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File: 1382306985977.jpg-(45 KB, 700x406, Frosty Bandits.jpg)
45 KB
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Rolled 7

last thread:>>27835372

Last time bandits were decided upon located Tundra Forest Island in a old base all of which is infested by an ongoing zombie plague. Our bandits story before their arrival is yet untold and now they work to purge the zombie menace as to claim this base as their own.

Lukis re-explored the warehouse found goodies killed zombies or in CP case had a party with them that ended with boxes tumbling and somehow pianos crushing a mutant zombie that was about to sneak up on Lukis.

Lukis managed to loot some spare parts for the bunker and some resources.

acquired 1 resource point.

Bunker completely repaired and online.

Pyromaniac and CC when to the vehicle bays. We are not sure what happen besides some tell tale explosions, bouts of flaming leaking everywhere and billowing acrid smoke. They weren't able to clear it but somehow CC managed to catch one if rather wounded.

Acquired
Mutant strain Zombie Frosty Lurker

Sticks to small enclosed spaces. Loves attacking from below or above while lesser zombies keep the eyes in front/around but never above or below.

Turn 12
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
1 resource points

Population: 300
Morale: High
Food: Low
Water: Low
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor
>>
>>27846610
>>>>>>H. Your choice
we got sum resources now, I want that anti-zombie towershield company
>>
Rolled 24

>>27846651
>>
Rolled 1

>>27846651
Well, if you insist
>Basic 1
CP uses a Caesar ("friends, bandits, countrymen, lend me your ears") and trains some of our men in the art of legionaire melee warfare
>Bandit
Scout out the outside situation on the barracks with Lt. Lurkis and CC. Try not to trigger something guys.

Extra: Update on our neighbors situation
>>
Rolled 18

>>27846728
Oh dammit.
>>
Rolled 98

>>27846651

Trying to train bandits with 2 insane leaders and 1 semi-sane pyromaniac to use a formation that requires lots of discipline and trust in each other?

Sure.
>>
>>27846728
Welp
>>
Rolled 19

>>27846749
see>>27846728
Bandits cannot into formation or listening for that matter.
>>
Rolled 6

>>27846728
Well the bad news is our bandits morale is wrecked and apparently cannot stand listening about formations. And when it came to fighting in unit in melee I never knew our someone could so much at combat...seriously they were more a danger to each other then even the dummies. And the good news is...well there is no good news really. I never knew practice swords cut cut of limbs or chew through armor the way they did...
25 dead.
25 grievously wounded
100 seriously wounded
100 wounded
50 covered in scratches/bruises.

Our forces sent to the barracks didn't make it back...

Turn 13
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
1 resource points

Population: 275
Morale: High
Food: Low
Water: Low
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 82

>>27846848
correction

Morale: poor
>>
File: 1382308140790.gif-(1.91 MB, 400x500, 1381006596346.gif)
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Rolled 66

>>27846864
What would Cuban Pete do?

Let us dance the hurt away
>>
Rolled 48

>>27846848
Gurilla tactics it is then.

Lt. Scout-e-pants needs to go out and scout with 20 or so men.

All else try to heal up and relax
>>
>>27846946
He's missing jim.
>>
Rolled 24

>>27846946
Great, send out 20 men to find his ass
The rest of the post stands
>>
Rolled 59

>>27846946
Addendum

>action
Cheer up our men the old fashioned way, a good, old fashioned FIRE raid outside barracks grounds. Get Pyro to overwatch. ("is it hot in here or is it just me?"), and CP to run around like a crazy axeweilding fireman and look for our missing duo.

Wish we had CC for that bandit move.
>>
Rolled 75

>>27847032
Bandits gotta burn
>>
Rolled 62

>>27846946
Our scouts sent to the barracks didn't find anything other then a bunch of milling zombies. When they returned somehow CC was there and claimed to have been all month. Apparently our officer bit the dust and CC was the only one who got away. They ran into a rather nasty surprise in those barracks. Turned out to house the Zombie Super Soldiers if the facilities in there are anything to go by.

Turn 14
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
1 resource points

Population: 275
Morale: low
Food: Scarce
Water: Scarce
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor
>>
>>27847158
"Ey Boss, what ought we to do? We got that barracks fulla Supers and 2 opposed hordes out there, and gods know what our neighbors have encountered in their exploits."
>>
Rolled 90

>>27847158
Super soldiers you say, sounds like super loot to me.

Prepare to raid the barracks.

I say we siege it, surround the outside and dig in, then try to lure them out.

Firstly we need to send a larger scouting force to find a good vantage point, give them our best digging equipment as they should start on fox holes should they be safe enough to.

At home we need to patch ourselves up.
And maybe try to tech a crude scope for our hunting rifles.
>>
Has anyone ever done Military Remnants outside of Star Guard? I never see it chosen. Probably because people think it's 'boring'.
>>
>>27847522
Military remnants don't always gotta be star guard.
Nazi's, commies, ect.
>>
Rolled 56

>>27847251
?

You don't have a warlord yet. Unofficial leader is CC who is really fucking crazy even by bandit standards but is at least reliable unlike Cuban Pete or the silent Pyro.

>>27847522
Nope. Never gets more then 1 or 2 votes. Star Guard itself was hotly debated Military only barely won by the skin of its teeth even then it was also mutant. I know since I was there since the very beginning.
>>
Rolled 23

>>27847569
If it makes you feel any better as bandits you can choose to go Outlaw archtype/fluff from a paramilitary remnants and get the bonuses related to it.
>>
>>27847656
Hmm, i'll have to think if there's a way to fit that in with the escaped mental institution idea.

It's giving me some ideas.
>>
>>27847656
"Hey fellas, we found out a barracks full of supers and there's still those two fighting zombie armies out there and them heroes. We have some ideas, but we was wonderin if you guys were up to something."
>>
>>27847720
That's to our neighbors by the way.
>>
Rolled 98

>>27847656
As it is as yet undecided. Only thing known is your bandit base. Still can be modified to a degree.

Basic archtypes include.

Raider(for a living)
Marauder(stare into the abyss and it stares into you)
Pirate(land, sea, or sky)
Outcast(from any and all)
Outlaw(from a specific group)

Are just examples as there are so goddamn many types of bandit. One of the funnest things about them really.

>>27847720
"with the zombies having been wiped out a bit we plan to do some scouting."(you know they are part of your forces right?)
>>
>>27847749
Really? I thought they had a degree of independance.
Also what is this star guard I keep hearing of?
>>
>>27847749
Adventurers (Outcasts) or paramilitary outlaws/mercenaries.
>>
Rolled 51

>>27847766
Star Guard was the first Post Apoc Civ on /tg/ it was commonly seen as an amazing civ.
>>
Rolled 18

>>27847749
>Basic 1
Have CP explore the nearby forrest area we have scouted, and try not to do any hostilities with the zombies. Opportunistically gather anything of value.
>Bandit
CC and the Pyro to loot a vehicle from the vech bay, and watch out for the tentacle things again.

>>27847794
I support the latter, as I will attempt to write up some fluff.

>>27847831
>Checking this up on Suptg
Hmm, I can see some system similarities to your quests already.
>>
Rolled 47

>>27847869
Mine was a hybrid of a few different systems with some modification. Nothing really special about it had to do some overhauling for it once already.
>>
Rolled 87

>>27847897
Well whatever you did it worked. First post apoc civ was only last year, interesting. Would presume the type of quest went further back.

So the OP just vanished without a trace?
>>
Rolled 69

>>27847869
Vote. Hope burning things boosts morale.
>>
Rolled 7

>>27847913
Can't remember exactly its a been awhile.
>>
>>27847913
Yeah, at least ede has the decency to end his quests. And boy can they end with a bang.
>>
Rolled 18

>>27847961
Its kind of sad I am the only Post Apoc op who bothers to end his civs. As is that alone puts me in the upper bracket.
>>
Rolled 57

>>27847869
>>27847923

If i were supposed to be here i might suggest you tend to the wounded, because you're all wounded. 25 of you grievously, and 100 significantly. Might be good for morale if you dedicate that resource point to patching yourselves up so you're not working with untreated wounds.
>>
>>27848029
In a manner of speaking.
Losing still hurts, especially when you put emotional investment into your civs and future plans. But the spoonful of sugar for that is how it ends.
>>
Rolled 89

>>27848055
And if you were supposed to be here I would greatly listen for that.

Kinda forgotten we're bandits, not previous civs so not used to no longer having the auto heal per turn ting.

>>27847869
Change bandit to "Whoever even remotely has medical skills here."
>>
Rolled 23

>>27848108
I agree with that.
>>
>>27848108
I think you mean "whoever even remotely has medical skills here, try to heal our troops."

Use the resource point
>>
Rolled 100

>>27848079
To be fair last civ you fuckers chose nightmare level difficulty.

>mutant corp
Okay guess the players want some difficulty. Hm if they smart it could prove interesting(coming up with ideas)

>volcanic Desert
Definitely want hard mode it seems.

I could go on cause holy shit. I was completely convinced those players were either the biggest masochists any quest has ever seen or wanted Nightmare mode deluxe( my version).

>The good guys

>>27847869
CP hopped across the Wall...then promptly came hopping back across going on and on about zombies, bandits and monster goalore. Apparently there are a LOT more zombies out there then in here.

CC and Pyro went back into the vech bay but got repelled as in some of the vehicles either A contained nasty surprises or B try to kill them. Best not go into how many zombies were in there.

Our forces have largely recovered.

Turn 14
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
1 resource points

Population: 275
Morale: low
Food: DIRE
Water: DIRE
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor
Welp Nightmare mode it is then.
>>
>>27848247
I thought we chose to change bandit to healing? Oh well.

Oh and that 100 is lovely.
>>
Rolled 89

>>27848247
Oh son of a bitch not again. Damn you dice gods you fuckers must of figured out my real identity. At least a certain dice goddess hasn't shown up yet...
>>
Rolled 65

>>27848275
You didn't have the medical supplies to devote an entire action to it.

Anyway choose
Hero
Event
Fluff(you bonus to whatever you decide upon a BIG one and then some)
Zombie Eesha
Goro
>>
Rolled 79

>>27848422

You're obviously incentivizing us writing some fluff. If we come from an asylum maybe we could get some bonus for having a reputation for being crazy so the other bandit factions (which are beyond counting) don't fuck with us?

Our heroes probably already do that, so it'd likely compound and we wouldn't get messed with unless we had a double-100 tier event happen.
>>
>>27848508
Hell, bandits might be inclined to listen to what we say.

Or better yet, since we're in a military base, how about we actually go with the outlaw/paramilitary archetype? We are a facility that housed the most insane special forces who "saw too much", for whom PTSD is a mere word. Us bandits were simply holding down the fort, literally, until they returned. Or we had our memories awoken. Or something.

But a bonus to crazy reputation is good too.
>>
Rolled 56

>>27848508
Just pointing it out as the other stuff is already known for the most part.

Not to mention its getting annoying of just stating just bandits and not even a name.
>>
Rolled 53

>>27848557
Outlaw means you just got kicked out of a one particular type of faction.

>>27848576
As in I should just be saying that for hostiles who you haven't yet identified.
>>
Rolled 88

>>27848508
If we are known as being crazy we best start acting like it.

>all hands on deck, Cuban Pete wants a new car. Kill everything that moves in the vech bay.
>>
File: 1382313795748.jpg-(116 KB, 900x606, shutter island.jpg)
116 KB
116 KB JPG
>>27848576
I'm still supportive, being from an asylum, we call ourselves Shutter Islanders.
Alternatively the Mad Winter Wolves. Or the Frozen Devils.
>>
Rolled 58

>>27848632
We are called "The witches tits"
Colder than a witches tit in a brass bra
>>
Rolled 69

>>27848618
Many bandits are already considered insane. Its what happens when you don't got the old world medicine or insane asylums. Got to do something with the crazies.
>>
Rolled 67

>>27848670
It would be meta of us to not act crazy then.

>daring raid on vech bay, every man woman and child capable of pulling a trigger
>>
>>27848611
Okay, so we're an outlaws of a paramilitary group. A certain spec ops faction they sent down to the tunnels, and encountered something. Something BAD. Thought us dead for years, had to do things all of us would kill if we had to bring it back up.

They had to kick us out because 1. We're crazy. 2. We were some of their best. 3. We were some of their best AND crazy
>>
>>27848755
I can elaborate on that later, but that's just a very crude example unless anyone else has fluff ideas.
>>
Rolled 3

>>27848632
Shutter Islanders because that's an awesome movie.

Even if we don't choose on fluff, would be cool to have an insane hero that thinks he's a noir detective or a warlord.
>>
Rolled 37

>>27848755
We are nomadic to an extent. Up until now we had not had a proper base. Our typical tactics are to use up all the resources of an area and move on. We prefer to extract tribute than to conquest.
>>
Rolled 7

>>27848873
What the fuck did you think the Crazy hero choice was?
>>
Rolled 42

>>27848755
>>27848898
Will this work?
>>
Rolled 93

>>27848928
They would of more then likely have killed you. Not to mention that is requesting a BLACK tier faction which isn't normally available. So basically no spec ops. If you want something like that fluff has gotta be good even with the 100.

Also don't forget actions. Can still do that while the debate continues.
>>
Rolled 84

>>27848974
Can we tone it down to just military faction and say we left out the otherside of the tunnels?

>>27848974
>Basic 1
Try to loot the kitchen again, we need food and water. CP and CC
>Bandit
Pyro go about and try to premptively place molotov traps in killzones in case we have another situation
>>
Rolled 40

>>27848974
We aren't the well trained black special ops, we are their offspring, they showed us what they could under the conditions but we aren't known for living long. Median age around 16
>>
Other fluff ideas.
The Mad Winter Wolves.
We're the military outpost that everyone forgot. When the fall came zombie broke out, supplie drops ended. Even after we ate all the asylum had to offer, cold and hunger does things to a man that shouldn't happen.

>Bonus: Starving is a way of life. either scavenging foodwater bonus or decreased food consumption
>Bonus: Winter warfare, and forest fighting/scouting and all things cold
>Bonus: Ambush extradorinare. Bonus to setting up ambushes and not getting caught in them.
>>
Rolled 10

>>27849231
We have great genetics and some second hand passed down military knowledge but it's mostly in the form of fable now, a lot can be lost in 1-2 generations. Also we have a few military artifacts and 1 surviving black op member (age 60) and he is totally psycho. We call him "nature boy" rick flair.
>>
Rolled 46

>>27849090
You could would like extra fluffer as I am a sucker for and like handing out bonuses if its good.

>>27849231
>>27849353
Hm interesting very interesting. Makes one wonder what happened.
>>
Rolled 94

>>27849372
Then again though the world is very hostile place. Still though...
>>
Rolled 1

>>27849090
These seem like prudent actions to take.
>>
>>27849424
The dice gods are unhappy today.
>>
Rolled 50

>>27849424
Hah. What do you know. Writan.
>>
Rolled 63

>>27849372
The story goes, our forefathers found the lair of god. The ones that made it out alive we're never the same again.
>>
Rolled 98

>>27849424

That's 2 out of 3 actions that's gotten a 1.
>>
>>27849465
That's it.

Our forefathers were a paramilitary spec ops team, potentially of Umbra Corp, but none remember, sent to check out a rumored faction within the Mueke Jungles. They enetered through the tunnels, and down there they met a god. A dark god, whose domain is undergound, the fuels of the earth, and the biochemcial energies. A vapour of death, and cold enveoloped him as he toyed with the men, as is common of gods.

The ones that made it out were never the same. They preferred the cold places of the earth, and as a result of their lifeforces being drained of them their offspring life not much longer than 16.
>>
Rolled 65

>>27849465
We have an idea of where it was, but it is forbidden to try to find it.

We are like a military cult, so to speak. To die in combat is to fail your fellow bandits.
You must be better, you must be stronger.
>>
Rolled 12

>>27849566
>>27849601
I think we're getting somewhere.

All we need now is a name.
>>
Rolled 10

>>27849090
>>27849424
Our forces sent to the mess all didn't return. Or When the heroes did arrive they were severely wounded. Apparently the zombies were not too happy about the last incident.

Forces are starving and have resorted to cannibalism.
dehydrated and have resorted to drinking blood and piss.

Lost 25 troops.

Pryo explosives went off a little much too soon. As in he was still there amazingly he survived the resulting inferno only to be buried alive/attacked by a zombie horde attracted to the seen. That was the last we seen of the Pyro before our forces were forced to get out of dodge.

Turn 14
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
0 resource points

Population: 250
Morale: low
Food: Nonexistent(cannibalism)
Water: Nonexistent(cannibalism)
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor

>>27849566
Gonna have to veto that life expectancy its a bit too much especially being backed by a 100 unless you got something good to say.

>>27849630
More is better always better. Remember your getting a 100 to back this up unless otherwise voted.
>>
Rolled 70

>>27849566
>>27849661

Otherwise its good just that life expectancy concerns me greatly.
>>
>>27849715
Well then get rid of that and I think we have something.

Names. names. Names. . .hmmm
>>
Rolled 97

>>27849630
We are "project omega"
We call ourselves that because we have always called ourselves that, it is written on all of our gear and holy texts.
It's true meaning is lost.
>>
>>27849769
Project Omage eh? Alright.

>Our forefathers were a paramilitary spec ops team, potentially of Umbra Corp, but none remember, sent to check out a rumored faction within the Mueke Jungles. They entered through the tunnels, and down there met a god. A dark god, whose domain is undergound, the fuels of the earth, and the biochemcial energies. Cloaked in a vapour of death, and cold enveoloped him as he toyed with the men, as is common of gods.
>The ones that made it out were never the same. They preferred the cold places of the earth, and as a result of their lifeforces being drained of them their offspring life not much longer than 16.
>We are nomadic to an extent. Up until now we had not had a proper base. Our typical tactics are to use up all the resources of an area and move on. We prefer to extract tribute than to conquest.
>We have great genetics and some second hand passed down military knowledge but it's mostly in the form of fable now, a lot can be lost in 1-2 generations. Also we have a few military artifacts and 1 surviving black op member (age 60) and he is totally psycho. We call him "nature boy" rick flair
>We are like a military cult, so to speak. To die in combat is to fail your fellow bandits.
You must be better, you must be stronger.
>>
Rolled 100

>>27849661
Are we no better than the zombies?
>everybody scavenge for basic food, water and other items of use. With our new fluff we should be ok at this.

We need to get our shit together for a second.
>>
>>27849909
Ha! The dice gods giveth, and the dice gods taketh away.
>>
Rolled 39

>>27849715
I meant the average age is 16 due to untimely deaths and such what, the group ranges from 12-22 (older if you are lucky
>>
Rolled 4

>>27849909
Well shiiit guess the dice gods felt bad. Looks like your raid is going to go beyond well. Considering that is both action 1 raid and action 2 salvage.

Very well then.(keep on working on dat fluff you would be aware how useful a good potent name is)
>>
>>27849990
>Omagedon Bandits
>Volgarth's Chosen
>Winter Wraiths
>The Frozen Bastards
>Cold Shadow
Gonna try to think of some more
>>
>>27850093
>The Frozen Bastards
>>
>>27850093
The Frozen Bastards
Apathetic hearts of ice, as wild and crazy as a winter blizzard, and just as unforgiving.
>>
Rolled 86

>>27849909
Our forces went out in mass. Guess eating the flesh of your loved ones does something to you as our forces descended upon the surrounding area like demons from abyssal upon virginal maidens. Or a bard upon a dragon he has yet to lay. The haul was beyond amazing. Warehouse after warehouse was cracked and looted in blinding speed. The assualt was so blinding fast and hard hitting no one knew what hit them. Shit not even the zombies in the warehouses realized everything was gone or even someone had been in there.

Looted Warehouse supplies(food, water and medical basic supplies mostly).
Looted Warehouse Tools/Parts galore.


Unlocked Cursed of the Fallen
Consuming the flesh of Fallen enhances next turns actions.

Appearance wise users act as if their body seems possessed. They move strangely and seemingly inhumanly all with horrifying purpose.

Exactly how this works or what side effects there is of yet unknown.

Turn 15
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
5 resource points

Population: 250
Morale: Average
Food: Abundant
Water: Abundant
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 6

>>27850093
Redsnow death squad
>>
Changing my vote from
>>27850206
to >>27850222
>>
>>27850213
>Exactly how this works
Though legends claim, as the dark god toyed with our ancestors they had to feed upon their own merely to survive. Soon their bodies adapted to this, and gave them strength, but they despised it so that only until a dire moment like this did we resort to this long forbidden act.

Now, not so forbidden anymore. Food is food, eh? Zombies wouldn't give it another though.
>>
Rolled 39

>>27850213
All our heroes back to full strength?

Of all the looters, did anyone happen to stand out among the rest?
>>
Rolled 16

>>27850213
We should maybe look into this eating our fallen comrades thing...maybe a fallen brother can redeem his failure after all...
>>
>>27850381
Tiss not a redemption of failure, but a passing of legacy and body. The soul goes on.
>>
So to tally for our name
>1 for frozen bandit
>2 for redsnow death squad (bloodsnow deathsquad sounds better imo)
>>
>>27850452
*1 for frozen bastard
>>
Rolled 47

>>27849865

Why so obsessed with Umbra Corp.? We haven't gotten but the barest whisper of Psi-Corp, but I guarantee you they're probably on-par or (more likely) more powerful than Umbra.
>>
>>27850505
Doesn't have to be them.
Just thematically fitting they'd be the one to send a team to the Mueke Jungles.
>>
Rolled 63

>>27850452
2 redsnow death squad. Named after lance corp. Damian redsnow, our squads founding leader
>>
>>27850550
Well I'd be more apt to call it Damian's Death Squad or Damians Devils.

But I'll vote for Redsnow Deathsquad.
>>
>>27850340
STill waiting on this before posting an action
>>
Rolled 96

>>27850603
Like like Damien's death squad a lot. We are the "D.D."
>>
Rolled 44

Name: Bloodsquad Deathsnow
Type: Outlaws, Military/Paramilitary Faction

Our forefathers were a paramilitary spec ops team, but none remember who they owed allegiance to, sent to check out a rumor of a faction within the Mueke Jungles. They entered through the tunnels and met a god. A dark god, its demesne turned into one of the most hellish places in the Post-Apoc over many centuries. A cloak of invisible vapor, tasting of death and cold enveloped it as it toyed with the men. None survived that it did not want to, and those that did had been broken long before their release.

Following the call of implants that proved more durable than their minds the men made a scrambling, mad return to their parent faction. The commanders of the Paramilitary division were in shock at the state of their most elite troops, but rather than kill them (though perhaps that would've been more merciful) they sent the troops to a former insane-asylum complex, in the hopes they might recover and be able to say something useful.

That was long ago, after a while the regular checkups ceased occurring, and shortly after that the supplies ran short. It was only the arrival of a man in a green mask, who had also glimpsed a god, that saved them from death in that cold prison.
>>
Rolled 48

Don't forget to vote for actions besides names of course.

Dead Snow Company
Your fore-bearers.
Death Corps
The Military remnant you heralded from. Who now think your dead.

Once you are finished I will tell you some basic bandit knowledge that you would know.
>>
>>27850732
Everything right down to a damned T.
>>
Rolled 48

>>27850733
Bah meant paramilitary remnant.

You may of forgotten much but you still remember some things at least.

>>27850777
More is always better.
>>
Rolled 73

>>27850733
>Basic 1
Scout around the base for what could be the next likely target to thin the zombish ranks. Pyro to see where some nice, burnable, chokepoints and traps could be laid.
>Bandit
CP and the CC tries to explore the base for a path to the armory
>>
>>27850822
More will come I'm prom. Maybe not this thread, but definitly by tuesday.
>>
Rolled 1

>>27850831
Vote
>>
Rolled 71

>>27850822

Adding on to this: >>27850732


The time that passed allowed mental wounds to heal slightly, though none will ever be able to speak of their experiences aloud. The former soldiers retain a good deal of their combat prowess, though the...predations that occurred towards the end of their time in prison have fractured the teamwork of the group at large. They operate as bandits now, the only thing left to them.

Now if anyone wants to write a little bit about how/when/where we picked up some new members more specialized in banditry, or how Cuban Pete has hammered them into proper bandits instead of military men, or whatever go ahead.
>>
>>27850908
Are we being mocked?
>>
Rolled 44

>>27850908
...again really dice gods?
>>
Rolled 55

>>27850908

You've got to be kidding me?
>>
Rolled 15

>>27850908
*sigh
>>
Rolled 21

>>27850831
Turns out there is NOTHING that could be used to thin their ranks. As they have all long since been used. Even worse yet the zombies realized what we were up to and took out our scouts.

25 lost

Cuban Pete and CC despite being wounded are sent off to explore the base to the armory. Right into the waiting maw of ambush. Neither have returned and are assumed dead. Apparently the zombies got tired of Cuban Pete shenanigans he bought time for CC but it wasn't really enough unfortunately...even worse they had figured out his weakness. CC returned when her 'pets' dragged her back here. In her hands interestingly enough was a most peculiar and strange mask...

Cuban Pete deceased
Cray Cray the Ravager is in Critical Condition

Turn 16
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
5 resource points

Population: 250
Morale: Low
Food: Abundant
Water: Abundant
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor
>>
>>27851062
>Despite being wounded

>>27850340
>>27850694
You know we really could've used answers to these. . .
>>
Rolled 11

>>27851062

Well if the Dice Gods keep this shit up it will be a short Civ. indeed.

Let's wait until we get a lieutenant for him to don the mask.
>>
Rolled 25

>>27851062
Shit, I hope nobody picks up the mask. Or that we can even find it. . .

>>27851110
We lost Cuban Pete ;_;
>>
Rolled 81

>>27851126

No, we're just waiting to get a new flavor of Cuban Pete.
>>
Rolled 80

>>27851062
>Basic 1
Heal
>Bandit
Break out the tools and medical supplies and resource and create the most basic triage room we can

>>27851165
But our Cuban Pete will be killing dancing zombies with his mace maraca's in Valhalla now. . .
>>
Rolled 17

>>27851062

EDE, if borg-technology was around Pre-Fall what was the issue with borg-tech that Richard unlocked?
>>
Rolled 13

>>27851212
Supporting this
>Implying this won't be a one
>>
Rolled 55

>>27851062
Cuban Pete: age 20, status: presumed dead.

Seriously guys, fuck the world, we have lost our smile today

>improve the base
If we can't kill them we have to stop letting them kill us. Build defensive structures and lookout points around our base, and don't be skimpy with the barbed wire
>>
File: 1382320975498.png-(284 KB, 476x266, Cuban Pete.png)
284 KB
284 KB PNG
Rolled 36

>>27851062
"Ya, got me partner. . ."
>>
Rolled 58

>>27851228
Issue was the need of proper faciliites and unusual variants including hybrids

>>27851104
Didn't seem them earlier.

Anyway actions?
>>
Rolled 28

>>27851298
His was a zombie feast worthy of an Oscar.

>>27851212
Voting this, but change basic 1 to >>27851277, because healing shouldn't take an action.
>>
Rolled 94

>>27851336

...Hybrids like borgifying people with psionic potential without destroying the potential? Sorry, I'm trying to *fix* the Vault 101 fluff.
>>
Rolled 12

>>27851374
I am gonna fight to the death for that to be approved next time. Whenever that will be.[/spoiler
>>27851344
Seconding that
>>
>>27851062
>Can't even kill them.
Looks like diplomacy is our only option left. . .
>>
Rolled 66

>>27851344
Rolling
>>
Rolled 46

>>27851374
hybrids between chrome and flesh as well as creating psi borgs without destroying the potential. All attempts failed at best the remaining was hilariously weak. There is however 1 supsected way to pull it off but it was never seen through. Mostly due to the horrible side effects, rarity and ethical reasons but more importantly they ran out of time before they could probe it out.

>>27851344
Security has been improved. Wire, kill boxes, sand bags and more all entrenched.

Basic Room housing our fallen hero CC has been constructed. No idea if she will pull through or not however...

Turn 17
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
4 resource points

Population: 225
Morale: Average
Food: Excessive
Water: Excessive
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 19

>>27851653

Do I have license with my fluff to make Vault 101 (using roughly the method I've already described...just really shifting that first narrative because I don't feel like revamping all the fluff) the place where that successfully occurred?
>>
Rolled 26

>>27851653
>Scout
If we have the 25 dead in our possesion, have a scouting team eat them. Then scout if we are able to so much as stick our noses outside of our little bunker.
>Explore
AFTER and only AFTER the 1st has been completed, carefully explore for more medical supplies and informational booklets
>>
Rolled 79

>>27851653
Zombies should be squishy as far as enemy's go right?

>improve weapons
I am thinking crude scopes or laser sights and try to fabricate some extended clips for our guns. Shouldn't be that hard to do.
>>
>>27851775
In EDE's world, nothing is squishy.
Even the squishy things tend to be lethal.
>>
Rolled 47

>>27851775

You know, in all of our threads I don't think we've ever chosen just simply "improve weapons".
>>
Rolled 18

>>27851761
>>27851775
Compromise
>Basic 1
Eat the 25 dead and attempt to stick our noses out without getting killed. Opportunistically look for medical supplies.
>Bandit
Imrpove weapons

>>27851804
Mostly because in times past unspecifity tended to screw us over. But let's see how this goes.
>>
Rolled 58

>>27851653

If CrayCray starts to go critical and there's no way to save her...put the Mask on her.
>>
>>27851851
We don't even have the mask. . .and gods help us if we did that.
Crazy Ravager + Mask of the God of Insanity.
>>
Rolled 65

>>27851760
You didn't have it correct with how it happens. Just repost it and I can double check. Psi-Corp knew what it might of been but that was how far it ever went. A few other megacorps suspected meanwhile.

>>27851761
The dead scouts we do not have in our possession.

>>27851775
Maybe the basic ones...kinda. Maybe.
>>
Rolled 78

>>27851891

She carried the mask back with her, I thought?
>>
Rolled 84

>>27851804
As bandits we don't have much in the realm of high tech weapons design theory, nor the workspace to try to learn.

Soon we need to try to create a gunsmith shop, we need to get out of grandpas gun cabinet and get some big boy guns soon
>>
>>27851960
Which is pretty much why it's usually better to pick H. for. . .everything, since you need to be very specific and take into consideration the necessities and prerquisites.
>>
Rolled 96

>>27851891
>and gods help us if we did that.
She'd only go a little more crazy.
It's just like a little psionic field.
>>
Rolled 82

>>27851904

You know, if someone were to let a few of Psi-Corp's research files loose...Oh well, I guess I'll just settle for borgs that have psi-integration/hivemind and ghosts.

Here's the Pastebin. http://pastebin.com/gpXWCqjB
If I get the chance I'll try to get back in the mood for writing and rework it+add some more stuff I haven't made terribly clear. If at any point I overstep my bounds feel free to say so, I'm only a guest in your world.
>>
Rolled 56

>>27852031
>>27851910
>>27851891

She came back carrying the mask in her hands. We have access to it.
>>
>>27852055
Oh right. Well, like I said putting the mask of the God of Crazy on a Crazy ravager shouldn't be any more dangerous than a tiny psionic field.

On second thought, I would love to see that all the same.
>>
Rolled 58

>>27852085

We only have 225 people, and the teensiest foothold in a military base full of unknown secrets to lose.

Captcha: TermaI Issue
Yes, this is an issue that will arise if our Ravager's case goes Termal.
>>
>>27852146
And even if we don't live, we can take pride in unleashing a great evil.

A little Memor storm all over again.
>>
Rolled 28

Where'd everyone go?

>Basic 1
Break further in to our bunker/vault
>Bandit (if we get this with CrayCray out of commission)
Assist in breaking into our bunker

Extra: If CrayCray's condition goes terminal, put the Mask on her.
>>
Rolled 71

>>27852281
We're sort've deciding on what the hell to do.
Also, Remember Ramona. Scouting is primary. And we don't even want to touch what could be lurking into the vault just yet.

Basic 1
>Scout if we can so much stick our heads out of our little bunker without dying
Bandit
>>>>>C. Try to improve weapons.

Extra: If CrayCray's condition goes terminal, put the Mask on her. (option 4)
>>
Rolled 11

>>27852319
Seconding. Let's see where this goes.
>>
Rolled 60

>>27852034
Psi borgs are possible it just that it butchers the psionic capability. Bioborgs were noted to have a lesser drain on it but still much depleting effect. What many were after was a borg type that didn't effect psi capability or even enhanced it.
>>
Rolled 59

>>27852319

I leant towards "we need to keep our heads down until the zombies settle down again" with my action list, though it's a fair argument that we need to go out and figure out if they're going to attack us.
>>
Rolled 72

>>27852388

Okay. Could you give me a brief summary of the differences between Psi-Borgs, Cyborgs, Bioborgs, mutant-borgs, military/paramilitary borgs, basic borgs, and any other sort of borgs there are? I feel I have only a faint understanding of my subject matter.
>>
Rolled 51

>>27852319
Let's do this thing
>>
Rolled 23

>>27852319

I'll throw my weight to it.
>>
Rolled 20

>>27852319
If this goes well I think we should build a gunsmith next and try and make some Mortar teams. Kill the zombies from the comfort of our own base
>>
>>27852572
If things go well.

And presuming they aren't literally crawling all over the windows and roof.
>>
Rolled 67

>>27852572
>>27852621

That might attract more attention than we're prepared to deal with right now.
>>
>>27852679
We're not even prepare to deal with anything. Our only hope, bar other more fantastical mask related things, is that there is a sliver of hope we can contact the zombie heroes and they have any sort of reason to speak to us rather than eat us.
>>
Rolled 51

>>27852461
borg types

psi-borgs mythic borg type that has psionic capability. In actuallity it tends to be heavily weakened/depleted if existent at all. At best its laughable however there are stories of a more advanced form...

Cyborgs- Borgs of chrome and metal. Flesh is minimized as metal takes priority.

Bioborgs- Borgs of pure augmented flesh. Metal is minimized. Notorious for being a particular pain to produce at even the lowest levels being equivalent to upper rank cyborg.

paramilitary borgs- Allowed access to designs that are not available to the public. Notorious for being especially tough and deadly even by borg standards.

Hybrid Borg- Research was done into creating a hybrid of metal and flesh in pure borg form. It never went very well/far as it was much more efficient to do one or the other due to many problems.

Mutant Borgs- thanks to their unstable forms and divergence from the basic human. mutants are notoriously difficult to modify much less convert into a borg. If successful it was believed they would make great adapters to the more complicated cyborgs types or allow much more breathing room with bioborg designs.


Borg grades
Broken(ain't working right if at all)
Basic(civilian grade)
Advanced(military mostly though research types are included as well)
Experimental( especially advanced but unstable, especially sensitive and of course side effects)
Black(REDACTED)

Is is stuff that is reasonably common knowledge this civ pop would know about the above rougjly.
>>
Rolled 62

>>27852621
Fair enough, do you have any ideas on how to defend against a superior force surrounding us on all sides?
I am basing this plan on what the Japanese did when faced with a similar situation at Iwo Jima. They did lose (much like we will) but they lasted longer than anybody could have expected
>>
>>27852734
>do you have any ideas on how to defend against a superior force surrounding us on all sides?
We've been in this situation for the umpteenth time before, and barring option 4, everytime we pulled out of this situation was via sucessful (and rarely at that) diplomacy with a force capable of allowing us to survive.

I'm not saying the addition of weapons is bad, I would love for us to produce mortars, but perhaps less explosive types or anything that draws attention to us.
>>
Rolled 33

>>27852789
We do have a zombie rancher in our midst, how do we initiate communications with the zombie leaders
>>
Rolled 1

>>27852319
Scouting indicates zombie numbers are rather depleted at the moment. Two hordes getting toasted and another getting the shit beat out of it did a real number on zombie pop. Too bad for us the more mutant was tend to be the ones that were hit the least hard. Even better our scouts found Pyro. As in they followed the charred corpses, the smell of bacon and the acrid smoke. They found Pyro standing on top of a literal mountain of charred zombie corpses. On top of which was a broken throne made of zombies. There the pyromaniac cleaning his weapons silent as always. The mountain in question was still smoking...

Our scouts also noted they heard the screeches of jets yet saw none...

They even seen a zombie attack another zombie and feast upon its corpse.


Weapons improvement.

Our boys figured out how to stick melee weapons onto our guns. Now even if the enemy gets close and you don't have enough time to draw your proper melee weapon you can still whack them in a bit more efficiently.

Turn 17
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource points

Population: 225
Morale: Average
Food: Excessive
Water: Excessive
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Containment Wall. Hazard Bunkers. Fortified Structures.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 44

>>27852789
Mortars blow up where the enemy is, now where we are, mortars are so devastating because it's so hard to pinpoint where it is coming from, and the mortar team can pick up and book it if need be.
>>
>>27852859
Firstly, she's dying.
Secondly, the base is literally crawling.

How do we initiate? Scout, scout, scout, scout, scout, and scout and then some for a pathway to them. Of course, weapons and necessities should be taken as well.
>>
Rolled 7

>>27852930
Man these zombies are getting their asses kicked right now. Writan.
>>
>>27852963
>these zombies are getting their asses kicked right now.
Out of the frying pan and into the fire
>>
Rolled 86

>>27852930
>improve base: gunsmith
>research tech: mortar

>extra: send small team to try to get cray cray in contact with zombie leaders
>>
Rolled 57

>>27852930

Well Gods dammit.
>>
Rolled 66

>>27852963
On our way back we detected another zombie horde this one being carefully wrangled and brought together by some mutant strains. It is worth noting that they are made up of a good number of mutant strains with lesser zombies to fluff out their numbers. Not sure why they were doing this until we saw those strange zombie gangs start hitting them stabbing their flanks. That was when abruptly the zombies climbed up into a giant tower of and snatched an blasting aircraft out of the air. While other zombies leaped onto passing craft or even flew...

That was also when bandit forces deployed blasting the zombies. Some of them even had jet packs and everything. Unfortunately for them it wasn't enough and the zombies sharply reacted when abruptly artillery fire began, Anti Air systems activated, and even zombified vehicles rolled out. Bandit forces despite the trouble seemed to be winning...until other zombie flesh towers arose up above the wall and over. Provding much needed reinforcements and snatching more aircraft out of the skies. It soon turned against the bandits favor REAL quick after that. They crumbled and when they tried to retreat to their transports they got picked off.

The entire time meanwhile strange zombie gangs were attacking the flanks of the zombies.

We even detected borgs blasting through the base committing surgical strikes against the zombies.

Near the end of the battle both the strange zombie gangs and the Borgs mysteriously disappeared.

That fight took a real number out of the zombies despite the victory even those outside the walls have been noticeably depleted. Even better we found some bandit survivors seeking refuge in our two bunkers let them in?

75 bandits available for recruitment allow?
>>
Waiting on that story to see how we're gonna have to deal with this.
>>
>>27853206
"Well howdy there. C'mon in. We got plenty of food if you've got plenty of fight.
Where you fellas hail from?"
>>
Rolled 39

>>27853279
>>
Rolled 97

>>27853279

We don't actually have much food though...and we don't have a hydroponics facility so we can't replenish stock.
>>
Rolled 56

>>27853206

Allow.
>>
Rolled 40

>>27853384
I'm hoping excessive covers it. That said, we need all the manpower we can get and better on our side than them being zombies.

I have a feeling overpopulation won't be an issue for us.
>>
Rolled 28

>>27853279
"Eh about 5 areas if your asking where we hail from. The Twins(both of them), the islands, the seas, and the local Slavers Pitt. We Got our asses hand to us, depleted enough numbers base my ass. 10 bandit groups wanted a slice and went in only 1 got away too damaged to even be considered their former-selves. This entire mess will just spawn 1 bandit group where there had been 10. Who are you guys anyway? Kinda hard to believe some group is surviving here. Good thing though that saved our asses thanks to those defenses you put up made it obvious someone was around. We might of missed it otherwise due to panic. Got to say the entrance is an amazing clever place to hide out."
>>
Rolled 22

>>27853446

Heh, yeah. We certainly haven't had a problem with runaway population growth yet.
>>
Rolled 74

>>27853502

Hmm, we should probably devote a turn to camouflaging our defenses if it's that obvious.
>>
>>27853502
"You bring ill tidings friend, it saddens us to hear a great bandit effort has gone undone. Us? Just call us the Dead Snow Company. By the name you can guess why it was easy to miss us we don't stick our heads out much, mostly due to the zeds. Yes, the place is rather nice our ancestors chose well. Still crawling though, but you're welcome to stay if you can scratch out a place to live in. We had another group from the Black Cloud pirates do the same."

>>27853549
We ought to figure out a way to make it obvious for bandits but not zombies. Maybe some kind of transponder code for bandit based vechs? Sometihng that the sentient zombie vechs and radios won't catch onto.
>>
Rolled 58

>>27853502
I wonder what other otherworldly gods led those 10 bandit tribes to do that.

I'm glad to see the civs led by us aren't the only ones who can into massive fatal failures.
>>
>>27853587
>waiting on dialgoue before posting actions
>>
Rolled 14

>>27853502

Okay...so bioborgs are primarily biomodded, with a minimum of mechanical enhancements and they were tricky to produce because complexity?
>>
Rolled 46

>>27853587
"ah Dead Snow Company HAH you bastards are still alive after all despite the Bloody Ashes or the Deth Kor. Very nice indeed, sure does explain a lot. What you guys call yourselves now though considering you have to be Outlaws now right or is it something else? In any case I suggest looking around for more survivors I doubt were the only ones trapped here. Best get them before zombies do you know? Black Clouds...I always wondered what happen when one of their zeppelins went down mysteriously."


actions?

>>27853947
Each piece has to be specially tailored for its user even on the most basic levels otherwise it will kill the patient. Unlike Cybers where you don't have to be nearly nit picky in lower tiers. Upper tiers however it is rquired.

>>27853632
You are indeed not the only ones.
>>
>>27854001
>actions?
Just a bit more dialogue and we're ready.

"Yep. Better get them on back on ourside than the zeds. How do you suppose we go about that? We got some weapons you can check out, and the fella you see there with the mask? Don't doubt what he can't burn."
>>
Rolled 62

>>27854054
Yeah, these guys fought them and killed them. If there's anyone who knows how to fight them it's these guys.
>>
Rolled 36

>>27854054
"Oh wait it oh shit that you got yourself a Pyro huh. As for how to go about it go where the zombies are or connect to the radio. Zombies are quite bad with tech even the the unusual strains are not all that great with it."

Bandit Holdouts

The Warehouse- Group of survivors retreated to a 'empty' warehouse.
Forsaken Bunker- An odd bunker that housed more then they were bargaining for...
Wreckage Fort- Quickly salvaged the wrecks into a Fort for to repel the Zombie horde.
Battered Barracks- Nasties lie within problem is this is where they retreated to.
Back to the Wall-group of bandits literally back to the wall holding of an oncoming zombie horde.

EVENT
Ass on Fire
Nomad division under heavy Heavy assault. Their ride crashed into a vehicle bay and their strategy has left them vulnerable to the nasty tactics used by the zombies there. Even worse yet their running out of their elemental rounds even the throwers are starting to sputter.

No I in Team- Group of elite jet-packer nutters are being pursued by mutant strains and even fliers. At the moment their scattered around and while effective they can't watch what all that needs watching. Mostly their themselves.

Special

Slice and Dice- Borg speeders are racing through the base taking down zombies and picking up the wounded.

Take Down- An unusual zombie is picking off other mutant strains.

The Feast- Strange zombie packs are hauling away the dead and picking of lone zombies dragging them away somewhere.


Meanwhile 25 more bandits have made their way to our position.
>>
Rolled 37

>>27854001

They have to be specially tailored for biological reasons, right? Borgs can't reproduce, correct but they're elf-style immortal?

Has anyone considered working from a similar genetic base? That might be an excuse for widespread bioborgs from a vault. Of course, cloning was widespread pre-fall so that shouldn't have really been an issue. Hmm...
>>
Rolled 77

>>27854472
Now would've been a great time to have Cuban Pete lay a distraction to get men to saftey. . .
>>
Rolled 95

>>27854472
News

The mask went missing and we noticed a strange figure go into the room housing CC...after much weird noises and disturbing sight involving a rubber ducky, A cat, a string, and battery. While what seemed to be what they desperately hoped was her hands moving around in her torso and organs falling out of...best not to think of where before being rearranged and...is that bottle being placed inside? Either way CC came out again good as new as well as...is that Cuban Pete? WTF.
>>
>>27854663
Now THAT's what I'm talking about.

Gonna have to redraw some plans.
>>
Rolled 1

>>27854663
>Basic 1
>Somebody Stop ME! : can taunt and trick foes into doing many things they wouldn't normally do.
>Why Look at the Time!: Able to double up on an action. *side effects may vary*
Remember the story about the Pied Piper? It's like that, except the rats are the zombies, our men are Hamelin, and the Pyro's wall of flame is the river (or rather a river of flames itself)
>Bandit
CC goes about and leads a crew to collects our men and zombies. Whoever happens to be closest to our base, save them. Hey, if you ever happen to catch that unusual zombie that's picking off all the rest Kudos to you. Works in Tandem with Cuban Pete's efforts.

Anyone got any thoughts on this?
>>
Rolled 56

>>27854827
Why. oh why. oh WHY do the dice gods HATE us so.
>>
>>27854827
ARE YOU SHITTING ME
>>
Rolled 89

>>27854827

Jesus Christ.
>>
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>>27854827
>>
Rolled 74

>>27854827
I don't even know HOW to describe the first action it went so horrifyingly wrong. Fucked Why Look at the time makes it TWO 1s and there is side effects...fuck. I don't even know how to begin that isn't even including the side effects.
>>
>>27855000
Just. . .just list casualties and don't put salt in the wound
>>
Rolled 60

>>27855000

So much for this Civ going out with a bang.
>>
Rolled 36

>>27855000
Is this that dice godess friend of yours you were talking about?
>>
Rolled 84

>>27855039
Ah...damn she must still be REALLY pissed about that one quest. Looks like she did find me out after all DAMN YOU DICE GODS YOU SHOULDN'T HAVE TOLD HER.

...so what do you guess want to do?

Cannot compute the level of sheer level of spectacular failure in that first action. I am not one to end it all based on a roll but holy hell. That is the territory of what happens for terrible decisions and bad ideas.
>>
Rolled 45

>>27855092
hm wait a second...(recounts the 1s in thread). Oh oh GAWD *ponders the herioc effects*. PUWHAH OH SHITITS DEATHTRAP 5000 AND more PUWAHAHHWH. Okay lets see how am I write this out to do it even an ounce of justice cause holy this gonna be awesome.
>>
Rolled 46

>>27855092

I mean...it's just...do what you have to do I guess.

Don't start another Civ tonight, and tell me what day/time you'll start the next one so I can redo the Vault 101 fluff by then. Maybe it won't get overwhelmed this time.
>>
>>27855162
And hopefully it won't come under the wrath of the dice gods like it has now.
>>
Rolled 36

>>27855154

There sure were a shitload of 1s in here.
>>
>>27855154
Can we at least unleash some evil on this part of the world?
>>
>>27855188
Seriously. Fuck it feels like even the smarter we play, the worse we do. We chose the right civ (for the situation), scouted and explored and tiptoed like motherfuckers.
>>
Rolled 79

>>27855188
>Rolled 1

Five 1s, by my count.
>>
>>27855222
The thread started on a one and ended on a one to boot.
>>
Rolled 60

>>27855199
Bandit Cuban Pete just played the zombies so fucking hard that their all convinced that YOUR the zombies and actual zombies are YOU. As just a taste of what is going to happen. I honestly never though another Death Trap was going to happen in a thread but in this one...it happened twice then doubled by heroic effect. My own little secret rule is going berserk right now.
>>
Rolled 6

>>27855277

I get the feeling I'm going to laugh too hard to hide it.
>>
Rolled 44

>>27855215
Welcome loyal scientists to vault 101!
>Rolled 1
Okay we can fix-
>Rolled 1
Shit, time to activate
>Rolled 1
>>
>>27855520

There were 5 though, so

>Rolled 1
Okay we can fix-
>Rolled 1
Shit, time to activate
>Rolled 1
Well we're small so that wasn't so b-
>Rolled 1
Goddammit, how do we even star-
>Rolled 1
>>
Rolled 74

>>27855154
Cuban Pete began to play merry tune a good ol Romba. From which all the zombies joined it...ALL of them. Then he started somehow playing yet another tune and another. That was when the zombies STARTED ATTACKING EACH OTHER. Not even the mutant strains were spared. The dumber zombies ignored their fallen comrades once they died while the mutant strains either 1 consumed the fallen or 2 were led to the Pyro. The howling of zombies, sound of rending flesh, and the smell of gore pervaded the entire island. During that a new tune started to play the zombies when they tried to go after our forces...ignored them instead even the mutants and instead just went after each other. The Pyro actually got bored with nothing to do as it turns out he wasn't needed but then it turned out monsters and more were being drawn to the carnage.

Acquired traits

Living Dead- Your forces are seen as the both living and dead.

Master Zombie Wrangling- Your can now manipulate mutant zombies and outright control the basic.

Pyro did some strange things he disapeared into a lab, the vault, and nearby locations seemingly at random he somehow warped the weather and terrain itself. Apparently some weird stuff going on effecting the enviroment was going on and he TURNED UP THE HEAT!

Ocean Aflame- Surrounding Ocean seemingly at random starts aflame. Which can spawn killer storms and rain literal hellfire.

Wall of flame- The entire island and even the containment walls are covered in flickering flame.

River of Fire- The extinct volcano is no longer extinct. We have a constant river of literal molten flame regularly pouring forth.

Lake Pyro- Old crater is now full of molten rock before cascading down.

Hell Falls- Literal water(fire) fall.

Oh and by the way all the actual flame wall fire and Ocean Aflame is all plasma based.

Meanwhile CC and a crew goes around collecting the surviving bandits and even some strange zombies...who let themselves be corralled.
>>
>>27855777

Well, I guess it's no longer a Tundra-Island...
>>
>>27855902
Heh, it's Volcanic Desert all over again.
Damn, should've saved some water.
>>
Rolled 65

>>27855777

Saved/recruited all the bandit scum.

Acquired Zombies basic(100 they were a bit too eager to kill each other)
Acquired Zombies Mutant(A few random samples they were especially eager to die) As is we got a Horde Minder, Pack, Lurker, Burrower, Leaper, Tank, Stalker, Shriek, Super, Pilot, and finally even a Zomborg.
Acquired Cannibal Zombie.

Turn 18
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource points

Population: 1000
Morale: Great
Food: Good
Water: Good
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor

Zombie pop is severely depleted.

Monsters and worse are out in force to take advantage of all the food laying around.

>>27855902
It is still. Just much more extreme differences present. Pyro was good and limited the effected areas.
>>
Rolled 5

>>27855967
*side effects may vary*
Ha ha ha ha! This is so great.

Hell, I'd be happy to leave these guys where we found them it's just like what I hoped would happen with the Memor.
>>
>>27855967

Ha, Jesus Christ. If we thought we had a lot given to us with no support network with Adero...
>>
>>27855967

Is the Cannibal Zombie a hero?
>>
Rolled 43

>>27856004
Well to be fair we basically dropped gold on them surrounded by enemies.

This time we gave these guys an army of zombies AND wiped out the competition. And let's not forget that ungodly war capability. Oh, and the hugeass ring of fire.
>>
Rolled 40

>>27855967
News

Zombies are no longer hostile and just ignore us. Even the mutant ones.

Monsters are feasting on the carnage.

Strange not actual zombie gangs are loading up on all the corpses and dragging them away somewhere.

>>27856020
You will have to check who knows maybe some of them other zombies might be as well.
>>
>>27856022
We basically consolidated what was left of the 10 bandit tribes under one banner, decimated the zombies and monsters, lit the land ON FIRE, and. . .god knows what.
>>27856000
Yeah, they got their own border, their own army, and a swank place to live in. I'm worried continued meddling will just make things worse for them but hey, that's what we do am I right?
>>
Rolled 53

>>27856022
Basically the Zombie threat got neutralized(that was in the 90s for a roll). Sucks too I was planning to have some fun with them.

Problem is everything else is still out there. Granted you got some new nifty defenses but still.


Noticing all this discussion of just leaving these guys the way they are...Really?
>>
Rolled 94

>>27856100
Just harmless banter. It's just. . .this is basically what we envision as a victory (or as close as you can get).

I'm willing to continue, but yeah I'm wondering will we make things better or worse for them?
>>
>>27856100
>Problem is everything else is still out there.
Well then we're staying until we fix everything else.
Plus, we never got to use Cuban Pete to his best potential until now. This is gonna be good.
>>
Rolled 82

>>27856062

Can we ask the Cannibal Zombie what's up with him? Also, the Zomborg, the Pilot, the Super, the Horde Minder, the Stalker, and the Shriek? (maybe the Tank too)

>>27856069
You're under the impression the 10 bandit tribes were all of the bandits on the island. I'm pretty sure that impression couldn't be more wrong.

>>27856062

>Basic 1
Send a team of scouts (perhaps a few of those jetpack bandits, if they are ignored by zombies...if not, our own forces should be sent) Cuban Pete should be sent along because why not? Tell him to come back with some zombies if he'd like.
>Bandit
Go check out the military base, scavenge opportunistically. Send out Cray Cray to help with any opportunistic lootin', and the Pyro to burn any corpses to ashes (don't want the monsters to flood our base and replace zombies because of all the food lying around). If there are too many corpses, he should focus on burning the ones nearest our base.
>>
Rolled 38

>>27856100
I'm staying. This is just too much fun to give up on.
>>
Rolled 78

>>27856185
>>27856166

Heh, yeah. Also they've only got 1000 guys (that's less than our starting pop. with the Memor), and they're surrounded by monsters sooo...they're not exactly in the clear yet.
>>
>>27856173
We still limited to 1 basic and bandit move?
We ought to assess our new forces and capbilities first.
>>
Rolled 12

>>27856212

I'm pretty sure you don't get a >Basic 2 until 2500 or 1500 pop. I might be wrong.
>>
>>27856223
Yeah, but do we have new (heroes/semi-heroes)?
Can we get some stats or sometihng
>>
Rolled 9

>>27856212
You are.

>>27856238
You have to figure out who they are first as only 100s may reveal a hero.
>>
>>27856173
>If there are too many corpses, he should focus on burning the ones nearest our base.
We can always have our zombies eat some too. In theory we can have them tossed en masse into the numerous bodies of fire on the land.
>>
Rolled 34

>>27856270

We could toss them outside the walls (once we secure the compound) and add a level of 'organic' security atop our flaming walls and such. Though that has its drawbacks...wonder if we could pull off another shindig that makes Monsters ignore us.
>>
Rolled 13

>>27856173
Voting for this.
Please don't let this be a one.
>>
Rolled 79

>>27856173
Supporting

Where are we scouting too?
>>
Rolled 14

>>27856325
>>27856173

We're scouting out the military compound that we're in in general capacity. Thus far we've only explored/scouted a fraction of it, but we need to change that.

What's the name of the bandit-specific scouting, EDE?
>>
>>27856301
We do have that captured tentacle strain. Could grow them like big defensive vines in front of the walls and just feed them corpses.
>>
Rolled 97

>>27856173
Scouts sent out indicate the base is being swarmed with monsters. Zombies are few and far between.

Meanwhile thanks to all the corpses laying everywhere our forces didn't find much of anything it was so foul. Made our troops real happy about the Plagued Armor our newbies had to stay in the bunker though to keep away from the contagions as many of their equipment was ill suited for it.

Turn 19
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource points

Population: 1000
Morale: Great
Food: Good
Water: Good
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. Hunting Rifles. Knives. Molotov. Hatchets.
Technology:
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 80

>>27856375

We have a captured tentacle strain?
>>
Rolled 72

>>27856402

Perhaps we should clear our area of corpses and lay low until the monsters get bored. Up to you guys.

By the way, did we ever get stats on the Zeppelin-bandits hero? And can we get basic information from all the bandit groups we picked up, and any of the sentient zombies?
>>
>Piles and piles of burning cooked meat around our base
>Monsters out of the ass
Anon has a point about the whole, "painted target like Aduro without support"
>>
Rolled 80

>>27856437
That's not the true name of them but yeah, from last thread. Caught one from the vech bay.

You can stick it on surfaces and it grabs and eats things and grows, I think.
>>
Rolled 22

>>27856516

I thought we got a Frost-Zombie Wall-Climbing Lurker-Sneaky thing, not one of the tentacle monsters.
>>
Rolled 28

>>27856437
There was no tentacle strain to begin with.

>>27856469
He wasn't a hero.

The bandits were an assortment of outcast, raider, a nomad, nutters and even a pirate or two. Thier own group info doesn't mean anything any more as bandit tradition dictates. 'Sentient' zombies are the Horde Minder, Stalker, Shriek, Zomborg, and cannibal zombie.

>>27856516
Its an agile flexible zombie strains that likes attacking from above or below preferably while their prey is distracted. Nasty, sneaky and clever.

>>27856539
Pretty much.
>>
Rolled 75

>>27856516
>>27856437

Linked 80s, by the way. Do we have a captured Tentacle Strain now?
>>
Rolled 12

>>27856539
Hmm, I mistook those for the same thing.
>Mutant strain Zombie Frosty Lurk
>Sticks to small enclosed spaces. Loves attacking from below or above while lesser zombies keep the eyes in front/around but never above or below.
>>
>>27856562
I forgot that was even a thing. . .
>>
Rolled 3

>>27856603

I think we got Irewin the Iron Ghoul Chef on a pair of linked 75s.
>>
>>27856469
>Perhaps we should clear our area of corpses and lay low until the monsters get bored. Up to you guys.
The monsters aren't going to grow bored while we have all this meat on our area.
We need to clear them by any means, first in our base, next around our base.
>>
Rolled 61

>>27856562
No links only work when attached to an action. During plain old discussion its worthless.
>>
Rolled 57

>>27856402
>Bandit
Have CC lead some zombies to gather piles of corpses from our base to a sufficiently far away location, Cuban Pete taunt only the monsters in our base towards there "come and get it, dinner's on the table!"
>Basic 1
Have pyro continue to douse and wash out the base of any corpses or gore stains with fire.
>>
Rolled 65

Actions?
>>
Rolled 37

>>27856740

Sounds good enough for me.

>Implying this won't be a 1
>>
Rolled 39

>>27856740
Or how about we just let the monsters do all that noise? They'll eat them all soon enough. Luring monsters has never worked well for us.

>Basic 1
Tend to the wounded and the sick
>Bandit
>C. Improve weapons
And by improve I mean repair whatever we have and ressuply ammo where we can
>>
Rolled 28

>>27856740
Votan
>>
Rolled 96

>>27856740
Roll
>>27856813
We give the monsters a reason to stay, they won't have a reason to leave
>>
Rolled 46

>>27856813
The Memor did it quite well with Zombies, then Ghouls, (and their methodology was quite good with their final Monster effort too).
That aside this guy is right >>27856859

Not that we should modify anything this turn, but I think we need to address the issue of thousands of rotting zombie corpses soon. EDE mentioned the issue with plague, I think that's a hint. We're humans now, so our immune systems aren't nearly as robust as we're used to.
>>
>>27856896
Yeah, and as evident we're limited in the hazmat suit department.
We gonna raid or trade for new stuff? These caravans tend to be heavily armed. . .
>>
Rolled 60

>>27856740
Taunting successful monsters diverted away from our area diverted to where the nearby corpses have been placed or at least what is left of them. Not much is left.

Pyro has purged the small area that we control. Zombies or monsters are no longer attracted near our area due to carnage alone.

THREAT LEVELS in the BASE
Zombies: nonexistent Pop Very Low
Monsters Moderately High Pop High
Bandits Under our control

Winter has begun in earnest. Those of our forces that couldn't fit in the bunkers took to the walls. Our forces have switched to Frosty Body Armor to deal with cold. Now that viral problems are been largely neutralized thanks to the extreme cold. Sadly we do not have enough to outfit all our forces.

Turn 20
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource points

Population: 1000
Morale: Good
Food: Good
Water: Good
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic)
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 44

>>27856919
In spirit we should raid.
In practicality we should trade.
In truth, we should have Cuban Pete get them to do a Conga line as we sneak about with human flesh fed soldiers to loot their supplies under their noses.
>>
Rolled 100

>>27856402
We need to start thinking auto depot.
There are tons of things in our base we still need to salvage

>scout auto depot.
>bandit: improve base: we need to house all the new guys
>>
>>27856930
>Zombies: nonexistent Pop Very Low
Does this mean the Warehouses, Messhall, Barracks, Launchpad, ect. are cleared of zombies? Have we lured monsters away from there as well?
>>
>>27856983
Now that's what I call a good roll.
>>
Rolled 31

>>27856983
Switch those operations, and make it:

>Bandit
Loot the barracks that the super soldier zombies were in before. Send Cray Cray and the Super Soldier Zombie
>Basic 1
Improve the base: make living accommodations for all our new population.

And you've got a deal.
>>
>>27857023
Done deal
>>
>>27857023
If 100's can be counter modified like that, then I support.
>>
>>27857023
Approving this
>>
Rolled 41

>>27856983
We scouted one of the auto depots. Placed has large number of vehicles. Surprise surprise. We even found the fuel tanks(including underground shit even a synthesizer), and maintenance pathways. We also found the mechanic's shop which turned to be housing some very dirty secrets.(chop shop discovered, repair bay discovered, and warehouse discovered carrying tools and parts galore for the vehicles.

Despite the odds we figured out how to both modify the bunkers to increase the housing cap. All the while maintaining their integrity and allowing increased livability. Shit we even made them tougher and more GUNZ.

Unlocked
Mega Bunkers(would of been super but you are Paramilitary Outlaws) Can house 500 troops all comforts provided. Includes an ammo press and storage, medical bay, food, water, and even increased general capabilities.

All bunkers under our control have been auto upgraded into Mega variants. Any bunkers we acquire will be upgraded automatically for 1 resource per a bunker. Built bunkers are automatically Megas.


Your bunkers are now fucking monstrosities being a crime against both nature and humanity. Hope your happy.

Turn 21
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource points

Population: 1000
Morale: Good
Food: Good
Water: Good
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic)
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor
>>
>>27857213
>Your bunkers are now fucking monstrosities being a crime against both nature and humanity. Hope your happy.
Yes and no.

We stick out like a sore thumb where earlier at least it was sort've easier to miss us. We've got to camo our base asap.

Also see >>27857000 what is not clear and not under our relative control yet?

I blieve we should also look for a pathway to that armory, I suspect that's one of the places in our base still probably infested
>>
Rolled 17

>>27857213

What makes our bunkers a crime against nature and humanity?
>>
Rolled 86

>>27857213
News

Scouts found some zombies in the vehicle bay huddled together including some mutant variants. We be using them to keep the place secured considering how much of a bitch it is to get over there thanks to the weather.

Ah crap I got the mega bunker deal wrong their actually Ultra bunkers. Forgot the extra bonus stack.

Even FURTHER increased toughness and firepower provided. Troops using bunkers get built in detectors, communication system, and range bonus. Also now has a plasma reactor placed inside. Also the bunker has automatic defenses. Including a giant auto cannon and railgun on the top every where else is literally bristling in weapons and armor. Sons of bitches many to even jury rig a shield.
>>
>>27857277
They're that AWESOME
. . .which is kinda disconcerting about us "sticking out like a sore thumb"
>>
Rolled 88

>>27857270
Not cleared but they wont be hostile.

>>27857277
They are just that awesome and big. Your bunkers are not visible from outside the base only in. They offer a intimidation bonus.
>>
Rolled 75

>>27857299
>Including a giant auto cannon and railgun
Sorcery!
>>
>>27857213
We got cars now baby!

>basic: secure the auto depot. We need to create a safe zone for us to work on getting these vehicles up to speed, it sounded like everything was in tact so bring all functioning vehicles to the mega bunkers.

>bandit: scout the barracks with the super soldier zombies
>>
Rolled 86

>>27857360
Change Bandit move to *scout out the outside of the barracks and try to determine zombish numbers* and I can go with it
>>
Rolled 68

>>27857360
Forgot my roll
>>
Rolled 53

>>27857386
Agreed
>>
Rolled 50

>>27857386

We don't need to worry about zombies, they WON'T BE HOSTILE TO US ever unless something changes. So, make it "scout for monster numbers" and I'm good.
>>
>>27857424
How about change it to "scout for hostiles and potential hostiles".
How far does the neutrality extend? Can any one of us walk up next to one? Fire a gun next to one without it turning on us?
>>
Rolled 80

>>27857338

We don't really have a concept of how far everything is from each other. How big is this military complex? If it's not too much...could you make a map for next thread?
>>
Rolled 94

>>27857487
And what kind of population do we need to get the base fully up and running again?
>>
Rolled 28

>>27857538
That probably requires more scouting.

Also, woe betide us when we gain full control of the base (assuming there aren't fuckloads of tunnels below it) that's when we'll have to face what's been growing at the nearby research complex it's probably *not* been guarding.
>>
Rolled 31

>>27857299
We need to send some men (undead or otherwise) to live in the auto depot full time.
>>
Rolled 82

>>27857346
Your fucking bandits what do you expect sanity, making sense, or logic even? The auto cannon is for closer range, less need to snipe, which the rail-gun is great at. They supplement each other.

>>27857360
The auto depot is placed under the vehicle bay for ease of access. In the back is parts storage, underneath it is the chop shop and fuel refinery.

Forces stationed the depot. Our forces started setting up defenses and basic quarters for the guards to stay. Sentries claim to see strange figures and monsters moving in the whirling snow.

Forces sent to barracks with super soldier zombies. We didn't find much of anything besides a small number of surviving zombies. The barracks used to have strange chambers, a small yet advanced specialized medical bay, small armory/repair area for hi-tech equipment, and finally a courtyard/training rooms. Which more looks like it was designed for torture or execution then training.

>>27857487
Good sized capable of housing 5000 soldiers.
Vault is said to house 10000. Which is located further away a special tunnel connects it to the military base in case of something goes wrong. Its located in the basement of the Command Center.

>>27857538
2500


Turn 22
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
1 resource point

Population: 1000
Morale: Good
Food: Good
Water: Good
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued Armor.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor
>>
>>27857538
And does the armory actually exist or is it a false trap to lure suspecting scouts. . .

>>27857569
And lord almighty I hope those zombie heroes aren't out there spreading word of our very valuable base. We don't even have fancy stealth shields this time around.

Also I was hoping we had no more tunnels this time around. But, I'm almost certainly wrong to say there aren't.
>>
>>27857574

Probably better to put living people in the auto-depot.

>>27857579
Goddammit, as soon as it's not one thing it's another.
>>
Rolled 38

>>27857579
Basic: let's get to work on making some bandit-mobiles, atv's with some firepower and loot space.

>bandit: scout the area that the men in the vehicle bay reported seeing strange figures. Offer support.
>>
Rolled 62

>>27857579
>Your fucking bandits what do you expect sanity, making sense, or logic even?
So that's what we've been doing wrong this whole time...
>>
>>27857670

Ehhh, I'm actually more for establishing a bunker near the auto-depot or transforming it into a pseudo-bunker.
>>
Rolled 73

>>27857690
That's a great idea, we are down to our last resources though, we can do that but also need to scavenge soon.
>>
Rolled 33

>>27857670
Change that to "scout the area that the men in the vehicle bay reported seeing strange figures"
There's an actual difference

>>27857713
We'd have better luck scavening next turn (which we should) with at least a few vechs for support tbh
>>
>>27857713
Oh, I didn't notice that. We should probably do the vehicles then. Always increase your capacity for resource gathering before you turtleshell.
>>
>>27857751
>>27857682
*I mean change that to "explore"

Scouting is generally peeking around and getting general descriptions.
Exploring is searching "like a fine toothed come":
>>
Rolled 47

>>27857784
Thanks for clarifying, yes agreed.
>>
Rolled 92

So what is consensus?
>>
Rolled 30

>>27857670
This with this modification: >>27857784
>>
Rolled 89

>>27857834

Thirding and hoping for a better roll.
>>
Rolled 38

>>27857834
atv construction didn't go all that well. Problems with wheels, frames, armor, weapons and loot space. All made things troublesome our guys are working on it though.

Exploring the area where our guys thought they saw something turned up nothing. Some of our guys claimed they saw something but due to the whirling blizzard/white out we were never able to confirm. They hadn't realize anyone had gone missing until they returned and realized a few guys were gone. No idea if it was the weather or whatever we saw out there.

Turn 22
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
0 resource point

Population: 1000
Morale: Good
Food: Good
Water: Good
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor
>>
>>27857682
We just didn't have enough magic is all
>>
Rolled 100

>>27857969

Man, that happened with an 89...

Shit guys, we're in trouble.
>>
>>27858001
We could've used that roll. . .
yep, it's coming in the winter storm. Should we try to scavenge while we can or bunker down and hold till spring?
>>
Rolled 2

>>27858001
That meant do the same things again right?
>>
Rolled 79

>>27858001


god fucking dammit. Action list just in case

>Bandit
Go scouting around the portions of the military base we haven't scouted yet
>Basic 1
Loot something!
>>
Rolled 86

>>27858016
We have to scavenge, the monsters aren't going to wait for the winter to end, we are bandits, if we don't get to go out and have some fun we will go nuts...more nuts
>>
>>27858050
Hmm, I can see reason in that

>Basic 1
CC leads a team to scout for places to scavenge for resources, and opportunistically bring them back. Tighten your search patterns so nobody but zombies and expendables get lost in "the snow"
>Bandit
>>>>>B. Try to improve the base
With what existing materials we have, if we are to expect guests in the winter let's prepare them a "warm welcome" shall we? Put Pyro in charge of this.
>>
Rolled 62

>>27858078
Forgot to roll
>>
Rolled 43

>>27858078

How about we just combine the two actions to both be looting/scavenging under CrayCray? As-is the Bandit-action isn't very good for improving the base, and we don't have the resources for it anyway so it'd be denied anyway.
>>
Rolled 1

>>27858119
Well I was hoping we'd have "existing materials" on our base but sure.

>Basic 1
Scout for places to scavenge for resources
>Bandit
Explore the scouted places and scavenge for resources

CC oversee's the actions
>>
Rolled 71

>>27857969
We're there any vehicles in the vech bay when we found it? If so let the scavenger parties use them
>>
>>27858137
Oh son of a bitch. That's the 6th one this thread.
>>
Rolled 66

>>27858137
My god I swear this fucking thread is cursed.
>>
Rolled 41

>>27858137

Oh goddammmmmmmmmmmitiiiiiiiiiitttttttttttttttttfuuuuuuuuuucckckckckckckckckck
>>
Rolled 56

>>27858137
Our forces sent to scout never returned and those forces sent to find them also never returned. Plus CC is once again missing. No idea if they got lost in the whirling blinding blizzard or fell prey to what lurked inside them. We have no idea what happened to either group or even our hero for that matter.

Lost 100 Bandits.

Turn 23
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
0 resource point

Population: 900
Morale: Low
Food: Average
Water: Average
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 49

>>27858199

Incoming unannounced snow-monster horde guys.
>>
>>27858236
I know right?
>>
Rolled 7

>>27858199

How many more turns will Winter last?
>>
Rolled 93

>>27858199
Things are bad out there guys, maybe we do have to wait until spring.

Basic: research tech: vehicle tech, we need to make use of our spare time.

Bandit: explore vehicle center.
>>
Rolled 94

>>27858305
By explore vehicle center I mean; take inventory, recover useful goods, and for the love of god try to get at least one vehicle operational.
>>
Rolled 53

>>27858291
It can vary quite a bit depending on how lucky you are. A brief one can even occur between random seasons or vice versa.

>>27858305
Research requires the proper materials/research points.
>>
Rolled 19

>>27858236
Or underground horde.
Or enemy flying fleet.
But, on the offchance we have a few more turns left.

>>27858305
We lost the bandit move with CC.

I recommend.
>Basic 1
Tighten our base patrols. If possible, have Pyro use his abilities to generate enough heat to disperse snow from our base and increase line of sight.
>>
Rolled 4

>>27858305
>>27858339
Supporting this, but change Bandit to Basic 1 (since we don't have a bandit move right now)
>>
Rolled 13

>>27858367

Going for what this guy supports.
>>
Rolled 38

>>27858367
Agreed
>>
Rolled 6

>>27858367
Seconded
>>
>>27858305
>Implying when spring comes, flowers bloom, sunshines, and the snow thaws that we won't see a gigantic hugefuck army waiting till the weather got better
>>
Rolled 38

>>27858367
Vehicle center exploration led our forces noticing the corpses of zombies splayed around as if someone or something was rummaging around. Truth be told our forces got attacked by some shaggy monsters and even fire upon. Interestingly enough some local zombies came to our forces aide fighting off the monsters. Only problem is when our forces look around to find the shooters they had vanished into the whirling blizzard. Scouting wise just the plain old vehicles.

Suffered 25 losses.

>>27858413
I traumatized my players WAY too much didn't I?

Turn 24
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
0 resource point

Population: 875
Morale: Low
Food: Average
Water: Average
Fuel: Good
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 41

>>27858341

Is length determined by your rolls?
>>
Rolled 7

>>27858458
Fucking abominable snow monsters.

This snow will be the death of us
>Basic 1
Tighten our base patrols. Have Pyro use his abilities and fuel to create a portable heat source for our patrols to disperse snowfall and increase line of sight.
>>
Rolled 28

>>27858458

>I traumatized my players WAY too much didn't I?
Oh, I don't know. We've only had two civilizations we invested our hearts and souls into be crushed before our eyes.

Really though, armies of zeppelins from nowhere and Spire-Monsters that pop out of the ground will really do a number on your players' paranoia-sense.

Are we fighting Wampas? It sounds like we're fighting Wampas.
>>
Rolled 80

>>27858413
Your saying we should try to scavenge again? Okay!

Basic 1: try to scavenge again, and try to find out what happened to CC while your at it, fuel up and take a vehicle
>>
Rolled 32

>>27858503

No resources for developing anything, and that 'action' could be tacked on as an 'extra'

>>27858513
This.
>>
Rolled 31

>>27858513
I'd rather we try scavengine in places that aren't blanketed by general winter and serving our enemy. Aren't there places in our bunkers to look at? Oh well, supporting but I expect losses or an eerie quiet this time.

>>27858517
Do that as an extra then.
>>
Rolled 92

>>27858467
To a degree yes. Weather in my setting doesn't follow the usual rules.

>>27858506
Thinking I would just use Wampas you hurt me.

>>27858513
Our forces came under fire while trying to salvage. Luckily they made it to a wreck and brought back some resources. Even better we didn't get lost this time around. We only ended up with a few wounded though Marko almost got dragged into the blizzard before enough firepower drove off whatever it was that tried to snatch him.

Turn 24
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
3 resource point

Population: 900
Morale: Average
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 12

>>27858535
The base is just as dangerous as outside lol.
>>
>>27858567
What are these strange, "usual rules" you speak of?
>>
Rolled 36

>>27858567

Does Marko have special ability: Bad at keeping up? Can we make him a lieutenant?
>>
Rolled 6

>>27858567
Sweet, bandit car time.

>basic 1: build atv's
>>
Rolled 70

>>27858592
Marko pls

You have to have multiple references to become a significant character. Go back to being a statistic
>>
>>27858604
Marko: "But I want to LIVE!"
>>
Rolled 13

>>27858604

Marko's the black guy that dies first in every horror movie.

Lt. Marko
Trait/Ability
If anyone is to die in an action where Marko is involved, he will be attacked and/or killed first.
>>
Rolled 19

>>27858603
Basic 1
Research into an all terrain ATV for both snow and the eventual expectancy of summer.

Extra: Pyro looks into a thermal heater for the dispersal of snow to increase line of sight
>>
Rolled 22

>>27858652
Votan.
Can't do some proper bandit raiding without the proper rides.
>>
Rolled 54

>>27858652

Guys, we can't exactly produce ATVs even if we do develop them...
>>
Rolled 41

>>27858679
We only need enough for our scouts for now.
>>
Rolled 55

>>27858679
Really? Oh well

Basic 1
>>>>>B. Try to improve the base
Fortify our positions, set up watchtowers, barbed wire protected pathways, tighten our search patterns

Extra: Pyro looks into a thermal heater for the dispersal of snow to increase line of sight
>>
Rolled 4

>>27858703

I'll approve this. Especially fortify around the auto-depot (whatever is out there is obviously after this). Turn it into a pseudo-bunker if we can.
>>
>>27858690
Do we have the technical savvy to build one though?
I mean we do have people who know how to fly jets and maintain a zeppelin, and how to use jetpacks, but anybody here know how to build an ATV from parts?
>>
Rolled 53

This next update will be the last one before I go to bed. Either way don't forget to archive and vote. Also a decided upon bandit group name would be nice same with fluff so I know what to call the next thread. Will make sure to use the same image as this own though.
>>
>>27858717
Well, we are the remains of the remnants of 12 bandit factions (10 who attacked the zombies, 1 Black Cloud pirate group, and us former dead snow company).

How about the 12 Bandit Bastards? Or the Dozen Devils.
>>
Rolled 92

>>27858739
Our founder was Damian Redsnow.

Damians Dozen, or Damians Devils
>>
Rolled 13

>>27849865
Should be the proper fluff
>>
Rolled 9

>>27858749
>>27858739
>>27858766

Heh, in sum there is no consensus except that somehow we're paramilitary outlaws.
>>
>>27850732
>>27849865
This and this is the fluff, though we can elaborate on it.
>>
Rolled 82

>>27858739
The 12 Bastards
>>
Rolled 58

>>27858739
Dead Snow Company was your paramilitary force name that you originated from. It wouldn't be wise to use plus bandits don't acknowledge absorbed groups. Period. After all you got wiped out for a reason and joined a surviving yet stronger group. Its an old tradition that all bandit groups live by. Countless fallen groups have largely been forgotten because of this except among non bandits and even then they had to have good reason to remember.

>>27858766
>>27858766
I notice conflict with previous established stuff with that one so I was uncertain.
>>
Rolled 44

>>27858739
Damien's snow dogs
>>
Rolled 2

>>27858794
We'll try to resolve that and make everything fit.

In any case, we're bandits. Expect us to be forgetful and each have contradictory histories.
>>
Rolled 13

>>27858805
Its alright I just need a name for thread starting purposes.

Also actions?
>>
>>27858791
The 12 Bastards, has a nice ring to it.
>>
Rolled 96

>>27858814
I vote
>>27858703
>>27858712
>>
Rolled 80

>>27858815
I like it
>>
>>27858826
Seconding that roll
>>
Rolled 23

>>27858826
Agreed with everything you said good sir
>>
I for one am both moderately surprised and pleased we survived the wrath of the dice gods in this thread.
>>
Rolled 46

>>27858815
To acknowledge the absorption of other bandit groups is frowned upon and seen as really fucking weak/sad. After all why must you acknowledge those who failed to survive where you have succeeded? It reeks of weakness and bandits are only fond of it if your a target.

>>27858826
Fortification around the bases commences mostly some light dusting up around the bunkers patching up some holes revealed by the blizzards, but mostly it focused on the vehicle depot. Razor Wires were placed, walls placed and entrenchment continued.


Turn 25
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point

Population: 900
Morale: Average
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

>>27858857
I don't end things just because of poor rolls. Only bad plans or terrible decisions can do that.


In any case continue debating amongst yourselves for whatever plans, fluff, naming ect.
>>
>>27858886
Hmph, I guess the strength in numbers thing don't apply here then.

We have to have a centralized name for ourselves. . .but what?
>>
Rolled 98

>>27858914
The Guys Of Disabilities Deciding A Meaningful Name.
GODDAMN
>>
Rolled 74

>>27858886
Dead snow bandit corps?
>>
Rolled 92

>>27858886

How about something from this list >>27850093

I'm favoring "Winter's Wraiths" or "The Frozen Bastards" myself.

If I get a 100 here, by Odin it should apply to the first action of the next thread because we've had terrible luck this thread.
>>
Rolled 18

>>27858886

We should probably trap the area around the Vehicle Depot with molotovs and such ASAP next thread. Might throw off the Wampas.
>>
>>27858922
This would in truth be more accurate of us

>>27858932
The Frozen Bastards
>>
>>27858948
We still need to see if we can't do something about this snow blindness.
Least if we get some thermal heat disperal units we might have a chance to see through all this snow. Wish we had some thermal vision tech as well.
>>
Rolled 13

>>27858886
>basic 1: scavenge food/water/supplies


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