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


File: 1415604171429.jpg (107 KB, 751x1062)
107 KB
107 KB JPG
Hello new and old friends starting this a bit early to give time for discussion and planing.

First Thread is a bit of a mess ( >>36533029
), so I will post what I can to help get people up to speed.

We are a group of bandits who have had the luck of getting Super Villain before the fall to help us in this messed up 'Tropical Island', with a volcano. We are held up in a Military Base in a enclave lagoon that has had some damaged from a Monster Mayhem, that happens about every 5 turns.

The regional stats are

Bandits: Extremely Low
Density: CRITICAL LEVELS DETECTED
Monsters: CRITICAL LEVELS DETECTED
Zombies: Average Extraordinaire
Special: Below Average

After some work we found a group of tribes that have some tumbling skill, for the training of henchmen. Problem is we will probably need to make a deal before we can get some training. Up side we found some old texts and VR training items for it. Then we trained with said items and raided some people before the Mayhem began.

We started work on uniforms and then the new villain want to fight the monsters, got hurt for it. So we raided again for items, food and people to help with repairs.

Now the questions.


>Take captures?
Yes or no?

>Forceful recruitment?
Yes or no?

If so do you want them young or whoever is seemingly fit?

More info to follow and actions voted will need to be agreed on with 1d100 rolls.
>>
>>36559260

Taking captives can be useful if their valuable we can ransom them or use them for ourselves to sell and keep.

Forceful recruiting allows us to...'boost' our normal pop raising rates.

Sadly you need to choose carefully just grabbing anyone who is a bit older can later prove troublesome with the right safeguards but if you wait to get them young...you have to wait till the mature to get much usage out of them. On the plus side they tend to be a bit more weak willed then their older brethren. Easily twisted.

Taking children is a popular trick among bandits who don't bother with much slave breeding or female members. They tend to take the adults too if they can get some insurances and or are in need of some manpower. Explosive collars are a popular trick in particular.


Basically each come with their own risks and particular perks.

>>>>Turn 7
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.2k
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Low
>>>>>>>Medicine: Average
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Bandits
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
File: 1415659172322.jpg (179 KB, 1024x728)
179 KB
179 KB JPG
>>36559283
And before I forget this is what we know about the Super Villain's stats.

Super Villain

Body T1 ( Bit above max human )
Brain T3
Mind C ( Not exactly 'heroic'. )
Magic A0 (Null and rejected )
Lord T2

Heroic Unit:

Traits
Super
Relic

Abilities
Supreme Deepest Void Null: When activated sends out a blast of pure null energy is super effective towards magic.

Passives
Boss
Villainous

>Stat meanings:

Body being stuff like super strength, toughness, speed, ect.
Brain being stuff like eccentric Super Geniuses and even the dreaded mastermind.
Mind is stuff like psi. Anyway from the Crazies to psions.
Magi is magical. Often broken between the Borne and the Learned.
Lordly leader Like evil overlords.
>>
>>36559260
Take every one. Indoctrinate who we can make slaves of the rest
Can mega mind use his smarts to trick others in to joining us?
>>
Rolled 13 (1d100)

>>36559283

>Take captures?
Yes

>Forceful recruitment?
Yes, focusing on the young and corruptible for the.

For action let's repair and heal up.
>>
>>36559362
They have good leader skills to go with the smarts, So probably wouldn't hurt.
>>
Rolled 39 (1d100)

>>36559378
Support.
>>
Rolled 88 (1d100)

>>36559378
Sounds like a plan, man.
>>
Rolled 43 (1d100)

>>36559378
Vote. Also rape. And lots of it
>>
File: 1415659705016.jpg (462 KB, 848x1200)
462 KB
462 KB JPG
I wounder what we should call the henchmen / our up and coming bandit faction.

... Void Raiders? ...
>>
>>36559524
wonder*
>>
>>36559524
Void rapers. We will rebuild the world with rape
>>
>>36559643
Huh, that's not to bad.

Hopefully the civ DM hasn't gone to sleep. Otherwise we will need to wait till later tomorrow to keep going.
>>
File: image.jpg (28 KB, 184x274)
28 KB
28 KB JPG
>>36559643
There are aincient bandit texts that imply there may infact be a god of rape and trains that was discovered by some island dwelling bandits much like ourselves.
>>
File: 1311553128854.jpg (49 KB, 384x494)
49 KB
49 KB JPG
>>36559706
>>
>>36559643
>>36559686
>>36559706
>>36559789
YES! Pussy for the rape god!
>>
File: image.jpg (63 KB, 540x572)
63 KB
63 KB JPG
>>36559789
We need to be sure to include tear away track pants in our uniform, for quick and easy raping.
>>
File: image.jpg (89 KB, 500x375)
89 KB
89 KB JPG
>>36559868
Final bump of the night.
>>
Rolled 12 (1d100)

>>36560327
With this civ. we don't say bump. We say rape.
>>
>>36560385
Rape
>>
>>36562293
Rape.
>>
Ha, Ha, ... Rape.

Now to think about uniform colors.
>>
>mfw all this rape
>we still somehow end up as Bloodsnows Mk 2

>>36566582
They must be positively stylish
>>
>>36566609
Well rape is an art form and with time we will break into our own style.

Dam right it should be stylish.
>>
Rolled 64 (1d100)

hm just stopping by real quick noticed not much has changed.
>>
>>36568269
>rape
>>
Rolled 81 (1d100)

>>36568269
Discover a god of rape. He protects us from the monsters by raping them to death
>>
>>36566609
Not deranged enough to end up as Bloodsnow's Mk2
>>
>>36569090
Just wait. We will have slave breeding pits soon
>>
>>36569090
All too true...

kinda hurts anons still recall the time I had a mental break and what it resulted in...
>>
>>36569242
What happened?
>>
>>36569449
A rape train.

It even got screencapped.
>>
Rolled 51 (1d100)

>>36569645
God of rape
>>
Rolled 15 (1d100)

>>36559283
Action: Set up proper separation "camps", by age, gender, etc.

The more we take control of them now, the easier it will be to keep control of them later.
>>
Seems rather empty for being an official day...whats with it? Not even a single action was proposed...
>>
Rolled 23 (1d100)

>>36571004
Vote

>>36571098
As typical, when you ask us a question and we vote on it, we forget that isn't an action and wait for the result.
>>
Rolled 74 (1d100)

>>36571261
That is simply because they NEVER are.

Like EVER.

I don't know how you fuckers keep missing it literally every damn time since the very beginning even.

>>36571004
Ah sorry about missing this anon.
>>
Rolled 63 (1d100)

>>36571004
Support
>>
Rolled 37 (1d100)

>>36571004
Crude camps established within the military base all of whom are properly segregated.

Captives have been taken.

Forceful recruitment accepted focusing on the young.

Sadly do to focusing on the young we wont notice any immediate results any time soon.

>>>>Turn 8
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 5 Loots: 2
>>>>>Pop 1.2k
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Low
>>>>>>>Medicine: Average
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
Rolled 40 (1d100)

>>36571494
Heal the super villan (dose he have a name?)
>>
Rolled 3 (1d100)

>>36571494
While the young are trained, use some resources and get the old to help work repairing some of the shit that was wrecked by that unfortunate monster mayhem.

The young get indoctrinated. The old learn their place.
>>
Rolled 82 (1d100)

>>36571494
Have the young slaves trained in to our ways, let them rape. Have the old slaves work on mineing out the ground below us so we can hide there next monster mash (and maybe find nice stuff in the ground)
>>
Rolled 64 (1d100)

>>36571612
>>36571623
>>36571675
>heal hero
>Keep training young
>Get the old ones to work
Seems about right.

Vote
>>
Rolled 21 (1d100)

>>36571715
Seconding
>>
Rolled 60 (1d100)

>>36571715
Vote
>>
Rolled 96 (1d100)

>>36571715
Hero is still recovering.

Training of captured youth has commenced.

Captives have been changed into slaves and put to work.

>>>>Turn 9
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 4 Loots: 2
>>>>>Pop 1.5k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Low
>>>>>>>Medicine: Average
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
Rolled 69 (1d100)

>>36572379
We have food, water, and peacetime. Let's use it to explore the area surrounding our base. See what the monsters might have left over, or if there are any resources/items of interest. Also maybe even a map of our base.
>>
Rolled 34 (1d100)

>>36572456
Explore!
>>
>>36571098
yeah there was >>36559378. (Yeah I know is a late reply was at work.)
>>
Rolled 40 (1d100)

>>36572526
>>36572456
Vote
>>
Rolled 91 (1d100)

>>36572456
Info.
>>
>>36572704
Working too. I will be playing at full capacity in t -4 hours.
>>
>>36573171
About the same.

After this turn I'm thinking we have a loot made into gear upgrades for the troops and hero. Metal plates with purple and black cloth colors for the uniforms. The Void Raiders (rapers) will be pimp.
>>
Rolled 52 (1d100)

>>36572456
Exploration of the nearby area shows we are located within a rare freshwater lagoon. Sandbars and even a few reefs separate it from the salty waters of the nearby ocean.

sadly this doesn't do much in keeping out said monsters, but you have what you got.

Despite the...normal vacancy of islands this is one of the few exceptions. Its highly populated for an island which obviously causes strain.

This is ESPECIALLY evident along the coastline and lagoons where the monsters aren't nearly so thick like in the deeper jungles further in.

Everyone tries to hug the coastline even you bandits know better then to probe deeper in...as that is where the heaviest concentrations of monsters lurk.

Deeper in the island within the jungles.


In that regard the current base your forces took was an abandoned one in falling apart and largely looted. Seemingly useless until the super villain got around.

Suddenly the supposedly 'useless' waste of space came alive and showed that despite its 'exhausted' appearance actually still has some serious kick in it still.

Said villain resurrected the old base and lured some bandit gangs into service. Further around the lagoon ruins and other groups are still going strong. Especially one can see the lurking gangs of ruffians causing trouble.
>>
Rolled 48 (1d100)

>>36573389
Gangs have approached and enlisted as well as a few outcasts boosting our numbers.

>>>>Turn 10
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 4 Loots: 2
>>>>>Pop 1.7k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Low
>>>>>>>Medicine: Average
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
>>36573389
>>36573416
If everyone lives along the coast, I have a feeling we should develop our coastal patrol boats some more.

Later we do the right bandity thing to do and demand tribute for protection.
>>
Rolled 94 (1d100)

>>36573416
Set fire to the jungle! Burn the homes of the monsters! Cleanse this island with there ashy corpses!
>>
>>36573416
If we can't trade, can we extort? Can we tell the other civ's that we won't pillage them if the make regular deliveries of food, water, and supply's.
>>
Rolled 73 (1d100)

>>36573416
Super Villain with your smarts take a loot and fix up the base. The men will be standing by if you need them to help.
>>
>>36573416
When is the next monster mash?
>>
Rolled 72 (1d100)

>>36573469
Coastline tends to have a hell of a lot less monsters...which is something most but not all would prefer to avoid.

Some of our bandits who were from the tribes can confirm there ARE a few factions lurking deeper in...but the majority stick to the coastline.

>>36573500
You CAN trade just be aware you are PENALIZED due to your rep.

Extort is very much a thing.

>>36573508
Your super villain is rather wounded still...
>>
Rolled 19 (1d100)

>>36573544
Will occur shortly.

Every 5 turns is the average so likely to be sooner rather then later.
>>
Rolled 41 (1d100)

>>36573559
Dam, then let's use a loot filled with meds and healing gels to patch up everyone. Maybe give some morphine out to boost morale as wll.
>>
Rolled 69 (1d100)

>>36573472
With the jungle gone, the monsters have no home. They will be exposed to the eliminates. One storm would off them
>>
>>36573559
Wouldn't all the rape boost moral?
>>
Rolled 18 (1d100)

>>36573696
Temporarily unless if they have the time to really enjoy it. You know proper ransacking and pillaging instead of the quick raids?
>>
>>36573644
>>36573472
>Thinking it's this easy
Jungles are literally alive and actually fight back you know.

There hasn't been a campaign since Memor where we successfully managed to do deforstation, and that required oodles of gear and fuel we don't have currently.

Not to mention the factions living in the jungle.

However, I do admit that sooner or later it would be wise to defoliate the area around our base and rid ourselves of the nests locally.
>>
Rolled 97 (1d100)

>>36573416
Use loot, supply's, resources. Slave labour, and bandit labor to fix and or replace defenses
>>
Rolled 52 (1d100)

>>36573761
That's a nice roll. Vote
>>
Rolled 19 (1d100)

>>36573761
>>36573793
And send someone, ANYONE, to heal our boss.

"Is there a doctor in the house?"
>>
Rolled 87 (1d100)

>>36573761
I hoped to heal, but
repair is just as needed.
>>
Rolled 64 (1d100)

>>36573761
>>36573812
Repairs AND Heal
>>
Rolled 92 (1d100)

>>36573754
Well not ALL of them are that way...maybe.

Its a mighty fucked up worth you know?

Anyway some info from your favorite super villain is known as Dr. Dread a classic among old world villains the Dreads as they are known are some of the most spanning of villainous group. They are particularly notorious for the docs they produce.

All of whom go by Dr. Dread. Such high quality individuals are rare in the post apoc and have been replaced by the lesser quality Dark Docs.

You have a 'legit' old world Dr. Dread who enjoys super abilities. Luckily for your bandits this Dr. Dread didn't suffer from MAD but was evil all the same.

"Just because your evil doesn't mean your crazy" as the old super geniuses of old who are evil like to claim. Mostly due to them NOT wanting to be put on the same level as their kin who fell off the edge and suffer from MAD.

Your Dr. Dread has a love for uniformed look and is one of the more classic feel.

May have sorta gotten frozen and overshot it by a bit thanks to the Fall. Turns out Post Fall is pretty goddamn boring but then came to certain realization after wandering around checking out. After that recruited some nearby gangs and took over the base forging a bandit band.
>>
Rolled 97 (1d100)

>>36573941
That realization is a simple one...

WAIT THERE AREN'T NO MORE HEROES TO RUIN THINGS?"

"NO MORE COPS AND THERE ISN'T THE DAMNED ORGS?"

"I CAN DO ANYTHING I WANT WITHOUT MUCH PROBLEM?"

"EVERYTHING IS EITHER ALREADY AWFUL AND SHIT IS RIPE FOR THE TAKING?"

FUCK YEAH!

Sums up that one's thoughts.

Turns out Dr. Dread was one with rather twisted feelings on certain matters.

>>36573761
Loot burned(PIMPING), supply consumed(PARTS), and resource burnt(EVERYTHING ELSE). After that slave labour was used and our own bandits also got to work. Meanwhile the Super Villain is off hobbling somewhere complaining about networking issues and disconnect.

Defenses restored and looking much improved.

Monster Mayhem as started.

>>>>Turn 11
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 3 Loots: 1
>>>>>Pop 1.7k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Low
>>>>>>>Medicine: Average
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 2
>>
Rolled 86 (1d100)

>>36574058
Put the slaves in the tunnels they dug.

Tell them this is as much about their survival as this is ours. In time they'll learn there place.

Lock everything down, keep our base visibility low, and man the defenses for the duration of the mayhem.
>>
Rolled 94 (1d100)

>>36574102
supporting
>>
Rolled 48 (1d100)

>>36574102
Vote
>>
Rolled 72 (1d100)

>>36574102
And keep Doc in the bace this time!
Have the slaves in the tunnels do some quiet digging
>>
Rolled 38 (1d100)

>>36574102
Vote
>>
Rolled 90 (1d100)

>>36574102
ah...the military base is built with reinforced groundwork to prevent burrowing.

Good luck trying to pierce through it with mere slave labor.


forces are attempting to lay low as the monster mayhem goes on...strangely the area around us was REALLY quiet.

Monster Mayhem as ended.

>>>>Turn 12
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 3 Loots: 1
>>>>>Pop 1.7k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Low
>>>>>>>Water: Low
>>>>>>>Morale: Low
>>>>>>>Medicine: Average
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 2
>>
Rolled 33 (1d100)

>>36574211
Back to work.

I'm thinking we should see about improving our weaknesses. If we're going to make more guns, boats, and vehicles, we'll need manufacturing capability.

As we are bandits, and in a military base, we're getting double penalized.

So let's have the slaves build us a fine basic assembly depot for putting things together. It will help us build things later on.
>>
>>36574267
It will also help us bandits do what we do best.

Bandit Salvaging
>>
File: PTBoat.jpg (53 KB, 750x613)
53 KB
53 KB JPG
Rolled 45 (1d100)

>>36574267
Vote.
Maybe we'll be able to make more PT boats soon.
>>
Rolled 83 (1d100)

>>36574211
Send this message to all tribes and civ's that we can reach be it by radio or runner.

Tell them that if they value there safety and the safety of those they love all they need to do is send us regular tribute. The tribute can be a lot of things. It could be food, water, supplys, resources, people. As long as it is sent they are safe. But if they miss a tribute then they are not safe until the next tribute is sent.
>>
Rolled 91 (1d100)

>>36574392
Vote. How often is the tribute needed to be sent? Every turn, every other tern, every 5 turns? I guess the rolls and genie will need to decide. But as long as we don't crit fail, there should be some tribes or civ's willing to give tribute by the shear odds from how manny there are.
>>
>>36574392
Let's not. Not yet at least.

There are likely factions out there currently more powerful than us, and this will just give civs we can extort more time to prepare defenses and learn about us.

When we extort someone, we'll do it from the sea. Using fast moving patrol boats moving quickly to instill confusion and dismay before they can react.
>>
Rolled 56 (1d100)

>>36574392
>>36574435
Good rolls! If this works then we should get a passive increase in a lot of shit every now and then.

Also tell them that all who come willingly will be welcome with open arms. The may not become bandits but they won't be slaves.
>>
>>36574456
But we got some nice rolls there
>>
Rolled 50 (1d100)

>>36574392
several runners end up dead and besides the radio sparking up not much beyond.

>>>>Turn 13
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 3 Loots: 1
>>>>>Pop 1.7k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Low
>>>>>>>Water: Low
>>>>>>>Morale: Low
>>>>>>>Medicine: Average
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 2
>>
Rolled 91 (1d100)

>>36574267
We should see if any of the slaves we have are particularly skilled in any way
>>
>>36574500
Good rolls do not negate a bad plan.

As seen in >>36574528
>>
Rolled 95 (1d100)

>>36574528
Shit. Well looks like we need to go raiding again. Gather anyone and anything. If the opportunity to get a boat arrives then get one
>>
>Sending in single messengers to tell them to give up their goods
>Not expecting them just to be killed

Damn waste of good runners
>>
>>36574528
Didn't we fix the defenses? And shouldn't they be a stat like food and water is? Like
>defenses: average
I thought we fixed them and even got them to be better than they where before.
>>
Rolled 14 (1d100)

>>36574583
Vote
>>
Rolled 52 (1d100)

>>36574617
Forgot to update it and no you didn't improve them just fix.

>>36574602
Indeed also what a GREAT way to advertise yourself...
>>
Rolled 7 (1d100)

>>36574583
Food and water are low, so why not.
Maybe there's a nearby village who killed one of our runners who need to be convinced we mean business.
>>
Rolled 31 (1d100)

>>36574583
We fucked but, but if we're gonna talk shit, we better back it.

Vote
>>
Rolled 25 (1d100)

>>36574528
Check it see if any of our guys or slaves have any good skills, like building, medical and what not.
Have any one good at building make some manufacturing equipment.
>>
>>36574656
Then we need to make defenses a priority
>>
Rolled 24 (1d100)

>>36574688
>>
Rolled 12 (1d100)

>>36574583
Tell the people we raid that it could have been avoided if they paid tribute
>>
Rolled 44 (1d100)

>>36574583
Shit we need some better rolls
>>
Rolled 38 (1d100)

>>36574583
Raiding commenced...it was yet again an astounding success. Our forces made out with a whole lot so much in fact they couldn't take it all with them.

>>>>Turn 14
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 6 Loots: 3
>>>>>Pop 1.7k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Low
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
Rolled 41 (1d100)

>>36574688
Checking for skills and knowledge should be a standard practice
>>
Rolled 58 (1d100)

>>36574802
WARNING

we are UNDER attack!

Identified forces indicate mostly some infantry but they DO have some ships offering up support mostly in the form of bombardment.
>>
Rolled 57 (1d100)

>>36574802
With so much stuff we got we should be able to make some manufacturing equipment and facility's. With slave labor and any skilled bandits we have working on it. Have Doc over see the project if it will help.
>>
>>36574837
Yep. As expected. At least we now have soom food and water to endure this.

Let's think of a plan here.
>>
Rolled 41 (1d100)

>>36574837
Hunker down but spread out several small groups to do guerilla warfare.
>>
>>36574858
The doc is still recovering I think. We could still use his brain to help with this attack.
>>
Rolled 31 (1d100)

>>36574837
Fight back! Have heavy weapons attack the ships if they are in range. Use what ever supply's and loot are needed. Tell slaves that if they fight for us and live they won't be slaves anymore.
>>
Rolled 80 (1d100)

>>36574802
>slave sorting day!
>>
Rolled 64 (1d100)

Our base and civ is well equipped for defense and offense.

We should divide our forces in two, one to hold it, and one to mount an attack. Set up defenses and hold the line against infantry attackers in the base.

The other group should compose of our best men and equipment on the PT boats, as well as a slightly larger contingent.

Have our naval fleet engage the artillery boats and take them out, this will aleviate the base defenders. Start with fast movers and hit and run attacks to guage the strength of their naval forces. if it looks like we can take them, take them, but if it's a huge battleship or something wear them down and keep up the pressure.

If we take their ships, we can use their own artillery against their forces and return and crush the infantry.
>>
Rolled 50 (1d100)

>>36574837
Take out there ships first with our heavy weapons. Once those our gone go full guerrilla warfare on the infantry.
>>
Rolled 95 (1d100)

>>36574948
Best thought out plan, vote
>>
Rolled 73 (1d100)

>>36574948
And yes, have our men perform Guerilla warfare. See what the enemy is up against. If they've got some good shit and we keep picking them off this will work well since Bandits can fight and loot at the same time. Use their guns against them.

The same goes for those ships. If you board one loot it and start firing back.
>>
Rolled 52 (1d100)

>>36574948
If we take any prisoners or weapons, boats, anything we should check them for any hidden explosives, listening devises, anything we don't want to have in our bace.
>>
Rolled 5 (1d100)

>>36574948
Vote
>>
Rolled 17 (1d100)

>>36574948
Vote. Loot as we fight
>>
Rolled 69 (1d100)

>>36574997
Only the Looter path bandits can do something like that will any awesome skills. Like the Ravagers who turned it into an artform.

>>36574948
Troops are divided.

Naval fleet attempts to take on their destroyer that is bombarding us but well...they have bigger guns. Like a lot bigger. It didn't bother them too much to transfer some of the heat to our ships blasting them with extreme prejudice.

Like a lot bigger leading to our ships being repulsed and we even lost one of them.

The infantry for their part kept on the heat and probing defenses before melting away. After awhile their ship also left.

>>>>Turn 14
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 6 Loots: 3
>>>>>Pop 1.5k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Low
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
How dose Genie use the rolls? Dose he average them out once a consensus is reached and use that average to see how well we do?
>>
>>36575131
Peculiar.

I don't know what's worse, the fact that they thought we were just loudmouthed scrubs not worth their time so they left
or something far more sinister.
>>
>>36575145
Beats me.

All I know is more rolls is always better than less.
>>
Rolled 83 (1d100)

>>36575131
Build/upgrade our defenses. add long range artillery that can take out ships like the one that attacked us.
>>
Rolled 18 (1d100)

>>36575214
Vote. Don't we have heavy weapons? Can't that attack long range? Can we jury rig something together?
>>
Rolled 56 (1d100)

>>36575131
we should be able to make some manufacturing equipment and facility's. With slave labor and any skilled bandits we have working on it. Have Doc over see the project if it will help.
>>
Rolled 74 (1d100)

>>36575214
>>36575239
You....have a destroyer you know? A decent size ship with BIG GUNS!

Along with two adaptable corvettes though you lost one of your PT boats.
>>
>>36575239
>>36575214
This would be easier maybe if we built some facilities to construct/salvage equipment first. Maybe do some raiding for spare parts.
>>
>>36575280
Did we get a visual one the size of the enemy ship? Even with our destroyer we seem to have been outclassed.
>>
Rolled 38 (1d100)

>>36575274
>>36575285
Upgrade our manufacturing capability. Vote.
>>
Rolled 76 (1d100)

>>36575131
Dr. Dread, if we captured monster specimens, might you be able to mind control them?
>>
>>36575306
PT boats were toast the other ships might have been able to handle it though.

>>36575374
"Eh...maybe. Mind control is tricky thing."
>>
>>36575429
>PT boats were toast the other ships might have been able to handle it though.
"might"

Could we have possibly taken and boarded the ship? It had a lot of guns.
>>
Rolled 26 (1d100)

>>36575483
maybe but difficult.
>>
Rolled 43 (1d100)

>>36575274
We need to be able to make uniforms and amo
>>
>>36575131
What's the difference between loot, resources, and supply's?
>>
Rolled 65 (1d100)

>>36575274
What would a 100 do in this situation
>>
>>36575131
How do we become looting path bandits? What other paths are there?
>>
>>36576409
Loot is the closest thing to currency and can be consumed to mimic a resource or boost a single stat.

Resources are generalist material decent at anything but good for none.

Supplies when consumed boost all stats by 1 stage and can often include things like parts ect.
>>
>>36575131
Why is our medicine above average but out health below?
>>
Rolled 95 (1d100)

>>36575274
How hard is it to boost manufacturing?
>>
Rolled 26 (1d100)

>>36575274
Use some supply's and loot and materials to help do the job.
>>
Rolled 84 (1d100)

>>36576445
Classic path end result is the Marauder.

Looting Path end result is the Ravager.

Mad Path end result is the Psycho.

There are a few other paths like the Raider, Outcast, and a few others. A few of whom have special requirements like sex or something else.

An example of a female only bandit path would be the Harpies(air) or Siren(water).

Stay the fuck away from female bandits. There is a reason WHY they can stick with a largely male dominated group and god help you if you encounter a female specific bandit group.

You think the Ravager Queen was bad...

Only good thing about them is their rarity.

As to how to unlock...your gonna need a basic BASIC unit who have the option to 'upgrade' into different paths IF its possible for them.

Currently most of your forces make up is basic bandits(still change jobs with penalty), some grunts(who can easily upgrade but are weak), and a few outcasts(Can still change jobs without penalty but are limited).

At the moment you are still lacking in the crazies, but that will change sooner or later as bandits.

>>36576481
Health is a mixture of stuff. Good medicine doesn't do much good if your lacking in proper nutrion and things.

>>36576501
Easy early on but once you want it more advanced...your gonna cry like little bitches.
>>
Rolled 54 (1d100)

>>36576566
Seriously ain't joking about their rarity being the only good thing about them.

If you thought the male bandits were bad...

Seriously though the way tech and shit works on the dynamics makes my brain hurt figuring out.

And don't even get me STARTED on the Fall Warfare.

No joke I would rather be a fucking guardsmen in a 40k then get caught up in that shit.

What is WRONG with my setting...
>>
Rolled 50 (1d100)

>>36575274
>>36576523
Vote
>>
>>36576566
>Easy early on but once you want it more advanced...your gonna cry like little bitches.
Yeah, I get you.

But if Memor reached the heights of awesome by blunt spamming "upgrade" then so can we! And maybe just a little bit in a more interesting way too.
>>
Rolled 20 (1d100)

>>36575274
Use everything and everyone!
>>
Rolled 15 (1d100)

>>36575274
VERY crude manufacturing tools were constructed. Not much good but better then nothing...

MONSTER mayhem as started for this turn only.

>>>>Turn 15
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 5 Loots: 3
>>>>>Pop 1.5k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
Rolled 28 (1d100)

>>36576941
Same thing we did last time. You know the drill.

Man the defenses, shut your gob, and turn off that light.
>>
Rolled 90 (1d100)

>>36576941
>>36576984
And sort the slaves by skill
>>
Rolled 9 (1d100)

>>36576984
>>36577054
Good as thing as any to do while we hunker down.

Do it very quietly though.

Vote
>>
Rolled 56 (1d100)

>>36577054
Our lads actually managed to find a few slaves who were attempting to 'hide' their talents besides the obvious ones who reveal themselves for the sake of better treatment.

Monster Mayhem

This time around we weren't so lucky apparently what we did cause some ruckus to draw their attention at us. While our defenses were strained we managed to hold them off.

>>>>Turn 15
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 5 Loots: 3
>>>>>Pop 1.5k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
Rolled 91 (1d100)

>>36577132
Let's get some samples of monster corpses. Maybe have a look at what we've been fighting.

Poke it for weak points in the armor or see if it's teeth are sharp enough to make great bayonets.

Or just get trophies for the men. They need to get in the hang of monster killing.
>>
Rolled 45 (1d100)

>>36577179
"Alright men. We got some monster corpses here. We put some baloons in where the heart and brains use to be. Whoever finds the best place to shoot at them to pop the balloons inside get's to spend the next 3 days with any 5 slaves of his choosing."
>>
Rolled 36 (1d100)

>>36577179
Find the weakpoints and how to kill monsters faster
>>
Rolled 22 (1d100)

>>36577242
>>36577179
Vote
>>
Rolled 14 (1d100)

>>36577179
Troops managed to acquire some excellent samples...there is quite the dizzying array of them. Luckily the current samples are in good condition for now anyway. Only got so much good storage.

Weak points depends on the monster...

Usage also depends upon the monster...

Basically would require researching into it.

>>>>Turn 16
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 5 Loots: 3
>>>>>Pop 1.5k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3. Monster Samples.
>>
Rolled 36 (1d100)

>>36577474
Pillage for manufacturing equipment and skilled slaves
>>
Rolled 38 (1d100)

>>36577557
supporting
>>
Rolled 71 (1d100)

>>36577557
Vote
>>
Rolled 51 (1d100)

>>36577557
Don't forget to tell the people we pillage that all this could have been avoided if they gave us tribute
>>
>>36577474
How is doc doing? Is he healed yet?
>>
Rolled 71 (1d100)

>>36577557
Our forces hit nearby communities hoping to find equipment and skilled slaves.

Suffice to say one was a lot easier then the other.

That one being equipment due to how much ours really fucking sucks. Didn't take much to beat it so that is what they grabbed. Sadly slaves...well our guys tend to have a different ideas of 'skilled' that and the actually useful ones are hard to get to for obvious reasons.

So we hit up a few communities taking their tools and whatever manufacturing equipment our guys could carry.

Which turns equipment wise isn't all that great...a lot of shit is quite heavy. Not good for a quick or easy grab.

>>36577751
Mostly.

>>>>Turn 17
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 5 Loots: 4
>>>>>Pop 1.5k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3. Monster Samples.
>>
Rolled 91 (1d100)

>>36577557
Instead of making our own stuff to increase our manufacturing and research capacity, would it be more effective to steal it?
>>
Rolled 65 (1d100)

>>36577784
Send 2 of the patrol boats to scout the cost line. Get a better idea of who and what are there
>>
Rolled 89 (1d100)

>>36577837
Supporting
>>
Rolled 53 (1d100)

>>36577784
Make uniforms. Have them act as good camo, and as great protection. Well as good as we can make. Use loot, resources, and supply's. Have skilled slaves and bandits make them. Ask doc how he wants them designed
>>
Rolled 59 (1d100)

>>36577784
I want to get back to training the troops and kids.
>>
Rolled 100 (1d100)

>>36577837
Have both boat heavily armed enuf that they won't get blown out of the water.
>>
>>36577889
WOO! We should be able to get a fuck tun of info now! Maybe the location of an abandoned battle ship adrift in the water
>>
Rolled 43 (1d100)

>>36577889
>>36577837
Vote
>>
Rolled 24 (1d100)

>>36577889
ah...

Armoring up little PT boats...crit happens.

Hm...

Alright I got it.

Troops went to work on armoring up the boats hoping they wont get blown at of the water like last time. Guess who decided to FINALLY show up?

Super Villain thats who.

Who then got to work not only proceeding to armoring them up but to EVEN do so in such a manner that it wont slow them down.

Which was something that was vexing the troops trying to figure out what would be the best option...

Dr. Dread decided BOTH and so it twas.

Acquired Dreaded Patrol Boats. Armored like an APC but WITHOUT being slow.

>>>>Turn 18
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 4 Loots: 4
>>>>>Pop 1.5k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: Below Average
>>>>>>>Water: Below Average
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3. Monster Samples.
>>
>>36578049
Training for the henchmen and kids. We need them strong and loyal for the next attacks.
>>
Rolled 68 (1d100)

>>36578049
Training for the henchmen and kids. We need them strong and loyal for the next attacks.

... forgot dice ... dam it.
>>
Rolled 57 (1d100)

>>36578133
>>36578049
Also our boatmen how to avoid being shot and maneuver better.

Just because they have an APC PT boat, doesn't mean we want them to get it shot to shit.
>>
File: Spoiler Image (144 KB, 950x1200)
144 KB
144 KB JPG
>>36578049
Dreaded child soldiers..
>>
Rolled 94 (1d100)

>>36578163
>>36578146
Yeah ships training will help so changing it to.

Training the troops and kids with some focus on boats for the troops.
>>
Rolled 81 (1d100)

>>36578146
>>36578163
Dice
>>
Rolled 57 (1d100)

>>36578163
Training has commenced for ship related shenanigans. It went astoundingly well and our troops seem well on their way to getting real good.

>>>>Turn 19
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 3 Loots: 4
>>>>>Pop 1.5k(300 slave, 1.2k bandit)
>>>>>Military 1k
>>>>>>>Food: low
>>>>>>>Water: low
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3. Monster Samples.
>>
Rolled 46 (1d100)

>>36578558
>Food low
>food raid
>>
Rolled 70 (1d100)

>>36578592
Yup round two on a raid before the storm.
>>
Rolled 57 (1d100)

>>36578592
Food and water raid, might want to bring a vehicle of some kind to help move every thing. The new armored boats would do
>>
Rolled 42 (1d100)

>>36578592
Food and water raid. Vote
>>
Rolled 30 (1d100)

>>36578558
you know what I change my mind.

Loot, Resource and supply fix on the base again. If boss man is healed to help, even better.

We can pop another supply to make up for the food and water. Plus we can raid after words with their defenses weakened.
>>
>>36578558
Water should not be low genie, we live in a fresh water lagoon.
>>
Rolled 60 (1d100)

>>36578762
Who says its safe to drink?
>>
>>36578778
Nigger. I don't want to imagine what a Supah tapeworm looks like...
>>
Rolled 46 (1d100)

>>36578592
Vote
>>
Rolled 56 (1d100)

>>36578592
>>36578833
Huh 2 46. I'm guessing the repeating number won't have added effect this time
>>
>>36578778
I wonder how we can make it safe to drink?...
We could try digging a well just outside our bace
>>
Rolled 37 (1d100)

>>36578592
Vote
>>
Rolled 56 (1d100)

>>36578592
We...attempt to raid problem with monster mayhem so close their defenses were top notch and so were their eyes most alert.

We DID punch through but it wasn't easy and we didn't get away with much...but hey at least we avoided the monsters on the way back at least.

>>>>Turn 20
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 3 Loots: 4
>>>>>Pop 1.8k(300 slave, 1.5k bandit)
>>>>>Military 1k
>>>>>>>Food: low
>>>>>>>Water: low
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3. Monster Samples.
>>
Rolled 8 (1d100)

>>36578988
Hold up and pop a cold one (Loot Beer). Keep calm and hold up through this storm.
>>
Rolled 27 (1d100)

>>36579049
>>36578988
Fuck yeah loot party! Vote!
>>
Rolled 27 (1d100)

>>36579049
supporting
>>
Rolled 7 (1d100)

>>36579049
Vote
>>
Rolled 55 (1d100)

>>36578988
Take this time to work on uniforms. They should be good armor and camouflage
>>
Rolled 70 (1d100)

>>36579188
Ask doc to help make/design them. He did so good with boats lets see what he can do with uniforms
>>
Rolled 100 (1d100)

>>36579188
Use loot, supply, and resource to do this.
But do all this quietly!
>>
>>36579212
Ah snap those will be some great uniforms.
>>
Rolled 49 (1d100)

>>36579188
>>36579199
>>36579212
Looks like we gonna have some super armor uniforms now
>>
>>36579212
>>36579218
Damit we passed on a 100! The needed votes where second too late. Can the 100 still be used?
>>
Rolled 78 (1d100)

>>36579188
Eh.. Agreed. Use a loot to get the job done right. Armor, stylish-yet-functional camo, patches with the symbol of Dr. Dread, the whole nine. Possibly jump boots, budget allowing.
>>
>>36579212
>>36579218
Oh great lord Genie! Pleas tell me that nat 100 is not lost! I beg of you my lord! Pleas
>>
Rolled 47 (1d100)

>>36579262
>>36579212
>>36579188
Continueing the votes for this action. Do the votes carry over between turns? >>36579218
>>
File: image.jpg (12 KB, 236x179)
12 KB
12 KB JPG
>>36579245
100s override everything. Brace for incoming win!
>>
>>36579282
Oh thank god
>>
Holy shit. Did we crit so hard he bent time?
>>
Rolled 25 (1d100)

>>36579245
>>36579281
Not that messed up anon.

>>36579212
...dat is gonna be some roight awesome threads.

>>36579188
Supplies are used and resources to get the job done.

Finally a nice flash of loot is used up to make it REAL nice looking and the good doctor introduces some special rubs that will help dampen the affect and change to mimic the surroundings.

Claims its some kind of smart nano paint and dye which is used for the finishing touches.

acquired Standard Armored Stealth Uniform.

A generalized set of uniforms with built in armor and stealth functions. Costly to make though but damn effective not to mention looking damn good all the awhile.

Despite the variety of items used it somehow all maintains a uniformed standard look.

>>>>Turn 21
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 2 Loots: 3
>>>>>Pop 1.8k(300 slave, 1.5k bandit)
>>>>>Military 1k
>>>>>>>Food: low
>>>>>>>Water: low
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 2.
>>
>>36579306
This is literally the only crit that this civ needed for me to be happy and able to call them successful
We may or may not have hit a hidden win condition.. But we have hit MY win condition.
I'm down to end it right here and call it a win.
>>
Rolled 22 (1d100)

>>36579346
Well the wave of monsters have happened. Raiding party! Food, water and weapons are the main goal.
>>
Rolled 54 (1d100)

>>36579346
Do we have enough uniforms to go around? If so issue them out!
Also
>loot party!
>>
>>36579357
That feel when both of the last Crits where made by me. Feels good man
>>
>>36579346
Do we have enuf uniforms for all 1k of our military numbers?
How well do they stealth and how effective are they as armer.

We need a dope ass name for such bomb ass glory threads
>>
Rolled 97 (1d100)

>>36579346
With the help of the sweet new uniforms lets go raid for food and water. Fuck it lets get more slaves grab an entire town if we can. We can have them carry back even more stuff
>>
Rolled 82 (1d100)

>>36579465
We can stealth up to them and get them before they even know we are there. If we can get an entire town (probably just a small one) we can loot it even more. Have all the captives carry food and water and our guys (the ones not guarding the captives) grab any boats/weapons they have
>>
Rolled 75 (1d100)

>>36579465
Fine, I guess that's the smart choice
>>
Rolled 5 (1d100)

>>36579465
>>36579520
If we do all that we can use the boats to help move even more stuff! We could probably grab lots of loot and supply's.
>>
>>36579465
>>36579520
>>36579522
I'm seeing some dam fine rolls here.
If we get another 100 is that the bad one? Like 3 100= a 1. Is that per thread or per action?
>>
Rolled 12 (1d100)

>>36579465
We would need to pick our target with care. A smallish town would be safest
>>
>>36579559
Yep. We are in what I call "double critfail jeopardy"
2% of our rolls WILL fuck us.
>>
>>36579559
Every 3 100 or 1 rolled they flip what they do for that action.
>>
>>36579574
That makes me very stressed. What if the 100 is on a post that is not connected to any action. Like this post for example. Would the count of 3 reset? Would nothing bad happen to the civ because the fail was not connected to anything?
>>
Rolled 27 (1d100)

>>36579465
How manny bandits and slaves do we need until we can do 2 things a turn?
>>
>>36579597
Per thread then a new thread restarts that count.
>>
Idea. Can we use the camo stuff on a boat? Can we make the boats quiet? If so we could do some great night raids. We could steal a lot of boats
>>
Rolled 82 (1d100)

>>36579632
No. This is conversation. It needs to be linked to an action that is linked to genie.

Except for sometimes when the conversation itself triggers an event (rare)
>>
>>36579664
That would be brilliant! We could be pirates! With a camo ship, ghost ship! With camo pirates, ghost pirates! We can be ghost pirates!
>>
>>36579680
Ok good to know, thanks
>>
>>36579680
But you two are linked to an action. So if you did roll it would affect this >>36579465.

>>36579691
That would be fun in a way.

>>36579664
Probably will take some work to do that, our research sucks.
>>
>>36579691
>>36579664
Well that camo armer gel is probably costly to make. If we do use it on a boat I think the armored and fast patrol boats would be best
>>
>>36579709
Why? We already have the gel and can make more. Why research? The gel should be able to hold up in water because is can last on our uniforms even when blood and sweat gets on them
>>
>>36579691
We can steal the ship that attacked us before!
>>
>>36579736
>boats quiet
I was talking about that.
>>
>>36579754
Oh... Hmmm what if we did our boat stealing as a monster mash is going on? We would have our boats in the water before it starts and grab a nice new boat from someone else when there distracted by the monsters. The sound of fighting should cover the sound of our boats
>>
>>36579783
That might work. It depends of wether or not the monsters can attack a boat, and if the guys we are stealing the boat from use the boat as shelter when monster shit happens
>>
>>36579783
Maybe, that will depend on the monsters and the other ships that attacked us.
>>
Did genie fall asleep? We have a consensus action. Is he writing fluff?
God I'm loveing this civ
>>
File: jungle island map.jpg (36 KB, 1216x632)
36 KB
36 KB JPG
Rolled 30 (1d100)

>>36579442
Armor effectiveness depends upon the materials used. They are all reasonably stealthy.

>>36579559
Per thread.

>>36579465
Our troops using their new uniforms move upon a nearby town with a few hundred souls trying to eke out an existence. Under cover of darkness and with their new stealthy gear they make their way in...

While there were a FEW who resisted and we lost a few guys over all it was an astounding success. If only we had stealthier weapons it would of been much easier as is they used it to get close and slit some throats before they got caught then proper battle was joined.

TOWN captured.

What do with it?

>>>>Turn 21
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource: 3 Loots: 4
>>>>>Pop 2.3k(700 slave, 1.5k bandit)
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Below Average
>>>>>>>Medicine: Above Average
>>>>>>>Health: Below average
>>>>>>>Armaments: Above Average
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Child Stealing Scum
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot. Power Plant.
>>>>>>>Defenses:Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 3 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3. Monster Samples.
>>
Rolled 11 (1d100)

>>36579818
Strip it of everything and I mean EVERYTHING it's worth. From food to supply's to the fucking floorboards. Everything we (and our slaves and boats) can move
>>
Rolled 24 (1d100)

>>36579817
Was making map.
>>
>>36579817
Looks like he is not asleep. He is drowning a great map!
>>
>>36579818
>Explore the new town, see what they were up to. Also, dr. Dread interogate the leader of the town.
>>
Rolled 39 (1d100)

>>36579818
I say take it over and make it a 2nd camp for us. Build it up and recruit the young for the Doc's henchmen.

If it's not easy to protect just loot everything and more them to the base.
>>
Rolled 29 (1d100)

>>36579859
>>36579867
And it's a bitching good one.
Also vote
>>
Rolled 72 (1d100)

>>36579870
Oops dice
>>
>>36579883
Better re do the entire post. The action and dice need to on the same post or it's not valid
>>
Rolled 91 (1d100)

>>36579859
How much can our bace fit?
>>
Rolled 86 (1d100)

>>36579818
Map is pre fall a TON of stuff is overgrown now and been retaken by the jungle.

Basically difference between jungle and urban is one is hardcore jungle the other not so much(as in lots of overgrown ruins).

>>36579904
25k personnel.
>>
Rolled 60 (1d100)

>>36579859
Actually ripping up the floors would be a good idea, they might be hiding something. Also interrogating the leader to see if they have anything of value
>>
>>36579918
Where are we on the map?
>>
Rolled 52 (1d100)

>>36579921
>>36579859
Aw no back up base? Fine take it all and get what they know!
>>
>>36579818
How many bandits and slaves do we need until we can do 2 thing a turn?
>>
>>36579937
No backup bace. To quote mark twain "put all your eggs in one basket. Then watch that basket"
Basically because our bace can hold a fuck tun we will focus on making it the best dam bace it can be.
>>
>>36579918
How long ago was the fall?
>>
Rolled 31 (1d100)

>>36579946
Its not based off pop anymore rather its area of influence.

Doesn't mean you can't unlock bonuses actions which of whom there is no longer a limit.

>>36579974
decades upon decades ago at least and possibly a century or two.
>>
>>36579963
So we are going to want to upgrade the defenses a lot and get a lot of boats.
>>
>>36579963
Fair. After this I would recommend we work on improving our control of the slaves and making a training yard.
>>
>>36579980
Bonus actions? What do you mean?
>>
>>36579988
And sorting out there skills, and getting the young indoctrination going. How manny turns dose it take for them to become useful. Can we make any of the slaves in to bandits? Like what ceazers legion did in fallout new Vegas?
>>
>>36579988
We already have a training yard
>>
Rolled 10 (1d100)

>>36579989
You can potentially unlock bonus actions some heroes are capable of granting free actions of some kind while others need to be unlocked.

>>36580013
It would require quite the grueling process to make it so.

>>36579988
How do you plan to do that?
>>
>>36580033
Do we have any bomb collars? We can put them on the slaves
>>
Rolled 59 (1d100)

>>36579859
Vote. Get it all
>>
Rolled 19 (1d100)

>>36580046
Nope.
>>
>>36580022
Shit your right.

>>36580033
To improve control we could give rewards, making >>36580046, or improve our skill as slavers. Then there's going the more mental weird way like using pink. Because for some odd reason there's a pink that makes people less aggressive.
>>
>>36580033
We could start telling the slaves that they are safer here. And that here they are free from that most horrible of things. Accountability. They have the freedom of peace of mind to say "I was only following orders" they are free from guilt
>>
>>36580077
Pink? What are you talking about?
>>
>>36580033
We can have the dread doctor use the power of his smarts and leading ability to talk them in to wanting to be slaves or bandits.
>>
>>36580077
It would be tuff to make bomb collars
>>
>>36580033
We can do a lot of things. Like giving
Them the hope for freedom. Tell them that after 15 or 20 years of this they can go free. Of corse by that time thy are dead or a bandit
>>
>>36580077
Fuck all that. They can form decoy armies... equip them with shoddy or fake gear and to get the enemy to underestimate or overestimate our strength, depending on situation.
>>
>>36580092
It's funny but people use it as a way to calm people down in jail cells or in a football locker room to weaken the opponents.

Here's something about it.
>https://www.insidehighered.com/news/2014/08/29/professors-robots-protest-u-iowas-pink-locker-room
>>
Rolled 81 (1d100)

>>36579859
Vote. Should we torch it after it's completely looted? We don't want any monsters moving in
>>
Rolled 76 (1d100)

>>36580151
I would say make large weakpoints and secret entrances incase someone else reclaims the town. Then we would pretty much have an easy raid.
>>
>>36580145
So just having things be pink makes them less aggressive?
>>
>>36580160
It's a certain shade of pink known as Baker-Miller or Schauss pink, but yes. There's shit like this all over. Like blue lights that were put up to reduce suicides in some spot in a town. Because the red made people more impulsive.
>>
>>36580157
>>36580157
So we can make it in to a slave trap? I'm down for that. Depending on its state after we loot it so hard
>>
>>36580180
We should figure out if dr. Dredd has any color themes of his own, or if he has reasoning behind it...
>>
>>36580180
So we pain the slave quarters pink. We don't want our guys becoming less aggressive
>>
>>36580204
We should ask him a lot of things. Like if he knows how to make a boat quiet.
>>
>>36580197
Lol we build the secret tunnels, than we Leave some slaves there and send out a destress call. When somebody shows up to raid the "soft target" we counterstrike
>>
We are going to need a new thread soon. Anyone got good pics for the op?
>>
>>36580228
How manny times can we do that before others catch on. Also should we look for any other bandits so we can recruit them?
>>
Rolled 17 (1d100)

>>36580230
Its friday anon next thread should be next week...as is I think muh sleeping pills be finally kicking in.
>>
>>36579859
So this action is the desired one. I wonder what we will find in there
>>
>>36580249
So no last turn?
>>
>>36580249
What about for discussion, planning, and fluff?
>>
File: 1415596710192.png (5.18 MB, 1131x1600)
5.18 MB
5.18 MB PNG
>>36580230
I can drop pics, but I have no clue if it will matter.

>>36580249
One more turn, one more turn, one more turn ... Please?
>>
Rolled 98 (1d100)

>>36580260
maybe.

my writing really goes to shit though.

As is been feeling discouraged about my writing...just doesn't seem up to snuff anymore.

My last great fucking piece was the damned rape train and that required a mental break from me to pull off...

feeling incompetent.
>>
File: 1415596804229.jpg (140 KB, 1024x711)
140 KB
140 KB JPG
>>36580273
I liked the gear head event. The history Mama Clarisa and Psi Master Vece Anskof had. Hell I was loving where the Twisted Realm Quest was going.
>>
>>36580273
Don't feel bad man. These threads are a fucking master peace! I have never had more fun on this sight.
>>
>>36580273
Don't worry man. You are great, look at how manny your work brings joy to. Look at this thread. People are loveing it!
>>
File: 1415431824476.jpg (285 KB, 832x1152)
285 KB
285 KB JPG
>>36580284
Then there was Double T of the bandits that nuked them selves. Elton Skeller the Skellton, dude had history I wanted to see played out. Same with General Viczar.
>>
Rolled 32 (1d100)

>>36580286
My writing quality though...so many are so much goddamn better.

With every post can rival one of my 'masterpieces'. Ain't fun that shit is hard.

>>36580312
eh I guess just feels like I been off the ball lately.
>>
File: 1411917844450.jpg (143 KB, 523x1101)
143 KB
143 KB JPG
>>36580324
... Yeah writing is hard and you have done it for over a year. You still make people happy, otherwise they wouldn't have come back.

I will not lie I felt the same about you being off and for that reason I pushed for doing different things to give you a break on this. Granted for all I know your diet and sleep pills could be the ones talking.
>>
>>36580324
I don't give a dam if anyone might be better. I'm here because you are one brilliant mother fucker! This is the only quest that I follow. Out of the manny out there I make shore to be on every fucking civ thread there is. Because you know how to tell a tail and play the game. Don't loose hope man. Your golden
>>
Well see everyone Tuesday or do we want to make a discussion thread before then?
>>
>>36580523
I say discussion thread. We can plan elaborate stealing and fluff shit
>>
I love Genies writing, but that is only one of the reason i keep returning.

The other is glory.

I swore to myself I would continue to try and relive the glory of Memor.

To see ourselves in command of fleets of behemoths of all types from artillery to radiation, to cover the earth in living autonomous spider-lings the size of tanks or super tanks, to create giant cannons on a whim, factories that churn out unimaginable things, a diverse people of many races wholly content.

To have not one or two but FIVE actions a turn, with a production action to match.

Such type of glory I demand to see again, and to that end I will continue to come back again and again in the hopes that maybe, just maybe, we can.

And we came close at times. Splicers had promise. Hax showed we can still do big civ.

The Jungle Cult ended, but they did reach such glory like the Memor, and though we did not play it, it was proof and gave hope that we can reach the heights again.
>>
>>36580821
That is a fine goal to have. I was never there for It, but I will help where I can.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

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