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File: 1386461531598.jpg-(176 KB, 1095x544, 1386402068343.jpg)
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Rolled 53

Last thread the Darwinyans fixed their power problem and got most of the base online, as well as acquiring an extremely powerful mutation.

Notice:
There appears to be an increase in Zombie activity above ground.
Lab workers report hearing strange sounds in the sewers.

>Turn 9
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Advanced Biocontainment Labs+Storage. Advanced Biofuel Algae Farms. Experimental Labs. Internal Vehicles Service Bay. Medbay. Laboratory. Workshop. Armory. Biological Factoring Lines.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 900 Darwineans (125 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>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
Resources: 9
>>
>>28721694
Still here OP?
>>
Rolled 86

>>28721694

Your single acquired mutation thus far (you can spend a turn trying to mutate a trait, by the way. It helps if you have a basis for it from monster corpses or something similar though) is the Internal Biofuel Production mutation.

-Internal biofuel production
Your mutants now manufacture biofuel internally, and their physiologies have modified themselves to expel it as a disorientating CQC weapon. The slicks produced can be set on fire with flame weaponry, and react explosively with plasma weaponry.

When not expelled, the biofuel is used as an alternate energy source for the body and provides bonuses to strength and resilience increasing with increased buildup time. Penetrating or plasma weaponry is likely to set off internal biofuel reserves though, if they're allowed to build up.

Roll a d100 with your action list (unless I specify that something will need a separate roll) and good luck. Currently you have 1 basic action per turn.
>>
>>28722043
Is Herr Doktor Mendel still working on his project?
>>
Rolled 53

>>28722067

He is. It will take 3 more turns for completion, or one turn if you devote an action to it. 2 resources for passive completion, 1 for active.

Here's the last thread link: https://archive.foolz.us/tg/thread/28700045/#28705506
>>
Rolled 44

>>28722118
Well, considering we really need his skills on the imminent zombie incident, allowing him 1 active turn and a resource seems fair.
>H
>Give the Dr. what he needs, resource and action wise, even test subjects if they are loyal volunters and it wouldn't deplete morale. Do nothing that could decrease morale though.
>>
Rolled 34

>>28722180

This A.I. estimates that Herr Doktor will only need either the resource point, or the test subjects to complete the serum. However, if he is provided both there might be some benefit derived from it.

The Doktor would require 25 test subjects, but insists that the results would be well worth the cost.
>>
>>28722289
Do we have 25 willing mutants of the fatherland, who understand what they are signing up for?
>>
Rolled 28

>>28722335

Indeed you do, a while ago Dr. Mendel persuaded you mutants of the correctness of his way. You acquired the following:

Bonus: Fervor
-Bonus to Loyalty
-Actions undertaken with Dr. Mendel receive bonuses, and none will question (almost) anything he deems necessary
>>
>>28722411
Then they give their lives for the Reich. Ensure their families are well care for.
>>
Rolled 87

>>28722458

Alright, I'll wait 20 minutes or until there's a 2nd vote to initiate.
>>
Rolled 30

>>28722458

If you would like you can roll 2d100 for the other 2 rolls in the dice pool.
>>
Rolled 80, 57 = 137

>>28722458

Rolling the other two dice, then writan.
>>
Rolled 9

Dr. Mendel sets about his work to create a normative serum in earnest. The Test Subjects march slowly into the labs he has requisitioned as his own, their eyes mournful but their heads high knowing that they go in order to further the cause of all mutant-kind.

(Lost- 20 Normal Poulation, 5 Biofuel Variant)

After an extended amount of time, a surprisingly not blood covered figure emerges from the labs looking rather puzzled.
"I have completed ze formula, your fellows sacrifice assisted me greatly and it exceeds expectations..." the figure pauses for a moment before seemingly deciding to finish his sentence "und there were also 5 survivors. I do hope you will allow me ze privilege to work with them further in ze future."

(Gained- 5 Experiment Survivors)

Normative Selective Formula Developed:
When applied, allows Darwinyans to selectively keep or abandon acquired additional mutations.

>Turn 10
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Advanced Biocontainment Labs+Storage. Advanced Biofuel Algae Farms. Experimental Labs. Internal Vehicles Service Bay. Medbay. Laboratory. Workshop. Armory. Biological Factoring Lines.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 875 Darwineans (120 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>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
Resources: 8
>>
Rolled 30

Seems to be yet another slow night. The winds of /tg/ have turned against Civ quests for quite a while now.
>>
>>28723398
It's not just Civ quests. I think too much questing competition and the time of year
Had to go for a few minutes too.
>>
Rolled 54

>>28724165

There are a shitload of quests in general these days. Anyway, I'll keep going as long as you're interested.
>>
>>28723398
Anyway, I have to go again. Perhaps you'll have better luck on tuesday. I hope you won't let one or two bad nights stop you.

Ede gave up on saturdays as well.
>>
>>28724228
That is because I have the weirdest fanbase. Normal rules do not apply with them. If you do run weekends or near it I suggest stretching out the thread over a few days. That tends to help though it is some that I personally tried to avoid.

>>28724224
Indeed, the thing is though this always happens until you get past at LEAST thread 5. That is when things kick up and you wont have to struggle. Its just until then that is the problem.

>>28723398
That they have.

Anyway to keep things related to this thread a vote for

D radio equipment we need some mobile variants for our forces out and about.

Now I will go anon once more. Just had to come by since I read the archive of last thread.
>>
Rolled 84

>>28724526
>Genie playing the quest instead of running
Interest piqued

Also, back again and yeah some walkie talkies or ensuring each of our technicals has coms systems would be a big boost to combait effort. I support.
>>
Rolled 37

>>28724526

If you wouldn't mind rolling a d100.
>>
Rolled 91

>>28724654
oops...NOW I will go anon.

Must say I found it amusing people wanted underground access right away despite quest being EDE based.
>>
Do we have heroes?
>>
>>28724870
Dr. Mendel, mutant specialist, he's our defacto hero
Traits
-Bonus Twisted
-Bonus Domination
-Bonus Mutation Research
Fervor, Bonus to Loyalty
-Actions undertaken with Dr. Mendel receive bonuses, and none will question (almost) anything he deems necessary
Abilities
All Will Fall- Believes in the Superiority of mutants, and will make sure it's true
At All Costs- Guaranteed results if you're willing to pay the price
Phah, like I don't know that one- Is completely ignored by certain detection systems, can disable this systems no matter what

Kapitan Schultz, minor officer
Oh Shit!- Reacts quickly to ambushes, minimizing damage or turning it back on the enemy
>>
>>28724958
Ah alright, thanks. That's rather easily managable
>>
Rolled 74

Noting your forces' lack of mobile communication, you set your more technologically inclined members to creating portable radio communications equipment. With information from my general archives we were able to come up with basic handheld units and to modify the Comm Devices for intra-facility communications so that they could act as relays.

Warning, the encryption protocols on the handheld devices are fairly weak (made up for by ease-of-use and lightweight). Pairing them with standard military code-speak and using the technicals' equipment as hubs for long distance coordination should be enough to prevent most listeners from deciphering communications though.

Acquired:
Handheld radio devices, radio hubs (technicals), moderate encryption.

>Turn 10
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Advanced Biocontainment Labs+Storage. Advanced Biofuel Algae Farms. Experimental Labs. Internal Vehicles Service Bay. Medbay. Laboratory. Workshop. Armory. Biological Factoring Lines.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 875 Darwineans (120 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>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
Resources: 7
>>
>>28724817
>Must say I found it amusing people wanted underground access right away despite quest being EDE based.
call it testing new waters
>>
>>28725005
I will gladly forfeit my position if someone comes up with something else.

>F.
Let's explore the outside. Can we move without the zombies snatching a search party of ours? If so Kaptain Schultz would probably be the man for the job.
>>
Rolled 17

>>28725005
I suggest, seeing as how we've scouted out the general area, we should explore it fully, avoiding the hazardous spots we've located earily, but to get a firmer grasp on our immediate surroundings with a crude map of important locations.
Kapitan Schultz should lead the way. Also a good time to check the radio system works or to see if we don't run into anyone else using our frequencies.
>>
Rolled 30

>>28725092
>>28725142
Sounds like we're in agreement. Rolling again
>>
Rolled 60

>>28725092
>>28725142
>>28725193
I don't like these rolls.
>>
Rolled 95

>>28725193
>>28725223

Does this count multiple rolls or just one?
>>
Rolled 83

>>28725092

The zombies are still out on the surface in increased force at the moment.

>>28725231
Well your roll here counts as the third roll, so lucky you guys.
>>
>>28725231
Best of linked or indirectly linked, but crits take priority
>>
Rolled 66

>>28725266
I don't know how this one does it though. For Genie it was direct linked in order to count and crits take priority as long as its linked even if its past the threshold.
>>
>>28725346
>as long as its linked even if its past the threshold.
Oh god I really hated those late ones.
>>
Rolled 89

>>28725005

Our forces set out to test their new equipment and more thoroughly explore the areas they'd scouted previously, so they set out to the North and East.

To the North they found that the Bandit base we had noticed earlier controls a a path through the skyscraper wall. Intercepted transmissions show that they seem to have an extortion/"tax" deal going on to keep the area safe for caravans of illicit goods to bring their products into the area.
Otherwise, this seems to be formerly the infrastructure section of the city. Wrecked power distribution hubs and training facilities for police and other essential services sit side by side
To the Northeast we found the ruins of a massive nuclear power complex that was positively infested with ghouls. Mostly feral, though there appear to be a few sections where sentient ghouls have carved out some fortified settlements.
No contact was established with either the bandits nor sentient ghouls, neither seem to be aware of us. We picked up some garbled transmissions on the trek out there, but nothing identifiable. Seemed like it was just noise.

To the East we weren't so fortunate. The zombies in this direction were particularly numerous. They seemed to ignore us by-and-large and drive towards the wall, but we still caught some flak so to speak. We determined that this section of the facility is primarily warehouse and logistics coordination facilities. They're mostly unlooted, but have still been disturbed somewhat.

Cont.
>>
Rolled 98

>>28725605

Sorry for the delay, I had a cat and girlfriend related emergency.

The warehouses and central hubs for logistics corporations were much less looted than you'd expect, but we did find evidence of recent scavenging. We also picked up some signals while going through this area, and thanks to some quick-thinking by Kapitan Schultz I was able to decipher a little bit of it.
Some of the transmissions were from some sort of tribal or survivor group, and were inane daily chitter-chatter. The other, more difficult to decipher signals I could only break thanks to some apparently lax operation standard by the Comm-Officer. They were from some forces associated with a certain "Dendra Corp." that came under heavy attack from the zombies during a salvage mission into the warehouse complexes.

>Turn 11
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Advanced Biocontainment Labs+Storage. Advanced Biofuel Algae Farms. Experimental Labs. Internal Vehicles Service Bay. Medbay. Laboratory. Workshop. Armory. Biological Factoring Lines.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 875 Darwineans (120 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>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
Resources: 7
>>
>>28726121
>No Map
That's alright OP, maybe another time and more exploring.
Alright, thinking of our next move. . .
>>
Rolled 54

>>28726121
Let's further flex our mutation absorbion possibilities.
Find safe targets to capture several different types of Zombies, Monsters, if you find another mutant that's even better.
Then we should test the effects of attempting to absorb the tissues of these on a small but necessary group of mutants.
Schultz should coordinate the aquisitions, while the Doctor supervises the experiments, all done by loyal Reichsmutants of course.
>>
Rolled 23

>>28726139

Alright, alright. I'll work up a map.
>>
Rolled 47

>>28726121

D. Research zombies.

Lets see what variant they are infected, mutagenic, rage, slow, runner ect.
>>
Rolled 69

>>28726237

This A.I. stronly advises dissection and analysis of any acquired corpses or captives before attempting integration into the Darwinyan genome. The biofuel algae's genome was completely known in my archives and rather basic to begin with, and Dr. Mendel had quite a bit of luck with it, but outside sources of mutation strains will be unknown.
>>
Rolled 86

>>28726374
>This A.I. stronly advises dissection and analysis of any acquired corpses or captives before attempting integration into the Darwinyan genome.
Very well, then in the spirit of >>28726328 let us research zombie patterns and biology, possibly to deterine assimilation capabilities via proper analyzation first.
Schutlz leads the forces, the Dr. leads the brains
>>
Rolled 40

>>28726139
>>28726259

Understand that I'm on a mac, so I have to locate an mspaint replacement, download it, install it, then make one. Just a moment please.
>>
>>28726519
You find a good mspaint replacement on a mac you tell me asap.
I've tried seahorse and paintbrush, they pass but I'm not impressed.
>>
File: 1386475399720.png-(140 KB, 900x600, Map.png)
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Rolled 12

Here is your map

Red- Bandit bases and bandit pass
Green- Unidentified tribal/survivor transmissions
Brown- Corporate salvage team under assault
Orange- Unidentified radio 'noise'
Yellow- Ghouls
Blue- You

Greenish Spray- Essentials district
Bluish Spray- Logistics district, Warehouses

The lighter white/grey is unexplored.
>>
>>28726934
We should attack the Blue dot, they have the best position in the city.
>>
>>28726934
Is it that the dark grey west is (relatively) empty, or that we have yet to explore there?
>>
>>28726991
But anon, they're also the best faction in the city.
>>
>>28727049
I heard they had Oil. That's enough of an excuse for the US, so good enough for us.
>>
Rolled 66

>>28726991
blue is us.

Considering we be mutants are best bet is making contact wit the bandits unlike other human factions they don't try to kill us on sight. Granted there is dislike but its mutual, other choice is the ghouls. Sounds like they be Rad variety considering them loving radiation as we seem to be going of off EDE variety.

anyway another vote for zombie research.

>>28727073
How do we hear things when we can't communicate with any of them?
>>
>>28727073
Nah, they were actually quiet desperate for oil really. They tried blitzing through the Red Army lands around the parcathians to get the Carcas oilfields.
It didn't go so well.

A few years later, here we are.
>>
>>28727085
>Considering we be mutants are best bet is making contact wit the bandits unlike other human factions they don't try to kill us on sight.
Fluffwise we're also mutant supremacists.
>>
Rolled 20

You head into the streets and the sewers to capture a few zombies for dissection and analysis. The zombies are varied in scope, running the gamut from frail humans shambling on broken legs while their rotting intestines spill from split stomachs to hulking behemoths of muscles with spikes of bone protruding from their fists and joints. Their not uniform enough, but they seem to split into rough types:

Standard- Basic standard humans, slightly increased strength and can run (poorly) but not much of a threat to mutants.
Behemoths- Hulks of bone, muscle, and god knows what else. The origins of these things are unclear, but Dr. Mendel says they're likely either mutants who succumbed to the plague or are manufactured in the zombie hives elsewhere in the city. The density of them is odd for there to be just the one zombie hive you've encountered thus far though, he adds.
Creepers- Sneaky bastards, they have tentacles coming out of their backs and use them to get into places you'd never expect them to be. Also, they can spew flesh-melting acid from their faces.

And that's only the surface. The zombies in the sewers were considerably tougher, we couldn't get the drop on any of them and when we managed to take one down the rest would redouble their attacks to seize the corpse and drag it back with them.

On the surface we fared much better and managed to capture a few creepers and standards and retrieve a good number of corpses from all the types.

Research Materials acquired:
Behemoth zombie corpses
Standard zombie corpses
Creeper zombie corpses
Standard zombie captives
Creeper zombie captives
>>
>>28727196
>drop on any of them and when we managed to take one down the rest would redouble their attacks to seize the corpse and drag it back with them.
Intelligent zombies, noted
>>
Rolled 13

>>28727196

Meanwhile, Dr. Mendel is delighted at the new research materials. In a frenzy he did something (I don't know what because my damned security systems short out whenever he's around) to the labs and now they're running at an even greater efficiency than I had calculated they could.

Ability added:
Improved Research Programs:
Dr. Mendel has added in some programs he had on him that've improved research automation in our facilities.
Free Research Action per turn gained.

>Turn 11
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Advanced Biocontainment Labs+Storage. Advanced Biofuel Algae Farms. Experimental Labs. Internal Vehicles Service Bay. Medbay. Laboratory. Workshop. Armory. Biological Factoring Lines.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 875 Darwineans (120 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>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
Resources: 7
>>
Rolled 14

>>28727085

You're able to gain contact with the bandit faction (though not the survivors or tribals...though you could try deploying radios in the area we think we encountered them), the scouts just didn't because those weren't their orders. As of now, to your knowledge, no one knows you're awake. Well, excepting the zombies and whoever has seen you but you haven't seen them.
>>
Rolled 65

>>28727147
Why must I have the feeling that isn't going to end well. Regardless bandits are the only human faction who doesn't outright hate mutants and even work with/for them.

>>28727232
That doesn't bode well especially zombie hives other then them serving as a lair other stuff was never confirmed. It was never super clear about them other then a very nasty hints and connections to conversions/labs and cloning facilities.

>>28727252
I suggest dissection of current samples for free research action. Hopefully that will tell us how they changed and hopefully if we can jack it or not.

F Scout out to the northwest.

Getting a rough idea of what is around will be good. Considering we only have a light bandit presence makes me paranoid.
>>
Rolled 86

>>28727024

You've yet to explore there. The area in your immediate vicinity is a combination of parks and residential and offices.
>>
Rolled 36

>>28724817

I found it amusing too. They're lucky they've not overstepped their abilities just yet and that their environment generation rolls were so fortunate.
>>
File: 1386476905745.jpg-(22 KB, 400x266, plastic-model-german-armo(...).jpg)
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Rolled 73

>>28727325
Don't worry. If the situation is dire, the preservation of the Reich will allow for. . .discreet dealings with the untermenschen. Alles in Ordnung.

Also, in light of the realization of the dangers around here I'd like to see if we can't pick apart some technicals and reform them into armored trucks proper.
But if scouting proves the better/popular option I'm all for that too. Definilty behind the researchig the zombie genome for assimilation.
>>
Rolled 37

>>28727423

The scouts report that, though most of them have been raided by the bandits or ghouls, a few of the training complexes for police forces or other paramilitary groups might have something appropriate (or at least more easily converted. These lab vehicles were mostly for crew transportation and medium-weight materials transferral.)
>>
Rolled 88

>>28727325
>>28727423
Better scouting vehicles are good, but let's check for invading armies first.
Can never be too sure what's creeping this way.

>F
>>
Rolled 80

>>28727541
>>28727325

Scouting to the northwest is likely to bring you into contact with sentient ghouls. If this occurs how would you like your scouts to react?
>>
>>28727579
Ghouls, though not mutants, are worthy of respect and dignity. Like persians or japanese, honorary aryan

Greet them if they see you first, avoid hostilities if they don't.
>>
Rolled 96

>>28727579
To do attacked unless they do so(in which case withdrawal). Hell even wave at them if their not hostile.


>>28727634
Let us pray that they are vanilla. Otherwise we may be in trouble. Hell even basic ghouls are fearsome. Worst part is we wouldn't know any proper protocols to fight/counter knowledge wise thanks to us being locked up the way we were. Even without that we would still be considered rather clueless.
>>
>>28727579
>Asking us how our scouts should react
How nice. Our scouts don't apparently just pull their pants down and fling shit at them like the scouts in previous quests after the Memor.
>>
>>28727716
>To do attacked
Surely you mean "not to attack"
>>
>>28727787
I think that was confined to the deadsnow bandits. Adero scouts didn't piss too many people off, except once but that was against a mutant supremacist who heard we had humans.

Dem bandits be crazy though
>>
>>28727812
Yep meant to not attack unless they do so first.

>>28727834
Must I go find what EDE said about bandits? Cause there is a lot or he er is it a he? Might be lurking in this thread could always ask but if we do that it would be best we also used it to vote so as it keep it related.

>>28727787
I think that was due to terrible rules and like>>28727834 fluff/background reasons.
>>
>>28727939
If you have any general bandit faction info stored up that would be great.
>>
Rolled 42

>>28727939
Bah meant rolls instead of rules also voting>>28727541
>>
>>28727939
>terrible rules
*rolls
>>
Rolled 97

Scouts were sent to the Northwest quadrant of the city to examine the ghoul power complex more thoroughly and see if there was anything/anyone else of note in the area.

To the more Westerly edge of the quadrant they encountered a coastal area and docks. There was an intact megacorp tower they noticed (other towers in good repair were seen further south), but when they tried to navigate to there they rapidly got lost among the maze of buildings. It happened again when they tried to navigate towards the military-industrial looking factories abutting the ocean in the northwesternmost corner of the city.

Finally deciding to cut their losses investigating the seemingly mundane but impossible to navigate buildings of the northwest quadrant, the scouts ventured toward the ghoul controlled Power facilities.

Cont.
>>
Rolled 93

>>28728238

When they reached the edge of the Power Compound they entered undetected...or so they thought until they rounded a corner and were greeted by the sight of a large group of heavily armored ghouls backed up by a handful of Super Spidertanks with weapons hot. They tried to turn around and evac the fuck out of there only to discover that the way they'd come through was now flooded with very hungry looking feral ghouls. That was when a particularly heavy figure with a flickering forcefield projected around its vitals stepped out of the crowd and walked towards our scouts.

"Well shit, if it ain't the thrice-damned Darwinyans back in this fucking town? Goddamn I never thought I'd see another one of you again." the figure said while lighting up a cigar and taking a few puffs on it. This only served to make our already strained scouts more on edge.
"So Dr. Mendel's back too eh? Well you guys probably don't know jack-shit then. Name's Scarla Vass, pleased to meet you. Let's get back to someplace warmer and get properly acquainted."

Diplomatic Contact made: Ghouls
Scarla's Warband
>>
>>28728288
>cigar
Either the broest bro or the biggest backstabber there is ever going to be. We gotta watch that slough skinned fucker.
>>
Rolled 37

>>28727975
Uh lets see here EDE always said that bandits came in quite the variety in all respects.

Outcasts who for whatever reason had to leave their faction.

Outlaws who came from one distinct faction.

Pirates who may sail on land, sea, or air. Quite possibly more then one.

Raider those who hit hard and range far. Can sometimes have a home base and family back home like the vikings of old.

Slaver pretty self explanatory.

Bandits Basic info
Not all bandits are insane its just without the proper facilities factions had to do something with their crazies and they may encounter certain things that cause it as well. Some bandits are more depraved then others, its just that when you become a bandit you are affiliated with ALL bandits and what they do. So it doesn't really matter how evil you are or not once you be a bandit it all comes around. Doesn't help that as you are surrounded by the acts they begin to rub off on you.

Mutant Bandits
With what little was provided I was able to determine that most mutants who get kicked out may often begin work with bandits. Which is bad news if you consider how they stack only hard counter war wise would be paramilitary mutants if you don't work on increasing your war capacity like crazy.


As is bandits are not picky about who they work with so no big surprise that some of them may often work with mutants. I mean in damn near any instance we saw in EDE quests there was always a bandit faction willing to work with mutants and kicked some major ass doing so(literally every single one). This ISN'T even including the fact we never have actually seen a bandit mutant faction only hinted about it. Plus the two paramilitary mutant faction we saw was able to fight all its neighbors to a ground still even WITH cyborg support. The other one was in the swamp...

Plus voting for exploring west with this next action.
Research will be deciphering the gene coding for one of the zombies.
>>28728288
>VASS

OHH FUCKING GOD RUN RUN NOW.
>>
>>28728354
Well, at least she let the scouts live and invited us.
She's already nicer than most we've encountered.
still you're right, we should be on guard

mfw ede trauma kicking in
>>
Rolled 24

>>28728288

Scarla's forces escorted our scouts to an uncomfortably irradiated (even for mutants), fortified bunker complex in the middle of the ruins of the nuclear reactors and treated them to the finest of ghoul dining. Radiation-roasted monster thigh and grilled behemoth were enjoyed by all before our forces were sent back with a load of Frenzon and Syn compliments of Scarla, as well as their radio codes. She only requested in return that we send Dr. Mendel over to visit some time soon.

Diplomatic Questions/etc.?

Meanwhile, Dr. Mendel set to work on the captives and corpses. Err, set to work *analyzing* the captives and corpses. His preliminary results show that the Zombie Plague combined with the zombie's protein-dense diet is the primary motivator for basic zombies increased strength, but that there are indeed some interesting mutagens in the behemoth and creeper physiologies. It would take more research to discover their exact nature and benefits though.

>Turn 12
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Advanced Biocontainment Labs+Storage. Advanced Biofuel Algae Farms. Experimental Labs. Internal Vehicles Service Bay. Medbay. Laboratory. Workshop. Armory. Biological Factoring Lines.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 875 Darwineans (120 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>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
Resources: 7
>>
Rolled 21

You guys just keep on getting good rolls on your scouting! Nothing interesting is going to happen if you guys don't go sticking your noses in places you're not supposed to and get some bad rolls!
>>
>>28728466
>Diplomatic Questions/etc.?
We are very grateful for your hospitality Fräulein Vass, such a rarity in these times. If you'd be willing we'd like to share information between us, what we've explored and what you've explored. It's more than likely you know a lot more about this city than us.

Is there anything we should tell Herr Doktor Mendel as a reason to visit, or would you rather tell him in person yourself?
>>
Rolled 66

>>28728466
>Vass
>Syn
*gargles incoherently*

Oh god you know EDE don't you?


Anyway voting for scouting west and looking at the behemoth genome.
>>
>>28728607
>Anyway voting for scouting west
Let's wait and see if we can't get some more details on what's there first. >>28728544


But those are good actions nonetheless, with the adendum of specifically seeing if the behemoth genome can be assimilated.
>>
Rolled 70

>>28728544

"Haha, you want information about the city? Here's the deal, I don't wanna fuck up whatever it is Dr. Mendel is doing with you guys so I'll only tell you a bit more about things you already know.

Here's your 1st one, it's a freeby. The Bloodskull Brawlers up in the north are about the only bandit fuckers who survived the cleansing that went down here a couple of years ago. They've been tough as nails ever since then, and they control all the illicit goods going in or out of this place. You need something, talk to them. Well...maybe you guys should be a bit more careful than just knocking on the front door if you know what I mean?

Any other specific questions you guys got? I'm in a generous mood knowing Mendel's back in town, means thing'll get real exciting real quick soon.

As for Dr. Mendel, I'll talk to him in person or in private. There's shit that needs to be shared privately in that conversation."
>>
>>28728870
What is the deal with the zombies? We encountered some smart ones a while ago. How do you guys go about that, doing your own thing with them everywhere I mean.
>>
Rolled 83

>>28728995

"Oh, you guys don't know about the zombies yet? You're in for a helluva surprise then. I'll give you a hint: there're two types of zombies in this town. One of them you don't want to steal shit from, the other you don't want to fuck with unless you're balls-to-the-wall like summa those mutants that carve their homes in the sewers.

As for how we deal with'm...we eat'm. That aside the radiation around here is strong enough that'll turn everything except their toughest into more of us, so we've both learned to leave well enough alone. 'Course, now that your Doc's around I dunno what's gonna go down."
>>
Rolled 24

Dankeschön, fräulein. Herr Doktor Mendel will be with you at his earliest convience.

Anyway, voting for >>28728607, with the adendum to avoid sewer zombies or pilfering zombie locations based on new info.
>>
Rolled 25

>>28729309

Care to try on that last roll to see if you can get a better one?
>>
Rolled 96

>>28729355
Sure, seemed to work for another anon who tried to do that.
Sometimes.
>>
Rolled 84

>>28729381

Psshht. Dammit.
>>
>>28729381
Wasn't that particular tactic responsible for like 2 crit 1s and a shitload of missed 100s?
>>
>>28729438
It paid off though, we got fucking awesome wintadooms
>>
Rolled 40

>>28729438
SSHHH the dice goddess doesn't know about this civ yet anon. Don't tempt her.

>>28729551
No that actually took THREE 1s to pull off to be exact.
>>
Rolled 21

Your scouts go out to scout the Western section of the city and are immensely successful. They find a few zombie hives clustered uncomfortably close to our base, but manage to navigate past them without rousing any response. They pass through an uneventful series of ruined commercial complexes with scatterings of zombies being fought off along the way (corpses recovered for experimentation purposes). That is, until they came upon a section of residential district and detected a survivor/tribal broadcast. They decided to follow it and managed to find the entrances to the underground ruins they seem to be operating out of.

Discovered: Survivor faction.

Passing on attacking the filthy human scum, the scouts continued further west until they hit the city docks. That is to say, they would've hit the docks if they hadn't stumbled upon a rolling battle in progress between 3 separate factions. It looked like 1 mutant faction's base was being attacked by an overwhelming force of well equipped vehicles piloted by borgs, while a separate mutant faction was hitting the borgs from their flank. Our scouts were unable to resist joining in to assist our mutant brothers, and took a few potshots at the augmented human scum but withdrew before they could be noticed/differentiated from the other 2 mutant forces.

Meanwhile, Dr. Mendel started work on deciphering the mutagens in the Behemoths. He all-but completed isolating the genes responsible for their increased toughness and strength, but the increased bone density/strength will take a little while more. He suspects that there's only a little left in the Behemoth genome, but that it's likely to be the most valuable of all.

Mutagens available:
Strength (moderately pure)
Resilience (moderately pure)
>>
Rolled 89

>>28729898

Dr. Mendel suggests that with his research and some gene-therapy, the likelihood that any Darwinyans attempting to integrate the strength or resilience components of the behemoths would be quite unlikely to develop the cancers usually associated with utilizing their ability.

>Turn 13
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Advanced Biocontainment Labs+Storage. Advanced Biofuel Algae Farms. Experimental Labs. Internal Vehicles Service Bay. Medbay. Laboratory. Workshop. Armory. Biological Factoring Lines.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 875 Darwineans (120 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>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
Resources: 6
>>
>>28729898
>That is to say, they would've hit the docks if they hadn't stumbled upon a rolling battle in progress between 3 separate factions. It looked like 1 mutant faction's base was being attacked by an overwhelming force of well equipped vehicles piloted by borgs, while a separate mutant faction was hitting the borgs from their flank. Our scouts were unable to resist joining in to assist our mutant brothers, and took a few potshots at the augmented human scum but withdrew before they could be noticed/differentiated from the other 2 mutant forces.

Zum donnerwetter!
This must not stand! We must come to the aid of our brüder at once!
>>
>>28730104
Well, actually, quick question A.I. can you calculate the likelyhood of a sucessful reinforcement of the mutant factions based on the numbers we've seen?

Also, based on our previous zombie experiments and captives, what is the likelyhood of us being able to trigger a zombie stampede toward the borg?
>>
Rolled 49

>>28730104
We don't have any anti vehicular weaponry.
>>
>>28730147
Yeah, we don't. Just the spur of the moment musing.

Even with behemoth augments or our fiery algae mutants we'd probably have a tough time. But if we can so much as tip the scale in their favor somehow, I wish we could.
>>
Rolled 80

>>28730134

Based on the numbers we've seen, I calculate the chances of us making a significant difference in the outcome of the battle to depend on how slick the concrete and asphalt will become to the Borg vehicles when coated in our blood.

Our research on the zombies has indicated that the Creeper zombies act as 'scouts' (they leave a pheromone trail that draws other zombies and tend to try to infiltrate inhabited areas) for the zombie hordes, but it would require much research to isolate the pheromone and the zombies are constantly evolving so its effectiveness would not last long. The first time it's used though would likely be quite striking.
>>
Rolled 47

>>28730326
Duly noted.
Then let the Doctor continue his research on behemoth integration, and we should ensure he has the necessary supplies to continue this.
>>>>>G. Scavenge/pillage for raw materials.
If possible, do so in previously deemed safe or at least explored locations, with the knowledge that you shouldn't take anything from zombies or evidently owned by active faction (which should be a de facto thing from now on)
>>
Rolled 27

>>28730405

Very güd. Do we have a second?

Everyone seems to be going to sleep, so the next update or the one after that might be the last.
>>
Rolled 44

>>28730405
>>28730575
Sure, why not
>>
Rolled 45

Our Scavengers went out to retrieve resources and did pretty well until they went into one formerly empty building in the East and found it infested with zombies that immediately started fighting them. Fortunately the close quarters with our Oil-spewer forces allowed them to make out with most of the loot, but we lost a good number of men. Fortunately they managed to lose the horde before we got back to our base, but sensors show that they're still milling around overground. I've detected some movement underground also, but cannot identify its exact nature.

(Losses: 35 normal, 35 Biofuel variant)

(Gained: 4 resources)

Dr. Mendel turned his hand towards refining the mutagens and we heard a few explosions down in the labs...when we went down there we found Dr. Mendel was idly setting off clumps of biofuel algae.
"This shit's really piling up down here. Oh, und I finished ze mutagens. Quite pure now, no risk of cancers. Take by injection."

>Turn 13
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Advanced Biocontainment Labs+Storage. Advanced Biofuel Algae Farms. Experimental Labs. Internal Vehicles Service Bay. Medbay. Laboratory. Workshop. Armory. Biological Factoring Lines.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 875 Darwineans (120 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>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
Resources: 9
>>
Rolled 65

>>28731047

Sorry
>Population: 805 Darwinyans (95 Biofuel Variant)
>>
Rolled 88

Will post an updated map shortly.
>>
Rolled 64

>>28731454

Oh my. Is anyone still here?
>>
Why is /tg/ becoming so Autistic?
>>
Rolled 52

>>28731628

You'd probably have to take a large sampling of socioeconomic information to accurately determine that.
>>
File: 1386489090102.png-(166 KB, 900x600, Map.png)
166 KB
166 KB PNG
Rolled 91

>>28731454

Updated Map

Dark Blue- You
Light Green- Uninvestigated Survivor Transmissions
Darker Green- Discovered Survivor Underground Base
Orange- Uninvestigated Transmissions
Yellow- Power Complex (Ghouls)
Magenta- Military Industrial Section
Red- Bandit Pass+Bases
Purple- Paramilitary Mutant Base
Green- Essentials District
Blue-ish spray- Logistics District
>>
>>28731047
>>>>>B. Try to improve the base

Find some barrels and put concentrated bio fuel in them around the perimeter of the base for massive damage.

Also add a couple flame thrower nests near the entrance. Just a couple sand bags, some pipes, a pump or two and BAM! Roasted zombies. We'll make them into bunkers later.
>>
Rolled 15

>>28735662
If the biofuel is "piling up" excessively, this seems like a good use for them.
>>
Rolled 96

>>28737366
Crap, rolling again.
Also the Dr. should coninue on finalizing the behemoth genome for assimilation if that isn't already completed. If so, let him put his hand toward refining the zombie creeper one.
>>
>>28737366
>>28737406
>>28735662
I support these actions
>>
File: 1386527399187.jpg-(17 KB, 500x285, skeleton--large-msg-12179(...).jpg)
17 KB
17 KB JPG
>>28738085
>>28737406
>>28737366
>>28735662
Ill just listen to some jazz while waiting for OP...
>>
bump


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