caverns or leave them alone?
>>
Rolled 54

>>28343337

Are you sure we want to steal food from the Yaksha?
>>
>>28343373
Oh right.
Well, that stinks. in the future, beggars can't be choosers
Okay, next moves. We're low on resources btw.

We could check out that zombie base in the northwest of us, could have things the zombies have no need for.
>>
Rolled 2

>>28343373
I'm wondering why they didn't even leave a couple guys to at least watch over the food while they were away.
>>
Rolled 42

>>28343406

Or we could send expeditions out to scout+opportunistically loot the bandit bases we raped into submission before the Evil Ship's compliment steals everything from them.

We should probably set up a watch on the Evil Ship too, now that we're not waiting on the Cloudeyez to do just that.

>>28343448
Me too. There's something fishy there, and I don't think they were just waiting to see if we'd take any then ambushing us if we did. (it's possible they're terrified of us too)
>>
Rolled 37

>>28343406

Also remember that loot can be converted to resources so we're not technically low on resources.
>>
Rolled 65

>>28343468
Haven't all the bandit bases we know of been stripped bare and usually boobytrapped to explode?
>>
>>28343468
>We should probably set up a watch on the Evil Ship too, now that we're not waiting on the Cloudeyez to do just that.
It's still out in the harbor in plain sight. I always presumed there were enough people back in the base to keep watch over it.
>>
Rolled 59

>>28343512

All the bandit bases that bandits used to occupy before moving to the bastions were stripped and booby trapped. The Bastions were on their last wave out when we hit them, and they exploded afterwards.

Still might be something of value though, never know until we look.
>>
Rolled 95

>>28343572

We haven't been keeping a close eye on it at all. All the men are content to let it be and not look at it so long as it doesn't do anything terribly obviously important.
>>
>>28343589
Maybe we get some good binoculars to look at them?
I'd be worried about actually approaching the thing with even our best scouts, even from underwater.
Not only would they likely be detected, it betrays ignorance of their forces on our part, and ignorance betrays weakness.
>>
Rolled 51

>>28343636

Which was the essence of the whole Cloudeyez idea RIP Cloudeyez, I loved you.

Let's build some watch-towers or something to look at them from.
>>
Rolled 55

>>28343659
Setting up watchtowers on the walls that double as sniping outposts is good too. We could get the twins tactical insight on that.

So. . .
Basic 1
>Scout out the nearby NW bandit bastion with Charlie and Mutazee. Use the zombies as minesweepers or to trip any other traps, and then move in carefully.
Basic 2
>Fully explore and opportunistically loot said bandit bastion with the rest of the not lost/not injured heroes (bar SM, The Twins, Warlord and AM)
Basic 3
>Build watchtowers/sniper towers behind the walls to increase our line of sight (for what good it does in the winter) The Twins and Warlords tactical insight and AM)
>>
Rolled 79

>>28343744

Basic 3 should read
>Build watchtowers/sniper towers on the docks as permanent fixtures where we will man troops to observe the Evil Ship. They should be as close to our buildings and/or the Sea Piercing bunkers as possible (without setting off the SP bunkers' defenses, of course). The Twins and Warlord and Arms Master assigned to this for proper positioning/design.
>>
Rolled 29

>>28343744
>>28343812
I support these movements.
>>
Rolled 28

>>28343812
I'll take that as a modifier
>>
Rolled 72

>>28343933

It's just that we wouldn't be able to see them from the walls of the base.
>>
Rolled 93

>>28343933

And our men won't be able to stay outside during winter so they need a building to be in if they're going to keep constant watch.
>>
Rolled 52

>>28343744
>>28343812
The bandit bastion is completely empty and truly looted. The zombies activated the booby traps blowing it all to hell and causing an inferno.

We didn't find much left other then some charred materials that got burned lose.
Acquired 1 resource point.

We constructed the watchtowers on the docks to watch the Evil Ship(oh the irony). It appears that despite the ocean freezing over they didn't bother to move their ship and we noticed they sent off some skiffs flying over the frozen ocean one last time. After that we noticed said skiffs moved over to where the ocean isn't frozen over and transferred some some stuff over. Couldn't tell what too far away. According to a Outlaw known as Phillips Eyolic he said that the nearby ghoul ship he saw some of those guys send a ship over to them. No one else besides him saw it however.

Turn 79
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point
31 loots
Population: 9050(9000 bandit 350 mutant) Other:
200 bots. 10000 zombie Total: 19550
Morale: Good
Food: Above Average
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 49

>>28344307
>Basic 1
Scout out the pathway to the Urbanish area west of us/south of Nuketown for danger levels, using the zombies as cover. The Twins, Charlie, Mutazee
>Basic 2
Explore the pathway to the urbanish area for items of interest, opportunistically looting it. Everyone except SM (didn't get an update on how she was feeling)
>Basic 3
Scout out the urbanish area/Zombie hive to the SW corner of the map.
>>
Rolled 57

>>28345096
Voting, hope we find something good.
>>
Rolled 25

>>28345096
Eh, alright.
>>
Rolled 6, 52, 34, 27, 27 = 146

>>28345096
Wanting danger levels man now I have to roll a bunch...
>>
I mean, it sounds to me like the Evil Ship is gearing up (and they've had the chance to do so unmolested for quite a while) to blow the docks and take over the base...but if you guys want to just scout areas out that's cool. I am confused about them maybe contacting the ghouls though.

Also, EDE, we may rape zombies and boats body mind and (so hard they develop a) soul but we've never in our entire history sat in a harbor and looked at people creepily.

And i think everyone will concur on which of those is more evil.
>>
Rolled 58, 65, 6, 74, 48 = 251

>>28345096
Bandits seemed to be nonexistent, with monsters being rather average, factions are rare, and zombies rarer still. The ruins seemed to be well picked over there is not much left. Mostly only in the areas that are major zombie zones can you have some luck. Unfortunately said zones house some REAL nasty customers. As Marko sorta got grabbed by this technical before getting throne up in the air. Then yet ANOTHER tendril grabbed him and pulled him through a office building wrecking who knows what. After that we heard a bit of shrieking followed by some booms and guts came flying out of said whole that Marko came through. The ruckus then continued to the very bottom where a very gore spattered Marko came out of muttering about spores, tentacle porn, and zombie assholes.

Sadly during our looting run we didn't find shit. We did encounter the usual cop stations, hospitals, office towers, ect. Sadly they like the majority of everything else have been well picked over.

Turn 79
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point
31 loots
Population: 9050(9000 bandit 350 mutant) Other:
200 bots. 10000 zombie Total: 19550
Morale: Good
Food: Above Average
Water: Good
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>28345678
How do you recommend we gear up?
Do we wait and let them come, or preemptive strike?
>>
Rolled 41

>>28345678
The final scouting mission our forces didn't find out much between the booby traps and ambushes. They don't even know who is responsible.
>>
>>28345688
Haha, that fucking guy. I wonder if he's the twin of that other unfortunate fleshworker separated at birth.

>with monsters being rather average
Well, potential food at least if anything.
>>
Rolled 99

>>28345678
>sat in a harbor and looked at people creepily.
An entire faction of Tabula rasa's oh dear.

>>28345785
Did you just see the place? This is scary vech bay full of slithery things on a city sized scale. I ain't going in there.
>>
>>28345785
Hah, planted in our forces to keep an eye on us...unfortunately Clora'Zel didn't realize that in the 'junk' dna she attached to this strain to makr them able to infiltrate genteics-savvy factions contains the essence of bad luck.
>>28345738
Well we're on an island but we have no means of projecting power onto, or defend against attacks from, the sea.

We're closer to being able to have individuals operate underwater than being able to build boats though, and that's a less expected avenue of attack anyway (well, maybe not with how infested the waters are).
We really need to find Dr. Bitkha, she was overpowered as fuck amd we could use her to fix our other OP hero the Strain Mother.
>>
>>28345688
Make sure Marko gets our best equipment, i like him.
>>
>>28346098
I dunno, promoting him to officerial position could have unseen meta consequences.
>>
>>28345738
If we got the goddamn SP bunkers online that'd be okay, but currently we have no way of dealing with that ship if it decides it wants to start shelling us. We don't have the ordnance required to crack open ship-tier armor at short ranges, let alone from across the harbor and trying to skitter across coverless ice to plant explosives on the hull would be suicide.
>>
>>28346168
Hmm, we've got to think of something bandity and clever. Possibly something train related.
>>
>>28346142
I didn't mean promote him or anything, he's just one of our original (probably has the badass rank by now with all he's been through) bandits and he gets into trouble often so let's give'm the best we've got.
>>
Rolled 61

>Basic 1
"Charlie, you were the one who won the spying contest. You and your faceless have few equals. This is your next challenge, and we're holding you up to your skill. Find Dr. Bikhta, and report to us on her location and situtation. You may have the twins and Mutazee at your disposal, if you feel you're not up to doing it alone"
>Basic 2
Continue to develop our undersea armor, to the point where men can carry heavier items or explosives for extended periods of time
>Basic 3
Pryo and AM try to develop an attachable mine with the punching power to penetrate a ships hull. (heh, penetrate)

Extra: Treat Marko to the best of our weapons. We felt so bad for him (actually we're laughing our assess of), he gets better guns.
Now when we see a figure with a hugeass machinegun flying through the air we know who it is.
>>
Rolled 39

>Basic 1
Have Warlord Dalkin (Line of Command activate) and Charlie search the raped boats for Dr Bitkha.

>Basic 2
Have the Arms Master (i miss Ovah Kil) develop some weapons for use underwater. He might look into using our plasma technology...keep a bolt of plasma encapsulated until it hits the target, where it ruptures and releases plasma on the target and causes an explosive burst of steam causing a 1-2 punch of armor penetration and cooking.

>Basic 3
Have our men construct watchtowers in a perimeter outside our base so we can detect threats in advance before they're on our walls. They should be heavily armed+armored enough that wandering monsters should usually just judge it better to look elsewhere for food and they should contain areas for storing a doom buggy or 3 so the bandits stationed there can evac quickly in an emergency.

Convert loot to resources as needed.
>>
Rolled 34

>>28346520
Well this is a much better plan than mine. Voting.
>>
Rolled 82

>>28346520
>keep a bolt of plasma encapsulated until it hits the target, where it ruptures and releases plasma on the target and causes an explosive burst of steam causing a 1-2 punch of armor penetration and cooking.
That's thinking like an armsmaster. I second this.
>>
>>28346520
Our guys didn't find anything...really wasn't worth the disturbing images and sickening wrongness crawling all over there. They were all bloomed up and everything. Good god did it look foul, also frost bite is a bitch.

Arms Master has begun to look into the uses of underwater plasma. Sadly its complicated to do and hard thanks to the shitty cold ass ocean. That isn't even including the usual problems of plasma and required sturdiness.

Luckily building those bandit outposts was MUCH easier and quickly done. Despite it being a full on blizzard out there. Our guys some how still managed to make progress before freezing to death.

News
Its a full on blizzard.

Turn 79
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point
31 loots
Population: 9050(9000 bandit 350 mutant) Other:
200 bots. 10000 zombie Total: 19550
Morale: Good
Food: Below Average
Water: Average
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear.
>>
>>28346832
>Our guys some how still managed to make progress before freezing to death.
How long does frost armor stave off hypothermia?

On that note, we should look into having Moonshot brew more alchohol to keep our men from freezing.
>>
Rolled 54

Food is creeping ever downwards. We need to go out hunting.
>>
>>28346906
So far, thanks to scouting, we have the (tempting but risky) Yaksha stockpile, and the can of worms that would be.
The scary city of monsters and tentacles.
Or we could always look into asking the ghouls how they turn zombies into food. Alas, that would've been Dr. Biktha's territory.

But I wonder, those tentacles are in buildings. Possibly flammable buildings. Definitly pyro flammable buildings. Anyone up for kalamari?
>>
Rolled 93

>>28346981
Maybe we activate madness and use the train go full blown REVERSE tentacle rape on those buildings.
All those welcoming holes and tendrils.
>>
Rolled 28

Hey guys, why haven't we had the Arms Master reverse engineer one of the super-heavily armed+armored bots yet? Let's do that.
>>
>>28346892
Your armor is good but not that good.
>>
>>28347047
Haha, those tentacles wouldn't be expecting the tables turned on them that's for sure.

>>28347060
I would be cautious of that withuot OK, but BilKil is still with us so yeah we should.
>>
Rolled 27

>>28346981
The Yaksha are the most successful mutant strain on the island and stronger 1-for-1 than the Fozr (but with less training, coordination, and tech) so no-way-jose are we picking a fight with them.
>>
Rolled 65

>>28347108
Getting those tentacles/buildings/city pregnant (no brakes on the rape train) sounds like a really bad idea...we don't even know how our first round of rape is going to turn out, let's not go impregnating anything else just yet.
>>
Rolled 48

Anyone else wondering how hard our ghoul-friendly bandit is panicing with Dr. Bitkha absent?
>>
>>28347259
Yeah, it was just a crazy idea.

But, if we're in need of food and we're not gonna poke the Yaksha the only two alternatives that we know of are to go hunting in tentacle town or look to the zombies.
>>
>>28347336
They seemed well enough loaning her to us.
If anything they are good at finding/saving heroes, if we're lucky they're searching for her as well.

I bet they're up to their own secret project. Everyone has something planned. especially people in boats
>>
Rolled 67

>>28347367
Huh? I'm talking about the only one among our number to sleep with a ghoulette.
>>
>>28347419
Oh, I was completely confused then. I thought Dr. Bitkha came from the ghouls or something.

Well, it's not like bandits have any restraint even if they know it's probably not a good idea to stick into that.
>>
Rolled 76

>>28346832

>Basic 1
Get all of our heroes not otherwise assigned to training our men in winter operations. Survival and combat as well as ambush to be emphasized.

>Basic 2
Have the Arms Master reverse engineer a bot or 5 and figure out all of their systems.

>Basic 3
Upgrade Mooney's still to his specs.

Loot to resources as needed.
>>
Rolled 58

>>28347657
Seconding
>>
Rolled 58

>>28347657
I'll vote for this, but we still have the food issue to think about soon.
>>
Rolled 100

>>28347657
Our heroes do not know what more our forces can be trained in and merely drill them.

Arms Master says they are killbots. Paramilitary tier to be exact. Newer edition models too.

Modifications and upgrades have occurred for the still. Basic stuff mostly I am afraid but it is something at least.

Turn 80
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point
31 loots
Population: 9050(9000 bandit 350 mutant) Other:
200 bots. 10000 zombie Total: 19550
Morale: Good
Food: Below Average
Water: Average
Fuel: Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost/Bio Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets. DBM.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker. Bandit Hybrid. Paramilitary Vehicle Engineering. Power Armor Tech(Hazard). Cold Resistance Great.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear.
>>
Rolled 52

>>28348184
oh motherfucker.

CHOOSE.
Breaker
Fleshworker
Zedder Joho
Warlord Slag
CC
Ghoul Ishka
other?
>>
>>28348235
Choices choices choices. Hmmm,
>>
Rolled 6

>>28348264
Think about our current situation and who would be the most useful. Not just sentimental reasons.
the fucking warlord Slag for that. . .
>>
>>28348235

Huh, neat.

Recurring characters!

Warlord Slag
(the retired badass bandit Warlord who pledged to end the Memor for their idiotic final move, described by EDE himself as "overpowered as fuck! and with just one condition for loyalty: don't be an idiot!")

Fleshworker
(not necessarily the same fleshworker that was the attendant to Clora'Zel's daughter at the fall of Adero Corp but it's the same name)

Ghoul Ishka
(a choice repeatedly offered, but never taken in the various 100-event hero choices for the Adero Corp Civ)

CC
(well, obviously)

Breaker
(CC's student in the art of torture)

Others to consider
Dr. Bitkha
Ovah Kil
Lover Boy
SheBeast

What if we completely ignored our own current situation and asked for
Glowy Joe
The Mole Queen of those mole-mutant elite mercs we hired
Clora'Zel
Mr. Light
Dr. Picli
The Archpaladin from Adero Corp
Tabula Rasa
Richard!
The leader of Vault 101
Marcus
Markus
The Prophet of Fate
Mora'Zel
Carl
SK Ninja
>>
>>28348948
We're evil, so we can knock Mr. Light and Archpaladon off the list, or at least they'd not be so inclined to help.

Loverboy coming home earlier before CC would be. . .interesting to say the least.
No idea about V101 but I'm sure you do and it would be a great story for him to tell the V101 denizens
Then there's the Brothers Grim. heh.
>>
>>28348235

Hmm, Zedder Joho or Warlord Slag or the Fleshworker.

Zedder Joho to figure out about (possibly) the ship, or generally about the Mark of the Z.

Warlord Slag to figure out (possibly) about the Krulsade, or the bandits holed up in the cliff fortress.

Fleshworker to get another funny episode or (possibly) find something out about the SheBeast.
>>
Rolled 28

>>28348948
Who do you personally think would be the most helpful, with the strange ship and CC/loverboy subplot?
>>
>>28349179

I can't believe I forgot about Warlord Duelfists.
>>
Rolled 63

>>28348948
I wonder if the Skullfuckers leader somehow survived.
>>
>>28349232
They died too soon for us to learn much about them.
Back when the word bandit was synonymous with war.
>>
>>28349205

See this post >>28349190

I smell Warlord Slag on either the ship or the cliff-bandits (they knew how to hide their tracks too well...and the ship bandits are too badass to be anything other than badasses/elite baddasses/retired badasses). And he's too dangerous for me to comfortably not want info on him.

I find it likely that whichever (the ship or cliffs) isn't related to Warlord Slag is related to "Zedder Joho". And Zeds/the Mark of the Z are too mysterious (and evidently powerful...as they haven't left) for my to be comfortable not learning about them.

Then there's the fleshworker and his connection to Clora'Zel and her ilk, who are one of the overwhelming threats in the world at large today.
>>
>>28349232

It's possible, but he was involved in a fight with GlowyJoe.
>>
Rolled 65

>>28349190
The ship terrifies me.
I think I'm inclined with Zedder Joho if he'll be on our side and we have something to offer him to join us.
>>
>>28349301
>Then there's the fleshworker and his connection to Clora'Zel and her ilk, who are one of the overwhelming threats in the world at large today.
With no small part thanks to a few certain otherworldly gods and their two letter mark.
>>
>>28349326
Or he's just the man the ship have been waiting for to start the assault on us
>>
>>28349389

Well in these interludes everything still occurs, we just only get to glimpse one of them.

I'll vote Warlord Slag.
>>
>>28349425
Warlord Slag it is then.
>>
Rolled 78

>>28349425
>>28349444
I guess I can change my vote to slag then.
>>
So if we were viewing these events the 1st time with the Prophet.
The 2nd time with the guiding light.

How are we seeing this? Random mad babbling frothing at the mouth bandit oracle?
>>
Rolled 29

>>28349584
CP gets a projector and some popcorn.
"Shhh, everybody hush the good part is about to come on"
>>
>>28349584

Cuban Pete's /tg/ inscribed Mask
>>
File: 1384748110277.jpg-(64 KB, 750x600, bear-cavalry.jpg)
64 KB
64 KB JPG
Rolled 87

For some reason we found Cuban Pete grabbing some popcorn and projector...wherever our forces were. We have no idea how he managed to be in so many places at once. Even better the projector he was using didn't have any film it was all blank.


YOU are Warlord Slag. Right now the remains of this continent is being mopped up...okay not really its more like the scraps. At the moment you had dispatched the Ghoulish forces to make a beachhead by going through the island chain that provided a safe way to it. Long since used as a bandit hub much MUCH safer then just going by purely sea. All you have to do is wait till its winter and that is only if you bringing the real heavy stuff.

At the moment you are at the command center in the island chain Frozen Bandit Hiway. Founded by the Skull Fuckers long ago. You never did figure out how widespread they used to be. It was quite the feat those Memor idiots took out one of their sections. Now you are gathering up your forces. The ghouls have moved on establishing the beach head. Apparently the fighting is insane according to the reports. Seems like their having to dig out a firmly entrenched foe known as the Red Army. Real nasty bastards even have bear cavalry. Fun stuff. When you finish regrouping and gathering new forces its going to be a blast breaking through. At the moment though you are in dire need of smart fucks. The command center doesn't run on just you. As is you doubt you will be able to move out till another year or so with your main host.

So you look around...and apparently your boys managed to find a smart fucker. A kid who would of thought. Apparently the bastard came in with his own band even. Hm seemed to be those new zeds Bloodsnow Deathsquad. You sent an invitation to them personally. Hopefully they join up bastards managed to wreak some havoc by bandit standards here of all places. If they refuse then apparently they are even crazier then a Crazed Crazy.
>>
>>28350183

Hoohoohoohoohoo.

Anyone want to pit our cleverness against Lover Boy and the entire Ghoulish Krulsade?
>>
>>28350277
Does it involve music, fireworks, and shitloads of zombies?

No but really, joining this crusade just seems more tempting each and every time.
Red Army communist goverment remnants would've been a fun faction to play in tundra
>>
Rolled 86

>>28350304
B-but muh mysterious island
>>
Rolled 99

>>28350183
Still though you heard they are being scouted out by the zedders. Hopefully they don't refuse that would be a real crime. They don't like it when someone refuses the Mark of Z. Considering how long its taking them you have a strange feeling they passed so hard they didn't even do the trials. Hah would that be something else.

Well turns out the kid has a real good head on his shoulders. He pointed out some things that no else did, but you of course. Though he did find something that even you had missed. Oh you love this boy already. This fucker is going places.

So you made some orders. Send out invations and then decided to go check in on the local Pitt. Considering how your bringing in an entire continents worth of slaves...yeah their flooded. Good. Very good. This will allow you to extort the living daylights out of them even better it will draw even MORE here. Glorious. Finally you checked out the Bandit Bazaar...to think an entire continents worth of shit is here. Ah bandits are coming from the world over to ply this market place. Perfect. Yet more delicious potential recruits.

Thing is though you know why you can't stay in one place. If you do this horde devours itself. Luckily the ghouls prove an excellent excuse to keep your forces moving. You wouldn't want to miss out on first dibs now would you?
>>
>>28350183

>inb4 we head to the Ghoulish Krulsade command center and suddenly start suggesting exactly the same plans to Warlord Slag as the Memor had

"Hey Warlord Slag have you thought of rigging up a Bombardier with lots of speakers and fireworks and luring all of the monsters on the Red Army continent onto one of our bases?"

"Hey Warlord Slag, let's attack this currently neutral faction next to the Red Army in response to these underground attacks."

"Hey Warlord Slag have you ever thought about making a Mind Parasite?"
>>
>>28350353

>Muh mysterious island
This is a phrase often spoken by the Deadsnow bandits when asked a difficult question like "will you join our faction?"

Looks like we're getting caught up in things larger than ourselves guys. Fuck.
>>
>>28350466
Might not be entirely bad.
>Still though you heard they are being scouted out by the zedders. Hopefully they don't refuse that would be a real crime. They don't like it when someone refuses the Mark of Z. Considering how long its taking them you have a strange feeling they passed so hard they didn't even do the trials. Hah would that be something else.
>>
Rolled 26

Hey ede. When the train had "limitless space" do you really mean limitless?
>>
>>28350573

What are you planning?

Crazy Rape Train+Portable Hole in a tube shenanigans?
>>
File: 1384749580277.jpg-(20 KB, 350x259, Gerard-Butler-This-Is-Sparta.jpg)
20 KB
20 KB JPG
Rolled 16

>>28350611
"Hey Zeds, we heard we passed some sort of test of yours. Well, we don't believe it! We want to pass your test we wanna pass the fuck out of it. And we're gonna do that in the crusade.

But you know, we like this island. Like the stuff in it. We can't hardly bear to leave it. So you know what?

We're brining this island to the crusade with us. BRINGIN IT and our rape train. Dropping it off right on their fucking shores.

Then you'll see what we can REALLY do.

And you know why?

THIS.

IS.

MADNESS.
>>
>>28350700

Oh Jesus.

CRAZY RAPE TRAIN
TRAITS
BONUS CRAZY
BONUS RAPE
FREE THIS IS MADNESS ACTION
ABILITIES
TRAIN MOTHERFUCKER- IS A TRAIN
NO BRAKES- ONCE ASSIGNED TO AN ACTION WILL NOT STOP UNTIL ITS COMPLETION
MAY CARRY SIDE EFFECTS ALSO MAY OR MAY NOT BE A GOOD THING
ALL ABOARD- HAS NO LIMITED CAPACITY
CHAINED GENIE- MAY MAKE A REQUEST/QUESTION OR WISH BEWARE IS INSANE

"Has no limited capacity" didn't specify troop count or size of what it can carry or anything. Just "Has no limited capacity".

Bonuses to "crazy too" and you know what might be just what Warlord Slag needs? An island with a friendly fortified military base on it dropped exactly on the front line.
>>
Rolled 53

>>28350700
A completely mad and insane off the wall plan?
A well placed 100 should fix this!
>>
Rolled 54

>>28350700

I suppose a well placed 100 would signify that the Dice Gods lend their strength to this plan.
>>
Rolled 95

>>28350700

Or we just wish for the island to be placed as a whole somewhere along the frontline of the Krulsade that has approximately the same weather conditions.
>>
>>28351218
Yeah,
But watching the sheer look of terror and confusion of the entire crusade and red army as a GIANT FLYING ISLAND on the back of a RAPE TRAIN while rapist zombies and bandits fall from the sky would be oh soooo sweet.
>>
Rolled 40

>>28351218

"Oh, Great and Mighty Rape Train hear our request!"

"YOU HAVE ONLY USED THE WORD 'RAPE' ONCE IN YOUR FIRST SENTENCE, THIS HAD BETTER BE GOOD."

"The one leading the Ghoulish Krulsade against the forces of the Red Army has requested us personally to join him. We have also heard that the ones in our harbor seek to determine our worthiness for their organization, and that our actions with you may've voided our need to undergo testing. The two are exclusive in a reasonable time frame of the next few hours.

This is something we cannot stand. To be under the onus of the Mark of the Z would grant great boons to our future RAPE endeavors, but to be involved in the Ghoulish Krulsade would grant us immediate RAPE opportunities on a scale even you can scarcely imagine.

So, in the name of almighty RAPE, our wish to you, Great Genie Rape Train, is that you transport this island, all upon it, within it, under it, and the skull-helmet's ship unto the frontline of the Ghoulish Krulsade against the Red Army and RAPE into the Earth a new conduit for lava for our Volcano. That we may prove our RAPEworthiness to the Mark of the Z AND RAPE the Red Army's bears so we may see what that Genie-ordained union produces!"
>>
Rolled 34

>>28351453
By the gods THIS.
>>
Rolled 18

>>28351453
ALL A FUCKING BOARD THE RAPE TRAIN.
ALL. A. BOARD.
>>
>>28351553
Did we break the genie?
>>
Rolled 70

>>28351819

No, he's just pretending to not look at the thread so someone can get a crit success and he can enact this >>28351453
>>
Rolled 14

>>28351453
>>28352061
Dice Gods! HEAR ME


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