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File: 1342242986811.jpg-(145 KB, 1000x1300, 1340669818952.jpg)
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First Thread:
>>19863172

In this civilization game, everyone's playing the Star City National Guard, or Star Guard, a US Army Remnant in the post-apocalyptic Pacific Northwestern fictional city of Star City. They've been mutated by a chemical called Salient Blue to largely positive ends and are starting to expand out, becoming the law in the post-apocalyptic wasteland.

The guardsmen spend the month using what materials they had left upgrading the crappy machine shop into a proper one. It's not the best, but it's really solid. Another solid month of upgrades and they could probably do some really precise work, like making tools for the under-equipped laboratory on the other side of the base. Right now, though, all they need is the raw materials to start making specialized machines, like ammunition presses or alcohol stills.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

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.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19870867

G GET DEM MATURLS
>>
Raw materials.
>>
Lotsa materials
G
>>
I say we scavenge.

1. Improved Salient Purple.
2. Make traps/chokepoints for Reds and Bandits.
3. Make a reloading press.
4. Convert our assault rifles and ammo to .300 AAC Blackout.
5. Explore the forest for food and live animal specimens.
6. Make silencers.
7. Make scopes/sights for improved marksmanship.
8. Work on alcohol stills
9. Expand our harvest.
10. A wall/slab with the name/date of those who fallen.
11. Great machine shop.
>>
GGG
>>
Lets scavenge.

all the more to build towards our anti-tank rifles.
>>
Last thread successfully archived.
>http://suptg.thisisnotatrueending.com/archive/19863172/
>>
Patrol squads are sent out into the city ruins to search for scrap metal and anything else that can help with the various upgrades that the Star Guard has in mind for the base. The yields are not insignificant, with one patrol even managing to find a dead car with intact tires, put it into neutral and wheel it all the way back to base; it will never run again, but its frame and engine block will make great raw materials.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red
Materials: Below Average
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

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.
G. Scavenge for raw materials.
H. Your choice.
>>
H. Make a reloading press so we can convert ammo.

All we have to do after that is modify our weapons/ammo since .300AC is easily the least painful conversion.
>>
Either scavenge for a reloading press, or make it ourselves
>>
B: make that machine shop work.

Once we have better rifles then we can focus on anything.
>>
>>19871027
lets improve the machine shop, then build the ammo press, then convert to 300. Blackout.
>>
E.
It's mutant time in here.
>>
>>19871061
But we can already modify our rifles. There's no point improving it right now.
>>
Reloading press, plox.
>>
>>19871096
then why not modify our rifles? We need extra killy power and quick.
>>
>>19871149
agreed considering how tough reds have proven to be.
>>
I vote C: improve rifles by converting to 300. Blackout
>>
>>19871149
We can build a reloading press and then convert the ammo/rifles in one month.

Getting to a Great Machine Shop is only good when we want to create not-shit firearms and more tools/equipment.
>>
>>19871149
>>19871167
I'm guessing because you need to have an ammo press to modify your rifles. Without that, you'll have rifles that shoot .300 Blackout, but only 5.56 ammo.
>>
>>19871195
Exactly, OP. Plus, we save time by just doing the conversion for weapons/ammo in one month. It's better than modifying the rifles, building the press and THEN modifying the ammo.
>>
>>19871195
That is the logical requirement for having ammo
>>
>>19871027
can we all just agree to build the ammo press?
>>
>>19871242
Havent seen anyone ask for anything else really.
>>
File: 1342244885974.jpg-(278 KB, 1920x1200, 1341870331105.jpg)
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The guardsmen start working in the machine shop when they aren't out on patrol. They start tooling and then assembling the parts necessary to make a decent ammunition press. By the end of the month, in one corner of the machine shop stands the ammunition press, ready to make custom-loaded rounds, convert ammunition, and other such exciting things. It's hand-cranked, time-intensive, and sometimes you need to wiggle it a little to unstick it, but it works just fine at what it's supposed to do.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

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.
G. Scavenge for raw materials.
H. Your choice.

>Now you guys can C: Convert rifles to .300 Blackout if you want. Also, if any of you guys have good post-apocalyptic pictures, I would be much obliged.
>>
File: 1342245021349.jpg-(612 KB, 1600x1059, 1341699462787.jpg)
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>>19871027
you're in for it now OP!

C: convert those damned rifles.

Then we can improve the machine shop and upgrade our lab. We might as well begin experimenting with salient shit after we get some fauna test subjects.
>>
File: 1342245135738.png-(423 KB, 1600x900, 1286437882091.png)
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C. convert those rifles now, then explore to the south next turn
>>
>>19871270
c convert rifles
Then I think we should look at refining the press when we have time and eventually automating it further down the track
>>
>>19871302
This
>>
File: 1342245274251.jpg-(69 KB, 750x500, 1275592939724.jpg)
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F. Let's scout that forest or try to find the redbulls hideout up the river.
>>
Convert the rifles. Then we can take out those redbulls before they fuck up everyone.
>>
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>>19871336
yeah but lets find some dogs or rats or something first.
>>
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>>19871366
oh wait thats steampunk...why are all these thumbnail's brown?
>>
File: 1342245576631.jpg-(82 KB, 750x600, Five_bullets.jpg)
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The Star Guard gets to work modifying their rifles to chamber and properly feed .300 Blackout. That's the easy part. The rest of the month is spent on the grueling, mind-numbing, painstaking task of converting the base's large rifle ammunition stockpile from 5.56 to .300 Blackout. When it's all said and done, though, the Star Guard is armed with assault rifles that fire big, subsonic rounds that pack a hefty punch and a whole lot of little brass rings and shavings from where the cartridges were shortened.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Pistols, Upgraded Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

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.
G. Scavenge for raw materials.
H. Your choice.

>Pic related, the three on the left are .300 Blackout, the second from the right is 5.56.
>>
F. Explore southwest
we need to know what else is around us

maybe even find new materials or things to experiment on
>>
File: 1342245999891.jpg-(102 KB, 850x495, sample_95d1f440cc7e91741a(...).jpg)
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>>19871462
seconded, lets find some poor goddamned animal to murder with science.
>>
>>19871462
I'll second this. While exploring, would it be possible to haul in some found scrap materials on the return trip?
>>
>>19871403
Improve the machine shop. Then we can make some proper equipment so we can go Solient Purple MkII. With that, nobody will outright be against us for our looks and we"ll be as tough as Reds.
>>
File: 1342246388263.jpg-(1.43 MB, 1600x1200, 1341790200566.jpg)
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>>19871510
we need test subjects that aren't...you know plants.
>>
File: 1342246941405.png-(11 KB, 819x460, 2.png)
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The scouting patrols are sent South West. Most of the area is largely nondescript wasteland, though they do find a small stream which they think could be the stream from which the base draws its water, just downstream. More importantly, they find a small settlement. The settlement looks to be built into an old scrapyard. It has walls made of the hollow wrecks of old cars stacked atop one another, small plumes of black smoke billow out of it, and atop and to either side of its massive metal gates are spears with people's heads on them. Based on looks alone, this is a raider fortress.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Pistols, Upgraded Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: Scarce
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

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.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Approach it peacefully.
2. Spy on it from a distance.
3. Attack it with intent to raid.
4. Attack it with intent to capture.
5. Attack it with intent to kill.
6. Return to base to avoid being spotted.
>>
>>19871670
Move further away to spy. We can follow their raid party and when they get close enough spot, fuck THEM over.
>>
>>19871670
C: Go for scopes.

>>19871694
I support this.
>>
File: 1342247394296.jpg-(28 KB, 379x395, 1341799168010.jpg)
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>>19871694
I second this emotion.

We can still do fortress stuff right? If so I say improve the machine shop.
>>
>>19871724
can't upgrade without materials, no?
E so we can be prepared if these enemies are strong
>>19871694
this
>>
File: 1342247526548.jpg-(214 KB, 850x466, sample_fa2002c93e3ae27d0f(...).jpg)
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>>19871724
actually nevermind, go for scopes and spy on the raiding teams so we can kill them.
>>
>>19871759
The materials are currently scarce. That's enough for one project.
>>
File: 1342248022562.jpg-(60 KB, 480x320, 1342025708139.jpg)
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>>19871787
liiiike scopes!
>>
The squad falls back to a ridge and watches the fortress with the designated marksman's scope. The front gates stay sealed for a few days. Eventually, though, something amazing happens. The squad hears the sounds of engines revving, followed shortly by the gates opening and a dozen tough, grizzly looking men blaze out on motor cycles, pistols and shotguns at their hips and on their bikes. About a day later they return, their bikes laden with many heavy packs they didn't have when they left. After having seen all of this, the spy squad is advised to return to base for the time being.

All things considered, it's decided it's time to put telescopic sights on all of the rifles. It's been shown multiple times that it's best to engage the Redbulls from as long of a distance as possible, and telescope scopes could be the edge needed when dealing with raiders with motorcycles. The scopes are made out of plumbing pipes and lenses from regular telescopes. They aren't pretty, but they work.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Pistols, Upgraded Scoped Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery
>>
>>19871850
Considering we're already using subsonic ammo, I think scopes are good. It"ll let us engage targets when they probably can't even see us.
>>
>>19871871
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.
G. Scavenge for raw materials.
H. Your choice.

>Fun fact, both of the Star Guard's primary weapons now use a subsonic round, so both could benefit from being suppressed.
>>
>>19871871
Scavenge for scraps, work on upgrading the shop.

We shouldnt have to worry about THOSE raiders since we"ll hear them long before they see us.

You guys notice they have no rifles, though? Just pistols and shotguns? We COULD engage them. Ambush them somewhere far out in the open, shoot the drivers, followed by the rest. Loot their vehicles and equipment, and bamf.
>>
>>19871880
G. We need more materials for further upgrades.

That fortress would probably provide for our needs well, but we do not yet know enough to assault it.
>>
File: 1342248410563.jpg-(37 KB, 620x413, 1342026078973.jpg)
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fuck yes: G scavenge for raw materials. We will be blue silent death.
>>
File: 1342248442108.jpg-(47 KB, 1074x428, suppressed.jpg)
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>>19871880
>Pic related.
>>
>>19871871
Is there any camo paint in the base?
>>
Incidentally, after getting silencers?

We could make some mortars. Since we have scopes and trained soldiers, we'd do better than some afghani insurgents. That, or make some other explosives.
>>
>>19871915
There is, actually. Unfortunately, there are no ghillie suits and the uniforms are in urban camouflage, not desert.
>>
>>19871930
Too bad. I suppose creating ghillie suits would be a turn-long project?
>>
>>19871951
Depends on whether you want them to be 'good' or 'good enough.'
>>
Patrols are sent out into the city to collect more raw materials. The machine shop is just to attractive of a prospect to ignore, these days, and it seems like every guardsman has their own idea for a project to pursue. Obviously this means that the materials on hand run out quickly and searches have to go out every couple of months to bring in a new haul.

Population: 70
Food: Average
Water: Above Average
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Simple Laboratory, Clean Water Cistern, Machine Shop
Weapons: Pistols, Upgraded Scoped Assault Rifles, Grenades, Lots of Ammo
Technology: Handheld Computers, Decent Makeshift Chemistry Set, Tons of Salient Blue, 2 cc Salient Red, Ammunition Press
Materials: None
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link Fence, Kevlar Vests, Sandbags
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery

-----

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.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19871930
Easy solution. Make ghillie suits out of some spare uniforms and dead flora. Might take only a matter of hours to make a few suits.
>>
>>19871979
C: Silencers.

Make "good enough" ghillie suits for now.
>>
>>19872051
Seconding silencers that last past one shot.

Those + our scopes mean we can just pick off bogeys without them having a clue where we are. Particularly the raiders.
>>
The Star Guard decides that, now that everyone is kitted out with a medium-range telescopic sight and large, subsonic rounds, it would be a good time to start suppressing the rifles too. The machine shop starts making big, durable suppressors for every rifle, leaving them quite quiet when firing, especially at the ranges that the scopes allow. Patrols feel much more confident now their their rifles are scoped and subtle.

Now, it's getting late, and it looks like most of the quest's players have gone to bed, so I think I'll end it here for tonight. If someone would be so kind as to archive this thread, I would be much obliged. Despite living on /tg/ for years now, I haven't yet figured out how to actually archive a thread. Aside from that, I'll be back on and continuing this game tomorrow - my guess is sometime in the afternoon, EST, but it could be as late as the early evening.
>>
OP, perhaps you should call it a night since it's 3AM GMT-4.

There's maybe 3 or 4 people here.
>>
>>19872172
Heh, you read my mind:
>>19872169
>>
>>19872185
http://suptg.thisisnotatrueending.com/archive.html

It's at the bottom left window.
>>
>>19872169
>>19872169
Do it yourself:
>>19872320
Directions are within the button-link.


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