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Rolled 3

I'm not EDE/The Genie, just posting this so that fellow participants can strategize. If it lasts until the next scheduled time I guess it'll be used, if not then it'll drop off but we'll have (hopefully) come up with some damn good ideas.

I'll post our current situation and the info dump EDE gave before we left as well as any notes I have that are pertinent and etc. etc. you'll see.

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 56

EDE rolled a 100 and so we got to choose between a list of heroes who's eyes we wanted to see through.

This was the list
Breaker
Fleshworker
Zedder Joho
Warlord Slag
CC
Ghoul Ishka
other?

The map on this post is the map of our base.

Light Blue - Borgs
White - Fozr
Yellow - (Rad) Ghouls
Purple - Zombies [Us]
Blue - Us

Dots are bunkers, color signifying who they belong to.
All of our bunkers (this map is slightly inaccurate on bunkers because we've grabbed a few more since it was last updated) are UltraBunkers, which are hella badass.

There are gates to the South and the SouthEast (both commanded by us). The large bunkers outside each of them are entirely ruined beyond any hope of repair. The NorthWest corner had a breach in it from a crashed zeppelin, but it has been (inexpertly) sealed by the Fozr.

Central Circle - Command Center, sits atop the main tunnel to the Vault associated with this military base. [Fozr]
South of CC - The HQ, houses the AI core. [Us]
(South)East of CC - Armory. [Fozr]
2 buildings by the South Gate - Warehouses
3 buildings in the SouthWest - Barracks
Buildings in NorthEast and SouthEast Corners - Vehicle Garages
Buildings between Vech. Garages (and that one slim purple one) - Warehouses
Zombie [Us] Owned buildings - Laboratory facilities, medical facilities
Northwest Corner - The power plant [Ghoul]
Other Northwest buildings - Warehouse [Ghoul] and Barracks+Med Facility [Borg]
>>
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Rolled 82

>>28354737

Hoohoo, how silly of me. Here's the map.
>>
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>Food: Below Average
>Water: Average

H. Improve the food and water situation. Logistics are fucking everything; we can't afford to have a bunch of hungry, dehydrated people getting pissed off and deciding that they would be better fed under new management.
>>
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Rolled 60

This map is the map of the docks. All the buildings here are owned by us and have been moderately repaired but not fortified.

Central Building - A barracks/office/medical facilities/armory complex. It's devoid of loot, but has been shorn up and serves as our primary zombie forces barracks currently.
East of Central - a warehouse in which we discovered shitloads of parts for bigass guns, which we later discovered were parts for the SeaPiercing (SP) Bunkers [Anti-Ship] that aren't shown.
Other Buildings - Warehouses and a Barracks, I believe. We seized them all in one fell swoop so it wasn't really elaborated on.

There's currently an unknown ship sitting on in the harbor (has been for quite a while) with occupants who wear human skins and favor skull-masks. We've not made contact with them because of being scared of the people who would come to us after seeing an island full of zombies get raped...then seeing all the bandit ships on the island get raped too. Recent information suggest they represent the organization of "The Mark of the Z" which is some sort of coalition of "Zeds" (bandits that work extensively with zombies).
>>
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Rolled 15

>>28354834

this is the map of the island.

Big block of Grey on the South - Us/'Our' Compound
Grey - Urban(ish)
The Grey to our East has been scouted and is known to have more than a few zombies and an average number of monsters. Our expedition there didn't find much due to shitloads of traps and being constantly harried by unidentified tentacle-things in the buildings.
Green - Forests
Yellow/Organge splotch to the East - Nuketown, owned by ghouls who are currently neutral/friendly to us. The location of the islands nuclear powerplants, which are maintained and inhabited by (an apparently coherent) faction of ghouls.
White - Tundra/Ice Sheets/Glaciers/yougetthepoint
Orange - Currently active volcanic caldera
Red - Streams of lava coming off the Volcano

Red Circles - Extinct Volcanic Caldera/Mountains. They contain the majority of the Ice Caverns that are inhabited by the Yaksha. We have scouted and marginally explored the Caldera and Ice Caverns directly north of us.

Thin white outlines along the edges of the grey are railroads/tramways. Currently thought to be inactive.

Pink Dots - Zombie Hives/Cloning Facilities. Currently (and they have been for a while) the Cloning facilities have each been churning out a zombie horde every turn, they will burn out soon. This is likely because whoever controls the zombies [perhaps the 'SheBeast' known to our Strain Mother] wants a new generation of zombies not subdued by our massive rape efforts.

Brown Dots - Former Bandit Camps/Bases. All are boobie trapped to explode and have been stripped of everything useful.
It's possible that if we sent elite forces in to carefully pick through them we could avoid/salvage the boobie traps and get something useful, but a former attempt using zombies to trigger the traps caused everything in the base to go up in smoke.

Light Blue lines in the ocean indicate regions with shitloads of shipwrecks.
>>
Rolled 46

100-Event Info Dump [Warlord Slag]
[1/2]

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.
>>
Rolled 9

>>28354971
[2/2]

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?
>>
Rolled 9

Alright.

So it seems fairly obvious to me (and this is really important and why I started this thread) that the Cloning Labs have been burning themselves out in order to create a new generation of zombies that isn't scared of us from our massive, island-wide, (functionally) 4-100s level rape.

This likely means that the island's ecosystem is on the verge of collapse, because few of the zombies we raped died, all of the zombies we raped are pregnant and eating ravenously, and there's the weight of all the zombies that have been produced by the overclocked cloning labs since our rape incident.
The number of monsters, meanwhile, hasn't had any particular boosts. Also bandits (which I imagine would've been zombies #1 'predator') have evacuated the island almost completely.

So yeah, that's precipitous.

Anyway, we also need to talk about the ship in our harbor (which we are reasonably sure is the Mark of the Z induction/assessment crew) and the personal invitation from the head of the Ghoulish Krulsade. Refusing either one means a bigass, elite foe for us.

We came up with a harebrained scheme last thread involving having the Crazy Rape Train uproot the island and drop it on the Krulsade's front line, but that likely would've been rejected by EDE despite Rule of Cool, and didn't get the Crit Success necessary to make it work.

UNLESS THIS IS A 100!!!!!
>>
Rolled 79

>>28355036

Aww, it wasn't. Bummer.

Anyway, our situation. We don't have access to the Sea Piercing Bunkers due to an unfortunately timed 1, so we don't currently have any ways of dealing with the ship in our harbor (or more generally ships that want to approach our harbor). Any attempts to gain access to them would be difficult as we lost Ovah Kil over the ocean and they activated their defense systems so they're locked down "about half as well as CC's cunt."

We also do not currently have access to Dr. Bitkha, so any further rape actions will be significantly less effective (and not get anything pregnant). She was lost among the (corpses? hulls?) of the ships that were raped by the Crazy Rape Train in our last grand action and all attempts to find her have been unsuccessful.

Our Strain Mother, while still able to mind and direct massive numbers of zombies, cannot currently incubate any new strains or mutate/advance any of our zombies due to the unfortunately timed 1. We don't have much chance of fixing this without Dr. Bitkha or a critical success.

We're also low on food with no known food sources of any particular density around (though there are 'iced over mines FULL of monsters' in the caldera north of us...but all our players are very leery of ever touching anything that's underground), and doing only okay on water.

It's also the heart of winter and blizzarding so any actions that require extended periods of operating outside result in our men getting frozen to death.
>>
Rolled 62

I feel like it's important to note that we're not exactly sure joining the Mark of the Z club and the Krulsade are mutually exclusive. Also, it looks to me on closer analysis of the infodump that EDE's pushing the 'plot' to be us joining in the Krulsade and being the spearhead that plunges into the throat of the Red Army and eventually that continent.

And that'd be pretty cool. We are kind of 10,000 bandits who are all as close to Paramilitary/Military tier training as bandits get (that 100 on training and all those turns with our heroes just wailing on the troops FTW) and that's objectively a scary thing in this world. Also, we're specifically good at operating in winter conditions (which I presume the frontlines are due to the whole "Red Army" thing. You know.).

Could it be that we ended up playing into EDE's plot after all of our missed leads?
>>
Say anons I'm not a player but EDE/Genie has been mentioned to me as being very good at civ quests because of characterization and plot.

I'd play if I didn't have difficulty reading his writing, the way he writes fucks with me so I'm missing out and that sucks for me, but maybe if you guys could give me an overview of how badass these characterization and plot skills are compared to most quest writers I could get motivated enough to wade into the archives.

He does seem to be writing better than when he started Mutant Hivemind quest grammar-wise, and for what it's worth I know it's kind of a stupid reason but I'm still havin' that problem. Can you help me out?
>>
Rolled 46

Here's a pastebin of various important-seeming stuff I've copied+pasted through the various threads, though it's not nearly complete.

http://pastebin.com/TVDPzQGC

And here's a pastebin of the Heroes and their abilities.

http://pastebin.com/2RCjHdVm

Current heroes. [Av] for available [Dec] for deceased [Un] for unavailable.

CrayCray [Un]
Cuban Pete [Av]
Pyro [Av]
Ovah Kil [Un]
Arms Master ShootyStabb (or StabbyShoot or Stabstabshootstab, no one can ever really remember but point is he like DAH DAKKA AND DAH CHOPPY) [Av]
Charlie (The Rogue) [Av]
Warlord Dalkin [Av]
Dread Witch Aisha [Av]
Dr. Bitkha [Un]
Strain Mother (In need of a name) [Av] (mutation/incubation abilities removed...temporarily?)
Mutazed (in need of a name) [Av]
CRAZY RAPE TRAIN [Av every 2 turns]
>>
>>28356473
I wouldn't make direct comparisons neither would I overblow his writing skills, but I would say that even what would be a rather stale and unintersing idea he can flesh out into a well though of and interesting plot. He can make something out of what would've been nothing, it's just simply natural to him.
Characterization and plot is constant and the goes on even while we don't pay attention to it, stuff in the background so to speak, but always something empirical and logical to it (no matter how illogical/crazy the fluff the players imagine).
>>
Rolled 58

>>28356473

Well, generally we only get to know how good his characterization and plot are when they fuck us over but basically:

-He plays his factions and heroes out incredibly realistically, he fully fleshes them out with motives that are prompted by their histories, histories based on where they came from, and likes/dislikes depending on all of that
He does that for every, single, faction and every, single hero. Then he actually makes them react intelligently/realistically to stimuli that would ring with those motives/likes/dislikes.

An example of that would be our (barely scraping by) diplomatic victory with the Froz/Fozr a few threads ago.

-He makes really deep plots that most other civs can't begin to compare to.

This really comes out fully in how often we've died/how easy it is to die. EDE comes up with a fully 'plot' for each area, including what's up with a place, why that's up with a place, who caused it to be up with that place, how everyone reacted to that place being up and to that person who caused it to be up and etc.
Then he takes that and shunts us into it without a clue about any of it, and the components of it continue to operate whether we see it or not.


All of that being said, yeah his grammar takes a while to get used to. I was nearly turned off by it with the Memor too, but it's worth pushing through.
>>
>>28356555
>>28356572

Thanks for the responses.

>An example of that would be our (barely scraping by) diplomatic victory with the Froz/Fozr a few threads ago.

Care to give me a brief summary?
>>
>>28356600
Early on the quest, winter usually meant death by being picked of by strange monsters in the snow that we had no way of combating. Later we unified more bandits in the summer and fortified ourselves, and thus they attacked in full strength directly showing themselves as Fozr mutants.

They claimed to hate us for being "zeds", bandits who have embraced zombies and control them as a tool, and because we were on their home. When we asked why we never heard of them or why they didn't just kill everyone off in the winter if this was their home they said they prefered to lay low, letting the other factions wittle themselves down. Including the zombies.

"but wait, you let the zombies live act as a deterent? That's no different from us!"

*dead silence

The assault halted, and thus they saw the logic and joined us. We guard them in the summer, they guard us in the winter. The way I write it it sounds so obvious and simple, but it really wasn't and we were at our wits end at the time (a common situation)
>>
Rolled 29

>>28356600

We had barely survived winter and made it into summer. The summer was quite productive(/lucky) and we managed to secure quite a bit of the base and improve our technology a fair bit, but the ability to operate during winter still eluded us. We knew that our sudden expansion would draw attention from the faction of mutants that had harried us during winter, and took steps to fortify our holdings but we never expected them to come so fast, hit so hard, and go for a weakpoint we had glanced over.
So the winter blizzard began and we found our HQ, which contains the AI hub under overwhelming attack. We couldn't move any of our forces due to the blizzard (and the mutants being able to operate in it freely while we couldn't) and hadn't stationed many/any there because we hadn't thought out that the CC (under Fozr control) had been blocking the AI's access to the base's systems and vice-versa...which made it an obvious point of attack for the Fozr because taking it would mean they'd have free reign over the base's defense systems and could purge us at will.

We stumbled, it took us a long time to even figure out that was why they were attacking the HQ. A military scheme was hatched but it was a "shit, gotta do something or we die" thing. We managed to get communications with them and stumbled about for a while until a silver-tongued anon pointed out a flaw in their logic for attacking us and saved the day.
>>
Rolled 15

>>28356600

An example of our failure to pick apart the motivations of a character would be our failure to persuade our starting hero, the Ravager CrayCray to come back to us a couple of threads ago. We couldn't figure out the psychological angle we needed to exploit in order to get her back (though we're sure it's hinted at/revealed somewhere) so...she left.

Luckily our later case of ultra-rape assured us she'd come back.

Another thing that makes EDE good is that he doesn't GM fiat things into happening if we can't figure out how to make them happen.
>>
>>28356719
>>28356688
One thing I've never been able to figure out, does he do ruses?
Like all these "nugdgins" at us to join the crusade or the Mark of Z?

Also how would we join the Mark of Z if it were in our interests? Bandit diplomacy always seemed to be at the end of the barrel of a gun. Just approaching them and asking would make us seem weak I think, likewise why they haven't approached us I'd imagine. Perhaps they too are preparing to prove themselves or test our mettle with an invasion, the end of which will absorb the other.

Heh, bandits by nature aren't conservative of their forces (too much) when dealing with other bandits despite how much we want to avoid bloodshed when we absorb/ally with others.
>>
Rolled 62

>>28356752

I'm under the impression that the Mark of Z is something we have absolutely no experience at dealing with so far as banditry and bandit diplomacy is concerned.

They obviously aren't one united bandit group, because we took out two distinct (in several ways) bandit groups that each had the Mark.

So their induction/verification/etc. methods are completely unknown...but they apparently don't involve the integration of the units into a semi-homogenous whole.

I'm not sure **he** does ruses, but his characters sure do.

As for us contacting them/them us...beats me. This might be all part of the test. Maybe this ship/this group comes and sits outside the base of every potential Mark of Z candidate. Maybe the trials are them attacking the candidates, and the reason we haven't been attacked yet is because we're bypassing the normal system due to our whole evacuating a crit-level bandit infested island with our badass zed-fucking.
>>
>>28356812
Also possible Slag's words/the Zeds he had in mind and are completely unrelated to the observation ship.
They might be under the employ of higher powers than themselves as mercenaries to spy on us (or attack us).
>>
Rolled 12

>>28356835

Quite. Also let's take note that there's actually the ship AND the cliff-fortress bandits and either group could easily be the Mark of Z.

It makes somewhat more sense for the Mark of Z to be having a conclave in a Cliff Fortress, rather than existing on a single boat in our harbor.

It's also possible the boat is the on-site force and the cliff is deciding whether we undergo the trial of their attack or not.

Oh, the inscrutability of EDE.
>>
Rolled 62

Anyone ever think things would've turned out different for the Memor if we let Voss give all of our troops actual combat training?
>>
>>28355036
As for the zombie ecology we must study the new zombies being churned out by the labs. Sadly we don't have the good Dr. with us, but still we need to see if we can control them.
If we can, see if we can't get them to tumble to their deaths in that monster infested town to the SW. Feed the monsters, decrease the surplus population. In addition, we've still yet to check if we can eat zombies and ask the ghouls how.
>>
>>28356864
I did. But the rest didn't think him trustworthy enough (despite the hivemind bonus)?
Meh, combat training can only go SO far (as seen by our heroes (all of them)) being unable to do little more than drill.
>>
Rolled 88

>>28356885

He was actually going to primarily train our bandit forces, and they weren't in the hivemind (neither was he). He was also going to train a fair chunk of our own mutant forces which we had only recently acquired and so had qualms about putting under the sway of such a powerful stranger.

>>28356867
Pretty sure that eating zombies is out of the question. We may be immune to the zombie plague on our dicks but that's still rotten meat and a zombie plague vector into our gullets.
The ghouls can do it because they're mutants and then some level tough. Like borgs.
>>
Rolled 3

>>28356914
>>28356867

Then again, if we CAN learn how to eat zombies...well what will the Mark of Z say to people who fuck what they eat? Jesus fuck we're going hardcore.
>>
>>28356934
NOT HARDCORE ENOUGH!
Yeah, but hey it's every bandits dream to become reaver tier evil. Eat while you fuck, fuck while you eat.

Goddam playing bad is so much more easier than playing good. Memor and these guys are proof of this.
>>
>>28356719
>Luckily our later case of ultra-rape assured us she'd come back.
>ultra-rape

Yanno, I got nothing against /tg/ deciding to be dickass thieves and magnificent bastards but I think I might skip the archives on this one if you guys were the literal opposite of whiteknights 'cause it's not my thing. No judgement or anything, just doesn't really do it for me.

Guess I'll ask if you guys are literally rapin' bitches and playing up the chaotic evil or if this was a figure of speech meaning you tore the shit out of some faction or something.
>>
Rolled 56

>>28356947

If we manage to figure out how to eat zombies, here's what we'll do.

We'll send out a small, unarmed boat into the harbor with a couple of guys (Marko included) and a couple of zombies.

Then we have them rape a couple of the zombies, then the for the other ones we rip the pregnant stomachs open, cook up them zombie fetuses, and eat them while those shipboard creepyfucks watch.

Sound good guys?
>>
>>28356955
s'alright. Little of both, mostly the former.
intitially this was meant to be our joke faction anyway, and we were opening up all the dangerous shit for shits and giggles, then when we didn't kill ourselves we sort've got serious (relatively speaking).
Old habits die hard though.
>>
>>28356955
Oh no we didn't rape HER,
shit, she's literally able to kill and rape ALL of us on a whim.

Plus, she's a virign
>>
Rolled 65

>>28356955

We went around on a flying rape train and raped every single zombie on the island (male and female) and got them all pregnant (male and female). It was a giant rapefest.

We didn't rape her, she joined in.

Later on we raped all the bandits fleeing because our zombie-rapefest broke their psyches and terrified them. The train raped their ships, those pregnant ships on now lying on our docks and Dr. Bitkha is lost somewhere in them.
>>
Rolled 86

>>28356971

That sounds roight Deadsnow style thehyah.
>>
>>28356971
It's something I'd imagine we're already doing.
We need to impress these guys with something BIG.
I had hoped moving the whole ilsand would've worked. . .
>>
Rolled 21

>>28357047

Well we can't eat zombieflesh right now, so we're not doing anything involving eating zombies.
>>
>>28357047
>It's something I'd imagine we're already doing.
Or rather, something bandits already do (except the zombie part).

Creepyness is cheap, strength is rare.
>>
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>>28357012
>>
Rolled 29

>>28357065

Yeah, for the original rapefest we had engaged 2 (we wanted 3, but forgot a hero was absent) abilities on the rape action that both made it act as 2 actions.

And we got a 100.

So it was effectively 4 100s for raping the zombies, and there was a hero with a bonus to fertility+perversion involved.

For scale, 2 100s linked in our last civ brought us more wealth than we had ever dreamed of getting in the Memor threads.

The bandit-raping action had a moderately high roll, but engaged 3 doubling-abilities and due to its nature got a shitload of bonuses.

So here we are.
>>
>>28357109
Speaking of which. . .what now?
Do we fiddle with the ecology of the island?
Look for food?
Prep ourselves for the strange ship invasion?

We are in a rare opportunity to think mid term instead just short term during the winter.
>>
Rolled 95

>>28357130

Well, we try to improve our sea-defenses by any means necessary. Whether that's bashing our heads against the SP Bunkers or coming up with some way for underwater commandoes to take ships out or what, we need to be able to fight in the water because we're on an island.

If we don't fiddle with the ecology of the island...it breaks under the strain of the zombies. This might take care of itself, or might not. If we break open the gates of the iced-over mines that might release enough monsters of sufficient strength to counteract the new zombie hordes...but that brings its own set of problems with it.

We need food urgently. Beats me how we're going to get it. Maybe we do just need to resign ourselves to a lengthy and research-intensive task to allow us to eat zombies.

We're...in the process of prepping ourselves for the ship invasion. We've upgraded all our bunkers in the base proper into ultrabunkers, and we tried getting into the SP bunkers. Otherwise we need to shore up+fortify the dock buildings more.
>>
Rolled 50

It occurs to me that we reverse-engineered Frosty Power Armor...but we never set up a production line for it (and the Arms Master gives a bonus to production). That'd probably improve/fix our ability to operate in the blizzard. That perimeter of watchtowers was a really good idea.
>>
>>28357188
If the issue is too many zombies we can always send them to the monster/giant tentacle town in the SW be feasted on. Feed the monsters there too and increase their numbers.
The new zombies at least, if we have any degree of control over them.

On that note, if we get Pyro to light a building on fire. . .kalamari sounds good.
>>
Rolled 77

>>28357232

That town is infested primarily by zombies, secondarily by monsters. Also we don't know if those tentacles are zombies (probably, due to infestation levels) or fleshbeasts We had the option for the fleshworker...and there's the unidentified SheBeast.
>>
Rolled 59

>>28356983

>initially this was meant to be our joke faction

>>28357012
>Rapes everything on a giant flying rape train so hard the ecology of the island is about to break

>>28356971
>Eating rapebabies after doing rape
>>
>>28357306
Eyup.
Still, there's mystery factor on this island I want to uncover before we inadvertantly end up blowing the volcano and this island skyhigh in a fireball like sodom and gomorrah
>>
Rolled 21

>>28357337

I wonder if this volcano smokes. Also, we have the Crazy Rape Train this time. We can blow the volcano, hope all aboard the train, and go try our lucky in a certain swamp.
>>
>>28357356
>I wonder if this volcano smokes.
Now you're making me reconsider about the tentacles in the town and just how far down they go

Maybe moving this entire island really would have been interesting.and the dark god under it.
>>
Rolled 74

>>28357416

Always good thoughts to remember with EDE.
>>
Rolled 51

Too bad this discussion thread comes at a time when we don't have any specific enemies to plot the destruction of.

Let's bring up 2 questions:

how do we deal with the leftover, extremely booby trapped bandit bases (presumably highly trained forces could pick their way through the traps and get something useful...shit if the bases are going up in flames then just salvaging the traps would yield quite a bit)?

And how do we deal with the cloning labs? Do we try to loot them? Try to rape them? Destroy them? What? Keep in mind these are zombie-hives and so nothing to be fucked with.
>>
Rolled 33

Bump.
>>
>>28357528
We need to test if our neutrality bonus holds true with the ones coming out of the cloning labs.

Training ourselves in disarming traps, possibly via AM, would be good. We can take and hold the bases, for what they are worth, and we stock up on explosives.

We still have yet to check the railway andother island sights, and the volcanic mine could yield more than we have discovered.

I don't know how we can get those damned SP bunkers up...except maybe tunneling.
>>
>>28359753

It'd just take some extra work from BilKil or some extra boomy (and collateral damage) from the Arms Master to get the SP bunkers. It'll just take time and Resources.

I doubt it. It's been heavily implied that our neutrality wouldn't have held with zombies outside our general vicinity (and with good reason, remember how we got it?)

Disarming the traps and holding the bases is actually nifty. I hadn't thought of that.

Mines...ehhh.
>>
>>28359753
The brown bandit base nw of us, is that owned, or was it one of the empty ones? Did we blow it up earlier?
>>
Rolled 86

Basic 1
>scout out the nearest abandoned bandit bastion. Beware of traps. Charlie, twins, mutazee
Basic 2
>explore and Attempt to train in bomb/trap defusal. Same team as b1, plus AM.
Basic 3
>If 1 and 2 successful, completely make said base safe and take the base and loot. All heroes except SM
>>
Rolled 93

>>28360849

Heh, EDE's not here and probably won't be until Tuesday at 5. I just posted this for brainstorming because we come up with awful plans when we don't brainstorm and we're in a delicate position right now.
>>
Rolled 38

>>28360849

With the amount of resources at stake, we probably want to do some training before we head out. That aside, we need to improve our winter capabilities or we won't even be able to get there.

So it'd be more like

>Basic 1
Train our troops in trap disposal/bomb disarmament (Warlord Dalkin, Dread Witch)

>Basic 2
Scout out bandit base (insert an intact bandit base that we'll ask EDE for the location of) [Charlie]

>Basic 3
Have the Arms Master improve our extended operations abilities in Blizzard weather by improving on our Frosty/Cold Power Armor's abilities at resisting the elements, or if Frosty/ColdPower armor is sufficient for extended operations and we just need more have him set up a production line to produce more Frosty/cold Power armor.

Then next turn it'd be
>Train
>Explore
>Improve/manufacture

Then
>Disarm
>Loot
>Improve/manufacture (possibly of our Cold-Oriented Supah Doom Buggies that still need a name)

Which may or may not contribute to solving our food issue.
>>
Well just found out my aunt had a brain aneurysm...so I don't know if I will be able to run tomorrow.
>>
Rolled 36

Bump.

Linking for, you know, pseudo-cheating reasons.
>>28361561
>>
Rolled 32

>>28363583

Wow, Jesus.
>>
so...actions?
>>
Rolled 23

>>28363765

Oh, uhm okay.

>Basic 1
Train our troops in trap disarmament/bomb disposal/ etc (Walord Dalkin and Dread Witch)

>Basic 2
Scout out the nearest bandit base that we haven't blown up. Take care not to make it blow up. Look to see if there are supplies of food left inside.(Charlie)

>Basic 3
Have the Arms Master improve the extended-operations/Cold resistance abilities of our Cold Specialized Power Armor. Or if the power armor is plenty good to survive nigh-indefinitely in blizzard conditions already and we just don't have enough for our troops have him set up a production line for it and produce some.

Extra: Is it possible to eat zombie flesh? How about with research? Also, which of our heroes would be best for training our troops in trap disposal/disarming.
>>
Rolled 17

>>28363941

I'll second.
I would like to hear about the viability of eating zombie flesh too.

Also, how evil would this be even among bandits >>28356971
>>
>>28364217
....REALLY bad idea. Zombie flesh is crawling with all manner of nastiness and sometimes cooking it wont REAL well wont fix the problem even.

As for how evil...eh its up there getting close to ravager level.
>>
Rolled 28

>>28363941
>>28364217

Wow, with these rolls we're going to lose Charlie in the blizzard and who knows when he'll turn up again.

Did we mention the scout force should ride out in our yet-to-be-named Doom Buggy variant?

How good is that Doom Buggy variant, by the way? Like, how many would it take to take down a good old basic ST (because that's a metric we understand)?
>>
Rolled 18

>>28363941
>>28364217
>>28364317

The dice gods do not approve.
>>
Rolled 92

>>28363941

Hopefully sending Charlie out in the Blizzard wasn't a terribly bad idea...EDE did describe going out to loot as just "Not fun." earlier...
>>
Rolled 37

>>28363941
Bomb disarment/disposle training didn't go well...didn't help our heroes didn't really know what to do exactly either. I mean we DID disable them...if you considering setting them off that. So yeah...didn't help they were live bombs either.

We sent off some guys to a nearby bandit base...which proptly errupted in giant BOOM. As in we had a something like a nuke and inferno shit go off. None of our guys returned or charlie for that matter...

You are charlie you went into the base finding out there really wasn't much left. What food there was had been since broken into by monsters which doesn't make any sense the traps should of gotten them. Then through your goggles you see a figure come up from over a snow bluff...which then threw a snowball hitting a mine...oh fuck *BOOM*.

Somewhere out in the snows. Watching the show.

" Hm looks like those Zeds over confident, says a figure munching on a cold haunch of flesh."

"What do you expect clearly never dealt with Yaksha before", said another sitting down playing with her tits.

"Still should of known to not enter a bandit base if you know they looted everything and booby trapped it."

"Like I said they got overconfident."

"A good lesson for them. Next time don't underestimate the snows. Hah."

....I must ask why DO you do that anyway, asked the male gesturing at the females tits.

"Because its fun obviously what are you saying you don't mess with your balls?"

"Not really no, well unless its to jerk off."

*receives a pitying look*

"You are really missing out."

"That is because I don't got tits."

"No, you got nipples."

"...you got a point there."

"Told you."

"Bitch."

"You know you love it."

Arms Master tried figuring out how to improve the cold protection but couldn't figure it out. Its real top notch as it is now...
As for the production line the materials are a real pain. We are getting by using spare parts/salvaging. We don't actually have the facilities to even begin to make more.
>>
Rolled 28

>>28364852

Oh, so the Yaksha want war, do they? And you want to knock our hero list down to size, do you?
>>
Rolled 67

>>28364852
"Hm say isn't that one of them over there", asked the male noticing a figure being slowly buried underneath the snows.

"Whoa that one got sent flying didn't he", finished the female finishing groping her tits and grabbing her rifle while approaching following the other one.

"hm a mask now lets see whats-*sploosh* oh oh my, gulps the woman staring down.

Oh whoa I could of sworn they had no good looking guys among their number.

"I uhm yeah", says the stunned female. "Anyway..."

"no."

"but."

"NO, we don't take any of them with us. You know the drill."

"....but we never had gotten any of them personally to question, she points out giving her best please oh please face."

"...Fine. Just fine but you owe me big time for this."

YAY

...Poor bastard.

"Hey you know that crush you have on that one chick I am totally shacking you two up together.

Wuh NOOO.

totally not doing this to get this crap off my mind nope and the QM curse totally doesn't exist.


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 60

>>28365025

I hear that if you join the Quest Thread Generals the QM curse is removed. JK, I know nothing of that culture but a quick scroll through today shows them to be kind of lame...

Anyway, we'll try to come up with some dastardly plans to get your mind off of things.
>>
Rolled 29

>>28365025
news
The zombies for some reason are not staying low during winter as usual. As result a full out conflict is underway.

The creepy ship has been doing some shuttling lately.

We have heard some heavy fighting throughout the island.
>>
Rolled 46

>>28365117

Wellll shit. Has the creepy ship communicated on any frequencies that we've observed? (Can we initiate hails at any time?)

What technologies did we get from Reverse Engineering a security bot?
>>
>>28365171
Not really. You can try to hail them. Surprised you never bothered doing that before.

As for tech you got some stuff but can't do anything with it, plus the software is something that Arms Master is not particularly apt at. He's got the hardware down but can't really do anything with that knowledge.
>>
Rolled 9

>>28365313

Gotcha.

We were trying to creep them out with the Cloudeyez like they creep us out before we talked to them.

What does the Dread Witch make of the ship in the bay?
>>
Rolled 16

>>28365117

>Basic 1
Scout around the island to see what's causing the noise. Also try to gauge zombie numbers versus monster numbers and which side is 'winning'. Warlord Dalkin, Mutaze.

>Basic 2
Have the Arms Master reverse engineer our jetpacks.

>Basic 3
Send Cuban Pete and the Dread Witch out to scout the urban area to our west, in addition to general threat level assessment look for resources/food and bring some back if they can.
>>
Rolled 89

>>28365590

Jesus Christ the Dice Gods aren't favoring anything in this thread.
>>
>>28365379
"They seem to carry typical zed...I think they might be the zedders. Which isn't good. They were believed to be one of the founders of Z."
>>
Rolled 82

>>28365774

Isn't good how? Does she suggest we make contact now? Do any of our other heroes have useful input?

Linking just in case >>28365590
>>
Rolled 94, 62, 41, 54, 48 = 299

>>28365795
Their one of the most powerful group of zeds. Part of the originals of Z. Of whom were 3. The Dark Shadows, Crossed 3, and the Zs. They were the Zs. As for making contact I don't see why not. Considering their just watching I am going to guess their testing/probing us."

None of the other heroes do though Pyro did make some noise a grunt to be exact

Zombies seemed to be winning though it is surprisingly tough for them. As for whats causing the noise we noticed some fortifications scattered around focused near the zombie hot spots and around ruins. We don't know who they are though...

Arms Master figured out the jetpacks and even did some modifying for them. Claiming something about weight distribution/requirements.

According to them they didn't see much due to the conditions and they claim food and resources are certainly around if you dig around a bit.

Turn 81
>>>>>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
1 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.
>>
>>28365313
>You can try to hail them. Surprised you never bothered doing that before.
Because that just seems. . .anti bandity.
Like "WHAT YOU WANT?"
"We heard you were looking for recruit-
"YOU WANT TO JOIN US? WHAT ARE YOU FAGGOTS? WE'LL COME IN THERE AND KICK YOUR ASSES"
>>
Rolled 86

>>28366594

I kno rite?
>>
Rolled 27

>>28366594

"SRSLY LIK WHO ASKS TO JOIN THE MARK OF THE Z? FUCK YOU GUYS, BOMBARDMENT FOR U FEGS."
>>
Rolled 41

>>28366064

Okay, seriously though let's open a commline with them.

Don't say anything though.
>>
>>28366662
Are we prepared for a (rather likely) invasion tho?
We're down a lot of heroes.
We didn't get any new defenses in months besides the (sweet new towers).
The Yaksha are probably thinking of invading too while we're at it.

How do bandits even sucessful join another without the usualy "beat da other guy first"?
>>
>>28366699
We'll also probably have to completely change our name, potentially leadership.

In Genies words "To acknowledge the absorption of other bandit groups is frowned upon and seen as really fucking weak/sad. After all why must you acknowledge those who failed to survive where you have succeeded? It reeks of weakness and bandits are only fond of it if your a target."
>>
Rolled 84

>>28366751
>>28366699

The Mark of Z is different because we've encountered 2 constituents who were both distinct and had their identities.

They had their own names, they may've changed them but what does that really matter? They seemed to operate completely independent of each other (they certainly had 2 different methods of using the zombies).

And what harm is there in opening up a Comm channel without saying anything?

Also, I doubt the Yaksha are on the warpath. I think they were just beating us down for daring to venture in their caverns and generally wander about the island.
>>
Hmm, what to say what to say. How to balance strong words with (what might not be exactly useful here) eloquence? Can't seem weak or scared, can't seem overconfident.

"Hey, you there! You been staring at us for a year now, like what you see? If not then fucking spit it out and do something about it. Who are you and what are you doing here?"
>>
>>28366817
Well, opening a dead line is good too. But who has the balls to speak first I wonder.
>>
Rolled 66

>>28366857

How about

"Yer startin to creep our Strain Mother out." and leave it at that.
>>
Rolled 50

>>28366857
>inb4 they are gentlemanly fellows, like what we thought the hillbillies were
>"I say chaps, that was rather rude of you. Why, we were simply enjoying the spectacle you were displaying and are appauled at your beligirent attitude towards those who have displayed no ill will toward you."
>>
>>28366926
That'll work too.
>>
Rolled 20

>>28366926

Ask our Strain Mother if they're starting to creep her out.
>>
>>28366962
I've been asking about her condition for months now, if she's gotten any better or how she is in general.
>>
Rolled 46

>>28366962

"I oversee over 10,000 dread strain and countless more in the greater strain. My consciousness is such that you can not possibly understand it.

But yes, they are starting to creep me out a bit."

>>28366992
I'm pretty sure she's 'recovered' so far as she goes, but that her strain mutation abilities are disabled until further notice/we figure out a way to re-enable them.
>>
Rolled 78

>Meanwhile, as the ecosystem begins to collapse by a depletion of monsterfood
>>
Rolled 93

>>28367197

Apparently it's not as bad as we thought.
>>
>>28367197
Nah, I fully expect a turnabout and monster mayhem event.
>>
Rolled 91

>Basic 1
Warlord Dalkin and Mutaze try to get a closer look at the zombie hot spots around the ruins
Basic 2
>Open up a commlink to the ship. The Silence ends to day "Yer startin to creep our Strain Mother out."
Basic 3
>Cuban Pete and Dread Witch explore and opportunistically try to dig around and get those food and resources
>>
Rolled 74

>>28366064

Can we auto-update all of our armor to have jetpacks (do we have to manufacture some for that?)

>Basic 1
Have the Arms Master incorporate our jetpack technology onto our Wintadooms (our doom-buggy esque vehicles) so they can fire them in quick bursts to jump over rough terrain or as boosters for that extra little bit of speed, or as a close-in last resort defense if the plasma cocoon has already been blown.

>Basic 2
Send Warlord Dalkin, the Mutaze, and the Dread Witch to scout out the fortifications we saw scattered around zombie hotspots and ruins...do it stealthily.

>Basic 3
Send some people out to explore the urban area to our west and grab us some food/loot if they can. Send Pyro and Cuban Pete out on this one.

Extra:
Open a Comm Channel with the CreepyShip. Wait for a few hours for a response and if none is forthcoming say "Yer starting to creep out our Strain Mother."
(please confirm with the Strain Mother whether they are actually creeping her out or not, but don't change what we say either way)

Also, ask the Strain Mother about the viability of creating a zombie-specific disease that'd render zombie flesh edible for our troopers.
>>
Rolled 1

>>28367410
Sits right with me. C'mon let's get a good roll on this.
>>
>>28367433
GOD. FUCKING. DAMMIT
>>
Rolled 94

>>28367433

Fucking shit dammit fuck. That doesn't count on the Extra actions does it? FUCK
>>
Rolled 79

>>28367433
Every damn time we do something important...
>>
Rolled 33

>>28367433

Fuuuuuuuuuckkkkkkkkkk
>>
Rolled 11

>>28367433

And the Wintadoom modification sounded so cool too! Goddammit!

Also, war with whoever's in the fucking fortifications now!

And fucking shit, maybe war with the goddamn Mark of the Z!!!
>>
Maybe if we sage our posts, and EDE doesn't come back in two days we can all just never mention this thread.
>>
Rolled 58

>>28367433

Jesus Christ, why?
>>
>>28367534
Or we all delete the bad roll and any linked post to it
but that would be wrong, and EDE deserves better
>>
Rolled 15

>>28367534

Or everyone just posts a lot really really fast so that it drops off before he sees it and no one archives.
>>
Rolled 18

>>28367568

>"*WARNING* white knight choices will be vetoed you are EVIL, but that doesn't mean you can't be smart/clever about it *WARNING*."
>>
>>28367604
Meta evil too? Mwahahaa
>>
Rolled 34

>>28367623

That's why we're all going to furiously roll and link to the 1 and hope someone gets a 100 to cancel it.
>>28367433
>>
Rolled 80

>>28367656
Or someone rolls another 1
>>
Rolled 16

>>28367433

Quickly, before he returns!
>>
Rolled 12

>>28367677

Fair point. Then we'd need 1 more one after that.

>>28367410
>>
>>28367410
>>28367433
Oh my fucking god did you idiots just lose all your remaining heroes? That is fucking funny cause good lord I can promise you this some of them are going to die.
>>
Rolled 61

>>28367720

>Deploying heroes so they don't get bored into tasks that are completely reasonable
>idiots
>>
>>28367720
B-but it wasn't our fault! It was the dice gods.
>>
Rolled 27

>>28367720
It wasn't a stupid action.
Maybe it wasn't our best, but we're rarely at our best.

The gods do not favor us right now.
>>
Rolled 65

>>28367720

The actions weren't particularly clever or anything (except maybe the Wintadoom plan), but there's no real way to make "Scout/Explore this" clever.

We also left our Strain Mother at home. Guess she takes over the complex now.
>>
>>28367804
She's dead jim
>>
>>28367410
Well when we atmpted to assimilate apparently some of fuel and plasma lines got interlinked causing them to explode violently throwing plasma and shrapnel everywhere. The arms master is critically wounded and may very well end up dying.

Meanwhile when we sent Warlord Dalkin, Mutaze and Dread Witch to those fortifications scattered around the zombie hotspots...none of them returned. In fact we have no idea what happened.

Meanwhile Pyro and Cuban Pete got ambushed. Cuban Pete was captured possibly killed and Pyro might have died or escaped severly wounded when he heard the news.

Meanwhile over the Comm channel
"Good to know weaklings and here we thought you were something else."

Strain Mother says no their not.

"zombies are immune to disease, also zombie flesh is full of toxins without including pathogens."

As for why some heroes will die it isn't solely due to the roll. I don't kill them off due to solely that. Its only due to bad decisions or poor planning.


Turn 82
>>>>>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
1 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 82

>>28367763
>>28367751
>>28367749
You made some bad decisions with that action plan combined with that roll heroes will die.
>>
>>28367885
Which ones exactly?
>>
Rolled 43

>>28367898
The last two. The first one was good idea.
>>
>>28367920
Scouting and exploring/opportunistic loot was a poor decision? Any given reasons, we want to make sure this doesn't happen again.
>>
Rolled 79

>>28367865

Bah
>Whims of the gods
>Weaklings

Fuck you, we've come back from worse and we'll kill you for that.

>Basic 1
All medical attention to the Arms Master and any other wounded.

>Basic 2
Have the Strain Mother cook up a disease that is tailored specifically to cause rapid fluctuations in the infected's core temperature, as well as terrifying hallucinogenic effects (i want the victims to try to kill each other), I want it to be transmittable by blood and air. Ideally have it work against mutants, but for the moment focus on getting the symptoms down.

>Basic 3
Shore up/fortify our buildings on the docks.

Convert Loot to Resources as necessary this turn.
>>
Rolled 10

>>28367948
You failed to completely scout it out first. So while you may have had a rough idea of what was there you were not sure.

As for the scouting the fortifications you need to remember hero abilities. Plus critical thinking. I hinted a bit about what was there.

>>28367998
It wasn't just due to the roll. The way you put it caused problems.
>>
>>28367998
>I want it to be transmittable by blood and air. Ideally have it work against mutants, but for the moment focus on getting the symptoms down.
You're going to work an immunity from our forces/allies aren't you?
If not you better make it single target or something.
>>
>>28368024
Hold up.
First, I learned that you have to scout a place for a general description and saftey, then you can continue to explore.
Now I learn that you may need to scout a place more than once to have fully scouted it, and then explorations can begin?

Man, alrighty then. I'll be sure to crank up the scout blitz a few notches next time. if there's a next time.
>>
Rolled 3

>>28368037

I actually want to canister it and throw it into the Yaksha caves. The fluctuations in temperature would fuck with their physiologies pretty badly, and I wanted them to go insane beating each other to death too. In the chaos Charlie could escape (we'd have to make our Deadsnow genetics immune/resistant to it).
I was planning on maybe sacrificing our mutant forces as test subjects when necessary to overcome their enhanced disease resistance.
>>
Rolled 51

>>28368082

We have to scout the path to the place, explore the path, scout the areas around the path, explore those, scout the place for threats, scout the place for loot, explore the place for threats, explore again for threats, explore again for loot.
>>
>>28368096
>I was planning on maybe sacrificing our mutant forces as test subjects when necessary to overcome their enhanced disease resistance.
But this is like that time with testing serum on our bandits. We don't have a hivemind loyalty bonus even. I'd rather not have them leave as well.
>>
>>28368118
Apparently you might miss things the first scouting run before you can explore.
So we have to scout the path to the place. Then scout to completely not miss anythihng. Then explore the path. Ect. ect.
>>
Rolled 100

>>28368132

Ideally we'd capture some Yaksha to experiment on, our own would be a last resort as it'd cause massive morale damage.

They're still there though, and I'm just kind of feeling evil because all of our heroes are gone.
>>
>>28368164
Aw man, we could've used that 100
Also, wait a minute, why are we opening hostilities with the Yaksha?
>>
Rolled 7

>>28368164
Dice gods got a sense of humor.
>>
Rolled 85

>>28368184

It's indirectly linked.

Because they blew up a bandit base with our scouts in it and captured Charlie+are holding him.

They're also quite likely responsible for the ambush on our forces that killed Pyro+Cuban Pete.
>>
Rolled 55

>>28367998
If this is another 1 I'm gonna flip shit.
Voting.
>>
>>28368205
Yeah but good god man attacking the Yaksha in the WINTER with most of our heroes down and out? Yeah, I know you don't mean right away but such a thing is hard enough considering the circumstance.
>>
Rolled 22

>>28367998
Cautiously supporting this and sacrificing a goat to the DG's
>>
Rolled 78

>>28368247

The disease is going to take QUITE a while to be developed. It'll likely be summer by the time we're ready to deploy it.
>>
Rolled 74

>>28367998

Extra: Tell the Zedders we didn't get to the point of raping an entire island by taking the road of flowers and perfume, but if they're done observing us then there's nothing keeping them here.
>>
Rolled 13

>>28367998
Arms Master looks as if he is going to recover. Mostly because Dr. Bitkha returned from her trip with the rape train. Their discussion was a weird with one the train replying in CHOO CHOO but somehow Dr. Bitkha understood. Anyway she promised he would recover as she brought him into her work area before closing the curtains.

Strain Mother says she can't actually develop diseases. Action wasted.

fortifying of the docks have begun. There is a lot to do depending upon what we decide to focus on.

>>28368397
"We originally were going to make an offer now that is in slight question. So remain and watch we shall."


Turn 83
>>>>>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
0 resource point
31 loots
Population: 9050(9000 bandit 350 mutant) Other:
200 bots. 10000 zombie Total: 19550
Morale: Good
Food: Low
Water: Below 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.
>>
>>28368446
>"We originally were going to make an offer now that is in slight question. So remain and watch we shall."
yeah, after like a year and a half. . .
>>
Rolled 72

>>28368446
>0 resources
Hmm, we have 31 loots left. We can deplete those or we can spend a turn scout blitzing a place and pray the end result is the smell of resources.
But we have no heroes scout oriented or even combat ready.
>>
>>28368537
Forget the resources, food is low.
Also why is water below average in the winter when any bandit can get a pot and melt some snow over a fire?
>>
Rolled 45

>>28368446

Extra: "Remain and watch or leave, the Deadsnows will persist."

>Basic 1
Have Dr. Bitkha look into restoring the Strain Mother's ability to mutate zombie strains.

>Basic 2
Scout the path between us and the urban area to the West, make sure the pattern is broad so we have a shot at finding Pyro and/or Cuban Pete.

>Basic 3
Explore the path between us and the urban area to our west after Action 2 has been completed.
>>
Rolled 4

>>28368631

Convert loot to resources as necessary.
>>
Rolled 22

>>28368631
Change it to.
>Basic 3
After action 2, Explore the path between us and the urban area to our west after the path has been fully scouted. If said path is not fully scouted in one action, scout again in preparation for future exploration.
>>
Rolled 1

>>28368691

Sounds good to me.
>>
Rolled 6

>>28368742

Come the fuck on.
>>
Rolled 74

>>28368742
Are you fucking shitting me?
>>
>>28368742
Are we being mocked?
>>
Rolled 47

So who else is done with looking for lost heroes because it never EVER fucking works. . .
>>
>>28368863
Well, there was that one time where we had a gigantic hugefuck party outside and we all look for CC, every single one and all the heroes, and we had a 100.

Just the one.
>>
Rolled 48

>>28368863

We weren't even primarily looking for heroes this time, it was just scouting with maybe a shot at finding a wounded Pyro.

>>28368742
Fuuuuuuck.
>>
Rolled 28

>>28368631
>>28368742
HAHAH

>>28368622
Problem is quality safe water.

>>28368631
"Doesn't look like it."

Well uh bad news when Dr. Bitkha looked into restoring the Strain Mother's ability we somehow made it worse. As in constant screaming worse no matter where you tried to hide. It then abruptly ended with a very confused Doctor looking at what...remained of her patient. She swears she didn't do anything just tried to figure out what went wrong. Problem is she somehow triggered something when she did it...

When we sent out our scouts none of them returned...and we heard a large amount of fighting coming from that area that seems to be closing in on us.

See above except on the other side.

lost 500 scouts.
deceased zombie strain mother(ouch)

Turn 84
>>>>>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
1 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.
>>
>>28369043
>Problem is quality safe water.
Toxic snow huh?
Another day in the post apoc. . .
>>
Rolled 18

>>28369081
They don't call it Deadsnow for nothing.
>>
No heroes but the doc.
Can't even fucking scout.
Army is coming in, SM dead, no way to trigger the zombies to our aid or even as buffer. Hell, could be the zombies for all we know.

What we need is a miracle. A *clever miracle.
>>
Rolled 18

>>28369210

We still have the Rape Train. and the Arms Master (he's recovering).

Don't see what was dumb about checking up on the Strain Mother to get her killed.
>>
>>28369210
...You seem to be forgetting that you be Zeds.
>>
Rolled 10

>>28369210
What if we used the train to. . .
if we wished for. . .
>>
>>28369241
I had hinted about some stuffs. That stuffs got triggered and it killed her.
>>
>>28369506
I never got a clear grasp of our control of the zombies. Can anyone just point at one and say "fight for me?"

Besides, we can't so much as step a damned step out of this base without dying. Not for all the scouting in the world. We're stuck with what we have in here.
>>
Rolled 56

>>28369563

Yeah basically, because we raped them into submission.
>>
Rolled 64

>>28369547

How long until the Arms Master can work again?
>>
Rolled 5

>>28369563

Technically the Fozr are obliged to defend the base right now because it's winter...but it's us who brought this down on the base so that'd probably be taken poorly.
>>
>>28369742
we don't say a word to them. They want to let stuff romp the base they can, but I doubt they will.
>>
Rolled 18

>>28369768

Don't warn them about the incoming army?

They might be able to scout it for us. We didn't cultivate these allies by giving them our Ultrabunker schematics just for show and tell.
>>
Rolled 41

>>28369768
>>28369830

We could phrase it something like "we identified a hostile force and have lured them into attacking the base."
>>
>>28369830
Or they, like oh so many times in the past with other allies, blame us for it.
But, I suppose finding out we knew it was coming and not telling them would be just as bad or worse for relations.
>>
>>28369655
2 turns

>>28369563
They see you as a zombie you start heading somewhere with purpose zombies like to follow along in case you found food that they somehow missed ect.
>>
Rolled 52

>>28369520
We tell the train there are some virgin SP bunkers refusing to open themselves up, and he will be the one to force his way and will on them. Fucking rape the defenses down like a maidens gown, rape the explosions from exploding, they dare challenge you as "particularly *impenetrable".
>>
Rolled 73

>>28370029

Heh, that's good but I don't think it'll help our current situation. Also I'd like the SP bunkers to be usable.
>>
Rolled 61

>>28369897

Yep. At least this way we seem in control.

Inform the Fozr (and Ghouls) that we have a hostile force incoming. We identified them as likely to develop into a significant threat in the future, and so we've lured them into attacking our uber-fortified bastion.

Would the Fozr kindly scout out the forces to our West (they might also check in an arc from West to the North) to make sure everything's going according to our plan?

Ask the ghouls/Fozr how much of the base's defenses they have online now, it's been a while since we checked on them.
>>
Rolled 32

>>28369897
Well, all we did was scout and explore prematurely. Not hairbrained scheme, not even conquest or pillage, just look at a place with a couple of guys and that triggered an attack.
>>
>>28370111
>and so we've lured them into attacking our uber-fortified bastion.
>lured
Erm. . .is that last part really necessary?
>>
Rolled 31

>>28370264

I mean, feel free to modify it. Just trying to sound like we have at least a faint fuck of what we're doing.
>>
>>28370296
"We identified them as a significant and likely threat in the near future, and so, given the opportunity to manipulate where they will strike, of which we remind said strike was beyond our control, we have decided to lure them into attacking our uber-fortified bastion, rather than your buildings."
>>
Rolled 32

3 basic actions guys

3 basic actions, shit tons of zombies if we can reach them, and possibly a train. How do we use them to the best of our abilities?
>>
Rolled 94

>>28370440
That's excellent. We need to fortify the docks buildings. Maybe see if we can drag the rape-boat wrecks into a line so whoever it is has to go through a disorientating, unearthly hellscape right before they emerge into our firezones.

Might even ask Dr Bitkha if she could induce them to hatch as our enemies pass through.
>>
>>28370601
We lost the cloudeyez, and without SM we have even less security with the zombie spawn.
Let us spare the boatborgs from harm at least?
>>
Rolled 13

>>28370566
Have the train rape a great moat into the earth around our base and fill it with evil demon train jizz, or rape down into th earth until it pops the magma cherry for the hotspot that supplies our volcano and the moat fills with lava.

then drag the pregnant boat corpses onto/over/across the moat (and in shallow walls to either side) so that they form advantageous crossing points over the earth's piping hot cherry juice.

set up armored watchtowers on the inside that have the bridge-boats in superb killing fields, and have the train abduct a shit-ton of zombies and rapepregnate the boats and ground on ourside of the moat with them.
>>
Rolled 1

>>28370788
Finally, have Dr. Bitkha bring our boats unto the very edge of their pregnancy, such that the slightest disturbance will cause them to spew their long overdue load of demontrainrapedoomboats and their reently added compliment of zombies unto the enemy walking amongst them. The rapedoomtrainboats will be forever serve to protect our domain by inhabiting the lavamoat and leave the mark of the rapetrain on this island forever.

We could also have the train load up our Wintadooms inside it and seem to run away before returning to RAPE the enemy forces from the rear while our Wintadooms mine the escape and make things toasty with their DBMs and plasma cocoons.
>>
>>28370788
>Lava terraformation around our compound
Uhhh...
>Risking the precious boats falling into said lava trenches, and having troops romp through their wombs
But-
>Third part
Can you word that again?

Then again, this IS somewhat of a mad plan. Could be worded into a wish at least.
>>
>>28370903
Man, at least this was a dicussion.
>>
Rolled 8

>>28370903
Well fuck me.
>>
Rolled 98

>>28370905
>>28370915
No, that was my actual plan I was proposing for our defense...I was about to add that it'd be a THIS IS MADNESS action and have all of Bitkhas bonuses...
>>
>>28370957
you couldn't have left well enough alone. . .
>>
Rolled 2

>>28370905
I'm on a tablet so its messy. That was definitely my proposed action though...

we could use the rapetrain with its Wintadoom compliment to chase our enemies into the lavamoat+pregnantboats if needbe...
>>
Rolled 43

>>28370981

How many 1s in this thread would that as an action make, my friend?
>>
>>28371068
Too many
>>
Rolled 51

>>28371092
You sure? I ws thinking it was just right.

Now we just see If the wild EDE in its natural habitat of RAPE and AWESOME accepts the offering, and how he responds.
>>
Rolled 96

>>28370788
>>28370903
"Oh, Great and Mighty Rape Train hear our wish"

"I CAN HEAR CLEAR ENOUGH. WONT BE TRUE FOR LONG IF YOUR MOUTH IS STUFFED, THIS HAD BETTER BE GOOD."

"You ever heard of tectonic plates? Their these barriers that hold back lava. Sciencey and all. Well, FUCK THAT. No really, they're a hot cherry just waiting to pop. Gouge out your mark like a great moat all around our base, so your spawn can wade in the mix of your seed and hot molten rock of mother earth. And, once the enemy has their faces at us, they're rears are clear and *WIDE open for you."
>>
Rolled 80

>>28371251
Make sure you include something about how hardcore it'll be to pin his victtims up against a wall MADE OF HIS OTHER VICTIMS.


AND IF THEY DON'T WANT TO THROW THEMSELVES AGAINST THE WALL EVEN BETTER BECAUSE THEN HE GETS TO SPEW HIS LOAD OF WINTADOOMS AND FOZR ONTO THEIR REAR SO THEY DON'T HAVE ANY CHOICE BUT TO ASSUME THE POSITION.
>>
Rolled 19

>>28371334

And see here, Oh Great and Powerful Rape Train, is where we deadsnows and Dr Bitkha have arranged a special surprise to remind you of some of the good times we've had in the past raping bandits together. Nope, no telling. You'll just have to make sure you nail as many forces to that boatwall lavamoat as possible, then Dr Bitkha'll show you.

Nah, don't worry about'm getting through, we've got machine guns and forts for that.
>>
So whats our action besides beseeching the rape train exactly?
>>
>>28372088
Okay, logical actions.
Firstly, inform the Fozr as previously stated.

We have Dr. Bikhta, several thousand zombies. Use the fodder well.
If crazy plan don't work, the bunkers and the docks are top priority. The fozr value the HQ and the bloody maiden breach is under their watch. If a surprise attack were to come from a new breach, the Ghouls have the east and our zombies have the north.

Next, could figure out a way to step outside this base without being killed and try to rally the zombies outside to conglomerate here as additional fodder. Scouting over land through the snow won't work, not with even 500 men, but we do have those nifty new jetpacks, some undersea capability.
>>
Rolled 15

>>28372169
In light of that, how do these sound as suggestions?

>Basic 1
Dr. Biktha continues to heal AM
>Basic 2
Send out men in jetpacks to scout out for large groups of zombies to find saftey in, and be ready to trigger them to our call when the enemy arrives. They will be our "rear guard" so to speak (for future train related reasons)
>Basic 3
Fortify the shit out of the dock buildings and Bunker areas. Protect especially our ships. Convert loot as necessary.


Extra:Inform the Fozr (and Ghouls) that we identified a hostile force incoming. We identified them as a significant and likely threat in the near future, and so, given the opportunity to manipulate where they will strike, of which we remind said strike was beyond our control, we have decided to lure them into attacking our uber-fortified bastion, rather than your buildings.

Would the Fozr kindly scout out the forces to our West (they might also check in an arc from West to the North) to make sure everything's going according to our plan?

Ask the ghouls/Fozr how much of the base's defenses they have online now, it's been a while since we checked on them.
>>
>>28363583
I'd just like to point out that my condolences, again, for your most unfortunate circumstances.

That is, sorry man. Hope things get better.
>>
Rolled 65

>>28372291

Nah, AM is already healing so that's redundant and we need more than one action on fortifying.

>Basic 1
Fortify our dock buildings further, accessibility is currently a secondary issue to defensibility.

>Basic 2
Construct the fortified watchtowers on the inside of the lavamoat, if it's possible to have them ready in time construct some ultrabunkers (5-10 of them) do it so that the 'bridge boats' are well covered in overlapping fields of fire, and our towers let us snipe across the moat. Deploy our mines errwhere too.

The towers ought to be closer to the moat than the bunkers, so they can fire at enemies across the moat and at enemies on the boats (just make their lives more hellish than having to walk across something that makes you feel like you're walking through a lovecraft story).

Put our zombies that can't be trusted to control themselves until the proper time in hidden cages/pens in the boatwall (on the outside of the moat) and in the ground. We should be able to trigger them to open remotely. (the zombies should come charging out when we need them too, i doubt they'll like spending time in the hell-boats)

>Basic 3
Send out some vehicles and jet pack troops and some of our dread zombies with them to collect some zombies.

Then there's the extensively described
>THIS IS MADNESS
>>
Rolled 90

>>28376171

Take note that we might have to divide the MADNESS action into two parts, build the moat+drag the boats this turn and then initiate the attack when it comes back next.

That wouldn't necessarily be a bad thing. We could use the interim time to get the scouting info from the Fozr, get Dr. Bitkha working on inducing the boats, gather zombies, and further fortify.

For >Basic 2
I forgot to mention that the small land-bridges that will inevitably exist between our moat and the ocean (either because the moat wasn't dug there, or because the lava contacts the ocean and forms rock) should be covered extensively in mines, and by towers+bunkers as those are the 'gates' and weakest/easiest points of crossing.

All the EXTRA: actions still stand.

>inb4 this fighting is Cuban Pete and Pyro fighting off everyone who ambushed them and bringing the party to us so we can join in.
>>
Rolled 26

>>28376171
>>28376361
Well, alright. Let's get MAD
>>
Rolled 79

>>28376477

I wish we had AM alive and well...I want our Wintadooms to have rockets on them.

Those must must be some pretty goddamn nasty light assault vehicles by this point.
>>
Alright ede this is getting out of hand. "Completely scout" out a place? How is continuing to scout out a place is any different from exploring it? In your own words "Exploration is basically VERY detailed and focused scouting. Another way to put it is going over something with a fine toothed comb. "

I'm just a little upset that to sucessfuly search a place we must devote at least an entire month on it. 2 actions for scouting, and another 3rd for exploring. That's an entire month for us, any new civs would have to devote entire months. Apparently we have to do these to the paths to the places before we can actually do that to the places themselves.
>>
Rolled 9

>>28376710

Any other suggestions for names? Apparently they look like the vehicle in the Thread Pic at this point.

Also we can't forget that we have a plasma AA/light antitank mobile platform. They need to be hooked up to a plasma generator to actively spray the air effectively though, so we should probably develop/loot/trade for and reverse engineer one of those. Since Ovah Kil is no longer with us the latter two are probably more likely than the former.

Linking in case.
>>28376361
>>28376171
>>
Rolled 11

>>28376731

Now to be fair, the route from our base to the urban sprawl to the west IS pretty distant. It's probably about the same distance as going from one side of our map of the swamp as the Memor to the other.

Still, one would think that when you say "scout out an area" you're scouting the whole way there unless you're familiar with the terrain.
>>
Rolled 27

>>28376171
>>28376361

Loots into resources as necessary, of course.
>>
>>28376736
I'd like to call them "Lurkis' Revenge", after all he was our original pyro with the firsts molotov mines/traps. And they do have the ability to lay mines now.
>>
Rolled 76

>>28376731
It's very tedious. Last in game summer I did a scouting blitz to be on the safe side, paths and all, in an attempt to find resources and food safely so we didn't get much actually done. Even then it seems I didn't scout out enough. I'm going to have to crank up the scouting blitz even more, and it sucks.
So yeah, we're gonna have to devote 2 actions to scouting from now on.
>>
Rolled 47

>>28376477
Well, if this is what we are doing then at least let's give it a good roll
>>
Rolled 6

>>28376947

It has a 90 (I think that counts)

>>28376817

Yeah, I know. So much scouting, and now we stand with only 3 heroes remaining.

Anyone else see any hints about what was wrong with the Strain Mother, or what the forces in forts around zombie hotspots are?
>>
>>28376996
I presumed nothing about SM, so I left her alone to heal and kept asking about her, and never got a damned response
I really dislike how it takes nat1's to get these heroes to open their mouths.
Also, the initial issue was caused by her developing a mutant strain and coming under the attention of the SheBeast. In retrospect, I'd think it was the fact that she lost her ability to do that and thus got off the SB's attnetion, and trying to heal it brought her back to SB's attention and killed her.

Not a bloody clue as to the zombie hotspots.
>>
Rolled 18

>>28377031

That's a good working theory. Well I guess if we can recover the Mutaze he'll inherit the Strain.

I dislike how we only just barely got the ability to operate in winter/blizzard conditions (which had everyone locked down in/around our base and caused people to actively flee into the kill zones of our ultra bunkers)...and now all of a sudden it seems everyone and their brother can operate in winter/blizzard conditions no probs.

That's probably because only the most elite bandits are left on the island...but still. Whaaa, muh new toy isn't OP.
>>
Rolled 66

>>28377031

Could be whoever is responsible for igniting the cloning facilities into their burnout runs.
>>
>>28377343
Unless we somehow had a hand in that. But yes.
>>
>>28377343

Or someone trying to contain/control them.
>>
Hey, anyone want to mutate our mutants into ungodly killing machines? Just to see what mutants are actually capable of?

Unless that'd cost actions, because they're too small a fraction of our force to use actions on.
>>
Bump.
>>
Bamp.
>>
>>28377515
Well, we'd have to find strains to assimilate. Sadly we don't have the facilities, on top of the bandit science pentalty, but who knows what we'd find.
>>
>>28380265

Apparently mutants can mutate to an extent at base (remember the Adero mutants evolved advanced senses from nothing).

There also might be some dickery to be done with the Mutaze and the mutants and Dr. Bitkha. If you know what I'm saying.
>>
Rolled 79

>>28380265
What mutant strains do we know of?
Can Mutazee transfer any of his strains for our mutants to assimilate?
>>
>>28380381

We know of the Yaksha and the Fozr. We've never gotten any definitions for the ones that are actually in our forces.

Mutations seem to be able to be based off of monsters too though, Adero mutants acquired toughened hides (in a process to go towards Armored Plating, we were going to turn into ultra-smart xenomorph-Rix combos) based off of some monsters/monster corpses.
>>
>>28380381
>>28380379

Not that we have access to the Mutaze right now. Nor is it likely we'll get him back since we're thinking of interesting applications for him.
>>
Rolled 5

>>28380407
I wonder what could've been made with a sample of one of those giant tentacles in the buildings.
A pity we don't have the dread witch and CP.
Could've made sacrifices tried some voodo dark magic ritual shit and and summon a mini eldtrich rape tentacle beast.
and then rape it into submission with the train
>>
>>28380513

Then have the Mutaze eat the remains.

Then have Mutaze rape the Strain Mother.

Then have the strain mother insert zombie eggs into the rape-boats.

Then have Dr. Bitkha throw some crazy in.
>>
Rolled 53

>>28376171
Fortifying of the docks continues. Sand bags are placed, killlzones, blind mirrors ect.


Fortified watchtowers are constructed on the inside of what is going to be the lavamoat. Sadly we do not have the time to construct the ultrabunkers as that would be separate action.

We have sent out forces who acquired a no small number of zombies. They are crawling everywhere despite the blizzard.

THIS IS MADNESS

YOU ARE THE CRAZY RAPE TRAIN RIGHT NOW YOU HAVE BEEN ASKED TO RAPE THE EARTH AND CREATE A MOAT. THING IS THOUGH THOSE PANSIES WANTED A PLAIN OLD MOAT OF WATER.

THAT IS FUCKING BULLSHIT.

SO INSTEAD YOU RAPED THE EARTH SO GODDAMN HARD THAT NOT ONLY DID IT BREAK WAY INTO A MOAT IT ALSO TURNED INTO THE WATER INTO MOTHERFUCKING LAVA CAUSE YOU RAPED THE WATER SO GODDAMN HARD. SCREW GOING DEEP INTO THE EARTH WHEN YOU HAD ALL THAT WATER JUST WAITING TO BE RAPED SO HARD THEY SOMEHOW TURN INTO LAVA. AFTER THAT YOU RERAPED THE BOATS AS YOU SLOWLY PUSHED THEM OVER THE MOAT.

SO YOU RAPED THEM, THEIR OFFSPRING, AND FINALLY WHAT YOU THINK WAS SUPPOSED TO BE A BRAIN. AT THIS TIME THEY HAD BEEN GRANTED A SOUL DUE TO THE WHOLE BEING A MOTHER AND WHATEVER IT IS THAT DECIDES TO HAND OUT SOULS DECIDED TO. ONE OF THESE DAYS YOU ARE GOING TO RAPE THAT MOTHERFUCKER. THAT IS ONCE YOU GET DONE RAPING THEIR BRAND NEW SOULS FIRST.

AT THIS TIME THEY SEEMED TO HAVE GIVEN IN...WHICH IS FUCKING BORING. SO YOU MADE THEM START A ORGY AND HAD THEIR OWN FETUSES FUCK THEM AGAIN CAUSE FUCK YEAH. AFTER THAT THEY STILL SEEMED RATHER DULL SO YOU REALIZED YOU HAD TO HAVE SOME REAL FUN SO YOU RAPED THE BOATS AGAIN SO HARD THEY ALL GAVE BIRTH. SAID OFFSPRING WAS THEN RAPED BY YOU AND THEN YOU MADE THEM RAPE EACH OTHER AND THEIR MOTHERS IN A GIANT ORGY OF PURE FUCKING RAPE. CAUSE FUCK YEAH NO SUCH THING AS TOO MUCH RAPE.
>>
Rolled 47

>>28381011
NEWS
Pyro returned...looking more then a little half dead despite being a hardcore syn user. Dude was more holes then person. Gigantic slashes, and things were impaled through him throughout. He had his sister the Dread Witch in his arms who he brought to in the infected zombie area for some reason before collapsing once the zombies took her away...last was the last we saw of Pyro. As when we sent our forces over Pyro was gone where he was stood was pit of boiling lava...er blood?

Some of our guys noted that we had some missing stuff when a gigantic inferno occurred in the distance. The Fozr are wondering if we're responsible.


Turn 85
>>>>>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
1 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.
>>
>>28381011

Not popping the Earth's cherry. He could've been the first.

Awww.
>>
>>28381110

Tell them we have some missing supplies and our Pyro hero disappeared after dropping the Dread Witch his sister off, but we ourselves didn't do it.

(did we get responses on the extra actions?)
>>
>>28381110

Do we have tiny doomboats zooming through our lavamoat?
>>
Rolled 75

>>28381110

>THIS IS MADNESS

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

Rape GOD."
>>
Rolled 43

>>28381112
Many of already beaten him to it.

>>28381382
Not exactly sure what the hell they are...

>>28381169
and what were those exactly?
>>
Rolled 10

>>28381797
Inform the Fozr (and Ghouls) that we identified a hostile force incoming. We identified them as a significant and likely threat in the near future, and so, given the opportunity to manipulate where they will strike, of which we remind said strike was beyond our control, we have decided to lure them into attacking our uber-fortified bastion, rather than your buildings.

Would the Fozr kindly scout out the forces to our West (they might also check in an arc from West to the North) to make sure everything's going according to our plan?

Ask the ghouls/Fozr how much of the base's defenses they have online now, it's been a while since we checked on them.
>>
>>28381827
Don't forget to make sure they mind the new. . .geography.

Gonna be gone for a few hours, hope you guys survive until then.
>>
Rolled 42

>>28381952

Probably will. A few hours isn't much.

If we start having to tell people to do stuff like "don't walk through the lava" then I yield and give up.
>>
Rolled 3

>>28381827
Fozr for one are fucking PISSED about the lava. Refusing to do go out unless its gotten rid of.

Ghouls say it is still mostly down. Their working on it though and say any resources offered would be appreciated. They also invited our guys to the party.

captcha says
Zedemha owner
Apparently someone named Zedemha owns something very good.
>>
Rolled 50

>>28381797
Do we have a remote idea of when the approaching force we heard of earlier may arrive?
>>
Rolled 59

>>28382304
In a turn or two max.
>>
Rolled 5

>>28382294

Wait a minute, the Fozr are pissed about it? They don't see the MASSIVE defensive benefit (no more monsters to worry about now) in having a MOAT FULL OF LAVA that has walls+bridges of HELLSCAPE LOVECRAFTIAN GEOMETRY BOATS and doomhaunted trainboats skittering through it all and doing/deterring...things?

What if we built some surreptitious tunnels so that they can carry on any business they have outside the base without having to deal with the brief spurt of heat?
>>
Rolled 41

>>28382294

Would loot be more useful to the ghouls than resources?
>>
Rolled 87

>>28382442
lava is unbelievably hot. So yeah their pissed.

>>28382748
They would prefer resources for now. Loot is more useful for finishing up.
>>
Rolled 91

>>28383095

Is it significantly heating the interior of the base?

Would it be possible to construct tunnels under the lava that don't experience significant heating?
>>
Rolled 44

>>28383118
It does indeed have a noticeble effect. They are not amused.

Maybe.
>>
Rolled 55

>>28383261

How long would it take to construct 5-7 ultra bunkers? How many resources would it take?

Can the Arms Master operate now? (With his Engineering Bonus) Does he think he could build the tunnels?

Do we know anything about what's happened/happening to the Dread Witch?

Are the rapeboats nonhostile to us?

Apologize, saying that we didn't expect the train to make the moat so close. We'll get started finding a resolution to the situation immediately, though we'd rather keep the moat because it makes us basically monster-immune. Do they have any technology for cooling areas (not AC, unless it's special AC), or any cold elemental weaponry?

Give the ghouls 5 resources from our loot/resource pool.
>>
Rolled 85

>>28383783
each bunker costs 2 resources. Unless you want a lesser type of bunker.

he can but he doesn't think he could build those tunnels.

Negative. Zombies act as if they don't know anything. Anytime we tried to penetrate the deeper infested sanctums turns out their locked down tight.

unknown.

Not really.

requested resource transfer will need to be confirmed.
>>
Rolled 39

>>28383874

How long would it take for the bunkers to be constructed? 1 turn?

How big are the boats?

Tell the ghouls we appreciate the offer, but not right now.

Anyone want to contact the Zedders and ask them if we can buy some cold elemental weaponry while they're sitting there in the harbor?

Is the moat constantly losing heat? So the lava will cool eventually? Or was it raped so hard as to be lava forever?
>>
Rolled 1

>>28384125
thanks to you being bandits it would indeed occur in 1 turn. Shit you can upgrade all your current bunkers if you just spend the resources no action usage required.

About the size of rescue boats.

It will stay lava unless something interferes.
>>
Rolled 43

>>28384231

Fucking fuck.
>>
Rolled 11

>>28384231

>30 minutes later
>Still nothing

This is either going to be awful beyond all imagining, or repercussionless.
>>
>>28384935
depends if ede's gonna call his thing into effect

On the topic of the fozr, they didn't seem to mind when we first time we turned up the heat by lighting the ocean and walls on fire. But, maybe this lava is a little too close for comfort.

Hmm, perhaps we could offer them assistance in further developing their ice technology once AM heals if he heals
>>
Rolled 69

>>28384935
it all occurred in the background
>>
Rolled 82

>>28385365

The AM is healed already, I've got an action list worked up. If we're lucky then that was the enemy force's attack/movement roll

>>28385794
Does the Arms Master think he could make tunnels to underneath the lava and pack them with explosives so we can cause bubbles/waves of it to burp up onto enemies? That should be significantly easier.
>>
>>28385794
Welp, looks like we're dead then.
Let's make it a death worth of note in the annals of time then.
>>
>>28385969
What I was thinking is if we could conceal the lava moat with steel, and then get the Fozr to ice it over, and then pack it with explosives. Us and the Fozr could walk over it without danger, but when the enemy gets close BOOM. Hot enemy soup.
>>
>>28385985

Could've been a roll for someone's attack. We could've just been spared the horror of this incoming force entirely.


Not likely.

>>28385794
Is there any difference in the battle sounds we hear coming from the West and stuff?
>>
>>28386018

Uhh, I don't think we have enough steel for that.
Or that the steel wouldn't melt.
Or that the Fozr could ice it over.

If it's hot enough to be bothering them in the middle of the base (which is big enough to house 100k+ people then it's got to be a lot of lava or really hot).

>>28385794
So all those turns/actions we spent on upgrading bunkers into ultrabunkers were unnecessary? We could've just declared ourselves as upgrading them?
>>
>>28386107
Well if it's that hot hey that also means the heat is dissipating the snow.
We should be able to see for miles around now.
>>
>>28386155
It also means we have a perpetual source of heat right at our doorsteps.
We could do loads of things with that. Like more steam powered generators AM could devise as a power boost, or big snow/ice distilleries to purify water using Moonshots/AM brewery know-how.
>>
Rolled 7

Hmmm, lava steam generators boost.
To power more Fozr ice machines.
And make the base more comfy for them, and ice defense bonus.

or the ghouls could use more power to fix the base or something.
>>
Rolled 92

>>28385969
He doesn't think so.

>>28386107
yup that is if that was the only thing you wanted to do. Bandits have the autoupprade special ability. If you spend the resources it happens automaticly no actions spent required.
>>
Rolled 88

>>28386155

Hopefully, though our base is *encircled* and the snow for miles around isn't. Should improve our visibility (eventually, right now it's probably hella foggy from all the vaporized snow) considerably and keep the worst of the weather out.


Give the ghouls 5 resources from our loot/resource pool.

>Basic 1
Construct Ultrabunkers inside the moat at the chokepoints and to defend the land bridges if there are any (8 of them).
Add buried explosives under the Watch Towers so they can be blown if they get captured too, if that's permissible.

>Basic 2
Have the Arms Master integrate/update our Wintadooms to have our jetpack technology so they can use it to jump over rough terrain (or just use it to hop over groups of enemies while activating their minelayer for AWESOME), for getting that last little bit of speed to get away or make that SICKASS JUMP MOTHERFUCKER, for when that heat-seeking rocket just WON'T FUCKING BUGGER OFF goddamn man just detach one of the boosters so it'll chase it, or for ultra-last ditch emergency close in "OH SHIT" defense and killer smores.

>Basic 3
Send some guys out with Dr. Bitkha to check out them doomrape trainboats. See if they, as the progeny of the great CRAZY RAPE TRAIN are friendly to us, one of the CRAZY RAPE TRAIN'S favorite groups. See if Dr. Bitkha can get one as a mount/pet/sextoy.

Really though, be extremely careful until they're confirmed for hostile or friendly. If they're hostile try to take one down and drag it back for autopsy or capture one, but be FUCKING CAREFUL.

Extra:
Ask the Fozr how they keep their buildings frozen all through summer.

(Upon approval) Contact the Zedders and see if they have any cold elemental weapons or other devices we could use to make it cold for the Fozr.

The ghoul resources needs approval too.

It occurs to me that the worst thing that 1 could be for would be whatever's going on with the Dread Witch because that might turn our zombies against us.
>>
Rolled 86

>>28386493
>If that's permissible
And make sure he's not skimpy on the slave test subjects to make sure of that, we don't want him injured anytime soon.

I'll vote for it except.

>(Upon approval) Contact the Zedders and see if they have any cold elemental weapons or other devices we could use to make it cold for the Fozr.
This is the thing I'd be hesistent about. It was nice to see that their very civil (for bandits relatively) in dicussion not like stereotype bandits the ashbloods were "HAHA YOU FAGS" type. However, we're clearly not on their good side, maybe we were, but not after our last remark. My hunch was confirmed that they were testing us and eventually going to offer us, contacting them about the test was probably not the thing to do last time as they had to reconsider.

I think we should give the ghouls their resources though.
>>
Rolled 76

>>28386628

See now we had a spectacularly bad time of it when we contacted them last time so they laughed at us. Since then we had the rape train rape a lava moat into existence, but I see your point.
Just figured that maybe acting like we don't care about their approval/it(they) ain't no big thang might be a decent way to go.

>>28386493
Obviously loot will be converted into Resources as needed for this list.
>>
>>28386758
Yeah, but if they are still judging us asking them for any form help or assistance isn't gonna look very good on our part. . .
Actually, for bandits, asking for any form of help and assistance is basically hanging a "We're really fucking weak and desperate, please kick our asses" sign on our back.
>>
Rolled 44

>>28386851

I saw it more as a "You're on the tier of traders to us." but you've convinced me. It was too subtle a line.
>>
Rolled 43

>>28386493
Ultrabunkers constructed and placed around the moat chokepoints. Explosives have been placed under the watch towers.

This time the Arms Master made sure to make sure none of the lines were crossed personally and the mods are being placed. He says the jump packs are crude and meant for humans but serviceable.

The uhm boats? Turn out to hover around when our guys approached they proved hostile until Dr. Bitkha threw a vial on one of them which seemingly calmed it down.

From what we can tell Dr. Bitkha says they were spawned from corrupted nanites from the Rape Train. Very nasty and she can't figure out anything beyond that.

"Fozr states its due to them being their Lair also the island's location works wonders.

Turn 86
>>>>>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
resource point
25 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 89

>>28386944

Well, sounds like getting a blanket of whatever that vial had in it applied to all our guys (and an anti-version to toss at our enemies) is first on the priority list.

Does Dr. Bitkha need subjects to experiment on to produce/refine the substance she threw on the one to make it docile?

Oh, would mutating our mutants take an action? Or can we just make it their personal action? They're just such a small fraction of our force that using 1/3 of our productivity for a turn is unjustifiable but I want to see what mutants are capable of.
>>
>>28387071
Do you think we could also have AM build those steam generators above the lava?
We've got plenty of snow around to use, and the ghouls could use the power boost or we could use it to power other things. Like a big distillery for more water.
>>
Rolled 2

>>28387135

That'd be fine, but not when we're under imminent threat of attack.
>>
>>28387171
True.
Hhhm, we know how to use the magic giant railguns and autocanons on our original two bunkers, but can we build them? How costly are they to make?
>>
>>28387201

We build them every time we build an Ultra Bunker, and we have a shit-ton of those by this point.

You should've told us that upgrading bunkers to Ultra Bunkers doesn't cost an action before now EDE.
>>
>>28387252
There's a lot of things we should've been told, but had to learn the hard way.
Like the importance of scouting.
Learning that there's a difference between scouting and exploring.
Learning that a single action isn't enough to completely scout a place before you can explore. So you need to scout with at least 2 actions to be on the safe side.
>>
>>28387290

I can pass on the importance of scouting. That was us being dumb.
>>
Rolled 41

>>28387252
I had stated it before multiple times.
>>
Alright, so AM thinks tunnels under the lava moat are implausible.
That means the enemy is either going to try to build bridges over the moat, jump over the moat, siege and bombard us, or he's impervious to lava.

What else can we do to be prepared, since it's too dangerous to scout outside the base (we sent like 500 people and they died just trying to scout. Twice[2 actions].)
>>
>>28387501

Well we've got a moat of lava with boat-bridges that reek of unnatural energies and 2 walls of armored bandit-boats that have magic rapeboats that are hostile to things living in them and all the crossings+the inside area in general has fortified towers that can shoot over the moat and ultra bunkers protecting them.

I don't know what more we do to prepare.
>>
Rolled 32

>>28387501
Well if the risk is them bridging/bombarding/jumping over the moat perhaps we could try to make some artillery and/or AA.
We did make some mortars a few years ago, and that was without AM. What's some clever bandity type artillery we could devise?
>>
>>28387606
AA, if they decide to drop in from the sky in the center of our base (giant catapaults, zeppelins, there's always a way).

Or the risk is this is a hugefuck horde of hostile zombies who'll just make an ant tower over the moat.
>>
>>28387606

I guess we could add shitloads of our AA vehicles to the Ultra Bunkers. They'd be able to patch into their generators too and shoot plasma.

>>28387659
We came up with mortars? I thought we tried coming up with mortars but didn't quite manage it.

Hey, maybe we should let the Arms Master set his hand to designing weapons mods. That's what brought him to our attention in the first place, we might get a history bonus out of it.
>>
Rolled 20

>>28387659
Hmm, if we can build magnetic (magic) railguns, maybe an old adero idea could come into play.

"Airborne buzzsaws – Great buzzsaws rotated to fantastic speeds via high powered magnetic pulses and launched via magnetic repulors, which fly through the air and slice into enemy aircraft."
>>
>>28387917

I do not see how those are more effective than bullets/worth the dev time.
>>
Rolled 84

>>28387940
Can bullets cut helicopters in half like a giant flying buzzsaw would? Or move in a curve like a boomerage to cover a huge arc?

Yeah, we're strapped on time though.
>>
>>28388020
>>28387917
Reminds me of instances the WWZ novel or 28 weeks later movie where a desperate helicopter pilot would fly his helicopter low at an angle to cut off rows of zombies heads off.
>>
>>28388073
http://www.youtube.com/watch?v=Uye6IO6Odp4
0:40
>>
Rolled 27

>>28386944

>Basic 1
Have Dr. Bitkha develop something (maybe drawing off of whatever it is she used) to make the Rapeboats neutral to our forces. If she needs a captive or corpse then have her and troops head out to get a captive/corpse.

>Basic 2
Have the Arms Master improve on the jetpacks for our Wintadooms. I want the fantasy I described in the previous post.

>Basic 3
Produce (or convert vechs. in our depots) into our plasma-AA variants and put them in/on/next to/whateveryougetthepoint our UltraBunkers (prioritizing the exterior ones behind the moat) and plug them into the bunker's power systems (if they can handle the load) so they can shoot the plasma version or the normal version.

>>28388180
I laughed too hard. The secret weapon we've needed this whole time was just to add helicopter blades onto our vehicles!!
>>
Rolled 74

>>28388270
Rolling
>>
Rolled 58

>>28388270
So last time our achillese heel was only fortifying the bunkers, while it was the HQ they wanted.
This time we've (tried) fortiffying all the compound walls and built a moat.

Let's see what happens this time. Voting.
>>
Rolled 24

>>28388447

They'll come from the sea, obviously.

Next turn though, we're using the Rape Train to initiate part two of plan madness.

If they don't immediately steamroll us, that is.
>>
>>28388508
>madness
>plan
Lol'd more than I should've
>>
Rolled 42

>>28388270

Hopin' for that crit.
>>
Rolled 81

>>28388270
The developing deal didn't go well. Mostly due to the stuff needed being some VERY difficult to find stuff that she had gotten on your trip with the CRAZY RAPE TRAIN.

Arms Master has made some progress but sorta accidentally caused one to melt down and the other to spin the circles wrecking it. Despite it all going wrong he claims to be making excellent progress.

Plasma AA have been constructed and hooked up to the UltraBunkers.

>>28388508
Your right.

A.I. BilKil has some alerts for us from his(somewhat) repaired sensors.
WARNING
Hostile forces detected coming in from the harbor.
WARNING

WARNING
fliers detected flying overhead.
WARNING

WARNING
The Zedders have disgorged a number of their forces and we have detected a number of them lying around...
WARNING

WARNING
Hostile Zombie forces detected.
WARNING

WARNING
Dread Zombies have gone rogue.
WARNING

Turn 87
>>>>>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
resource point
22 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 6

>>28388697

Huehuehuehue

Looks like it's trial time babies!

>THIS IS MADNESS

FUCK.

EVERYTHING.
>>
>>28388748
And what just was this plan you had?
>>
Rolled 87

>>28388748
THIS IS MADNESS
actions you have been very VERY lucky with so far. The problem of MAD actions is how they work.
>>
Rolled 24

>>28388816

You know that was a joke right? I wasn't seriously suggesting we fuck everything.

The Dread Zombies are in our base, right? Are they attacking us?

In fact, can we get all the information we have on all of the forces attacking us?
>>
Rolled 98

This is it guys. This is the test.
We can break this army here and prove to the Zeds once and for all what we are.
or we can die like rats.
>>
Rolled 4

>>28388816

You mean our actions haven't been particularly mad/clever and it was just luck?

>>28388697
This makes me wish I had gone through with my plan of shoving all the zombies into cages in the boatwalls as an appeasement to the doomboats/to be let loose on the enemy when they got close.

Oh well. We knew something was up when we couldn't get into the labs/Pyro dropped the Witch off.

>>28388924
Yup. Oddly enough I'm kind of serene about this. I'm not under the impression that we've actually made any horrendous mistakes this time.
>>
>>28388924
It would've been swell if we had even half of our heroes here, instead of losing them to a damned scouting/exploring action.
>>
Rolled 48

>>28388881
I know i was just reminding you though.

MAD actions follow strange rules.

Not right now instead they seemed to have retreated towards the main zombie buildings.

...you don't really have anything on them.

>>28388980
You stumbled onto some things.

And you haven't but you are close. Oh so close.
>>
Rolled 90

>>28389018
We'll have to use the heroes we have to the best of our abilities.
Dr. Biktha, AM, hell even our two surviving cook and brewery officers might come in handy
And then there's. . .the train.
>>
Rolled 60

>>28389080

Meh, we're always oh-so-close with you. What's new?

There's overwhelming force against us and the Zedders are participating. Who wants to take bets that the correct answer is to not attack at all?

>>28389080
Not even "those flyers look heavily armed and advanced."
"Those are some big, heavily armed and armored ships coming in from the harbor" (we do have lookout posts)
"Holy shit where did those zedders come from they're in our anuses"
"Fuckload of zombies guys. Jesus, shittons of muties too."
>>
Rolled 38

>>28389185

The train is our obvious go-to. It's powers have been demonstrated thrice now to the Mark of Z/Zedders and they've undoubtedly noticed the pattern of when it comes over the course of a year or so, so this attack doesn't concur with its arrival by happenstance.

Makes me think they have a counter to it at the very least.
>>
>>28389267
>Makes me think they have a counter to it at the very least.
I've thought that since their arrival. It's the reason I didn't just have the train try and rape their ship unlike the other bandits.
Whatever we do, it's got to be clever and we've got to think this throug.
>>
Rolled 59

>>28389334
Indeed.
>>
Rolled 73

>>28389334
Well, what do we got?
2 heroes
A shitload of lava
Ultra Bunkers with railguns
Wintadooms buggies
Dubious allies who may not appreciate compound invaders, Fozr, Ghouls, Borgs, some zombies.
>>
>>28389211
Fine

Thanks to the offering the ghouls they managed to bring up the sensors a bit more.

FLIERs are heavily armed, advanced, and clearly modified for even blizzard conditions.

The things coming from the harbor are marching across the ice and have overwhelmed the harbor.

Zedders turned out to be hanging around for quite some time. Its just they never bothered to make it obvious that they were up to until now. That and the fact we didn't watch them like a hawk.

Zombies are fucking EVERYWHERE...OUTSIDE the base. Inside their all gathering up.


The Fozr seemed to be acting sluggish...that lava is really fucking over the way they do things.

Ghouls are busy celebrating at their PARTY.

Borgs were noted to send of some squads.

Zombies seemed to waiting for something...
>>
Rolled 72

>>28389334

It occurs to me that all of our recent ills might be the Mark of Z/Zedders. Cuban Pete captured/killed, shitloads of other heroes captured/killed, and who's right there in the harbor to watch when we send out troops and in which directions?

Might all be part of the trials. Reduce us to our most basic units and see how we fight.

Might be that they found out we eliminated the 2 Mark of Z groups before, and take issue with that so now we're gun get raeped. But that's OUR specialty.

>>28389470

Dr. Bitkha, Arms Master, Train

A good number of normal zombies we collected a few turns ago.

Lotsa Ultra Bunkers with railguns+plasma AA

Mines errwhere

A shitload of lava

Hellscape boats, and their children which are probably ludicrously potent (their father too, which has raped them once so they probably submit to him).

Dubious allies, the most powerful of which are moderately (majorly?) debuffed from lavaheat.

A comm link to the Zedders, though they may not respond.
>>
>>28389572
>Zombies seemed to waiting for something...
Waiting to see which of us zeds will win perhaps.
>>
Rolled 83

>>28389572

>things coming from the harbor...overhwhelmed the harbor

Mmm. Oh well, not really unexpected. Damn that 1 on opening the SP bunkers.

>Fozr acting sluggish
Tell'm to get inside their buildings/the tunnels we know about and let's crank the AC as low as it goes in all our buildings for what it's worth.
May as well keep a trump card hidden away.

>FLIERS...blah blah death.

Well, we knew they were going to be.

>Zedders hanging around

Yeah. Oh well.
>>
Let's consult our heroes then. It's always paid off when we listened.

>Arms Master
>Outlaws of Us All- Has unusual insight when it comes to his way.
These bandits are housing some serious tech and tactics, what's your take on this and how do we fight it?

>Dr. Bitkha
>Tasked- She can coax units beyond their limits and make them do something they normally could not.
What's the limit to this, and how exactly does this work?
>Dirty minded- Can pick up on other things that most would miss. Most assume its wrong/perverted too bad she is right surprisingly often...
Also consult. Is her Dr. senses tingling about the zombies? or the Fozr?
>>
Rolled 92

>>28389728
>>28389728
>Tell'm to get inside their buildings/the tunnels we know about and let's crank the AC as low as it goes in all our buildings for what it's worth.
>May as well keep a trump card hidden away.
. . .
WAIT!

Maybe, just maybe. We turn our AC's down to as low as they can and freeze the shit out of our buildings. And we hide, play dead, like nobody is home.

And then, when they're all in our buildings, looking for us, with the trains blessing and a secret tunnel with a fozr ambush waiting. . .SURPRISE INDOOR RAPE HOUSE MOTHERFUCKERS
>>
Rolled 87

>>28389932

Toooooo obvious. Our base is suddenly abandoned and that wouldn't SCREAM ambush to you?
>>
>>28389979
We could challenge their honor as bandits.
"You want to take us! Come in here and get us faggots! Or are you chicken?"
>>
>>28389789
"those bandits have in the Zed business a lot longer then we have. As for how to fight it...we must use our Outlaw skills. Zombies would be unreliable."

Dirty Minded is only good when it deals with something dirty/perverted.

"The fact we never did bother to figure out what those zombies were hiding is going to bite us now. As for the mutants they only shine when its cold. The Plasma was at least up high where the heat wouldn't effect them nearly as much, but that moat is not good for them."
>>
Rolled 4

>>28390030

Mmkay. Outlaw skills.

Military stuff. Military stuff that the bandits don't have.

Discipline/training? How do we take advantage of that?
>>
Rolled 4

>>28390030

Don't suppose the Arms Master wants to list some of our Outlaw skills?
>>
Rolled 58

>>28390171
Not military skills. Outlaw and bandit skills.

like >>28390028
said about my plan
We could ask them if they have the balls to get off their helicopters and in front of their zombie shields to fight us, one on one, mano e mano, in our own bases. And then, we bandit treachery/raep time.

Of course, if my plan won't work for good reasons you can see then I'll try and think of something else or listen to what you can come up with.
>>
>>28390308
If they tell us they smell a trap, we could say "Well that's typical of you guys, sitting on your asses and cowering for a year and not standing up to us like men. WE approached your other precious zed and slaughtered them in their own camp face to face, while you hide behind your toys and slaves"
>>
Rolled 11

>>28390308

Well, because they're bandits and have no honor and that's an obvious as fuck trick.

Those reasons aside from them probably being tougher than us.

>>28390308
We're military outlaws, that's where "military stuff" came from. They're bandits and we're bandits but we're bandits with military training and they aren't (necessarily).
>>
Rolled 83

>>28390377
Bandits do have some form of honor. Like not acknowledging the bandit groups they absorb, they consider it weak. Strength is their honor system.

And of course they're tougher than us, but not toughter than fozr in the cold
But yeah, just a proposal anyway I can drop.

Military things. . .hmm, like what?
>>
Rolled 68

>>28390453

Ehh, I wouldn't call that honor.

I don't exactly know, that's why I asked the Arms Master.
>>
Rolled 71

Sure do wish there were more people here.

And that we could smash them all to smithereens use our might and the rape train.
>>
>>28390536
Macho? Pride?
Well, they have fliers. We don't.

Historically, the Taliban found themselves in the same situation against the soviets when they invaded afghanstican. They used should fired AA and used the mountains as cover to do hit and run and take down their helicopters. We also have buildings that could serve a similar purpose. If AM can develop such weapons in time.
>>
Rolled 13

>>28390645
We have fast wintadooms with AA plasma guns to do hit and runs between the buildings too you know.
>>
Rolled 49

>>28390645

No time for developing anything. We're dead next turn (which won't cover a month) unless we come up with something dastardly.

Maybe we break into the zombie complex now. Wish I'd thought to do something about that, but I thought EDE was setting up a GM safety net there...
>>
Rolled 94

>>28390691

Enemy forces are sufficiently overwhelming that it won't matter. We need to (a) Figure out the [extremely well hidden, possibly nonexistent] way out of this that EDE has lain or (b) Come up with just an excessively devious/clever off the walls Rule of Cool fucking badass plan.

The option EDE planted might be breaking into the zombie complex for the Dread Witch, but evidently we were supposed to snoop into that last turn.
>>
>>28390718
>>28390789
AM said we shouldn't rely on the zombies.

as for (a) there is the hidden fozr tunnel that none know about but us supposedly. There's anon's plan or any idea about making them come inside to fight us rather than going out there to fight them and die.

It's just I can't really see a way we can fight them outside and win, and what else are they going to do besides come in to finish us off? If they were just going to blow up our buildings and kill us all they could've done it a long time ago. Fighting us on our own turf would be a way for them to test our strength if they're not out to just kill us.

Then again, charlie was captured and he was the one who found it out. Though, we did leave the Yaksha's food stocks alone, even if we bumbled a bit in front of their face.
>>
Rolled 67

>>28390931
How about the lava?
We could use the railguns to blast a path from the ocean to the moat. The result being a huge cloud of fog surrounds the base, covering it completely. Then like a fucking JAWS movie, the train rapes the unsuspecting helicopters in the mist. While the Fozr, trained at warfare in blizzard and snow, have a better advatage over the enemy in the fog so thick you can't see your hand in front of your face, and any two enemies who meet have to resort to close quarters. We pray to the train for it's blessing that our troops end up overcoming and raping the other in the mist.

If possible, we blast yet more openings to flood the base with cold water even more and get the rapeboats to join the fray like their father in the sky.
>>
Rolled 62

>>28390931

It's true AM said that, and Dr. Bitkha said it's not going to bite us in the ass that we didn't check into what the zombies were hiding from us.

They're really, really not going to come into our base in any fashion that will benefit us. I can promise that to you. They don't need to destroy our buildings , they have absolutely overwhelming numbers and superior infantry (they overran our heavily fortified docks before we even knew they were under attack).

They're also not going to fall for any trick that's not extremely, excessively clever.

I'm for cracking open the zombie areas where the Dread Witch was taken. It carries an unknown chance of survival while fighting in the open or fighting inside are both certain death.
>>
Rolled 71

>>28391095

That's the best plan so far, though not quite MAD enough for the Train's tastes I fear. Come up with something crazy that more heavily involves rape.

Also, we'd have to completely neutralize the lava moat in order to use the Fozr. Otherwise they'd just be slaughtered in the heat. Doing that would open us up to zombie attack from the outside though. Might be able to neutralize the heat using a wish, but the train's probably getting tired of our constant whining wishes/requests.

(We'd station our forces in bunkers before dumping the ocean on the lava, naturally)

I'd also, with this plan, say we send Dr. Bitkha and the Arms Master with our Badass Bandits and other most elite forces in to break open the place where the Dread Witch was taken.

Anyway, we're Socratic methoding pretty well. Let's keep it up.

This is my vote for plan if this is a crit.
>>
>>28391263
On the otherhand, if we do flood the lava moat with seawater and turn it into a regular moat, the boats would help cover us from the outside. Hopefully they'd do as well in the fog as their dad is doing.
>>
Rolled 3

>>28391354
Like father like sons it's a FAMILY ORGY.

alright, gonna try and think of more crazy and wacky plans. Somebody cover the logical clever division.
>>
>>28391354
Flooding the base with freezing cold water and fog would also give the Fozr their advantage back, and Dr. Biktha could use her Tasked bonus to make them and our forces all horny and rapey.
>>
I suggest not entirely depending on MAD actions in this case THIS IS MADNESS. As they can go horribly right or wrong. So far you got lucky real lucky. Cause the thing is BONUSES may not very well work in your favor with them unlike any other non MAD action.
>>
Rolled 67

>>28391514

Keep in mind it'd be steam, not fog. We'd need to wait precious time for it to dissipate out before the Fozr resumed their effectiveness.
>>
>>28391591
Same goes for penalties though MAD actions are fucking weird.
>>
Rolled 5

>>28391591
Alright alright, no more crazy plans for now.
Hmm, logic logic logic. . .
>>
>>28391592
In this freezing weather steam would turn to fog rather quickly. Extremely fast actually.

>>28391591
No dues ex locomotima? Awww
>>
>>28391664
Not without it potentially raping you instead.
>>
Rolled 49

>>28391620

Kinda want to do a MAD action with a shitload of penalties on it now.

Give us some credit for at least the second (and maybe third) actions with the train. Those anons knew 'how' to make it work if not exactly why.

>>28391664
It's still a shitload of steam that we wouldn't want to be out in while their troops could probably handle it no probs.

Anyway, gonna drop off soon....
>>
Reminder mad actions require a declared roll. Unless its a THIS IS MADNESS problem is this comes at a cost...
>>
>>28391705
The rule of thumb with MAD actions is that they are fucking weird. Even for me who came up with them.
>>
>>28391740
In the first place.
>>
Rolled 15

>>28391740

Is there a difference between THIS IS MADNESS and MAD? Do we have access to both/either?

RAPE open the building with the Dread Witch inside and deposit our heroes in there, then go off to do the stuff described here >>28391263
>>28391095

GLORIOUS FATHER-SON RAPAGE OF EVERYTHING FOR EVERYONE, MAYBE THEIR MOTHERS WILL EVEN ARISE AND GET IN ON IT AND WE'LL HAVE AN ENTIRE RAPE FLEET
>>
>>28391693
>Not without it potentially raping you instead.
So we all end up pregnant but alive and eternal servants to a crazy rape god.
Might not be so bad, we could use patronage against the dark god.

Just kidding of course.
>>
Rolled 87

>>28391791

>Instruct the rape train to grant us its power so that we may rape our enemies.
Through any means necessary, eh?
>>
Rolled 58

Threads at autosage. Not sure we'll get to bring this to its finale tonight. I don't think anyone was expecting you to pick it up again.
>>
>>28391842

Or everyone's been scared off.
>>
Rolled 21

>>28391842
I'm almost at my wits end at outlaw/military things we can accomplish, though I know there is a way. There's always a third path, but it's just so fucking hard to find.
>>
>>28391865

Always so fucking hard to find. I feel like a night (or however many) of rest would do us well. I'm nearly dead from studying for tests and shit and don't have the will to be clever.
>>
>>28391865
>>28391896
That feel when I can into challenge. Truth be told though I always hated there being JUST two options. Never works that way. ever. So I always accept the possibility of there being additional options. Its just up to you to figure them out. you would be surprised how often I have no idea how to get out some of the stuff I use
>>
>>28392428

Heh, it'd probably only surprise me moderately/mildly. How are you supposed to keep plans from players while giving them hints if you know the plans yourself?


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