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File: Post Apoc Megacity.jpg (79 KB, 997x508)
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Rolled 85 (1d100)

Last Thread we sent out scouts to find the source of some mysterious pillars of smoke that had been sprouting up over the megacity...and discovered what they actually were. The hard way.

Unfortunately for us, some high-tech bandits decided to attack at that exact time (could they be responsible for it?) and proved to be brutally effective, slaughtering a full quarter of our civilians and military personnel before numbers and our defenses brought them down.

We have currently dispatched a good chunk of our military forces out to escort a large caravan into our territory. They should be back in approximately 5 turns.

We also have members out searching for materials to construct walls out of, and mapping the underground...but something gives you a bad feeling about that.

Welcome to the Post Apoc Civ Quest!
>>
Rolled 70 (1d100)

>>39367625

Before we begin please select one primary and one secondary from the list below.

>>Hero Choices

>Big Boss
-Leader-Oriented
-Small Universal Bonus
-Better internal cohesion

>Jury Rig-gineer
-Engineering-Oriented
-Substantial Engineering bonus
-Salvaging Bonus

>Inventor
-Science-Oriented
-Substantial Research bonus
-Necessity is the mother of invention
-Minor increase to internal cohesion

>Resident Badass
-Military-Oriented
-Badass guy
-Been around the block
-Can train military forces

>Wyrdling
-Mysterious-Oriented
-Comes with a small Coven
-Unknown motivations, is under your command for the time being though

>Lone Wanderer
-Complete Mystery
-Came out of nowhere
-Wants to help
-Knows the area VERY well
>>
>>39367679
Primary
>Inventor
Secondary
>Lone Wanderer

Also did we take any of the bandits prisoner or did they all die in the fight?
>>
Rolled 20 (1d100)

>>39367625
Last thread here: https://archive.moe/tg/thread/39348480/#39365170

First to 5 votes wins.

>>39368236
They all died either during or shortly after the fight. Your members were quite irate at the entire event.
>>
>>39368264
Shoot was hoping to be able to interrogate them we still know so little about them and where they came from
>>
>>39367679
Big Boss
Resident Badass
>>
>>39367679
>Lone Wanderer
>Jury Rig-gineer
>>
>>39367679
Big boss

Resident badass
>>
>>39367679
Jury Rig Gineer (P)
Resident Badass (S)
>>
>>39367679
Primary:
>Big Boss

Secondary:
>Inventor
>>
>>39367679
>Inventor
Primary we've got tech bandits about
>Resident Badass
Secondary we also have monsters
>>
Rolled 59 (1d100)

>Current Votes

>Primary
-2 Inventor
-3 Big boss
-1 Lone Wanderer

>Secondary
-1 Lone Wanderer
-4 Resident Badass
-1 Lone Wanderer
-1 Jury Rig-gineer
-1 Inventor
>>
>>39368841
Put one more for Big Boss + Jury Rig Gineer
>>
>>39367625
What is your name a reference to?
>>
File: stalker_wp_01_1024.jpg (304 KB, 1024x768)
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Rolled 61 (1d100)

>>39368887
Not OP but I'm guessing pic related
Also supporting this >>39368769
>>
>>39368887
>>39367625
>google
>realize it's S.T.A.L.K.E.R
>feel like a retard
>>
Rolled 68 (1d100)

>>39368868

>Primary
-2 Inventor
-4 Big Boss
-1 Lone Wanderer

>Secondary
-1 Lone Wanderer
-4 Resident BAdass
-2 Jury Rig-Gineer
-1 Inventor

>>39368887
Strelok is a prominent character in the S.T.A.L.K.E.R. series of video games. It is also an alternate from of "Strelnikov" or "Rastrelnikov" which is a prominent character in the films and novel Doctor Zhivago.
>>
>>39368948
Inventor P and Resident Badass S


Read your first thread, it seems to be shaping up nicely.
>>
Rolled 29 (1d100)

>>39368933

>Primary
-3 Inventor
-4 Big Boss
-1 Lone Wanderer

>Secondary
-[LOCKED] Resident Badass
>>
>>39368948
Voting engineer for primary and boss for secondary
>>
>>39367679
Big Boss Bonus Primary
>>
Rolled 24 (1d100)

>>39369016

>Primary
-[LOCKED] Big Boss

>Secondary
-[LOCKED] Resident Badass

Determining result of critfail on actions. Please wait.
>>
>>39368887
>>39368938
And IIRC it roughly translates to 'Gunslinger'.
>>
Rolled 19 (1d100)

>>39369063

>Search for barricade construction materials

"Boss says they want some shit for building walls."

"Don't we already have a shitton of lumber and Rockcrete? What the fuck more do they want?"

"Yeah, we've got a shitton of that so...they must want the good stuff. You know what that means."

"Fuck, really? Well...those guys moved out when the monsters hit, right? So they shouldn't mind too much if we head in..."

-Team dispatched with Big Boss to acquire Wall Materials

>Explore underground near the NE Tower

Meanwhile, at the base of your North East tower stood a small group of your 'soldiers' waiting around when suddenly a tall woman in severely scratched, dented, and seemingly melted plate armor dragged herself out of the nearby gash in the road.

"Alright you motherfuckers, I'm BAAACK. And how nice of you to be here waiting for me! It even looks like you're all equipped and ready for our mission!"

Your soldiers stood there dumbstruck for a moment, just looking at figure before them. Finally a pair of men toting especially large guns and garbed in some hybrid kevlar-plate spoke up.

"What the fuck, I thought you were dead?"

"There's no way. You were underground when the goddamn fucking ground exploded! How the fuck does someone even survive that??"

"That's a trade secret, boys. Now I heard that we're supposed to explore these fucking caves'n'shit so that's what we're gonna fucking do. Now I'm in a bad mood because I missed the fight, so get some rope and head into that tunnel to the left there or else you get to face my displeasure."

At that your men immediately went to action and started scaling down the newly formed cliff face into the indicated tunnel.

-Scouting team dispatched into Underground Tunnels
>>
Rolled 52 (1d100)

>>39369321

>What do?

Turn 4
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
Resources: 0

Current Pop 900
>>>>>Food: Very Good
>>>>>Water: Very Good
>>>>>Medicine: Low
>>>>>Morale: Average
>>>>>Armaments: Very Good.
>>>>>Military: 200 [Temporary]
>>>>>Fuel: Low
>>>>>Reputation level: Caravan Town.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged].
>>>>>Defenses: Early Warning Sniper Nests+. AA Cannons (limited). MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 5 Cargo Trucks. 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful].
>>>>>>Weapons: Combat Shotguns [Limited]. Pump-Action Shotguns. Hunting Rifles. Monsterbone Melee Weapons. High-Calibre Revolvers. Mil-Spec Flamers [Limited]. MAD Bandit Pyro Grenades. MAD Bandit Flamers [Scarce]. MAD Regening Plasma Spewer Pisotls [Scarce]. Anti-Materiel Rifles [Scarce].
>>>>>>Ammunition Reserve: Good.
>>>>>>Armor: Gragnath Hide. Plate [Improvised]. Kevlar [Salvaged]. 20 Suits Bandit Pryo Power Armor [Requires Power Armor Training].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited].
>>
Rolled 5 (1d100)

>>39369347
Forgot to add
Loot: 3

>News
-Caravan is 5 turns away.
-Wounded from the bandit attack are recovering.
>>
>>39369347
Maybe we could try to get some medicine, or research to set up a simple lab for some simple drugs?

Also maybe do something for a short morale boost. Something that makes people happier in general?
>>
Rolled 32 (1d100)

>>39369347
>D. Research technology.
City infrastructure, we depend on it but as the recent attack showed we don't really understand it and it can be used against us
>F. Scavenge for raw materials.
We need more medicine
>>
Rolled 44 (1d100)

>>39369411
You are not currently receiving any penalties for morale, which is an exceptional circumstance given recent events. Morale is heavily dependent upon the luck of how things are going with your civ you have recently suffered heavy losses so you are unlikely to increase morale status no matter what you do for a while.
>>
>>39369321
>resident badass
>woman
>>
Rolled 85 (1d100)

>>39369468
Badassitude knows no gender boundaries.
>>
>>39369468
>>39369496
Plus badass women are hot
>>
Rolled 7 (1d100)

>>39369468
It /was/ our secondary hero choice, you know.
>>
>>39369431
Agree with this guy, but I think for our secondary we should be looking for
>Resources

Since that's like the trade good and we can get some bonuses out of it. We can probably sell some of the high tech stuff when the traders come around again, though.
>>
>>39369535
Forgot to roll
>>
>>39369496
Incorrect
>>
Rolled 69 (1d100)

>>39369550
>>39369550
Third time's the charm.
>>
Rolled 30 (1d100)

>>39369431
I agree with this guy
>>
Rolled 9 (1d100)

Thread's a lot slower than yesterday.

Leaving for a bit to go pick up my girlfriend from work. Whichever action plan has the most votes when I get back will be executed.
>>
>>39369567
Uh huh.
>>
Rolled 80 (1d100)

>>39369347
>>>>>>F. Scavenge for raw materials.
medical supplies.

almost didn't see this one.
>>
>>39369347
>F: We're out of resources, and we could use some more. Also Medicine. We're running low. Maybe some burn treatment stuff? That probably wasn't high priority for looters.

>D: Let's figure out how to not have pipes blow up in our faces! Understand the city, master the city.
>>
Rolled 72 (1d100)

>>39369347
We should hunt some of the more interesting monsters to use as trade goods we've got that caravan coming right
>>
>>39370441
In a few turns.
>>
Rolled 61 (1d100)

>>39370413
>>39369347
Forgot roll
>>
So what do you guys think about the long-term idea of clearing the land around us.

Too many trees and buildings allowing monsters (and FLAME RAIDERS) to sneak up on us. We need some breathing room, and maybe a fence.

Obviously it would take a while, as well as require MANY resources.
>>
Rolled 12 (1d100)

OP is back.

>Investigate city infrastructure
>Gather resources (medicine)
Selected. Writan'.
>>
Rolled 24 (1d100)

>>39371101

>Investigate city infrastructure
In light of the recent FUCKING STEAM EXPLOSION on your base, and the ones elsewhere it was decided that you ought to send some people to investigate the status of the city's infrastructure, which you did. Most of that infrastructure is underground, so your team was sent in directly behind the scouting team that had just been dispatched. For the good news your surveying team ran into the scouts really quickly. For the bad news it's because they were running from a FUCKTON of MONSTERS. FUCK.

>Warning
>Monster Mayhem Underground Beginning
>Duration: 2 turns
>Alert: Due to the wound in the ground you will be hit especially hard by Monster Mayhem

>Gather resources (medicine)

Some of your other forces headed out to the location of an old pre-fall hospital you had marked on your old maps, and looted it handily. However, in their rummaging around they seem to have disturbed a zombie nest that had taken up residence in the hospital's cloning beds.

>Warning
>Zombie horde disturbed

THAT was when the Big Boss and our men we had sent out to get wall-building supplies came back. Right into the zombie horde. They managed to filter through without too many casualties, but had to drop their loot.

You could see tears on the Big Boss's cheeks as he ordered the Cargo Crawlers dump the salvage so they could building-hop.

>Zombie Horde directed towards Tower Base

>Casualties: 50 Wounded Military
>>
>>39371366
Well shit.
>>
>>39371366
Do we get to choose already?
New to this
>>
Rolled 18 (1d100)

>>39371366
Well fuck first bandits now monsters and zeds
Don't suppose there's any way we could lure the zombies into the monster horde or visa versa?
>>
Rolled 33 (1d100)

>>39371366

Both the monsters and the zombies will begin hitting you next turn.

Gained Hero Units:

>Big Boss Jurgen
Traits
Leadership
Negotiation

Active Abilities
[Come Together Now] : When activated will grant bonuses to coordination and unity among units lead by the Boss.
[I Think You can Do Better] : Effects vary based upon target

Passive Abilities
[Nice to See You] : Administers to morale, and bonuses to meeting factions for the first time.

>Resident Badass Rebecca
Traits
BADASS
Old
Fighter

Active Abilities
[COME THE FUCK ON] : Pushes a military unit to its limits for a short time. Can be used consecutively on the same target, but will have deleterious effects.

Passive Abilities
[Foul Mouthed] : Increased general performance out of units under this hero's command. Greatly reduced chances of being shocked by anything.
>>
Rolled 86 (1d100)

>>39371600


>What do you do?

Turn 5
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
Resources: 0
Loot: 3

Current Pop 900
>>>>>Food: Very Good
>>>>>Water: Very Good
>>>>>Medicine: Good
>>>>>Morale: Average
>>>>>Armaments: Very Good.
>>>>>Military: 150 [Temporary] 50 Wounded but serviceable
>>>>>Fuel: Low
>>>>>Reputation level: Caravan Town.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged].
>>>>>Defenses: Early Warning Sniper Nests+. AA Cannons (limited). MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 5 Cargo Trucks. 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful].
>>>>>>Weapons: Combat Shotguns [Limited]. Pump-Action Shotguns. Hunting Rifles. Monsterbone Melee Weapons. High-Calibre Revolvers. Mil-Spec Flamers [Limited]. MAD Bandit Pyro Grenades. MAD Bandit Flamers [Scarce]. MAD Regening Plasma Spewer Pisotls [Scarce]. Anti-Materiel Rifles [Scarce].
>>>>>>Ammunition Reserve: Good.
>>>>>>Armor: Gragnath Hide. Plate [Improvised]. Kevlar [Salvaged]. 20 Suits Bandit Pryo Power Armor [Requires Power Armor Training].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited].
>>
>>39371627
>>>>>B. Try to improve the base
Set up barricades and other defenses, possibly traps to stop the incoming force.
(explosives, pitfalls, etc)

>>>>>G. Your choice
Work on using some of that medicine to help our wounded troops and get them to be at their best possible shape for the battle to come.
>>
Rolled 91 (1d100)

>>39371627
>B. Try to improve the base
Shit storm's coming

>G. Your choice
Have our fastest volenteers attempt to lure one or the other horde so that they encounter each other before they encounter us
>>
Rolled 73 (1d100)

>>39371595
>>39371699
That is a viable strategy, but be warned that it is tantamount to suicide so you'll have difficulty finding anyone that'll do it.
>>
Rolled 70 (1d100)

>>39371627
>Improve the base: Use barricades, trenches, and other things to direct the Zombies and Monsters at each other and away from us.

>Try to improve weapons: See if we improvise something BRIGHT from the flame weapons. Zombies are simple, but those Monsters have been underground for awhile. BRIGHT LIGHT will stun them. Also maybe give the BRIGHT WEAPONS to the Power Armor guys, they probably have visors to keep light out.
>>
File: shepardo.jpg (195 KB, 1680x1050)
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>>39371720
We can pull it off if we stand together.
>>
Rolled 98 (1d100)

>>39371720
Right probably not quite desperate enough for a suicide mission would it be possible to sacrifice some of our food stores to leave something meaty and strong smelling out to draw the hordes towards each other instead?
>>
Rolled 54 (1d100)

>>39371780
None of your forces except Rebecca know how to use Power Armor, and training anyone else would take more time than you have available right now.

>>39371796
It would be possible, but the people sent to do it would still not be very happy.
>>
>>39371861
Do we have sunglasses or welding masks?
>>
>>39371600

By the way, heroic abilities you want activated should be included in your action plans.

For instance:

>Basic 1
Train up more military units. Rebecca should be assigned to be the trainer. Activate [COME THE FUCK ON] to speed along training.

>Basic 2
We have a delicate plan to pull off. Big Boss, head out with the team. Activate [Come Together Now] and [I Think You can Do Better] to ensure it goes off well.

[Activating more than one ability from one hero at once will give a cooldown time before that hero can use any abilities again.]

>>39371910
Yes, plenty of both.
>>
>>39371861
Right then if it's simply dangerous rather then suicide I say substitute it in for my second vote on >>39371699
>>
Rolled 68 (1d100)

>>39371699
Vote for dis
>>
Rolled 54 (1d100)

>>39371780
>>39371937
Alright

>Improve the Base: Have Big Boss and team create barricades, dig ditches, leave bait, and all create choke points to direct the Monsters and Zombies into each other. [Come Together Now] and [I Think You Can Do Better]

>Rev up those sunglasses and welding masks, because Rebecca and some other guys are gonna smack their flame-weapons until they shoot white-hot, wait until the Zombies and Monsters beat each other senseless, and then take 'em down at choke points. [COME THE FUCK ON]
>>
Rolled 7 (1d8)

>>39372069
>>39371780
>>39371699
Your base, by the way, is about as fortified as it can get before these guys hit you.

If you want to improve your fortifications at this point you'll need to salvage or make more guns, or gain more technology.
>>
Rolled 74 (1d100)

>>39372170
Well fuck me. That's some sense of humor you've got there, dice.
>>
>>39372170
What I was saying is that we use a bunch of the rubble and lumber we have laying around to funnel these guys into choke points, let them bash each others skulls in, and then roast 'em. No real fortifications.

Unless that is. You're the OP.
>>
>>39372170
So we can't even build traps?
That said, if we could build something I'd say turrets or crowd control guns (bombs, flamethrowers like we already have, etc)
>>
Rolled 85 (1d100)

>>39372170
In that case
> Have big boss and Badass rally/improve our remaining forces with [COME THE FUCK ON] and [Come Together Now]
> Send out quick team to plant bait (Not the suicide mission idea)
>>
Rolled 13 (1d100)

>>39372203
Laying bait as the other anon suggested would be more effective than trying to slap together what you're looking for on such short notice.

Monster Mayhem is an extremely violent event.

>>39372224
Your base itself is about as riddled with traps as it could be, but you could expand the trap perimeter to encompass more area if you wanted to.
>>
Rolled 48 (1d100)

>>39372269
You guys are actually the inheritors of a VERY nice and well fortified base. You were the envy of quite a few other factions before the monsters came. And then after they came you were among very few who were established enough to be able to stick around.
>>
Rolled 15 (1d100)

>>39372269
>>39372307

Alright, bait then.

I stand by the "Get Brighter Flamers" idea. I'll add "Choke Points" to the list of things to do in the future.

Out of curiosity, was getting FLAME RAIDERS followed by the Monster Mash particularly likely, or have the Dice cursed us for our hubris?
>>
>>39372307
I still think we should try to get some medical care for the wounded military.
>>
Rolled 92 (1d100)

>>39372328
Well that's a secret, but the Bandits came to you because of certain actions you took. The steam event was the will of the Dice and they just took advantage of it.

Monsters were attracted by the smell of burnt flesh from the steam, but...some secret things kept them away until now.


Consensus seems to be
>Bait the hordes into each other
[Come together Now]. [You can Do better]
>Ready the troops, ready the flamers
[COME THE FUCK ON]

Please link to this post to confirm these are the actions you'd like to take.
>>
>>39372328
I thought our towers were already full of choke points?
>>
Rolled 91 (1d100)

>>39372426
sounds good>>39372260
>>
>>39372426
Alritght let's go with this then.
>>
Rolled 39 (1d100)

>>39372426
Vote
>>
Rolled 58 (1d100)

>>39372426
I like it!
>>
Rolled 10 (1d100)

>>39372426

>Bait the hordes together
>[Come Together Now], [You Can Do Better] ACTIVATED

"Hey guys, I need you to do something for me."

"What's that, Boss?"

"You see that pile of delicious dried meat I've got sat over there?"

"Yeah, what about it boss?"

"I need you to put it in between the zombies and the monsters. Now."

"W-what? You want me to do what?"

"Put it between the monsters and the zombies. Come on now, it won't be that hard. You'll have Jimmy and Hugh with you, you guys just run out, put it down, and then tail it off to join the guys at the caravan."

"Wait a minute, when did we get volunteered for this?" Jimmy said while looking up from cleaning his revolver.

"Yeah Boss, I don't mean to be skeptical or nothin'...but that's like a shitton of meat. How are we even supposed to carry it all?" said Hugh.

"Come now guys. It's for the good of us all. You wouldn't want to go against what's good for us all...would you? I think you can do better than that."

"Uhhh...alright, Boss. But just because it's you who's asking."

>Bait sucessfully planted.
>Zombie Horde enticed
>Monster Swarm enticed
>>
>>39372710
Question about the setting, what exactly constitutes zombies in this setting?
>>
Rolled 67 (1d100)

>>39372710

Meanwhile, in the Armorer's Room.

"What the fuck are you doing here, Becky? Last I heard you were dead down in the tunnels, how'd you manage to get out of superheated steam, AND Tech-Bandits, AND Monsters?"

"Oh, you know me Gunny. I have my ways. Isn't a girl allowed to keep some secrets to herself?"

"Bah, fair enough. So what're you here for?"

"I heard..." Says Rebecca, a puppy eyed look crossing across her scar-ridden face, "that you guys got some Power Armor while I was gone..."

"You know that shit don't work on me, Sweety. I've got a wife that'd kick even your sweet ass if she knew you'd just given me a look like that. And yeah, we got some...but it's bandit shit. I'm pretty sure the bullshit that they were packing was some sort of MAD-tech too, so I'd just leave that all be if I were you."

"Ohhhh ho ho, Gunny. Don't you worry about me. Just let me take a peak at that stuff real quick..."

>Weapons Dispensed
>Defensive Stations Manned
>1 Power Armored Flamer Squad gained
[Warning, Power Armor training is improper. Substantial penalties still in effect.]

>Monster and Zombie assault beginning. Calculating effects. Please wait.
>>
>>39372874
MAD-tech?

'Drives you insane' or 'Tech that brought the world ,increment by increment, to a bloody end'?
>>
Rolled 67 (1d100)

>>39372868

"Zombie" is a broad designation for humans that have lost control over their bodies. This can vary widely in methodoloy, from viral zombies (the most common, but with a wide distribution of types) to fungal zombies, psionic-slaves, and even humans who've been infested by particular sorts of parasitic organisms.

While the methodology and specifics differ, the end result is mostly the same (with some flavor differences, and differences in strengths/weaknesses). Endless seas of shambling humans, who do not tire, have enhanced strength, do not feel pain, and simply seek to devour everything in their path.

>>39372898
Both. MAD tech is extremely temperamental and likely to backfire on you but also VERY powerful when it works right. It also can occasionally accomplish things that are classically impossible through means that can't be understood unless you are MAD yourself.
>>
Rolled 61 (1d100)

>>39372874

Your lookouts sat on the edge of their seats in their nests. Watching tensely as the Bait-Team filed out of your towers and into the megacity proper to perform their task.

"Damn, those guys've got some fucking balls. I'd never do that in a million years."

Muttered one of your snipers as the squad filed its ways between collapsed buildings and ruined megatowers towards the zombie horde. Remarkably nothing seemed to bother your squad on its way, despite their cargo, and what did attempt to creep up on them was easily dispatched or driven off with a few Anti-Materiel rounds from your recently acquired rifles.

Goddamn those were so much easier to aim with over these distances than the hunting rifles you used to have.

Meanwhile, much further down in the tower troops began to mobilize.

They were not many, but they were all you had and they knew it. As weapons and ammo were dispensed, your troops mounted the defensive fortifications and prepared for the worst.
>>
>>39373050

Meanwhile, one unit of soldiers geared up in a markedly less professional fashion.

"Look you woundfucking whoresons of Gragnath shit, once you click THIS button HERE the armor starts doing the work for you, okay? It's that cockmonglingly simple. NOW COME THE FUCK ON AND GET IT ALREADY"

"Wait, what's that rumbling?"

"...FUCK, HURRY THE FUCK UP ALREADY." Shouted your only true veteran soldier, as an endless tide of chitin, bone, and metal began to poor from the ground outside of your Northeast tower.

----

Your defenders could only watch in despair as a seething swarm of pale monstrosities emerged from the gash in the road in front of your base. Dozens of traps were set off just by the combined vibrations of the tide, scorching, mangling, and shredding hundreds of monsters...but still they kept pouring from the underground. Furious claws scrabbled over our support pillars and into our chokepoints, only to have their owners blasted apart by our Heavy Machine Guns. Pallid jumping creatures without eyes attempted to leap onto our central catwalks only to be blasted away in midair by AA Cannons.

But it wasn't enough. The monsters kept on coming, and as more were killed their corpses piled up and allowed them easier access to our defenses. Our defenses were holding, but just barely.

Then you heard the moans.
>>
>>39373203
ah well shit.
>>
Rolled 58 (1d100)

>>39373203

The moans, coming from ruptured lungs that were still somehow made to function. The reek of carrion from rotting flesh that still moved even yet.

>Zombie Horde Sighted
>Coming from the North East

The zombies quickly picked up on the scent of the meat you had placed out as bait, and somehow broken into...something like a sprint. Hulking brutes among them took to the front, their corded musculature straining against and tearing their skin as it exerted itself. Through the scopes of your snipers, your marksmen saw a hunger in their eyes that no mortal would ever be able to fathom.

>Zombies are engaging Monster Swarm
>>
Rolled 46 (1d100)

>>39373267

>Analyzing Battle
>Analysis proceeding...Processing...

Zombies and Monsters are fighting each other to a standstill.
However, more monsters are pouring in to the fray while the zombies have only the one horde.

Defensive forces holding steady, for now.

Power Armored forces unavailable as of yet.

>What would you like to do?

>Hold the line
>Extend the lines, fire on the emerging monsters
>FULL ON ASSAULT ON (Monsters or Zombies)
>Consoldiate to second defensive cordon
>Other?
>>
>>39373267
>Zombies are engaging Monster Swarm

yessss
>>
Rolled 4 (1d100)

>>39373334
>>Extend the lines, fire on the emerging monsters
Give the zombies some support.
(Never thought I would ever type that in my life.)
>>
>>39373334
>Focus Fire on the monster reinforcements, thin them down to give the zombies a chance
>Otherwise hold down the base and focus on not letting any stragglers through
Minimize our effort, make sure they wear each other down enough that we'll not have to use all our resources in one go.
>>
Rolled 55 (1d100)

>>39373334
Keep holding the line.
>>
Rolled 25 (1d100)

>>39373377
Rolls must be included for all votes for them to be counted, and it is advised that you include them on all posts generally.
>>
Rolled 36 (1d100)

>>39373334
>Hold the line

Let them battle each other until one emerges the victor, then we hold the towers.

Just getting back to this, why in the hell are we wasting time slapping some jerry rigged power armor on our guys, when they have no idea how to use it?

We have 3 fortified towers, that have stood the test of time. Should have just hunkered down, and weathered the storm.
>>
Rolled 40 (1d100)

Not to rip off my inspiration But he/she has great taste in music but here's some music to set the mood.

https://www.youtube.com/watch?v=sCFoEJdU-Ig
>>
>>39373382
>>39373377
>>39373368
Woah woah, guys, look at the situation here,\.

Monsters are continuing to swarm, we are being mostly ignored and the zombies are probably going to get overrun. Meanwhile we are losing the edge in our defenses from sheer number of bodies that are thrown our way, it'd be better to fall back and have a fresh defensive line and maybe a second to breath rather than invite disaster by sticking around.

Rig up some explosives in the chokepoint that is about to be overrun one the zombies go and prepare to fall back. It's better to stage a tactical retreat rather than have your lines broken, and until the horde shows signs of slowing they will be in the position to break through.
>>
Rolled 96 (1d100)

>>39373473
yeah your right, changing this >>39373368
to supporting this.
>>
Rolled 78 (1d100)

>>39373458
It's a scant 19 troops and 1 hero dedicated to the power armor.

And this jury-rigged power armor had a roughly 20-to-1 K/D ratio against our incredibly fortified defensive forces.
>>
Rolled 3 (1d100)

>>39373404
Alright

>>39373473
So you want to make a weak point in our defenses at the turning point and wait for monsters to overrun the zombies, effectively minimizing the losses they could inflict on each other, as opposed to equalizing their forces and trying to form a cohesive defense force for the inevitable conclusion of their match?
>>
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>>39373493
My point being that Power Armor is not something to sniff at in my setting.
>>
Rolled 56 (1d100)

>>39373382
>>39373473
Switching mine to 'Fall back w/explosives'
>>
>>39373514
The longer you stay in one place the longer things have to fuck up worse, we really arent in a position of superiority here, the monsters are.

Also, if you start shooting at the monsters more they will start paying attention to you more, it's all about aggro, they will be focused on the zombies which will give us more time to set up and better prepare now that we know exactly what we are going up against.
>>
>>39373570
And why exactly do you think an improvised defense line made in 5 minutes will hold any better than the current one?
>>
Rolled 17 (1d100)

>>39373473
Agreed supporting the fallback and fortify idea
>>
>>39373598
Because, now we know what we are facing. We know they have massive numbers but not much else going for them aside from some of them having mad hops.

We pull back to a far longer open stretch and we have greater range to engage from and ick them off from a distance in which their numbers wont immediately put us at a disadvantage, currently here their bodies are piling up to the point they are rendering our defenses less effective, it's only a matter of time until they make a wall big enough.
>>
>>39373598
Plus the way the consolidate open is worded implies we have at least a secondary defensive line, which is tactics 101 so yeah.
>>
>>39373473
Fallback to were? This is right on our doorstep. The line is the bottom fortifications of our 3 towers, we hold the line until we are about to be overrun, then we fall back to the next level. Continue until the tower is overrun. They are not even engaging us right now.

>>39373493
"Our techies tell us that it might not be the best idea to use the bandits' MAD tech. It seems to be...temperamental at best. Notably, one tech suffered extreme burns to half his body when he attempted to use a Spewer Pistol. The gun remains intact. Your members are wary of the other equipment."

The 20 tech bandits were highly trained that's why they had a great K/D ratio. You're taking infantrymen and putting them in a jet is all I'm saying, good luck getting them in the air without teaching them how to fly.

>>39373522
If times are desperate I'd agree. I don't think times are desperate. They haven't even begun taking any towers, they have no projectile weapons, and the only thing they have in their favor is numbers.
>>
>>39373698
>Fallback to were? This is right on our doorstep. The line is the bottom fortifications of our 3 towers, we hold the line until we are about to be overrun, then we fall back to the next level. Continue until the tower is overrun. They are not even engaging us right now.

You say fall back to where, and immediately answer the question.

And waiting until right before the lines are overrun is honestly a terrible idea, if you make even a single fuck up on a very precise thing like that you ruin everything, take the time you have, and fall back when you can, you never give the enemy a chance to get close enough to really be a threat.
>>
Rolled 18 (1d100)

>>39373763

>Drop a (Ranged) hammer on the monsters

>Hold the lines
>Prepare to retreat and detonate old positions
>>
>>39373874
Please choose
>Hold the lines

Or

>Prepare to retreat and detonate old positions
[Will result in moderate loss of defensive equipment at first defensive cordon]
>>
>>39373763
I guess I didn't understand what you were specifying in regards to fall back.

The point I'm going to make is that this isn't a field, it's not wide open space. We have a limited amount of area that we are attempting to defend, once we get to the top of the tower, or hell if we lose more then 75% of the tower, we;re done. You fight tooth and nail for every inch.

I disagree with falling back when you can, you fall back when it is necessary. We were successfully holding the line and our defenses. The enemy isn't even engaging us right now. We reload, check wounded, and dig in. When it gets hairy, then we fall back.

Give the enemy a chance to get close enough to be a threat? Once they get inside the tower, we are fighting floor to floor, room to room and we lose the advantage of our big guns that are mounted outside.

"Defensive forces holding steady, for now."
>>
Rolled 87 (1d100)

>>39373904
Operation Mjolnir's Fall
>Hold the lines
>>
Rolled 31 (1d100)

>>39373904
>>Hold the lines
Fall back later, hold line now
>>
>>39373911
The problem with waiting until the very last second is that it takes the time you have to set up or prepare with your next defense. You dont start shooting until the places you are firing into are clear and if anyone is still running away, you cant shoot til he makes it to your new line, with the enemy hot on their tail wasting a huge amount of time you can fire.

You wait till they make it 75% of the way to being a real threat and fall back, staggered defense, they never lay a finger on you and you keep killing them. If we lose a tower we lose a tower, if they absolutely smash our defensive line we lose the tower anyway, it's better to take less risk with the chance of accomplishing more, the goal shouldn't be to hold the line, it should be to win with taking the least amount of losses.
>>
Rolled 44 (1d100)

>>39373904
>Hold the lines.
Fall back when it is no longer feasible to hold our first line of defense anymore.
>>
>>39370655
A little late, but I fully support that idea when we can approach it
>>
>>39373995
I feel like we are having a miscommunication.

When I say hold the line now, fall back when our defenses are getting close to being overrun, I don't mean all our guys immediately get up and start running for the second line of defense. I would imagine it as more of a withdrawl, with a portion of our troops staying back and maintaining defenses while the majority mans the second line of defense. Then the first line under cover of the established second falls back.

In this case the 2nd line of defense I'd imagine would be the second floor, so they would fire upon the attacking ground forces from there while our guys hoof it to join them.

>You wait till they make it 75% of the way to being a real threat and fall back, staggered defense, they never lay a finger on you and you keep killing them.

I agree with you this completely but my understanding is we're not at that point yet. As for if we lose a tower we lose a tower, I completely disagree since the amount of destruction they could cause might be so severe we won't be able to recover. I feel like we don't have the luxury of space to do it your way to save lives, since we might not be able to feed those lives if our infrastructure is crippled.
>>
Rolled 69 (1d100)

>>39373904
Just how ragged is our outer cordon looking right now?
>>
>>39374225
It'd be easier to show this if I were able to actually show you, I'm terrible with words.

What I get from this is wait until they get bitey and then start a tactical withdrawal, which doesn't work, if they are getting super close and you take any guns away they immediately start to break through and it's game over. If we get overrun entirely at any point they will swarm up, or at the very least have caused way more damage to the population than we should have allowed.

And for the tower bit, I mean if we lose, they take the tower regardless, we can fight all the way to the top floors if we have to and then start to fight back down once they have been thinned out, but if we lose our defense, it's over.

I'm far more conservative with troops than most because I think first of morale and exhaustion then I think of threats.

It'd be better to shoot at your enemy until they come in shooting range and fall back than to wait til they can shoot, then keep shooting until you lose enough troops for it to be risky to stay. That's where I come from. Fortunately, these monsters don't shoot anything, yet!
>>
>>39374325
Yeah I agree with the words part on my end as well.

I see your point about them being right up on us and the lose of weapons causes them to overrun it sooner. I'd imagine we'd have to judge it during the actual battle, like when the defenses are compromised, or there's a lull in the horde that gives us an opportunity to fall back. I'm actually looking up withdrawal tactics for infantry right now.

Morale with the troops should be high since this is their home, it might be more of blow if they see their living quarters overrun from the safety of another tower.

Could we maybe have some sort of explosive ordinance go off at the 75% tipping point to cause a lull in the horde to allow us to fall back?
>>
>>39374446
Yeah, you really do have to eyeball it to be effective, otherwise you are talking about hypotheticals and that never gets anywhere.

At least you can shift that sadness into righteous anger! Or something like that.

I was thinking that myself, the explosives is what would give us the time to pull back. Concussive shockwaves do a hell of a lot to stun and slow things down, even if the explosion or heat doesn't off em right away.
>>
Rolled 78 (1d100)

>>39374240
Your outer [See: Lower] cordon is entirely intact as of yet. The machine guns and MilSpec Flamers are proving their worth.

If this keeps up for an extended amount of time they will risk running out of ammunition reserves though. There are fresh ammunition reserves at the next line of defenses, but no one to run them due to your reduced manpower.
>>
Rolled 10 (1d100)

>>39374507
This was me.

>Hold the Line
Chosen. Writing now.
>>
>>39374507
>but no one to run them due to your reduced manpower.

Yeahhh, probably should have just held down the fort instead of sending out guys to get supplies and generally stir up the monsters and zombies.

Also since when do scouts attract a ton of attention, stir up a horde, and then bring said horde back to our base. What the hell did they role for stealth.
>>
>>39374634
Remember that crit fail awhile back?
>>
Rolled 10 (1d100)

>Drop a (Ranged) Hammer on the Monsters

Your forces decide (against your tech's wishes) to crack open the MAD bandit supplies, specifically the grenades, and start fucking up the Monster Swarms in order to give the zombies a chance to do the most damage possible. So your snipers drop down an entire crate of grenades from the NE Tower, directly into the trench that the monsters are emerging from.

For a moment there's nothing.

But then a tremendous roar erupts from the underground, followed by a vast pillar of flame that reaches all the way up to your Sniper Nests. A few observant eyes even note similar flames erupting from manhole covers and the basements of towers for several blocks in any given direction. What the fuck was in those grenades to do that goddamn much?

>Monster reinforcements temporarily eliminated
>Reprieve from monsters gained

This was not before a few hordes of monsters emerged from said sewers and basements though, entirely surrounding the zombie horde. For their part, the zombies didn't seem to give a shit. In fact, they even seemed to fight back harder in response.

[Detected Heroic Ability Activation]

Without warning, the inner lines of the zombies bent over and began to contort, while the outer lines began expanding with additional ferocity despite suffering heavy casualties. They seem to be having limited success animating monster corpses as they go.

>Zombies are undergoing metamorphosis
>Zombies are gaining the upper hand
>>
Rolled 35 (1d100)

>>39374634
You rolled a 1.

You literally rolled as poorly for stealth, or anything as you possibly could.
>>
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>>39374699
>>Zombies are undergoing metamorphosis
>>Zombies are gaining the upper hand
>>
Rolled 11 (1d100)

>>39374699

>Lower Defensive Cordon is reconsolidating
>Supplies being redistributed
>Body mounds being pushed away from defensive positions

>Power Armored Forces unavailable

>What Do you do?

>Attempt to seal the underground breach
>Hold the line
>Retreat to second defensive cordon
>ASSAULT (Who/Where?)
>Other?
>>
Rolled 47 (1d100)

>>39374754
>>Attempt to seal the underground breach
that..is going to be an issue I can tell.
>>
Rolled 25 (1d100)

>>39374699
>>39374754
>Heroic ability
>Mutation
These guys are being controlled!

Seal the breach. Failing that, fall back to the second cordon, leaving 'Gifts' for the enemy.
>>
the fuck did everyone go?
>>
>>39374894
sleep?
>>
Rolled 42 (1d100)

>>39374904
Which is fair, I'll likely be going to sleep after this is resolved. I've got work in the morning.
>>
Rolled 66 (1d100)

>>39374914
Hmm. Further examination is required...
>>
Rolled 3 (1d100)

>>39374938
I don't even know what that's supposed to...oh. Shit.

Can't you take it easy on them already, Dice Gods?
>>
>>39374960
Apparently not.
>>
Rolled 54 (1d100)

>>39374754
>Hold the line

How the hell are we going to seal the breech? I mean the entire street is caved in, like all around the one tower I thought. I think it'd be a waste of resources, mostly explosive ordinance.
>>
Rolled 49 (1d100)

>>39374960
Goddammit.

>Zombie Metamorphosis proceeding rapidly
>New Monsters have begun appearing

The monsters seem to be mostly ignoring us, and concentrating on the zombies. We have noted a greatly increased number of leapers/climbers, and a moderate number of monsters who incorporate short ranged projectile attacks.

>Lower Defenses resupplied
-Largely unsieged for now

>1 turn has passed
>>
Rolled 55 (1d100)

>>39375018

Options provided by myself may or may not be trap options.

Your skepticism is warranted.
>>
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>>39375044
>>Zombie Metamorphosis proceeding rapidly
>>New Monsters have begun appearing

>Options provided by myself may or may not be trap options.

>Your skepticism is warranted.
>>
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>>39375044
>greatly increased number of leapers/climbers, and a moderate number of monsters who incorporate short ranged projectile attacks.

Well fuck.
>>
Rolled 14 (1d100)

Well, it seems that most anons are asleep.

Thread will resume tomorrow at around 6-8pm Central Time. If this thread is still alive you'll receive a bonus for it. If not, a new thread will be made and you won't be penalized.
>>
>>39375269
thanks for running.
>>
>>39375269
have a nice night
>>
>>39375269
Yes, thank you for running this. Having a pretty good time, night.
>>
Rolled 50 (1d100)

>>39375044
So GIGANTIC clusterfuck on our doorstep.
I say we dig in and mostly watch for now, see if we can spot any 'leader' types among either horde.
If we can and it looks like either side is about to win snipe the winning side.
>>
bumo
>>
>>39376597
Bumpo
>>
Page 9 bump
>>
Bump before class
>>
Bump in class
where the fuck is everybody?
>>
>>39381400
I'm here.

Trying to catch up and see what needs to be done.
>>
Bump
>>
Rolled 26 (1d100)

OP is sporadically available for questions. You'll still have to wait until 6 or 7 for any actions to be executed though.
>>
Rolled 60 (1d100)

>>39383648
Now that you has seen it work from the GM side, what do you think of genies system?
>>
Rolled 70 (1d100)

>>39383685
It's a sturdy skeleton, but it was always Genie's setting, characters, and writing that made it come alive. Coincidentally, that's also the hardest part for me.
>>
>>39383648
Can you inform me of our current situation? I am trying to read up, but having difficulting getting an idea of what our most important need is right now
>>
Rolled 96 (1d100)

>>39384495
Currently you have and endless stream of horrific and terrifying monsters of all sorts emerging from various underground access points all over the city.

This would normally be a dangerous and highly troublesome event, but wouldn't be an existential threat to you. However, the recent bandit raid violently tore open a street immediately next to your base. This gash is deep and large enough to have exposed some underground pipes and tunnels and such.

As a result, the monsters are pouring out practically into your base...and in a much more concentrated fashion than usual.
>>
Rolled 62 (1d100)

>>39384956
You also recently dispatched 2 salvage teams. One of them woke up a Zombie horde, and the other inadvertently kited them to your base.

This has actually been good for you though, as the monsters are (for the moment) focusing on the zombies instead of your defenses.

Does this clear things up for you?
>>
>>39384956
>>39385012
It does considerably.

Are we able to verify which side happens to be 'winning'?
>>
>>39385123
Ah, zombies are gaining the upperhand.

Hmm, even converting the monsters.
>>
Hmm, well, I have two plans in mind.

The first is the one where we treat both the zombies and the monsters as enemies.

We need to use this conflict to our advantage. And maintain control over it, not letting one side gain too much of an advantage.

We need the boss to get everyone to [Come Together Now]. He'll need to coordinate with all our sniper teams and recon units to oversee the battle.

Focus our efforts on whichever 'side' is winning the conflict. If the Zombies are gaining the upperhand, start sniping out some of the larger groups or better still toss grenades and explosives in their midst, to attract the monsters there and away from our base.

If the monsters are winning, focus your efforts on injuring them and helping them convert.

We need our enemies to grind each other down as much as possible, leaving us with less to deal with in the end.

--

The other plan involves something we shouldn't disconsider, that the Zombies might have a hero among them, and we might possibly be able to engage in diplomacy with zombies.

Highly unlikely, especially since we're humans, but Big Boss Jurgen's [I Think You can Do Better ability may be able to make it happen.

Even if it succeeds there are consequences for working with Zombies, so its not something I'd advise but its out there.
>>
Rolled 5 (1d100)

>>39385387
I like the first plan
>>
Rolled 70 (1d100)

>>39385152
>>39385123

The zombies are 'winning' for the moment, but that seems to largely be because your actions have stemmed the monstrous tide temporarily. Before that they were being overwhelmed.
>>
Rolled 6 (1d100)

>>39385641
Then we should favor them when we can, ensuring that they have the ability to hold out against the monster tide we will be directing toward them
>>
Rolled 75 (1d100)

>>39385387
>>39385943
Let's go with this.
>>
This is still going?
>>
>>39386707
Yes, the OP is awake. You can vote or propose new actions
>>
>>39386848
>>39385641

Maybe we should hold off on helping the monsters for now, their reinforcements are merely delay for now.
>>
Ready when you are OP.
>>
Rolled 54 (1d100)

>>39386950
Okay, then lets keep on thinning the monsters and make things easier for the zombies
>>
>>39387024

I am actually suggesting not helping either right now.
>>
Rolled 97 (1d100)

>>39386969
It'll probably be about 1 hour yet before I get access to my computer again.
>>
>>39387046
Hmm, so let events progress as they are then?

What should we do? Maybe abandon the lower levels and try to let events play out below while shoring up defenses where we can?
>>
>>39387194

Maybe we could set on fire the corpses that make a ramp up into our defenses. That way we regain the integrity of our defenses and put a new barrier between us and them.
>>
>>39387271
This seems viable. Anything else we should do?
>>
>>39387345

Probably get the Power Armored Forces ready and move out of the way any corpses inside our defenses. Make sure they are dead and not full of little buggers or eggs.
>>
Rolled 84 (1d100)

>>39383817
Characterization is indeed a pain in the ass. As for setting its eh a toughie. Still a work in progress and never concrete. Not sure how useful my setting notes would be.

>>39375044
hm not exactly sure if my setting or not otherwise my info would be useless. I knew the last one appeared to be similar enough or even in it.
>>
>>39387431

what?
>>
Rolled 88 (1d100)

>>39387415
>>39387271
I vote this
>>
So the plan is to clear the immediate area around us with fire, make sure any corpses within our area stay dead, and do everything we can to keep the two hordes grinding each other down for as long as possible.
I miss anything?
>>
>>39387634
We still have the Mystery Box.
>>
>>39387751

What mystery box? Also anyone remembers that post-apocalyptic megacorp civ?
>>
>>39387804
We bought it off the same traders who sold us the handy dandy flamethrowers, they found it in an old lab, didn't know what it was, and were creeped out by it so of course we bought it.
>>
Rolled 40 (1d100)

>>39387634
Vote
>>
>>39387634

Yeah, lets go with it.
>>
Rolled 11 (1d100)

>>39387634
Do it
>>
Rolled 42 (1d100)

>>39387634
>>
My body is ready.
>>
Rolled 7 (1d100)

>>39387634

>Clear immediate base vicinity with fire
>Attempt to balance the conflict between the monsters and zombies

How would you like to clear the area with fire?
>Deploy flamer troops
>Dump fuel reserves down
>Use MAD Bandit Pyro Grenade Crate
>Other?
>>
Rolled 29 (1d100)

>>39389016
>Deploy flamer troops
>>
Rolled 47 (1d100)

>>39389016
Sorry I'm late, had some unexpected delays leaving work.

>Thread Survival Bonus!
>Power Armored Flamer Squad available
[Choose weapons you would like Power Armor Troops to be equipped with]
>>
Rolled 73 (1d100)

>>39389016
>Deploy flamer troops

>>39389049
What we have available?
>>
>>39389049
Ooh.

I vote they be equipped with Smoke Screener Camo and infrared sight. So they can use the cover of smoke and fire to hide themselves as well as see through the flames.

If possible I'd also like them to be equipped with some kind of burning claw or short sword type thing, just in case melee is needed.
>>
Rolled 64 (1d100)

>>39389049
>>39389016
>Give flamers to the Power Armor troops, dump fuel on the hordes below, and LIGHT 'EM UP!
>>
Rolled 87 (1d100)

>>39389072
Just look on your weaponry list.
>Primary
Combat Shotguns
Pump-Action Shotguns
Hunting Rifles
Mil-Spec Flamers
MAD Bandit Flamers
Anti-Materiel Rifles

>Secondary
MAD Regening Plasma Spewer Pistols
High-Calibre Revolvers
Monsterbone Melee Weapons

Be warned that using MAD tech almost always has...unforeseen consequences. It is also VERY powerful though.
>>
Rolled 87 (1d100)

>>39389100
You haven't had the time to properly research the Power Armor's capabilities yet, but power armor of any sort is likely to incorporate extensive sensor suites.
>>
>>39389147
>>39389049

Lets go with Mil-Spec Flamers and Monsterbone Melee Weapons. We should account for the possibility of a melee.
>>
>>39389147
>Primary: Mil-spec flamers

>Secondary: MAD Regening Plasma Spewer Pistols (in case of emergency)
>>
>>39389201
Depends how much of a punch does a power armor fist pack?
>>
Rolled 70 (1d100)

>>39389147
>>39389201
Agreed.

While tempting, we probably hold off on the MAD stuff.
>>
>>39389265

Definitive
>>
Rolled 56 (1d100)

>>39389147
Flamers, boneswords, and can we make up some molotovs to assist in fire spreading? Thrown from the roof, they could soak some pretty distant mobs.
>>
>>39389147
My vote is gonna be flamers and plasma pistols for this particular engagement. Mad, or mil spec. No preference.
>>
Rolled 1 (1d2)

Seems like an even split between Plasma Spewers and Melee.

We'll let the dice decide. 1 for melee, 2 for plasma.
>>
>>39389222
seconded.
>>
Rolled 60 (1d100)

>>39389372
The dice prefer to err on the side of caution.

Writan'.
>>
Rolled 60 (1d100)

>>39387431
It's an 'inspired by' thing, but with a few twists of my own.

Your setting notes and info are always a pleasure to read and have served as significant inspiration. You're welcome to post them any time you feel like it.
>>
Rolled 15 (1d100)

>>39389511
Rollan for luck!
>>
Rolled 43 (1d100)

>Cleanse it with fire

With your lower defenses resupplied for now, it was decided that you should press the advantage while it was still there to be pressed. What few troops you could spare gathered their flamers and their courage, and marched out into the chaos.

Damn you guys choosing a leadership primary.

>Flamer forces dispatched
>Defensive stations are being supplemented by civilians temporarily

Your men scrambled down the mound of monster corpses, torching anything that twitched as they went, until they finally hit the ground proper.

That was when all hell broke loose.

-----

"HOLY FUCK, THEY'RE FUCKING EVERYWHERE! WHY THE FUCK WOULD THEY SEND US OUT IN THIS??"

"Good god, those ones are shooting spikes at us! OUT OF THEIR EYES! I DON'T UNDERSTAND HOW THAT'S EVEN POSSIBLE!!"

"Fuck! Alright guys, form the fuck up! We gotta stick together if we're going to get through this!"

>Flamer forces morale is wavering
>>
Rolled 75 (1d100)

>>39389717
At times like this, I think of Tony little, working it on the gazelle. "You candoeet!!!" May the power of Tony little be with you, flame troopers.
>>
Rolled 87 (1d100)

>>39389717
>FORM UP

>WE LEADERSHIP NOW

>[COME THE FUCK ON TOGETHER NOW, BECAUSE I KNOW YOU CAN DO BETTER]
>>
Rolled 14 (1d100)

>>39389717

Your forces fought hard but the newer monsters with ranged weapons proved to be a terror against your armor, and their weapons outranged your flamers.

Your troops also couldn't advance on them because there was a LITERAL SEA OF MONSTERS holding them back. A hefty toll was extracted for every inch your men gave up, but they were still being pushed back. Worse still, things were digging their way up and out of the mound of corpses behind them, cutting off their retreat.

>Extremely Heavy casualties inflicted on monsters
>Casualties sustained among Flamer troops
>>
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Rolled 34 (1d100)

>>39389903
No! Get up and die for the emprah or die trying! There's no crying in the apocalypse! Even a crab with a knife could do better!
>>
>>39389961
>implying there aren't crabs with knives in the horde.
>>
Rolled 37 (1d100)

>>39389903
1. Form up and TAKE COVER, get behind walls, behind corpses, behind ANYTHING that will provide some cover from their superior range
2. Focus all efforts and burning the mound of corpses and giving us a way back to cover. BURN that giant mound
3. [COME THE FUCK ON TOGETHER NOW, BECAUSE I KNOW YOU CAN DO BETTER]
>>
Rolled 44 (1d100)

>>39389903
Form up, pull back to cover.

Make sure any of our fallen STAY dead. Last thing we need is Power-Zombies.
>>
Rolled 10 (1d100)

>>39389903

Then your men heard a metallic whining noise from above them. So did the monsters, apparently. As the ranged-monsters paused in their slaughter of your men to look up towards your towers. For a moment they stood still, and you managed to discern that they were somewhat squat, chitinously armored creatures with 4 legs and 2 nasty looking claws. Wait, was one of them holding...a weapon? You couldn't quite tell because the creatures promptly started scrambling out of the way of whatever the noise was, but they were too slow.

A massive fireball seemed to crash down into the monsters, landing right on top of the creature you had been looking at and sending bits and pieces of its armored carapace explosively into the surrounding monsters. THEN a shockwave of flame burst out from the impact crater and consumed several more of the nearby monsters.

"DID YOU THINK I'D FUCKING MISS THIS? NOW COME THE FUCK ON YOU CUNTNUGGETS, THERE'S KILLING TO BE DONE!!!!"

Similar explosions occurred all around your beleaguered forces as your power armor forces ziplined in from your fortifications. The armors themselves seemed to be venting the flame.

Then they actually started using the MilSpec Flamers, dual wielding them with their Monsterbone swords and axes to clear out the monsters between them and your men.

The slaughter was a wonderful and terrible thing to behold. The monsters didn't stand a chance, and even when one of your power armor soldiers would stumble or freeze up for a moment the armor's immolating aura disintegrated any attempt the monsters made to attack them.
>>
>>39389717
>>39389903

i thought the best were busy with the zombies.
>>
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>>39389903
Come on you goddamn dirty apes, do you want to live forever? ! Let's show these beasts the fear of fire (And boneswords)
>>
Rolled 5 (1d100)

>>39390286
They are.
>>
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>>39390282
Nothin' like a good smoke.
>>
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Rolled 82 (1d100)

>>39389511
Oh so not same setting...damn it I could sworn I figured out the location of the last civ too.

Shoot now i am gonna have to erase all of that...

Yeah twists are good awful lot of twists but something i rarely use actually. Mostly don't need to as I stick with the fleshed out basics but occasionally something happens that requires me to include a twist or exemption.

Always have the exception somewhere as it proves the rule. Makes for a decent twist when not otherwise feeling it.

suppose could dump some info. Wont do zombies those fuckers are annoyingly complicated even when you break them into crude categories.

Also fuck mutagenic zombies not many zombie types can compare much less beat them in sheer awfulness.

For monsters...yeah I suppose I could do that.

Monsters are broken crudely into a number of different categories that are VERY lose and overlap isn't uncommon. Those are the following.

>Parasitic
For whatever reason these ones are dependent on you and unlike the others they do not offer a quick(ish) death. Commonly seen to be even worse then preds as at least those things will just kill you...a much more merciful end that one can expect from these.

>Predatory
A special type noted for their highly predatory nature towards humans. Unlike many other monsters ALL of these will go out of their way to eat you.

>Scientific
Sometimes science either goes too far or not far enough...

>Mutated
Who says mutagens only affected humans?

>'Bestial'
Nastier then normal animals much less 'beasts'.

>Outsider
Not of this realm.

>Unnatural
For whatever reason these ones do not exist naturally.

>Humanoid
Often times the worst kind of monsters are those who one can't see easily coming and are often the hardest to detect until its too late.

>Psion
Monsters who are connected with psi nuff said.

>Magic
Monsters connected to magic nuff said.

>Alien
Not native to world.

An example would be ghouls are technically in several of the groups.
>>
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Rolled 92 (1d100)

>>39390282
Radio the base, tell cookie to fix up some sauce, because the gunna be barbecue tonight!
>>
>>39390282

I am thinking should we begin producing chitin armor and more melee weapons with the corpses after the battle. It will probably be an exotic good we can trade with the next caravan.
>>
Rolled 68 (1d100)

>>39390282

Rebecca herself seemed to be all over the battlefield. One moment she'd be among your normal troopers, the next there'd be a glowing path torn through the monsters to a stumbling power soldier. She grinned through the entire thing, occasionally shouting strings of expletives that were so foul they even seemed to stun the monsters before they were disintegrated from her dual Plasma Pistols. And goddamn, but they never ran out of ammo. She didn't even fucking reload once. She seemed less like a person, and more like an endless, twirling inferno of death.

Then something strange happened.

The area went quiet.

>Monster forces in immediate vicinity of the base have been eliminated
>Monsters seem to have ceased emerging from the gash in the street
>Monsters are not attacking your base for the moment

>Losses
50 Military Wounded
50 Military who were formerly Wounded and now Heavily Wounded
Fuel downgraded to [Scarce]

Elsewhere, your snipers watched the battle between the Zombies and Monsters...
>>
Rolled 32 (1d100)

>>39390482
Shit.

Fall back. Fall back to that second cordon.

The last time things got this quiet, hundreds died.
>>
>>39390482
I vote for a quiet and farts withdral. To the second line of defense, then go silent mode.
>>
>>39390591
>Farts

Well, it'll give us more fuel...
>>
Rolled 31 (1d100)

>>39390591
Forgot roll
>>
Rolled 81 (1d100)

>>39390422

The last civ was in your setting, as best I could approximate it.

>>39390482

Even with the monsters beginning to receive reinforcements again the zombies went on the ASSAULT. Their outer ring tore into the monsters just as ferociously as the monsters tore into them. It seemed monsters had numbers and the edge on natural weapons, but the zombies had toughness and never seemed to tire.

All in all it was evenly matched, though you don't see the zombies lasting too much longer if things stay the same.

>Zombie Metamorphs beginning to pupate
>Detected Heroic Ability Activation

>What do?
>Withdraw into base
>Advance towards zombies
>Other?
>>
Rolled 68 (1d100)

>>39390674
Withdraw, but hold the line at the base.
>>
>>39390674
>Alert
-Large fires are beginning to spread into nearby overgrowth.
-Trees on the edge of your no-man's-land are beginning to catch ablaze
>>
>>39390674

Shoot the metamorphing zombies with the anti-material rifles. SHoot them now!
>>
>>39390727
Good! This should clear the land around us, making things easier on the snipers in the future.

...Unless it's coming for our base. Is it coming for our base?
>>
Rolled 2 (1d100)

>>39390674
>Withdraw into base
Prep whatever artillery we can muster if it looks like they're about to break through to us hit em with long range firepower.
Quick question: Do the zombies look like they'd be good at climbing?
>>39390727
Have the power armor troops start cutting a firebreak, withdraw to base the moment the zeds break through the monsters
>>
Rolled 71 (1d100)

>>39390765

You have a fair expanse of land you keep clear of trees and underbrush around your base. Your base is not in danger of being caught in the fire.

>>39390787
...You want to send your troops further out?

They almost died when they were just at the foot of your base, underneath your fortifications and battlements.
>>
Rolled 56 (1d100)

>>39390787

Some of the zombies are oddly long limbed, but they do not generally look suited to climbing.
>>
Rolled 54 (1d100)

>>39390815
>You want to send your troops further out?
No a fire line would be a cut in the vegetation between us and the current flames, it's to keep the fire from spreading back to the base, basically start cutting at their current position and work their way back.
>>
Rolled 63 (1d100)

>>39390815
Ah, wonderful. The fire is helpful in this regard.

Also. DON'T SEND OUT THE TROOPS.
>>
>>39390815

Pull them back to the second defense line and shoot the metamorphing zombies.
>>
Rolled 90 (1d100)

>>39390832
Hmm might be a good idea to move to the higher fortified positions and pick them off as they swarm below.
>>
>>39390815
I'm sure they'll be fine.
>>
Rolled 26 (1d100)

Consensus seems to be
>Withdraw into base
>Shoot at the metamorphs
Please link to this post and roll to see how effective your shooting is.
>>
Rolled 2 (1d100)

>>39391184
>>
>>39391184
1d100
>>
Rolled 35 (1d100)

>>39391184
FIRE FIRE FIRE
>>
Rolled 79 (1d100)

>>39391184
Ominous name.

>>39391230
C'mon, man.
>>
>>39391247

dice+1d100
>>
>>39391273
>>39391247
In the 'Options' field.
>>
Rolled 47 (1d100)

>>39391273
>>
>>39391287
>>39391301
Thanks, finally got it
>>
Rolled 52 (1d100)

>>39391184

As your flamer forces withdraw back into the base, far above them your snipers take aim at several of the cocooned zombies. A score of shots roar out from your concealed sniper nests and into the zombie horde. In the seconds between pulling the trigger and your bullets, something...very large and covered in tentacles seems to raise itself up out of the zombie horde. It towers over the rest of the zombies, standing at least as tall as your lower defenses are above the ground.

Suddenly all of your snipers realize with horrifying certainty that it is looking at them.

The zombie horde ceases assaulting the monsters without warning. All of them withdrawing, and hundreds of them piling atop one another between your base and the incubating pods. A living wall of bodies is formed.

The last thing your lookouts see before smoke and flame obscure your view of the battle is blossoms of red and black ichor sprouting ineffectually from the wall of zombies.

>Attack Unsuccessful
>View of the battlefield has been obscured
>>
>>39391552
SHIT
>>
>>39391552
этo пиздeц!
What is the heaviest weapon(s) we have availible?
Because now is the time to get them ready.
>>
>>39391552
Get those MAD weapons out.

Also: Don't we have that weird Silver Key? Use that on the Mystery Box. Worst case scenario: We become a robot hivemind.
>>
Rolled 18 (1d100)

>>39391552

Your troop withdrawal goes flawlessly though, with your flamers making short work of the few remaining monsters that were trying to dig their way out of the mounds of corpses that litter the bottom of your base now.

Rebecca even tossed a few of the MAD Grenades into the biggest piles, dispersing them completely. There are no longer any easy accesses into your base.

>Alert
-Booby traps at 1st-line defenses have been primed
-Forces have withdrawn to 2nd line defenses
-Defenses being manned exclusively by military personnel now, though many are wounded

Withdrawal was a success.

From the direction of the zombies you hear loud disgusting birthing noises, and then several ear-splitting screeches.

>Battle sounds have intensified

>What do you do?

>Break out whatever we have left
>Steel yourselves
>Withdraw Wounded for medical attention
>Withdraw Heavily Wounded for medical attention

>Would you like to try the Strange Silver Key with the Dull Silver Box?
>>
Rolled 31 (1d100)

>>39391782
>Withdraw the heavily wounded
>Break out the MAD stuff
>Yes use the key. What could possibly go wrong?
>>
Rolled 50 (1d100)

>>39391782
Withdral heavily wounded, try key, pray to zod.
>>
Rolled 21 (1d100)

>>39391782
>birthing noises

We better steel the absolute hell out of ourselves
>>
Rolled 37 (1d100)

>>39391782
>Break out whatever we have left
>Steel yourselves
>Withdraw Heavily Wounded for medical attention
>>
Rolled 57 (1d100)

>>39391782
Break out the weird tech. Prepare for some lovin.
>>
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Rolled 79 (1d100)

Rolling for the qm to come back. We miss his glorious glow. Perhaps jiggling will work.
>>
Rolled 21 (1d100)

>Break out your MAD tech
>Steel yourselves
>Get the Heavily wounded some medical attention
[LOCKED]

[Unite the Key and Box]
>Y/N

>>39392482
I am summoned.

Had to relocate, sorry for the delay.
>>
>>39392499
Y to key.

jiggling helped!
>>
Rolled 37 (1d100)

>>39392499
Writan' locked actions now.
>>
Rolled 89 (1d100)

>>39392499
Yes unite the lock and key!
>>
>>39392499
Y
>>
Rolled 12 (1d100)

>>39392499
>Steel yourselves

"So Boss, uhh...got any gods you like to pray to?"

"Me? Yeah, I've got a few. I wouldn't worry about it too much though. The gods help those who help themselves, you know."

"Yeah...funny how much that looks like them not helping sometimes though."

"Oh, I wouldn't worry about the zombies too much if I were you. We've still got some tricks up our sleeves."

-----
>Morale of soldiers affirmed...somewhat
>>
Rolled 10 (1d100)

>>39392499
Unite them.
>>
Rolled 21 (1d100)

>>39392746

>Break out your MAD tech

"Oh shit, you're BACK? What are you, a cat or something? You've got to be running low on lives by this point.

Oh, I see you've brought friends this time."

Rebecca stood in the doorway, her power-armored bulk flanked by a handful of haggard looking troops with flamers slung across their backs.

"Not dead just yet, Gunny, but I didn't come here for chitchat. We've gotta bust out the good stuff."

The Armorer seemed to get pretty pissed at this.

"You've already gotten two of those goddamn pistols. That's more than I should've let you have anyway. They're abominations against nature, I tell you! They should be fucking destroyed before they can do any more harm."

"Gunny, listen-"

"No, I ain't gonna fucking listen! This is MAD Tech you're dealing with here, BANDIT Mad tech. This shit'll bring about nothing good."

"Look, I know that but w-"

"No! I know you're a badass, but not even you can just brush this off."

"LOOK ALREADY GUNNY, THERE'S A FUCKING ABOMINATION OUT THERE! AND WE SHOT AT ITS CHILDREN!"

"We...what?"

"You heard me."

"Fuck.

...

What do you need?"

>MAD Bandit supplies distributed among defenders
>>
>>39393060

>Get the Heavily Wounded some Medical Attention

-Heavily Wounded given to medical centers
-Triage tents set up

>Warning
>Zombie Infection detected
>Quarantining Heavily Wounded forces

May the gods be with them, for we can not help with this.
>>
>>39393131
Ah shit.

Any chance the Silver Box also has Spoopy Medical tech?

Between this mess and the bandits, it's been a bad month for...uh.

We never actually got around to choosing a name.
>>
>>39393060
" give me your clothes, your boots, and your motorcycle. "
>>
>>
>>39393131
>Warning
>Zombie Infection detected
>Quarantining Heavily Wounded forces

But those were wounded by the monsters not the zombies.
>>
Rolled 49 (1d100)

>>39393173 I think we should be "The Tri-tower Hold Out"
>>
Rolled 87 (1d100)

>>39393131

>News
-Sounds of battle are intensifying and spreading, we are catching glimpses of it through the smoke and flames. The zombies do not seem to have been eliminated yet.

-Contact has received from forces dispatched to the Caravan. They are 4 turns away as of now.
-What would you like to notify them of?

>1 turn has passed. Underground Monster Mayhem ending.

Turn 7
>>>>>A. Scavenge for food.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
Resources: 0
Loot: 3

Current Pop 900
>>>>>Food: Very Good
>>>>>Water: Very Good
>>>>>Medicine: Good
>>>>>Morale: Average
>>>>>Armaments: Very Good.
>>>>>Military: 150 [Temporary], 50 Wounded but serviceable, 50 Quarantined
>>>>>Fuel: Scarce
>>>>>Reputation level: Caravan Town.
>>>>>Infrastructure: Fortified Township++ (damaged). Water Pipe Taps. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged].
>>>>>Defenses: Early Warning Sniper Nests+. AA Cannons (limited). MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 5 Cargo Trucks. 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful].
>>>>>>Weapons: Combat Shotguns [Limited]. Pump-Action Shotguns. Hunting Rifles. Monsterbone Melee Weapons. High-Calibre Revolvers. Mil-Spec Flamers [Limited]. MAD Bandit Pyro Grenades. MAD Bandit Flamers [Scarce]. MAD Regening Plasma Spewer Pisotls [Scarce]. Anti-Materiel Rifles [Scarce].
>>>>>>Ammunition Reserve: Good.
>>>>>>Armor: Gragnath Hide. Plate [Improvised]. Kevlar [Salvaged]. 20 Suits Bandit Pryo Power Armor [Requires Power Armor Training].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited].
>>
>>39393196
Zombie Monsters maybe? The zombies were shown to be infecting their corpses
>>
Rolled 19 (1d100)

>>39393230
G: Open the damn mystery box, or at least try to...

F: Try to scavenge for resources...
>>
>>39393230
>-What would you like to notify them of?
"We're dealing with a particularly nasty zombie infection here. Nothing new, but we could use some new supplies for that sort of thing and some better anti zombie gear"
>>
Rolled 36 (1d100)

>>39393196
If you'll recall, you sent out a team to get wall building supplies...who ran into the zombies on their way back.

>Alert
-The sounds of battle seem to be heading away from our base.
-A wildfire has started around our base, who knows how long it will take to run its course?

>No immediately existential threats are being detected nearby. The danger has ended...for now.
>>
Rolled 34 (1d100)

Mystery box shall be...fucked around with at the beginning of your next turn.

>So what do?
>>
>>39393230

>C. Try to improve weapons.

Armor counts as improve weapons?

Improve the Gragnath Hide Plate, standardize its production and design.
>>
Rolled 28 (1d100)

>>39393324

Also forgot the second action.

>F. Scavenge for raw materials.
>>
Rolled 6 (1d100)

>>39393338

-Big Boss
"I wouldn't advise that course of action. Monster Mayhem may've ended...but there'll still be an increased monster presence for a little while before they slink back into their holes.

Also there seems to still be a battle raging between the monsters and zombies."
>>
Rolled 79 (1d100)

>>39393222
I kinda liked 'The Sky Scrapers'

>>39393230
>Let the team know about everything. The fire, the monsters, the zombies. Keep 'em in the loop.

>G Open the Mystery Box

>D Research Technology: Garganth Hide Plate
>>
Rolled 35 (1d100)

>>39393230
option 1) salvage from towers,
option 2) rebuild defenses as best we can.

3) eat bbq monster?
>>
Rolled 54 (1d100)

>>39393338
>>39393324

Maybe we should just lick our wounds for a turn or two. Repair the base and focus on internal affairs.
>>
Rolled 28 (1d100)

>>39393362

Scratch that then, we should train with the Suits Bandit Pryo Power Armor to get ready.
>>
Rolled 4 (1d100)

I vote we

Actions 1
>Make any necessary repairs to the base and refortify damaged locations
>F. Scavenge for raw materials
(Construction Materials)

And that we tell the team exactly what happened
>>
Rolled 21 (1d100)

>>39393389
I vote for dis.
>>
Rolled 61 (1d100)

>Shitty MS Paint map

Locations of note will be filled in as you guys scout out your area.

>Key
-Blue Triangle: Your base
-Green Circle: Last sighting of zombie horde
-Red Line: Collapsed road(s) from steam explosion

The Caravan is approaching from your Southwest.
>>
Rolled 89 (1d100)

>>39393759
Oops.
>>
Rolled 82 (1d100)

>>39393230
For a name I vote
"High Hopes"
We tell the caravan that there was a recent monster and zed fubar so be extra cautious coming in.
Actions
>D. Research technology.
Artillery, some long range big guns or even catapulted explosives would have been really useful
>G. Your choice
Focus on healing the wounded, we need to get as many people able bodied as possible
>>
Rolled 6 (1d100)

>>39393775
Map is vaguely penile in shape...
>>
Rolled 67 (1d100)

>>39393230
Maybe we can produce some fuel, to trade with, and fortify/heal up?
>>
Rolled 95 (1d100)

>>39393822
Twas most assuredly a Freudian slip.

Next thread will be Monday at 6pm Eastern Time.

>>39393605
Your stockpiles of construction materials, and general supplies used in the maintenance and repair of your base, are considerable. You won't need any for quite some time.

>>39393845
You can burn units of Food in order to increase fuel, but there is a delay to allow for the fermentation process to run its course.

The more you burn at once the more efficient the process, but the longer it takes.
>>
>>39393885

Will you make a twitter account?
>>
Rolled 60 (1d100)

>>39393919
I'll have one, and a trip, prepared for the next thread.
>>
Rolled 90 (1d100)

>>39393845
I'll support that.

Burn as much food as it takes to get us down to average.
>>
Rolled 298 (1d1000)

>>39393952
Can we burn meat to make fuel? Monastery meat? Rendered fat fuel?
>>
Rolled 45 (1d100)

>>39393993
After a fashion.

As survivors, you do know of a few sorts of monsters which have flesh that will increase the potency of biofuels you brew.
>>
Rolled 23 (1d100)

>>39394132
If only we had a source of monster corpses.
>>
Rolled 5 (1d100)

>>39394171

I could scarcely imagine where you'd find those. Not the sort of thing you find just lying around on the ground.
>>
Rolled 40 (1d100)

>>39393808
Vote
>>
>>39393775
Hmm, we should do more exploring and fill in this map. But it's a good start
>>
Rolled 98 (1d100)

Hmm, thread seems to have slowed down again.

Very well. No more actions will be executed tonight, though you can still vote, discuss, and ask me questions. Next thread will begin with the mystery box and whatever actions are selected.
>>
Rolled 64 (1d100)

>>39394281
Mmkay, time to go to sleep like my players seem to have done.
>>
Rolled 83 (1d100)

Thank you all for playing, hope to see you again on Monday.
>>
>>39394526
Thanks OP. Hope to see you again soon.



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