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Post Apoc Megacorp Maticico Remnant civ quest 21

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File: Omitar Black VS Brood JAL.png (416KB, 1000x815px) Image search: [Google]
Omitar Black VS Brood JAL.png
416KB, 1000x815px
Rolled 8 (1d100)

Last time we finished hybridization. We ended up completing some research and training. We salvaged a bunch of delicious tech but sadly we have encountered some problems regarding trade.

We discovered some possible new friends but even more enemies.
>>
>>48047986
Last Thread: archive.4plebs.org/tg/thread/47954615/
>Turn 305
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 0 resource. 3 rare. 2 very rare. 1 extreme rare.
>>>>Pop 288k
>>>>Military 131.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Below Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1k technical. 100 Bandit Tanks. 100 Bandit APC. 10 Bandit Super Tank. 10 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
File: 1465328344075.jpg (66KB, 736x932px) Image search: [Google]
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Rolled 9 (1d100)

>>48048017
Well we need resources.

>Raid Action 1 + 2
Sarah ( Eyes ) + Roy (Muscle) + Little P (Driver) + Alias ( Safe cracker ) + Joy (Wild Card )
You four with be the team main with Alias making some opening for your raids.

Lord and JAL your welcome to join in or watch over if you want.

Monsters are something we can raid for sure and get some fighting experience with. Otherwise we're just waiting on the tribels to get that info.
>>
>>48048017
>>>>>F. Scout

See if we can't find some people to raid the shit out of.
>>
>>48048248
>>48048213
Well! Quite nice to see we are in the bandit spirit today!
We can raid better than this though, we needn't be disorganized savages, let's use our advanced tech and psions to find some real sweet tech to steal and bandit tek out.
>>48048017
Is all our tech bandit tek now or do we still have corporate level uniformity
>>
>>48048461
In regards to our tech; yes.
>>
Rolled 1 (1d100)

>>48048461
Technically you old tech is still uniform corp. Your newer stuff can be considered 'tek'. Even so your 'tek' is still considered very uniform as in unusually so. Usually that is only seen among 'tek' bandits and bot traded goodies.

Alas your rather lacking in bandit science units but you got plenty of engineering ones.

Like a metric fuck tons of them.

There is a reason why your forces are able to salvage so much and things will get interesting when they are properly unleashed.
>>
Rolled 85 (1d100)

>>48048586
I'm hoping after the raid for resources or how ever we get them. We can get more salvage and train our people to drive.

Yet I'm not sure if that's what you mean by properly unleashed. As in non stop wave of fixed up wrecks and bandit raiders.
>>
Rolled 42 (1d100)

>>48048586
You ever wondered why the bandits had so much crazy tech and vehicles?

SOMEbody had to be working on them...and those are the bandit engineers.

Second only to the Survivors and are actually better then them in terms of specialties(mostly speed).

Bandit engineering units are not to be underestimated. These are the fuckers who actually BUILD bandit tek no matter how crazy or advanced it is. Naturally they also maintain bandit tek.

They are actually one of the more terrifying bandit units but aren't very well known despite their importance. They singlehandly keep bandit forces operating in fact they are even more critical then raiders. They are also the biggest bastards responsible for how fast bandits upgrade. In terms of speed nobody can beat them. Nobody.

While morally bankrupt researchers or mad scientists need shit done who you gonna call?

When you need to upgrade shit asap who you gonna call?

When you want to salvage shit who you gonna call?

When you need to build shit is the guys you need?

BANDIT ENGINEERS BABY!

>>48048721
If your ever bored for shits and giggles you can always give the engineers some tech or build some shit. Bandit Engineers can even handle mad tek with ease and to a lesser degree even super tech.

That's why they were able to bring back that base online.
>>
Rolled 62 (1d100)

>>48048017
If people are not down for raiding. Then I will switch to salvage.

Action 1 - Salvage
Sarah + Little P

Get people together and gather more stuff. Lets build up our gear.

Action 2
Sal + Alias

Scout be it targets for raids or people that would like to buy what we can sell.

MAD
JAL + Joy

Get some people and see what the ducky holds.
>>
Rolled 48 (1d100)

>>48048017
Action 1
>Sarah ( Eyes ) + Roy (Muscle) + Little P (Driver) + Alias ( Safe cracker ) + Joy (Wild Card )
Time to retake the logistics base. Storm it with everyone we can get there, minus the scouting party for action 2.
We want to minimize further damage to it.

Action 2
Our most recent map shows one spot with zombies and one with monsters basically between the locations of our original 3 bases. I want those scouted.
If we can only scout one with this action, scout the monsters.

>>48048952
>>48048213
We can raid, I just want to be smart about it.
>>
Rolled 34 (1d100)

>>48048952
Supporting
>>
Rolled 51 (1d100)

>>48048952
Vote
>>
Rolled 4 (1d100)

>>48048952
Backing this
>>
We can raid yes, I'm just wondering.

The difficulty of raiding is that it inherently sets you up for a military position, ensuring that you are a threat to somebody somewhere and that they don't like you. This contrasts with trading for resource in that it does not inherently make enemies in addition when you trade you make friends.

We are a hybrid civ, with some of the bonuses, but also restrictions, of both Bandits and Megacorps. Our recent attempts to find someone to trade with haven't been so fruitful, but they are still possible no?

"Do bandits necessarily have to get the bulk of thei resource from trade?

What about our robots, can they still scavenge even when our people won't?"
>>
Consensus bump
>>
Rolled 90 (1d100)

>>48049615
>>48048952
Alright, if no one else wants to retake the logistics center, I'll give this a roll.
>>
Rolled 2 (1d100)

>>48049363
Most bandits raid for resources/supplies and trade with Loot.

Other factions also use resources to trade.

The reason why your not finding many bandits interested is because they aren't willing to give up their resources for trade. They would rather use loot.

Loot can be used to boost a single stat by one and has some other possible uses.

Bots like trading with bandits for loot because of things like Bling Bots and they can break them down into specific rare/exotic materials for themselves. They don't have the megacorp ability to treat resources. So they have to use the valuable loots to do something similar.

The bots you possess can only harvest food and water. You don't have any scavenging bots.

JAL probably has some given his fondness for machinery...but its JAL and the more reasonable/sane broodmother doesn't share his fondness.
>>
>>48049661
Biggy has been sent to scout it out as is, I'm waiting for his report.
>>
>>48049697
So Preemo was a rare case then?

>They don't have the megacorp ability to treat resources. So they have to use the valuable loots to do something similar.
Does this mean it might be possible for us to trade with Robots then?

"Jazri, I'm sure it would be easy for you to divert or create new brood forces specifically for the collection of resources and/or scrap metal to melt into real metal, right?

Our previous method of trading for resources no longer works, and we are sorely missing Preemo. We're desperate for something, anything that can give us a beautiful income of even just one single resource a turn."
>>
Quick question when JAL did his thing to save us, did it change us in any way physically or mentally?

Where did Omitar BLACK go anyways...like what happened? Did JAL explain ever?

>>48049661
When Biggie Returns we'll know what we are gonna do.
>>
Rolled 39 (1d100)

>>48048952
Sarah and Lil P dispatched. They took a fuck ton of engineers and some psychic combat forces as escort. Sarah kept watch while Lil P helped point out the good stuff for the engineers to prioritize.

Sal with Biggy's help to infiltrate found a few potential markets. Bandits are ALL interested in trading for drugs and bullets. Most of them unfortunately are only willing to trade with loots. Meanwhile there are a few other normal factions interested in armament trading. Apparently they think we would especially be good at that sorta thing for some reason. Which is true assuming we are talking plasma weaponry, shields, and power armor.

Raiding wise the problem is everybody here survives for a good reason. Meaning the softest 'targets' are actually the very common caravans as even the weakest of factions staying here...well they have to have a damn good reason why they can make it work as Biggy points out.

JAL actually recognizes the ducky. Claims its stuff full of a mixture of mad tek and paramilitary goodies. Joy meanwhile likes it because it squeaks like a rubber ducky and she easily carry it around. She is also the only one who can easily make it work.

>>48049740
Yes it was rare case then due to a crit+trade hero.

Probably. Bandits trade with them all the time due to the bots advanced tech and willingness to work with bandits.

"JAL already has some of those. They go around slurping up what can't be fixed and infesting the rest of it for JAL's usage. Nasty little smart buggers."

"I personally prefer my own brood forces for resource collection. JAL's collectors are more interested in salvaging meanwhile. Started to make a lot of sense why stuff was underdeveloped...that fucking crazy idiot. Goddamn just thinking about it pisses me off."
>>
>>48049701
I thought his findings were inconclusive, is he continuing observation until he gets something solid?

I want to see if AI Wi can tap into any computers and/or cameras that might still be functional in the logistics center.
It is an information gathering specialist after all.
>>
>>48049834
hey wait a minute

We CAN make Drugs and Bullets.

And Loots ARE useful!
>>
Rolled 32 (1d100)

>>48049834

>Turn 306
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 0 resource. 3 rare. 2 very rare. 1 extreme rare.
>>>>Pop 288k
>>>>Military 131.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Below Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 3 (1d100)

>>48049900
>"I personally prefer my own brood forces for resource collection
Action 1 + 2
Double up action.

Invest in the Brood to evolve an improved passive resource collection, so that we can get at least 1 or more resource per turn passively

"Jazri, will giving you rare resources help?"

Offer the 1 Extreme Rare resource for this

MAD
JAL, JOY and make some MAD drugs and put them on the Bandit Bazaar and sell them for lots.
>>
Rolled 88 (1d100)

>>48049900
Action 1
Lord + Sal
You are our bead winners next to our engineers. See if we can get resources from the normal factions in trading. Loot for the bandits.

Action 2
Ginny + Little P
Spend a rare resource and get a training yard set up for the vehicles. Little P will add input and Ginny will design it.

MAD
Joy

Get some people and see what that ducky and really do. The more we know about it the better.
>>
Rolled 20 (1d100)

>>48049900

>Action 1
Ok lets use 1 Very Rare Resource and JAL's help to create an ammunition factory. We are low on armaments and we have customers

>Action 2
We're a smart lot, lets try our hand at some drug creation, get a new product on the market..hand out some samples and all that good stuff.

>MAD Action
Give Our engineers 1 Rare resource and tell then to have fun.
>>
Rolled 38 (1d100)

>>48049974
Vote. The Brood have helped us with Food and Fuel in the past, I think it's safe to say we can trust them for this too.
>>
Rolled 45 (1d100)

>>48049974
I will back this
>>
Rolled 34 (1d100)

hm... all three has something worth trying.

>>48049974
I feel like having Ginny helping the brood build could be good. Maybe even ask the AI we fix if they have info on things to help.
>>
Rolled 15 (1d100)

>>48049834
>>48049890
We also invented those Boom Boxes, which are apparently awesome for helping deal with zombies.

>>48049974
What we should be asking is if Brood like loot.
But I'll support it as Action 1. It's worth trying.
Also the MAD action

>Action 2
Ginny + Lil P
Spend a rare construction material and get a training yard set up for the vehicles. Little P will add input and Ginny will design it.

Building a factory seems more like something you'll want construction material for.
>>
Rolled 74 (1d100)

>>48049994
I concur
>>
>>48050075
Regarding the Zombies I want to see if a deal can be struct with the Think Tank
>>
Rolled 22 (1d100)

>>48049864
It changed your forces mentally mostly. Only those forces living with JAL got outright infested according to our fancy new bio scanners.

JAL says the Omitar Black started to play dead and is waiting for the heat to cool off. The broodmother meanwhile claims that fighting is still ongoing mostly with allied Brood forces against the Bots.

The Brood King supposedly is still fighting over there and when asked claims the fighting is over different kinds of resources that both sides want. Both JAL and the Broodmother haven't bothered to deny this claim. The brood king also says that after the fighting is finished whoever wins are going to succumb to infighting.

So the alliances is strictly temporary to deal with the other.

>>48049864
AI Wi can indeed do that so long as he has the connection to work with.

Unfortunately AI Wi is not a hero tier AI.

>>48049890
Indeed, but anons kept on wanting trades for resources with bandits. So there was a penalty going on.

>>48049974
"Rarer resources allow for rarer forces."

>>48050075
Boom Boxes are actually a very common bandit schematic. Only the bandits are stupid/crazy enough to use them regularly however.
>>
>>48050117
>Indeed, but anons kept on wanting trades for resources with bandits. So there was a penalty going on.
Well shit, was that it?

I would have been fine with loots. Fucking semantics

In any case, I don't know if something like that could be made per turn like with Preemo.
>>
File: 1463438173932.jpg (101KB, 640x477px) Image search: [Google]
1463438173932.jpg
101KB, 640x477px
Rolled 3 (1d100)

>>48050075
Action 1
Double up action.

Invest in the Brood to evolve an improved passive resource collection, so that we can get at least 1 or more resource per turn passively

"Jazri, will giving you rare resources help?"

Offer the 1 Extreme Rare resource for this

>Action 2
Ginny + Lil P
Spend a rare construction material and get a training yard set up for the vehicles. Little P will add input and Ginny will design it.

MAD
JAL, JOY and make some MAD drugs and put them on the Bandit Bazaar and sell them for lots.

I can back this action.
>>
>>48050141
DOuble up actions are just my way of saying action 1+2

We don't have a real hero yet that can double up an action using an ability.

We have a military tank training facility. Would that not already be useful?
>>
File: 1465492592671.jpg (1MB, 1100x1036px) Image search: [Google]
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Rolled 26 (1d100)

>>48050183
We could have a hero that can and not know about it. We can try things and see if someone puts up.

I knew we had something, but it's not on our Infrastructure list. Yet maybe Little P could add some nice things.
>>
Rolled 61 (1d100)

>>48050075


Fuck. I meant to say:
>>48049997
>>Action 2
Ok lets use 1 Very Rare Construction Material and JAL's help to create an ammunition factory. We are low on armaments and we have customers

>>48050141
>Action 1
>Invest in the Brood to evolve an improved passive resource collection, so that we can get at least 1 or more resource per turn passively
>"Jazri, will giving you rare resources help?"
>Offer the 1 Extreme Rare resource for this

MAD Action
JAL, JOY and make some MAD drugs and put them on the Bandit Bazaar and sell them for lots.

>>48050235
Sorry anon, meant to support building the ammo factory.

Not even going to bother fixing the formatting of this post.
>>
Rolled 15 (1d100)

>>48050075
Let's get this up and running asap. We can build a lot of other stuff once we get resources
>>
Rolled 82 (1d100)

>>48049974
Resource transferred.

MAD Drugs created. At first they didn't seem to sell well...until later on those we sold it to returned with friends.

Apparently they been tripping for like over a month so business only seemed slow as it took awhile for them to sober up enough to bring friends.

Fucking 4chan captcha taking forever. Posts apparently are going to especially slow for me tonight.
>>
Rolled 1 (1d100)

>>48050271
ma man
>>
File: 1462203428908.jpg (1MB, 2484x3492px) Image search: [Google]
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Rolled 99 (1d100)

>>48050271
This fine.
>>
>>48050299
that better be an opinion and not a support anon...if it is F/P that bad boy....fuck it burn 3 I wanna see what happens if we do that.
>>
>>48050294
PHEW

Good thing Genie can't retroactively undo action results. It's a rule that has saved us from 1's, but also cost us 100s.
>>
Rolled 100 (1d100)

>>48050294
HAHAH got it fix. Apparently it was browser going to shit. Goddamn it firefox.

>Turn 307
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 18 resource. 3 rare. 2 very rare. 1 extreme rare. 9 loot.
>>>>Pop 288k
>>>>Military 131.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Below Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 38 (1d100)

>>48050390
Action 1
Little P help train our troops in vehicles.

Action 2
Ginny + Jazri'Jala
Work on helping the brood get stronger and reinforce the war front. Since in fighting will happen best got our people stronger.

MAD
Joy
Ducky, lets get to know it better.
>>
Rolled 14 (1d100)

>>48050348
Thank goodness.

>>48050390
The dice gods are laughing.

Action 1
Ginny +Lil P
Build munitions factory
Use a very rare construction material.

>>48050470
I'll take those ideas!
Action 2
Little P help train our troops in vehicles.

MAD Action
Joy
Ducky, lets get to know it better.
>>
File: Martian_trenches.jpg (885KB, 1350x828px) Image search: [Google]
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Rolled 25 (1d100)

>>48050470
Hmm, how about
Action 1
Jazri keeps working on evolving/creating brood forces so we can get 1 resource per turn naturally.

"Ginny can help if you find her useful Jazri, she's good with computers maybe she can learn about brood too."

>we need to keep doing this until its finished, trust me it will pay off

Action 2
Little P, Biggy, train our infantry and vehicular forces respectively. Use our military facilities such as the Tank Training grounds or the Infantry Combat Camp.

Specifically, train them both in the art of defensive-offensive warfare, having tanks hull down, teaching infantry how to set up and man trenches and bunkers, and coordinating our long ranged artillery fire. The infantry and vehilces fire at the enemy from cover, slowing them down, and targeting them with the artillery. When the enemy is repulsed, we advance and set up another hard line.

As for our other military forces, have the MAD MINERS, INSANE SAPPERS, and DERANGED DIGGERS, practice the art of entrenching trenches and tunneling tunnels. We need to be able to make mobile trench and defensive lines we can use to advance under a press of massed firepower and artillery, and fall back if we need it.

MAD
Joy, JAL
Ducky, lets get to know it better.
>>
Rolled 84 (1d100)

>>48050527
Shit let me try that again.
Lil P can do the training, Ginny don't need no help getting a factory running.

Now capcha is being a shit to me too.
>>
Rolled 89 (1d100)

>>48050539
Supporting
>>
Guys don't start a project half assed and never finished it. Just throw in an action toward helping Jazri complete the brood expansions for resource income.
>>
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Rolled 53 (1d100)

>>48050539
Sure.

>>48050527
Then I'll back more ammo.
>>
Rolled 16 (1d100)

>>48050539
Okay, backing this
>>
Rolled 40 (1d100)

>>48050539
Rolling
>>
Rolled 41 (1d100)

>>48050539
On second thought, the factory can wait. If this will actually pay off.

Vote, with slight modification.
Also have Sarah and Roy train our sizable psionic forces. I want Roy to give them some pointers on mind control.
Imagine having an entire unit of mind-takers!
>>
Folks I was wondering, being part Bandit and all I feel like we should be on the attack more. Our hybrid nature gives us the corp capasity to keep churning out gear but we are always on the defensive.

I don't know if it's just be but shouldn't bandits you know...attack?

I was gonna suggest we begin investing in rapid deployment APCs for our power armor troopers. which can them provide logistical and armored support for them on the ground? Behind them we have a wave of scrappers?

I feel like we should be chewing people out to both keep our population under control, seasoning our troops and gathering what we can. Thats what Bandits specialize in?
>>
Rolled 98 (1d100)

>>48050539
"Heheheh."

"JAL why are you laughing?"

"hahahahaha."

"JAL?"

"GAHAHAHAH...i can't believe those idiots gave you rare resources to help you create a means of resource extraction for them or that Ginny is good with computers much less would be helpful!"

"...Goddamn it JAL."

"What? Its easier to keep a brood king dead then it is to extract resources out of the Brood! Brood is designed for capturing resources for brood usage not giving it away! Not to mention all complicated brood processes for resources...heheh you just can't simplify and create it from scratch like you did with food as well as water!"

"You just HAD to say that when Ginny was present didn't you?"

GAHAHAHHAHHAHHAHAHH. PAYBACK BITCH."

"Doctor Clicky if you will?"

"AHAH not this time! I sent him with the Brood King ahahahahha."

Forces trained.

Meanwhile the crazies were last seen jousting each other while ridding floating duckies.
>>
>>48050622
Honestly we plan on being more of a mafia style of things; you pay us, we protect you and might even provide some minor benefits is the sort of deal I feel we are going for.

However I agree, we need to actually start getting raiding. Even if we need to go very far a field to do so.
>>
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>>48050622
I'm trying to get us to develop "Defensive - Offensive" style warfare which makes good use of our artillery and heavy firepower. It ensures our infantry are more able to defeat an enemy as instead of just moving up against zombies and monster hordes to be cut to shreds, they are defended with every advantage we can give them.

I want us instead of to just be raiding people, to be taking over areas and controlling them. Less hit and run, more SMASH and STAY this is our territory now!

Wave after wave of crashing blow as we press onward with massive and heavy bandit vehicles and stand firm like a rock.

I do agree with the rapid frontline support, in fact I want us to develop more VTOL's for that purpose as well as some movable pillboxes and bunkers.
>>
Rolled 85 (1d100)

>>48050682
>Turn 308
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 15 resource. 3 rare. 2 very rare. 1 extreme rare. 9 loot.
>>>>Pop 288k
>>>>Military 131.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Below Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
>>48050622
I would like to raid as well. Maybe we help the brood fight on the robots. Since it hasn't stopped it should be fine for us to attack.
>>
>>48050773
Remind me again which conflict is that?

Also I agree, I do want to see us more in a supporting role. Helpng the Brood is a good idea

But preferably, I'd like to support some other people so we make allies.

>>48050711
"CEO, what is our current reputation with Matar Sec. Is Matar Sec still fighting anyone?"
>>
Rolled 2 (1d100)

>>48050811
Terrible. They haven't come after you yet due to CEO's sister.

>>48050811
See starter pic.
>>
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>>48050841
Oh wait a minute, they're still at war? Okay, this is perfect.

"Er, CEO just make sure it stays that way or improves if possible."
>>
Rolled 61 (1d100)

>>48050622
We need to build. We still haven't taken any steps towards turning our floating mountain into a fortress!

More to the point, we need to be prepared to attack. We must choose targets we can actually beat.

Also what the others said.

>>48050682
Why do I keep having my pessimism validated? I didn't even say anything this time.

Action 1
Action 1
Ginny +Lil P
Build munitions factory
Use a very rare construction material.

Action 2
JAL
Here's a psi material, can you make some psiborgs?

MAD Action
Your Choice

Can we somehow use the ultra rare psi material to upgrade our psi heroes?
>>
Rolled 94 (1d100)

>>48050811
The one that turned us into bandits. That fight hasn't stopped.

>>48050711
Action 1
CEO do what you can to improve the rep with Matat Sec. We don't need the paramilitary coming after us.

Action 2
Little P, Biggy, train our infantry and vehicular forces respectively. Use our military facilities such as the Tank Training grounds or the Infantry Combat Camp.

Specifically, train them both in the art of defensive-offensive warfare, having tanks hull down, teaching infantry how to set up and man trenches and bunkers, and coordinating our long ranged artillery fire. The infantry and vehilces fire at the enemy from cover, slowing them down, and targeting them with the artillery. When the enemy is repulsed, we advance and set up another hard line.

As for our other military forces, have the MAD MINERS, INSANE SAPPERS, and DERANGED DIGGERS, practice the art of entrenching trenches and tunneling tunnels. We need to be able to make mobile trench and defensive lines we can use to advance under a press of massed firepower and artillery, and fall back if we need it.

MAD
Joy, JAL
Ducky, lets get to know it better.

I guess we will have to ask JAL to do the resource thing.
>>
Rolled 36 (1d100)

>>48050878
okee doke
>>
>>48050870
I will full support 100% building the mountain

But we MUST get a passive income per turn.

Because that is a megahuge project and I don't want us to waste actions on resources so long. It's an incredible waste of action economy.

I'll back you with the ammunition production though.

Action 1
Okay, so if the Brood can't do it, then we'll have to rely on JAL.

Ginny, JAL, work on developing robots that can harvest us natural income of resoures per turn. There's a mountain we want to build on and we'll need resources and a lot of it.

Action 2
Research BAMFAP's. (Bullet Ammunition Mini-Factory Assembly Platforms

Think about it. We already have SAMFAP's great way of turning resources into artillery ammuiton. All we have to do is just shrink it down and recalibrate it into bullets instead of shells. Then we can have merchants just load up with them and turn resources or loots into boolits on the spot. We'll be able to make all kinds of bullets too, incendiary, plasma, etc. and we can use them to feed miniguns.

MAD
Joy, JAL
Ducky, lets get to know it better.
>>
Rolled 83 (1d100)

>>48050995
Forgot dice.

Ahem
--
Action 1
Okay, so if the Brood can't do it, then we'll have to rely on JAL.

Ginny, JAL, work on developing robots that can harvest us natural income of resoures per turn. There's a mountain we want to build on and we'll need resources and a lot of it.

Action 2
Research BAMFAP's. (Bullet Ammunition Mini-Factory Assembly Platforms

Think about it. We already have SAMFAP's great way of turning resources into artillery ammuiton. All we have to do is just shrink it down and recalibrate it into bullets instead of shells. Then we can have merchants just load up with them and turn resources or loots into boolits on the spot. We'll be able to make all kinds of bullets too, incendiary, plasma, etc. and we can use them to feed miniguns.

MAD
Joy, JAL
Ducky, lets get to know it better.
>>
Rolled 28 (1d100)

>>48050995
>>48051009
By the way we have the brood bullet farm. For those weapons that self feed.
>>
>>48051036
hmm.

To be honest in beteen our Corps gear and our Brood Bullet farm do we need to improve production? I'm pretty sure we have crazy amounts of ammunition production as long as we have resources
>>
File: A84_engine_idle.jpg (221KB, 800x600px) Image search: [Google]
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Rolled 85 (1d100)

Action 1
Ginny, JAL, work on developing robots that can harvest us natural income of resoures per turn. There's a mountain we want to build on and we'll need resources and a lot of it.

Action 2
Research designs for MASSIVE thrusters we'll be able to build and put on the mountain so we can control it. It's step 1 of building upon it

MAD
Joy, JAL
Ducky, lets get to know it better.
>>
Rolled 17 (1d100)

>>48051092
>Working on the mountain
Finally, vote
>>
Rolled 17 (1d100)

>>48051055
The Brood bullet farm was taken from JAL. Apparently he uses it to supply his bot forces with ammo.

>>48051092
What is with the obsession with the duck?

All it is a bunch of madtech if my memory is correct.
>>
Rolled 27 (1d100)

>>48051055
We have even crazier demand for ammo. Weapons, armor, and shielding too.

>>48050995
>>48051009
One of the main goals of an ammo factory is to get efficient production, and the SAMFAP really isn't that efficient in terms of input-output as I understand.

>>48051092
I'll switch to support this because floating mountain.
>>
Rolled 15 (1d100)

>>48051118
Gives the crazies something to do.

>>48051092
I still wonder if the brood would turn that mountain into something better than we can build.
>>
>>48051161
>SAMFAP really isn't that efficient in terms of input-output as I understand.
Where'd you get that?

As far as I can tell it's very efficient. In fact we were able to make a lot of ammo during the last fight, such that we ran out of resources.
>>
>>48051118
Genie I think people are confusing the duck with something from a previous quest.
>>
>>48051178
>we ran out of resources.
Exactly. It is extremely efficient in every other sense of the word, but it is a resource hog.
>>
>>48051178
I think he means per actual gun. As in for each SAMFAP we make we could have many more effective artillery pieces.
>>
>>48051190
It is from the Gear Head Garrison. Just the warp changed it and madness took hold of the mobile fort.
>>
>>48051198
You mean the battle was a resource hog. Mostly because our shots were being repulsed by their shields and repairs.

>>48051209
Well the SAMFAP + RAGE system is essentialy a machine gun for artillery.

It's a bit like how one gatling gun is worth a platoon of other rifles and less of a strain on manpower.
>>
Rolled 34 (1d100)

Action 1
Ginny, JAL, work on developing robots that can harvest us natural income of resoures per turn. There's a mountain we want to build on and we'll need resources and a lot of it.

Action 2
Research designs for MASSIVE thrusters we'll be able to build and put on the mountain so we can control it. It's step 1 of building upon it

MAD ACTION
Develop MAD PIPES.

If we're going to be fighting in dirty, stinking trenches with shells flying over our heads, our boys are gonna do it in STYLE and SONG.

Mad Pipes will be played by only insane people who aren't afraid of making a lot of noise and becoming a target, shrieking the air and inspiring our men with morale.

or at least killing the enemies morale.

Actually fuck it I want a whole band let's get some guitars and drums in there like in that Mad Max movie.
>>
Rolled 68 (1d100)

>>48051268
Let's just pick and action already, it has been too long.
>>
Rolled 58 (1d100)

>>48051268
Alright.
>>
Rolled 98 (1d100)

>>48051190
...The only duck I remember using was with the gearheads and it was mad tech.

Pretty decent assembly of the stuff too based upon paramilitary goodness.

>>48051092
"So JAL is this the place?"

"Yup. Resource collection bots deposit their hauls here."

"...Why are there so many different ones? I even see humanoid ones."

"Resource collection is not such a simple process, also had to include harvesters for supplies. Admittedly some of the supplies aren't useful to my bots but they are useful for the Brood."

"So all these bots harvest resources?"

"Collect supplies, harvest resources, and repair salvage yes. That is their purpose."

"Guess that explains all the different kinds."

"Pretty much, also designed some brooder helpers but that is much trickier. Brood isn't for sharing."

"Mind lending us some? I need a lot of resources for the mountain project."

"Don't you have your own personnel? Why would I lend them to you?"

"Remember how they went crazy thanks to your notso skilled psycho surgery?"

"...point taken, but I desperately need these bots. My forces are extremely dependent on the resources they bring in."

"How about just tossing us the schematics?"

"Look around. Do you notice the kind of facilities required? They aren't exactly safe for life."

"...Goddamn you JAL. Do you have ANY schematics that we can use?"

"A few basic ones yes.They can search and collect salvage, but enjoy coughing up the security forces lest you get robbed."

"FUCK Jal they are suppose to provide a natural income without devoting too much resources to it!"

"Nothing is free. Even I have to cough up for security forces."

"God what i would give for another Preemo..."

Researching designs for thrusters commences. Trying to figure out how to make them bigger without fucking things over.

According to JAL its a piece of madtech very madtech. Don't ever use unless your a crazy tier.
>>
Rolled 98 (1d100)

>>48051268
Vote
>>
Rolled 3 (1d100)

>>48051329
>Turn 309
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 12 resource. 3 rare. 2 very rare. 1 extreme rare. 9 loot.
>>>>Pop 288k
>>>>Military 131.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Below Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
>>48051244
I don't think we ever got round to developing / deploying the RAGE system but I could be wrong. Also the SAMFAP's only advantage is it produces ammo as it consumes it.


>>48051268
Mad pipes you say, well I can think of one instrument... bagpipes of war anyone?
>>
>>48051345
We have designs for RAGE tanks and we've updated our artillery with RAGE system.

As for the SAMFAP's. . .

They can:
>produce Fletchette, AP, Anti Flesh, Plasma, Explosive, Chem, Hot, Cluster, Tracer, Smoke, Cyro, Electro, and Acid.As well as Plasma Hot or Cold (though not lightning plasma)
The other key advantage is it signficantly redueces time as well as hazards from logistics. Instead of having to use time and effort build up and store lots of ammo and then manually transport them from the assembly line to the gun/tank resources can be dropped onto the gun directly by drone and turned into ammunition. This makes it less of an explosive hazard compared to storing vast tonnes of ammunition.

It is also an autoloader system, allowing our artillery to be reloaded quickly which combined with the RAGE system means machine gun like artillery.

https://www.youtube.com/watch?v=xISpdXIj2yM
>>
Rolled 3 (1d100)

>>48051341
Action 1
Ginny
Work on making resource bots.

Give JAL 2 loot for helping his robots.

Action 2
Roy + Sarah + Joy + Little P

Lets get some experience and help the brood war.

Break a loot open for us to boost Morale.

Leaving that MAD action free for JAL to do their thing. Still fighting after all.
>>
Rolled 50 (1d100)

>>48051444
We just running off to fight the bots that kicked our shit in a little while ago? We at least have good numbers and a superweapon now, but still, shouldn't we wet our blades on something a bit smaller first?

How about this
Action 1
Ginny
Work on making resource bots.

Give JAL 2 loot for helping his robots.

Action 2
Sarah + Biggy + Psi Spec Ops(+ AI Wi?)
Scout the logistics base, see if we can find out anything about the zombies there. Numbers, defenses, if they have smart ones among their numbers.

Soon after we should be able to retake the damn place.

Leaving that MAD action free for JAL to do their thing. Still fighting after all.

Anyone have a plan for getting electro plasma? Or some other weapon that can more easily overcome Omitar Black's forces' defenses?
>>
Rolled 57 (1d100)

>>48051552
Just helping.

But if you want to fight zombies sure.
>>
Rolled 19 (1d100)

>>48051552
Vote
>>
Rolled 26 (1d100)

>>48051552
This.

We have the military to provide security anyway
>>
>>48051552
Note: Use the bio-scanners long range functionality.
Check for brood infestation of the zombies.
Ask JAL if he infested these zombies too.
>>
>>48051725
remember to follow the terms of service agreement.
>>
Fucking 4chan I cant post shit.
>>
Rolled 60 (1d100)

>>48051552
Resource bots under construction.

Zombie base scouted they don't appear to be smart and they wander around aimlessly. Neither have they bothered to build anything but the drones are still there. Apparently they are ignoring each other for some reason.

Ahah finally got a post through. Fuck you captcha goddamn never been this bad before.
>>
Rolled 44 (1d100)

>>48052307
>Turn 310
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 9 resource. 3 rare. 2 very rare. 1 extreme rare. 7 loot.
>>>>Pop 270k
>>>>Military 140.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
>>48052307
>>48052334
"Think Tank, what do you know about zombies? We're thinking of taking over a base of one and on the outside they don't look smart but we're not entirely sure."
>>
>>48052334
Drones are still there huh? I knew it was a good idea to not charge in blindly.

If they're still under Omitar Black's control, you guys might get your wish of helping in the brood war after all.

Is Roy still fighting alongside the King?
If he's back with us, we can have him take control of the zombies to make them fight the drones, at least distracting them while we storm the place.

We could have JAL try hacking the drones, but that would probably only be viable if Omitar Black is no longer in control of them.
>>
Rolled 77 (1d100)

>>48052277
The captcha is doing weird things to me as well.

>>48052307
Action 1
Ginny Keep working on the bots.

Action 2
>>48052405
See if we can pay the think tank to remove zed CEO.

Then send Biggy and Sarah to counter possible stealth bots.

Roy + Joy + Little P
Remove bots and zeds if think tank can't.

Roy use DOMINATE if we can control them.
>>
Rolled 44 (1d100)

>>48052464
Vote
Except we also need to send soldiers, not just a small squad of heroes. (Wait, I think some units are permanently assigned to heroes, so they go together automatically?)

I do want Roy to use Dominate as he gets to keep whatever he enslaves (unless it's a bot, psionic, or hero)
>>
Rolled 19 (1d100)

>>48052464
Vote
>>
Rolled 29 (1d100)

>>48052464
Rolling
>>
Rolled 58 (1d100)

>>48052539
Yeah the ones assigned are theirs to use as they wish. Plus they can grab any troops they need.

Notes with units marked in them.
>https://docs.google.com/document/d/12wCyA91tyGpRmagXXH3UGcPX0xC7XwcCJzoPJ5nOzic/edit#
>>
Rolled 78 (1d100)

>>48052464
here here
>>
Rolled 53 (1d100)

>>48052464
Rolling
>>
After our heroes are done weakening the base, should we prepare for a large scale operation?

I'm considering we make this our first practice battle since Omitar's attack
>>
I dunno what it is but I really hope we see more of Omitar BLACK, he likley has a grudge against JAL now so where ever JAL shows up the Omitar BLACK Bot Legions follow, full on purge mode. I just really like overarching characters and he seems fun. He's the methodical and sane yin to JALs insanity and creative yang
>>
>>48052716
Jarzi has a similar thing going on with JAL
>>
>>48050622
I am so for that. We're just twiddling our thumbs up our asses right now.

Shit, I want to pick a fight just to SEE how well we fare in general. We don't even have a good grasp of our power level right now.

I might point out, though, that we held our own against Omitar Black's army decently (until his arty cracked us open) when we only had 3.6k troops.
>>
Rolled 47 (1d100)

>>48052405
"Depends on the strain. Most zombies are pretty stupid with the smart ones being the only exception."

>>48052445
Roy came back a little while back. He got tired of fighting bots and cleaning up after the Brood King.

>>48052716
There are a number of reoccurring characters. Sadly the crazy flying rape train hasn't shown up for awhile now.

Dice just ain't having it.

I think they finally got tired of Glowy Joe's shit.

Dr. Richard might also going to make an reappearance soon.

The thing that JAL is worried about is in fact a preexisting character.

>>48052464
Ginny constructs those bots.

Security for them may prove troublesome.

"Zombie removal. Doable so long as we know the strain we are dealing with."

Heroes dispatched. Roy proceeds to use DOMINATE to swing some of the zombies to our side. Sarah doesn't notice any stealth units and the drones seem to be ignoring us still for now.

The fighting seems to have alerted and attracted nearby zombies however.
>>
Rolled 31 (1d100)

>>48052782
>Turn 311
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 8 resource. 3 rare. 2 very rare. 1 extreme rare. 7 loot.
>>>>Pop 270k
>>>>Military 140.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
File: 1434238.jpg (181KB, 600x338px) Image search: [Google]
1434238.jpg
181KB, 600x338px
Rolled 41 (1d100)

>>48052790
>The fighting seems to have alerted and attracted nearby zombies however.
This is it!

Now let's make sure we keep the fight exactly where we want it.

Action 1
In anticipation of the zombies, instead of letting them come to our base before we fight them, get out there and start digging trenches and setting up defenses as planned.

I want multiple fall back lines and modes of retreat, as well as the establishment of high walls, minefields, and overatch toers and everything we can use to slow down any zombie advance. We'll whittle down their numbers.

Furthermore dig up more trenches along the flanks, as well as channels for the tanks and hidden tunnel networks for rear attacks.

Biggy keep us informed on the zombie positions and mark targets for the heavy artillery.

Action 2
CEO, SAL, sell some more MAD drugs for loots we need to stock up for the upcoming fight if it happens.

Loots can be used like resources yes?

MAD
Reserved for Jal's use
>>
Rolled 17 (1d100)

>>48052844
Don't forget the barbed wire!
>>
Rolled 88 (1d100)

>>48052782
Action 1
Sal + CEO
Take some protection and see if we can trade with the ghouls for rad fuel and exotic for the brood. While there ask if they could also help with the zombies.

Action 2 Roy + Joy + Little P + Sarah
Raid the incoming zombies. We use bandit speed to hit and run. Weakening the zombies and keeping them away from our goal.
>>
Rolled 69 (1d100)

>>48052844
>>48052885
How about

Action 1
In anticipation of the zombies, instead of letting them come to our base before we fight them, get out there and start digging trenches and setting up defenses as planned.

I want multiple fall back lines and modes of retreat, as well as the establishment of high walls, minefields, and overatch toers and everything we can use to slow down any zombie advance. We'll whittle down their numbers.

Furthermore dig up more trenches along the flanks, as well as channels for the tanks and hidden tunnel networks for rear attacks.

Biggy keep us informed on the zombie positions and mark targets for the heavy artillery.

Also we should move up the behemoths and heavy vehicles to.

Action 2
Little P
Use our lighter, faster vehilces to perform bandit hit and run. Weaken the zombies, but also try to lure them and make them stamepede away from us. Get them to go chase something else.

Buy us some time

Mad
Develop MAD BAGPIPES and a MAD GUITARIST

We can load them up on our fast vehicles to provide instant morale support for our forces, break enemy morale and induce madness, AND lure monsters/zombies away
>>
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Rolled 36 (1d100)

>>48052955
Yeah, I'll back ya.
>>
Rolled 32 (1d100)

>>48052955
Vote
>>
Rolled 61 (1d100)

>>48052955
Rolling
>>
Rolled 95 (1d100)

>>48052844
This all the way
We can probably process/ recycle loots into some form of supply/material/resource, in fact I think I remember loots being equivalent to 2 resources when broken down by the bloodsnow and they had shit for manufacturing. Spent like 5 threads trying to capture a vehicle bay and sending our scouts on suicide missions in the snow 5 miles uphill both ways. I feel like a grizzled old vet. You kids get off my lawn..
>>
Rolled 67 (1d100)

>>48052955
Rollan
>>
Rolled 31 (1d100)

>>48053032
>>48052955
Fuck didn't update the post. Revote.
>>
Rolled 92 (1d100)

>>48053032
Speaking of grizzled Vets, you know what OG Hero needs to show up as an ally?

Ghoulish Chef Irewin.

He didn't last long with the Memor (I think he was heroic sacrificed or got eaten by zombies) but he was subtly badass in a way most players didn't even notice.

That is to say he singlehandedly fed and commanded/handled something like 15k feral ghouls without ever even mentioning it or any problems about it to the Hivemind.

Man that guy was a badass.
>>
Also you know what would be neat? If we could integrate bots into our forces heavily by upgrading AI Wi.

And then use the Broodmother and JAL to mutate our forces and get whatever bonuses the World's Rejects gives us.
>>
Rolled 62 (1d100)

>>48053088
I miss a lot of old hero's. I would love to see Cuban Pete, general vicker, skeller, AI ede, AI eve, voss, duel fist... But the real hero that would help this civ the most would be old man bla'm >>48052790 called 100 for old man blamborg to be reviled
>>
>>48053135
I think we would need the super mutant serum to do that. Ether way I think JAL has mutant people.
>>
Rolled 7 (1d100)

>>48052955
Defensive lines formed.
Trenches are dug.
Mines are laid.

Then the zombies came. In multiple hordes they charged onward groaning their zombie groans.

Little P states there is simply too many zombies. Sure they can lure some away but the logistics base is simply located to too many zombie bases.

MAD Musicians trained. When used they offer a morale bonus to our forces and morale penalty to enemies. Continued listening will cause MADNESS this effects ALL forces in range.


>>48053088
Wow and here I thought anons completely missed that one.

but yeah Irewin was a fucking bad ass. Singlehandedly controlling entire feral ghoul hordes and fighting SWH forces on their own homeground/hives.

and he did it repeatedly while making it look easy to boot.

Fucking Irewin was definitely among the most bad ass heroes ever shown.

Not to mention handling all his ghouls affairs in that fucking swamp.

So question for anons. Who were your favorite heroes? Who did you think were the smartest heroes? Who were the strongest? Who in general the most bad ass?
>>
Rolled 23 (1d100)

>>48053162
Wait what?

>>48053164
He does.

>>48053202
>Turn 312
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 6 resource. 3 rare. 2 very rare. 1 extreme rare. 7 loot.
>>>>Pop 270k
>>>>Military 140.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
>>48053202
Of Player Civ heroes? All the Memor heroes rank pretty high on the power scale. Literally every single one from Voss to Giggles to Richard to Markus and Marcus to Torg (pre and post BOOMTOWN)...well they're all just goddamn ridiculous.

Skeller's a fallbringer, so he's only equalled in raw power by the one Jack O Lantern hero we had in the short lived Tesla Tek civ. Viczar and Slag are tit for tat and both by far the best strategists/tacticians we've ever had.

I dunno, I remember so many and they're all so very cool. I even remember all the poor bastards still floating around in the abandoned Cloud 9 that our Foolish Umbra Civ will probably crash into our current civ any day now.

Adam Jensen and Dr. Kahar and JAL best bros for life.
>>
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Rolled 55 (1d100)

>>48053224
Action 1
To battle!

All guns open fire! Blast those zombies to kingdom come. Focus your firepower on the forward most horde and use creeping barrages to push them back.

"DIGGERS, GET READY TO DIG! DIG LIKE YA MEAN IT!"

Mad Miners, Deranged Diggers, and Insane Sappers dig tunnels under the zombies path to lay HUGE explosive booby traps. If it looks like our lines are about to be overrun, detonate this trap to buy time for our guys to escape. Corps Security Forces will hold very front the lines to buy time for the rest of our infantry to pull back before pulling back also.

Spend 1 Loot to turn into a lot of explosives for this

Little P' you take the vehicles and behemoths and move our infantry back to the next defensive line.

After that, take the Diggers and have them dig more trenches on the flanks of the oncoming hordes so we can outflank them too. They may press forward, but we'll move around their sides and jab them in the kidneys.

Action 2
SAL, CEO we need loots for this fight. Get out there and trade more drugs for loots!

MAD
JOY, train our Mad Psi-OPS in ANGER BLASTS to blow zombies away.

Because sometimes MAD people get ANGRY!
>>
Rolled 65 (1d100)

>>48053288
Vote
>>
Rolled 12 (1d100)

>>48053224
Don't tell me nobody remembers old man blam trying to train a rag tag group of bandits into straight up ravagers.

Ginny and our current CEO are real top tier folks as well. We have had a lot of good CEO types before but never one like this.

Can we get updated stats on CEO and Ginny actually? It's literally been since thread 1 since we have seen their stat blocks and I'll bet they have learned all kinds of cool new skills.
>>
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Rolled 18 (1d100)

>>48053288
Into the trenches!
>>
>>48053344
We've always had really good luck with CEOs it seems. They seem to be absolutely the best/most overpowered pick for Corps.
>>
Rolled 89 (1d100)

>>48053288
Rollan
>>
Rolled 60 (1d100)

>>48053288
Vote
>>
Rolled 90 (1d100)

>>48053288
Diggers at work.

They make good ground considering the mega miner showed up.

Forces are attacking zombies.

The zombies keep coming like an endless tide. They don't care they are climbing over their fallen to get at us. They just keep coming.

and coming.

and coming...

Bastards are endless.

When we sent out our psi units. Suddenly when they attacked the zombies suddenly started to change. They went berserk.

Before that they were shambling and moaning.
>>
Rolled 90 (1d100)

>>48053635
>Turn 313
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 4 resource. 3 rare. 2 very rare. 1 extreme rare. 7 loot.
>>>>Pop 270k
>>>>Military 140.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
>>48053639
Was CEO and SAL able to get more loot?
>>
Rolled 99 (1d100)

>>48053639
Action 1
CEO, SAL we need those loots. As many as you can get, we have to keep the guns firing! Keep trading away those drugs of ours for more loots

Action 2
Continue to fire upon them, if they're going berserk no doubt they'll start running. Vehicles be prepared to move up and cover the infantry and evac as planned, but we'll hold this line for as long as we can. Don't forget to prepare and activate the explosive trap if things get really bad.

Diggers keep up with making those flanking positions. When we retreat we are not retreating back to the base but to the sides. We'll move around this horde like a merry go round and wheedle em down!

MAD
Send in the MAD bombers! Blast them from the sky!
>>
Rolled 90 (1d100)

>>48053780
We should have Biggy prepare an Annihilation bomb in case our position is over run too.
>>
Rolled 53 (1d100)

>>48053780
>>48053832
These
>>
Rolled 55 (1d100)

>>48053780
>>48053832
Support
>>
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Rolled 1 (1d100)

>>48053832
>>48053780
FIRE!
>>
Rolled 28 (1d100)

>>48053881
Well shit. . .fatepoint?
>>
>>48053881
Fucking fuck, we had GOOD rolls too, dammit

>>48053892
This, fatepoint
>>
>>48053892
burn 3 fate points
>>
Rolled 43 (1d100)

>>48053881
shit
Fate point
>>
>>48053881
FATE POINT
>>
>>48053881
I intentionally didn't roll when I saw all the great rolls like "damn I don't want to fuck this up"
Fucking delim
>>
>>48053905
can we burn more than 1?
>>
Rolled 4 (1d100)

>>48053677
The drugs they made the MAD Drugs utilized psi materials. The newer stuff isn't as good.

>>48053881
Real shame you finally made some progress for trade too.

Not anymore.

Trade deals didn't go anymore. Apparently there are ton of other bandit drug manufacturers and our originally medical stock isn't enough for them. While the one we DID have that fucked them up good is hard to produce.

Meanwhile the zombies are starting to overrun our position. Fucking zombies everywhere and pissed off ones too. So a bunch of explosions soon went off...and even MORE zombies showed up!

Fuck who was the idiot who thought EXPLOSIONS with zombies was a good idea?

Someone deserves a demotion.

17 fatepoints left.
>>
Rolled 84 (1d100)

>>48053969
>Turn 314
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 2 resource. 3 rare. 2 very rare. 1 extreme rare. 7 loot.
>>>>Pop 270k
>>>>Military 140.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 86 (1d100)

>>48053941
I just got food and was about to head to bed after reading up on things.
>>
Rolled 39 (1d100)

>>48053993
Action 1
By hell or high water we WILL get more resources or loots.

Lil P' you take some of our fastest vehicles and go raid or take anything e can throw into our SAMFAP's.

Send out some of teh resource coolection bots too, protect em. Get us something!

Action 2
Fall back to the new trenches and hold the lines!

Same tactic as before, keep thining the horde, Diggers dig more trenches as we keeping moving and killing.

MAD
We need NEW mad drugs, JAL, JOY get on it asap!
>>
Rolled 9 (1d100)

So always I say leave this place. It's a death trap.

Send some people out and find new areas to take.

Then work on Scavenging stuff.
>>
>>48054069
Hmm. Well, we did get some good training and we specifically made sure to fight AWAY from our base.

>>48053993
"we can totaly leave and they wouldn't follo us right?"
>>
>>48054066
>drugs
>vote
I have so many ideas for cool drugs that don't exist in the real world;
>pure unadulterated neuro transmitters (dopamine, serotonin, adrenaline) injected via spinal tap
>NEW neuro transmitors (posibly nanites) that could make you feel how ever you want when ever you want via a wireless device.
>that slow mo drug from the new judge dread flick
>injectable and snortable pornography (mad tek and personal favorite)
>dick pills that ACTUALLY make your dick bigger

I could go on
>>
Rolled 61 (1d100)

>>48054146
>>48054069
>>48054066
Forgot my dice
>>
>>48054146
The new neuro transmitors and the nanite drug were supposed to be 2 separate drugs

Also
>the mad ball special: all the drugs currently available mixed into one ultra gnarly concoction; we would have to do some human trials to get this one down, find the proper proportions of what drugs and what miligramage, I would think pressed pills. Take ONLY 1 and you are set. All the highs.
>>
>>48053993
"If we left would the zombies keep following?"
>>
Rolled 18 (1d100)

>>48054066
Rolling
>>
Rolled 49 (1d100)

>>48054066
Resource bots sent. Resources acquired after using a security escort.

Zombies keep on coming.

MAD drugs produced.
>>
Rolled 61 (1d100)

>>48054066
Vote
>>
>>48054275
>>48054246
So long as you have their attention.
>Turn 315
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 5 resource. 3 rare. 2 very rare. 1 extreme rare. 7 loot.
>>>>Pop 270k
>>>>Military 140.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
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Rolled 92 (1d100)

>>48054310
Hmm, so far we're holding the line.

Actually, maybe we can use this to our advantage?

Action 1
Reject Military Advisors and officers, Biggy, use this opportunity to help us develop better Anti-Horde tactics. After all, zombies, monsters, and even Omitar used hordes against us in the past so improving the way break apart, separate, outmaneuver, and defeat hordes will do well.

Action 2
Since our lines seem to be stable, use this "War" as an opportunity to train new soldiers. Get some fresh recruits from the camp and rotate them to the front lines to learn from the veterans. And to imrpove morale on the front lines by rotation and reinforcements. While training more gun crews to man the cannons as well.

Continue to fire our guns! If ammo gets below average use a loot. FIRE ALL!
https://www.youtube.com/watch?v=YMrSPOWrYGA

We'll keep turning the handle on this meat grinder until it or they break!

MAD
Mad Diggers and Sappers, keep on improving and extending our trenches we've got to keep circling around these zombies flanks and even their rears and attack them from every angle!
>>
Rolled 79 (1d100)

>>48054418
Vote
>>
Rolled 44 (1d100)

>>48054418
Rollan
>>
Rolled 10 (1d100)

>>48054418
cONCUR
>>
Rolled 20 (1d100)

>>48054418
We hold the line
>>
>>48054418
ok folks no more rolls understand?
>>
Rolled 42 (1d100)

>>48054418
Anti horde tactics engaged and making excellent progress. Suddenly the previous overwhelming hordes are suddenly stalled.

Reinforcements trained.

Diggers are digging. Digging. Digging.

Probably a bit too obsessively given tunnels are showing up everywhere because they ran out of trenches.

Fast little buggers.
>>
>>48054620
>Turn 316
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 4 resource. 3 rare. 2 very rare. 1 extreme rare. 5 loot.
>>>>Pop 270k
>>>>Military 140.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
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Rolled 66 (1d100)

>>48054628
Action 1
Let's train up our Tunnel Warfare too while we're at it. Our Diggers are making excellent progress, and we should use our tunnels to our advantage.

Reject Advisors, Officers, Biggy and Lil'P. Work with our diggers and their tunnel networks. We should be able to open up camoflagued tunnel openings away from the battlefield at the enemies, rear, where our fast moving vehicles can storm out of and hit em from the flanks and rear, then heading back in after a hit and run. Or we can us it to directly sabotage the enemy by planting pitfalls and the like, luring them into the tunnels and then collapsing it on them trapping and gunning them down in tight corridors.

Sarah, Roy! Teach our Psions how to fight in tunnels too and lead our forces, you're the guys who can see through walls and collapse tunnels with your minds! That will be useful.

Action 2
CEO, SAL, sell the new drugs we made let's hope this new brand goes well. We need more LOOTS.

MAD
MAD DIGGERS CONTINUE TO DIG as part of the Tunnel Warfare training.

Joy pick up that power drill and join em! It'll be fun! mabye you'll even bash a zombies skull in.
>>
>>48054628
The next mad portion of our action should be mad tek upgrade super suit using all of our current tech and tek, jam pack as much crap as you can, make them as big as need be, we have behemoth tech and know how to make on board reactors if it needs to come To that but I want us to pull out all the stops. Let's stop wasting our potential. Also it needs to be manufacturable
>>
Rolled 96 (1d100)

>>48054721
Vote.

That sounds like a great way to raid people btw
>>
>>48054724
I'll back that but after ward. We have to be tight on our resources and everything e do right now should be an immediate blow to the zombies. We'd have to spend resources to make those suits.

Also we should buy a Boom Town blueprints from local bandits too.
>>
Rolled 58 (1d100)

>>48054721
Rolling
>>
Rolled 93 (1d100)

>>48054721
>tfw that game
we should get Biggy a sniper rifle

Vote.
>>
ok no more rolls we good.
>>
Rolled 6 (1d100)

>>48054721
Zombies proceed to rage even harder when we used our psi forces again. There is just something about them that drives the zombies up the wall.

Literally.

Its almost like somehow downloaded a parkour master into their tiny zombie brains. Also rage lots of rage.

If they start getting any angrier they would self immolate.

MAD Drugs sold and are bigger hit then last time.

Meanwhile diggers continue to dig. Now trying to outrace the ever angry zombies. Joy meanwhile discovers the joys of running them over/digging through with drills.
>>
Rolled 24 (1d100)

>>48055172
>Turn 317
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 12 resource. 3 rare. 2 very rare. 1 extreme rare. 20 loot.
>>>>Pop 270k
>>>>Military 140.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 5 (1d100)

>>48055207
>Action 1
Using 2 rare construction mat. and 1 very rare Resource lets build a more effective bullet farm with the new AI we have running it as it's primary task. Build some more of the construction bots to aid in this process.

>Action 2
These zombie hordes are a great time to test out our new MAD Bombers, give them a few test flights and runs. Alongside the rest of our forces cycling to train people up against this zombie horde. I want our forces to be god mode trench fights without peer

>MAD Action
Joy keep up the good work homie you and the crazied diggers keep up what you did last round (No PSI darn it)

>come on roll 100!
>>
Rolled 67 (1d100)

>>48055428
I Concur, but mostly because i'm to drunk to come up with a better plan myself
>>
Rolled 3 (1d100)

>>48055428
Sure why not

Does calling a number get us something is we guess right?

>51 get
>>
>>48055172
There could be an enemy hero here. Perhaps we should dispatch some of our psi units to draw the zombies away
>>
>>48056189
Bait them to another enemy?
>>
Rolled 86 (1d100)

I go to bed and not one person mentions Boom Boxes when they're coming up with battle plans. At least we eventually used general anti-horde tactics.

>>48055428
I think the JAL Brood ammo farm is only good for JAL Brood weapons.

What's wrong with just building a normal-ish armaments factory? And why would you want to have AI Wi run the Brood bullet farm? Wi is an electronic warfare AI. If you want to torture the poor thing there are better ways than giving it an unpleasant job.

Action 1
Ginny (and other engineers)
Use 1 very rare construction material to build an armaments factory.

Action 2 and MAD the same

>>48056189
I wonder what would happen if we deployed our psylocked spec ops?

So is the Blank Bastion being held in reserve?
>>
>>48056309
IM suggesting a normal Ammo farm, we have an AI besides JAL. Thats the one I suggested to run it. Thats why I gave the more advanced building stuff.
>>
Rolled 31 (1d100)

>>48056376
So you want the non-heroic AI, who has very little practical knowledge of bio-engineering and weaponry, to create new artificial life forms that can grow any type of ammo?

I'm sorry, but that is not a good idea.
>>
>>48056436
no...I want the None Heroic AI to build a standard bullet factory with the stuff granted. Nice and simple. It may not be a hero but an AI is an AI, it can run that factory.

Thats right folks just a nice simple factory...built with really nice mat and rec so it's higher quality.

Since we need it for ourselves and for sale
>>
Rolled 33 (1d100)

>>48056590
OK yeah, managing a factory should be within its capabilities. But it's not a construction core, we should at least have Ginny help with building the factory.

I have no reason to believe that using multiple rare materials on a single construction is better than using one very rare material, so I'm standing by my suggested modification.
>>
Rolled 73 (1d100)

>>48055428
>>48056309
Action 1
If we want more bullets, and quickly, then research BAMFAP (Bullet Ammunition Mini-Factory Autoassembly Platform). Essentially our SAMFAP technology but simply shrunken down and reproportioned for bullets instead of giant artillery shells, so it shouldn't be hard to size down.

These can either be worn as a backpack for any machine gunners, or placed on the backs of trucks and jeeps or inside our larger behemoths. They can also feed mounted machine guns as well.

Doing this, and providing them to our troops in the front, means that so long as our troops have access to resources, loot, or even materials they will never run out of ammunition. Drones and trucks will be able to carry out boxes of resources or ammo which can then be placed in the BAMFAP's and automatically converted to bullets on the field.

This will save up factory production space from being consumed by ammo production, meaning we can make more bullets for cusomters. In addition we can also just build more BAMFAP's on mobile caravans to turn into bullets.

Later we will upgrade it to the other capabilities of SAMFAP's (making anti-flesh, chem, cryo rounds, etc.) but for now Ginny, we just want normal bullets because this is something we need results and soon.

Ginny and our Engineers return to the labs to work on this.

Action 2
Train more military using the battle.

More raw recruits are to be trained at the camps back home, and then sent tot he front for "live training" against the zombies.

Lil'P keep training our small, fast vehicles on how to fight via tunnels. Pop out a tunnel, hit and run, pop back in, run over any zed that follow.

Send out our MAD bombers, and have them train far, far away from our soldiers preferably at a place where even the explosions won't attract more zombies.

MAD action
JOY, you just keep right on digging and creating death traps for the zombies, while training our underground forces how to massacre and fight underground!
>>
Rolled 14 (1d100)

>>48057386
We should use Action 2 to make Boom Boxes for the troops already on the front instead
>>
Rolled 30 (1d100)

>>48057386
Again, what's wrong with a normal factory? We wouldn't have to make any new designs and could make any kind of ammo we wanted. If we use a (very) rare construction material on it, we'll probably be able to make all the ammo we could want. Get quality AND quantity! We went to the trouble of designing BB drones specifically for resupplying troops in the field, why would they need their own ammo generators?

But fine, we'll do things your way.

>>48057576
How about we just add "deploy BB drones" to our explicit list of tactics?
>>
>>48057895
/technically/ speaking we already have a normal factory for production of ammunition types. Corps manufacturing are very versatile.

We can build more, yes, and that would increase production. But then we'd still deal with the issue of having to manufacture for both our troops and cusomters.

Supplying our troops ith BAMFAPS we can devote our normal factory operations 100% to customer service.
>>
Rolled 61 (1d100)

>>48057944
I'm just thinking that with our population, we need to improve our manufacturing capabilities to deal with high-volume demand.

Maybe we should hold off on building more manufacturing for now, and later find a way to build facilities capable of constructing mobile bases.

But anyway, I'll support BAMFAPs for this turn.
>>
Rolled 58 (1d100)

>>48057386
Rolling
>>
Rolled 66 (1d100)

>>48057386
I vote this
>>48057576
With this modification
>>
>>48057386
Why bother with the BAMFAPs (unless we can engineer countermeasures into them)? Jazri has said that she would gladly give us brood weapons that grow their own ammo.

I like the BAMFAPs if we can engineer something into them that would allow us to sell them, or makes them require something only we can make to make them work. That's the way to make them make us money.
>>
>>48058455
Mostly aesthetic desu

Yeah you got me there, I'm just wondering how efficient her grown ammo is.

Like, can it have the same capability of a BAMFAP, I chuck in a resource and out comes bullets ready to fire within seconds? What about versatility, will we be able to grow other round types that Bamfaps would have been able to produce such as flechette or explosive or plasma etc?

If that's all true, and I can imagine it is, I will change my action to brood ammo. . .bags.

Squishy backpacks with a big old bullet belt sticking out of it.
>>
Rolled 53 (1d100)

>>48057386
>>48058495
Okay, that's something I can get excited about! They're even self-maintaining, you just have to feed them!

More Brood personal firearms! But getting what we want through the Broodmother this time.

Still think a massive increase to volume of manufacturing capacity would be good though.
>>
>>48058455
>>48058495
I like the bamfap tech a lot, I would think that the salable version should have a limited life span or limiters on the upper level of quality that they can produce, like fake electro plasma bullets at BEST. Bane taught us a lot of the import of quality ammunition.. I also like the idea of Using jazeri weapons as well maybe have jal incorporate our samfap/bamfap/rage system and make jalmfap (Jal augmented living mini factory assembly platform)
The big benefit being that it can think and adapt.
>>
File: cap092.jpg (193KB, 388x364px) Image search: [Google]
cap092.jpg
193KB, 388x364px
Rolled 50 (1d100)

Action 1
Have Jazri evolve/create her self maintaining bullet production. . .things, that we can put on a soldiers back and feed resources for instant ammunition. Also so that if it gets stolen our enemies don't get to use it!

"Can you make it so these things are as versatile as our (as yet theoretical) BAMFAP's? You know, resources/loots/material goes in ammo comes out ready to fire, can be worn by soldiers or in trucks, multiple ammo types etc."

Action 2
Train more military using the battle.

More raw recruits are to be trained at the camps back home, and then sent tot he front for "live training" against the zombies.

Lil'P keep training our small, fast vehicles on how to fight via tunnels. Pop out a tunnel, hit and run, pop back in, run over any zed that follow.

Send out our MAD bombers, and have them train far, far away from our soldiers preferably at a place where even the explosions won't attract more zombies.

MAD action
JOY, you just keep right on digging and creating death traps for the zombies, while training our underground forces how to massacre and fight underground!

--
Hows this?
>>
Rolled 11 (1d100)

>>48058814
Let's go for it.
If Jazri can't give us exactly that, hopefully she'll give us something good enough.
>>
Rolled 93 (1d100)

>>48058814
Okay. Switching to this
>>
Rolled 2 (1d100)

>>48058814
Vote
>>
Rolled 35 (1d100)

>>48058814
changing my vote to this
>>
Rolled 100 (1d100)

>>48058814
This is better
>>
Rolled 63 (1d100)

>>48058722
Oh my god, I love JALMFAP. It would even decide what ammo is best for you to use at a given time and just feed you that ammo. Rolling for JALMFAP.
>>
>>48059509
Not just ammo anon I would think a jalmfap could build just about anything right?
>>
>>48059102
So how well do y'all think this 100 will turn out?
>>
>>48061788
I'm interested in Joy's training of underground combat. Perhaps she will convey a measure of her knowledge of the Truth upon our soldiers, enhancing their ability to fight within the confines of the depths.
>>
>>48061921
By the way, where's the pastebin for heroes?
>>
>>48062005
http://sys.4chan.org/derefer?url=https%3A%2F%2Fdocs.google.com%2Fdocument%2Fd%2F12wCyA91tyGpRmagXXH3UGcPX0xC7XwcCJzoPJ5nOzic%2Fedit%23

I went with Google doc for book mark tabs and colors. Makes it easier to read and anonymous people can add edit notes if they want stuff.

If you like pastebin better http://pastebin.com/R9wK3vud
>>
Rolled 29 (1d100)

>>48061788
Honestly? I still wish we had gone with a conventional upgrade to our manufacturing (i.e. new factory), but I got zero support for that easy solution.

This should be interesting though, maybe we'll even get special ammo, such as tiny burrowing brood creatures.

Hopefully this will be the push we need against the zombies. Normally I would have questioned training "raw recruits" when over half our population is already military, but we're bandits.
>>
>>48062332
Remember our manufacturing tech is already peaked as it's corps tech, you mean to say build more facilities.

As mentioned, I believe that by shifting production to soldiers and making them self sustainable (so long as they have resources) the facilities back home are free to produce as much as we need for sales. Then we can build more factories at home too.

As for our military I intend to train our forces until we are 100% or as close as possible to having everyone trained. But not everyone will be fighting of course.
>>
>>48062503
No, not "mean to say." It's what I said. What I meant was more and BETTER facilities (due to being made with superior construction materials)
>>
>>48062832
Hmm. That is true about the building materials.
>>
>>48062891
Exactly. Just imagine if we could produce high-quality, high-quantity goods even by corp standards-as a bandit hybrid!
>>
>>48063244
Although a fix, any fix, to the need for more ammo does take precedence over that.
>>
>>48062503
The amount Of Fighters we are at is good. We can't go much higher with out being paramilitary. Plus we need those dedicated tech people to fix our wrecks. Then build ammo for the other half that fights.

Really we just need to get experience to the people we have fighting. Then gather more vehicles to boost our Attack And movement speed.

Otherwise we just keep dealing to boost rep. Then find easier areas to grow in. With all the new vehicles that should be easier now.
>>
Rolled 94 (1d100)

>>48058814
"So you want brood ammo pack? Simple enough."

"Wait what?"

"How do you think Brood shoots things with? That the munitions magically appear? It is grown often inside the brood creature itself. Just have to remove that organ and attach it to brood weapon."

"And it feeds on resources?"

"...Will need to add that mutation. Initially it uses brood treated materials. Might be able to fix. I do hope you like Brood ammo."

Jazri soon sent over a fleshly organ that pulsates and has a feeding port. Put food into port and ammo comes out through a tube attached to a weapon. It can attach itself upon the users back but its rather big and bulky.

JAL meanwhile speaks up. "Wait a second isn't that my mobile munitions-"

"Yes."

"...I thought you hated that thing?"

"Realized if I took your design it can have both functions."

"Oh right brood and bot ammo. Wait why do you need a pack for that? That function is already built in-"

"Not for our forces."

"...So you managed to hybridize the tech AND make it run on basic resources? FINALLY Jazri you are understanding the GLORIOUS nature of hybridization-"

"Here we go again..." moans Jazri as JAL begins his glorious tirade about the awesome that is fusion.

Bad Ass unit trained.

Joy meanwhile proceeds to keep drilling zombies while teaching the glories crazy fighting. Like charging into the center of a zombie horde solo while on a drill for instance.
>>
Rolled 13 (1d100)

>>48063417
>Turn 318
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 10 resource. 3 rare. 2 very rare. 1 extreme rare. 20 loot.
>>>>Pop 270k
>>>>Military 240.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
>>48063438
Do we need an action to grow/make more of these brood ammo backpacks for our soldiers?
>>
Rolled 46 (1d100)

>>48063531
You'll only need to spend an action to make them. Your forces will auto equip them afterwards.

Other factions have to spend 2 actions.
>>
Rolled 63 (1d100)

>>48063438
Action 1
More brood weapons needed.

Action 2
Fuck up zombies.

MAD
What happens if we drop the bass on zombies.
>>
File: nutloosephoto01_zpst6uicdyr.jpg (76KB, 700x425px) Image search: [Google]
nutloosephoto01_zpst6uicdyr.jpg
76KB, 700x425px
Rolled 25 (1d100)

>>48063438
Action 1
Spend a Very Rare construction material to build a larger Ammo+Armaments facility

Since our soldiers can now carry the brood ammo dispensers, we can now fullfill larger ammunition orders. Plus we could also make better weapons for our own soldiers as well.

Action 2
Make more Brood Ammo . . .things. For all our soldiers!

MAD action
JOY, JAL, you've been working very hard training in underground combat it's time to take it up to the next level.

Design us MAD Subterines. Underground sailing vessels that can dig through dirt, with modes to either make tunnels behind it or simply dig without making tunnels.

They'll eventually be armed with Drill Torpedos which can be launched vertically or horizontally, and can float to the surface of the earth to fire rockets and machine guns at enemies too.

The Drill can be used to smash into the weak underbellies of vehicles or buildings, or grind away enemies underground!
>>
Rolled 39 (1d100)

>>48063438
Action 1
Make some of those Brood ammo backpacks, along with compatible weapons.

Action 2
Everyone who's not otherwise occupied or a psion, drive the zombies back.

>>48063607
Oh hey, ninja'd.
Vote
>>
Rolled 22 (1d100)

>>48063619
Heh, this looks primising. I'll back it
>>
>>48063619
If we end up doing this now, don't forget to have Ginny head the construction of the new factory.
>>
Rolled 44 (1d100)

>>48063619
This
>>48063741
With this modication
>>
Rolled 34 (1d100)

>>48063619
Ammo factory constructed.

Brood Ammo packs made and distributed.

Subterines being researched.
>>
Rolled 98 (1d100)

>>48063837
>Turn 319
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 8 resource. 3 rare. 2 very rare. 1 extreme rare. 20 loot.
>>>>Pop 270k
>>>>Military 240.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Below Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 66 (1d100)

>>48063860
Action 1
C. Try to improve Armaments
Big production run with both our new and old manufacturing.

Action 2
Fuck up some zombies

MAD Action
Continue Subterrine research
>>
Rolled 2 (1d100)

>>48063860
Action 1
Our defenses are holding. It's time we learned how not just to hold, but to take ground too.

Have our military people develop a battle plan for a forward assault. Manufacture as many BoomBoxes as we can, have our officers and military advisors look at maps and binoculars on enemy zombie positions, make plans involving the diggers and tunnels.

Develop a plan of attack where we can advance and then set up a new defensive line forward. Be sure to keep reserves in the rear too incase of something disasterous.

We'll blast an area of zombies clean, advance into it, dig new trenches and hold the line. PUt our defensive offensive to work.

Action 2
CEO, SAL trade some Ammunition, Drugs, and some Loots to other bandits and purchase us designs for a BOOM VILLE we can upgrade our behemoths into. If you can also find blueprints for Bandit Boom Tanks or Boom ST's that we can upgrade our existing vehicles with that would be great too.

MAD
Keep working on the Subterine
>>
File: map006.jpg (33KB, 605x477px) Image search: [Google]
map006.jpg
33KB, 605x477px
Rolled 24 (1d100)

>>48063927
Yeah, let's make some plans first also backups.
>>
Rolled 74 (1d100)

>>48063927
Sure
>>
Rolled 16 (1d100)

>>48063927
This
>>
Rolled 47 (1d100)

>>48063927
Alright, we can put our new factory to work next turn.
>>
Rolled 21 (1d100)

>>48063927
Holding ground against the zombies is one thing, but taking ground is a whole other. Our forces attempt to push forward again but the zombies simply aren't giving way as they push ever forward.

CEO successfully manages to trade some stuff away for the rather common Bandit BOOMER schematics for vehicles. Interestingly it possesses weapons of explosive bombardment capability and sonic close combat weaponry.

No matter what its loud and its proud of the BOOM it unleashes.

Cost us a fuck ton but we got plans for them.

Subterine work continues.
>>
Rolled 3 (1d100)

>>48064120
>Turn 320
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 2 resource. 3 rare. 2 very rare. 1 extreme rare. 10 loot.
>>>>Pop 270k
>>>>Military 240.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Low
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 70 (1d100)

>>48064141
Action 1
Ginny
Big production run of armaments using both new and old facilities

Action 2
CEO
Try to trade some of those armaments for resources. There were a few normal factions willing to buy weapons from us right?

MAD Action
Continue subterrine research
>>
Rolled 78 (1d100)

>>48064249
Hmm, how about.

Action 1
Ginny + Lil'P see if the BOOMER blueprints can be upgraded with SAMFAP's and RAGE turrets without decreasing their effectiveness

Then start upgrading our existing vehicle fleets to the new designs.

Action 2
Big production run of armaments using both new and old facilities

Everyone should have a large, high caliber high velocity machine gun or for the combat exoskeletons autocannon. We are going to be the epitome of MASSED DAKKA.

MAD Action
Continue subterrine research
>>
Rolled 9 (1d100)

>>48064459
We should arm ourselves first before trading them off to others.
>>
Rolled 98 (1d100)

>>48064459
Vote
>>
Rolled 33 (1d100)

>>48064459
GUNS!
>>
Rolled 28 (1d100)

>>48064459
I'll back this
>>
Rolled 87 (1d100)

>>48064459
>>48064581
Alright, if you don't think we need resources.
>>
>>48064645
Resources we'll need to get from our bots.
Loots we'll get from trade with other bandits.
>>
>>48064662
I meant right now.
>>
>>48064811
We can suffice on loots for the moment
>>
Rolled 70 (1d100)

>>48064459
They can. Well some of them can. Somewhat.

Boomer bandit design is meant to fire slower but bigger compared to the bandits smaller but faster firing designs. Apparently its design to hit hard and slow. This is due to the sheer size of the payloads the designers didn't want to stress their big ass cannons too much as well as ammo constraints. The bandit design is very simple and crude in this case but very effective. It can keep on firing without having to worry about damage and isn't weak in close quarters combat. Its self rationing system is ingeniously simple and the cannons while crude are quite durable.

Alas its design its directly contrary to our war methodology. Its not remotely designed for fast and heavy. The machine could even self destruct should it be forced to.

According to Ginny some of our techs isn't exactly very compatible. While we can install them it would pretty much butcher the entire tech to install it. Not to mention its Sonic Boom systems might be compromised as well.

While the bandits love the design for good reason to us...its not very useful. Its cqc sonic weaponry is ingenious despite its apparent long range design its not actually weak up close.

Armaments produced.

Subterrine tech researched. The vessel is MADtek it can even burrow through air and realities to quicken how fast it moves. Its weapon systems are torpedoes and MAD Nukes.
>>
Rolled 6 (1d100)

>>48064891
>Turn 321
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 0 resource. 3 rare. 2 very rare. 1 extreme rare. 10 loot.
>>>>Pop 270k
>>>>Military 240.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Low
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 75 (1d100)

>>48064891
>>48064914
--
>>>>Armaments: Low
Break out 2 Loots for ammunition and/or use them to make ammunition. Which ever is more effective.
--
Action 1
CEO and SAL, trade more Drugs and our items we have for LOOTs

Action 2
Divert some security to go along with harvesting bots to go collect resources we need more

MAD
Lil'P and JOY!

Our fast pilot and our mad pilot.

Use a rare construction material to build JOY his own special vehicle elite Subterrine, just like Pilot has one too. This one will be specially built for Joy by his specifications.

It'll be Joy's main vehicle.
>>
Rolled 88 (1d100)

>>48065040
Vote
>>
Rolled 20 (1d100)

>>48065040
Support, but I hope we find a way to go on the offensive soon.

>>48065097
>88 for MAD action
Nice
>>
Rolled 9 (1d100)

>>48065040
>>48065097
Resources!
>>
Rolled 61 (1d100)

>>48065040
Vote for everything except the MAD action.

Since it's going to go through anyway, at least don't try to make Lil P build Mad Tech.
>>
Rolled 70 (1d100)

>>48065040
Vote
>>
Rolled 34 (1d100)

Aw here I hoped we would let loose the duckies of war.

>>48065040
>>
Rolled 32 (1d100)

>>48065040
Trade done.

Security forces dispatched.

Resources acquired.

Subterrine under construction.

Zombie forces are now holding and no longer advancing. They seem to be waiting for something...
>>
Rolled 74 (1d100)

>>48065274
>Turn 322
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 8 resource. 3 rare. 2 very rare. 1 extreme rare. 10 loot.
>>>>Pop 270k
>>>>Military 240.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Low
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 2 very rare mat. 1 extreme rare mat
>>
>>48065274
Hmm, i don't like the look of this. Everytmie the enemy seems like they're pausing to think up something smart they usually are.
>>
Rolled 65 (1d100)

I have a bad feeling about this.

"JAL, do these zombies have anything to do with the threat you mentioned earlier?"

>>48065283
Action 1+2
Ginny
It seems simply building another factory is not enough. We must build bots and fully automate both of our factories.

Our general factory will produce equipment for troops
Our ammo factory will, of course, produce ammo.

I want both of them operating around the clock!

MAD Action
Continue construction of custom subterrine

Intentions for later:
More salvaging
Strike at zombies, unleashing our MMBB
>>
>>48065469
I'm considering maybe we want to hire some Ghouls or that Think Tank to help us against these zombies. I suspect they're going to try something.

Maybe they're calling up a hero.
>>
>>48065283
Genie did we break out the loot to replenish our armaments?
>>
>>48065484
Getting backup would be good.
>>
Rolled 20 (1d100)

We're facing an enemy we don't know what they are doing, so we might as well hire their natural enemies.

Action 1
SAL, go get your Ghouls tell them we want to hire them for anti-zombie services and we will pay them by converting loots into exotic materials via our corps manufacturing.

CEO hire the Think Tank to do the same, we want advisors and scientists to help us predict just what the zombies are up to and how to foil them if they try something BIG against us.

And get any other anti-zombie allies we can reasonably afford too.

Action 2
Ginny
It seems simply building another factory is not enough. We must build bots and fully automate both of our factories.

Our general corps factory will produce equipment for troops
Our new ammo factory will, of course, produce ammo.

I want both of them operating around the clock! We must replenish our armaments asap

MAD Action
Continue construction of Joy's custom subterrine
>>
Rolled 82 (1d100)

>>48065484
I agree with you.

Action 1
Sal can talk to the ghouls and Lord with the think tank to work out the deal. We just need support to fight the zombies.

Action 2
Biggy look into what the zombies are waiting on.

Mad
Get those grinders out for the meat incoming.
>>
Rolled 3 (1d100)

>>48065583
This but keep building Joy's vehicle.
>>
>>48065630
Tomato tomatoe
>>
Rolled 11 (1d100)

>>48065564
I can back this.
>>
Rolled 91 (1d100)

>>48065630
>>48065583
Vote
>>
Rolled 7 (1d100)

>>48065583
I'll support it. Send Sarah AND Biggy though.
>>
Rolled 93 (1d100)

>>48065564
Rollan
>>
Rolled 16 (1d100)

>>48065583
Backing this
>>
I wonder if Psy pisses off the zombies would our Psylocked SpecOps go virtually unnoticed?
>>
Rolled 55 (1d100)

>>48065469
"...Maybe."

>>48065583
Sad Sal goes off to find some ghouls. He heads towards the megacity.

The Lord meanwhile goes to the Think Tank to discuss the zombies. The Think Tank agrees to send out some of their zombie wranglers in exchange for manufacturing aid.

The zombies are waiting for something...that someone we don't know what it was, but suddenly the zombies howled as one. As they climbed up onto each other creating monstrous zombie structures that blasted forth bypassing and smashing our defenses apart. Using themselves as shields as our forces desperately fired upon them. We don't know what they were shielding until those...things were already upon them.

Advanced zombies soon were running amok around us. While the rest of the zombies proceeded to charge forth as sections of their hordes performed a blitz upon our forces.

MADmen are seeing collecting grinders for some reason.
>>
Rolled 39 (1d100)

>>48066161
>Turn 323
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 6 resource. 3 rare. 2 very rare. 1 extreme rare. 8 loot.
>>>>Pop 232k
>>>>Military 208k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 60 (1d100)

>>48066188
Okay, this was bad but we planned for this.

Action 1
Fall back to the 2nd line of defenses. Heavy Vehicles move up to shield our infantry as they pull back on either fast vehicles or the tunnels.

Then the vehicles move back to the next line of defense too.

Get those Grinders up in the forward tunnels after our infantry have retreated and start grinding those zombies into paste!

MAD bombers get in there and start blasting away their zombie shields and expose the advanced zombies to fire from the guns!

"Think Tank Wranglers we need your help here too"

Action 2
We're going to need to go back to our old strategy. DIGGERS get to back to digging more trenches and tunnels for additional lines of defense, remember not to make a beeline back to the base we've got to try and flank and circle around em.

MAD action
Get JOY's subterrine built, and any others we can too we're going to need that type of vehicle very shortly.
>>
Rolled 49 (1d100)

>>48066188

Action 1
Unleash what we've got on them! Fuck the zombies up any which way we can!

Also pop boomboxes and retreat to a fallback position while sending in vehicles and drones to delay and/or annihilate the more advanced zombies. Remember that zombies are beastly in CC and they've broken our lines, so we have to remedy that.

PsyLocked, Biggy, your special task is targeting the advanced zombies so our guys can get away unscathed. [Activate Agent Backup, or if that can't be activated due to being a passive activate Takedown against Advanced Zombies]

Joy, you and your MADmen go make a big ruckus somewhere among the zombies to help distract them so we can execute our retreat. Lil' P/Big P go with them [REDLINE].
>>
>>48066342
This plan and activation of heroic abilities, composited onto this plan's: >>48066335 tactical goals, other actions, and usage of the MAD Bombers/Grinders.
>>
Rolled 89 (1d100)

>>48066374
Dice.
>>
Rolled 89 (1d100)

>>48066342
>>48066374
Good Plan, Solid Plan
>>
Rolled 95 (1d100)

>>48066374
Agree.
Additionally, prepare the MMBB. The Black Behemoth too. We must be ready to unleash our superweapon, for I feel the time draws near.
>>
Rolled 44 (1d100)

>>48066374
>>48066342
>>48066335
Vote
>>
Rolled 55 (1d100)

Action 1
Fall back to the 2nd line of defenses. Heavy Vehicles move up to shield our infantry as they pull back on either fast vehicles or the tunnels.

>Ginny, activate BOT OUT on our infantry. Robots can get infected by zombies!

Then the vehicles move back to the next line of defense too.

Get those Grinders up in the forward tunnels after our infantry have retreated and start grinding those zombies into paste!

MAD bombers get in there and start blasting away their zombie shields and expose the advanced zombies to fire from the guns!

"Think Tank Wranglers we need your help here too"

Also pop boomboxes and retreat to a fallback position while sending in vehicles and drones to delay and/or annihilate the more advanced zombies. Remember that zombies are beastly in CC and they've broken our lines, so we have to remedy that.

PsyLocked, Biggy, your special task is targeting the advanced zombies so our guys can get away unscathed. [Activate Agent Backup, or if that can't be activated due to being a passive activate Takedown against Advanced Zombies]


MAD action
Get JOY's subterrine built, and any others we can too we're going to need that type of vehicle very shortly.
>>
Rolled 6 (1d100)

>>48066506
Welcome to ghoul burger, home of the ghoul burger, may I take your order.
>>
Rolled 17 (1d100)

>>48066506

Where'd Lil' P go?

Also why doesn't anyone ever want Lil P to use REDLINE? His next ability literally means he get to use it without any penalties. It's all awesome.
>>
Rolled 25 (1d100)

>>48066342
Boom Boxes are deployed too deep. They only seem to distract some of the zombies temporarily. Meanwhile the rest of the zombies are overrunning our forces.

Biggy meanwhile calls for backup. Shortly afterwards a small unknown aircraft appeared and dropped off some forces before veering out the way before a zombie tower could pluck them out of the sky.

After that Biggy used Takedown and was able to wipe out an advanced zombie unit. Sadly there are plenty more mutated zombies.

Joy meanwhile tries to distract some of the zombies but yet again there is just too many of them.

Fortunately we managed to cause enough different ruckuses that there were enough zombies distracted enough to open up some holes in their hordes. Those holes our forces utilized to mount a retreat.

The zombies however did not give up. According to Lil P who suddenly appeared again later blasting out of the zombie hordes stated they appear to marching towards us after rallying their forces together.
>>
Rolled 5 (1d100)

>>48066603
WARNING
Zombie hordes inbound.

>Turn 324
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 5 resource. 3 rare. 2 very rare. 1 extreme rare. 8 loot.
>>>>Pop 226k
>>>>Military 200k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Average
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 4 (1d100)

>>48066635
Damn, we're going to need more resources to produce munitions.

Action 1:
Open up on the hordes with SAMFAP, using whatever shells and payloads are most effective against zombies!

In fact, open up with everything!
Our mobile base superweapon, the Blank Bastion, will unleash death upon the zombies!

Launch more boom boxes as well!

Action 2
Hold the line, at least for this turn. Ginny will use Bot Out to make our soldiers tireless.

If anyone suggests tactics to do this more effectively, do it.

MAD Action
Joy
Quickly lay mines in the zombie's path. Not just any mines though, MAD mines. All those tunnels our MAD forces have been digging? I'm sure they can find a way to fill them with enough explosives to emulate the function of mines, but on crack. I'm hedging my bets

Maybe their rubber ducky can help.
>>
Rolled 63 (1d100)

>>48066603
I'm starting to think there's some sort of reason bandits don't pick fights with zombie hordes.

Action 1
Infantry and vehicles specifically for it are to solidify this set of defensive lines and hold off the zombie horde any way they can. Re-initiate the Anti-Horde/Swarm tactics we developed earlier. See how well Flechette and Anti-Flesh ammo work, use whichever one works better.

Meanwhile, give a whole shitton of explosives to Lil' P and crew with the tunnellers and underground vehicles. Their task is to begin setting explosives in the tunnels around and through the horde they had created earlier so that we can collapse them and thin these numbers a bit. [Activate Sick Tricks]

Artillery from our bases should begin to engage in a creeping barrage going out from our frontlines to buy the infantry and vehicles enough time to solidify the defenses. Use Cluster Munitions.

Biggy activate Takedown on the next unit of mutant zombies. Do you have the SpecOps with you? If not they should head out with Lil P.
Action 2
Manufacture a shitton of explosives to make up for those Lil P is about to use.
>>
Remember guys, we planned our trenches well.

They're very much going to probably go for a straight line to our base, but the battlefield is still far off.

Remember to keep digging more trenches and tunnels at the flank. Jab them in the sides and shoot them in the ass as they advance.
>>
>>48066964
This is also why I want to finish the Subterine so we can also attack them from below as well as above.

Strike at the horde from ALL angles!
>>
Rolled 85 (1d100)

>>48066863
>>48066867
I'm digging, once again, a symbiosis of these two plans.

Action 1
Open up on the hordes with SAMFAPs and Artillery, using Cluster and Anti-Flesh payloads. Attempt a creeping barrage against the zombies to allow our forces a minute to breathe while they set the defenses back up.

Infantry and Vehicles who just retreated are to secure the lines they have now occupied and prepare to hold off the Zombies again. Switch over to Anti-Flesh ammunition. Ginny, if you'd be so kind as to use [BOT OUT] on our forces that would be nice.

Any forces still retreating into our lines are to lay mines as they go.

Lil'P activate [Sick Tricks]. Take Biggy, the tunneller forces, and a whole shitton of explosives with you and set the tunnels we dug in/around the horde to prime them for collapse.

Action 2
Manufacture a shitton of explosives to replenish our stock.

MAD
Joy's Subterine must be constructed! Along with the others
>>
Rolled 82 (1d100)

>>48066867
>I'm starting to think there's some sort of reason bandits don't pick fights with zombie hordes.

Thing is I wanted and expected a quick and dirty extermination of stragglers in the logistics center. I thought it would be the drones that were the real threat.

Do attacks against zombies normally turn into all of the zombies in the area coming to kill us?
>>
>>48066985
I get the feeling our use of explosives was partly to blame. There also might be a malign force acting against us to prompt them to be more belligerent than usual.

On the upside, the ground will be thinned of zombies so some opportunities for salvaging should be opened up after this.
>>
Rolled 27 (1d100)

>>48066984
Sounds good
>>
>>48066984

Keeps our trump card up our sleeves. I like it.
>>
Rolled 87 (1d100)

>>48067059
I like it more with dice though.
>>
Rolled 55 (1d100)

>>48066984
Vote
>>
Rolled 81 (1d100)

>>48066984
Rollan
>>
Rolled 43 (1d100)

>>48066984
Support
>>
Rolled 15 (1d100)

I hope we get some sort of command unit or hero out of this battle.
>>
Rolled 46 (1d100)

>>48067150
I hope we survive. I don't think we can rely on JAL to bail us out again.

Also we did get a unit of Bad Asses
>>
>>48067177
Bad Ass Mad Bombers I think.
>>
Rolled 76 (1d100)

>>48067202
Genie didn't specify that, but we were training Mad Bombers. The same post has fusion and the discussion thereof.

Which gets me thinking. Can JAL's fusion ability be used to allow the Black Behemoth or Big P to combine with the Blank Bastion, Gurren Laggan style?
>>
>>48067338
We've actually got Ginny for that, though I'm sure assigning JAL to assist in such a project would make it turn out better.
>>
Rolled 3 (1d100)

>>48066984
Special payloads used.

This does not seem to stop the zombies as they form strange formations or scatter to protect themselves.

Ginny meanwhile uses bot out.

Forces are too busy trying to gtfo to lay mines. Especially considering the zombies are biting their asses.

Lil'P meanwhile using Biggy's bomb expertise and some madmen proceeds to lay the underground with a colossal amount of explosives. Then proceeds to use some sick tricks to gather ALL the zombies in range...for the big bad BOOM.

The resulting explosion wiped us out of ALL our explosives and was so massive it caused the platform to shake and the mountains to rubble from the resulting shockwaves.

It also took down a fuck ton of zombies. Especially as the resulting zombie hordes rallied together...which proved too much for the crippled platform as suddenly it collapsed. Taking all those newly rallied zombie hordes with it as they howled as their voices slowly grew ever smaller...

Lil P claims that was entirely on purpose and eve Biggy was impressed...at least until he suddenly recalled something important and asked whose brilliant idea was it?

Lil' P asked why and as silence crept over the the battlefield. Biggy suddenly ordered for silence and to stop movement. He thank asked Biggy remembered what he did and pointed to his ear before saying a single word to Lil P.

"Listen."

And everybody listened.

...slowly they could hear a strange rumbling sound and...slowly screams. Both monstrous screams and howls of the zombies. After awhile people slowly realized that the rumbling was their feet...as they rushed towards us. Yet as our forces readied themselves...they could not yet see the enemy, but they most certainly heard them.

That was when Biggy told the now pale faced lil' P this.

"That is why I am asking you WHO told you to do it! Didn't you think that maybe that was TAD strange considering what happened previous?"

At that same moment at a certain military training camp...
>>
Rolled 66 (1d100)

>>48067416
A certain officer chuckled as he brought up a shot of booze to drink, with a cigar in hand, and turned around asking.

"Lads if you will?"

That was when knives came out and shanked with throats being torn out and mouths covered up.

"Good...very good. Well gentlemen I DO believe we have officially outstayed our welcome."

"Fucking hell Boss I didn't think you could do it again...after all of that. I thought they were growing too suspicious..but this. Fucking hell no wonder you iz the BAWSS."

"Well of course! Who do you take me for Jacky?"

"What does this have to do with Jacky anyway?"

"These guys are Jacky's friends and Jacky's friends are an enemy of ours. So of course i was going to screw em over. HAH."

"Oh boss...I can't believe you managed to pull this off even after all those other successes...and the BIGGEST one yet!"

"Yes yes we know I am just that awesome. Well lets go to the extraction. There is no way they wont investigate now especially with the suspicious heroes..."

"I just can't believe you managed to keep distracting them and delaying them for so long boss...fucking hell that alone puts a tear to my eye!"

"Enough kissing ass. We best be leav-*door is locked* oh fuck me PLEASE tell me someone remember to shutdown the damned AI."

"What AI there wasn't-oh crap."

"Hello traitors...no infiltrators technically. Slipping in by using Jacky's trainers. Clever," chirps AI Wi.

"You do realize majority of your forces are dispatched. Do you think you can stop us?"

"Of course not but the big guy can."

"THE KING HAS COME!"

"FUCK. He was suppose to be at the front...welp you know the drill lads!"

Heroic ability activated.

Heroic ability activated.

Heroic ability activated.

"NUTS THERE IS MORE THEN ONE," complains the brood king.
>>
>>48067416
It was supposed to just be PREP.

Oh well, this promises to be entertaining.
>>
>>48067562
Infiltrated again.

THIS KEEPS HAPPENING
>>
Rolled 68 (1d100)

>>48067562
Identified Infiltrators have fled.

Monster forces inbound.

Zombie forces inbound.

>Turn 325
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 3 resource. 3 rare. 2 very rare. 1 extreme rare. 8 loot.
>>>>Pop 226k
>>>>Military 200k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Low
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 10 (1d100)

>>48067598
Okay, WELL..

The good news is this explosion was detonated far away from our base like planned.

So these monsters will be headed for taht explosion, but not our base. Besides the rest of our bases are scattered anyway and the first place they will strike is our new Omitar base which is closest to the battlefield.

SO

Action 1+2
Yeah, okay that's enough fun for one day everyone go home hunker down and shut off the noise. We'll just treat this as a Monster and Zombie mayhem event and wait it out.

Get everyone inside, underground, or indoors and get quiet.

MAD
Nope. Quit times are shush now
>>
Rolled 99 (1d100)

>>48067640
Actually, have our Diggers also try to cover some of our bases with Dirt to make them look less suspicious and to hide some of the smell.

Make em look like hills, we'll dig them out after this blows over.
>>
Rolled 28 (1d100)

>>48067676
>>48067640
This seems the most prudent of actions. I'll back this.
>>
Rolled 49 (1d100)

>>48067562
Way to go Wi! Gotta love it when the non-heroic special characters get their moments to shine.

>>48067640
>>48067676
Voting to bunker down.
If this doesn't work we're done for, but the same could be said of any plan we attempt now.
>>
>>48067764
Wehave bases scattered throughout this entire place. hcihever one gets the focus on we'll have to try and evacuate underground or at least cut our losses.

Remember what Jacky said, have a spare base so even if one thing goes you'll have another to fall back on.
>>
Rolled 41 (1d100)

>>48067640
>>48067676
Rollan
>>
As an action or several we really, really need to work on our internal security...like way upgrade internals.

Security clearance from 1-5. Great bloody bulkheads, IR/Xray/Thermal surveillance cameras, built in deplorable turrets controlled by the command center. I also suggest we develop either elite internal security guards or security mechs and anything else we can think of. This will not happen again.
>>
>>48067852
Hah.

That was FOUR heroes.

At best e can maybe catch one but like, there was no way we could have stopped this.

I've said it befor eand said it again, our weakness will always be attacks on our base directly.
>>
Rolled 13 (1d100)

>>48067676
>>48067640
Voting these
>>
Rolled 83 (1d100)

>>48067640
Actually the explosion was rather close to your bases as your forces were retreating.

Anyway.

Forces attempt to get quiet. Overtime we hear the monsters and zombies get closer...and closer. Luckily the gore seems to be delaying the monsters a bit. The zombies on the other hand...not so much.
>>
Rolled 46 (1d100)

>>48067999
Monsters are delayed.
Zombies are inbound.

>Turn 326
>>>>>A. Raid
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 3 resource. 3 rare. 2 very rare. 1 extreme rare. 8 loot.
>>>>Pop 226k
>>>>Military 200k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Low
>>>>Fuel: Great
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 2 very rare mat. 1 extreme rare mat
>>
>>48067999
Ou bases are scattered throughout the entire bridge in diffferent places.

Which base are they going after?
>>
Rolled 57 (1d100)

>>48068016
Shit. Superweapon Time?
>>
Rolled 44 (1d100)

>>48068016
Action 1+2+MAD

Commence Operation: This is a mountain, not a base.

ALL engineers digers and available megaminer proceed to bury our base with as much dirt rock and stone to conceal it as a natural mountain
>>
Rolled 79 (1d100)

>>48068031
Zombies and monsters...are coming out of everywhere. However the biggest surge is zombies...who are pouring in from the megacity and are sweeping across the platform.

the monsters are only headed towards the explosion but that will mean they will run across some of our bases. Fortunately we wont be the only ones with that problem.

The zombies however are heading towards our bases.
>>
Rolled 6 (1d100)

>>48068089
Hmm, wel then.

Action 1
Lil'P take our MAD BAND and go chase some of the monster hordes FAR away fromour bases. Roy, Sarah you join them.

Dominate and instill madness on the monsters to attack the zombies.

Use PSY to enrage the zombies against the monsters.

Get them to fight each other.

Action 2+Mad
Diggers + JOY and the megaminer proceed to bury and conceal our bases. We've got to make sure these zombies walk right over our bases without even knowing they are there.
>>
Rolled 99 (1d100)

>>48068089
How did our forces cover so much ground from one of the old ID'd Omitar bases to get so close to ours so fast? This sort of thing is why you should make maps. We would've taken a different tact had we known of this.

Now how do we lead a whole shitton of zombies away?

Also whatever we do will probably need a manufacturing run on ammunition and explosives.
>>
Rolled 19 (1d100)

>>48068067
Shit, I was hoping you were going to propose moving everything to the flying mountain.

>>48068089
Zombies are out to fuck us and specifically us, no one else. Fuck.

>>48068067
I propose we instead use those actions to move EVERYTHING to the floating mountain. Our entire bases.

If possible, we'll even lift the mobile bases onto it.

We will do anything it takes. I'm guessing it will involve building a lot of cargo flyers.
Actually, maybe refitting our hover haulers to reach the mountain?

Needless to say, EVERYONE will be involved with this, including all the heroes.

Then we find some way to propel the mountain. Quickly.

We will flee far the fuck away.

>>48068162
There is some sort of fucking malevolent will driving these zombies. They ain't gonna be fooled.
>>
Rolled 74 (1d100)

>>48068162
Sure. Does the Brood have any suggestions about what might help?
>>
Now guys... I have an idea... its possibly the only way out. We move the majority of our stuff to the floating mountain. Safe from zombie and none fliers.

Anyone any brighter ideas?
>>
Rolled 68 (1d100)

>>48068203
Great, looks like I have at least one supporter.
>>
>>48068089
>>48068168
>>48067999
HANG ON A SECOND GENIE

I THINK YOU'RE FORGETTING SOMETHING.

Ahem, we SPECIFICALLY ordered that vast lines of trenches and fall back positions be made AWAY from our bases.

The plan was and has always been "Fall back NOT headed to our bases"

So it really makes no sense that during our retreat the explosion was close to our bases.
>>
Rolled 92 (1d100)

>>48068195
>>48068203
I don't think we have enough time, and also the zombies would build pillars to land on the floating mountain, and we would have all our bases be in shambles.

We're in a tough pickle, I'm not sure what the right answer is, but...

Hey, what if we crash the floating mountain down in the path of the zombies so they can't stream in from the Megacity anymore?
>>
>>48068213
I don't see any other path to survival. Just gotta get in there find what make sit float and make sure it keeps working....or you know, make something ourselves...
>>
Rolled 5 (1d100)

>>48068195
Thinking about it, maybe the mobile bases should just start getting as far away as possible right now.

They're on the ground, they need the head start. Plus that way we wouldn't be putting all our eggs in one basket.
>>
>>48068168
Yes.

Every single "dig a trench" action I mentioned very clearly "don't dig fallback lines headed to our bases, try to flank them or 'go in circles'"

The only time we retreated specifically to our bases was after the explosion.

We did NOT fight falling back to our base in a straight line.
>>
Rolled 18 (1d100)

>>48068016
Hey Ginny and JAL. With your powers to assimilate and fuse how hard with it be to turn the floating mountain into a super bases and get the fuck out of here?
>>
Rolled 93 (1d100)

>>48068225
Your main forces were withdrawing back to base for artillery support. Not all your forces were retreating as some of them were attending to flanking nipping at the zombies as they rushed onwards chasing your main forces.

The explosion I meant was simpler closer to your bases then you realized.

>>48068250
Your main forces weren't listening to those kinds of orders very well because zombies were LITERALLY biting at their asses they were so close. Not to mention you had a lot of troops with no commander hero with them.

>>48068277
"Not that easy. Mountain is big will take a LOT of work."
>>
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>>48068287
>Your main forces were withdrawing back to base for artillery support.
We made multiple actions last thread and earlier today stating specifically "when we make fallback lines of retreat, have them facing away from our base."

We planned it out ahead of time not to have our lines just fall back to the artillery for support.

>Your main forces weren't listening to those kinds of orders very well because zombies were LITERALLY biting at their asses they were so close.
This was before that. When things were stalled and the line was getting "quiet". Actually before the battle even began.

All of our trench digging actions were made specific to dig trenchs "away from our bases in successive lines." so that when we retreated it wouldn't be closer to the artillery but away from our base.

Whenever our troops fell back to the 2nd or 3rd line they weren't headed back to our base. Except until after the explosion.
>>
Rolled 94 (1d100)

>>48068277
>>48068287
What about just giving it engines or some other means of fast propulsion, and we get on and hold on tight?

At this point I'd be happy with putting rocket engines on the side pointed at the city and having them push us in barely-controlled horizontal flight.
>>
>>48068380
Why not use it as a weapon? What if we put rockets on it, pointed it towards the city, and then waited for the horrible screeching to begin?
>>
Rolled 96 (1d100)

WAIT. I GOT IT.

Guys, instead of BUILDING new bases on the mountain? Why not just transfer them?

Action 1
Build HUGE cranes.

Have the Diggers and mega miners start digging under the foundations of our bases.

Use the CRANE and VTOLS to lift our bases ontop of the floating mountain and bolt them on

Action 2
Start building massive propulsion systems on the side of our mountain
>>
Rolled 86 (1d100)

>>48068379
Most of your troops started to panic as the zombies were completely OVERWHELMING them. Including their defenses with whom the zombies busted by using their mutants to blitz while their main hordes followed up from behind and from the flanks.

The zombies were ALSO coming from MULTIPLE and different directions. Entire hordes of them.

When your defenses started failing real hard and with the zombies chowing down on their literal asses. Most your forces started to run all the way home.

But not all.

Some of them kept their shit together enough to try and follow orders. The rest of your forces were panicking and desperately trying to not end up as zombie chow. Like those poor bastards right behind them.
>>
>>48068460
You mean they decided to run all the way home instead of to the prepared defenses?

On open ground with monsters in the way and shit and NO cover whatsover?

unbelieveable, I mean, . . .yeah, goddam bandit idiocy.

"WE PREPARED THOSE DEFENSIVE LINES AND TURRETS FOR A REASON YOU CUNTS!

Why would you try to run all the way over open ground home instead of to the fallback lines. . . you had guns there!"

Welp. That sucks. . .
>>
Rolled 90 (1d100)

>>48068489
>>48068460
Damn, so despite all the lines of trenches we dug they just up and decided to bail home instead of following the plan of retreat. That misses the point of fallback trenches entirely.

I'd blame the reject officers who trained our dudes, but then again I can imagine this is exactly what they wanted.
>>
Rolled 85 (1d100)

>>48068415
It would take out one super-wave of zombies only for the next super-wave to climb over at it to tear our flesh.

>>48068439
That's basically what I was saying.

I figured we'd need many more VTOL cargo flyers (convert the hover tranports?)
Rather than digging up the foundations, we just take anything that can be even partially disassembled, tranported, and put back together.

I don't know if it would be remotely possible to build sufficiently large cranes in such a short amount of time.

Can our MAD action delay the zombies somehow?
>>
Rolled 79 (1d100)

>>48068439
Time.

>>48068460
By the way can we send a message to Jacky about their "friend" sneaking into our forces. Maybe we can stop something from happening to them.
>>
Rolled 5 (1d100)

>>48068460
You're saying the ZOMBIES had better coordination and command than our forces did, huh?

Well if we survive maybe we'll have some officer candidate material to pull from those who kept their shit together.
>>
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Hang on a second guys.

Let's remember 2 things:
1 - The zombies are attracted to EXPLOSIONS
2 - The zombes go batshit to PSY

So, let us then presume there is a malevolent intentional force guiding these zombies, such that even if we hide they will make them go after us.

But what if we broke that hold they have on the zombies?

What if we made an even bigger, more massive explosion 10 times as loud as this one.

And then what if e made it a Psy Bomb. Get the zombies SO FUCKING ANGRY they'll break their masters orders and head for that?

We could drop this bomb somewhere far away like the megacity where Jacky's enemies are and then have the zombies go there instead.
>>
Rolled 60 (1d100)

>>48068532
Oh yeah, our buildings regenerate now. Maybe they could survive being carved to pieces and put back together on the mountain?
>>
>>48068587
>Create massive Psy-Bomb
>Drop it in Megacity
>...Where Jacky's enemies are
I like the plan, but oh my god that made me snort remembering how the Memor went out. I support it but we should put it somewhere other than in the direction of the megacity, I think.
>>
Rolled 80 (1d100)

>>48068546
Yes. Ironic but being bandits REALLY didn't help things.

There is a reason why bandits are stereotyped as a bunch of crazy idiots. It also didn't help matters most your guys were quite green.

>>48068534
"Well that must. Knew that asshole would show up again some day...fuck."

>>48068518
In their defense they may not have in fact been their guys.

>>48068489
Pretty much. It really didn't help matters that you had no command hero present among them. Especially not a war one.
>>
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Rolled 47 (1d100)

>>48068587
Action 1+2+MAD
Focus all our efforts on building the the PMS - Bomb

The Psionic Madness Supermassive - Bomb.

This bomb is meant to be the ultimate in terms of zombie NOISE and is meant to PISS THEM OFF, I want every zombie on the bridge to head in the direction of this bomb when it's detonated.

Use the Ultra Rare Psi Material for this bomb, and have Roy and Sarah channel the RAGE of our psions into it for extra angry.

Convert some rare materials into nuclear material for it.

"If there is anything controlling these zombies, I want the sheer anger of this bomb to kick them the fuck off and beat the shit out of hatever control they have by overloading the zombies with pure RAGE to head toward this explosion and ignore any and all orders."

---

But where to drop it is a good question. . .

Drop it in any place that will pull the zombies away from the bridge, and if possible, one either JAl or JACKY's enemies.
>>
Rolled 23 (1d100)

>>48068676
I can't but help resist rolling
>>
Rolled 26 (1d100)

Not sure what to do. Yet one action needs to be resupply of Armaments.

Action 1
Restock our Armaments. Pop loot to add into it more.

Action 2
... fuck we need a commander to get these troops working better.

Ask friends, contacts, our heroes, anyone if they can help or get someone to help. I will even offer the 1 Ultra Rare Psi Mats if that will get us the hero we need to win this.

MAD
JAL , Jazri'Jala

Your brood and your the best at meat rushing tactics. Can you infest or something to work the zombies monsters down.
>>
>>48068722
I am deeply concerned about our military ability to combat this if it is even possible and if weshouldn't try some kind of non-military approach
>>
Im really suggesting we pop a bunch of fate points to make sure this works, do it now before it's to late.
>>
>>48068733
Well we are not the corp we use to be. Fighting and building with our engineer units is what we got.

We kill, loot, gather more gear to power us and kill again. We can auto equip it to grow even stronger. Plasma weapons should work on flesh well and we are great at it. There's things we can do to fight and win. Just need support to out grow the zombies.

The think tank could have some ideas to thought at us.
>>
Rolled 36 (1d100)

>>48068796
You talking about this?
>>48068676
>>
Oh god these kind of situations. Us anons are usually very goal oriented but this sort of thing wrecks our train of thought.

Guys maybe we just realize we're outclassed as military advisors and go to the Rejects.

Tell them their advisors they sent us were fucking traitors and by paramilitary contract we demand reparation in the form of "help our bases survive this"
>>
Rolled 80 (1d100)

>>48068883
Or are you talking about the plan to move all our shit onto the mountain?

Genie, could you clarify how many zombies are coming after us right now? How does the swarm/horde compare to the one we just dropped down into the depths?

>>48068895
It's funny. I feel like our plans were not too bad aside from a few missteps with using explosives where we shouldn't have. What's frustrating is that even with 200k+ military equipped very well with plentiful ammunition and excellent artillery support it still feels like we're throwing punches in a dream.
>>
Rolled 1 (1d100)

>>48068947
Maybe we should use better ammo. Ask everyone around here to unify to take these fucks down.
>>
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>>48068997
Whelp it was about time I started rolling those again.
>>
>>48068997
heh, good thing that's only discussion
>>
Rolled 8 (1d100)

>>48068997
Feels like our forces should default to using the best ammo for a situation. Even when we specifically switched to anti-flesh and cluster though it did a whole lot of nothing to the zombies.

As for unification...I have my doubts.
>>
Rolled 23 (1d100)

>>48069043
We need to use the better resources to make better ammo. We could even have a chance to make almost pre-fall level with our stuff.

Well it's that or everyone will gets attacked by zeds. Over whelmed in a sea of flesh.

>>48068089
>Zombies and monsters...are coming out of everywhere. However the biggest surge is zombies...who are pouring in from the megacity and are sweeping across the platform.

This will hit everyone.
>>
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Rolled 92 (1d100)

Okay, so we've got ideas being thrown around left and right and some of them are outright crazy.

I think this is really where we should just admit being outclassed by the situation and hire the real professionals.

Action 1 + 2
CEO go meet with the rejects.

First of all, tell them some of the officers and advisors were in fact traitors. This is both insulting, since we paid good money for that (and we demand reaparations), and also an indication that there are infiltrators in their own ranks.

Secondly, the Board has realized this is not a situation we can handle. Without actual advisors we're clearly just a bunch of corporate bureacrats throwing out ideas.

We want to enact the paramilitary contract protocol and have them control our military and help us defend our bases. This is not something we the board can do without their professional (and badass) assistance.
>>
Rolled 46 (1d100)

>>48069130
I think this is a good idea. We've actually got a military worth a damn this time instead of having to rely on Reject reinforcements.
>>
Rolled 32 (1d100)

>>48069130
I told Jacky about them and they said "Well that must. Knew that asshole would show up again some day...fuck."

Yet asking for help is probably what we need to do. Also making more ammo.
>>
Rolled 97 (1d100)

>>48069130
By the way, did we mention how badass they are?
>>
Rolled 84 (1d100)

We need to ask our brightest minds if there is any feasible way to relocate to floating mountain.

If we can do that, we can find a way to move it. Worse comes to worse, we attach all our vehicles to it with cables and have them pull it.

>>48068733
I still say we need to run while we still can. I'm thinking the floating mountain is the best way to minimize our losses, we got on it and it'll buy us a bit of time to get it moving.

If we can't do that, just pack our shit and run with our vehicles.

>>48068806
We could barely handle a fraction of the zombies that are coming for us now.

>>48068997
Good thing that was discussion. Still, even aside from the 1, unification is a terrible idea. Everyone hates us and apparently it's our fault the zombies are coming.
Please tell me there's some extra special fuckery behind that and it's not just us unwittingly making terrible decisions or zombies having a hate-on for the player faction

>>48069130
Can we do this?
And will JAL save our asses again?
>>
Rolled 83 (1d100)

>>48069130
Vote
>>
Rolled 49 (1d100)

>>48069130
Rolling
>>
Rolled 39 (1d100)

>>48068997
hah. and here i was thinking the bomb was kind of like how the Memor went down.

ahahahaha.

oh my gawd this is gonna be good!

For me that is not you.

Oh its been a long LONG time...

>>48068676

Linked 1.

"Was it really a good idea to stuff this bomb full of psi material, radioactive material, AND explosives?"

"Probably not but we need a fuck huge BOOM. Alright so now all we got to do is stick all this crap inside the casing that the MADs sent over an-

Meanwhile at a certain Umbra facility a CEO In the form of a young girl was attending a business meeting in the boardroom. Before suddenly and without warning looking out the window as she exclaimed "What the hell," as if she could in fact see something...when the rest of the board looked over they didn't see a thing.

They were confused at first especially seeing her look afar with such a look of concentration and distant seeing eyes...after a little bit she looked over at them before stating.

"We DID kill all those Memor fucks right?"

Meanwhile at a certain base that was suddenly destroyed...and created an even bigger hole in the platform then before. The platform this time didn't stop rumbling as howls echoed throughout.

WARNING
Monster Super Hordes detected.

WARNING
Zombie MEGA Horde detected.
>>
>>48069267
THAT WAS DICUSSION

I wold have fatepointed that too. . .
>>
>>48069267
Did you give us a chance to fatepoint it? Everyone thought it was just discussion.
>>
Rolled 93 (1d100)

>>48069267
JAL suddenly exclaimed after seeing the explosion. "HOLY SHIT that was awesome! How about we do it again? We have more of them right?"

"Right?"

"Goddamn it JAL."

"Oh come on you gotta admit that was fucking awesome!"

>>>>Points: 3 resource. 3 rare. 2 very rare. 1 extreme rare. 8 loot.
>>>>Pop 200k
>>>>Military 180k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Low
>>>>Fuel: Low
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>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. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar. Casino+. Ammo Factory++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones. 1 MMBB. 1.6k technical. 160 Bandit Tanks. 160 Bandit APC. 13 Bandit Super Tank. 13 Bandit Super APC.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:3 psi mat.1 Ultra Rare Psi Mats. 7 common construction mat. 6 rare construction mat. 3 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 2 very rare mat. 1 extreme rare mat
>>
Rolled 55 (1d100)

>>48069267
Hehehehe I love it when 1's go thru. Fate point on everything was getting to be a pain. We need to take some hits to grow in power. Die to live again.

So yeah time to leave.

>>48069346
So everyone (Heroes & contacts) who whats the leave and how can we do it?
>>
Rolled 100 (1d100)

>>48069315
I did.

>>48069294
but you didn't.

It was a linked 1. When crits are rolled I always check for that sorta thing because indirectly linked 100 also count.

Sometimes things get complicated when they are indirectly or directly linked to different action plans which is a pain in the ass to figure out.
>>
>>48069404
I don't think anyone saw it was linked. You should have at least said "this counts so if you want to fatepoint it better do it now"
>>
Rolled 15 (1d100)

>>48069384
Yai finally someone who also likes 1s!

I swear I am the only one at times. 100s all the time with no 1s are no fun.

"That is a very good question...and we have no idea."

>>48069404
Well that is going to be interesting.
>>
This is super depressing and I've half a mind to just roll for us to bend over, spread our asschecks and take the zombies as they come.

How come every time we go for something so simple as take a base it ends up as a crisis.

Even with all we've got and the heroes and all.

Dammit.

Anyway, trying to think of an actual plan but we're nearing the edge of the board and we'll need a new thread.
>>
Rolled 66 (1d100)

>>48069441
Well if I hate them they would keep making we roll them. I just have to enjoy what shit they cause to happen.

"Well shit"

>>48069404
So is that a called 100?
>>
>>48069441
Genie we will NEVER give you 1's because every time we get a 1 you take it too far.

Actually we nearly die with or without the 1's

Meanwhile our 100s while great don't exactly give us an amazing edge. We can die more from 1s than we get from 100s
>>
Rolled 24 (1d100)

>>48069475
Do recall it was a MAD weapon and what it was designed for...

MAD actions have wonky rules.

>>48069502
It would of been a lot worse if it wasn't a MAD.

Also unintended consequences are fun!

I swear those things screw over NPC factions like you would not believe. Even had 1s actually work FOR the players instead of against at times.

This is actually one of those toimes.
>>
Rolled 95 (1d100)

>>48069346
Action 1 + 2
Go to the Rejects.

Tell them we give up this stand alone shit. We're not even capable of living by ourselves without callling the end of the world upon is.

We're willing to buy whatever it takes just for their AI to deconstruct our bases and move them right next to theirs. Our military and resources will service yours more directly and we'll be content to officiallt sell ourselves and our company to your control.

We'll serve you more directly and as loyal servicemen.

After that maybe we can just play as a supporting faction instead of a standalone civ I am tired of these pointless efforts to expand that only lead to our near annihilation.

It;s really a lot more fun playing to support the Preemo/Rejects anyway. Let's us do fun stuff like research and build..
>>
>>48069590
What are you saying that this is actually good for us?

How could it pos- . . .

"AI. WI, what is the current status of the Mega Hordes direction. Are they still headed for our bases?"
>>
Rolled 87 (1d100)

>>48069621
"Negative. Hordes are now heading towards explosions, fighting monsters, and each other as well as any other forces they encounter. Previously the zombies weren't particularly fighting anyone much less themselves."

"Its almost as if they lost direction...or someone lost control."
>>
Rolled 67 (1d100)

>>48069502
Pretty much. I can't recall the last time a 1 only resulted in losing a bunch of facilities or something instead of a civ-ending crisis. 1s seem to be on an entirely different "Fuck you!" scale from 100s.

>>48069590
Now that you've stated that this is helping us somehow, I hope you noticed that 100 you just rolled is the 3rd 100 of the thread.

>>48069658
Why do psionics only bring trouble, and never any of the awesomeness they should?
>>
>>48069658
https://www.youtube.com/watch?v=7YaGwI7GjlA

OKAY!

Making a new thread
>>
>>48069658
Maybe we should carry on burying those bases, in light of this information.

Or maybe we should rapidly transfer to that mountain. Something tells me a whole bunch of OGs are about to converge right around where we're at and it's gonna be a clusterfuck of a scale not seen since the Gearheads. I knew that fucking Duck was bad juju.
>>
>>48069658
New thread
>>48069721
>>
Rolled 89 (1d100)

>>48069690
>3d 100

Aww....

suppose that was a good thing it wasn't a called 100 that was a 3rd I would have no fucking idea what to do with that...

Maybe make it exception to the rule?

Wait a second...

>>48069404
no wait...OH GOD I FORGOT THE GM MODIFIER.

FUCK ME IT ACTUALLY HAPPENED.

GODDAMN YOU GM DICE RULES. FUCK.

Not again...
Thread posts: 403
Thread images: 30


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