2. Mutant Pogrom
I arm our three able-bodied Gals with whatever is handy. I shouldn't have so flagrantly used up all the ammo for that mare's leg, but at least I have one magazine's worth left. Witty Squid will use the mare's leg until it runs dry then ditch it in favor of the Varmint Rifle. Forever Sunrise's carry capacity is godawful so I hand her a shitty pistol and basically wish her luck. Moths is equipped with the shitty Varmint Rifle which I'm not totally sold on the utility of, but its one of the only modern weapons we actually have spare ammunition for at the moment.
The number of ways this battle could go poorly for us are basically countless.
As I suspected, our opponents are an early game faction, the Humanists, who are post-apocalyptic Nazis with mild KKK flavoring (hence the grey hoods on these lackeys). To our more /pol/-inclined audience, don't worry, these Nazis still deserve to die as they've recently started admitting black people and hispanics.
The Varmint Rifle can kill at least.
A ton of gunfire goes off on the enemy's turn, including some guy with a fucking flamethrower. Generally Humanist squads will show up to the fight with at least one heavy weapon which will either be a flame unit or a rocket launcher of some kind. Civilians die left and right; there's basically nothing we can do except wait around and hope we can get some payback.
An enemy SS officer appears, straight out of Wolfenstein 3D. The Varmint Rifle just bounces off him.
The mutants we're supposed to be protecting continue to be massacred while my troops regroup.
The Varmint Rifle proves to be pretty useless after all.
Just taking a single alleyway proves to be a grueling affair.
Uh, he's not goin' down boss. That does it for the mare's leg ammo.
Damn, they've got us surrounded!
I finally get a Varmint shot to connect on one of those stormtroopers, but it doesn't do a damn thing.
Here, catch!
Son of a bitch, all that and we only got one guy! Moths and Forever are basically spent on ammo, let's see what these Nazi fucks were carrying.
The SS Officer had a laser pistol, which is a great pickup for Forever as her carry weight is godawful and laser guns are generally very light. The stormtrooper had another mare's leg, which I'm more than happy to arm Moths with, though apparently its still not quite beefy enough to defeat whatever armor they're wearing.
A fun thing in this mod is that laser weapons have a random change to set fires when they hit, if they're of sufficient power. This bastard keeps me held down with his shotgun for like three turns before I finally fry him out of his armor.
Forever lands a few hits but that laspistol's battery is almost dry. We need something with a little more punch to take this asshole down. I think I saw a frag grenade on the SS officer's corpse.
Fuck yeah, that's what I'm talking about.
Forever ambushes the last guard hiding in some bushes and manages to mow him down.
We get a mountain of loot every time we complete one of these missions. We were unable to recover any of our mutant allies though considering they're all dead, which does our score no favors.
Titles get handed out like business cards at this point.
We finally get our first end of the month report, which indicates that things are generally going smoothly. The Theban Hive is less than terrified of us for some reason, but I suppose you can't win em all.
We get a notification from an event, and some research completes in the mean time. The Who is Who? research finally gives us the name of the people we escaped from: The Academy, an organization that apparently studies science purely for the Hell of it and is mostly made up of women.
We pick up some more civvies who don't know well enough to leave us alone.
I skip a bunch of missions since almost all of my Gals are wounded again. In the mean time a bunch of research finishes up, most importantly including the Heavy Shotgun, which is undoubtedly one of the best starting weapons in the entire game. The heavy shotgun's sound effects and hilarious range means its almost certainly the shotgun from
Doom.
Witty Squid, NerdShamer and Chuckles set out to pick up another stranded Gal. Its back to muskets for now and I'd prefer to save my good ammo for when the next Mutant Pogrom inevitably shows up.
Okay, so imagine you're some tough guy with a stash of guns, some drugs, and you run a whorehouse with maybe three ladies whom may or may not share in the take with you, depending on how awful you want to imagine yourself as in this scenario.
If you or your boys found a seven foot tall muscular amazon woman lying around, would you really, and I mean really, think its a good idea to keep her in a dungeon?
Seriously, what was the plan here? Just lock her up indefinitely? These idiots have no special drugs or psionic devices to break (doe-breaking?) female captives, they've just got regular equipment and some crack. Even if nobody's gonna come looking for her, she's gonna be nothing but trouble.
We went through them like they were nothing.
We run out of prison space and I decide that interrogating a bunch of criminals is definitely a waste of time for the Brainers, so I ransom them off.
We get some events. Research is completed on Rare Earth Elements, which allows me to purchase them from the Black Market now. I wish I'd figured that out sooner so I could get over this annoying resource bottleneck.
I get recruitment started on the the Gals currently taking up space in our brig.
Some random
half mostly naked woman wandering the wasteland shows up and blesses the hideout. I'm rather unimpressed with this since it means the Runts have ignored my orders to camouflage the entrances better and everything she spouts seems like a bunch of gobbledygook to me.
As if my day wasn't already ruined, some crazy bitch tries to assassinate me! Witty Squid gets a little carried away subduing her and there isn't much left to interrogate. I
told you Gals we needed the camouflage this fucking place better, but did you listen to me? Nooooooo. Here equipment is nothing special, just a knife, a crude bomb and some horse tranquilizers.
NerdShamer and Witty Squid head out on another rescue mission.
Uh, I absolutely do not have the technology to deal with zombies right now.
I have NerdShamer run past the lone zombie to the north and fortunately she stumbles on our long lost sister. NerdShamer is able to pick her up at about a half Time Unit penalty for being overburdened. The rest of the junk this chick had with her will have to stay.
Jesus!
NerdShamer just narrowly avoids getting hit with that first gas bomb and manages to outrun the fat zombie waddling along behind her. A second gas bomb hits both her and Witty but they stay on their feet long enough to get in the van.
Let's get the Hell out of here.
No stat gains and the only loot recovered was the Castaway Gal. Both Witty and NerdShamer were mildly injured by the choking gas.
I add our latest rescue to the queue of recruits, and in about three days all of them are ready for action.
I've played the mod for a few hours yesterday and I feel like you're meant to do the opposite of what "Great Advice" says
It seems I stand corrected on this one.
I'm still not using the graphs.
Anyway, I think I had important shit to do.
@Dr. Ricearoni,
@Figger Naggot,
@Citizen Calamity,
@Pocket Dragoon
Assuming our Castaway Gals were recruited in the order they were rescued, Ricearoni and Citizen Calamity were rescued from rape dungeons, Figger Naggot was rescued from potentially getting raped by werewolves (or just eaten, I guess) and Pocket Dragoon was rescued from a topless zombie and her fatman army.
Pocket Dragoon like Forever Sunrise before her has an excellent melee score but an awful carry weight, so I figure she should live up to her name. I equip her with a recently acquired Manstopper pistol, which I'm unsure of the effectiveness of but I guess we're gonna find out.
Considering my four new recruits are the only ones able-bodied at the moment, I'm forced to trust all of the newbies to go out without veteran supervision and hope they don't crash the hovervan. I've also renamed the hovervan to Partyvan1, electing not to use the superior Booty Call or Pussy Wagon names on a shitty starting vehicle I'm going to ditch at the first opportunity.
Ratmen are a lot like Lokk'Naars, except even weaker. They're more or less stereotypical kobolds, armed with primitive melee and ranged weapons with maybe one or two decent guns among them. Theoretically they get an accuracy debuff when being fired at, but Pocket Dragoon has no trouble at all wasting two of them on her first turn, with her first two shots, with a pistol no less. She even gets their leader who I regrettably failed to screenshot being killed because I legit didn't expect her to make the shot from as far away as she was.
That's not to say the other Gals don't clean house though. They most certainly do. Dragoon gets two more kills in on top of them. They don't call that sidearm a Manstopper for nothing it seems. Dragoon's blood thirst gets away from her though, and she ends up being the only one wounded on the mission.
Witty Squid gets promoted to Boss Gal now that she actually has some other Gals to boss around.
X-Grog seems like a decent item until you realize that you need someone to carry it around. Someone who would be better off with a gun in their hands.
Surely the newbies can't fuck up a Watchtower mission, can they? Especially with a veteran leader like NerdShamer in charge.
Knock knock.
Everything is going by the numbers. Until Citizen Calamity runs out of time units trying to knock out this Researcher.
FUCK. The researcher somehow wins the melee struggle roll, which allows her to unload and entire magazine of machinegun ammo into
@Citizen Calamity, killing her instantly!
It was the last enemy too!
Not only did a Gal die on NerdShamer's watch, but the same enemy almost managed to wound her in the fight. Witty Squid is probably never gonna let her live this one down.
A Condemnation I'm sure nobody wants.
Oh that's fucking great, that's exactly what I needed right now. I've got a Mutant Pogrom and only two fresh rookies to deal with it.
One thing I do have on hand are two Heavy Shotguns recovered from the last Mutant Pogrom, and a surprising amount of ammo between them. Figger Naggot to my relief is able to carry one and an extra clutch of shells without being overburdened. We might stand a chance in this fight after all. I do swap out one of Ricearoni's shell bundles for a molotov though.
The game thinks its being clever by spawning an enemy armed with a rocket launcher right on top of me. Instead, it means the literal first thing I do on this map is paint the side of a building with the enemy's heavy weapons guy.
I don't like the looks of whatever that blue shit is.
Ricearoni is a crackshot. She spatters a random goon with reaction fire and then takes out an SS Officer who tries to be a hero and save his buddy on her turn.
Something interesting of note here is that the civilians we're defending aren't completely defenseless. This particular mutant (a Smoothie, yes, that's the term) is armed with a shitty rifle. Generally all these armaments do is give the mutant population the false impression that they can survive a gunbattle with the enemy, but they might kill one or two before you arrive.
Figger Naggot snipes an SS Officer out of a second story window, our civvie gets smoked and avenged, and then Figger Naggot encores her SS kill with another one. Between the two of them, Ricearoni and Figger Naggot have basically not missed a single shot so far.
I try to have Ricearoni kill these two assholes milling around with a molotov cocktail, but I hit the wrong button and she forgets to light it before she throws it. The unarmed one, who had been panicking a moment ago,
picks the fucking thing up and starts advancing on Ricearoni and Figger Naggot's position.
Things go south quickly as Figger Naggot gets blindsided by something that takes off most of her health. I have her duck into a shack and down enough vodka to stop the bleeding. Fortunately it seems like she has really good stun resist since she's able to stay on her feet.
She's racks that thing
Assault on Precinct 13-style on these guys and still there's more of them coming.
This is the only screenshot I got of the prick who picked up Ricearoni's molotov, you can just barely see him holding a green thing through the targeting reticle. He slips away during the chaos though, and I spend the rest of the fight worried about where he'll pop up next.
The ones with guns in their hands are just more dangerous to us at the moment.
Figger Naggot plugs their leader, which causes almost all of them to panic.
The only one who doesn't panic is this guy who... wait a minute, he's the one holding the molotov!
Gotcha motherfucker.
Both the loot table and the Condemnations go all the way down on this one.
Research completes on the Manstopper, showing that it indeed is a cut above the other pistols. I'll have to remember to hold on to ammo for this thing.
The flipside to Ratmen Rodeos are whatever the enemy decides to do to our Lokk'Naar buddies (Lokk'Naar Hoedown?). Much like Mutant Pogroms, these missions are not optional but they do inflict a much less serious penalty when if you ignore them. The Lokk'Naars are also all armed with something and will try to defend themselves, but their equipment is only slightly better than the junk the Ratmen are armed with.
Its just Niggermancer going it alone on this one, though she does have a Heavy Shotgun and two sets of shells for it. And what is she up against?
Why, Ninjas, of course! You expected something else?
Those Lokk'Naars dressed in purple are supposed to be whatever passes for a soldier in their shitholes.
They're not really up to much.
The whole Pirates vs Ninjas thing was kind of a dead meme even back when I was a kid. At least the Ninja Gals have stats comparable to the starting stats of our Gals, and thus it doesn't take much to put them down as long as its a direct hit.
Niggermancer gets another one of them trying to hide in the tall grass, then blows the head off a Lokk'Naar who isn't smart enough to get out of the way of a crazy psychotic amazon swinging a shotgun around. She does eventually get the last ninja though.
I notice the dead Lokk'Naar isn't counted against us in the debriefing.
Being told that the assassin who tried to kill me was probably sent my Sky Ninjas was a bit more than I could bear, so I spent the evening getting plastered on moonshine. Apparently at some point during the night I wandered out, waving around the handgun I've been carrying since the incident, and yelling incomprehensibly at the Gals. As if they actually know what the fuck I'm talking about the rest of the time.
(Funnily enough, something similar to this happened to me a couple of years ago. Uh, gun not included.)
The Gals tell me that the annoying smug demon schoolgirl I hallucinated while coming down off my hangover is actually a minor deity in their stupid religion. I need another drink.
Everyone is wounded again.
This is the only research that finishes up in the mean time. We can recruit peasants from the nearby villages now, which are this game's equivalent of regular XCOM soldiers. I won't be doing that though, because I'd much rather have an army of seven foot tall amazons with overpowered stats, thank you very much.
Niggermancer, Chuckles and Pocket Dragoon are healed up now, that should be enough to take care of this fortified outpost.
Uh.
Jesus!
That's a zombie.
Nope.
Fortunately for us the exact same mission type spawned nearby in a different location.
(Mahmoud Awad, Sheikh to the Future - Dance to Death) (Regards to @henstepl for sending me this album)
If I had decent recording software I would subject you to the awful ambient noises in this this type of map, but instead I've attempted to supplant that with a much more pleasant musical equivalent.
Great, just what I like to see, us surrounded on all sides by Academy weirdos and killdrones.
Those drones are resistant to our shitty musketfire. At least the Academy goons go down easy.
Hah, they're not invincible. This is like an intergalactic fuckin skeet shoot now.
The fuck? What's wrong with you dipshits? We're winning!
Oh, joy.
I guess I should have expected a Gal named Niggermancer to be able to handle her psychedelics. She's the only one not tripping balls right now. Or, I dunno actually, maybe she is tripping and hasn't noticed anything different from normal.
Bug Hunt Mode mercifully turns on and lets Niggermancer hunt down this last Academy agent hiding out in a shack somewhere.
That sucked. I also just now noticed that Pocket Dragoon got a new Condemnation but I didn't get a screenshot of it.
Everyone's all fucked up again. Pocket Dragoon is going to be out of the fight for
over two months.
Smithing just allows us to make a bunch of swords and shit we don't really need and can mostly just buy anyway. It might be a prerequisite technology though, I dunno. Meanwhile, our Gals take a break from being brutish asscrack barbarians and do something nice for the local villagers.
Will you
FUCKIN HIDE THAT ENTRANCE ALREADY!
I know these missions are getting samey. I'll research bounty hunting missions next time, or something.
I have included every single screenshot I have of Forever Sunrise, Moths, Witty Squid and ChucklesTheJester failing to destroy this unarmored, immobile door greeter robot with a hail of pistol and musket fire.
THANK YOU WE HAVE A WINNER HERE FOLKS!
Hmm, these aren't women, and they don't look like the bald goons the Academy employs either.
Curious.
Chuckles is the first to get the Super-Size Condemnation which I personally believe takes the cake for Worst Bootypedia Picture in this entire mod. Prove me wrong (no spoilers tho).
We finally research contacts with the local merchants, which unlocks a massive slew of guns and ammunition we can purchase. Critically this include mare's leg carbines and the Heavy Shotguns. I immediately order enough Heavy Shotguns and ammunition to outfit my entire crew.
Maybe I'm already irritated by the Great Advice events because one made me look like an idiot, but the "Writefaggot the Pompous" entry seems to lack a stunning amount of self-awareness given the quality of some of these entries.
Excellent. The new equipment arrives, and you can see below it the new inventory loadouts for the members of the team who aren't currently wounded.
We finish research on the Experiment Victim, the hostage rescued from Scientific Experiments events. Unlike our Gals we can't really do anything with these guys right now, so they'll just sit in our jail uselessly.
We haven't done one of these in while. Let's try out our new shotguns.
Those two seemingly empty pictures are reaction fire. Reaction fire that hit its make in both cases.
Four shots, four kills.
I research Frag Grenades so we can buy more if we run out and then shift over to medical items in hopes that I can unlock a medical facility to cut down on the abysmal healing times.
We got this.
I was gonna set this part to Doom music or something, but you'd be done reading it before the song even got started.
The Condemnations just keep on rolling in.
We do something nice for the locals again and take a massive infamy bonus for it.
Next time: Overkill