[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Gangs of the Apocalypse: A Different Kind of Quest

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 245
Thread images: 14

File: postapoc.jpg (89KB, 700x539px) Image search: [Google]
postapoc.jpg
89KB, 700x539px
The Mayhem came and went. What was it? Who knows. What caused it? Who cares! The city still stands, and while the working smog is replaced by brown dust and the stench of decay, humanity persists.

After the Mayhem, half the population got killed in the rioting, while the other half got up and left when they realized the more prominent taxpaying citizens couldn't cough up the funds to help support their lifestyles in the big bad boroughs. Decades later, lowlife scum crawl back to the rotting corpse of glass and metal. Druggies, squatters, drifters, goons. Thugs.

You are the leader of one of four gangs in the City. While many goons are scattered here and there, you are one of the few who have the long lost knowledge of piloting vehicles. Your goal: To become the Underboss of the City.

Choose a gang! Each gang has a particular fleet of vehicle(s), a special base, and 15 members. You also can choose to start with an arsenal of pistols (2 point, 15 mag cap), shotguns (5 points, 4 mag cap), and hunting rifles (10 points, 15 mag cap), by spending 30 points. All guns are full with no extra magazines.
>>
>>1549076
>You are the leader of one of four gangs in the City. While many goons are scattered here and there, you are one of the few who have the long lost knowledge of piloting vehicles. Your goal: To become the Underboss of the City.
So is this like a builder or is this a quest and those points are to start out with?
>>
File: apocomap.png (34KB, 800x590px) Image search: [Google]
apocomap.png
34KB, 800x590px
BOAT GANG:
> Base: The boat gang locks up in an old luxury yacht, way out beyond the shore. It provides a great barrier since many don't know how to swim or use a boat.
> Vehicles: You start with 5 speedboats and your base yacht. Usually, you like to send the speedboats to raid places near the river. There are many riverdocks up and down the canals, so you're never short of places to loot.
> Special Items: Scuba Gear (5)

AIR GANG:
> Base: Your gang is lucky to have blasted off the bottom floors so that its near impossible to ascend your tower from the ground floor. You have access from the helipad down to the 33rd floor, but you don't need to use 17 floors with only 15 people.
> Vehicles: You start with one helicopter. Everyone in your gang knows how to operate it. Finding fuel is essential to maintain your air superiority. You like to use your helicopter to scout out nearby building rooftops, equally as high. It is also hard to conceal whenever you go out to scavenge.
> Special Items: 1 Sniper (10 mag cap)

TRUCK GANG:
> Base: Truck gang operates out of a fire house, ironic for its notorious reputation of arson. The firehouse has a generous amount of garage space as well as lot space, where you have stacked burnt out cars to form a makeshift barrier.
> Vehicles: You start with 2 firetrucks. You know each district has at least one firehouse, so you dream of building up your fleet once you take them over. Both trucks are heavily reinforced, and basically act like tanks.
> Special Items: Gas Cans (10) and a Lighter

DIRTBIKE GANG:
> Base: The dirtbike gang is based in an old park, brown from years of disuse and damage. A makeshift fort has been constructed here from metals, plastics, and dead vehicles, and all of your gang lives inside the walls in trailers. There is also a small vegetable garden.
> Vehicles: You start with a fleet of 15 dirtbikes. Every gangmember has a bike. Two pickup trucks are also available, but they has been used to tow in the trailers.
> Special Items: Aluminum Bats (15)

Rules:
> You can use your members to complete multiple actions per day.
> Actions Include: Exploring, Scavenging, Building, Warring, etc.
> Assign appropriate number of members per action to strengthen or improve effectiveness
> Dice system for some actions. Modifiers applied appropriately.
> OOC many players can choose to join a gang and RP as gangsters, but they must decide collectively on the actions (vote, alternate turns, compromise, etc)
> Food-most scavenge for food, except for the dirtbikes who grow food. Start with 100 food and 100 water, one is consumed per member per day. Dirtbike food grows every 4 weeks.

Map attached for reference. The city will update as you move to claim territory. We will begin when every gang is claimed.
>>
>>1549081
Claiming air gang.
>>
>>1549081
Claiming dirtbikes
>>
TRUCK GANG

TRUCK GANG GANG

BEEP BEEP
>>
I'm onnaboat!
>>
>>1549136
>>1549131
>>1549121
>>1549106
>>1549106
>>1549121
You both have thirty points to spend on your arsenal.
> Pistol (15/15) - 2
> Shotgun (4/4) - 5
> Hunting Rifle (15/15) - 10

The way turns will work is that I will post options for what you can do every turn. You can choose to allocate your crew appropriately with multiple actions. You must explore a block to claim it. Once claimed, you have to post people to hold it.

Here are your current stats.

TRUCK GANG
>>Base: Fire Station (Scrap Metal and Car Walls)
>>Crew: 1 leader, 14 firefighter suit clad gangsters
>>Fleet: 2 firetrucks (full)
>>Arsenal:
>>Territory Outside Base: None
>>Food: 100
>>Water: 100

BOAT GANG
>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 14 lifevest clad gangsters
>>Fleet: 5 speedboats (full) ; 1 catamaran (no fuel)
>>Arsenal:
>>Territory Outside Base: None
>>Food: 100
>>Water: 100

AIR GANG
>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew: 1 leader, 14 business suit clad gangsters
>>Fleet: 1 helicopter, full fuel
>>Arsenal:
>>Territory Outside Base: None
>>Food: 100
>>Water: 100

DIRTBIKE GANG
>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: 1 leader, 14 wifebeater and jeans clad gangsters
>>Fleet: 15 dirtbikes (full), 2 pickups (no fuel)
>>Arsenal:
>>Territory Outside Base: None
>>Food: 100
>>Water: 100
>>
Link here with your arsenal and your turn.

What do you want to do now? And more importantly, how?

>> Explore North
>> Explore South
>> Explore East
>> Explore West

>> Example turn: I send twelve north and thirteen south to explore. The twelve ride in the firetruck while the thirteen walk.
>>
>>1549162
Use 20 points to buy 10 pistols
Use 10 points to buy 2 shotguns

Send 5 people to explore north, 5 west, 5 east.

All on on their bikes
>>
Also, I meant for these gang names to be standins for if players wanna rename them. Feel free to take ownership of the gangs.
>>
>>1549162
2 Hunting Rifles, 5 pistols.
We send 5 guys south, one armed with hunting rifle, 2 armed with pistols, the others will have to scavenge weapons while they move. we use the helicopter to quickly drop them off and return to base. They will start a tire fire to signal when they want to be picked up again.
>>
"This is Captain McMill, I'll be returning to base, No hostiles sighted over"
>>
>>1549162
2 hunting rifles 20pt
5 handguns 10 pt

I send 2 speedboats down with 3 men each and explor south with 2 handguns.

I send 5 men with 2 hand guns and 1 rifle east on land.
>>
>>1549185
>BOAT GANG
Oy captian, can we change our name to THE MOIST BOIS
>>
discord cause you can never have too many discords

https://discord.gg/dNR6gSN
>>
>>1549197
I am most moist from this suggestion, lad.
>>
moist bois>>1549185
air>>1549179
dirt>>1549169
truck???
>>
>>1549256
All the shotguns. Driver and take over north block by bum rushing their buildings with shotguns and scrap metal bludgeons
>>
>>1549076
2 Shotguns
10 Pistols
>>
>>1549277
>>1549185
got some disagreements with the moist bois, care to resolve them?
>>
>>1549277
Shotguns are gay. You have to be up close. If we are on boats, distance is what you want. Its also good against helicopter fags.
>>
"Im with the police department son"
>>
>>1549293
Good. Get off muh boat.
>>
Why are you so hostile out the gate? We just want to make drugs and guns.
>>
>>1549264
specify how many you send armed with what?

Updating later today, real life came
>>
henlo yes i am trucker, (texas sized 10-4 on sicord)

>>1549147
Suggesting that we instead secure out the emmediate area around the Fire Station. Seeking new personel and supply.

send 1 firetruck with 6 gangsters in it 4 gangsters alongside it (2 on each side armed with the shotguns)

rest defend base.

Purchases: 4 shotguns and 5 pistols.
>>
Air gang sends five by helicopter to the north block rooftops to the block south of them. They will take some time to scout of the area (2 days).

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew: 1 leader, 14 business suit clad gangsters (5 scouting, takes 2 days)
>>Fleet: 1 helicopter (95%)
>>Arsenal: 2 hunting rifles, 5 pistols, 1 Sniper
>>Territory Outside Base: None
>>Food: 85
>>Water: 85
>>
Boats spread out! Two speeders go north and south armed with handguns to explore the boardwalk. Meanwhile, five men go east to explore the west face of the block. They will take some time to scout the area (2 days).

The speeders north returns with news of a dock with three sail boats.

The speeders south find a small seaside park. Many squatters seem to roam about here, based with food, water, and shelter, but practically defenseless and very dirty. They are obviously doped up. What does the captain want to do?

> Explore the park and park buildings, ignore squatters (1 day)
> Attempt to recruit squatters
> Look for the dope dealer
> Drive out squatters, this is your territory!

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 14 lifevest clad gangsters
>>Fleet: 3 speedboats (full), 2 speedboats (90%) ; 1 catamaran (no fuel)
>>Arsenal: 2 hunting rifles, 5 pistols, 5 Scuba Gear
>>Territory Outside Base: None
>>Food: 85
>>Water: 85
>>
Dirtbikers zip off in all directions. With their bikes, they are able to quickly surmise the composition of their surroundings by noting particular buildings of interest with unique loots.

> 7 squatter apartments
> 4 restaurants (+food and water)
> 2 clothing stores (+extra clothing)
> 2 general stores (+food and water)

(NOTE: Exploring a block's side will yield 5 buildings of interest. You can post gang members to protect these areas. If you find all buildings of interest on a block, you can claim it into your territory.)

Dirty Dan meets a group of six dopefiends. They can’t be more than seventeen years old. You think one is armed. What do you wanna do?

> Recruit them
> Find their dealer
> Kill them and loot their houses

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: 1 leader, 14 wifebeater and jeans clad gangsters
>>Fleet: 15 dirtbikes (95%), 2 pickups (no fuel)
>>Arsenal: 2 shotguns (4/4), 10 pistols (15/15), 15 aluminum bats
>>Territory Outside Base: None
>>Food: 115
>>Water: 95
>>Loot: Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys)
>>
Truckers send out two trucks, loading up a total of ten gangsters in both trucks cumulatively. One truck find lots of dopers, at least 16, doping by a small square in front of many financial buildings. The other truck scouts out block facing the fire station south. They find:

> 3 restaurants (+food and water)
> 1 garage with three cars (20%)
> 1 clothing store

What do you want to do with the dopefiends?
> Recruit them
> Find their dealer
> Kill and loot them

>>Base: Fire Station (Scrap Metal and Car Walls)
>>Crew: 1 leader, 14 firefighter suit clad gangsters
>>Fleet: 2 firetrucks (90%), 3 compact cars (20%)
>>Arsenal: 6 shotguns, 10 gas cans, 1 lighter
>>Territory Outside Base: None
>>Food: 100
>>Water: 90
>>Loot: Clothing (Northface Jackets, Hiking Boots, Running Shoes)
>>
Waiting on actions from Water Boys, Dirtbikes, and Truck
>>
>>1549785
A
they clearly need some help.
Truckers invite everyone in need to the backyard BBQ!
>>
>>1549727
> Recruit them
> Find their dealer
Our crew could use some more boys as muscle that know the place and if we get the dealer on our payroll we'll be one step closer to taking over this town.
>>
>>1549655
>Look for the dope dealer
We'll try recuiting these squatters while we send our men looking for the dealer
>>
>>1549789
Truckers recruit the dopefiends. At least ten accept. Their numbers grow now to 25 members.

>>1549811
Bikers try and recruit the boys, taking in all six of them. They tell them that they themselves are the dealers, and they have a lab where they synthesize the crystals inside their apartment. What luck! They can produce 5 crystals a day.

>>1549826
(didnt read that both boats went south, so ignore the sailboat part if you can)
The Moist Boys ask around and find the dealer, a trenchcoated man with braids whose name is Zazz. While you meet him, you see him flanked by two muscular guys, one with a pump action shotgun and the other with a metal pipe. Your two armed boys have handguns, fully loaded. He agrees on a condition to become your supplier while you handle all the dealing. He can produce 10 slags a day. What do you do?

> Attack him!
> Accept a deal (10 slags a day for 5 food a day)
> Bargain (10 slags a day for 2 food a day) [1d100]
>>
Lets not recruit druggies
That shit can back fire hard
However finding their dealer can help a lot
>>
anchor
>>
>>1549990
Lets start uping our food production
Have 5 boys stay back and figure out better ways to farm
Send out another five for more scouting north on their bikes of course
>>
>>1549990
Send 5 bikers south to see the last unexplored part of the block around our fort. Meanwhile send another 5 bikers even further north than last time to see what loot they can find. All on bikes.

Meanwhile we'll put 3 guys on guard duty where the apartment lab is located so no one tries anything funny to our new associates.
>>
Ey now men look at all this broken ass society we got 'ere.

Is this a multi-member gang thing or only leaders?
>>
>>1549990
Teams of 10s 1 truck each 3 shotguns each
1 team east
another west
5 remaining at base to look for better car parts in the fortification and install on the compacts
>>
>>1550065
Multi member
Dirty dan leadin da bikers
>>
You guys mind if I join the AIR GANG?
>>
>>1550054
>Accept deal
He seems like a nice enough guy
>>
>>1550101
SANDERS
>>
https://discord.gg/Ef2w6UD
Join our discord for direct coms
>>
Tovarish!
We are waiting for OP to post what we can do while waiting for Ushankas and vodka distillery schematics.
>>
Changing Name to better fit the new position.
I wanna be a Water Boy.
>>
Options

> Explore North
> Explore South
> Explore East
> Explore West
> Scavenge Tower Floors (air only)
> Raid Squatters (boat, dirt, and truck only)
> Start Dealing (boat and dirt only)
> Craft (tools, barriers, clothing, etc. Ingredients are from your inventory)
> Write in
>>
>>1549990
>Bargain
>>
>>1550122
The Moist Boys now got a plug. They will receive 10 slags a day, but must give up 5 food for it.
>>
>>1550213
Danger misread and thought he was being paid 5 food
>>
>>1550210
Oh didnt see that, roll 1d100 if you wanna bargain. Need to beat an 80.
>>
>>1550209
>>1549990
Action: The air lads begin knitting Ushankas from scraps of cloth found in their dwelling.
>>
>>1550209
Same as here>>1550056
Then this
> Start Dealing (boat and dirt only)
>>
Rolled 81 (1d100)

>>1550219
Dice! Roll Danger, Roll!
>>
>>1550227
Yeeeaaaa get fuked dealer man
>>
>>1550227
The deal is now 10 slags for 2 food a day

Trucker Tom in the discord is getting lonely and would like for any nondiscord anons to join him in the discord for banter and maybe planning turns.
>>
>>1550241
Send 1 boat north with 3 guys armed with pistols and recruit the squatters to start scrounging for us
>>
>>1550221
Also since we have lads that can do extra stuff, we give our heli a nice paint job, Urban Digi-camo with a red star, bordered in gold.
If we have extra lads after that, we also use our sniper to scope our our surrounding, watching for hotspots of junkie activity.
>>
>>1550209
1 speed boat with 3 men and 1 gun head north.

Second speed boat stays and begins to exchange drugs for any useful shit the local druggies find at this park while they look around themself.

>Waiting for land party to come back
>>
>>1550269
Air gang spies around the Tower using the scope of their rifle. They identify three junkie hotspots outside the towers. Two of them are in the rooftops of apartment buildings while one is an open manhole where people come in and out of. Light shines from here, indicating a lot of activity in the sewers.

They scout their towers and use the covers of carpets and seat cushions to make ushankas. Stylish!

They also find a paint bucket in a janitor's closet and set about painting the helicopter.

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew: 1 leader, 14 business suit clad gangsters (5 scouting, takes 1 day)
>>Fleet: 1 painted helicopter (95%)
>>Arsenal: 2 hunting rifles, 5 pistols, 1 Sniper
>>Territory Outside Base: None
>>Food: 60
>>Water: 60
>>Loot: Clothing (Handmade Ushankas)
>>
>>1550270
One speedboat is sent north. They find a dock with three sailboats. The rest of them use the 10 slags to negotiate with the local squatters. They ain't got much, but they are willing to trade one slag for one:

> Fishing Pole
> Scrap Tech (Radio, TV, Microwave, etc.)
> Clothing
> Melee (Golf Club, Baseball Bat, Hockey Stick, etc.)

What are the Moist Boys paid in for the ten slags?
>>
>>1550576
5 fishing poles
1 microwave
2 walkie talkies
2 baseball bats with nails
>>
>>1550617
You know if we could totally make microwave bombs if we bothered to rig it.
>>
>>1550626
Mayne, but thats a waste so early in the game.
>>
>>1550629
Yeah that makes sense, and we'd need a power source that we can get mobile with, like a car battery or something.
>>
>>1550633
Now your thinking. Like a generator
>>
>>1550686
Which do you think is more important at the moment, getting electricity or getting more boats?

I personally think more boats might be best for potential gang growth.
>>
>>1550071
Trucks are sent out east and west of the base once more to scope for territory. They find the following:

> 1 greenhouse (+food source)
> 4 restaurants (+food and water)
> 2 subway station entrances
> 3 squatter apartments

The squatters to the east of your block are a more sober and less friendly here. If you wanna take this territory, you gotta fight back.

Using old car doors, hoods, and other scrap, and upgrade their compacts for durability in the city, including a nasty nailed grille on the bumper of one, and a shopping cart shield on the window of another.

>>Base: Fire Station (Scrap Metal and Car Walls)
>>Crew: 1 leader, 14 firefighter suit clad gangsters, 10 dopefiend gangsters
>>Fleet: 2 firetrucks (80%), 3 reinforced compact cars (20%)
>>Arsenal: 6 shotguns (4/4), 10 gas cans, 1 lighter
>>Territory Outside Base: None
>>Food: 90 (+100 in 7 days)
>>Water: 80
>>Loot: Clothing (Northface Jackets, Hiking Boots, Running Shoes)
>>
>>1550225
Dirty Dan starts dealing to some squatters. He gets 5 crystals a day. What is Dirty Dan paid in? (1 item per crystal)

> Scrap Tech (Radio, TV, Microwave, etc.)
> Clothing
> Melee (Golf Club, Baseball Bat, Hockey Stick, etc.)
> Sports Gear (Hockey Mask, Football Pads, Shinguards, Football Helmet, etc.)

He puts muscle in front of his apartment crystal lab. Smart move. Meanwhile, more bikers are sent to explore the last part of the block and more further north. They find:

> 3 restaurants (+food and water)
> 2 subway station entrances
> 1 skate park (squatter tents)
> 4 squatter apartments

The squatters here are tighter and don't like gangs. It'd be tough to sell product without taking out their main men.

Dirty Dan has explored 1 out of 4 areas in three surrounding blocks, and 2 out of 4 in the north block. Will update with map later on.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: 1 leader, 14 wifebeater and jeans clad gangsters, 6 crystal makers
>>Fleet: 5 dirtbikes (95%), 10 dirtbikes (90%), 2 pickups (no fuel)
>>Arsenal: 2 shotguns (4/4), 10 pistols (15/15), 15 aluminum bats
>>Territory Outside Base: None
>>Food: 109 (+120 in 6 days)
>>Water: 95
>>Loot: Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys)

anchor
>>
>>1550755
We need gas for those boats. Sailboats will be important
>>
>>1551049
Sounds good.
So we wanna go more of an adapt to the circumstance and old tech route instead of like, trying to advance with what we got?
>>
>>1551054
Name error.
>>
>>1550617
>>1550821
Trade linked

Actions: The speedboat pulls up to two of the sailboats and the group brings them back to base.

The second boat drives back to the catamaran and drops off the trade goods and moves back to the funpark to continue trade.

The catamaran team fastens the fishing polls around the ship to catch a steady supply of fish hopefully.
>>1551054
More like use old shit to scavenge for better shit. Bit not waste the good stuff on minor tasks.
>>
>>1551061
Good on us then, since we wont be making gasoline anytime soon it'll be best to save it for the good stuff.

Do we got any idea where we're gonna get the fabric for sails at the moment?
>>
>>1551067
We have sails currently, but probably clothes and rags to replace them
>>
>>1550771
We will set up a foothold in the green house with 10 dudes (mixed) and start growing corn! Great for the weekly backyard bbq.

Refuel the compacts and send them further north with each 3 people in them one armed with the guns to find things of interest.

The 6 at the base that remain will try to construct some makeshift rain water retrievers.
>>
>>1550821
Hockey masks
Football pads
Football helmets
Baseball bats
Clothing
This is what the crystals will be spent on

Meanwhile 4 men keep exploring the north block and another 4 explore the south some more, the rest staying at home will try to enlarge the crystal operation
>>
>>1550576
Moist Boys get 5 fishing poles, one microwave, two walkie talkies, and two baseball bats with nails. The walkie talkies have no batteries and they don't know how to work the microwave

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 14 lifevest clad gangsters
>>Fleet: 3 speedboats (full), 1 speedboat (90%), 1 speedboat (80%) ; 1 catamaran (no fuel)
>>Arsenal: 2 hunting rifles, 5 pistols, 5 Scuba Gear, 2 nailed baseball bats
>>Territory Outside Base: None
>>Food: 68
>>Water: 70
>>Loot: 5 fishing poles, 2 walkie talkies (no batteries), 1 microwave
>>Drugs: 0 Slags
>>
File: apocomap1.png (37KB, 800x590px) Image search: [Google]
apocomap1.png
37KB, 800x590px
>>1551691
Dirty Dan gets a hockey mask, a set of football pad and helmet, one baseball bat, and a pile of clothes. Dirty Dan equips the football apparel on himself.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: 1 leader (football helmet and pads), 14 wifebeater and jeans clad gangsters, 6 crystal makers
>>Fleet: 5 dirtbikes (95%), 10 dirtbikes (90%), 2 pickups (no fuel)
>>Arsenal: 2 shotguns (4/4), 10 pistols (15/15), 15 aluminum bats, 1 wooden bat
>>Territory Outside Base: None
>>Food: 109 (+120 in 6 days)
>>Water: 95
>>Loot: Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees), Hockey Mask
>>Drugs: 0 Crystals

Updated map attached.
>>
Dirties>>1551691
Truckers>>1551586
Moist Bois>>1551586
Air??

I'll give air a few minutes
>>
>>1551704
Action: send two men down with pistols to investigate the sewer party, and 3 with 1 hunting rifle 1 pistol to investigate the other places we saw.
>>
>>1551704
You linked to Trucker Tom twice.
>>1551061
This is Moist Bois
>>
Dirty Dan sends more motorbikes to scout the block north and south. It will take the northers 3 days to completely scope the whole block, and southers 4 days. They return with loot for every block face they finish scouting.

One gangster helps in crystal production. You can add another two if you want to reach maximum output. Supplies are limited however, and production will run out in a week unless you get some of the following:

> Toilet Cleaner
> Nail Polish
> Plant Fertilizer
> Cough Syrup

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: 1 leader (football helmet and pads), 13 wifebeater and jeans clad gangsters, 7 crystal makers
>>Fleet: 5 dirtbikes (95%), 2 dirtbikes (90%), 8 dirtbikes (85%), 2 pickups (no fuel)
>>Arsenal: 2 shotguns (4/4), 10 pistols (15/15), 15 aluminum bats, 1 wooden bat
>>Territory Outside Base: None
>>Food: 88 (+120 in 5 days)
>>Water: 74
>>Loot: Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees), Hockey Mask
>>Drugs: 6 Crystals
>>
The speeder brings back two of the sailing boats. They both have one pole each, and a jug of water (+water).

The poles are set up around the catamaran. They can have up to ten poles set up before maximum fish input is reached.

More trade is ongoing at the squatter camps. What are the dealers paid in?

> Fishing Pole
> Scrap Tech (Radio, TV, Microwave, etc.)
> Clothing
> Melee (Golf Club, Baseball Bat, Hockey Stick, etc.)

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 14 lifevest clad gangsters
>>Fleet: 3 speedboats (full), 1 speedboat (90%), 1 speedboat (70%) ; 2 sailboats; 1 catamaran (no fuel)
>>Arsenal: 2 hunting rifles, 5 pistols, 5 Scuba Gear, 2 nailed baseball bats
>>Territory Outside Base: None
>>Food: 60 (+7 every turn)
>>Water: 65
>>Loot: 7 fishing poles, 2 walkie talkies (no batteries), 1 microwave
>>Drugs: 10 Slags
>>
>>1551753
The north team park one speedboat one sailboat and 3 men take a sailboat and a pistol to retrieve the final sailboat.

The South Team return for trade and collect 2 nailed bats, 2 sets of batteries, 2 machetes, 2 fishing poles, 1 clothing and 1 sledgehammer. The team returns to a sailboat, parking the speedboat at base.

(The eastward unit was supposed to come back this past turn, correct?)
>>
Truckers fuel up the cars and send them north to find things of interest. They clean up the greenhouse and start growing corn as well. They find:

> 3 theatres, now filled with squatters
> 2 grocery stores (+food and water)

Inside the three theatres are some thugs dressed in stage props wielding stage prop weapons. They claim to be protectors of the theatre block and demand you stop exploring the block. What do you do?

> Intimidate them (1d100, need 80)
> Step Off
> Fight! (6 truckers vs 6 theatre goons)
> Try and recruit (1d100, need 90)

>>Base: Fire Station (Scrap Metal and Car Walls)
>>Crew: 1 leader, 14 firefighter suit clad gangsters, 10 dopefiend gangsters
>>Fleet: 2 firetrucks (80%), 3 reinforced compact cars (100%)
>>Arsenal: 6 shotguns (4/4), 4 gas cans, 1 lighter
>>Territory Outside Base: None
>>Food: 75 (+105 in 6 days)
>>Water: 65
>>Loot: Clothing (Northface Jackets, Hiking Boots, Running Shoes)
>>
>>1550494
>>1551704
This is not an official AIR turn. I just wanted to say that it would be nice if there was something to help tell the difference between a post about our turn versus their turn. Like saying firsthand that it is "insert gang name here" 's turn at the top of the post. Or we could give you some sort of "Tag" to post as a pic, indicating which gang it is for...
>>
>>1551884>>1551704

Ok, meant just to say that I need a visual aid in determining which post is for what gang...
>>
Rolled 95 (1d100)

>>1551879
Lets razzle dazzle with the goons.

(lowkey put the druggies as meat shield if necessary)
>>
The rooftop scouts return with news of the block. They find:

> 7 restaurants (+food and water)
> 3 clothing stores
> 3 squatter apartments
> 2 electronics store (+scrap tech)

Scouts are dropped at the squatters on the rooftops. They are many who are doped, living out of the apartments inside. What do you want to do?

> Raid their apartments
> Find their dealer
> Try and recruit

The sewer party goes down, and finds many grey skinned, buggy eyed men wearing tire parts and toilet paper. The sewers are decked out with lights, electronics, and sofa couches with many squatters doping. They tell you they are the Sewer Rats, the defenders of the sewers, and demand you respect their territory. What does the sewer party do?

> Fight! (2 pistol men vs 5 sewer rats with no weapons)
> Try and recruit
> Respect their territory

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew: 1 leader, 14 business suit clad gangsters (5 scouting, takes 1 day)
>>Fleet: 1 painted helicopter (85%)
>>Arsenal: 2 hunting rifles, 5 pistols, 1 Sniper
>>Territory Outside Base: None
>>Food: 80
>>Water: 80
>>Loot: Clothing (Handmade Ushankas)
>>
Have we ever explored the entirety of the building our tower is on? Or are they the same building? Nonetheless, do we know the entirety of where we live. I have some infrastructure ideas! I know some ideas that can "repurpose" the insides of the building. After all, we just live on the top of it...
>>
>>1551884
Sorry I will organize these better.

AIR TURN >>1551893
TRUCK TURN >>1551879
BOAT TURN >>1551753
DIRTBIKE TURN >>1551749
>>
>>1551896
You haven't scavenged the tower entirely, and you only live in the top floors.
>>
>>1551889
*BANG* *BANG* "BANG* The spray of the shotgun takes out all the theatre thugs. The north block is now yours to freely explore. The squatters freak out; many of them flee north. Your gang's notoriety will be spread with them.

>>Base: Fire Station (Scrap Metal and Car Walls)
>>Crew: 1 leader, 14 firefighter suit clad gangsters, 10 dopefiend gangsters
>>Fleet: 2 firetrucks (80%), 3 reinforced compact cars (100%)
>>Arsenal: 3 shotguns (3/4), 3 shotguns (4/4), 4 gas cans, 1 lighter
>>Territory Outside Base: None
>>Food: 75 (+105 in 6 days)
>>Water: 65
>>Loot: Clothing (Northface Jackets, Hiking Boots, Running Shoes)
>>
TURN 3 ANCHOR
Boat >>1551859

Still waiting on air to resolve the events
>>
>>1551916
Action: Scavenge the electronic stores

>Try to find their dealer
>>
>>1551914
1 firetruck with 4 person in explore west (1 shotgun)

1 firetruck with 4 person in explore east (1 shotgun)

4 per compact cars (3 cars) to scavenge the area we have laready explored around our base (1 shotgun per car)

5 at base that will make some rainwater collector (1 shotgun for defense)
>>
>>1551927
How do you want to resolve the sewer rats?
>>
>>1551916
We'll try and recruit some of the squatters that live in the apartment buildings to increase our numbers.

Meanwhile we'll keep dealing crystal and buy more sets of football gear.

Then we'll send 2 our of boys on foot into the subway entrance to see what they can find, armed with pistols.
>>
>>1551948
We respect their territory, for now.
>>
>>1551949
DIRTBIKE CREW TURN 4

Dirty Dan gets more football equipment from the squatters. They trade their crystals for six pairs of helmets and pads and one helmet. Some of the crew begins wearing it.

They recruit six other squatters. They adopt the gang dress code.

Two boys went into the subway entrance. They are met by a man named Subway Sam, with an Uncle Sam top hat and a shotgun. He offers passage through the sewers for a price of five food per visit. What do you wanna do?

> Pay the toll (-5 food)
> Fight! (2 pistol men vs Subway Sam, roll 1d100)
> Leave, not worth it.

North block scouts find five restaurants. Food is added to the food pile.

South block scouts find an empty zoo, two garages, and two clothing stores. In the garages are two compact cars.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: 1 leader (football helmet and pads),
9 wifebeater and jeans clad gangsters,
1 helmeted wifebeater and jean clad gangster,
6 football helmeted and padded gangsters,
7 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
8 dirtbikes (85%),
2 pickups (no fuel),
2 compact car (20%)
>>Arsenal: 2 shotguns (4/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat
>>Territory Outside Base: None
>>Food: 90 (+120 in 4 days)
>>Water: 76
>>Loot: Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees), Hockey Mask
>>Drugs: 0 Crystals
>>Scouting: North Block (2 turns), South Block (3 turns)
>>
>>1552001

Scouts scavenge the electronics store. They find some working tech
> 5 walkie talkies
> 2 laptop computers
> 1 desktop computers
> 2 stereos
> Pack of 15 batteries

They try and find the rooftop dealers. The dealer is name Cricket, and he is willing to make a deal. He is flanked by two muscular guys, one of which a tire iron and the other with a pistol. What do you do?

> Raid him (2 armed men and an unarmed man VS Cricket and the muscles) [1d100]
> Agree to deal (10 Slowreos for 5 food)
> Bargain (10 Slowreos for 2 food) [1d100]

Sewer Rat territory is respected by the air gang.

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters
>>Fleet:
1 painted helicopter (80%)
>>Arsenal:
2 hunting rifles (15/15),
5 pistols (15/15),
1 Sniper
>>Territory Outside Base: None
>>Food: 65
>>Water: 65
>>Loot: Clothing (Handmade Ushankas)
>>
>>1552025
We leave the dealer alone for now.
>>
>>1552025
Also, we send the hell to do a few rounds on our peninsula, marking things of special interest, such as fire stations, police precincts, docks.
>>
>>1551859

The land team returns having explored three sides of the east block. They found:

> 7 restaurants (+food and water)
> 1 aquarium
> 5 squatter apartments
> 2 subway entrances

The north team brings back the final sailboat.

Trade is made for more equipment.

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 14 lifevest clad gangsters
>>Fleet:
3 speedboats (full),
1 speedboat (85%),
1 speedboat (70%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
2 hunting rifles,
5 pistols,
5 Scuba Gear,
4 nailed baseball bats,
2 machetes,
1 sledgehammer
>>Territory Outside Base: None
>>Food: 87 (+9 every turn)
>>Water: 85
>>Loot:
9 fishing poles,
2 walkie talkies (no batteries),
2 sets of batteries,
1 microwave,
1 white tee
>>Drugs: 10 Slags
>>
>>1551929

Firetrucks go east and west. They find along the east and west blocks:

> 8 restaurants (+food and water)
> 1 electronics store
> 1 shoe store

They also use cars to scavenge for equipment around the truck base. They gather:

> 8 street signs
> 5 street lights
> 3 tin drums
> 7 burnt out cars

>>Base: Fire Station (Scrap Metal and Car Walls)
>>Crew:
1 leader,
14 firefighter suit clad gangsters,
10 dopefiend gangsters
>>Fleet: 2 firetrucks (75%), 3 reinforced compact cars (95%)
>>Arsenal:
3 shotguns (3/4),
3 shotguns (4/4),
4 gas cans,
1 lighter
>>Territory Outside Base: None
>>Food: 90 (+105 in 5 days)
>>Water: 80 (+100 per 5 days)
>>Loot:
Clothing (Northface Jackets, Hiking Boots, Running Shoes),
8 street signs,
5 street lights,
3 tin drums,
7 burnt out cars
>>
File: apocomap2.png (37KB, 800x590px) Image search: [Google]
apocomap2.png
37KB, 800x590px
anchor
>>
>>1552069
1 Firetruck with 6 crew in explore north (2 shotgun)

1 compact car with 4 people loot the electro store (1 shotgun)

1 Compact car with 4 people scavenge the restaurants (priority on finding glass bottles) (1 shotgun)

1 Compact car with 4 people go south to explore (1 shotgun)

Rest stay at home and further reinforce the base with the junk we found,
>>
>>1552085
We'll accept subway sams offer so we can see where the subway leads with the two guys there.

Meanwhile at home we'll be draining the two cars of fuel and putting them in our trucks then we'll scrap them to armor the trucks.

Then we'll have another gangster train to become a crystal maker.
>>
dirtbike>>1552105
truck>>1552087
air>>1552041
boat??
>>
>>1552141
Another trade is made in the south:
2 power generators(if they do not have it, spend 2 slags getting information)

2 sledgehammers, 2 mechetes, 2 mini fridges, 2 clothes.

A team of 5 goes with 2 pistols, a rifle and a sledgehammer and nailed baseball bat into the east to raid the resteraunts.

A team of 5 with a rifle, 2 pistols, 2 nailed baseball bat and scout the aquarium
>>
>>1552087

TRUCK GANG

Firetruck goes by north. They find:
> 3 restaurants (+food and water)
> 2 theatres

Approaching the theatre, there are at least ten thugs with prop swords and knives waiting to chase you out of the area. Your previous slaughter of their associates locks the negotiating tactics. They have labelled you an enemy. In order to claim the north block, you have to clear them all out now.

INTERACTION:
> Fight! (2 shotgunners and 4 other truck gangsters VS 10 theatre thugs)
> Return to base for now

The remaining thugs reinforce the base with scrap metal walls, loot the electronics store of scrap tech, walkie talkies, and batteries, and loot the restaurant of glass bottles. The south group will return next turn with info.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
14 firefighter suit clad gangsters,
10 dopefiend gangsters
>>Fleet:
1 firetruck (75%),
1 firetruck (70%),
3 reinforced compact cars (90%)
>>Arsenal:
3 shotguns (3/4),
3 shotguns (4/4),
4 gas cans,
1 lighter
>>Territory Outside Base: None
>>Food: 80 (+105 in 4 days)
>>Water: 65 (+100 per 4 days)
>>Loot:
Clothing (Northface Jackets, Hiking Boots, Running Shoes),
3 TVs
5 Toasters
3 Walkie Talkies
10 Batteries
20 Glass Bottles
>>
Rolled 44 (1d100)

>>1552353
Its a fight they want, its a fight they'll get.

Stay in the truck and keep a distance will the shotgunners can pellet them from the top and rout them
>>
A sailing team goes south to trade drugs for scrap tech, weapons, and information. They know that a power generator is owned by some large gang near one of the bridges in the south.

They raid the restaurants again. They return with pots, pans, and pitchers.

The aquarium team enters to the amazement of at least fifteen gangsters with porpoise plush hats and t-shirts from the destroyed gift shop. The leader comes forth.

"EE EE EE EE EE EE EE EE! We're The Porpoises! If you-ou-ou-ou-ou think you can come in here, you-ou-ou-ou-ou are dead wrong! Back off! EE EE EE EE EE EE EE!"

> Intimidate them (1d100, need 80)
> Step Off (for now...)
> Fight! (5 sailors vs 15 theatre unarmed goons) (1d100)
> Try and recruit (1d100, need 90)

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 14 lifevest clad gangsters
>>Fleet:
3 speedboats (full),
1 speedboat (85%),
1 speedboat (70%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
2 hunting rifles,
5 pistols,
5 Scuba Gear,
4 nailed baseball bats,
4 machetes,
3 sledgehammer
>>Territory Outside Base: None
>>Food: 79 (+9 every turn)
>>Water: 70
>>Loot:
9 fishing poles,
2 walkie talkies (no batteries),
2 sets of batteries,
1 microwave,
3 white tees,
2 mini fridges
10 Pots,
6 Pans,
20 Glass Pitchers
>>Drugs: 10 Slags
>>
DIRTBIKE GANG

Subway Sam steps aside for the food price. The dirtbikers follow the subway down, catch a map of the system, and find themselves walking about three blocks north, where they come out and emerge into a business district. A block away, they see a street with casinos and hotels, buzzing with activity. It's blocked off by a makeshift fence and armed guards.

Another gang members learns to make crystals. Dirty Dan gets 7 crystals a day now.

The car is scrapped for parts, fuel, and tires. One of their trucks now operates near half full.

The north scouts and south scouts find:
> 6 clothing stores
> 3 grocery stores (+food and water)
> 2 restaurants (+food and water)
> 4 squatter apartments

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: 1 leader (football helmet and pads),
8 wifebeater and jeans clad gangsters,
1 helmeted wifebeater and jean clad gangster,
6 football helmeted and padded gangsters,
8 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
8 dirtbikes (85%),
1 reinforced pickup (45%),
1 reinforced pickup (no fuel)
>>Arsenal: 2 shotguns (4/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat
>>Territory Outside Base: None
>>Food: 87 (+120 in 3 days)
>>Water: 77
>>Loot: Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees), Hockey Mask, 8 tires
>>Drugs: 7 Crystals
>>Scouting: North Block (1 turns), South Block (2 turns)
>>
Air gang leaves the dealer alone for now. The helicopter is scouting around the land short of the rivers. They spot the following from a distance.

> 4 bridges, each pair with a community at the base
> 1 hospital with a helipad and helicopter
> 3 docks
> 7 parking decks

The helicopter scouts are now at the hospital helipad.

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters
>>Fleet:
1 painted helicopter (65%)
>>Arsenal:
2 hunting rifles (15/15),
5 pistols (15/15),
1 Sniper
>>Territory Outside Base: None
>>Food: 50
>>Water: 50
>>Loot: Clothing (Handmade Ushankas)
>>
>>1552384
>Recruit these adorable cunts
Also let's send some of our boys out into the city. Try and spread word about THE MOIST BOIS hoping to get more members
>>
>>1552458
Nigga. You are gonna get us killed. We are already in the city. Read the post. And you need to roll and get 90 or higher to get them those odds are not good.
>>
>>1552458
need ta roll son
>>
File: apocomap2.png (39KB, 800x590px) Image search: [Google]
apocomap2.png
39KB, 800x590px
mupdate
>>
Rolled 31, 24 = 55 (2d100)

>>1552384
Attempt to recruit. (1st roll) if failed we attack for obvious reasons (2nd roll)

Home base loads batteries into walkie talkies and gets them ready for use.

Trade action: 1 fishing rod, 3 box fans, 2 walkie talkies spend 2 for gas location, spend 2 for known settlements nearby
>>
>>1552439
>>1552477
I'm not in discord for reasons I should stop explaining, but do my fellow avatars believe looting the medi-heli is a good idea? Extra transport sounds good to me...
>>
>>1552496
If our helis are the same model, we should take as much fuel as possible and fly it back to base for spare parts.
>>
>>1552429
Huh, the subway makes easy travel just about anywhere and subway sam is smart with his tolls. We'll send 4 football boys armed with a shotgun and 3 pistols his way. We'll see if we can recruit him so we can extend our influence to other stations with him helping run the subway toll operation, if not well out with the old and in the new rulers of the subway after sams dealt with.

While thats happening we'll be dealing some more crystal so we can get more of our boys in football gear.

While the dealings happening we'll also be on the lookout for some more muscle for the dirt crew, we'll need everyone we can get if we want to make it big in the city.
>>
Rolled 53, 78 = 131 (2d100)

>>1552492
Very moist
>>
>>1552439
Now that we have more lads, we send 7 guys, 2 Hunting Rifles, 5 pistols, all clothed in the best Ushankas in town to intimidate/raid the drugdealer.
We demand that he shares how to make the drugs with us, and comes up to our tower to be our private manufacturer (For the people), or we kill him.
If he doesn't accept we just kill him and his goons and take what they got.

We also send some other lads to look for lasses.
>>
Rolled 46, 29 = 75 (2d100)

>>1552517
Rolls for recruitment, if that fails roll for combat
>>
Rolled 12, 69 = 81 (2d100)

>>1552535
>>
I will average rolls from everybody, so I will wait for other members to participate.
>>1552527
>>1552538
>>1552545
>>
>>1552527
Moist boys fail to convince the Porpoises to join them. The pistol members take down three of them with four bullets, and the hunting rifle gets one in three bullets. They are chased out by the remaining porpoises, who shriek in porpoise language as they overcrowd your crew and beat up one member. Your crew escapes, but the other member is lost inside, beaten to death by the Porpoises.

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 13 lifevest clad gangsters
>>Fleet:
3 speedboats (full),
1 speedboat (85%),
1 speedboat (70%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
1 hunting rifle (15/15)
1 hunting rifle (12/15),
3 pistols (15/15),
1 pistol (13/15)
5 Scuba Gear,
4 nailed baseball bats,
4 machetes,
3 sledgehammer
>>Territory Outside Base: None
>>Food: 79 (+9 every turn)
>>Water: 70
>>Loot:
9 fishing poles,
2 walkie talkies (no batteries),
2 sets of batteries,
1 microwave,
3 white tees,
2 mini fridges
10 Pots,
6 Pans,
20 Glass Pitchers
>>Drugs: 10 Slags
>>
>>1552359
Truckers stay in the truck and spray the gangsters down with their shotguns. They empty the shells out while only hitting five members. The rest go up into the buildings and shoot from the windows. After a long period of silence, the frustrated truckers return to base.

Now turn 5 is over, gonna process new turn now

air>>1552535
dirty dan>>1552517
toms arson co.?
moist boys?
>>
>>1552635
3 cars with 4 guys each west focus less on exploring more on looting further stuff from the buldings

10 with the two firetrucks does the same with south

rest stays at home home keep watch/dissasemble useless electronics for parts/make molotovs
>>
>>1552635
the theatre boys go into the buildings, not the truckers. they stay in the trucks
>>
>>1552492

After the blunder, the Moist Boys load batteries into their walkie talkies and trade once again.

They learn of the locations of two gas stations, but its unknown whether they are abandoned or not. One is two blocks due east of their location, and the other is two blocks north, three blocks east.

They learn the location of four settlements, one on each river separated land. There is one inside a football stadium, one by a bunch of casinos and hotels, one in an train station hub in the northeast, and the one by the bridge to the south of them, which they learn is called Underbridge.

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 13 lifevest clad gangsters
>>Fleet:
3 speedboats (full),
1 speedboat (85%),
1 speedboat (70%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
1 hunting rifle (15/15)
1 hunting rifle (12/15),
3 pistols (15/15),
1 pistol (13/15)
5 Scuba Gear,
4 nailed baseball bats,
4 machetes,
3 sledgehammer
>>Territory Outside Base: None
>>Food: 75 (+10 every turn)
>>Water: 56
>>Loot:
10 fishing poles,
2 walkie talkies (no batteries),
2 walkie talkies (batteries),
3 box fans,
1 microwave,
3 white tees,
2 mini fridges
10 Pots,
6 Pans,
20 Glass Pitchers
>>Drugs: 10 Slags
>>
A large scavenging/scouting expedition is made by tom's truckers.

The west armada and truckers find altogether:

> 12 restaurants (+food and water)
> 2 grocery stores (+food and water)
> 3 squatter's apartments
> 2 garages (+2 electric cars, +3 compact cars)
> 1 tool shop (+tools)

The west and south blocks both belong to Tom's Trucks, given he can put people there to enforce them.

The guys at home construct molotovs from the glass bottles and clothes. They also disassemble electronics for wires, circuits, lightbulbs, and plastic.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
14 firefighter suit clad gangsters,
10 dopefiend gangsters
>>Fleet:
1 firetruck (70%),
1 firetruck (65%),
3 reinforced compact cars (85%),
2 electric cars (15%)
3 compact cars (20%)
>>Arsenal:
3 shotguns (3/4),
2 shotguns (0/4),
1 shotgun (4/4),
4 gas cans,
1 lighter,
10 molotovs
>>Territory Outside Base: None
>>Food: 125 (+105 in 3 days)
>>Water: 110 (+100 per 3 days)
>>Loot:
Clothing (Hiking Boots, Running Shoes),
6 Large Plastics
3 Circuits
3 light bulbs
5 Metal Chunks
3 Walkie Talkies
10 Batteries
10 Glass Bottles
5 hammers,
5 screwdrivers,
5 wrenches,
5 long PVC pipes,
5 large wooden boards
>>
>>1552538
DIRTY DAN'S BIKE GANG

Dirty Dan attempts to convince Subway Sam to join him, but he disagrees. The football clad men then take him down. Sam was a tough sunuvabitch; he took down three of the men before he crumpled underneath the numerous gunshot wounds.

More crystals are dealt for more football gear.

Some dopeheads are approached and recruited. five more join Dirty Dan's gang.

The north block is now Dan's if he holds it. The south block boys finish two streets. They find:

> 8 restaurants (+food and water)
> 2 garages (+3 compact cars)
> 3 grocery stores (+food and water)
> 1 tool store (+paint thinner)
> 1 cosmetic store (+nail polish)

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: Dirty Dan (football helmet and pads),
6 wifebeater and jeans clad gangsters,
1 helmeted wifebeater and jean clad gangster,
10 football helmeted and padded gangsters,
8 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
8 dirtbikes (85%),
1 reinforced pickup (45%),
1 reinforced pickup (no fuel)
>>Arsenal: 2 shotguns (4/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat
>>Territory Outside Base: None
>>Food: 116 (+120 in 2 days)
>>Water: 106
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
8 tires,
5 Paint Thinner,
5 Nail Polish
>>Drugs: 0 Crystal
>> Scouting: South Block (1 turn)
>>
>>1552729
Leader makes a set of pots n pans armor for himself after hearing word that one of the Bois was taken down. The group prepares for a battle against the porpoises.

The trade team trades 5 slags for a full set of hockey gear seeing that they had hockey sticks laying around.

They trade another 5 for old sink water filters. Better than nothing, right?

Once the gang is altogether they make a march to the Aquarium. Using the walkies they split the guns and manpower evenly into teams of 7. The plan is to attack the armored rear of the aquarium to get their attention and the second team can charge into the less defended front and flank them on both sides.
>>
RUSSIAN AIR MAFIA

The heli at the hospital is flown back, along with whatever aerofuel was nearby.

The air gang raid the rooftop dealer after he refuses to comply with them. Cricket offered little resistance after both bodyguards were killed and his legs were capped in. You raid in the slowreo stash
> 25 slowreos
> 3 glass bottles
> 1 Bunsen Burner
> 25 food and water
> 5 bags of sugar

Female squatters are abducted into the towers. They are more compliant when offered slowreos.

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters,
8 female squatters
>>Fleet:
1 painted helicopter (60%),
1 medi heli (95%)
>>Arsenal:
2 hunting rifles (15/15),
5 pistols (11/15),
1 Sniper
>>Territory Outside Base: None
>>Food: 52
>>Water: 52
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans,
25 Slowreos,
3 glass bottles,
1 bunsen burner,
5 bags of sugar
>>
>>1552837
We'll put a man to keep an eye on the north block so we can claim it.

Meanwhile were enstating 6 gangsters on subway toll duty, 2 on our entrance, 2, on the entrance by the casino place, and 2 to go the other way to see if they can claim the other entrance thats the other way, if not they'll report back and we'll deal with it later. They all have pistols.

While at the homefront the crystal makers will start putting that paint thinner and nail polish to use while the normal guys will scavenge around the base for any and all scrap they can use.
>>
File: apocomap2.png (41KB, 800x590px) Image search: [Google]
apocomap2.png
41KB, 800x590px
mupdate and acnhor
>>
>>1552881
We send 4 females down street level to distribute their 'goods' to the people, in exchange for either ammo, guns, or food.
We also send some lads down to the towns on the bridges, to investigate and look for someone willing to trade us food.
>>
>>1552966
8 guys and 2 shotgun per sector we control (10 person, 4 shotguns in total) to uphold our law, collect rent money and collect the locals weapons. We will protect them from now on. Anyone protesting is to be made an example off by nailing on the pavement

5 guys in a firetruck and a shotgun will go to the new garage we found to collect the gas in the cars, and dissasemble in parts. Metal is to be used to fortify the firetrucks further. Stockpile the parts.

rest stay at home to make a PVC cannon made for molotov to put on top of the firetruck. This cannon idealy should be controlled from the inside of the truck using the electronics we have.

Equalize shotgun shells with the guns we have at the morning
>>
>>1552999
I should clarify so there is no confusion on what we do to these lovely ladies.
First, we send them and also a few guys with pistols down to look at some apartments to make a new brothel. Then we evict the squatters and set them up there. Naturally, this will mean that we gotta keep a guy (or, gal, pick the prettiest, give her a gun, and make her the head mistress, she will be the ladette on the ground so we can claim it as our turf)
We also make a sign advertising the brothel, (now named "The People's Pleasure") and hang them up around that block.
>>
>>1552881
>>1552966

Check in with discord dudes, but I think it's time we try to claim the entirety of our building so we can improve and use it to the fullest...
>>
>>1552966
>>1552872
>>
>>1553278
No one is even in here, the bottom floors aren't climbable, the only way up is through a heli.
>>
Dirty Dan finishes exploring the south block and now runs it. The scouts find:

> 3 clothing stores
> 2 grocery stores (+food and water)

Six gangsters guard the north block (Y20).

Gangsters are put down in the sewers for toll duty, including the station southwest. So far, none have passed through the sewers. Maybe they need to be given a reason to come through?...

Crystal operation is also beefed up from the acquisition of paint thinner and nail polish.

The base around is scavenged. A lot of wood, lamp posts, and tire scraps are gathered.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: Dirty Dan (football helmet and pads),
6 wifebeater and jeans clad gangsters,
1 helmeted wifebeater and jean clad gangster,
10 football helmeted and padded gangsters,
8 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
8 dirtbikes (85%),
1 reinforced pickup (45%),
1 reinforced pickup (no fuel),
3 compact cars (20%)
>>Arsenal:
2 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat,
>>Territory Outside Base: Y20, Y22
>>Food: 100 (+120 in 1 day)
>>Water: 90
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
4 Paint Thinner,
4 Nail Polish,
3 Lamp Posts,
12 large planks of wood.
>>Drugs: 9 Crystal
>>
>>1553009

Truckers collect the local weapons and declare their presence to protect the squatters in the areas, given that they collect rent money in the form of food. About six or seven protest, to which in response they are nailed down to the curb. The remaining twenty or so squatters quietly give in. Now every turn, the truckers gain additional food (+5 per territory they pacify)

They also scrap the cars for metal to reinforce their firetrucks. Car parts are stockpiled, mainly the tires and some metal chunks.

They begin trying to construct a PVC cannon on top of a truck. They lack a proper firing mechanism, so for now they load water in their truck hose and use the high pressure to push out the bomb, but this has the adverse effect of extinguishing it.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
10 dopefiend gangsters
>>Fleet:
1 reinforced firetruck (70%),
1 reinforced firetruck (65%),
3 reinforced compact cars (85%),
2 electric cars (15%)
>>Arsenal:
5 shotguns (2/4),
1 shotguns (3/4),
10 gas cans,
1 lighter,
10 molotovs
>>Territory Outside Base: H25, G24
>>Food: 110
(+105 in 2 days)
(+10 every day)
>>Water: 95
(+100 per 2 days)
(+10 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes),
6 Large Plastics,
3 Circuits,
3 light bulbs,
20 Metal Chunks,
12 tires,
3 Walkie Talkies
10 Batteries
10 Glass Bottles
5 hammers,
5 screwdrivers,
5 wrenches,
5 long PVC pipes,
5 large wooden boards
>>
>>1553032

Russian air mafia send four of the women, with slowreo bribes, to go street level and distribute their 'goods'. They vacate one squatter apartment so that the ladies of the night have comfortable quarters. They charge a high price for the women, but squatters aren;t dumb enough to give weapons and ammo for a quick fuck. They only have one customer so far, and it seems he'll be a regular.

The helicopter crew touches down at a bridge settlement. They will agree to trade some food and water for slowreos. The settlement, although developed quite well, is not as large as you thought, and is vulnerable from the air. What do you do?

> Take the deal (10 food for 8 slowreos)
> Bargain (10 food for 2 slowreos) [1d100]
> Raid the settlement (five pistol armed gangsters and a sniper in a heli VS a town of maybe 15?) [1d100]
> Leave (for now)

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters,
8 female squatters
>>Fleet:
1 painted helicopter (55%),
1 medi heli (95%)
>>Arsenal:
2 hunting rifles (15/15),
5 pistols (11/15),
1 Sniper
>>Territory Outside Base: None
>>Food: 39
(+10 from brothel)
>>Water: 29
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans,
21 Slowreos,
3 glass bottles,
1 bunsen burner,
5 bags of sugar
>>
Rolled 20 (1d100)

>>1552729

The team trade five slags for hockey sticks. The squatters are completely unwilling to give up their hockey gear.

They also have some old sink water filters. Water input increases as a result.

The gang splits into two teams of seven. They plan to take down the Porpoises once and for all. Rolling for the result.

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew: 1 leader, 13 lifevest clad gangsters
>>Fleet:
3 speedboats (full),
1 speedboat (85%),
1 speedboat (70%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
1 hunting rifle (15/15)
1 hunting rifle (12/15),
3 pistols (15/15),
1 pistol (13/15)
5 Scuba Gear,
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks
>>Territory Outside Base: None
>>Food: 64
(+10 every turn)
(-2 for drug plug)
>>Water: 66
(+25 every turn)
>>Loot:
10 fishing poles,
2 walkie talkies (no batteries),
2 walkie talkies (batteries),
3 box fans,
1 microwave,
3 white tees,
2 mini fridges
10 Pots,
6 Pans,
20 Glass Pitchers
>>Drugs: 10 Slags
>>
>>1553823
Despite some disorganization inside the Aquarium, the Porpoises were outmatched. The gang leader opens fire into the chirping gang members who were completely unarmed, laying down at least ten before they were body slammed by the Porpoises. Two sledgehammermen and a machetemen hacked to death Porpoises who piled up, killing them but also killing their own piled men.

There was one Porpoise related death, but that was due to a Porpoise yaking a nailed baseball bat and using the moment of confusion to knock the grey matter out of the gangster.

In the end, three Moist Boys died in the conflict against some thirty Porpoises.

LOOT:
> Porpoise Block is yours!
> Clothing: Plushie Hats and T-shirts
> +150 water
> +75 food
> Unique Weapon: Porpoise Club (Bat with a blade sticking out that looks like a porpoise's fin, painted with eyes and everything)

>>Crew: 1 leader, 10 lifevest clad gangsters
>>Arsenal:
1 hunting rifle (11/15)
1 hunting rifle (9/15),
3 pistols (10/15),
1 pistol (7/15)
5 Scuba Gear,
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
The Porpoise Club
>>
File: apocomap2.png (40KB, 800x590px) Image search: [Google]
apocomap2.png
40KB, 800x590px
mupdate and anchor and good night
>>
>>1553852
2 firetrucks north with 6 people in each with 4 shotguns

3 cars (3 people each) east to scavenge anything useful

rest at home will try to thinker with the talkies to try to make a long range communication system. We should have to electronics to make this happen.
>>
>>1553864
By north i mean, fuck up the theatre cucks and conquer the land.
>>
>>1553852
Hmm, we'll need to get more creative if we want people to use the subways. The casino looking place could indirectly help us with that, we'll send 2 guys to check it out and see what its about. Meanwhile we'll be reinforcing the subway entrances with whatever spare scavenged materials we got. While thats happening we'll also set up signs informing people of the existence of this recreational street in the blocks we own and saying the subway is the fastest and safest way there.

At home we'll send 4 guys to scout the rest of the block east and 3 guys to check out more of the western block.
>>
>>1553852
The Leader takes the new club and his men ironically call him Captain Porpo. Using whatever junk they have lying around they begin making a sign in front of the aquarium where it says "Moist Bois" coining their gangs moniker. They take their loot and spread out once back at the Yacht.

A group of 5 is sent to the Underbridge with a rifle, a handgun and baseball bats and are there to recruit by sailboat.

Another group of 3, all with handguns and machetes investigate the gas station nearest to the park. If there is people they stay cautious during approach.
>>
moist boys>>1554267
dirty dan>>1553991
trucker tom>>1553864
>>1553865
air?
>>
Rolled 17, 45 = 62 (2d100)

>>1553852
Action. We send the Digi-camo hell to take another round of our area, looking for hair cutterys, salons, sex shops, and grocery stores.
We also send some lads down into the sewer to see what they will bargain for these sloreos.

We make attempt to make a deal with on of the lads at the bridge, proposing that we will protect them for a cut of whatever comes over the bridge, (if they don't have a toll then we set one up) along with some food.
>>
Moist Boys consolidate their loot and claim the Aquarium for themselves with a sign with 'Moist Bois' written in broken pencils.

A group of five sail down to Underbridge via sailboat. They find the settlement bigger than most bridge settlements, taking up at least five blocks. The local settlement guards shoo them away, but they manage to land near an unobserved corner where some troublemakers roam. They recruit twelve young men, and will bring them all back within two turns.

Four walk over to the location of the first gas station closest to them. They find it held down by a huffing addict named Gasoline Gary. He is very hesitant about giving away his gas, and his friends don't seem too kindly either. At least half of them are armed with handguns or machetes. Gasoline Gary says he controls all the gas stations in this quarter, but its skeptical to know whether this is true or not. You can strike a deal with him for gas if you trade him some melee weapons.

> Accept trade (2 gallons for 5 melees)
> Bargain (2 gallons for 2 melees)
> Leave
> Write In

>>Base: Luxury Catamaran (3 bedrooms shared with five members each)
>>Crew:
Captain Porpo,
10 lifevest clad gangsters,
4 teens
>>Fleet:
3 speedboats (full),
1 speedboat (85%),
1 speedboat (70%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
1 hunting rifle (11/15)
1 hunting rifle (9/15),
3 pistols (10/15),
1 pistol (7/15)
5 Scuba Gear,
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
The Porpoise Club
>>Territory Outside Base: D6
>>Food: 136
(+10 every turn)
(-2 for drug plug)
>>Water: 230
(+25 every turn)
>>Loot:
10 fishing poles,
2 walkie talkies (no batteries),
2 walkie talkies (batteries),
3 box fans,
1 microwave,
3 white tees,
2 mini fridges
10 Pots,
6 Pans,
20 Glass Pitchers
>>Drugs: 20 Slags
>>Recruiting: 4 teens per turn (2 turns left)
>>
The heli takes another round, looking for hair cutteries, salons, sex shops, and grocery stores. They find:

> Beauty Shop (+wigs and perfume)
> Sex Shop (+sex toys and lingerie)
> 6 Grocery Stores (+food and water)

Immediately, the russians dress up their women. The number of regular customers increase to three.

The Sewer Rats strike up a bargain for the sloreos, offering passage to an underground settlement in your quarter for 15 slowreos.

> Take the deal
> Bargain (passage for 5 slowreos) (1d100)
> Make your own way (Fight!)
> Leave

The bridge boys are skeptical but like the idea of security, so agree to give you food and water for protection. Nobody crosses the bridge, so the efforts to place a toll don't bear fruit. Perhaps if they were given an incentive to cross...

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters,
8 female squatters
>>Fleet:
1 painted helicopter (40%),
1 medi heli (95%)
>>Arsenal:
2 hunting rifles (15/15),
5 pistols (11/15),
1 Sniper
>>Territory Outside Base: None
>>Food: 83
(+30 from brothel)
(+5 from bridge boys)
>>Water: 41
(+5 from bridge boys)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans,
21 Slowreos,
3 glass bottles,
1 bunsen burner,
5 bags of sugar,
10 wigs,
12 pairs of sexy lingerie,
8 bottles of perfume,
7 sex toys
>>
Rolled 84 (1d100)

2 firetrucks go north to destroy the theatre thugs once and for all. Rolling to see the outcome.

Three cars with three each go east to scavenge. They return for every block face they explore. This turn they find:

> 4 restaurants (+food and water)
> 1 art gallery (+paint and canvases)

The rest tinker with the walkie talkies. They can communicate long distance with them from inside and outside their trucks.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
10 dopefiend gangsters
>>Fleet:
1 reinforced firetruck with a cannon (65%),
1 reinforced firetruck (60%),
3 reinforced compact cars (85%),
2 electric cars (15%)
>>Arsenal:
5 shotguns (2/4),
1 shotguns (3/4),
10 gas cans,
1 lighter,
10 molotovs
>>Territory Outside Base: H25, G24
>>Food: 95
(+105 in 1 day)
(+10 every day)
>>Water: 80
(+100 per 1 day)
(+10 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes),
6 Large Plastics,
3 Circuits,
3 light bulbs,
20 Metal Chunks,
12 tires,
3 Walkie Talkies (full)
4 Batteries
10 Glass Bottles
5 hammers,
5 screwdrivers,
5 wrenches,
5 long PVC pipes,
5 large wooden boards,
10 paint buckets,
10 thick paint brushes,
10 canvases
>>
>>1555193
Looks like dress rehearsal is over for the theatre clowns. They are taunted to come out of their dark theatres by the truckers, who mow them down with shotgun fire and set them alight with molotovs. No casualties were inflicted on the truckers when they're inside their trucks.

They emerge and enter each theatre. The theatres are empty; it seems Trucker Tom drove them all out. Will they meet them again? Who knows...

LOOT:
> Theatre Block is now yours!
> Clothing: Stage Prop Costumes
> +100 water
> +100 food
> Unique Weapon: The Pirate Cutlass (Huh, looks like among all the props this one's actually the real deal. Comes with a belt sheath.)

>>Arsenal:
3 shotguns (0/4),
2 shotguns (2/4),
1 shotguns (3/4),
10 gas cans,
1 lighter,
6 molotovs
The Pirate Cutlass
>>
>>1553991

Dirty Dan sends two guys to check out the casino. They learn its the major settlement in their quarter, called the Mirage. They are allowed admittance provided they don't kill, steal, or cause any other trouble that can undermine the settlement. The two guys talk to people and set up signs informing some of the existence of the street corners and the Crystal they sell. Meanwhile, folks around the park block do the same. It seems that only the literate come, who mainly are from Mirage. The tolls bring in a steady income of food, and will increase with more people coming in. Local Mirage guards don't like it, but allow it to happen.

The wealthier customers have more items to trade for the crystals. Dirty Dan can now be paid in:

> Scrap Tech (Radio, TV, Microwave, etc.)
> Clothing
> Melee (Golf Club, Baseball Bat, Hockey Stick, etc.)
> Sports Gear (Hockey Mask, Football Pads, Shinguards, Football Helmet, etc.)
> Alcohol
> Small Batteries (2 per crystal)
> Food (5 per crystal)
> Water (5 per crystal)

More are sent out to scout. The east guys will take four turns while the west take five. They will return for every block face they discover.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm)
>>Crew: Dirty Dan (football helmet and pads),
6 wifebeater and jeans clad gangsters,
1 helmeted wifebeater and jean clad gangster,
10 football helmeted and padded gangsters,
8 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (85%),
7 dirtbikes (80%)
1 reinforced pickup (45%),
1 reinforced pickup (no fuel),
3 compact cars (20%)
>>Arsenal:
2 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat,
>>Territory Outside Base: Y20, Y22
>>Food: 194
(+120 in 7 days)
(+10 from toll)
>>Water: 74
(+10 from toll)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
4 Paint Thinner,
4 Nail Polish,
3 Lamp Posts,
12 large planks of wood.
>>Drugs: 18 Crystal
>>Scouting: East (4 turns), West (5 turns)
>>
File: apocomap2.png (44KB, 800x590px) Image search: [Google]
apocomap2.png
44KB, 800x590px
mupdate and anchor (correct me if its wrong)
>>
File: 11.png (145KB, 852x480px) Image search: [Google]
11.png
145KB, 852x480px
>>1555240
with their normal duty, the territory guards will start recruiting whoever seeks better conditions. Girls too, i want some good to use in the theater ditrict.

send the three reiforced cars explore southwest of the base (3 guys per car)

the rest will spend some time in the theater district to prepare for some orgies, strip-shows, prostitution etc.
>>
>>1555240
Action: On the bridge, we set up some signs advertising the people's pleasure as "The best brothel in the city". We also send 3 lads, all armed with pistols to check out those grocery stores, and we send a additional 3, 1 hunting rifle, 2 pistols, to check out that carpark.
We also outfit the girls in the brothel with lingerie. The girls not sent to the brothel are given a rank inside our gang, so we have more available gangsters.
>>
>>1555240
Now we cant let some other guys show us up with how their place is, we gotta make our little zone more attractive and I got just the idea! We got all this football gear and we haven't needed to fight much so why not put it to use when its not needed? We can create our own little sports arena and charge people to watch games, heck even if people not from our gang make teams they can play there to as competition to make it more exciting.

Meanwhile we'll do some more dealing, we'll put aside 12 crystals to buy 4 radios and 4 pairs of batterys for them, one for each subway entrance we control and one I myself will hold. The last of the crystals go to buying even more football gear.

At home we'll also start asking around on our turf if any of the squatters know of any lucrative places further out in the city we could loot.
>>
>>1555316
Or wait I got another idea that could work better with what's planned, we could also set up a betting booth for the guys looking for more excitement at the arena. It'll bring even more thrill seekers and make the place more memorable and we still get even more goods from the place.
>>
New concept in the company:
CURRENCY
2 food = 2 water = 2 pistol bullets = 1 shotgun shell = 1 rifle bullet = 1 litre of fuel = 1 dose of slowreo = 1 dose of crystal = 1 dose of slag

Tom's Logistics and Arson Company will only those forms of currency for transfers with the locals.
>>
>>1555240
The group leave Gassy Gary alone and head to the second gas station to have a peak to see if the rumors were true about him owning all the local stations

1 sailboat of 3 heads south to trade.

4 sets of batteries, 2 walkie talkies, 1walking cane, 1 toaster.

Spend 2 asking where a supermarket is
Spend 2 asking about a place heavy in cleaning supplies.

A team of 5 makes use of the scuba gear and dives into the water tosee what they can salvage in the deep.
>>
>>1555316

East and West scouts each scout a block face. They find:

> 7 restaurants (+food and water)
> 2 squatter apartments
> 1 subway station (already found)

Dirty Dan has an idea to make a game using the football pads as equipment. Since american football's rules are long forgotten, they create a sport called Dirtball. Part of the park is made into a rectangular field. The premise of the game is that players in the football gear must pass a tire from one end of the field to the other. A player can roll the tire or carry it, but only one player can handle it at a time. Once a tire falls on its face, the other team gets possession. Offense's goal is to roll it to its end and protect it from being knocked on its face; defense's goal is to knock down the tire at whatever cost. It gets dirty quick. So far, only five zoned out crystal heads begin to watch, and no other teams participate.

More football gear and radios are bought.

Squatters tell you of a police station northwest, two gas stations (one near a subway stop far west, one inside the Mirage), and a gang fort with many lucrative items near the shore of your quarter due west.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena)
>>Crew: Dirty Dan (football helmet and pads),
2 wifebeater and jeans clad gangsters,
1 helmeted wifebeater and jean clad gangster,
13 football helmeted and padded gangsters,
8 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (85%),
7 dirtbikes (75%)
1 reinforced pickup (45%),
1 reinforced pickup (no fuel),
3 compact cars (20%)
>>Arsenal:
2 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat,
>>Territory Outside Base: Y20, Y22 , Reinforced Subway Entrances
>>Food: 219
(+120 in 7 days)
(+10 from toll)
(+5 from games)
>>Water: 99
(+10 from toll)
(+5 from games)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 9 Crystal (+9 every turn)
>>Scouting: East (3 turns), West (4 turns)
>>
Tom turns theatre district into a whorehouse. The only customers are Tom's gang, who loves it, and one weird squatter who pays the 10 food price.

3 cars filled with gangsters raid the southwest quadrant. They find:
> 3 squatter apartments
> 1 clothing store
> 1 Water Fountain with squatters

The squatters at the fountain are obviously doped up on something. What does Tom wanna do?

> Try and recruit
> Find the dealer
> Raid the squatters
> Leave

At the squatter apartments, at least ten squatters join out of fear and admiration of their new oppressors.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
10 dopefiend gangsters,
10 terrified squatter gangsters
>>Fleet:
1 reinforced firetruck with a cannon (65%),
1 reinforced firetruck (60%),
3 reinforced compact cars (80%),
2 electric cars (15%)
>>Arsenal:
5 shotguns (2/4),
1 shotguns (3/4),
10 gas cans,
1 lighter,
10 molotovs
>>Territory Outside Base: H25, G24, H23
>>Food: 185
(+105 in 7 day)
(+10 from brothel)
(+10 every day)
>>Water: 165
(+100 per 7 day)
(+10 from brothel)
(+10 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes, Camo Pants),
6 Large Plastics,
3 Circuits,
3 light bulbs,
20 Metal Chunks,
12 tires,
3 Walkie Talkies (full)
4 Batteries
10 Glass Bottles
5 hammers,
5 screwdrivers,
5 wrenches,
5 long PVC pipes,
5 large wooden boards,
10 paint buckets,
10 thick paint brushes,
10 canvases
>> Scouting: G25 (1 turn)
>>
>>1555458
Gotta recruit some guys. Im sure they need the pay to buys stuff anyway
>>
The moist boys go to the second gas station. It seems the rumors are true. The second gas station has more fortifications but fewer people, and inside you can see a fleet of three oil tankers.

Trade is done for supplies and info. They know the location of a supermarket just west of Underbridge, and a home improvement shop near a subway station either due east or southeast.

Finally, five use the scuba gear to explore the depths. They find:

> A bag full of assault rifles (7)
> Two skeletons in riot armor
> 3 cell phones (no battery)

They bring their loot to the catamaran base

>>Base: Luxury Catamaran (3 bedrooms shared with six members each)
>>Crew:
Captain Porpo,
10 lifevest clad gangsters,
8 teens
>>Fleet:
3 speedboats (full),
1 speedboat (85%),
1 speedboat (70%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
1 hunting rifle (11/15),
7 assault rifles (0/20),
1 hunting rifle (9/15),
3 pistols (10/15),
1 pistol (7/15)
5 Scuba Gear (90%),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
The Porpoise Club
>>Territory Outside Base: D6
>>Food: 136
(+10 every turn)
(-2 for drug plug)
>>Water: 230
(+25 every turn)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
1 microwave,
3 white tees,
2 mini fridges,
1 toaster,
10 Pots,
6 Pans,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
>>Drugs: 18 Slags
>>Recruiting: 4 teens per turn (1 turn left)
>>
>>1555175
still need a response to the sewer rat interaction
>>
Rolled 77 (1d100)

>>1555674
Bargain
>>
>>1555701
Close, but not quite, sewer rats maintain their original deal, will you take it or leave it?
>>
>>1555711
Nah, we'll come babk
>>
>>1555716

Russian air mafia advertises with signs. Only the literate come; food revenue increases marginally, and toll revenue is nonzero.

The girls not in the brothel are turned into gangsters

The grocery store is looted again. They manage to scavenge the water fountains and collect it for themselves (+water).

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters,
4 female gangsters,
4 brothel workers
>>Fleet:
1 painted helicopter (40%),
1 medi heli (95%)
>>Arsenal:
2 hunting rifles (15/15),
5 pistols (11/15),
1 Sniper
>>Territory Outside Base: None
>>Food: 110
(+40 from brothel)
(+5 from toll)
(+5 from bridge boys)
>>Water: 80
(+5 from bridge boys)
(+5 from toll)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans,
21 Slowreos,
3 glass bottles,
1 bunsen burner,
5 bags of sugar,
10 wigs,
12 pairs of sexy lingerie,
8 bottles of perfume,
7 sex toys
>>
>>1555465
Trucker Tom recruits about six squatters.

>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
16 dopefiend gangsters,
10 terrified squatter gangsters,
>>
File: anchor.png (361KB, 1200x1200px) Image search: [Google]
anchor.png
361KB, 1200x1200px
anchor
>>
>>1555743
The russians also scavenge a carpark. They return in front of their makeshift brothel with a fleet of
> 4 compact cars (20%)
> 2 electric cars (15%)
>>
>>1555751
Territory guard will throw a party in the company's good name. Use ample amount of food.

use the 3 compact cars with 3 people in each of them to explore north east of our current territory.

Use the 2 fire trucks with 4 guys in each to explore north west

The terrified gangster can enjoy themselves.

4 guys at home to dismantle the electric cars for parts
>>
>>1555751
The Revolutionists send some men south to scavenge, as well as finding a good place to sell random stuff we don't need, like these cars, or those bags of sugar, or the drugs. A general store. We also add directions to it alongside the brothel signs. The rest of the men and women begin moving our stuff down into the building, we have been living ontop of it long enough.
>>
>>1555751
Were going to send 6 football guys to check out the police station, 1 shotgun 5 pistols and they'll ride in a armored pickup.

Then we'll send 2 guys to investigate the gas station thats supposed to be near one of the subway stops.

Meanwhile at home were gonna look for some new guys to recruit in the apartments. We'll also keep dealing while were at it for some more football gear.
>>
>>1555751
Send 7 men to the gas station to try and trick them into letting us inside. 3 armed with nailed baseball bats and the other 4 with machetes.

we'll also send a few guys to check out the home improvement shop
>>
>>1555932
You need to be morr specefic buddt.
>>
>>1555932
The one with fewer people>>1555941
>>
I'm confused...

Are the Russians the Air gang?

(I sure hope there is a larg city park somewhere...)
>>
>>1555952
The air gang have been renamed "The Revolution", and their members are now called Revolutionists.
>>
>>1555751
>>1555932

The trade team (of3) trades 4 slags for information about an electronics store.

They also get 10 microwaves.

Three assault riflemen investigate the supermarket.

7 appear at the less defended gas station. Everyone has a melee weapon, 2 are given assault rifles for emegency use only. They dont want to hit those tankers.

The home team scuba dives again.
>>
>>1555958
I liked Russian air mafia better
>>
Russian air mafia settle down into the building, one heli sitting on the rooftop, and the other at the tower.

A general store is set up to sell cars, sugar, or drugs. So far, only the drugs are being bought.

Men scavenge to the south. They will take four turns to explore the whole block. This turn they find:

> 4 restaurants (+food and water)
> 1 statued park with doped up squatters

The squatters are doped up on Slowreos. The dealer is in the middle of the park flanked by four bat wielding musclemen. He offers a trade of 10 slowreos for 10 food. What do you wanna do?

> Trade with the dealer
> Bargain (10 slowreos for 5 food)
> Recruit some squatters
> Leave

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters,
4 female gangsters,
4 brothel workers
>>Fleet:
1 painted helicopter (40%),
1 medi heli (95%)
>>Arsenal:
2 hunting rifles (15/15),
5 pistols (11/15),
1 Sniper
>>Territory Outside Base: None
>>Food: 157
(+40 from brothel)
(+5 from toll)
(+5 from bridge boys)
>>Water: 87
(+5 from bridge boys)
(+5 from toll)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans,
21 Slowreos,
3 glass bottles,
1 bunsen burner,
5 bags of sugar,
10 wigs,
12 pairs of sexy lingerie,
8 bottles of perfume,
7 sex toys

>>Scouting: South block (3 turns left)
>>
Rolled 9 (1d100)

The scuba team finds the following:

> 1 Police Siren
> 1 stereo speaker
> 1 briefcase with 30 slags

The riflemen enter the supermarket. They return with a huge stash of food and water.

The seven appear at the gas station. They first try and trick the guards into letting them in. Rolling for outcome.

Information about an electronics store reveals a large one on the southwest quarter, near the shore by the river splitting the south quarters.

>>Base: Luxury Catamaran (3 bedrooms shared with six members each)
>>Crew:
Captain Porpo,
10 lifevest clad gangsters,
12 teens
>>Fleet:
3 speedboats (full),
1 speedboat (85%),
1 speedboat (70%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
1 hunting rifle (11/15),
7 assault rifles (0/20),
1 hunting rifle (9/15),
3 pistols (10/15),
1 pistol (7/15)
5 Scuba Gear (80%),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
The Porpoise Club
>>Territory Outside Base: D6
>>Food: 221
(+10 every turn)
(-2 for drug plug)
>>Water: 332
(+25 every turn)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
11 microwave,
3 white tees,
2 mini fridges,
1 toaster,
10 Pots,
1 Police Siren,
1 Stereo Speaker,
6 Pans,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
>>Drugs: 44 Slags
>>
>>1556125
The guards don't buy it, what do you wanna do?

> Charge in
> Leave
>>
Truckers finish exploring G25 and start exploring northeast and northwest. G25 is now theirs. They all find:

> 8 restaurants (+food and water)
> 4 clothing stores
> 2 squatter apartments
> 1 sewer entrance

The lads throw a huge BBQ party. The terrified gangsters are not that terrified now.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
16 dopefiend gangsters,
10 cool squatter gangsters
>>Fleet:
1 reinforced firetruck with a cannon (60%),
1 reinforced firetruck (60%),
3 reinforced compact cars (70%),
2 electric cars (15%)
>>Arsenal:
5 shotguns (2/4),
1 shotguns (3/4),
10 gas cans,
1 lighter,
10 molotovs
>>Territory Outside Base: H25, G24, H23
>>Food: 184
(+105 in 6 day)
(+10 from brothel)
(+10 every day)
>>Water: 184
(+100 per 6 day)
(+10 from brothel)
(+10 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes, Camo Pants),
6 Large Plastics,
3 Circuits,
3 light bulbs,
20 Metal Chunks,
12 tires,
3 Walkie Talkies (full)
4 Batteries
10 Glass Bottles
5 hammers,
5 screwdrivers,
5 wrenches,
5 long PVC pipes,
5 large wooden boards,
10 paint buckets,
10 thick paint brushes,
10 canvases
>>Scouting: I23, I25 (1 turn)
>>
Biker scouts find:

> 5 restaurants (+food and water)
> 3 clothing stores
> 1 squatter apartment
> 1 construction site.

The construction site is home of a gang dressed in hardhats and orange vests, wielding sledgehammers and hunting rifles. They claim they own the whole southeastern corner of your quarter and demand you step off the land or you'll face trouble! What do you do?

> Step Off
> Try and recruit (1d100)
> Barter
> Fight!

6 football guys check out the police station. They find a sole man named Officer McMill, wearing nothing but a police hat and socks. He is locked inside the station and has a rifle sticking out. He can't be coaxed into coming out. What do you do?

> Charge in!
> Try and recruit (1d100)
> Request a trade (guns or armor for drugs, food, etc.)
> Leave

The two guys near the subway stop find that the gas station is controlled by some smalltime gang high off of gasoline. They also see two oilers there, but a lot of firepower equipped by the mischiefs.

More recruits are hired, and more football gear is traded.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena)
>>Crew: Dirty Dan (football helmet and pads),
27 football helmeted and padded gangsters,
8 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (85%),
7 dirtbikes (70%)
1 reinforced pickup (35%),
1 reinforced pickup (no fuel),
3 compact cars (20%)
>>Arsenal:
2 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat,
>>Territory Outside Base: Y20, Y22 , Reinforced Subway Entrances
>>Food: 198
(+120 in 7 days)
(+10 from toll)
(+5 from games)
>>Water: 68
(+10 from toll)
(+5 from games)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 0 Crystal (+9 every turn)
>>Scouting: East (2 turns), West (3 turns)
>>
File: apocomap2.png (47KB, 800x590px) Image search: [Google]
apocomap2.png
47KB, 800x590px
mupdate and anchor
>>
>>1556282
The Territory guard will ask around for some arsenals, gun shops or survival shops that might be in the area

The cool squater gangster can take the cars and go due west to scavenge the shops and buildings of the area

(firetrucks away on exploration)

the 8 guys remaining at home can take some metal chunks and start making some cool body armor.
>>
>>1556058
We send 8 lads and laddettes out to intimidate the dealer into joining us, much like last time. We take all 5 pistols with us.
We also send some Revolutionists Down to the hospital, looting.
>>
>>1556282
>>1556331
>>
>>1556282
Trade team (3) gets an adventurous idea once the stereo speaker was found. They trade for 3 microphones, an amplifier and 7 more speakers (11 slags)

They then offer 10 slags for hockey gear. If they do not agree we do an intimidation with 2 assault rifles. Real combat with 3 pistols and bats

Captain Porpo leads a group with 4 assault rifles, 2 hunting rifles and a pistol and a lot of melee weapons to steal the generators and ammunition from the South Bridge Gang (my understanding is that its not Underbridge)
>>
Rolled 36 (1d100)

>>1556331
Rolling to see whether the dealer joins (70 due to larger group and reputation)
>>
Rolled 3, 36 = 39 (2d100)

>>1556272
Rolling to attempt to recruit both the construction guys and the cop, I'll post the full turn after.
>>
>>1556468
You failed convincing both cop and construction workers. You can still attempt to bargain a deal, or try and kill them.
>>
>>1556455
Well, we pull out our gats and ask one final time, stating that he gets one more chance because he looks like someone useful.
>>
Rolled 52 (1d100)

>>1556573
>>
>>1556272
We'll leave the construction guys alone for now, as for the cop we'll trade him some food and see what guns he wants to trade.

Meanwhile were sending 3 guys to explore the block northeast.

We'll also start setting up some basic walls on the edges of our turf to keep out any groups that want to cause any trouble.
>>
Rolled 11, 15 = 26 (2d100)

Trades are made for more audio equipment.

Rolling to see intimidation for the hockey gear. Seeing as two assault rifles are pointed, the difficulty check is lowered to 60.

Captain Porpo leads a group with rifles to the bridge gang supposedly south, in the southwestern quarter, on the other side of the river from Underbridge. The theft mission is undergoing to take their generator and any ammunition. The mission is executed using two speedboats with a total of seven excluding the Captain. Rolling to see the outcome (Need a 70 to see if the theft goes unnoticed, otherwise, fighting emminent.

>>Base: Luxury Catamaran (3 bedrooms shared with six members each)
>>Crew:
Captain Porpo,
10 lifevest clad gangsters,
12 teens
>>Fleet:
3 speedboats (full),
1 speedboat (75%),
1 speedboat (60%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
1 hunting rifle (11/15),
7 assault rifles (0/20),
1 hunting rifle (9/15),
3 pistols (10/15),
1 pistol (7/15)
5 Scuba Gear (80%),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
The Porpoise Club
>>Territory Outside Base: D6
>>Food: 206
(+10 every turn)
(-2 for drug plug)
>>Water: 334
(+25 every turn)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
11 microwave,
3 white tees,
2 mini fridges,
1 toaster,
10 Pots,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
6 Pans,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
>>Drugs: 44 Slags (+10 every turn)
>>
Rolled 82 (1d100)

>>1556727
The squatters refuse to give their hockey equipment. Real combat roll for this one.

The away team at the south bridge find the generators, but its guarded by some sentries! They face about twelve gangsters, but only four are armed with firearms, the rest melee. What do you wanna do?

>Fight! (1d100)
>Leave!
>>
>>1556740
Squatters are WRECKED. You get a heck of a lot more than just the hockey equipment.

> 10 pairs of hocker equipment
> +50 food
> +50 water
> 12 tents
> 1 dog
> Shopping Cart filled with sports melee weapons (x15)
>>
Rolled 93 (1d100)

>>1556740
Fight
>>
>>1556764
Captain Porp puts his club into good use! He slices the first three gangsters who run up across the face, injuring them to the point of no combat. The remaining melee men beat them to death.

The three gunmen with actual rounds make every shot count, dropping down a total of six gangsters, while only experiencing two or three wounds in their arms or legs, forcing them to cease.

The numbers are in your favor now, all eight of you alive, and three of them left. They surrender when the empty rifles are pointed. The other men load the generator into the boat, along with other loot.

> South Bridge Gang Block is yours!
> Three potential gang members can be added!
> +60 food
> +60 water
> 1 generator
> Unique Armor: Captain's Hat (Well, it doesn't do much to help from a gunshot wound, but damn it if it doesn't make you look cool! Bonus to recruiting)

The generator has a makeshift crank that could be modded out for some other method of rotation. It seemed the bridge gangsters had cranked it up to use in their outdoor lamps.
>>
Rolled 19 (1d100)

>>1556594
Looks like this capitalist pig is getting gutted, along with his goons.
>>
Northeast guys are scouting. They will take two turns to hold the block.

Construction gang is left alone for now.

Officer McMill offers a wide arsenal of guns, and for each weapon he wants a set amount of food. There is no negotiating with him. He has:

> Pistol (20 food)
> Ammo (1 bullet per 5 food)
> Shotgun (50 food)
> Hunting Rifle (100 food)
> Assault Rifle (150 food)
> Confiscated Illegal Weapon (300 food)

You can try barging in, but the door is very secure.

Walls are continuing to be constructed around the territories, made from broken apartment walls, doors, and burnt out cars.

The east boys return this turn finding all restaurants.


>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena, Outer Walls)
>>Crew: Dirty Dan (football helmet and pads),
27 football helmeted and padded gangsters,
8 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (85%),
7 dirtbikes (65%)
1 reinforced pickup (35%),
1 reinforced pickup (no fuel),
3 compact cars (20%)
>>Arsenal:
2 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat,
>>Territory Outside Base: Y20, Y22 , Reinforced Subway Entrances
>>Food: 202
(+120 in 5 days)
(+10 from toll)
(+5 from games)
>>Water: 82
(+10 from toll)
(+5 from games)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 9 Crystal (+9 every turn)
>>Scouting: East (1 turns), West (2 turns), Northeast (2 turns)
>>
>>1556879
It is ok, comrades. Some blood must be spilled on the path to a true communist Utopia! This will be the Stalingrad of our time!
>>
>>1556879
Dealer's goons pull out their bats and get bashing. All the russian mafia are heavily injured, but you don't bring bats to a gunfight. The dealer manages to escape however. You collect the bats and the slowreo stash that was left.

LOOT:
> 4 bats
> 25 slowreos
> 10 sugar
> 1 bunsen burner

Some gangsters return to the hospital, this time to raid the inside. It turns out that a gang operates from there -- the Scrub Club.

Their leader comes out. They are all dressed in scrubs, with metal dishes attached to their bodies as a primitive armor. They wield small surgical tools, some with rifles, and their leader with a shotgun. They demand you step off, seemingly ignorant about your theft of their heli.

> Step Off...for now
> Try and recruit (1d100)
> Fight!

South block explorers find:

> 2 cosmetic stores (+makeup)
> 2 squatters apartments (+customers)
> 1 restaurant (+food and water)

A bump into the food stockpile results.

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters (four heavily injured),
4 female gangsters,
4 brothel workers
>>Fleet:
1 painted helicopter (35%),
1 medi heli (95%)
>>Arsenal:
2 hunting rifles (15/15),
1 pistols (8/15),
3 pistols (7/15),
2 pistols (6/15),
1 Sniper,
4 bats
>>Territory Outside Base: None
>>Food: 199
(+50 from brothel)
(+10 from toll)
(+5 from bridge boys)
>>Water: 79
(+5 from bridge boys)
(+10 from toll)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans,
46 Slowreos,
3 glass bottles,
2 bunsen burners,
15 bags of sugar,
10 wigs,
12 pairs of sexy lingerie,
8 bottles of perfume,
6 makeup sets,
7 sex toys

>>Scouting: South block (2 turns left)
>>
Tom now owns sectors I23 and I25. The scouts find:

> 6 restaurants (+food and water)
> 3 squatter apartments
> 1 sewer manhole with squatters

Inquiries are made about gun shops or survival shops. The only noteworthy one is due east near the bridge subway station.

Cool gangsters take cars and go west to scavenge. They go through two block sectors and find:

> 4 restaurants (+food and water)
> 4 squatter apartments
> 2 warehouses

The warehouses are held by a gang who boards up their warehouse with semi trucks hooked to cargo boxes. They all wear high trucking hats with long hair and beards and overalls, and every one of them has a gun.The leader comes forward.

"Stop right der' misters! Dis herr Semi Gang Turr'tury, I reckon y'best stepoff, PUNK!"

Its clear that the gang runs more than just this block. What do you do?

> Step Off, for now...
> Try and recruit (1d100)
> Make a trade deal
> Fight!

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
16 dopefiend gangsters,
10 cool squatter gangsters
>>Fleet:
1 reinforced firetruck with a cannon (60%),
1 reinforced firetruck (55%),
3 reinforced compact cars (65%),
>>Arsenal:
5 shotguns (2/4),
1 shotguns (3/4),
10 gas cans,
1 lighter,
10 molotovs
>>Territory Outside Base: H25, G24, H23, I23, I25, G25
>>Food: 213
(+105 in 6 day)
(+10 from brothel)
(+10 every day)
>>Water: 213
(+100 per 6 day)
(+10 from brothel)
(+10 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes, Camo Pants),
6 Large Plastics,
3 Circuits,
3 light bulbs,
2 electric motors,
28 Metal Chunks,
20 tires,
3 Walkie Talkies (full)
4 Batteries
10 Glass Bottles
5 hammers,
5 screwdrivers,
5 wrenches,
5 long PVC pipes,
5 large wooden boards,
10 paint buckets,
10 thick paint brushes,
10 canvases
>> Scouting: F34 (1 turn)
>>
Rolled 77 (1d100)

>>1557087
Well well well, i see you guys are mens of culture as well...

(recruit)
>>
>>1557001
We back off, for now. We send one of our lads down in some junkie clothes to see what those lads got, basically casing that gang, watching for how many there are, how many armaments there are, if they actually have and medical supplies, etc.
We send the lasses down to the cosmetic store to check out what is there, then swing around the restaurant for the food there.
The rest of the men begin setting up a Zipline down to a neighboring building to save fuel on helicopter rides, the most knowledgeable in weapons carefully dismantles one of our hunting rifles to (hopefully) see how to make more, and lastly, we have someone siphon fuel from the medical chopper for refueling the "Hind".
>>
>>1557096
"Hrmm, I see y'all like ta drive trucks too... though they red I reckon... is dat a cannon in da side? Oh sweet baby jesus, I gotta gets me one of dose!

Oh, you da boys out east uh? You gotta sweet piece of turrtuury from whut I herrd. Y'all tough aintcha? Whasay we ...uhuhuh...join a bit togehter..."

Truck gang territory adds a bonus to their role via reputation! Recruiting roles for gang assimilation is easier for some gangs!

> Semi gang Territory is yours!
> The trucks are at your command, former semi gang boss works under you for now
>>
File: apocomap2.png (49KB, 800x590px) Image search: [Google]
apocomap2.png
49KB, 800x590px
updatted map and anchor

>>1557115
You back off for now. I will process the rest in the following turn.
>>
>>1557152
10 gangster with the 3 cars will explore/scavenge east.

send 16 guys with the two firetrucks to get some cool clothing that can make our gang standout and in the 4 clothing stores we found in G25. Since Clothing isnt much, they should also get some generic stuff they find in buildings around them

Meanwhile, the cool guys will stay at home with the new cool truckers and have an innitiation BBQ party. These guys are cultured mens and should be treated as such.
>>
>>1557152
The Captain takes the three leftover thugs into his gang. He steals the fancy lighting and leaves a group of 3 hockey geared men with porpoise plushies on their shoulderpads alomg with the just-defeated recruits. They are given hockey sticks, a rifle, and a handgun. They will rent out the old hideout to squatters in exchange for a cut whatever they can scavenge. No loot, no roof.

Captain Porpo has become confident and strolls into the Park where the beaten squatters and their drug connection are located. He arrives with 5 assault rifles, 1 rifle and 3 handguns followed by 9 hockey and riotgeared men. He puts on his Captains Hat in an attempt to recruit the dealer. If he rejects, they take it by force.
>>
>>1557152
We'll buy two shotguns from cop Mill.

Now since the guys that investigated the construction gang returned were gonna get together a party of 12 football guys, 2 shotguns and 10 pistols riding in a armored pickup and dirtbikes to raid them.

Meanwhile at home we'll be constructing a water collector to catch any rainwater for us at the fort.
>>
>>1558883
>Black leather jackets over red shirts with jeans and brown boots
shit sounds cash.
>>
With the acquisition of F34, The scouts automatically find:

> 3 restaurants (+food and water)
> A truck depot (+commercial trucks)
> 1 clothing store

Acquisition of Semi Gang bolsters your numbers, your territory, and reputation. Word travels fast, and some larger gangs in your quarter begin eying you for vulnerablities.

Tom throws a BB! to celebrate the merger. The former Semi chief is happy. He and Tom become fast friends.

Scouts finish exploring I24. They find all restaurants (+food and water)

Scouts also loot the clothing stores for a wardrobe overhaul. They can change their styles into multiple different outfits:

> Golf T-shirts and slacks with business shoes
> Red Windbreaker with khakis and tennis shoes
> Shirtless with red vests, jeans, and tennis shoes
> Longsleeve white shirts with red jeans and black loafers
> Black leather jackets over red shirts with jeans and brown boots
> Red hoodies and black jeans with flat brimmed hats with the city's football team logo and skateboarder shoes
> Write in

They also collect a multitude of scrap metal, wooden boards, and materials.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
16 dopefiend gangsters,
10 cool squatter gangsters,
35 semi gangsters,
>>Fleet:
1 reinforced firetruck with a cannon (55%),
1 reinforced firetruck (50%),
3 reinforced compact cars (65%),
>>Arsenal:
15 pistols (7/15),
15 shotguns (4/4),
5 shotguns (2/4),
1 shotguns (3/4),
10 gas cans,
1 lighter,
10 molotovs
>>Territory Outside Base:
F: 23, 24, 25;
G: 23, 24, 25;
H: 23, 25;
I: 23, 24, 25
>>Food: 197
(+105 in 5 day)
(+10 from brothel)
(+10 every day)
>>Water: 197
(+100 per 5 day)
(+10 from brothel)
(+10 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes, Camo Pants),
6 Large Plastics,
3 Circuits,
3 light bulbs,
2 electric motors,
35 Metal Chunks,
26 tires,
3 Walkie Talkies (full)
4 Batteries
10 Glass Bottles,
5 Large Glass Panes
5 hammers,
5 screwdrivers,
5 wrenches,
5 long PVC pipes,
8 large wooden boards,
10 paint buckets,
10 thick paint brushes,
10 canvases
>>
>>1558888
Also with the territoral changes, i'll let the
>10 cool squatter gangsters
Become territory guards so they can protect the territory they live in.
>>
Some lads in junkie clothes go up close to case the Scrub Club. Seems they are not to be messed around with; they operate about four blocks, but the majority of them are inside the hospital. You see every once in a while some scrubs come out with a package of some hospital drugs, and they cycle them over to squatter locations in return for food. At the hospital there are about 35 of them, while each of the three other blocks have at most five. Their fleet consists of 5 ambulances, 3 compact cars, and one pickup truck. The majority of the scrubs at the hospital have small sharp surgical tools, and you count at least 12 that have hunting rifles, while their leader Surgery Shaun, has a while shotgun with a red cross on it.

While Its unclear from your casing whether inside the hospital has medical supplies, but from the healthy condition of the scrubs relative to other squatters make you assume they do.

Lads go back to the cosmetic stores and restaurants to scavenge further. They find:

> 13 bottles of nail polish
> 2 hair blowers
> 2 wigs
> 12 pots
> 8 pans
> 10 pitchers

A zipline is set up between the tower and lower apartment. Its gradual enough to land safely.

One man finds the simple mechanisms that make up a hunting rifle after dismantling it. He would need some metal chunks, springs, wood, and a workshop with a drill, saw, screwdriver, and hammer.

Fuel is siphoned into the heli even though they have plenty of aerofuel.

Scouts explore another block face. They find:

> 3 restaurants (+food and water)
> 1 squatter apartment
> 1 bar (+alcohol)

The bar has many leftover cases of vodka. The air gang confiscate these.

>>Base: Rooftop tower with top floor covered in tents and sleeping bags
>>Crew:
1 leader,
14 business suit clad gangsters (four heavily injured),
4 female gangsters,
4 brothel workers
>>Fleet:
1 painted helicopter (100%),
1 medi heli (20%)
>>Arsenal:
2 hunting rifles (15/15),
1 pistols (8/15),
3 pistols (7/15),
2 pistols (6/15),
1 Sniper,
4 bats
>>Territory Outside Base: None
>>Food: 251
(+50 from brothel)
(+10 from toll)
(+5 from bridge boys)
>>Water: 86
(+5 from bridge boys)
(+10 from toll)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans (full),
46 Slowreos,
3 glass bottles,
2 bunsen burners,
15 bags of sugar,
12 wigs,
12 pairs of sexy lingerie,
8 bottles of perfume,
6 makeup sets,
7 sex toys,
13 bottles of nail polish,
2 hair blowers,
12 pots,
8 pans,
10 pitchers,
300 bottles of vodka
>>
Rolled 63 (1d100)

East block is now Dan's. They finish off the side finding all restaurants.

They buys two shotguns from Officer McMill.

The guys at home build a water collector. Water collects some amount at least once a week.

The bikers go to raid the construction suckers. They are made up of twelve football armored guys, armed with two shotguns and ten pistols, riding in an armored pickup carrying six and four dirtbikes. They face on this block at least fifteen workers, half with sledgehammers and half with rifles. Two more man some construction vehicles. Rolling to see the outcome.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena, Outer Walls)
>>Crew: Dirty Dan (football helmet and pads),
27 football helmeted and padded gangsters,
8 crystal makers
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (80%),
3 dirtbikes (65%),
4 dirtbikes (60%),
1 reinforced pickup (25%),
1 reinforced pickup (no fuel),
3 compact cars (20%)
>>Arsenal:
4 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
15 aluminum bats,
1 wooden bat,
>>Territory Outside Base: Y20, Y22, Z21, Reinforced Subway Entrances
>>Food: 106
(+120 in 4 days)
(+10 from toll)
(+5 from games)
>>Water: 86
(+10 from toll)
(+5 from games)
(+100 in 7 days)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 18 Crystal (+9 every turn)
>>Scouting: West (1 turns), Northeast (1 turns)
>>
>>1559009
It was an even scruff, but Dirty Dan managed to kick the construction gang off their northwestern corner.

The dirtbikers roll fast while shooting in front of them. Two were knocked out by sledgehammers from their vehicles, but the football pads saved them from instant death. All together, they managed to shoot out at least five of the construction guys.

The truck rolls up, running over one unlucky punk who shot straight at the truck. The armored hood protected the driver and mauled the assailant. Jumping out, the shotgun guys try and spray as many as they can but they both get dropped by a hunting rifler. They managed to blow four out.

Two pistolmen from the truck are mauled by a backhoe loader, but this truck is hailed with bullets and the driver quickly dies.

With four left on their side and Dan strong at eight, (two of whom are injured), the construction crew cuts their losses and retreats into their territories. Careful Dan, they might come back.

>Casualties: 4 dead, 2 injured

LOOT:
> Construction Crew - AA21 is now yours!
> +35 food
> +35 water
> 4 sledgehammers
> 11 hardhats
> 3 pistols (4/15)
> 1 backhoe loader
> 1 construction claw
>>
Rolled 14 (1d100)

Captain Porpo stations three hockey geared men with the just defeated recruits into his new territory. They advertise to rent out the place to squatters in exchange for scavenged goods. Three join for now. If undecided, they bring in food as rent, but these can be exchanged out for:

> Scrap Tech
> Wooden Boards
> Tires
> Clothing

Captain Porpo strolls into the park with the drug connection and attempts to recruit the dealer again. With his cool hat, recruiting check falls to 55. Rolling for outcome.

>>Base: Luxury Catamaran (3 bedrooms shared with seven members each)
>>Crew:
Captain Porpo with the Captain's Hat,
7 hockey geared gangsters,
3 hockey geared D6 guards,
12 teens,
3 defeated South Bridgers
>>Fleet:
3 speedboats (full),
1 speedboat (75%),
1 speedboat (60%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
1 hunting rifle (11/15),
7 assault rifles (0/20),
1 hunting rifle (9/15),
3 pistols (10/15),
1 pistol (7/15)
5 Scuba Gear (80%),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
The Porpoise Club
>>Territory Outside Base: D6
>>Food: 188
(+10 every turn)
(-2 for drug plug)
>>Water: 333
(+25 every turn)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
11 microwave,
3 white tees,
2 mini fridges,
1 toaster,
10 Pots,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
1 portable light tower,
6 Pans,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
>>Drugs: 54 Slags (+10 every turn)
>>
Rolled 54 (1d100)

>>1559072
Despit your numbers and cool hat, Zazz likes to be independent. Rolling to see abduction efforts.
>>
>>1559105
The first guard pumps once and blasts two sailors, but he eats lead in the face multiple times. The second guys attacks with the tire iron, but gets beaten to death with rifle butts. Zazz is knocked out and dragged to the base, bloodied but alive.

> Casualties: 2 dead

LOOT:
> 1 shotgun (3/4)
> 1 tire iron
> 1 slave drug dealer. He will make the usual quantity of drugs, but at only the price of what you feed him.
>>
File: apocomap2.png (49KB, 800x590px) Image search: [Google]
apocomap2.png
49KB, 800x590px
mupdate and anchor and afk for a while
>>
fixed
>>Base: Luxury Catamaran (3 bedrooms shared with seven members each)
>>Crew:
Captain Porpo with the Captain's Hat,
7 hockey geared gangsters,
3 hockey geared F14 guards,
12 teens,
3 defeated South Bridgers
>>Fleet:
3 speedboats (full),
1 speedboat (75%),
1 speedboat (60%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
2 hunting rifle (15/15),
7 assault rifles (0/20),
4 pistols (15/15),
4 pistols (5/15)
5 Scuba Gear (80%),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
The Porpoise Club
>>Territory Outside Base: D6, F14
>>Food: 188
(+10 every turn)
(-2 for drug plug)
>>Water: 333
(+25 every turn)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
11 microwave,
3 white tees,
2 mini fridges,
1 toaster,
10 Pots,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
1 portable light tower,
6 Pans,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
Generator,
>>Drugs: 54 Slags (+10 every turn)
>>
File: scout.png (160KB, 1200x878px) Image search: [Google]
scout.png
160KB, 1200x878px
>>1559152
Scouting/exploration big expedition according to picture. Spare no time scavenging, i just want information on that area.

48 Gang members back at home remaining

20 (territory guards): make some guard posts at every streets comming in our territory using street scraps.

14: stay at home and make armors using scrap metal

14: go scavenge the truck depot in F34 mentionned in >>1558891
>>
>>1559152
They take their new slave and put him to work in his new kitchen... which turns out to be his original one as the Moist Bois take over the Seaside Park. Zazz gets fed 1 food idea as required. Also as last time they make the squatters pay rent. These guys have to pay with food, however. 3 Hockey men patrol the neighborhood and recruit the least useless ones.

They begin trade as well, 30 slags for 10 sets of batteries, 10 blenders, 10 mops/brooms and create makeshift face-shredder lances.

The Bridge group attempt to recruit again as well as trade, moving 20 planks of wood back to base. They collect 3 tires as rent.

They rig up the generator to be powered by the docks rolling waters. They hook up their new light, the police siren amd the minifridges to make the food last longer. (Dont know how many items the generator supports)

The home team attempt to build a boat with their new wood. They find out how much they will actually need per boat.

Finally they begin to dress the teens in pots n pans armor. No sense wasting the good stuff on kids mirite?

Anyone left go scuba diving into the north.
>>
>>1559281
>>1559172
got truck and boat need air and dirtbike
>>
>>1559152
Were gonna go recruiting in all the places we control, meanwhile were going to send some guys to see where the last of the construction crew are based.
>>
>>1559152
We send one dude with a pistol and the sniper to harass those hospital niggas, shooting one, running away, relocating, repeat.
We also set up a bar in the old bar and put up two more signs on the bridges, one advertising a better life under the Revolution, but only for people who are not junkies and one advertising our bar.
>>
new thread >>1560475
Thread posts: 245
Thread images: 14


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.