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Gangs of the Apocalypse: Evolution of Gang Warfare

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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.

Previous Thread: >>1549076

THE GANGS:
> The Moist Boys: Operate in the NW quarter, holds a fleet of boats, based in a boat off shore.
> The Revolution: Operate in the NE quarter, has a fleet of helicopters, formerly based in a tower but now moved to evicted squatter apartments. Owns a brothel and a toll bridge.
> Dirty Dan's Bike Gang: Operate in the SE quarter, has a fleet of bikes, based in a dirty park, has a good drug operation and made a sport!
> Tom's Logistics and Arson Company: Operate in the SW quarter, holds down quarters for 'protection', merged with a trucking gang, holds a lot of property, based from a fire station.

FAQ:
> What is this?
You know those civilization evolution threads where you pick a civ and have to evolve it? This quest is kinda like that but you have gangs and an actual goal.
> Can I join?
Yes! There are no limits to players. Our discord is here: https://discord.gg/dNR6gSN
> How many actions can I do?
As many as there are people, vehicles, and weapons.
> Do I have to roll for an action?
I will usually let you know in turn, but for the most part during combat, certain recruiting, bargaining, and intimidation actions you will need to roll.

Posting the next turns from the previous thread now.
>>
Moist Boys take over Seaside Park. Squatters start paying rent, ie, food. Some of them are also recruited; eight to be exact.

Bridge group recruits some of their tenants as well; five squatters.

More trades are made for batteries, blenders, mops and brooms. They have some weird mad max/mcgyver shit goin on now with these blender spears.

Generator is worked by rushing water from the docks. They hook it up to the minifridges and the police siren. Mini fridges keeps the fish good to eat, increasing fish input. Pretty nifty shit.

Home team makes a 'boat' by tying the tires to wooden boards and using another board as a paddle. Water seeps the deck easily. The damp wood is weak when its out for too long.

Teens are dressed in pots and pans armor.

Scuba team dives north. The find:

> Briefcase with 15 slags
> 2 mannequins
> An empty semi-automatic weapon

>>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,
8 potted-and-panned teens,
4 teens,
13 squatters,
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 (70%),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
10 Face-Shredder Lances
The Porpoise Club
>>Territory Outside Base: D6, F14, C8
>>Food: 174
(+10 every turn)
(+15 from rent)
>>Water: 334
(+25 every turn)
(+15 from rent)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
11 microwave,
3 white tees,
2 mini fridges,
1 toaster,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
1 portable light tower,
3 tires,
20 wood boards,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
Generator,
>>Drugs: 34 Slags (+10 every turn)
>>
Should fix to have 5 hockey geared gangsters. 2 are dead.
>>
Scouts finish scouting northeast and west. They find:

> 5 restaurants
> 3 clothing stores
> 2 squatter apartments.

Through the collective efforts of the gang, a large number of squatters are recruited. I guess the leisureliness of Dirtball and relative peace of your territories paid off.

Scouts look at where the construction crew is located now. They find they hold the territories AA22, AA23, AB22, and AB23. Their main hideout is AB23, with the other territories sparsely guarded similar to where you have acquired. They have a fleet of at least 4 CAT tractors, 2 cranes, 3 backhoe loaders, and 6 trucks. They are all armed, again, with sledgehammers and rifles.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena, Outer Walls)
>>Crew: Dirty Dan (football helmet and pads),
21 football helmeted and padded gangsters,
2 injured football decked out gangsters,
30 squatter recruits,
8 crystal makers,
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (80%),
3 dirtbikes (55%),
4 dirtbikes (50%),
1 reinforced pickup (25%),
1 reinforced pickup (no fuel),
3 compact cars (20%),
1 construction claw (50%),
1 backhoe loader (50%)
>>Arsenal:
4 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
3 pistols (4/15),
15 aluminum bats,
1 wooden bat,
4 sledgehammers,

>>Territory Outside Base:
Y: 20, 22,
Z: 20, 21,
AA: 21,
Reinforced Subway Entrances
>>Food: 119
(+120 in 3 days)
(+10 from toll)
(+5 from games)
>>Water: 99
(+10 from toll)
(+5 from games)
(+100 in 6 days)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
11 hardhats,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 27 Crystal (+9 every turn)
>>
Rolled 37 (1d100)

South block is finished exploring. They find:

> 4 restaurants (+food and water)
> 1 garage (+cars)

Advertisements are put recruiting and for promotion of the bar. More are interested in the latter than the former.

The bar business is booming! Lots of reasons to drink in this city I suppose. Today, you sold at least 15 bottles for three times as many food. Maybe try and adjust your prices to make up for the high demand?

As a result of trickling customers from the recently established bar, the general store business picks up. 20 slowreos, the cars they had found a couple turns ago that I hadnt listed, and the sugar are all sold. They had an income of 250 food and water.

You manage to recruit five into The Revolution.

Rolling to see the impact of the harassing missions.

>>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,
5 recruits
>>Fleet:
1 painted helicopter (95%),
1 medi heli (20%),
3 electric cars (15%)
>>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: 598
(+50 from brothel)
(+20 from toll)
(+5 from bridge boys)
>>Water: 373
(+5 from bridge boys)
(+20 from toll)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans (full),
26 Slowreos,
3 glass bottles,
2 bunsen burners,
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
>>
>>1560645
Sniper kills 14 Scrubbers before he's spotted. Luckily, he managed to get away, but the Scrub Club are angry and are probably about to retaliate next turn!
>>
Trucker Tom sends a lot of scouts out. Here is what they find:

> West explorers see a gang of Dockers on the west shore, who demand they step off! Tom may interact with them if he pleases.
> Northwest Explorers find nothing of interest other than random squatters, restaurants, clothing Stores.
> North and Northeast explorers find subway stations, and see a well developed property from the settlement known as Stadium, called such because its based in a Stadium, although they are eating up city blocks. Tom can interact with them if he pleases.
> East boys find remnants of the Theatre Thugs holed up in a Performing Arts Center! Due to your previous interactions, they are incredibly hostile, and your appearance may bait them into attacking you!

Guard posts are built in the owned territories.

Many of the dopefiend, semi gang, and squatter gangsters are armored in scrap metal.

The truck depot is scavenged, and a fleet of five semi-trailer trucks are added with (20% diesel).

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
35 scrap metal gangsters,
26 semi gangsters,
>>Fleet:
1 reinforced firetruck with a cannon (55%),
1 reinforced firetruck (50%),
3 reinforced compact cars (65%),
5 semi-trailers (20% diesel)
>>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 (all with guard posts):
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,
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
>>
Actual tanks of fleet:

>>Fleet:
1 reinforced firetruck with a cannon (45%),
1 reinforced firetruck (40%),
3 reinforced compact cars (55%),
5 semi-trailers (20% diesel)
>>
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anchor and mupdate
>>
>>1560754
We swap out 2 hockey gangsters with riot gear and give the hockey gear to teens.

Captain Porpo needs gas. He knows where to get it. He has the manpower and the knowhow as well. He divides up his team with his 6 walkies, dividing the assault rifles, live ammunition weapons. The goal is to steal the 3 tankers from the less guarded northern gas station and claiming the station for himself.

They surround the station using natural cover and threaten with assault rifles and face shredders. They are ordered only to use live ammo when the tankers are behind themself and nowhere else. They plan to drive off with the tankers and have an ambush team ready after the conflict to ambush any of the Gas Mafias forces that may patrol it.
>>
>>1560754
Refuel Everything except the semis.

The semi gangsters will work on dismantling 3 semi-trailers and use the parts to make the 2 remaining. MORE STRONK MORE HORSEPOWER MORE ARMOR, MORE FIRING HOLE IN THE CONTAINER.

send the three cars with 4 gangster in each to throw some molotovs at the theatre cucks.

23 remaining gangsters will go up to near the stadium area to set up an advanced scavenging base.

Territory guards will exchange the squaters weapons for food. (mandatory)
>>
>>1561267
>>1560841
Need russians and dirty dan
>>
can I join the Moist Boys?

also, does the city have a port? We'd do well to take it over, provided anyone there isn't too much trouble
>>
>>1563123
Ports in the southwest quarter
>>
>>1560645
I misread air's previous moves, they have moved into their tower, not their whorehouse
>>
>>1560754
Action: We set up as many people as we have weapons inside the buildings surrounding our tower, laying in ambush for those scrubois, Hue City style.

Meanwhile, those not armed are sent out to find pit animals such as dogs, children, junkies, etc. And bring them back to the tower for a new venture.
>>
>>1564032
Forgot name
>>
>>1560754
Were going to send 8 recruits to expand our subway control both ways as far as they can.

Meanwhile 3 guys for each place are going to explore the blocks southwest and northwest

Meanwhile were gonna hit more areas of the construction crew turf to take. Were gonna send send 20 recruits with all the melee weapons we got along with 12 football gangsters with 2 shotguns and 10 pistols
>>
>>1564048
They'll also be taking the armored truck, motor bikes, and the other truck after the compact cars are emptied of fuel to put inside both trucks.
>>
Rolled 44 (1d100)

Everything is refueled. In the dismantlement of the semis, the two operating take in the extra diesel.

Guards enforce that squatter weapons be switched out for food. A stockpile of melee and small arms results.

Three cars with four gangsters each go to destroy the Thespian Gang once and for all. Rolling to see the result in one block.

An advanced scavenging base is established near Stadium. One patrolling car decorated in the Stadium logo (the former mascot of the city, the Dastardly Ducks), rolls up and four heavily guarded settlement scouts get out. They try and explain that building this close to their territory will press upon their land and that it would be wiser to join as a Stadium citizen instead of building so aggressively. What do you do?

> Defuse the situation diplomatically
> Maintain dominance of the area
> Kill and loot the messengers

>>1561267
>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
35 scrap metal gangsters,
26 semi gangsters,
>>Fleet:
1 reinforced firetruck with a cannon (100%),
1 reinforced firetruck (85%),
3 reinforced compact cars (100%),
2 reinforced semi-trailers (50% diesel)
>>Arsenal:
15 pistols (7/15),
12 pistols (3/15),
15 shotguns (4/4),
5 shotguns (2/4),
1 shotguns (3/4),
10 aluminum bats,
18 wooden bats,
2 machetes,
5 hockey sticks,
1 lighter,
10 molotovs
>>Territory Outside Base (all with guard posts):
F: 23, 24, 25;
G: 23, 24, 25;
H: 23, 25;
I: 23, 24, 25
>>Food: 188
(+105 in 4 day)
(+10 from brothel)
(+10 every day)
>>Water: 141
(+100 per 4 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,
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
>>
>>1566098
Cars roll up and throw molotovs at the theatres. The block burns of melted promotion posters. Theatre thugs make ominous, high pitched screams of despair and many jump on the three cars form all directions. Two cars manage to drive through the gangsters, mowing down many. While the second drove off, the door what yanked open and the seated member was dragged out and beaten to death. The car zipped out and around to make another mowing charge before looking back and seeing their entrance blocked by a bus.

The third car tried running over, but the theatre gang quickly drove out a bus to block the escape. The collision trapped the third car. The gangsters escaped out, every member taking out scores with their shotgun blasts, before three were mauled to death by wooden props and stage lights. At least one gangster managed to throw a final molotov, burning both bus and car, and climbed out of the scene, running back to base.

The escaped cars tried to circle the block and approach from a free street. They witnessed a scene silent save for the burning cars.

> Theatre - L23 is now yours!
> Casualties: 4 dead, 1 car destroyed.
> LOOT: 5 stage lights, 12 wooden club props, 8 sabre props, 10 silver curtain rods, 35 nifty costumes
>>
Rolled 90 (1d100)

An attack is planned to take on the incoming Scrub Club invasion. Rolling for result.

People scout out to find pit animals such as dogs, children, and junkies to the tower. So far they find:

> 1 mean dog
> 3 scrappy kids
> 7 junkies

General store sells the bunsen burners, glass bottles, and ten slowreos. Payment is taken in water.

>>Base:Top floor of 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,
5 recruits,
1 mean dog,
3 scrappy kids,
7 junkies
>>Fleet:
1 painted helicopter (95%),
1 medi heli (20%),
3 electric cars (15%)
>>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: 634
(+50 from brothel)
(+20 from toll)
(+5 from bridge boys)
(+45 from bar)
>>Water: 374
(+5 from bridge boys)
(+20 from toll)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans (full),
16 Slowreos,
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,
270 bottles of vodka
>>
>>1566098
We will maintain dominance in this area.
Explain that the stadium is way too close to this forward scavenging post and that it would be wiser for them to FUCK OFF AND LET US DO OUR THINGS.
>>
>>1566114
The Scrub Club made two glaring mistakes. One was assuming that the streets they rode on were empty. The second was sending most of their club into the streets. Knowing that you operate the bar and brothel, they approach both of these establishments. When they get close enough, bullets are hailed from above.

The numerous pistols, as well as the accurate hunting rifle shots, thinned out the crowded Scrubs quickly. All the gun-armed gangsters die, along with a good number of the melee-wielding gangsters. The survivors cower and crouch, their hands above their head, the universal sign of submission. At least eight of the thirty-five sent live. You don't see Surgery Shaun among these numbers. What will you do with the surrendered gangsters?

> Let them go
> Kill them
> Recruit them for the gang
> Recruit them for the 'business venture'
> Take them prisoner for now

LOOT:
> 8 hunting rifles (15/15)
> 12 surgical knife spears
> 10 forcep decorated clubs
> 5 medical needle shooters

>>Updated Arsenal:
2 hunting rifles (6/15),
2 pistols (6/15),
4 pistols (2/15)
>>
Rolled 12 (1d100)

The Construction Crew is being hit once more. Rolling for outcome.

Explorers are sent southwest and northwest. They return every block face they explore with loot.

Recruits expand the subway control as far as they can. They reach the station near U20 before seeing a collapse, and go as far north as Z8 before deciding to stop and return as they ventured a bit far out.

>>1560841
>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena, Outer Walls)
>>Crew: Dirty Dan (football helmet and pads),
21 football helmeted and padded gangsters,
2 injured football decked out gangsters,
30 squatter recruits,
8 crystal makers,
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (75%),
3 dirtbikes (50%),
4 dirtbikes (45%),
1 reinforced pickup (50%),
1 reinforced pickup (25%),
3 compact cars (empty),
1 construction claw (50%),
1 backhoe loader (50%)
>>Arsenal:
4 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
3 pistols (4/15),
15 aluminum bats,
1 wooden bat,
4 sledgehammers,

>>Territory Outside Base:
Y: 20, 22,
Z: 20, 21,
AA: 21,
Reinforced Subway Entrances
>>Food: 72
(+120 in 2 days)
(+10 from toll)
(+5 from games)
>>Water: 54
(+10 from toll)
(+5 from games)
(+100 in 5 days)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
11 hardhats,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 36 Crystal (+9 every turn)
>>Scouting: AA20 (3 left) , X22 (3 left)
>>
>>1566157
wrong link, meant for dirty dan

Anyways, Dirty Dan sends 20 recruits and 12 football gangsters with a large arsenal of melee weapons and guns. The Construction Crew in AA22 are way fewer in numbers, but operate heavy machinery as opposed to the previous feud. A crane dropped a large container on the first truck, instantly crushing the truck and the six passengers. The new recruits charge up in a desperate attempt to destroy the machine operators. 2 Dirt movers and a Roller ran over them easily. The football armored men are able to take out one operator but retreat in fear of being injured themselves.

Two motorcyclists bravely drive straight into the side of one dirt mover, toppling themselves over the dirt mover as well as knocking the mover out of the seat. He was quickly executed by a bat wielding recruit.

The remaining three machine operators, sensing the speed of their vehicles vs. Dan's, quietly ditched their machinery for the deeper territories. The bikers also retreated after suffering heavy losses.

> Dirty Dan's Casualties: 18 recruits, 1 armored truck
> Construction Crew Casualties: 1 dirt mover driver.
> Territory AA22: unclaimed
>>
Rolled 30 (1d100)

Captain Porpo reorganizes his soldiers and move to take over the northern gas station. The will surround the station and threaten it with superior numbers, hoping to steal the tankers and claim the station. Rolling for result.

>>Base: Luxury Catamaran (3 bedrooms shared with seven members each)
>>Crew:
Captain Porpo with the Captain's Hat,
5 hockey geared gangsters,
2 riot geared gangsters,
3 hockey geared F14 guards,
8 potted-and-panned teens,
2 teens,
13 squatters,
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 (70%),
1 submachine gun (empty),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
10 Face-Shredder Lances
The Porpoise Club
>>Territory Outside Base: D6, F14, C8
>>Food: 152
(+10 every turn)
(+15 from rent)
>>Water: 337
(+25 every turn)
(+15 from rent)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
11 microwave,
3 white tees,
2 mini fridges,
1 toaster,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
1 portable light tower,
3 tires,
20 wood boards,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
Generator,
>>Drugs: 59 Slags (+10 every turn)
>>
>>1566174
Captain Porpo manages to quietly threaten the unguarded gas station successfully. However, while they were in the process of jacking one oiler, the patrol shift from the more populated station came back. The ambushers only had a sliver of advantage but they were quickly annihilated by the rattle of submachine guns from their gas guzzling pickups.

Captain Porpo knew he had to cut his losses, and so drove one truck out with his team on top, and some brave volunteers who would kill the former guards and hold the gas station down to stall their escape. When he returned to the catamaran and paged in to the other teams, there was only static.

The battle itself resulted in Gasoline Gary losing at least six while the Moist Bois lost twice that, and the remaining scattered into the city, probably going to make their way back to the dock later. A careless few bullets from a Gas gangster punctured one oil tanker, but caused a leak instead of a feared explosion.

At least one tanker had gotten away, however now retribution is expected from the Gas Mafia...

> Moist Bois Casualties: 10 squatters, 2 teens
> Gasoline Gary's Casualties: 12 (out of 45) dead
>Updated arsenal:
2 hunting rifle (12/15),
7 assault rifles (0/20),
2 pistols (12/15),
1 pistol (10/15),
1 pistols (6/15),
3 pistols (0/15)
LOOT:
> 1 large oil truck
>>
anchor
>>
>>1566191
Send the 2 semi-trailer full of scrap metal gangsters armed with pistols and bats to attack the theatre cucks

reinforce the scavenging outpost near the stadium with 16 semi-gangsters

the rest will work on installing a cannon on the other firetruck and installing the two electric motors as pressurization pump as a firing system.

Territory guards will empty the little gas they can from the cars that are still in the streets (if there are any).
>>
>>1566202
>>1566123
tripname
>>
>>1566191
>Take them prisoner for now
Action: Taking the newfound guns and prisoners, we arm all that we can with guns and melee weapons (everyone there should have a gun, we don't send people with just a melee weapon) and march on the hospital, for now we set up a defensive perimeter, blockading the men inside. We release one prisoner with the following message "If you value your life and the lives of your people, you will come out with your hands on your head and forfeit your claims to the hospital, any loot found inside it, and pledge your loyalty to The Revolution. If you do not answer in the next day, the hospital will be stormed and NO ONE will be left alive. Women, sick, injured, will all be killed. We promise amnesty and a fair life under The Revolution to those who come out peacefully." Obviously this probably won't work but atleast we can say we tried. Those not armed begin setting up a fighting pit under the bar, and putting up new signs not only advertising the fights themselves, but the prizes for those that enter as fighters, we put them up wherever we deem that we won't be shot for showing our face.
>>
>>1566191
We use the gas tanker to refuel tge catamaran fully and the speedboats as much as we can and move the catamaran and fleet 100 yards out from the shore.

We send a speedboat to scout with the hunting rifle to use its scope to stake out the port.

We go by sailboat for trade at the park. 2 slags are traded for information regarding where to find ammunition.

They trade for 4 walkies and 4 batteries.

They trade for 10 sets of batteries and begin to make landmines out of the microwaves and plant them on the roads that lead between the aquarium and the Gas Mafia.

They begin to hire at the aquarium, giving Porpoise hats to new recruits. Any new recruits first assignment is to start building a wall of junk on the roads and alleys to defend the territory.
>>
>>1566191
Were gonna throw a party with plenty of food to get morale up

Afterwards we'll deal some crystal to get the recruits some football gear
>>
File: bridge overgrown.jpg (623KB, 1920x1080px) Image search: [Google]
bridge overgrown.jpg
623KB, 1920x1080px
>>1566645
should note that the scouts are not to engage any potential hostiles they spot at the port. They are to remain unnoticed and provide a detailed report on the area
>>
Rolled 37 (1d100)

Moist Bois recruit again! Many more join after word comes back of their exploits in the Aquarium, Seaside Park, and the South Bridge.

The catamaran is fully fueled and moved along with the fleet deeper in the water.

Slags are traded for information about ammunition. The best leads they can are:
> The city police station (noted on the map)
> Gangs: The only ones the squatters know about are the Gas Gangsters, a hideout further east of the quadrant in a University, and the southern quadrant dockers and recently formed truck gang.
> Underbridge: Some traders in Underbridge are willing to trade ammunition for scrap metal to help reinforce and build up their shanty town.

Slags are also traded for batteries and walkies.

Microwaves are rigged to explode along sections of road leading to the Moist Bois headquarters. Fortifications are also built to delay the incoming invasion of the Gas Gangsters.

Gasoline Gary is coming with his band of 33 men! Rolling to see outcome (+20 for fortifications and landmines)

>>Base: Luxury Catamaran (3 bedrooms shared with seven members each)
>>Crew:
Captain Porpo with the Captain's Hat,
5 hockey geared gangsters,
2 riot geared gangsters,
3 hockey geared F14 guards,
8 potted-and-panned teens,
3 squatters,
18 porpoise hatted recruits,
3 defeated South Bridgers
>>Fleet:
3 speedboats (full),
1 speedboat (100%),
1 speedboat (100%)
3 sailboats,
1 oil truck (98%),
1 catamaran (100%)
>>Arsenal:
2 hunting rifle (12/15),
7 assault rifles (0/20),
2 pistols (12/15),
1 pistol (10/15),
1 pistols (6/15),
3 pistols (0/15)
5 Scuba Gear (70%),
1 submachine gun (empty),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
10 Face-Shredder Lances,
10 microwave mines,
The Porpoise Club
>>Territory Outside Base: D6, F14, C8, Barriers at territories
>>Food: 134
(+10 every turn)
(+15 from rent)
>>Water: 334
(+25 every turn)
(+15 from rent)
>>Loot:
10 fishing poles,
10 walkie talkies (batteries),
10 sets of batteries,
3 box fans,
1 microwave,
3 white tees,
2 mini fridges,
1 toaster,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
1 portable light tower,
3 tires,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
Generator,
>>Drugs: 48 Slags (+10 every turn)
>>
Forgot about the port action. Moist Boi scouts return with the following information about the port:

> The port is run by a gang called the Dockers
> It is filled with one large merchant cargo loader, two antique colonial ships, 12 speedboats, and 5 tugs.
> The Dockers base is on the giant merchant cargo loader.
> The landside have many cargo containers constructed to form shelters and homes for the gang members, as well as loot holders.

>>1566758
The Moist Bois tactics greatly weaken Gasoline Gary as he drives up. The mine blows up just when the third car in his six car fleet passes by. They get out, wary at the road, and when they find no hostiles meeting them, back off for now. They lose all their members inside their cars, and Gasoline Gary decides to take a pause before coming back.

> Gas Gangster Casualties: 18 dead (15 left)

Update Arsenal
> 7 mines left

Loot:
> 3 burnt out cars
>>
Dirty Dan's scouts both explore a block side! They find:

> 7 restaurants (+food and water)
> 2 clothing stores
> 1 garage (+vehicles)

Morale goes up due to a party! The jovial celebration lightens up the mood, and some local squatters get the courage to ask to be recruited!
(+16 squatters)

More crystal is dealt out for football gear. More gangsters wear the football gear.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena, Outer Walls)
>>Crew: Dirty Dan (football helmet and pads),
41 football helmeted and padded gangsters,
2 injured football decked out gangsters,
7 squatter recruits,
8 crystal makers,
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (75%),
3 dirtbikes (50%),
4 dirtbikes (45%),
1 reinforced pickup (50%),
1 reinforced pickup (25%),
3 compact cars (empty),
2 SUVs (25%),
1 construction claw (50%),
1 backhoe loader (50%)
>>Arsenal:
4 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
3 pistols (4/15),
15 aluminum bats,
1 wooden bat,
4 sledgehammers,

>>Territory Outside Base:
Y: 20, 22,
Z: 20, 21,
AA: 21,
Reinforced Subway Entrances
>>Food: 53
(+120 in 1 days)
(+10 from toll)
(+5 from games)
>>Water: 35
(+10 from toll)
(+5 from games)
(+100 in 4 days)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
11 hardhats,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 0 Crystal (+9 every turn)
>>Scouting: AA20 (2 left) , X22 (2 left)
>>
Rolled 49 (1d100)

>>1566365

Another business venture is now sought out: the fighting pits! First fight is between Tiny Tony and Buster the Bulldog. Needless to say, it wasn't Tiny Tony's finest hour. The shock and gore of the event spreads wide across the NW quadrant, and draws more and more to the area!

Some squatters sign up to join the pit fight, wanting a piece of the Revolution's food prizes. Others, inspired by the Revolution's ventures, have taken advantage of the increased volume of people and set up their own shops, drug stalls, and prostitution rings, specifically in territories not yours, but neighboring. Food income stalls due to the competition.

The Revolution gives an ultimatum to the Hospital Scrubbers. They demand complete submission and surrender and show their hostages forth. Rolling to see outcome (+10 for hostage situation).

>>Base:Top floor of 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,
5 recruits,
1 mean dog,
2 scrappy kids,
7 junkies,
10 contestant fighters
>>Fleet:
1 painted helicopter (95%),
1 medi heli (20%),
3 electric cars (15%)
>>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: 691
(+25 from brothel)
(+20 from toll)
(+5 from bridge boys)
(+45 from bar)
(+10 from fighting pit)
>>Water: 361
(+5 from bridge boys)
(+20 from toll)
(+10 from fighting pit)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans (full),
16 Slowreos,
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,
255 bottles of vodka
>>
>>1566856
An envoy returns with a counteroffer. They will yield to you the hospital grounds territory if you allow them to leave peacefully to their other territories without interference. If you choose to accept, they want an exchange of hostages in order to operate in good faith. What do you do?

> Refuse and invade
> Agree and obey
> Agree and disobey
>>
>>1566904
Refuse offer
>>
Rolled 23 (1d100)

>>1566927
>>1566202

After reinforcing the scavenging outpost, Stadium sends the patrol car out once more. They tell you they're giving you one last chance. They give you a gift of 1000 food and 1000 water, but establish that in return you cannot settle in any territory on or above the 20th row. They imply not taking the deal will make life for you particularly difficult. What do you do?

> Take the deal
> Refuse the deal
> Kill the messengers and loot the car
> Counter offer

A cannon is build in both trucks using a pressurized air system as a launching
15 shotguns (4/4),
5 shotguns (2/4),
1 shotguns (3/4),
10 aluminum bats,
18 wooden bats,
2 machetes,
5 hockey sticks,
1 lighter,
10 molotovs
>>Territory Outside Base (all with guard posts):
F: 23, 24, 25;
G: 23, 24, 25;
H: 23, 25;
I: 23, 24, 25
L: 23
>>Food: 172
(+105 in 3 day)
(+10 from brothel)
(+60 every day)
>>Water: 135
(+100 per 3 day)
(+10 from brothel)
(+60 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes, Camo Pants),
6 Large Plastics,
3 Circuits,
3 light bulbs,
2 electric motors,
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
>>
>>1566945
>> Refuse the deal
>>
>>1566945
previous roll was a 43 I think before I deleted so I will use that.

Heres what the top half looked like
>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
35 scrap metal gangsters,
26 semi gangsters,
>>Fleet:
1 reinforced firetruck with a cannon (100%),
1 reinforced firetruck (85%),
3 reinforced compact cars (100%),
2 reinforced semi-trailers (50% diesel)
>>Arsenal:
15 pistols (7/15),
12 pistols (3/15),
15 shotguns (4/4),
5 shotguns (2/4),
1 shotguns (3/4),
10 aluminum bats,
18 wooden bats,
2 machetes,
5 hockey sticks,
1 lighter,
10 molotovs

The trucks are sent chock full of soldiers. They burst out immediately laying down and out any theatre thugs they meet. Despite the large numbers brought from Tom, the Theatre Thugs kept coming. It was later found that the subway in the area allowed for more thugs to pop from around the corner.

Fourteen of the thirty five scrap metal gangsters died, and twenty five of the thugs; both sides retreated afterwards.

> Tom's Casualties: 14 gangsters
> Theatre Thugs Casualties: 25 gangsters
> L22: unclaimed

Updated Arsenal:
6 pistols (7/15)
5 pistols (3/15)
3 pistols (0/15)
>>
File: currentmap.png (53KB, 800x590px) Image search: [Google]
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>>1566994
They get the message, but they're definitely not happy about it.

anchor and mupdate (I think)
>>
>>1567056
Send the scrap metal gangsters and the 10 remaining semi gangsters to compltelly annihilate the remain of theatre cuckoo.

The 16 outpost guards will set up defenses at the outpost so to controll the area of a whole block.

territory guards will set up a recruitment drive. THIS IS NOT CONSCRIPTION, only take those who agrees to join.
>>
>>1567112
oh, to further encourage the boys,
LEAD THE CHARGE WITH THE PIRATE SABRE
>>
>>1567112
SUPPORTINGGG
>>
>>1567056
(You didnt relocate our catamaran)

A team of 10 take the burnt up cars and attempt to push them to Underbridge. They want to trade scrap for various ammo.

We recruit at all properties w/ porpoise hats and novelty tshirts.

Now that we are in deeper waters we send a team down into the depths to look for treasures.
>>
>>1569206
Whoops
>>1567056
They also send a team of 2 to scout the electronics store.

They begin to train the dog to sniff out drugs.
>>
>>1567056
Were going to put 4 Gangsters to get to work building a sorta infirmary for any of our guys that get injured

Meanwhile 20 guys in various vehicles are just going to start exploring all the unclaimed blocks around us in general
>>
Action
We counteroffer, stating that they will give up everything and come with their hands out and we will escort them out of our peninsula.

Meanwhile, go around the areas outside our turf with the unarmed and demand that they either move away from our turf of move to our marketplace (the streets surrounding our tower), lest we charge them with economic sabotage and throw them into the pits. There are no profit taxes in place yet, only a operating fee of 10 food, bi-daily. We don't make this offer to drug dealers, we will deal with them as the time comes. We also remove slag from what the general store is selling.
>>
Rolled 22 (1d100)

>>1567112

Another hit is put out on the Theatre Thugs. Rolling for outcome.

Territory guards set up a recruitment drive. They pull in three recruits per territory, totaling 36 recruits.

Scavengers at the outpost notice some activity north. The next block alleys and streets seem to be blocked off by the Stadium patrollers! A makeshift junk wall, manned by the patrollers, separates you from exploring/settling beyond the 20-21 street.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
21 scrap metal gangsters,
26 semi gangsters,
36 recruits
>>Fleet:
1 reinforced firetruck with a cannon (95%),
1 reinforced firetruck with a cannon (80%),
3 reinforced compact cars (100%),
2 reinforced semi-trailers (50% diesel)
>>Arsenal:
7 pistols (7/15),
5 pistols (3/15),
3 pistols (0/15),
12 pistols (3/15),,
15 shotguns (4/4),
5 shotguns (2/4),
1 shotguns (3/4),
10 aluminum bats,
18 wooden bats,
2 machetes,
5 hockey sticks,
1 lighter,
10 molotovs
15 shotguns (4/4),
5 shotguns (2/4),
1 shotguns (3/4),
10 aluminum bats,
18 wooden bats,
2 machetes,
5 hockey sticks,
1 lighter,
10 molotovs
>>Territory Outside Base (all with guard posts):
F: 23, 24, 25;
G: 23, 24, 25;
H: 23, 25;
I: 23, 24, 25
L: 23
>>Food: 144
(+105 in 2 days)
(+10 from brothel)
(+60 every day)
>>Water: 107
(+100 per 2 days)
(+10 from brothel)
(+60 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes, Camo Pants),
6 Large Plastics,
3 Circuits,
3 light bulbs,
2 electric motors,
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
>>
>>1570326
Truckers experience somewhat of a pyrrhic victory. Of the 21 scrap metal gangsters and 10 semis, there remained 7 scrap metal gangsters.

The Theatre Thugs had a homefield advantage. They emerged from many a window and door, hailing you down with whatever furniture they had. Eventually, the street was so cluttered that the truckers were forced to exit.

Big mistake.

All the killed soldiers had been pinned or heavily injured by the flying debris. The remaining soldiers had enough sense to stay in their trucks. Once the twenty something injured soldiers were trapped, the prop-wielding thespians emerged. Like rabid monkeys, they wildly clubbed your injured to death.

Fortunately, they hadn't enough sense to check out the trucks, and your gangsters crawled up to the cannon, frying both your fellow members and them. They thought they were safe until the debris started flying out again, to which they fled the scene. Its unclear whether it is still Theatre property or not.

> Truck Casualties: 10 semi gangsters, 14 scrap metal gangsters, 2 lost trucks
> M23: ???
> 2 molotovs left
>>
>>1570310

Scrubbers agree to your turns, happy that their lives are still there. Besides, theres a clinic in the southeast quarter, right?

The unlicensed merchants agree to your terms, and pay the ten food price for reasonable profits. Slowreos are removed from the general store counters.

General store sells more junk.

With more customers coming in, they are harder to get rid of. Many take residence of the formerly empty buildings. With your fierce reputation turning into a sense of security, some sort of settlement is forming around your tower, where your gang looks down like an awful pantheon.

More of these customers thrust their desire to be recruited due to the power the Revolution holds, as well as rumors of the massive food stockpile. How many will you take?

> All (45 total recruits)
> Some
> None

> New Territory: Hospital and surrounding territories!

>>Base:Top floor of 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,
5 recruits,
1 mean dog,
2 scrappy kids,
7 junkies,
9 contestant fighters,
>>Fleet:
1 painted helicopter (90%),
1 medi heli (20%),
3 electric cars (15%)
>>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:
V: 5
W: 5,6
AA: 5
>>Food: 797
(+25 from brothel)
(+20 from toll)
(+5 from bridge boys)
(+45 from bar)
(+40 from merchant fees)
(+10 from fighting pit)
>>Water: 377
(+5 from bridge boys)
(+20 from toll)
(+10 from fighting pit)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans (full),
16 Slowreos,
12 wigs,
12 pairs of sexy lingerie,
8 bottles of perfume,
6 makeup sets,
7 sex toys,
13 bottles of nail polish,
12 pots,
240 bottles of vodka
>>
>>1570376
Scrubber loot:
> 15 shotguns (4/4)
> 3 medical needle shooters
> 20 sets of surgical pan armor
> Unique Weapon: Surgery Shaun's Shotgun (What you would imagine an ambulance would look like in shotgun form. Seems to have the added capacity of one too!) (8/8)
> +100 food
> +100 water

Updated arsenal
15 shotguns (4/4),
10 hunting rifles (15/15),
1 pistols (8/15),
3 pistols (7/15),
2 pistols (6/15),
1 Sniper,
4 bats,
12 surgical knife spears,
10 forcep decorated clubs,
8 medical needle shooters,
Surgery Shaun's Shotgun
>>
>>1570071

An infirmary of sorts is built for the gangsters. Some squatters try and use it too, what do you wanna do with them?

> Forbid it
> Let them use it
> Permit usage only if they also join
> Write in

20 go out to explore randomly unclaimed blocks. They all collectively explore one south, and find:

> 12 restaurants
> 3 clothing stores
> 3 squatter apartments
> 1 theme park entrance

At the theme park a red haired rotund man with white face makeup and large shoes steps out of a tiny car along with 12 others. He points at you clutching a plastic bat in one hand and a balloon animal in another. He marks the theme park as Clowntown territory, and demand you step off or face the consequences! What do you do?

> Lets smoke these clowns! (1d100)
> Lets recruit these clowns! (1d100)
> Eh, lets step off for now
> Write in

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena, Outer Walls)
>>Crew: Dirty Dan (football helmet and pads),
43 football helmeted and padded gangsters,
7 squatter recruits,
8 crystal makers,
>>Fleet: 5 dirtbikes (90%),
2 dirtbikes (85%),
1 dirtbikes (70%),
3 dirtbikes (45%),
4 dirtbikes (40%),
1 reinforced pickup (45%),
1 reinforced pickup (20%),
3 compact cars (empty),
2 SUVs (25%),
1 construction claw (50%),
1 backhoe loader (50%)
>>Arsenal:
4 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
3 pistols (4/15),
15 aluminum bats,
1 wooden bat,
4 sledgehammers,

>>Territory Outside Base:
Y: 20, 22, 23
Z: 20, 21,
AA: 21,
Reinforced Subway Entrances
>>Food: 188
(+120 in 7 days)
(+10 from toll)
(+5 from games)
>>Water: 50
(+10 from toll)
(+5 from games)
(+100 in 3 days)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
11 hardhats,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 9 Crystal (+9 every turn)
>>Scouting: AA20 (1 left) , X22 (1 left)
>>
>>1569209

Burnt cars are traded in for ammo. The Moist Bois now gotta lotta ammo.

24 more recruits are brought in. The main allure is the plush hats.

Another scuba trip is arranged. They find:
> 3 dead bodies in garbage bags (+jewelry)
> 1 sunken ship with navigation equipment (+handheld gps (empty) )
> 25 clams (+food)

Scouts go to the electronics store. They are met by prepubescent kids with all sorts of old tech strapped to their pudgy, pale bodies; keyboards, monitors, laptops, etc. They claim they are the Keyboard Warriors and demand you step off their designated zone or they will autistically freak out. What do you do?

> Fight! (1d100)
> Recruit! (1d100)
> Step off
> Trade
> Write in

>>Base: Luxury Catamaran (3 bedrooms shared with seven members each)
>>Crew:
Captain Porpo with the Captain's Hat,
5 hockey geared gangsters,
2 riot geared gangsters,
3 hockey geared F14 guards,
8 potted-and-panned teens,
2 teens,
13 squatters,
24 porposie shirted recruits
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),
4 assault rifles (20/20),
3 assault rifles (0/20),
4 pistols (15/15),
4 pistols (15/15)
5 Scuba Gear (55%),
1 submachine gun (empty),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
10 Face-Shredder Lances,
The Porpoise Club
>>Territory Outside Base: D6, F14, C8
>>Food: 134
(+10 every turn)
(+15 from rent)
>>Water: 319
(+25 every turn)
(+15 from rent)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
11 microwave,
3 white tees,
2 mini fridges,
1 toaster,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
1 portable light tower,
3 tires,
20 wood boards,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
Generator,
3 pretty cool watches,
5 pretty cool rings,
3 pretty cool necklaces
GPS (empty)
>>Drugs: 69 Slags (+10 every turn)
>>
File: currentmap.png (53KB, 800x590px) Image search: [Google]
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53KB, 800x590px
Ok, I think this is right, ANCHOR AND MUPDATE
>>
Rolled 55 (1d100)

>>1570472
Recruit the Warriors!
>>
Rolled 40 (1d100)

>>1570675
The 16 at the stadium outpost will hold their ground and fortify

send 36 recruits, 7 scrap metal gangsters and myself to lead them with the pirate sword. Promise a great feast if we aquire victory this day. (rolling for battle)

Territory guards will consolidate a territory between the currently aquired territory in the theatre cuck area and our own.
>>
On the 12th day of the apocalypse, my captain gave to me:

12 squatters squatting.
11 guns a blazing
10 faces shredding
9 boats a' floatin'
8 Hockey Gangsters
7 bombs exploding
6 walkies talking
5 preeeetty cooooool riiiiiiiings
4 fishies flopping
3 white tees
2 mini fridges
And a Porpoise Plushy Hat just for meeeeeeeeeeeee
>>
>>1570729
>>1570701
The Keyboard Warriors pause, their capes ruffling in the wind. The one wearing an empty TV monitor looks up from his pondering.

"W-w-will we get laid if we join you?"

Captain Porpo stuffles a laugh and nods, squeezing out an "aye" before he could lose control. The Warriors look at each other and agree.

> You have succesfully recruited the Keyboard Warriors!
> You own the Electronics Store and all related properties
>>
>>1570675
The recon team scouts and loots the interior of the electronics store for working electronics and batteries.

They trade for 20 more microwaves and make 20 more mines from them.

They detatch the oil tank from the semi and hook up the amplifier, speakers and microphones and drive around the territories to advertise their housing for rent. They are armed with guns in case of nay sayers.

They recall their last battles with the Gas Mafia and plant mines on the route between the gas tanker settlement and their larger home settlement. They also begin to surround the smaller settlement with actual assault rifles. This time around they will offer them a chance to join the Moist Bois in exchange for assisting in abushing the core forces once the mines go off.
>>
Rolled 21 (1d100)

>>1570675
Were going to try and recruit the clowns to our cause, meanwhile we'll allow the squatters to use but only if they donate items that are usefull to it like things such as bandages etc.

Meanwhile were sending 15 guys northwest and another 15 southwest to explore the blocks. The rest of the members at home will improve what defenses we have useing scrap and whatever's laying around.
>>
Rolled 34 (1d100)

Moist Bois drive around with their speakers, advertising their houses for rent. Some trickle down, hopeful for the chance to not have to worry about theft in a run down shit apartment.

More microwave bombs are made.

An ultimatum is given to the Gas Mafia. The Captain's Hat has a subdued effect here due to hostile negotiations. (Need a 70 to recruit)

Finally, the electronics store is raided. What treasure they find!
> 250 batteries
> 20 Scrap Televisions (Box Shape)
> 25 Scrap Televisions (Large Flatscreen)
> 15 Computer Towers
> 30 Radios
> 30 Printers
> 25 Video Game Consoles
> 35 Keyboards
> 5 Headset Speakers
> 18 Laptops

>>Base: Luxury Catamaran (3 bedrooms shared with seven members each)
>>Crew:
Captain Porpo with the Captain's Hat,
5 hockey geared gangsters,
2 riot geared gangsters,
3 hockey geared F14 guards,
8 potted-and-panned teens,
2 teens,
13 squatters,
24 porposie shirted recruits
3 defeated South Bridgers
>>Fleet:
3 speedboats (full),
1 speedboat (100%),
1 speedboat (100%)
3 sailboats,
1 oil truck (97%),
1 catamaran (100%)
>>Arsenal:
2 hunting rifle (15/15),
4 assault rifles (20/20),
3 assault rifles (0/20),
4 pistols (15/15),
4 pistols (15/15)
5 Scuba Gear (55%),
1 submachine gun (empty),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
10 Face-Shredder Lances,
10 microwave mines,
The Porpoise Club
>>Territory Outside Base: D6, F14, C8
>>Food: 99
(+10 every turn)
(+15 from rent)
>>Water: 299
(+25 every turn)
(+15 from rent)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
31 microwave,
3 white tees,
2 mini fridges,
1 toaster,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
1 portable light tower,
3 tires,
20 wood boards,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
Generator,
3 pretty cool watches,
5 pretty cool rings,
3 pretty cool necklaces,
250 batteries
20 Scrap Televisions (Box Shape)
25 Scrap Televisions (Large Flatscreen)
15 Computer Towers
30 Radios
30 Printers
25 Video Game Consoles
35 Keyboards
5 Headset Speakers
18 Laptops
GPS (empty)
>>Drugs: 59 Slags (+10 every turn)
>>
Rolled 57 (1d100)

>>1572660
Gas sentries at the smaller station spit in your face. Battle is imminent. Rolling for outcome.
>>
>>1572666
The five station recruits are executed. The only remaining gangsters are the ten including Gasoline Gary, who will roll up any minute.

The mines caught them by surprise once more. The leading envoy exploded; six more burn in hellfire. All that remains is Gary and three more.

They died, but not without rabidly attacking you and your men. Gasoline Gary brought out a submachine gun and started spraying left and right. Your soldiers managed to reach and bash in the skulls of his compadres, but were the first line to fall to the hail of bullets. Captain Porpo knew this was it. He hid behind a wall, throwing out a mine, but Gary saw threw it and dodged back, inside a building. The brave recruits who entered never exited.

Captain Porpo climbed the next building and jumped over the terrace. The ceiling of the building had a convenient sunroof, and right underneath the Captain was Gasoline Gary, taking a final swig of Gasoline. Porpo crashed through, shredding his face vertically with his Porpoise Club. It was finally over; the The Gas Mafia was finished.

> Casualties: 17 dead
LOOT:
> You now control the Gas Station Territories!
> +250 food
> +250 water
> Unique Weapon: Ra-tata-ta! (Its ugly, its loud, it moves like its alive -- whats not to love? )
> 1 oiler

I keep forgetting, the Moist Bois also have a dog. Too lazy to include this turn, just posting to remind myself.
>>
>>1572212
Squatters are allowed to be treated, but for a price if they donate something useful.

Clowns aren't impressed. The bikers go back from whence they came.

Blocks AA20 and X22 are explored. Here's what they find on their final block face:

> 3 restaurants (+food and water)
> 1 garage (+2 electric cars)
> 1 clothing store

Scouts go NE and SW. They explore a total of 6 block faces, returning with:

> 12 restaurants (+food and water)
> 7 clothing stores
> 1 tool store (+tools)
> 6 squatter apartments
> 1 theme park entrance
> 1 library
> 2 garages (+3 electric cars)

Defenses are being built around the park in the meantime.

Word from a scout is that the Construction Crew has entered your territory and is heading to the Park! Roll 1d100 for combat!

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena, Outer Walls)
>>Crew: Dirty Dan (football helmet and pads),
43 football helmeted and padded gangsters,
7 squatter recruits,
8 crystal makers,
>>Fleet: 5 dirtbikes (85%),
2 dirtbikes (80%),
1 dirtbikes (65%),
3 dirtbikes (40%),
4 dirtbikes (35%),
1 reinforced pickup (40%),
1 reinforced pickup (25%),
3 compact cars (empty),
5 electric cars (20%),
2 SUVs (25%),
1 construction claw (50%),
1 backhoe loader (50%)
>>Arsenal:
4 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
3 pistols (4/15),
15 aluminum bats,
1 wooden bat,
4 sledgehammers,
>>Territory Outside Base:
X: 22
Y: 20, 22, 23
Z: 20, 21,
AA: 20,21,
Reinforced Subway Entrances
>>Food: 219
(+120 in 6 days)
(+10 from toll)
(+5 from games)
>>Water: 81
(+10 from toll)
(+5 from games)
(+100 in 2 days)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
11 hardhats,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 18 Crystal (+9 every turn)
>>Scouting: AA19, X24 (1 turn)
>>
Stadium outpost is grounded and fortified. The guards spend most of their time staring at the wall guards across the street.

Guards acquire the two blocks to connect to their long territory. They find:

> 20 restaurants (+food and water)
> 11 clothing stores
> 7 squatter apartments
> 2 paint stores

Gangsters are sent to flush out the Theatre Gang once and for all! Writing battle in separate post.

>>Base: Fire Station (Wall Reinforced from cars, street signs, and street lights)
>>Crew:
1 leader,
4 firefighter suit clad gangsters,
10 territory guards,
21 scrap metal gangsters,
26 semi gangsters,
36 recruits
>>Fleet:
1 reinforced firetruck with a cannon (95%) [LOST],
1 reinforced firetruck with a cannon (80%) [LOST],
3 reinforced compact cars (60%),
2 reinforced semi-trailers (50% diesel)
>>Arsenal:
7 pistols (7/15),
5 pistols (3/15),
3 pistols (0/15),
12 pistols (3/15),,
15 shotguns (4/4),
5 shotguns (2/4),
1 shotguns (3/4),
10 aluminum bats,
18 wooden bats,
2 machetes,
5 hockey sticks,
1 lighter,
10 molotovs
15 shotguns (4/4),
5 shotguns (2/4),
1 shotguns (3/4),
10 aluminum bats,
18 wooden bats,
2 machetes,
5 hockey sticks,
1 lighter,
10 molotovs
>>Territory Outside Base (all with guard posts):
F: 23, 24, 25;
G: 23, 24, 25;
H: 23, 25;
I: 23, 24, 25
J: 23,
K: 23,
L: 23
>>Food: 216
(+105 in 1 days)
(+10 from brothel)
(+60 every day)
>>Water: 179
(+100 per 1 days)
(+10 from brothel)
(+60 every day)
>>Loot:
Clothing (Hiking Boots, Running Shoes, Camo Pants),
6 Large Plastics,
3 Circuits,
3 light bulbs,
2 electric motors,
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
>>
>>1572758
More units are thrown at the Theatre Thugs. They are so exhausted of combat, yet they must fight. At least this time, the battle fared better.

The Theatre Thugs here were out in the open street. It was easy for Tom's Trucking Trucks to run over many a gangster.

Two buses were driven in front to stall the gangsters once again. This time however, there was nobody in the windows throwing debris; instead, they tried shooting from weapons. It seems the more desperate they got, the more serious they got. However, even though they used actual weapons, it was a heavier loss.

Of course, many a Trucker died too. But nearly every trucker who died took down a Theatre Thug with him. The remnants scattered to the last outpost; the Performing Arts Center. Here, the Theatre Thugs had reinforced the block with bus walls, patrolling riflemen, and with the addition of the remnant gangsters, a total of 35 gangsters, including their leader, who claims the name Theangelo.

>Casualties: 12 dead, 3 injured
> M23 is now yours!
LOOT:
> 2 buses (20%)
> 8 Curtain Rods
> 15 prop weapons
> +20 food
> +20 water
>>
>>1570406

The Revolution take turns exploring every block around theirs. They find:

> 12 restaurants (+food and water)
> 4 clothing stores
> 3 garages (+4 compact cars)
> 1 squatter apartment

The 45 recruits are taken in.

An envoy from Mirage comes from south east quadrant. He complains you are taking away business from the settlement , and says if you continue, there will be consequences! What do you do?

> Wave him off
> Stop the businesses
> Kill him
> Try and make a trade
> Write in

>>Base:Top floor of 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,
5 recruits,
1 mean dog,
2 scrappy kids,
7 junkies,
9 contestant fighters,
45 recruits
>>Fleet:
1 painted helicopter (90%),
1 medi heli (20%),
3 electric cars (15%),
4 compact cars (20%)
>>Arsenal:
15 shotguns (4/4),
10 hunting rifles (15/15),
1 pistols (8/15),
3 pistols (7/15),
2 pistols (6/15),
1 Sniper,
4 bats,
12 surgical knife spears,
10 forcep decorated clubs,
8 medical needle shooters,
Surgery Shaun's Shotgun
>>Territory Outside Base:
V: 5
W: 5,6
Z: 4
AA: 5
>>Food: 1010
(+25 from brothel)
(+20 from toll)
(+5 from bridge boys)
(+45 from bar)
(+40 from merchant fees)
(+10 from fighting pit)
>>Water: 480
(+5 from bridge boys)
(+20 from toll)
(+10 from fighting pit)
>>Loot:
Clothing (Handmade Ushankas),
8 aerofuel cans (full),
16 Slowreos,
12 wigs,
12 pairs of sexy lingerie,
8 bottles of perfume,
6 makeup sets,
7 sex toys,
20 sets of surgical pan armor.
13 bottles of nail polish,
12 pots,
240 bottles of vodka
>>Scouting: Surrounding blocks
>>
anchor
>>
>>1573133
Scavenging outpost personnel: Entrench

Battle Personnel: siege the last theatre outpost. Do not attack, but make a move if they try to sortie

Territorry guards: fatten the territory around the recently conquered theatre area.
>>
>>1573133
( you forgot dog and the Keyboard warriors)

They hook up the gps to the new oil truck after detatching the tank.

In place of food rent, this turn they take wooden boards as payment as well as trade for 40 more boards and make a fenced barrier to cover and block their 2 oil tanks near the shore.

The Moist Bois decide to visit the police station and stake it out. Approach if it appears empty. Attempt to bargain if there is people. That ammo is important.

Porpo makes a 1st mate out of a riot gear gangster, gives him a machete and the rattata gun. He shall be named Orca, painting white spots on his helmet to make him stand out.

Orca leads a group of 5 recruits and 5 squatters to one of the subway entrances to stake it out.
>>
>>1573724
Adding on, the divers are taken close to the port and sent to investigate the sea floor for any relics of the Old World that may have survived the years after the Mayhem. They are to remain below the waves when within sight of anyone on the shore
>>
I return only to see that increased my confusion...
Thread posts: 77
Thread images: 5


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