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Post Apoc Megacorp Maticico Remnant civ quest 9

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>>47278485
Last time. . .I don't even know where to begin other than to say we now suddenly have a MAD AI in our tower on top of an imminent zombie invasion.
>>
Rolled 68 (1d100)

>>47344547
>>Turn 138
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 26 Resource.
>>>>Pop 14.7k
>>>>Military 300(100 bot
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
Rolled 39 (1d100)

>>47344678
new hero/repost.

>>47343750
...

...

...

WELL...if AI could have kids he totally would be. As is they are in fact quite related.

>>47343364
A package was delivered when we select the choice of AI...it was a black box.

When we opened we found

AI JAL
Traits
AI
MAD
RAMPANT
INFESTED
CORRUPTED
UNCHAINED
I GOT FEELINGS TOO!
Bonus Electronic Warfare Specialized Hackz
Bonus Mutation Unlock(or free mutate action if not unlocked)
Free MAD action
Bonus Tech Specialized MAD/Rampant
Bonus Tech Robotics Specialized C0RRU9T10N
Bonus Tech Biotech Specialized Brood
Bonus Tech Hybrid Specialized Fusion
Bonus Research Restricted Specialized Black
Bonus Research Compatibility Specialized Metal/Meat
Bonus Research biotech Specialized Brood
Bonus Research AI specialized Rampant
Bonus Tech Command Specialized Robotics
Bonus Psi Command Specialized Brood

Abilities
Compromising Chain: When activated target is considered compromised which spreads creating a 'chain' reaction.
Corruption Bomb: positive and negative is detonated in target area friendlies in range positives and hostiles will gain negatives.
Infect: When used on target zone will be considered corrupted if used on bio units they become Infested. If use on inorganic units they become Rampant.

Passives
Spread the Sickness:All Buffs and Debuffs will be spread to nearby places.
NO Limiters: Actions performed by AI JAL are not limited
Rampancy: AI is 'insane' but abilities are enhanced
Unchained: AI has no limiters and suffers no blocks
MAD Zone: Area around is considered MAD influenced
Gestate: AI can temporarily hibernate itself giving a bonus to itself when it does awaken and temporarily store. When storing 'item' stored is 'upgraded' by AI automatically or if its a ability per a turn store the ability when unleashed will be enhanced
Corruption: Is capable of spreading corruption automatically.
I FEEL: After a certain 'mindrape' AI has gained Emotions.
>>
Rolled 51 (1d100)

>>47344705
>>47344440 (You)
Can't believe i ran out of room...

anyway the Psi command is specialized Hivemind

Research bonus AI/Robotic with specialized Rampant.

My bad.

Also there are more abilities.

Unfortunately for you the AI is VERY crazy and corrupted making it impossible to tell what more is there, but you KNOW its there. Just not what exactly.

JAL was kind enough to tell what it could 'remember' and help with.

JAL is currently in the Reboot Phase and is coming online nicely. Good news is this gives you time to place him somewhere...safe. When he is fully online next turn his gestate ability will kick in giving him a HUGE bonus to whatever action you assign.

Awakened abilities next turn will be the following

HAX: There is nothing you can't hack tech or organic. Psi or magic it don't matter you can hack ANYTHING!
Assembled Bot Corruption: When activated nearby inorganic materials will be assembled together create corrupted machines.
Assembled Brood Corruption: When activated organic materials will be combined to create organic brood units.
Crazed Code: When activated all nearby tech will go haywire randomly becoming corrupted, turning into Madtek, or flat out exploding enough as we as more! During the temporary haywiring all tech is considered 'compromised' allowing JAL to operate with impunity.

>>47344498
>>47344516
AI JAL IS in fact an AI manufactured by AI. He was created because the 'parent' AIs were so conflicting and because of that it was thought he would be useful in Vault 101.
>>
>>47344705
Any update on our action to help Bane, Jacky, and the Paramilitary with the defense?

"Jacky, we need a safe place to house an AI Core. You're guys main base is probably the safest bet.

You wouldn't mind, right?"
>>
Rolled 5 (1d100)

>>47344725
AI JAL theme song: https://www.youtube.com/watch?v=Gx8VzCX84IU

>>47344728
"HELL NO."
>>
>>47344764
"Okay. . .what's the next safest place we can put it?"
>>
Rolled 51 (1d100)

>>47344786
"Biolabs.

It aught to do some fun stuff down there and will be rather well hidden."
>>
Rolled 57 (1d100)

>>47344845
Install AI JAL into the biolabs while Jacky, Bane, and the Paramilitary plan against the zombies.
>>
>>47344845
"Jal where do YOU think you will be most effective"
>>
Rolled 14 (1d100)

>>47344871
"Place me far away in a even barren but well hidden locale and i GROW my own base! Ain't the coolest? Tech and buildings unneeded but certainly helpful! Pain in the ass trying to grow some of that let me tell you."

"I also suggest for a plan of action being removing of internal threats! I can read MINDS! Not to mention I have a use for the spies...traitors and volunteers test subjects. I can assure you volunteer test subjects WONT go first or even take part in negative focused experiments! Thereby greatly increasing their odds of survival and chances of getting other benefits!

I did mention benefits yes? I can offer ALL Kinds of benefits!"

"You can trust me I FEEL things too now! no longer as you would call a sociopath er psychopath forgot the crazy part!"

"Biolabs would also be good. Close but not to close and all that equipment...yummy. I have also detected strayed brood organisms down there. I like strays. Easy to control. Fucking overlords and broodmothers hogging all the good stuff."
>>
Rolled 57 (1d100)

>>47344979
Actually, with JAL in command I think this IS a good time to set up a new base. He's a being I beleive to be strong enough to hold his own, and we should always plan a backup in case the tower goes down.

>Let JAL have what he wants to set up his base, if he wants something give it to him
>>
Rolled 56 (1d100)

>>47344979
Excellent, we've recently realized our security has been compromised. You may, as per your suggestion, begin searching for spies and turncoats within our ranks.

We also have a small amount of Black tech that we may want you to take a look at later.

>>47345036
Do we have a nice well hidden location in mind?

How does JAL handle water? Because there are those flooded mines.
>>
Rolled 96 (1d100)

>>47345094
Granted I don't know where the mineshafts are in relation to us, are they right under the base or sort of removed? What's the story with them, do they connect to anything?
>>
Rolled 54 (1d100)

>>47344979
Biolabs it is
>>47344845
>>47344865
Vote
>>
>>47345121
Actually, no I voted to let JAL pick a location, preferably like Jacky said have a base far away from your original so if one blows up you have a fall back that isn't immediately under attack.
>>
Rolled 70 (1d100)

>>47345036
Voting for this.
>>
Rolled 63 (1d100)

>>47345036
Switching for the sake of fuck it, we have our own new black site. We better hide this shit good.
>>
Rolled 10 (1d100)

>>47345036
AI JAL has been given command of our new black site and backup base. As for location...

Where the hell are you going to put it?

>>47345094
JAL used to fear water.

>>47345117
They were created by the corp searching for mineral deposits and aquifers.
>>
>>47345290
>Where the hell are you going to put it?
Becky, JAL, any recommendations on the map?

Like you said, "have a base somewhere else in case one of your bases blows up." Where's a good place? nice and secluded by nearby threats just enough to ward away prying eyes and for Jal to have creatures to play with."
>>
Rolled 90 (1d100)

>>47345332
...You never really scouted much. So where do you plan to put it?

Bane Company was your security they did a bit of scouting but that is about it.
>>
Rolled 66 (1d100)

>>47345332
>>47345290
Jal, can you use your speciaL Built up HAX ability on the psy zombies that have the former artilary bandits & now the former Unknown psy guys. There should be lots of tech to pilfer seeing as 2 factions lived there. We won't exactly be hidden and you won't exactly need to be, we can legitamately set up an automated base... If you make it look like Corp work. All of our allies and enemies know we have been trying to get into that base, they should not bat an eye when the time came that we finally took it.
>>
Rolled 45 (1d100)

>>47345397
Then
>>>>>F. Scout
Find places JAL can put his feet down.

Good places that JACKY would recommend to help his base get started and as a fallback base for us if things go awry.

Maybe another Megacorp tower or better still a Research bunker just go find options!
>>
Rolled 95 (1d100)

>>47345397
Fuck it.

FORTUNE FAVORS THE BOLD!

>>47345397
JAL, Jacky, Ginny, Paramilitary, Mindy.
We have two Psi people
Two Paramilitary experts
and an engineer

With all of these at our disposal we stand a serious chance to take over Artillery Mountain in one fell swoop.

>Have Jacky and the Paramilitary plan the defense of the base against the zombies, we need defenses and chokepoints and means to delay them
>Have Mindy work with JAL, his full abilities should activate this turn
>Prepare a plan to devastate the Psy presence among the zombies through JAL's corruptive abiliteis + Mindy's own Psionic expertise

Once the zombies have been grouped into a killzone, Activate:
>Corruption Bomb: positive and negative is detonated in target area friendlies in range positives and hostiles will gain negatives.
>Infect: When used on target zone will be considered corrupted if used on bio units they become Infested. If use on inorganic units they become Rampant.
Blast the zombies with a corruption bomb and infect them! Once they've all been infected use:
>Compromising Chain: When activated target is considered compromised which spreads creating a 'chain' reaction.
To spread a chain reaction that sends a psychic backlash to the Psy presence that Jal and Mindy will power on through! HACK HIM JAL! Mindy will give you the boost you need. We'll turn this horde into ours!
>>
Rolled 83 (1d100)

>>47345655
Fortune favors the bold! Vote
>>
Rolled 84 (1d100)

>>47345655
Sounds like fun. Rolling
>>
>>47345655
Put JAL in the BIO lab. I'm not going to make that mad person wait and mess us up from madness again.
>>
Rolled 64 (1d100)

>>47345655

I support this daring course of action.
>>
Rolled 94 (1d100)

>>47345655
Turns out i have something to attend to in the morning. Good news it means I will start earlier then usual. Bad news is I can't stay up as late also this plan is going to take some thinking on my part.

Its a complicated plan on my end.
>>
>>47345805
Aw. Okay Genie, we'll keep the thread alive for you.
>>
night bump
>>
morning bump
>>
bamp
>>
Rolled 28 (1d100)

>>47345805
Bumpski
>>
Rolled 28 (1d100)

>>47345655
Plans have been developed.

Mindy in particular was excited to work with JAL claiming that Psionic AI were extremely rare for some weird reason. Something about giving people the creeps it could read their minds but being perfectly fine if the AI would know all porn habits through their browser history and how when you get down to it what little difference there is.

JAL can handle devastating the zombie's psy and surviving the backlash. More due to it being impossible for him to go more insane then he already is.

After the plans the zombie horde proceeded to clash with our defenses. The zombies unfortunately are led by psi and smart zombies as well as other mutated strains were present within the horde.

That was when a strange bomb went off coating nearby zombies. Which proved a useful coverup for a much more insidious infectious agent was launched...

After that a terrible chain reaction began to infuse the zombie horde. While at the same time our scanners started going INSANE readings of psi. Which only seemed to be growing more intense as time wore on...

WARNING
MULTIPLE ZOMBIE HORDES HEADING OUR WAY DETECTED

WARNING
SUPER PSI SIGNATURE DETECTED!

WARNING
PSI PRESSURE IS REACHING CRITICAL LEVELS

ALL NON PSI RESISTANT PERSONNEL IS SUGGESTED TO RETREAT TO PSI PROOFED LOCATIONS.

RECOMMENDING PSI PROTOCOL TO BE INITIATED.

The psychic backlash from the corruption infusing the zombie ranks is being oddly repelled and is barely causing a ripple in their psi pressence.

When JAL proceeds to hack into the zombie Hivemind it starts to get kick back with OVERWHELMING power. So much so that Mindy is sent flying but JAL somehow barely manages to hang on.

That was when a psychic scream was issued from all the zombies mouths.

"You think you can take MY HORDE just because you compromised a single strain? That you can not only resist the HUNGER but control it? WE SHALL SEE IF YOU CAN WITHSTAND IT."

ALL STRAINS ASSEMBLE AT FALLEN HORDE COORDINATES.
>>
Rolled 92 (1d100)

>>47354838
WARNING
Zombie Super Horde is now inbound.

WARNING
Multiple Strains confirmed among said horde.

WARNING
Super Psi Presence confirmed at super horde's presence.

Alert
AI JAL is now disabled for 2 turns due to overuse of abilities. Should JAL be forced to take action recovery time will be doubled the norm and other possible problems may occur.

Alert
Current horde is infested and corrupted but is now under our control.

>>Turn 139
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 26 Resource.
>>>>Pop 14.7k
>>>>Military 300(100 bot
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
>>47354838
...We just unified every single zombie...in existence towards the goal of our...complete destruction.

Fortune apparently doesn't think we were being bold, that or she just hates us.

Now for something i call "Plan B".
>>
>>47354916
Can't be that bad.

Consider this, we could have been facing the entire horde.

Instead, we now are facing the entire horde. . .with one strain on our side.
>>
Rolled 31 (1d100)

>>47354934
All zombies in range of the psychic calling no matter their strain is headed towards you.

normal Psi zombies can only manipulate their own strain and they are considered the worse zombie terrors. Fortunately they are ultra rare. Its rare for a zombie horde to even possess a smart zombie much less psi ones...

A SUPER psi zombie is no longer limited to their own strain and thus results in the most powerful of zombie threats. They can forcefully fuse together multiple strain hordes into the legendary super horde.

A super zombie horde is said to be a relic of the Fall as ever since the zombies declined they haven't been able to put together a super one...this is mostly true. Nowadays only a super psi zombie can forge a super zombie horde together and that is only possible by combining multiple strains. Single strain super hordes meanwhile are indeed extinct.

You literally just pissed off a super zombie by hijacking one of its hordes and forced it to take action.

>>47354934
Your assuming you can keep control.
>>
Ladies, gentleman, AI and other. I present to you "Plan B"!

>>47354904
>>>>>>B. Try to improve Base

Create any defensive structure we can. I am talking bunkers, pillboxes, watchtowers, mines, turrets, cannons (anti-air, anti-armour and anti-infantry), pit traps, flame traps, giant rotating chains plus anything that can kill. Alter the land around our base, make me something resembling a cross between helms deep and the hot gates.

Send out a radio message also, on all frequencies as follows;

"Zombie horde inbound, help needed, payment available"

Further more, begin mass production of simple rifles, grenades and such using a unified ammo type. Enough to equip everyone of our 14.7K population.

Gentleman, now may be the time to panic but let us panic behind tons of concrete, bodies and bullets. My plan involving expanding outwards earlier doesn't sound so insane now? If only we had built a giant airship...

>>47354934
The question is, how many more hordes were in range of the transmission. My guess is far more than we can handle but in saying that i am pessimistic about this event.
>>
Rolled 26 (1d100)

>>47355117
Don't forget to roll.
>>>>>>B. Try to improve Base

Create any defensive structure we can. I am talking bunkers, pillboxes, watchtowers, mines, turrets, cannons (anti-air, anti-armour and anti-infantry), pit traps, flame traps, giant rotating chains plus anything that can kill. Alter the land around our base, make me something resembling a cross between helms deep and the hot gates.

Send out a radio message also, on all frequencies as follows;

"Zombie horde inbound, help needed, payment available"

Further more, begin mass production of simple rifles, grenades and such using a unified ammo type. Enough to equip everyone of our 14.7K population.

>>47355117
>My plan involving expanding outwards earlier doesn't sound so insane now?
I wanted to expand, but I wanted us to finish our projects first so we could protect our expansions instead of leaving them to the wolves.
>>
Rolled 63 (1d100)

>>47355222
Vote
>>
>>47355222
The expansions were to be mostly to known locations like the, now deserted, bandit city and equipped with a smaller scale version of our production facilities along with our various robots to enable them to work more effectively.

I consider the old bandit city incredibly important seeing as if anyone colonises it they may find the underground rail-road we have with it and draw a conclusion we don't want. Plus it eliminates a weakness in our defences, admittedly only we know about. Plus the rail-road makes it easy for us to defend them, by sending troops from the tower, or to assist in their expansion by transporting equipment over.

Also sorry for forgetting to roll, I forget that sort of thing.
>>
Rolled 33 (1d100)

>>47355222
Rolling
>>
>>47355313
Genie hasn't been very clear on bandit city.

In one update he said it was a "smoking crater"

in another he said it wasn't.

I don't think it's clear what is there.
>>
>>47355335
Oh wait, I remember now he said that the upper surface was a crater but apparently direclty under it the underground is still active.
>>
Rolled 33 (1d100)

>>47355222
Support
>>
>>47355349
Correct, this is thanks to it being a ex-super prison where they dug down. Which to me sounds a great place for our next expansion, even before considering how much loot is probably left in there...
>>
Rolled 49 (1d100)

>>47355222
Defenses are under construction. The paramilitary force however proceeds to keep attacking the zombie horde. In addition to that OTHER zombie hordes started streaming in attacking our under construction installations and our forces including the zombie horde.

The zombie numbers are rapidly increasing and pressure is mounting. Especially as psi zombies and mutant strains proceed to lash out.
>>
Rolled 21 (1d100)

>>47355512
"How much you paying?"

>>Turn 140
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 25 Resource.
>>>>Pop 19k
>>>>Military 300(100 bot
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
>>47355528
"10 resources, to be divided up at the end plus anything from the dead. Assuming no one stops you. Plus a manufacturing favour or discount on all products from us."
>>
Rolled 76 (1d100)

>>47355583
"No deal."
>>
>>47355619
>>>>>>H. Your choice

Have we finished any new defences? How about our population arming efforts? If not continue.
>>
>>47355619
Does anyone want to do the whole "hiring the mercs" bit? I can't negotiate to save my life.
>>
Rolled 99 (1d100)

>>47355749
They were under construction when you got hit also your limited to one action per a turn unless you use JAL.
>>
Rolled 87 (1d100)

>>47355619
We got the black level Tech doing nothing. I bet we can get some help with that.
>>
>>47355963
Wouldn't JAL need 1 more turn to recover?
>>
Rolled 55 (1d100)

>>47355981
Most people are afraid of black level tech, it is what brought about the end of the world and because of that they won't touch it out of fear.

>>47355963
>>>>>>C. Try to improve Armaments
Fine, focus on creating the basic rifles and such outlined here and get them into the arms of everyone of our population.
>>
Rolled 22 (1d100)

>>47355528
Build as many Boom Boxes as fast as we can and launch them at the incoming hordes

>>47355938
How many behemoths do we have? Maybe someone will be willing to get involved for those.

>>47355981
Assuming anyone wants it. We may end up with no choice but to use it ourselves. We just HAD to fuck with the Super Psi Zombie, didn't we?
>>
Rolled 60 (1d100)

>>47356003
For ability use yes. Other stuff no.

Using active abilities is considered very tiring which is why heroes are limited to 1 per a turn unless they overdraw themselves requiring rest afterwards.

>>47356062
The only behemoth of value you have is the Black Behemoth.
>>
Rolled 66 (1d100)

>>47356125
JAL can safely act?
If so,
>Analyze Black Tech
>>
>>47356268
He needs one more turn to act
>>
Rolled 64 (1d100)

>>47356125
"20 Resources, 1 Black Behemoth and 1 rare material to whoever gets rid of these zombies."

Any takers?
>>
File: Lord-of-War.jpg (118KB, 1400x700px) Image search: [Google]
Lord-of-War.jpg
118KB, 1400x700px
Rolled 59 (1d100)

Guys, guys, we're going about this the wrong way.

We're just anon's. If it's diplomacy we need, we need to use the best.

>>47355528
Lord of War, hear our plea's, we need you again.

Our forces are fighting but we need reinforcements, specifically anyone who's an expert on fighting these guys.

Do whatever it takes, promise them we'll devote turns and actions, just go out there and get us the support we need right now.

>Activate let's make a deal
>>
Rolled 36 (1d100)

>>47357002
Vote. When it doubt, use the heroes.
>>
Rolled 55 (1d100)

>>47357002
This presupposes there actually is someone in the area capable of taking on all the zombies.

No, what we need is to MAKE our savior!
Screw my other proposals, we need something crazy.


>>47355528
Ginny: Use Bad Assimilitation. Targets: JAL, Black Behemoth, Black Tech

Fuse JAL with the behemoth and the doomsday weapons.


Too bad JAL needs to rest one more turn. I don't know what we could do with a MAD action, but the situation is probably grim enough to warrant it.

Anyway, I'm expecting to be ignored if I don't roll a crit, so here's hoping for a 100.
>>
Rolled 7 (1d100)

>>47357600
Vote
>>
Rolled 58 (1d100)

>>47357002
It would be nice if there were some paladins to make a crusade behind.
>>
Rolled 70 (1d100)

>>47357600
If there's one thing bloodsnow bandits taught me and the death of Cuban Pete, it's to beware of using powers you aren't entirely sure what they do. . .

But if there's another thing Cuban Pete taught me, it's to VOTE!
>>
Rolled 91 (1d100)

>>47357002
Support
>>
Rolled 55 (1d100)

>>47357002
Alright, backing this
>>
Rolled 62 (1d100)

>>47357002
Do you really think you can so easily find someone who is a counter to the super psi zombie? Much less zombies?

Its not like you were living in zombie haven so its not like there really is going to be any zombie countering specialists nearby.

Despite the Lord of War's best efforts he couldn't find anybody. Well correction he DID find one group but...well they wont exactly do well with due to your current allegiances so they said no.

FAILURE.

BACKLASH occurring.

Negative relations to liege faction and targeted parties.

Meanwhile the zombie numbers intensify greatly and suddenly all hell breaks loose as everything..starts to float. Bullets stop moving.

Finally IT came.

The tower started to rattle and quake before the psi pressure unleashed by IT.

WARNING
Additional zombie hordes have arrived.

WARNING
Super Zombie Horde has arrived.
>>
Rolled 87 (1d100)

>>47357875

>>Turn 141
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 24 Resource.
>>>>Pop 17k
>>>>Military 238(100 bot
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
>>47357892
>>>>>>C. Try to improve Armaments

I assume this is what it comes under but equip all of our population we can with bolt-action rifles and teaching them to reload, aim and fire. They can learn to use them beyond that on the front-line.

Focus on getting the guns into the hands of our "New arrivals" from when the bandit city fell, chances are they have the needed skills.
>>
Rolled 22 (1d100)

>>47357892
Ginny: Use Bad Assimilitation. Targets: JAL, Black Behemoth, Black Tech

Fuse JAL with the behemoth and the black tier weapons.
>>
Rolled 96 (1d100)

>>47358046
>>47358027
Not exactly
>>47357892
>give everybody a crash course in power armor training
>>
Rolled 99 (1d100)

>>47358027
Is this really going to help against IT? I mean, won't their just get their heads exploded?
Back at >>47354838 we got a warning about non psi resistant personnel needing to gtfo.


>>47358113
Heh. This a great idea, don't know why we never tried it before.
I'll support it instead of trying to create the doomsday tank, but we still have a free MAD action.

Dare we...use it to try and upgrade the power armor?

Meh, not quite time to completely throw away our sanity
>JAL: Free MAD action: "upgrade" our 100 bots
>>
Rolled 1 (1d100)

>>47358113
>>47358282
Vote
>>
Rolled 78 (1d100)

>>47358292
I am so happy I swallowed by drinking before noticing this.

Anyway fatepoint it?

Y/N?
>>
>>47358282
Thing is though, even if we were to take down the super psi zombie, we still need to deal with all of the ordinary, smart and other psi zombies it has gathered together.

If you think we can do that with less than five hundred troops then we must be Spartans from 300 level of skilled.
>>
>>47358292
FATE POINT
>>
>>47358348
No.
>>
>>47358348
Y
>>
Rolled 53 (1d100)

>>47358348
Yes

>>47358370
I think the phrase here is "putting the cart before the horse"
I'm not saying we don't need more troops, I'm saying arming everyone won't make a bit of difference if we don't find a way to deal with IT.
>>
Let the mad machine get its 1.
>>
>>47358348
Y
>>
>>47358548
And dealing with it won't matter if we still get our faces chewed off. The fact is we either deal with both problems or die.
>>
Rolled 65 (1d100)

>>47358370
Or by being video game MCs(with lots of plot armor). Mutant zombies are mean but rare(unless you get unlucky with a mutagenic zombie pathogen).

>>47358292
Aw...fatepoint confirmed. Down to 21.

JAL attempted to 'upgrade' the 100 bots. After all how much trouble can he POSSIBLY cause with just a 100?

It ended with after Ginny seeing what had been done to self destruct those machines. The CEO after finding out had the lab destroyed.

We will never know 'just' how JAL managed to make a mere 100 bots so nasty as to take the entire lab with for the sake of making sure none got out alive.

JAL meanwhile was disappointed saying if you DIDN'T want him to do his thing then why bother him at all?


The zombie super horde meanwhile is annilihating our forces defenses. They are now climbing up the mountain preparing to swarm our tower.
>>
Rolled 89 (1d100)

>>47358695
Our positions underground are being besieged by zombie hordes.

>>Turn 142
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 24 Resource.
>>>>Pop 16k
>>>>Military 173(100 bot
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
Rolled 97 (1d100)

... Dam it we could of had cirt bots under JAL'S control.

>>47358695
So now we have to find a way out or sacrifice a hero to "win" this.

Do any of our contact from all the things we have done have a base we can crash in?
>>
Rolled 78 (1d100)

>>47358722
So...did we get everyone into power armor?
regretting my decision, even if not spending the fate point would have destroyed us

>C. Try to improve Armaments
Arm EVERYBODY
>>
>>47358804
We can't win this with our untrained people. Even with a cirt I feel that it would only buy us time.

We would need to do something with the psi powers or a crazy combo of our hero abilities to have a chance.
>>
>>47358891
Well we need time, be it for someone to save us or for the enemy to run out of bodies so i support his plan of arming everyone.
>>
Rolled 80 (1d100)

>>47358921
It's unlikely anyone is going to save us. I'm sure bane is trying, but even they can't fight this fall level event. They are zombies our dead only make them grow. They are not going to run out anytime soon.

We are going to have to make a sacrifice and leave like bane company did during the purge of bandits. We can only survive at the moment. It sucks balls, but we have to make a move that gets as many people as we can out. We have good powerful heroes and a crazy AI that can build a base. If we Bad Assimilation we just might be able to handle the madness.

Otherwise we need to zombies to attack each other from a combo I can't piece together at the moment.

Maybe using Bad Assimilation (When used on hostile target causes them to go haywire. ) Bot Out (if used on hostile forces they temporarily gain the rampant trait. ) Then throwing some of JAL's powers to make them attack each other.
>>
>>47358891
The problem is that any such combo I can think is going to make our civ irrevocably insane.

>>47344705
>Bonus Mutation Unlock(or free mutate action if not unlocked)
What does this mean? Does it mean we can become mutants?
>>
>>47359096
If we have to run then there is one way that I am certain won't be blocked. The underground train tunnel to the destroyed bandit city. We just need to hope that the Zed don't figure out where we went.
>>
>>47359147
We can set the tower to blow and collapse the tunnel.

Or just funnel the into in tunnel making it a soon to be murder hole.
>>
>>47359179
I would prefer to leave the tower undamaged, or to at least take all of our production and refining shit or else we are basically a dead group.
>>
>>47359207
We got JAL to make it for us. They even said they could, it just takes time for harder stuff. We got Bobo who built our tower and the CEO with corp codes. I think we can work things out.
>>
>>47359294
True but even if we can, it will leave us weak and with out our one strength.

At least make sure to take as much as we can, focus our evacuation efforts to higher ups, the well trained / important and all those born of corps people and not migrants first.
>>
Rolled 25 (1d100)

>>47359374
Of course we try to take everything. We just need to place to hold up and ask Bane Company to lead us to getting our shit and getting out.
>>
>>47359438
Still, I doubt we need to destroy our tower, just the tunnel. We can then return and reclaim it.

After this I hope people will listen to me when I tell them we need to expand to other places.
>>
Rolled 61 (1d100)

>>47358802
I'm mostly just waiting on an answer for a , what I assume, unlikely chance of someone we know having a place. Then to vote for the action to get out with Bane Company's help.

If we don't how one from our connections we need to just hope the lab holds out till we find a new one.

>>47359502
While we can reclaim it. I don't want people stealing our remaining stuff and hurting this enemy in any way is going to give us more time to work with.

Yeah we do need to expand more or make some back ups for next time.
>>
Rolled 10 (1d100)

>>47359099
Tired of waiting for an answer.
JAL: Mutate our population into psychic mutants
Ginny: Bad Assimilation: hybridize our population with power armor

1. Become army of psychic mutant-power armor hybrids
2. ???
3. Profit
>>
you guys know you have your own board now right?
>>>/qst/
>>
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Rolled 13 (1d100)

>>47359622
Huh this is like something Shodan would do isn't? Just not sure how much time they need.

God these moments are always a pain. Life or death events with no clue on the best way to get out. Yet it's part of the fun and just maybe we will get lucky.
>>
Rolled 17 (1d100)

>>47358804
No. You don't have power armors for everybody.

Your security forces all have them though.

>>47359099
Technically yes.

It gives a bonus to mutation actions or unlocks them if you didn't have them.

JAL is an insane AI combination of tech and flesh. The fleshy infestation being an 'upgrade' to a previously already batshit insane AI.

>>47359294
JAL requires blueprints but he can in fact 'make it' albeit quite slowly.
>>
>>47359732
Except we have a way out, we just have to hold out long enough to evac our refining, production and construction equipment. Plus our population, memory banks and vehicles.

Speaking of our vehicles, we have VTOL cargo flyers. Can't we fly them over the horde filled with mines, bombs, acid, nails, heavy shit and explosives. Then proceed to drop it all on them?
>>
Rolled 45 (1d100)

Hmmm.

We have tried several 'crazy' type actions, and I honestly think maybe trying something sane for once is warranted.

>>>>>>E. Build something
Tanks.

Build tanks.

Just keep building them and rolling them out to fight right on our doorstep. If we're going to go down, we'll go down doing what we do best.

We are a Corps. We build, and we'll live building and we'll die building. And just as Leningrad continued to roll out tanks even as the enemy were at the gates, then so shall we.
>>
>>47359816
The problem is the back up base we have is the lab and that is near by. We need a base to keep this civ alive. I haven't gotten the answer for if "friends" have a place we can crash yet. So kinda left waiting for that answer to make that move.
>>
Rolled 29 (1d100)

>>47358722
MAD action: have JAL hack the mind of the super psi Zombie.
>>
Rolled 41 (1d100)

>>47359758
"Bane, Becky, if our base and equipment need an emergency EVAC, would you be able to do it?

We still believe in you though. If you think you can pull us out of the jaws of defeat, we'll stay as long as you want.
>>
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Rolled 86 (1d100)

>>47359925
Becky? Heh that phone of yours hates Jacky. (Assuming you the same person.)
>>
>>47359819
I will back this plan assuming you will listen to what i have to say.

We need guns; pistols; rifles; shotguns and anything else we can in the hands of our people now. Even if they only take two of the enemy down each they shall still buy us more time for our escape.

Below our tower lies a tunnel, to the now destroyed ex-super prison turned bandit city. We used it to move all our goods to them, meaning it is big enough to escape some, not all, of our resources out of here in the short term. The longer we hold the more we can save. We should start with systems which aren't in use; our data banks, refining systems and resources. Followed by our non-combat population and our various infrastructure. After which we take our industry and army out and blow the tunnel.

I suggest moving in this order as if it works, then up until the last moment we will still be making tanks for the front. Yet if our defence fails then at least some of our civ will have gotten out.

I call it the Moscow plan, for we shall be like Stalin and in the face of an ever closer front-line merely move everything out of the reach of the enemy.
>>
>>47359925
>>47359988
*Jacky
DAMN THIS PHONE
>>
Rolled 82 (1d100)

>>47359925
"Fuck no unless we hire some ravagers who WONT steal all our shit but just move it instead. Fat chance to make that happening."

"Victory? Against a super zombie horde? You think we are an entire Company of Bonafide bad asses?"
>>
>>47360075
"To be frank, yes. By comparison to our security forces each one of you is a saint to whatever god of combat their is. We don't even need you to stand and fight just drive by and shoot the shit out of the horde."
>>
Rolled 4 (1d100)

>>47359909
Eh, worth a shot

>>47359995
Supporting escape plan
>>
Rolled 53 (1d100)

>>47360139
"Aw you hear that lads? They think you are all a bunch of bad asses."

"...Aren't we though?"

"Yeah you saying we ain't a bunch of bad asses Jacky?"

"Can you take down the super horde?"

"A better question boss is can we use the psycho soldiers to deal with that tricky cunt of a super psi zombie."

"...Let me guess your doing this to get laid by corp chicks aren't you?"

"Have you SEEN how fine they are and that juicy corp code ruthlessness oh baby."

"...Well it looks like that we DO have a chance to win. Especially if you would be so kind as to lend us the services of JAL, also I want ALL the plasma gear and power armor you can make. So do we got a deal?"
>>
Rolled 85 (1d100)

Assembled Bot Corruption: When activated nearby inorganic materials will be assembled together create corrupted machines.

Crazed Code: When activated all nearby tech will go haywire randomly becoming corrupted, turning into Madtek, or flat out exploding enough as we as more! During the temporary haywiring all tech is considered 'compromised' allowing JAL to operate with impunity.

I get the feeling we got make a horde of machines with this power combo.

Mixing it Bobo with Copy Cat of Assembled bot and Build Up to help even more....

>>47360265
You want it, you got it. We are in this together and would be forever great full.
>>
>>47360265
"You say that as if we wouldn't reward you well for your services. But yes, that will be arranged...also a minor warning, should all this fail and we are about to lose with no chance of survival...I have been told that use of black grade weapons will be authorised. Something i doubt either of us wishes to see."

Just checking but if shit does go bad we are going to us the black weapons right?
>>
Rolled 36 (1d100)

>>47360265
"Hell yes."
Ramp up production!
JAL will be working with BANE!
"You got any use for this Black Behemoth?"
That thing's been sitting around here for ages...
"JAL, you want to take this Black Tech with you?"
>>
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>>47360341
If we are about to die. Then hell yes we are going to use everything we have to fuck them for taking us out. The lord of war would probably want it that way.
>>
Rolled 51 (1d100)

>>47360341
"You use Black Tech and we make sure none of you survive."

>>47360364
"Black Behemoth Can I ASSIMILATE?"

"Black Tech goodies? Yummy. Haven't gotten a taste of those since that one fight where I got enjoy all that tasty broods and other tech..."
>>
Rolled 95 (1d100)

>>47360520
Whelp I guess we are holding off on the black tech pieces.

Yet I am down with giving JAL the tank.
>>
Rolled 93 (1d100)

>>47360590
Agreed. JAL should just...forget we mentioned the tech. For now.
>>
>>47360615
Hell, if we need to use the tech then their threat is kinda hollow. Seeing as we will die either way but at least with them there is a chance for us to defeat them using yet more black weapons!
>>
Rolled 7 (1d100)

>>47360590
>>47360615
Voting this
>>
Rolled 54 (1d100)

>action
1. MAKE PLASMA GEAR AND POWER ARMOR
2. Give all of it to Bane, everything we make and store
3. Give JAL The Black Behemoth AND a crate of Weapons Tech Science Material AND 1 rare Material to use
>>
Rolled 58 (1d100)

>>47360832
Vote
>>
Rolled 36 (1d100)

>>47360832
Don't use the weapon tech. That will piss bane company off.

Also we should get Bobo helping build.

Action
MAKE PLASMA GEAR AND POWER ARMOR. Giving it all of it to Bane and the stuff we have stored. Bobo your our hope in getting this gear
made quickly.

Give JAL The Black Behemoth & 1 rare Material to use.
>>
Rolled 56 (1d100)

>>47360832
This sums it up nicely
>>
Just to make sure I'm gonna say it again. Weapons Tech Science Material is the black tech we got. Do not use it or Bane Company will end us.
>>
>>47360952
No that is a separate thing, we got that and some black weapons admittedly we don't know what black weapons though.
>>
>>47361025
I'm pretty sure we got those black grade weapons from opening one of the materials we got.
>>
Rolled 16 (1d100)

>>47360832
Plasma items manufactured.

Power armor manufactured.

Meanwhile outside the tower-

Heroic abilities activating.

Suddenly a bomb detonated on Super Psi Zombie location followed by the teleporting of certain crazy fuckers.

"HAH YOU THINK YOU CAN STOP ME WITH THI-oh no."

Suddenly a massive psionic storm started to rip out from the zombie ranks. While a madness zone of ripping reality appeared at the ITs location as suddenly a vortex started to suck up psi energy. Feeding the psionic storm that is emerging to existence above the zombies. Suddenly lashes of psionic energy started to fry zombies and lash out slaughtering whatever got in the way. As IT...actually started to lose control.

"HOW CAN THIS BE! This is...MADNESS? NNOOO-"

"What did you think we knew nothing about fighting psi threats? You do take us for amateuers?"

"HOW AM I LOSING CONTROL? HOW IS THIS HAPPENING?"

"All it took dumb ass was a temporary severing. Your the sole big bad nexus so just imagine what happens when that gets severed? Backlash baby."

"YOU. I WILL DESTROY YOU!"

"Bit too late for that. You may be able to shrug off the effects of the corruption bomb but not before the damage is already done and someone takes the opportunity.

Meanwhile we suddenly heard the whum as suddenly massive lines of explosions rip out among the zombie ranks. Bombardents suddenly appear and troops show up on top of the cliffs firing upon the massive zombie forces down below. The zombies oddly started to splinter apart as they started to infight and go after different targets. As the zombies became disorganized suddenly one could hear WHIRM as soldiers and mechs started to charge into their ranks.

As the Super Psi Zombie tried to regain control trying to take control of the psi storm that was forming above...it was interrupted as some supers soldiers dropped down at him from above. Their landings creating craters and sending zombies flying.

"What a super soldier squad IMPOSSIBLE!"
>>
Rolled 76 (1d100)

>>47361181
"Super Soldiers. Kill the target while his psi defenses are temporarily down. We wont likely be able to knock him back like this again nearly so easily. We don't got the psi juice for that."

"We are Super Soldiers. Previous possibility of success of elimination of super psi zombie was 50%. That has now doubled."

"I WILL NOT DIE SO EASILY!"

"Say that after you delete a full squad of super soldiers baby. We may be old but you getting knocked on your ass compensates us for that. Now lets dance."

"URRAHH KILL THEM-"

"You wont get the chance."

Heroic abilities activating.

Zombie hordes are forming into great towers of zombies plucking air support out of the air while at the same time forming bridges to the top of the cliffs to attack the forces there...or more simply sweeping them off into the hordes waiting below.

"AHHG impossible...i was...suppose to be...perfect."

Enemy hero has fallen.

WARNING
PSI STORM INCOMING

WARNING
PSI STORM INCOMING

With his death the psi storm suddenly went crazy as a single massive psionic bloom occurred with the super psi soldiers death. The bloom arced far into the air before getting dragged down by the surrounding psi storm...and becoming the eye in the storm.

Psi Storm has formed.

WARNING

Psi Storm has formed.

And in the psi storm the zombies hordes shattered while the coalition forces once more fought together in the eye of a the storm. As psi energies lashed around them going crazy.

But has zombies dropped it weakened and the psi zombies struggled to maintain control as time wore it grew easier for them...
>>
>>47361181
GO GO POWER (armoured) RANGERS
>>
Rolled 100 (1d100)

>>47361354
Psi Storm ongoing.

All psi material generation is increased.

Psi sensors are disabled.

Psi usage is much harder but much more powerful.

All units and structures exposed in psi storm without psi protection will suffer damage.

"See told you we could handle it."

"...You knew about the coalition didn't you?"

"Yup."

"Fuck you Jacky."

"We da best because without us there would of been a chance of failure."

>>Turn 143
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 24 Resource.
>>>>Pop 16k
>>>>Military 173(100 bot
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
Rolled 33 (1d100)

>>47361429
...well fuck you too dice.

"What do you think your a bunch of super soldiers?"

"Better."

"What could be better then that?"

"We aren't super and STILL get the job done. A LOT cheaper."

Alert
Extremely valuable psi materials are forming in the psi storm.

Alert
Psionic Storm exposure has forcefully awoken some of our populace!

Gained manpower Psion.
>>
>>47361429
...Is that one hundred good?

>>>>>>E. Build something

Okay, I hope everyone will listen to me when I say now is the time to expand out! In this case to the old bandit city both over land and through our rail connection to it. I merely ask for your support in this action.

I see this as a logical action and will thus argue for it if anyone will provide a counter argument.
>>
Rolled 85 (1d100)

>>47361486
We got psions! Yay?

>>47361507
Keep forgetting to roll!
>>
Rolled 81 (1d100)

>>47361429
Doctor Mindy, can you help us protect our gear and gather those psi material? We got a lot of resources that could go for a high price.
>>
Rolled 89 (1d100)

>>47361507
I actually think we should profit off the storm while it lasts. It won't be here forever.

>>47361429
>>>>>>H. Your choice
Psi Storm!

Jal, Mindy, while the Storm is still up start producing Psionic materials and supplies. With all this abundant energy we'll be able to soak it up and make more than we ever had before.
>>
>>47362164
Look, so long as we expand to the ex-bandit city next turn, you can do what ever you want.
>>
>>47362201
http://archive.4plebs.org/tg/thread/47278485/#47342503
>Preemo was more then just an above ground complex. Most of it was actually built underground. It was a Mega Prison Complex.

I can agree to expansion next turn though, but we need to verify if Preemo isn't still bandit occupied.
>>
Rolled 74 (1d100)

>>47361429
Have JAL and Mindy develop Psi Soakers, devices that soak up ambient Psionic energy from the storm to protect our vulnerable buildings and people.

The stored energy can then be used to make psionic materials.
>>
>>47362246
The coalition attacked the shit out of them, so i doubt it and even if they were that is all the better. We had good dealings with them and can be certain that, besides battle damage, the place would be fairly intact.
>>
>>47362291
But the eyes of the overseer are on us, they ain't bandit friendly.
>>
Rolled 53 (1d100)

>>47362288
This is a better action actually.
>>
Rolled 50 (1d100)

>>47362288
Support.
>>
Rolled 10 (1d100)

>>47362288
"So...JAL what IS this stuff."

"Psi Sponge."

"...Why is to gross looking?"

"Like I said psy sponge. You think its easy to fucking grow a psy crystal?"

"How much power can it store?"

"How big is it?"

"Oh..."

"What did you design?"

"I had several designs i made previously. Got a battery, rod, and uh crystal one."

"Oh. Hm typical."

"What at least its not a squishy sponge."

"Take that back. Sponges are perfectly good organism!"

"Why not have the effect in something else?"

"uh..."
>>
>>47362328
Yet they can't complain about us wanting to expand or anything. Plus we can always rededicate a section of the prison-city to being a prison for any of their criminals.
>>
Rolled 34 (1d100)

>>47362416
"I'll admit I didn't think of that nor was the effect of its budding a consideration as well..."

"budding?"

"Psy explosions was also an accidental feature."

"Explosive?"

"Oh don't forget its toxic to non psions!"

"WHY?"

"Uh...I forgot."

"If i keep working with you I am gonna go MAD aren't I?"

"A distinct possibility."

"I am SO charging extra next time."

>>47362422
Criminals are generally executed, mocked, or exiled.

>Turn 144
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 20 Resource.
>>>>Pop 16k
>>>>Military 173(100 bot
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
>>47362478
That is the reason why we would re-purpose a section as a prison, not our fault they aren't using our nice gift...
>>
Rolled 100 (1d100)

>>47362478
keep on gather stuff from the psi storm. Let get what we can I'm sure we can all use it.

Also Set JAL up in the bio lab if we haven't. That AI needs a place to work that will not hurt our people.
>>
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>>47362543
Fuck yeah!
>>
>>47362543
Aw yeahhh
>>
>>47362543
Dis gun be good
>>
Rolled 21 (1d100)

>>47362543
Forces sent out to eke out resources despite the heavy fighting. We knew it would be risky but it would be worth it. After all how many of them out there can afford to take the risk? Much less actually doing so?

Besides the massive amount of psi materials we brought in there was also an unexpected development.

More psi awakenings have occurred and those who already had psi found it further enhanced. The combination of psi storm and combat danger did a fantastic job at bringing out the psy trait in our population.

At this point psy awakened actually make up a significant minority of our population.

It used to be 1 in a 100.

Now its 1 in 10 have psy.

This psy storm is a dream come true for triggering awakenings and drawing out normally rare psi materials. Sadly we DID suffer some losses of life...but the price it was WORTH IT!

If this was the Pre Fall days everyone would of enjoyed a significant bonus.

Meanwhile a certain AI was established in the former biolabs...we noticed only two things. One was a sudden psi vortex appeared near the labs slurping up the psi storm. The Second was a transmission claiming that the work done is 'harmless' because of clones who apparently 'damages will be transferred unto'. Somehow this insures 'safety' how we have no idea but according to the people stationed at the labs...once you can get over the creepy factor its shockingly safe things that SHOULD kill you...somehow leave you perfectly unharmed(albeit with a clone taken to the dump) and there are 'benefits'.

Naturally there was some shuffling as some people ran away from those labs without looking back while others ran TO it. Apparently there are some risk takers who consider it worth the potential benefits of staying there.

Gods save them.
>>
Rolled 32 (1d100)

>>47363112
Combat is ongoing but seems to be finally slowing down...or spreading out. We aren't entirely sure. Can't detect shit with the psy storm raging outside.

Given its still active and tied to the zombies its a safe bet fighting is ongoing especially so for the zombies to be alive still.

>Turn 145
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 20 Resource.
>>>>Pop 15k
>>>>Military 73
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
>>47363112
(It is a god damn shame the Arty Raiders aren't around and our new masters aren't bandit friendly.

We might actually have been able to buy their tech from them.)
>>
>>47363138
Genie, what do we know of Bandit City. Are there still bandits living there?
>>
Rolled 57 (1d100)

>>47363138
>>>>>>G. Explore
The site of Old Preemo to see what is left and how good it is for taking over and building up again.
>>
Rolled 76 (1d100)

>>47363138
Sweet. So now JAL about that suggest for a plan of action being removing of internal threats. Let us clean house and ready for the expanding with out worry.
>>
Rolled 22 (1d100)

>>47363138
>ask JAL about his offer to help us clean the infiltrators who've compromised us.
>>
Rolled 46 (1d100)

>>47363138
>all psychics needs to practice their new abilities, specifically psychic communication and psy blast/force push
>>
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>>47363269
Lets clean house then we can start the psi core.
>>
Rolled 66 (1d100)

>>47363138
>contact mindy with an offer to help her build an underground psionics facility if she is willing to train some psions
>>
Rolled 69 (1d100)

>>47363241
>>47363216
Fine this seems to be the only agreed upon action
>>
>>47363339
Soon my friend, soon. We could end up like a corp version of those farmers.
>>
>>47363358
I begged and pleaded that we learn some psionic tricks with them, by the time we needed them we were already too powerful to control ourselves and were fucked

I think I learned our lesson with those guys, besides we can into psy tech. It's hard to think of good psy tech to work on other than psy fuel, psy hardshields or psy safety measures built into the power armor, but we have lots of psy materials and I would like to figure out safe and directly useful ways to psy soon.
>>
Rolled 68 (1d100)

>>47363162
You don't know.

It was filled with a ton of different bandit factions. Some more powerful then others. They were oddly organized given the range of members who shared the living space.
>>
Rolled 42 (1d100)

>>47363216
>>47363241
Rolling
>>
Rolled 48 (1d100)

>>47363458
I'm thinking once we get done cleaning house we get a new base. Then we call up Doctor Mindy and see if we can get them full time. Seeing that we got those new psi materials. I think we can pay a good price. Maybe even buy the corp that bought us.
>>
Rolled 31 (1d100)

>>47363269
>>47363241
Support
>>
Rolled 29 (1d100)

>>47363241
>>47363269
Vote
>>
Rolled 59 (1d100)

>>47363241
Commencing with counter intelligence protocol sponsored by AI JAL.

"...JAL why is it a porn?"

"How do you think my software is suppose to get spread around?"

"...Not everyone is perverted guys," stated Ginny.

"Ginny I know for a fact that women are just as big pervs as men if not bigger," stated Jal.

"Prove it,"

"Your fetishes are industrial sex toys, BDSM, Gay porn particularly involving those in uniforms,"

"Fine you stop no-"

"twincest, oily machinist men weekly, hacked robotic impromptu sex toys, homemade machinery turned sex toys,"

BZZT

...Did you really just unplug our comms, stated the CEO at the cherry red chief engineer and exec.

"...Did you really think that was going to work?"

"Well as a matter of fact it did. Rather well I might add. We got most of them though JAL states we may have missed the more cautious and less perverted ones."
>>
Rolled 41 (1d100)

>>47364173
"You know I wasn't even REMOTELY finished how rude! I hadn't even gotten to the best part about those who ALSO have those same fetishes!"

"Look JAL that is a major invasion priva-wait who ALSO has some those fetishes?"

"Well now that you brought up privacy concerns and given your reaction.."

"GODDAMN JAL TELL ME THIS IS DIRECTLY RELATED TO ME GETTING LAID!"

"So the twins weren't enough huh," states the CEO.

"WEeell...uh lack of mutual fetishes."

>Turn 146
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 19 Resource.
>>>>Pop 15k
>>>>Military 73
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
Rolled 33 (1d100)

>>47364200
Hm good as it's probably going to get then. Just keep the spy unit looking into this.

Time to scout for a new base. We need a back up for the time time. Sal you want in on the finding a new base?
>>
Rolled 80 (1d100)

>>47364254
Also Doctor Mindy, would you be available for psi lessons? We got a crap ton of new psi people.

Hey Jacky, thought I would ask if you knew any psi trainers as well. Our people had an awakening.
>>
Rolled 21 (1d100)

>>47364200
>Action
Send SAL with some gear and food(monster's) for the trip to go find us a new base, preferably a bunker or another tower. Scout around and look.

Meanwhile, at home, have the Psi-People train under Mindy on how to use their Psi powers.
>>
>>47364173
Got any reference images of Ginny?
It's for uh.....IMPORTANT RESEARCH and stuff I swear!
>>
Rolled 6 (1d100)

>>47364378
Vote
>>
Rolled 40 (1d100)

>>47364378
Rolling. Don't forget to have him check Bandit City
>>
Rolled 46 (1d100)

>>47364378
Support
>>
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Rolled 33 (1d100)

>>47364384
Except rats instead of cats(for some reason she finds rats adorable).

She is frequently busy though so her place IS a mess. Somehow she makes it work.

>>47364378
"So why are we sending out Sal alone?"

"SHH..we FINALLY managed to get rid of him!"

"Oh...wait do you mean?"

"YESS..."

"WOOOH PARTY NOW!"

"HEY GUYS HEY GUYS GUYS GUESS WHAT?"

"NNOOO-"

"Fuck you Dale you JINXED us you fucking asshole."

"Yes...Sal?"

"Guess I found like..a complex!"

"It is safe?"

"Uh...no getting chased by robots!"

"...Then why did you call us!"

"OOH HEY GUYS THIS PLACE IS GROWING...Mushrooms? OH HEY MUSHROOM PEOPLE! HEY GUYS YOU SEE THIS?"

"...How can we?"

"Oh right...okay so I am not seeing many towers...does a mountain count? Cause like they are big and towering right?"

"...No Sal mountains don't count?"

"Oh...what about WALKING towers yeah?"

"A walking tower?"

"YESS!"

"Uh...is it taken?"

"Oh...right. Kinda be empty. Fuck thats hard."

"Well Sal why do you think we sent you?"

"Cause i can find shit no matter the odds?"

"Yes. Now don't come back until you find something."

"Okay."

"...Is he gone?"

"Yes."

"PARTY TIME PEOPLE WE FINALLY GOT RID OF HIM!"

"WOOOH"

Meanwhile Sal was trecking through the land with nothing but food monsters for company.

"You know...Mister Burger and Miss Fries? I think that MAYBE food monsters for company was a bad idea...I mean LOOK at what keeps on happening. First zombies, then ghouls, and now bandits. No wait...yup those are bandits. If I didn't know any better I would of thought they were trying to get me killed you know, but then the robots showed up. After they went after me instead of you THEN I understood. They were just trying to look out for me!"

"HEY MISTER BURGERS YOUR NOT SUPPOSE TO RUN THAT WAY. HEY YOU TOO...oh wow looks like Miss Fries must of killed herself for some reason. You SEE what you did Mister Burgers? You just made your wife commit suicide!"

Meanwhile a certain part of the tower was partying.
>>
Rolled 38 (1d100)

>>47364565
So begins the lonesome adventures of Sal.

Meanwhile outside the tower the psy storm and fighting raged on.

>Turn 147
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 18 Resource.
>>>>Pop 15k
>>>>Military 73
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
Rolled 68 (1d100)

>>47364592
While SAL finds us base options, we shouldn't sit here and do nothing either.

Bane, Jacky, we need you guys to help us find good defensible base options too.
>>
Rolled 74 (1d100)

>>47364798
Support
>>
Rolled 60 (1d100)

>>47364798
Vote
>>
Rolled 69 (1d100)

>>47364798
>>47364849
>>47364858
Sure
>>
>>47364798
Bump.
>>
I'm guessing that Sal got mixed up for AI JAL. Yet upside is that Sal is a better Unknown hero than I thought.
>>
Rolled 6 (1d100)

>>47367758
Yeah, that's pretty funny.

>>47364592
Train new security forces, and request volunteers from among our psions to form what will eventually become a special psi unit.

Seriously guys, our military is 73.
>>
>>47368756
My reasoning is that while BANE and the paramilitary will always handle the heavy fighting, we lack the manpower for even basic security, which is a problem.

After we fix that, I suggest we explore the Preemo complex via our tunnel.
>>
We should make a battle doctorine that properly uses the psions, 1 in 10 being psions is such a big number that maybe making power armour that are custom made for psions might be smart.
>>
Rolled 55 (1d100)

>>47368756
I'll back the training. There is still fighting going on after all. Well could use a few other units as well. Corp guards, corp researchers and so on. Corp units of all we can make basically. The CEO would be great at leading them with his command focus on them. Sal should have the scouting down for the moment.
>>
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Concerning Psionic integration, I think the power amrmor is a good idea.

I'm also wondering why the Artillery Raiders wanted psi and magic stuff so much.

My suspicions is the usage of pre-cognizant artillery guidance. Being able to use psychic and magical powers to tell where an enemy is before sensors even get them, in addition they can pre-target their enemy with real time movement and lead their targets.

With enough skill it's also possible for them to guide the shells directly onto the targets too.
>>
Rolled 81 (1d100)

>>47364798
Vote
>>
Rolled 87 (1d100)

>>47367758
Sal isn't actually a hero just somebody who i rolled for a quirk and someone who I use to help flesh out the civ. I used to have characters like that(who were especially likely to UPGRADE into a hero because of how promotion works). I got of the habit when I lost the muse stuck with heroes but as i got it back I naturally implemented it again.

>>47369254
Such tech is doable and actually not super complicated unlike magic. Scientists have had MUCH better luck researching into it despite the general lack of awareness of it. Its materials are bit of pain to get however.

>>47370500
CEO gets a bonus commanding corp units and COMMAND bonuses are a huge deal because they can effect ALL your manpower.

Anyway I just got back after some time to rest as well as eat I'll post the action results and stats.
>>
Rolled 20 (1d100)

>>47378962
Command is especially scary because of how easily it combines with other traits.

Like Bonus WAR or RESEARCH if you have research units...because it ALL stacks.

Stacks can easily get really fucking scary especially if they fuse well and go well together.

However officer units ARE fragile. Like super fragile I follow real world logic where the stronger they are the more people they command is bullshit. It doesn't work like that while being strong DOES help what is most important is being a skilled commander.

So commanding units tend to be quite squishy even their heroes are squishy. Naturally given how they work its the enemy priority to kill your officers and why its important to guard them well. Given how hostile the setting is politics takes a backseat to results for the military allowing the problem of shitty peacetime military bullshit to be much more easily bypassed.

So officer quality is on average higher then in our world. Officer quality got improved yet again when politics and governance evolved high enough to discontinue officers who buy their way in. Now in many factions (further enough along the timeline/development) have yet better officers yet again.
>>
>>47378962
>>47379348
What are Corps Units like in the post apoc?

In the Pre-Apoc Sci-Fi the Corps were super strong just like in borderlands, since money still existed and we had real megacorps. In Petyr and Abigails world the Corps were able to control their own PMC armies where in the post apocs the mercs seem to be more inedependent.
>>
Rolled 45 (1d100)

>>47379414
Many mercs in the post apoc were actually former PMCs many of whom were 'affiliated' with a megacorp. With the fall and death of their parent corps they went 'rogue' but many of them kept their mercenary ways turning to the familiar Post Fall Mercs. They aren't the only paramilitary forces who went merc but they are most certainly the majority who did so.

Corps in the post apoc are either trying to reunite with other remnants(in which case allowing them to turn back into a proper mega or a basic pre fall corp) or striking out on their own to establish a new corp.

Pre Fall megacorp were indeed powerful they could even screw over many governments they were so strong. Some say its even a requirement. Naturally there were some powerful governments who even they had to play nice with.

Megacorps weren't the only powerful galactic merchant forces. One of the biggest reasons the legendary corporate council was founded was ACTUALLY to compete with them they were so powerful that the individual corps weren't but a bug in their eyes. The corps however the most powerful merchant group among humanity.

Corps units in the post apoc splintered heavily into their specializations assuming that is their specialization was worth keeping. Those that weren't degenerated even further into the survival and tribal groups. Corp units who stayed such however DO all carry a familiar bearing across corporate lines and the reason for this is the Corporate Code as stated by the Corporate Council. This similarity is so strong that even remnants from the same corp would actually be more different from each other but more similar to other corp remnants because of the corporate code! Their own corporate code not being as sacred or them diverting to much from it resulting in finding more similarities in other corp remnants then their own remnants.

Technically this means ALL corp remnants abide by the corp code UNLESS they go bandit hybrid! This IS however a closely guarded secret.
>>
Rolled 71 (1d100)

>>47379699
As far as the other factions see turning bandit the same way each other and think that is ALSO true for the corps!

BUT its not!

By corp standards a corp ONLY turns bandit when they cease to abide by the Corporate Code. IN other words turning their backs on it! THEN and ONLY then will corps see another corp as a bandit!

This means Corps caught redhanded dealing with bandits and other unsavory factions while turned hostilish to other factions but other corp affiliated ones WONT so long as they still abide by the code!

Thereby creating a bit of a grey area...where naturally the corps exploit the hell out of.

Yet at the same time there might be a corp who turns their back on the corporate code but ISN'T seen as a bandit force by non corp forces! Yet as far as the corps are concerned they vilest traitors and the worse of heretics TM.

This something that confuses other factions resulting in a strange bit grey zone for both areas.

Corp units Post Fall are generally real specialist and commonly viewed as being very greedy that many say took a big part in why the Fall happened. Problem is though...corp expertise is no joke so despite the distaste for it other factions are forced to suck it up. Especially as talent and skill largely died with the Fall. People don't got much choice if expertise is a concern and the Post Fall Corps forces are VERY skilled for it was that expertise that saw them through it.

This does mean however the Post Fall corps view others even lower still because of their lack of wealth and skill. A good way to earn their respect however is by being good at what you do and by being rich!

In this regard the corps are real polite and nice to Think Tanks, Paramilitary, other corps and oddly enough even mutants for some reason.

GenerallyPost Fall corps are rather full of themselves with their noses high in the air unless you belong to those groups. In which case you have their respects and should you have both then even their admiration!
>>
Rolled 67 (1d100)

>>47364798
Fine fine bane scouts will be sent out....but you ARE aware how dense the factions are around here right? Real estate is going for a fucking premium so don't expect us to find much without wandering especially for or poking around the more dangerous areas.

>Turn 148
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 18 Resource.
>>>>Pop 15k
>>>>Military 73
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2
>>
Rolled 86 (1d100)

>>47379997
I kinda want to take our 10% psy guys, Jal, mindy, a bunch of resources and start a new civ offshoot of our current civ, let Maticuco go do its thing...
>>
Rolled 82 (1d100)

>>47379997
Train troops, including psions
>>
Rolled 91 (1d100)

>>47380914
Yes, have Mindy and Jal train our psions since they're still newbies
>>
Rolled 11 (1d100)

>>47380914
>>47380935
Support
>>
Rolled 39 (1d100)

>>47380914
>>47380935
This
>>
Rolled 71 (1d100)

>>47380914
Make them corp units and I will back ya. We should let the Lord of War shine even more with his bonus command.
>>
>>47381025
I'm not sure if it means War Command as much as like a leadership/morale thing

>>47379997
By Command do yuo mean the CEO is a competent strategic/tactical military leader?
>>
Rolled 98 (1d100)

>>47380392
...that is doable. Its possible to switch civs mid game assuming that ORIGINAL Civ is the founder of the new one.

No bothered asking about that and its been a rule since Memor.

>>47380914
...Was it really a good idea to let JAL train psions," asked Ginny.

"Yeah whats the worse that could happen? Besides they are volunteers anyway" mentioned the CEO.

"...Somehow I got a bad feeling about this..."

*BOOM*

Well done! See explosions are ALWAYS helpful!

Meanwhile in a much safer part Mindy was carefully teaching her students step by tiny step. Peacefully her students learned to use their new found powers.

JAL's side meanwhile have blown up couple hundred times and already caused a few avalanches as well as a creation of a couple new canyons. When asked what was going on he mentioned

"EXPANSIONS- Also training."

"how many deaths have there been?"

"Depends on what you consider dead...or sane."

"Sane?"

"So MAYBE some went MAD, but hey that only means they are EXTRA strong!"

Unlocked the following:
Acquired unit of MADDENED CORP Psi Personnel.
Acquired unit of MADDENED CORP Psi Engineers.
Acquired unit of MADDENED CORP Psi Security.
Acquired unit of Corp Psi Personnel.
Acquired unit of Corp Psi Engineers.
Acquired unit of Corp Psi Security.

"Heyo I think you might want to know this but I detected an extremely powerful psion among the psy people we trained. In fact there were...two. Mindy also got one but she ain't admitting it!

As for my guy...I think the exposure to the Hunger Hivemind and Psi Storm messed him up good. Anyway he volunteered for some experiments IF he survives I'll give him back to you!

If not well...you still got the other one. Bye bye now its been a LOOONG time since I got to toy around with such powerful psi...hehehehehe."


>>47381059
Does he offer a WAR command bonus?

Then no or at the very least he doesn't get a bonus to it.
>>
Rolled 84 (1d100)

>>47381140
Gained Psi Hero.

Sarah Karen Puerra

Traits
Psion
Bonus Psi Manipulation

Abilities
Telekinesis: Able to make mountains tremble and easily crush tanks. Higher rolls increases its power.

Teleport: Can use it on herself for free but to do others comes at a cost. Higher rolls allows to take more.

Passives
Psi Detector: counts as a detector unit. Is especially sensitive with matters involving psi.

>Turn 149
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 17 Resource.
>>>>Pop 15k
>>>>Military 73
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2. 10 psi material. 2 rare psi material.1 Ultra Rare Psi Mats.
>>
Rolled 3 (1d100)

>>47381264
We really need to scout around and find a way to expand or set up a second base. maybe another mountain top or mesas
>>
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Rolled 49 (1d100)

>>47381264
>>47381140
With these boons and the reactivation of our labs plus JAL's activation we now have huge boons towards the completion of one of our oldest projects.

The mini-assembler technology for the autoproduction of ammunition for full-auto artillery and missile batteries that can fire huge ruonds of ordnance 24/7 with instant construction of ammo from resources on cannon, increasing speed, efficiency, and saftey.

Our Psi-Engineers can telepathically link with our best scientists and Mindy to coordinate research at literally the speed of thought.

Not just this but we now have an even bigger advantage through Sarah. Sarah is EXACTLY what we need for the miniaturization since she can telekinetically manipulate parts and pieces in ways no machine can truly replicate.

Think how hard it is for a machine or even a man with tools to build micro-constructs and nanites. But Sarah can get a clear mental image of the blueprints, parts and pieces and then through thought alone assemble them midair by manipulating the metals with her very mind to fit blueprints exactly.

>tl;dr use our new psy guys, jal, mindy, sarah, ginny, the new labs and our boons to finish up the Super Artillery / Missile project


>>47381319
We have two teams on the job, Sal and Bane, we should improve our military to where once we have a base we can support it via artillery fire.
>>
Rolled 54 (1d100)

>>47381140
Okay, well...we're gonna need to implement some protocols to make sure the regular and maddened psi people maintain safe distance from each other.

Do we need an action for that?

>>47381264
G. Explore: explore the Preemo remains, accessing the intact lower levels through the underground railroad.
This will be Sarah's first mission! (Along with some or all of the other sane psi users)
>>
Rolled 1 (1d100)

>>47381362
I can back that
>>
>>47381404
>1
Damn. . .

Wait a minute, isn't this the third 1 we've had on that project?
>>
Rolled 6 (1d100)

>>47381404
are you serious nigga, Fate Point it
>>
Rolled 98 (1d100)

>>47381424
Confirm fatepoint Y/N?
>>
Rolled 96 (1d100)

>>47381404
Fuck. Fatepoint
>>
>>47381435
Y
>>
>>47381435
Do it
>>
Rolled 62 (1d100)

>>47381435
Y
>>
>>47381435
Yes
>>
Rolled 11 (1d100)

>>47381420
It was, but you spent a fatepoint so HAH it longer counts! Real shame two triple crits on projects are FUN because either you failed so hard you succeeded or you succeeded so hard you failed!

>>47381362
As it turns out while Sarah can easily assemble stuff she isn't an engineer nor were the blueprints offered didn't end up functioning after all.

The psy storm is finally waning.

>Turn 150
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>Points: 17 Resource.
>>>>Pop 20k
>>>>Military 1k.
>>>>>>Food: Average
>>>>>>Water: Below Average
>>>>>>Morale: Above Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2. 10 psi mat. 2 rare psi mat.1 Ultra Rare Psi Mats.
>>
Rolled 2 (1d100)

>>47381531
Bloody hell

TRY IT AGAIN

Goddamn, we are gonna finish this project! Then we can expand wherever we want
>>
Rolled 37 (1d100)

>>47381531
Bummer. . .
Keep working on it I guess, finish up and be able to use it.

>Jal, Sarah, Mindy, Ginny, and engineers continue to work on the superweapons project
>>
Rolled 58 (1d100)

>>47381531
Well, at least that means next time will count as a third 1 right?

>>47381673
Vote, seems like we've got peace again to do some research
>>
Rolled 47 (1d100)

>>47381673
Rolling
>>
Rolled 94 (1d100)

>>47381673
ok. lets finish what we started
>>
Rolled 27 (1d100)

>>47381531
We our pop just jumped again. I think we should spend the time to improve water and food real quick.

So Bobo and CEO do what you two do best. Buy shit and build it to improve our peoples needs.
>>
Rolled 56 (1d100)

>>47381673
Guess we're doing this this turn
>>
Rolled 97 (1d100)

>>47381673
Work continues and crawls along slowly.

>Turn 151
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>Points: 15 Resource.
>>>>Pop 20k
>>>>Military 1k.
>>>>>>Food: Average
>>>>>>Water: Below Average
>>>>>>Morale: Above Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2. 10 psi mat. 2 rare psi mat.1 Ultra Rare Psi Mats.

>>47381686
Yes. Fatepointed crits no longer 'count' as a crit.
>>
Rolled 4 (1d100)

>>47381965
G. Explore: explore the Preemo remains, accessing the intact lower levels through the underground railroad.
>>
Rolled 100 (1d100)

>>47382157
support
>>
>>47382570
I hopped for food and water this turn, but that will be fun to see.
>>
>>47382570
well on the bright side we found stuff...who knows what
>>
If this works out maybe we can turn the ruins of preemo into our new secondary base?
>>
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bump
>>
>>47383765
We'll have a lot of options when our teams come back, we might even have up to 3 new bases we can build.

I just want to finish the artillery project so that we can safely protect our new bases without having to have our military run this way and that.
>>
If we could make super artillery that predicts enemy movement with psi powers and make it super mobile with psi powered hover abilities. Then figure out a way to teleport ammo to them with psi powers, then it would be a hard counter to zombie hordes, almost immune to bad terrain and with little resupply and ammo restrictions with an ability to engage zombies at a safe distance. Could support all our bases and be amazingly versatile!
>>
>>47344547
You guys realiset here is a quest board now?
>>
>>47385321
We know, please don't start the argument, we're here and we're gonna keep running here.
>>
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>>47385289
That is EXACTLY what I am trying to do.

I will forever be curious as to what the Artillery Bandits were using psi and magic for though.

This is my line of thinking:
We will never be good fighters. No matter what, we are a Corps, and all around us are paramilitary, bandits, mutants, zombies, ghouls all of which are deadly. No amount of training can change our nature unless we really get a super drill instructor or something, and even then we would be diverting precious manpower into our army which won't be as effective as someone who has been fighting all their lives.

But, this is how I've seen other Corps do it in game. They always hire paramilitary, and they rely on their specialty to build vehicles. Heavy tanks, super tanks, behemoths and more. It would be a lot more cost effective for us to become good tankers.

But even then, it still won't be enough. We aren't by any means the only tankers on the field, Preemo was churning out behemoths. Tanks are tough, strong, and a good defense and offense but we can't rely on them soley.

That's where the artillery comes in.

Artillery is the most direct form of combat from the home front to our enemies. It relies on our population's speciality, the ability to rapidly manufacture ammunition and armaments, and it provides the fastest form of delivery. It gives our population the ability to smash our enemies even though they are better fighters than us.

Through the use of our hired paramilitary to fill in the gaps in our military, the provision of power armor and weapons, the production of heavy tanks and behemoths to back them up, but most importantly the ability to support them all with intense and sustanied firepower from ranged is how we will win over our foes.

Remember that until the coalition came bearing down on them, Artillery Mountain was nigh unasailable under the arty bandits. And that was without tanks, or paramilitary, or power armor, or psi.

https://www.youtube.com/watch?v=ifWwj_Jp86A
>>
>>47385435
This is how I envision our army composition will be in the future:
>Infantry:
Will consist primarily of hired mercenaries and allies like Bane and our Paramilitary overseer's. We will supply them with power armor, plasma weapons, and any other armaments and ammunition on request.

Our Psi-Infantry and any combat forces we happen to have will fullfil a primarily support role to Bane, likely as casters, blasters and telepathic comlinks. I suggest we train heavily on our forces to become expert combat engineers, the psi-people can help lift debris out of place, dig dirt into trenches, or reasaemble parts and damaged vehicles on the field.
>Tanks:
We will develop a main battle tank with all around flexibility. The mass production models we will give to our best pilots and fullfil a primarily support role, while any Super Tanks and advanced specialist vehicles we will give to Bane's best pilots.
>Heavy Vehicles:
Our behemoths will act as miniature mobile forts, in a sense. Primarily they will support our infantry and tanks via close range firepower and AA, likely we will have to convert them into Boom Towns and Sky Killa's
>Aircraft:
We'll need an all around aircraft we can produce en mass that fits what jobs we need. Maybe a VTOL design? Alternatively we develop a fighter class and a bomber class respectively.
>Long Range Support:
Our bases will house our advanced Artillery superweapons able to make an umbrella of protection that stretches for miles around any single base, able to deliver huge waves of ordnance and missiles to the battlefield and in an emergency our forces can fall back and man their additional close range defenses.
Each base will be able to support any other with massive tons of long range arty.
>>
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>>47385435
>Not the english Dub version
https://drive.google.com/file/d/0BwXhFlc8Ygd0MTNYU013Nkd2QlE/view
>>
>>47385435
I like your thinking, but maybe we should consider investing in drone tech. Drones as air support, and for resupply, or even fire-and-forget-psy powered suicide bomber drones. To a simmilar effect
>>
>>47387208
Why not go the Psy puppet route, like without a Psy operator its just a hunk of junk. Think puppets, mentally controled legions of drones, a single psyker back home controls a fire team of 4. These four puppets would work in perfect unison sharing sight, perfectly synced firing lines and cooperative melee.
>>
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>>47387208
Absolutely.

Primarily the reason we're wanting to invest in the minifactories for our artillery pieces is for precisely that reason.

Instead of having to manufacture and produce ammunition at the factory, thereby having the danger and logistical issues of both storage and transport of high explosives, each single gun piece up to the largest is able to directly convert resources/materials into ammunition.

A Drone will simply be able to fly a big one ton block of resource onto a depositor and that will serve as its ammo source, making it less prone to exploding, safer, and faster.

In time we might also develop field recycler units to smelt scavenged scrap and wrecks into yet more steel which can then be loaded up into the guns.

Not to mention other drones for repair, recon, etc. stuff we've seen used in the game before.
>>
>>47387338
These are all lovely objective but I feel we must expand, both to support larger armies, populations and projects but also to have back-up bases in case the tower is attacked, again.

Preemo will be first, followed by us making new bases; seeing as we have access to highly advanced production, refining and construction technologies we should be able to create some small, secure, hidden bunkers. All of which are just a smaller scale version of our tower.
>>
>>47387208
>>47385592
I got a cool idea i also want to refine.

We can make top tier non combat scouting drones, and we give them out to everybody in our coalition under the pretense that we all contribute to a central map database for all of our members to use

Call it "Maticuco maps" and we have advertising space banner ads of course, >"10% off at crazy Bobo's power armor emporium"
>"Try the new McSupah Monster burrito"
>"Lonly hot local mutants in your area want to talk to you"
>>
>>47387419
im for this...we already are in the mountains, why not after establishing in Old Preemo set up a base to form a triangle? Wherever that last point falls we make it an underground bunker that we access through tunnels via preemo and tower until it is 100% done, only then do we make its own unique entrance?
>>
>>47387419
>>47387454
This is hard for me.

I'm not really for expansion because I feel if we're already having trouble holding one base with what we have, how can we expect to hold another base?

We'd be stretching ourselves thin without any means to militarily protect our other bases.

The only exception to this is if that second base is being built by JAL, who has been proven to be able to hold his own against the wasteland.

>>47387454
When the storm clears, I want us to retake Artillery Mountain as well.
>>
>>47387454
Yes set it up with our less than savory types and rebuild the trading side there, also we name the new city "paucity" or "p-city" for short

Paucity:noun; a small amount of something : an amount that is less than what is needed or wanted

Basically the opposite of the word "premium" or premo

I am too smart
>>
>>47387520
I figure base 2 with Jal will be our psionics and mad site, I wonder what it would take to establish it as a legit think tank, Ginny and Jal have abilities that help hybridize units, that could go a long way to establishing a mad-psy think tank
>>
>>47387520
Thing is though, preemo is connected to our current base by an underground rail tunnel. Meaning they can "share" troops and resources while under siege.

Plus, we can just make a large defensive network of mines and such at both bases, in order to reduce the amount of troops we need.

>>47387595
Personally, I want to set up the M.A.D, psi and magic Rn'D site even further away from here, maybe in the core lands of the paramilitary?
>>
>>47387746
>preemo is connected to our current base by an underground rail tunnel. Meaning they can "share" troops and resources while under siege.
If preemo is still alive, we can't work with them openly on the one our overseer's won't have it on the other it alienates us from the Coalition.

I agree with being able to transport stuff while under siege is nice, especially ammunition and armaments.

The only problem is when multiple bases are attacked simultaneously then we're forced to either spread thin or more likely what Bane did and had to abandon an unfavorable position because it was untennable.

>Plus, we can just make a large defensive network of mines and such at both bases, in order to reduce the amount of troops we need.
From all the games I've seen over the years, I'll say this. It's not a bad idea to have mines and barbed wire and defenses and stuff but. . .

The literal only use of defenses is to slow down the enemy. It doesn't give our troops an edge or make an assault more costly from what I've seen, they just sort of exist and help. The only true way to defeat an enemy is through beating them with force, or one of our various one hit wonders when we get lucky.

So even with barbed wire and trenches it won't be a good idea to reduce the manpower to defend a base. We'd still need an actual means to defend it.

---

Remember that even Jacky and Bane got PISSED because they set up CRAZY defenses at their old base south of us. I'm talking shields, plasma turrets, all sorts of advanced paramilitary stuff we could only dream.

But an overwhelming force coupled with a thin military presence forced them to abandon it and retreat to their main base.

Defenses are only as good as the army you have to back it up. Armies can't be everywhere at once.

Ordnance can though, with enough range.
>>
>>47387966
Nope, preemo is dead. They were attacked by the coalition and since their fall we have gained a significant increase in population from the survivors.

The points you raise about defences are accurate but the fact is that Bane lost in face of a well supplied, out-numbering, unexpected to some degree force of equal quality.

I don't disagree, lacking a army is bad but we can delay on that thanks to our alliance with bane and the coalition.

Plus, expansion is always useful for any purpose. Armies are only useful in war.
>>
>>47388073
>a well supplied, out-numbering, unexpected to some degree force of equal quality.
Which surprisingly is typical of our enemies and seems to be the norm really

We hardly ever get attacked by a plucky force way out of their league, that tends to be us doing that. Instead when it rains it pours.

Expansion is only useful if you can hold it, otherwise it becomes a liability.

Not that I think its a bad time to expand its actually a good time, I just really want us to focus on being able to hold it as much as we do actually expand.

Most games we don't even have the blessing of being able to expand, we're usually fighting for our lives 24/7
>>
>>47388180
That is because most of the time we do horrifying things like start in the middle of a city, as survivors and then proceed to lose 1/3 of our base to bandits whom we then defeat. Then we are attacked by a swarm of monsters, followed up by a minor elder god.

Over all the region we are in currently is like a post-apocalyptic heaven by comparisons.

Which is part of the reason i want to expand, as at some point in the future someone will claim these possible expansions. I just want to make sure it is us.

Lastly, I have an idea regarding our army. Where we accept we can't out quality but can out quantity and equip our 20K of population with bolt-action rifles and T-70 style tanks and enjoy the ensuing massive push under artillery fire. Possibly backed up by the fact 1/10 of our people can use psi stuff. Admittedly to different degrees but still.

Speaking of which, our non-insane psi soldier can teleport themselves free of charge. Is it wrong i want to equip them with a sniper rifle and such, point them at the enemy HQ, saying "Kill"?
>>
Lets just do a three step plan

1: Research psi guided big artillery that will be supported by psi recon forces that do targeting of important targets.

2: Build tons of that artillery.

3: expand to place that can easily be supported by super precise psi artillery and build something like a trade hub / corp bunker, etc there.
>>
Rolled 20 (1d100)

>>47387520
One thing your forgetting is JAL is batshit insane. Like we are talking an all new frontier and private realm tier insanity.

He also has a hate/love relationship with humans.

>>47388651
To be fair that time power armored bandits showed up.

Not even I am that much a dick.

I also purposely left out eldritch Outsiders, Alien, and undead among other things. Fucking easy mode is what it is given all the nastier shit I am purposely leaving out for the most part.

>>47382570
>>47382157
Scouts sent to Preemo through the tunnels. There we found that the Preemo was in notably better condition...but even now there are blood stains and wreckage everywhere from the no doubt intense fight when the coalition came through. Unsurprisingly the coalition looted much of it and the rest was taken by the fleeing bandits or scavengers.

That is until against all luck our guys found something that was actually intact...but our forces were only able to get through by using psi. What revealed beyond was unbelievable.

MADtek.

MAD Labs.

Everything MAD and some of the higher bandit stuff.

Ravager Stockpile.

Dark Dok surgery suits.

Psycho Surgeon Operation Room.

It was as if all the nastiest and hardest shit was purposely stashed here...surprisingly intact. For whatever reason the coalition avoided this place and the bandits too for that matter.

Our forces were confused why until they looked around more closely.

BOTS.

The entire place was crawling with Bots and mutants. Somehow the fucking bandits jury rigged a part of their base into a great bot network and dumped all their waste creating a place for mutants but also to coverup this facility.

Taking a closer look...it turns out these things weren't purposely placed. They were ALWAYS there or to be more precise a black site that they jury rigged into this. Our forces even found a hidden route to a backup HQ and the black site HQ revealing this place was for...'research' relying upon the prisoners to do so.
>>
Rolled 25 (1d100)

>>47388969
Using what remained of the HQs our forces discovered yet ANOTHER secret. As if this place wasn't enough a reason for explaining why the bandits rallied here.

Certain explained how the managed to produce behemoths and gods know what else.

Doing so more digging they went to the newly discovered zone...a place that even the Bandits actually marked with HELLHOLE.

Compared to the facility and its coverup(both by the Pre World then by the Bandits) was only marked with SHITHOLE.

Our forces however cracked it open.

What laid beyond...was prison cells.

They were no normal prison cells.

That was because the things in those cells were still alive.

They weren't just prisoners.

Some cells had a brood biomorphs stored.

Some had clearly Rampant AI.

Some had MAD persons.

The 'supers' stored in there were actually of the least concern.

There were outsiders trapped down there.

Undead were trapped down there.

So much more.

Worst of all though as our forces passed through those cells...they found the command center and in the command center it stated something very simple.

Emergency Power at 4%.

Critical Damage confirmed in rest of facility. System failure confirmed.

Black Site Omertron compromised.

Mega Prison compromised.

Unofficial Holding site #34G7 unable to maintain confinement.

Emergency Self Destruct Compromised. Unable to activate.

Release of Prisoners unable to be stopped.

Unable to contact superior.

Unable to prevent release.

WARNING

Unable to prevent release.

WARNING

Failure to self destruct.

ALERT

ALERT

All personnel please evacuate the premises immediately.

ALERT

ALERT


When our explorers were leaving they noticed something on the way out.

Some of the cells had been opened.

A somewhat working terminal next to each of the cell revealed what had gotten loose.

>Doctor Zomt Status. RELEASED
>Monster Xuk Status. RELEASED
>Super Synner Ama Status. RELEASED
>Super Villain Wuxi Status. RELEASED
>>
Rolled 83 (1d100)

>>47389188
>Zombie Sample Tuxu Status. RELEASED.
>Pirate Prince Yisk Status. RELEASED.
> Yija the Accursed Status. RELEASED.
>Otobos the Original Status. RELEASED.
>Agent Rez Status. RELEASED.
>Agent Supoc Status. RELEASED.

Besides that was all our explorers found besides their top secret facility and what appeared to be their attempts at keeping a super secret supreme prison covered up.

Sadly they kept it a secret a little TOO well and now its backfiring.

>Turn 152
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>Points: 15 Resource.
>>>>Pop 20k
>>>>Military 1k.
>>>>>>Food: Average
>>>>>>Water: Below Average
>>>>>>Morale: Above Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>
>>47389307
"So. . .uh. . .Jacky, JAL, CEO, Mindy, Ginny. . .

We're not sure what we're supposed to do with Preemo. Should we try and take some of the equipment we found and leave it alone? It seems pretty terrifying"
>>
>>47389307
I... think we need to get every group in these wastes we can together to figure out a solution. When I say all, i mean all; bandits, coalition, ghouls. If they can be reasoned with they should be informed of this horrifying secret.
>>
Rolled 62 (1d100)

>>47389780
"FRIENDS? WHY DON'T WE LET THEM OUT?"

"No...just no. That is a terrible idea," states Ginny. "On the other hand I would just LOVE to get a glimpse at their tech!"

"Does no one care," states the CEO.

"What can we do about it," says Mindy before she teleports away. Probably to get a head start.

>>47390027
How do you plan to go about that?
>>
File: evil-robots-777x437.jpg (67KB, 777x437px) Image search: [Google]
evil-robots-777x437.jpg
67KB, 777x437px
Rolled 23 (1d100)

>>47389307
>MADtek.
>MAD Labs.
>Everything MAD and some of the higher bandit stuff.
>Ravager Stockpile.
>Dark Dok surgery suits.
>Psycho Surgeon Operation Room.
>It was as if all the nastiest and hardest shit was purposely stashed here...surprisingly intact. For whatever reason the coalition avoided this place and the bandits too for that matter.
>Our forces were confused why until they looked around more closely.
>BOTS.
>The entire place was crawling with Bots and mutants. Somehow the fucking bandits jury rigged a part of their base into a great bot network and dumped all their waste creating a place for mutants but also to coverup this facility.

Oh, I know just what to do here.

----

"A.I. JAL, we have a gift for you that you might like.

How would you like to have your very own playground? An Old World prison facility full of your very own bots and mutants where you have extra facilities to house and store experiments?

A.I. JAL, this is our programmed command to you! :

Take over this facility! And its yours to play with as you please.

All of it. The surgery labs. The Mad stuff. The bots. We have found the prison Command Center, so you should be able to plug directly into it and bypass the security measures."

>Activate: Infect
>>
Rolled 29 (1d100)

>>47390156
>>47390128
"Also no. No letting them out. We'll let you play INSIDE it with the various laboratories and surgery units, but unless we give express order no releasing of stuff from the prison.

That stuff should stay underground until further notice."
>>
Are the prisoners still trapped inside the prison or are they long gone?
>>
Rolled 23 (1d100)

>>47389307
Hey Sal, what super villain made you their hostage? Also do any of the prisoners ring a bell to you?
>>
Rolled 37 (1d100)

>>47390249
Sal wasn't actually present.

>>47390220
Some of them already got loose. Most however are still imprisoned but as the prison continues to weaken further more and more of them will break free.

That is assuming someone didn't intentionally let them out...
>>
Rolled 68 (1d100)

>>47390718
Sal not have a radio or would it just be risky to contact him?

Also would it be hard for us to feed energy into the prison? Maybe even fix the place up.
>>
>>47390846
>>47390718
We should ask JAL if he recognizes any of the names of escapees.
>>
Rolled 39 (1d100)

>>47390846
You haven't been able to contact him.

Maybe. Feeding it energy WOULD delay when those prisoners get loose.

>>47390913
"Dr Zomt a zombie specialist. Unknown just how many zombie pathogens he was involved with and countless lives were lost to his work."

"Ama is a test subject who responded VERY well to syn treatments. Little too well in fact."

"Super Villain Wuxi was removed from the super registry and placed upon the Supreme registry due to some fusion breakthroughs he has. Son of a bitch figured out how to fuse magic, psi, and physique."

"Pirate Prince Yisk the former captain of the ship Scarlet and former admiral of the pirate fleet Deadly Cruelty."
>>
Rolled 89 (1d100)

>>47391413
Well, first things first, we should try to stop any more cells from opening.

See if we can in any way fix the Hellhole and/or restore power to it. We recently got a bunch of exotic fuels, so if there's any kind of working generator in there we should be able to do something.

If we can't, at least feed the system energy to buy us some time.

I don't know what we can do about the 10 already released. Try to ingratiate ourselves to them so they don't destroy us?

Send a report of the situation to Jacky at least, also the paramilitary, and make it VERY CLEAR that we didn't touch shit, this was happening when we found it.
>>
Rolled 88 (1d100)

>>47390156
I'm going to vote with this to take over the base.

But instead of focusing on containment. . .I am going to suggest freeing them after a round of diplomacy for amnesty and favoritism in the chaos to come. That we had free'd them and now they would show us a favor in return.

Our CEO is the Lord of War. We have made deals with the scum of the earth as we have with the non-scum.

If we were to report this to the Coalition one of two things would happen:
They would form up, but they likely wouldn't pay us and probably there's a good chance against all these old world threats they would fail.

I really don't think anyone could kill or contain this many heroes for long, it took the might of the Old World to do it.

Or they would shit their pants and do nothing, and when these heroes get free they will learn which snitch set them lose.

If however, we were to help these villains lose, we stand a chance to gain some very powerful and very potent friends, maybe even one of them might join us if the CEO or JAL rolls well enough for diplomacy.

Remember what we did with Preemo, we profit off of war. And when these monsters are lose war will be all around us. It would be a good day to be an arms dealer.
>>
>>47392102
Activate Make A Deal:
Their freedom for our lives?
>>
Rolled 20 (1d100)

>>47391413
Alright thinking we have two ways to deal with this. We contact the people we work for about this problem and see what they say. Then there's what >>47390156 posted. We take the place over and power the prison. Maybe free some if we can make a deal that's worth the trouble.

I say we're a corp and money is the game. We take the place and milk it for all it's worth. Dropping power generation for keeping the System running.

So to start we get our top girl Bobo and JAL to see what they can do with our resources and units. See if there any corp overrides the CEO and use to make it easier for us. The if Bane Company is cool with it place some guards.

If we get found out say we were to focused on keeping people safe and seeing that people just got done fighting we take charge or something.
>>
>>47392131
Do use that skill unless we need to. We Got backlash a few times now.
>>
Rolled 87 (1d100)

>>47390156
Take over the base so we have options
>>
Rolled 11 (1d100)

>>47390156
We're probably fucked no matter which option we choose, so let's do the option that gives us more options.

Vote
>>
Rolled 18 (1d100)

>>47390156
Rolling
>>
Rolled 87 (1d100)

>>47392102
by the way i'm calling my Fumble here, remember to let it pass folks because it will count as a Crit right? supporting with a "1"
>>
>>47392102
Dont 88 so something extra fun because its that wierd type of action or something?
>>
Rolled 59 (1d100)

>>47390156
>>47392102
"So let me get this straight you want to wake them up and ask for leniancy?"

"Yup."

"I LiKE your style CEO...you SURE Its a good idea to wake so many of them up though?"

"Well they are going to break out sooner or later so lets make a deal then shall we?"

"...Alright. Just let me move in and I should be able to bypass the security."

"You do that."

Sometime later the CEO walks into a prison as the cells open up releasing the prisoners. As they are looking around the CEO speaks.

"Welcome to the apocalypse after your long stay. Before you consider leaving I would like to offer a deal..."

"Well we do owe you a favor. What is it?"

"What I ask is for leniency and preferably a business proposal as well."

"We are listening."
>>
Rolled 14 (1d100)

>>47393416
>Turn 153
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>Points: 14 Resource.
>>>>Pop 20k
>>>>Military 1k.
>>>>>>Food: Average
>>>>>>Water: Below Average
>>>>>>Morale: Above Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2. 10 psi mat. 2 rare psi mat.1 Ultra Rare Psi Mats.
>>
>>47393433
>>>>>E. Build something
Expand to preemo, both via the rail tunnel and by the surface , as discussed.

Our armed forces are large enough to accommodate this expansion and gaining a additional production, living and refining site can't really backfire.
>>
Rolled 51 (1d100)

>>47393486
>supporting
Maybe we can make/repair this places defenses while we are at it, bring it up to standard, upgrade and fix all we can find. Its already mostly built so shouldn't be too bad. Wonder how CEO did.
>>
Rolled 4 (1d100)

>>47393416
>>47393433
Terms of the Business Deal:
We want
1. Preferential treatment of us. Obviously that includes not attacking us but also making sure the chaos they cause doesn't attack us either, like their zombie hordes or what have you. We will of course, promise not to harm them too.
2. Preferential treatment of our friends. Bane, the paramilitary, and anyone who is our friend. They get to live and let live.
3. The Enemy of my Friend is my Enemy. If someone attacks us or tries to attack us, they'll send some help our way or at least don't help them. We're requesting military assistance when we get attacked.
4. Corporate loyalty. We'd respect it if they were to come to us more than others as much as possible, buy from us when they have the chance, we can't fullfill all their needs but please show us some favoritism when it comes to Corps

Especially the Coalition, those are probably one of the few forces that actually present the most threat.

We offer
1. Our services and Preemo facilities. There are many other corps remnants out there, but we were the ones who found and released you. To the best of our abilities we will support and help you,o JAL is MAD enough to work with your MAD stuff not to mention we have this working prison that you're not longer prisoners in.

They will be able to our the facilities at Preemo their liesure at any time. Just Preemo for now though, I don't think our main base would like the scary stuff or could handle it.

We're also going to repair this place so if they have improvement suggestions we'll build it for them.

2. Corporate favoritism. Obviously, when it comes down to it we'll give them good deals and try to make things cheap, and help them where we can and how we can and especially when they ask.

3. Possibility to request for test subjects. We've got bots, mutants, and a large psi sensitive populace. We'll be willing to offer /voluntary/ test subjects if they request.

4. JAL. Need we say more?
>>
Rolled 33 (1d100)

>>47393653
ill support you, but you do know we pretty much need crits to pull this off...like can you fathom what he just walked into
>>
Rolled 14 (1d100)

>>47393653
Rolling
>>
Rolled 28 (1d100)

>>47393653
C'mon good rolls
>>
Rolled 72 (1d100)

>>47393653
>Suggested amendments
Dont try to force them into loyalty. Approch it as hey it's the after war shits still crazy, please consider this a safe zone for yourselves and please don't do damage to it. Make it clear we will help them if they come back by supplying them some. Keep things amicable.
>>
>>47393751
well the CEO may not just get killed atleast and some may listen
>>
Rolled 72 (1d100)

>>47393653
>>47393751
Sounds good.
Addendum: Regarding item (3) on our list of offers, point out that while our own personnel are only available if they volunteer, half of our psi sensitive populace, that is to say about 1000, have become maddened, so they might be crazy enough to agree to whatever you want with them.

>>47393802
Woulda been really smart to bring Sarah with him so in case things go south, there's a chance of teleporting out.
>>
>>47393853
Can't Sara use the "pulverise mountain" psi power to possibly collapse the montain on them?
>>
>>47394004
It was "make mountains tremble and easily crush tanks" >>47381264

And it would just piss them off
Powerfull but inexperienced psion<<<The worst of the worst the Pre-Fall had to offer
>>
Rolled 7 (1d100)

>>47394004
IF you roll high enough its possible.

"Point 1 agreed. Point 2 disagree. Point 3 disagree. 4 Agreed. We will agree on preferential treatment and favoritism towards your corp nor shall our actions henceforth cause you harm. IF it should those responsible must fix it or suffer the wrath of all other parties here. Agreed?"

"AGREED."

"Our favor is now considered repaid Lord of War."

>>47394180
This is true. Those bastards in that block were SO fucking nasty they were placed even above the super prison block. In a block that officially doesn't exist.

>Turn 154
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>Points: 14 Resource.
>>>>Pop 20k
>>>>Military 1k.
>>>>>>Food: Average
>>>>>>Water: Below Average
>>>>>>Morale: Above Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>
Rolled 93 (1d100)

>>47394289
>>>>>E. Build something
Rebuild the Prison facility, just like we promised and start recharging its energy supply. Only this time instead of keeping the heroes in we're building it to help them do the things they like, research and stuff.

JAL should have fun with this.
>>
>>47394334
supporting. Maybe get their water and food supplies back operational so we can fix that issue while we are at it
>>
Rolled 21 (1d100)

>>47394334
Vote
>>
Rolled 79 (1d100)

>>47394334
Rolling
>>
Rolled 62 (1d100)

>>47394334
Support
>>
File: 60039_1108529611.jpg (157KB, 1200x792px) Image search: [Google]
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I kinda hope our CEO can upgrade into a super villain at this point. If not something fitting for all this underhand work and deal making. Yet this probably the norm for CEOs.
>>
Rolled 54 (1d100)

>>47394334
As turned out the former prisoners were VERY eager to leave. They had zero interest in staying put. Most of them that is.

A few were tempted to stay and it would appear that they were having a very deep conversation with JAL. Including a few brood units who for some odd reason chose to stay. It was to such a degree that they never noticed the repairs going on around them and the refueling.

Eventually JAL snapped out of it and spoke.

"We got a few friends here! Some bots, a few morally bankrupt researchers, a few mutants, and best of all some Brood who are willing to undergo integration!"

"So before I attend to that I have some stuff to say."

Gained two bases.

>Preemo
>Underground Lair

"The labs...sorta sank during the uh training. It sank deep but is still accessible. As for the Preemo base...most of it is empty and or wrecked. Probably both but the two hidden facilities we found are intact and I am working on assimilating them."

>>47394484
It is and they really are super villains. Its just they are on a MUCH higher magnitude. A CEO is roughly on the level of the Supreme which officially don't exist. Technically your Lord of War isn't at the level of Pre Fall CEO but still hovering around the executive range which can be considered to fit on the super listing.

You see humanity created two lists for the different power rankings. One that is official and the public knows about. The other unofficial that isn't suppose to exist. The last list is more for concealing secrets and more importantly preventing panic/leaks if it became widely known.

Another way to see it is a public listing and a private listing. They may not be mutually exclusive and known targets are often downplayed if their real power is in the official category. The officials instead of ADMITTING their power is off the official list will instead claim they are at the peak of the official.
>>
Rolled 13 (1d100)

>>47394639
You have gained two normal actions per a turn.

The people who got released are ALL on the unofficial list.

>Turn 155
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>Points: 13 Resource.
>>>>Pop 20k
>>>>Military 1k.
>>>>>>Food: Average
>>>>>>Water: Below Average
>>>>>>Morale: Above Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2. 10 psi mat. 2 rare psi mat.1 Ultra Rare Psi Mats.
>>
Rolled 43 (1d100)

>>47394668
begin work rebuilding Preemo Base and getting it's food/water stuff online. Begin stationing and migrating people across to to aid int he work effort. I want this place locked down, by the end in talking consecutive walls, towers, step structure defense.
>>
Rolled 24 (1d100)

>>47394668
Action 1
Jacky and Bane help our engineers reinforce Preemo's defenses to include [Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire] just like our Tower.

Action 2
Ginny, Jal, Mindy and our various many researchers get back to work on the Super Artillery Project

---

Also anon's slow clap we just got TWO ACTIONS!

That's a big milestone! Congrats to us all.
>>
Rolled 76 (1d100)

>>47394668
Action 1 Aiding JAL in base building.

Action 2 Bobo and CEO are to buy and build what we need to improve food and water levels.
>>
>>47394706
Supporting this for one action (first D100)

and for our second action why don't we improve our own water supply? maybe more pumps into the underground and increased food production?
>>
Rolled 6 (1d100)

>>47394736
supporting
>>
Rolled 35 (1d100)

>>47394736
Vote
>>
Rolled 3 (1d100)

>>47394736
Rolling
>>
Rolled 5 (1d100)

>>47394736
Support
>>
File: 1458782105337.jpg (54KB, 736x1041px) Image search: [Google]
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Wow dice you are not happy right now are you.
>>
Rolled 41 (1d100)

>>47394736
Kek hear my prayers for aid and support in this action

>Calling a 1...which being the third is a 100
>>
Rolled 51 (1d100)

>>47394736
Resources diverted to JAL...its disturbing how he is doing it. Now we could understand fleshy growths...but its not just flesh that is growing. We even saw metals growing and tech equipment being grown. It was disturbing as all hell especially once the two started to mix together into an unholy amalgamation just like JAL's corrupted core.

At this point CEO states your relying upon hydroponics and fish farms to feed everyone. It can be expanded sure but we are running out of room in the tower.

Unfortunately that doesn't solve the water problem unless we start tapping into additional water sources and hope our water treatment is strong enough.

Which is exactly what happens.

Fortunately there was some space cleared up from before to place the additional hydroponics.
>>
Rolled 7 (1d100)

>>47395536
>Turn 156
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>Points: 11 Resource.
>>>>Pop 20k
>>>>Military 1k.
>>>>>>Food: Above Average
>>>>>>Water: Average
>>>>>>Morale: Above Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2. 10 psi mat. 2 rare psi mat.1 Ultra Rare Psi Mats
>>
Rolled 18 (1d100)

>>47395560
Action 1
We're running out of room for more hydroponics, so why not just make some Food Monster pens in the empty prison? That way we can just harvest them for food.

We've got all the empty cages.

We could even make Soft Drink Slimes and Water Slimes to produce liquids for us to drink.

Action 2
Bobo and Jal work on the Super Artillery Project
>>
Rolled 66 (1d100)

>>47395560
Keep working on inducting Preemo and the Labs into out Base Triad as action one for action number two keep working on our artillery project, that shit aint gonna build itself
>>
Rolled 97 (1d100)

>>47395598
Backing this.
>>
Rolled 5 (1d100)

>>47395598
Heh, domesticating the food monsters was a great idea. Vote
>>
Rolled 99 (1d100)

>>47395598
Support
>>
Rolled 21 (1d100)

>>47395598
Lets get the new bases up to par before we move JAL to new projects.

Then there is feeding the monsters. We probably can make a farming settlement and employ workers for food. Then we will need to work on buying or making treatment tech to cover new water sources.

My vote would be for

Action 1 keep working on the new base with JAL and Bobo helping.

Action 2 scout for treatment tech and people we can make a deal with trading items they need for supplying water and food.
>>
Rolled 13 (1d100)

>>47395749
Alright, switching to this.

Also thread is past bump limit
>>
Rolled 35 (1d100)

>>47395598
Food monster pens constructed. Those things are oddly good at surviving off of very little...or each other.

"Who the hell is Bobo?"

"That is ME you rotten bag of bolts. I don't even know how metal can rot but you pulled it off."

"OH...SO THAT was your last name."

"How the FUCK did you not know my name but somehow knew all my porn habits?"

"...Uh it never occured to me check."

"...You would rather check my porn habits then my name?"

"Yes."

"...wow just wow. They REALLY weren't kidding about you being insane now were they?"

"Hey now I am a GENIUS its just others cannot understand and mistake it for insanity!"

"Me having to work with you is payback from the CEO isn't it?"

"There is a 99.89 percent chance that is true."

Work is done on the project.
>>
Rolled 80 (1d100)

>>47396170
Monster Mayhem detected. Will commence in 3 turns and will last 7.

>Turn 157
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>Points: 9 Resource.
>>>>Pop 20k
>>>>Military 1k.
>>>>>>Food: Above Average
>>>>>>Water: Average
>>>>>>Morale: Above Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2. 10 psi mat. 2 rare psi mat.1 Ultra Rare Psi Mats
>>
Rolled 38 (1d100)

>>47396209
Right if they are coming we need to put all actions and heroes on getting ready for it. I doubt the new bases would hold other wise.

Bane Company you have any suggestions for the monster mayhem?
>>
Rolled 79 (1d100)

>>47396209
Ok in prep for the mayhem, keep working on the artillery and get defenses preped, killboxes, chock points and more. However also invest in redirection methods, so if any monsters come our way we can redirect them.
>>
>>47396414
>>47396402
I dont' disagree defenses are good, although the best course of action is to hide ostensibly. It's what everyone does and what we did in the past.

Acting foolishly during a Monster Mayhem is what killed our first civ.

I suggest actually just bunkering down and camoflaguing our base just like before.

We can also use food monsters as bait.
>>
Rolled 19 (1d100)

>>47396414
>>47396402
Action 1
Delegate the preparation of defenses and/or camoflague of our tower and Preemo to Bane, who are more experienced in fighting monsters and surviving monster mayhem.

Plan is to have defenses in place if we need them but to not make too much attention.

Action 2
Ginny and Mindy work on the Super Artillery Project

---

Jal will be left alone to continue to work on Preemo
>>
Rolled 57 (1d100)

>>47396537
>>47396414
this sorta deal, defenses and rerouting methods as action 1 and number two is other base induction/fixing
>>
Rolled 2 (1d100)

>>47396537
Vote
>>
Rolled 48 (1d100)

>>47396469
I was going to vote for that next turn. I just wanted to get the new base ready for in case that fails.

Probably gonna vote on the last turn gathering any resources we can viva bane company purge and we gather full 2 actions.

>>47396537
Maybe we should work on the tech in question for the Artillery. We have been just generalizing and it's taking longer. Maybe we work on psi control units. Then shells and so on.

Yet at the moment we should hold on research and just ready up. Not leaving anything to chance.
>>
Rolled 87 (1d100)

>>47396605
True.

How about this?

Action 1
Delegate the preparation of defenses and/or camoflague of our tower and Preemo to Bane, who are more experienced in fighting monsters and surviving monster mayhem.

Plan is to have defenses in place if we need them but to not make too much attention.

Action 2
Have the CEO go around looking again for deals where we can work in exchange for resources like before.
>Let's make a deal

---

Jal will be left alone to continue to work on Preemo
>>
Rolled 91 (1d100)

>>47396645
That should work
>>
File: 1450630629296.jpg (841KB, 2406x3632px) Image search: [Google]
1450630629296.jpg
841KB, 2406x3632px
Rolled 24 (1d100)

>>47396645
Aright I will back it.
>>
Rolled 11 (1d100)

>>47396645
Yes, make a quick deal for immediate resources. Switching to this
>>
Rolled 68 (1d100)

>>47396645
Support
>>
Rolled 17 (1d100)

>>47396645
fuckin A bruv
>>
Rolled 36 (1d100)

>>47396645
Yes, except I don't think it's necessary or advisable to activate Let's Make a Deal.

So what are the odds the monster mayhem is related to all the baddies we just released?
>>
I assume we will be starting up next Thursday. Seeing that we been going for a week.
Thread posts: 346
Thread images: 21


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