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Post Apoc Megacorp Maticico Remnant civ quest 25

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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 92 (1d100)

Running Late Edition

archive.4plebs.org/tg/thread/48392251/

Last Thread:

Last time our military forces were reorganized. We put on some music to herald the coming storm as silence descends upon the neighborhood. Meanwhile research was done and we explored the fallen under city a bit. Finally we sent out some forces to retrieve a fallen constructor and maybe one day eventually Sal will finally show up.

As per usual we enjoyed raiding and finally built enough vehicles that even the warlord was rendered speechless. Now we have the opposite problem of more vehicles then men.
>>
Rolled 98 (1d100)

>>48507377
>>Turn 387
>>>>>>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. 9 Loot.Tek Resource 60. Tech Resource 69. MAD Resource 44. Manufacturing Resource 41.
>>>>>Pop 294k
>>>>>Military 129k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.
>>
Rolled 3 (1d100)

>>48507388
>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>communications: Corp Comm Center. Craze Chant.
>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
>>48507388
>Now we have the opposite problem of more vehicles then men.
"
Okay, Generals (that means you Warlord, DIrector, Orkhonr)

We finally have more vehicles than we have men, this is good

But we can't use them, this is not good.

So tell us your ideas an options. Immediately what comes to mind is we could just hull them down on the ground to use as turrets connected to one of our AI's or have robots pilot them.

Or we could perhaps have Rizal's brood infest them into living vehicles maybe? Or get broodling pilots to pilot the infested vehicles.

We could also train more men, I suppose, pending on how long it would take.

What are your thoughts?"
>>
>>48507388
Say, Genie. How often do Tribal/Mutant hybrids occur?

What defines a Tribal civ in your setting? What're their typical traits (aside from the stuff posted in creation thread blurbs)?
>>
>>48507432
Hey, I wonder if infested vehicles can drive themselves or if the Brood can make some cheapass pilot organism so we can capitalize on our production.

We'd need to boost our fuel production somehow if we were going to do that though.
>>
Rolled 36 (1d100)

>>48507498
They are actually one of the more common mutant hybrids.

Tribal civs unlike survivors turned against tech and sought other avenues. Its why their scouting is so good and they are one of the few civ types with starting access to strange resources like Magic. They are also insanely good skirmishers, guerilla fighters, and fantastic at running away. Its to the point where tribals are second only to mutants or bots in terms of hard targets for bandits.

Among the non reject factions they are the number 1 for biggest pain in the ass for bandits. Among non reject factions they are by far the least harassed by them.

Bandits would literally choose to go after ANY other faction then a tribal if they are non rejected.

Tribals rely less upon vehicles and more upon beasts/monsters that they tame. Their derision of tech as amplified their other abilities and granted them possible starting access to other types. Of all factions they are one of the few who can start with access with Magic. Only the cultists, zealots, and bandits can claim that as well.

Due to their derision of tech they are often seen as very poor and with their abilities a real nightmare to face off against. Its why bandits leave them alone the most and why other factions think they can bully them.

I haven't really had much opportunity to show off tribals during my games. They DO however play VERY differently from literally every other faction.

>>48507432
"Even if we had pilots we would be lacking in munitions and more importantly fuel to run them all."

"AI's could work by converting them into drones. JAL may have the means to infest them or provide an infestation to run them as well. Problem is well that would make them...infested."
>>
>>48507674
>"Problem is well that would make them...infested."
"Yes, it would mean they would permanently be the broods. But since we're not going to poof up new men and new fuel anytime soon, this may be more prudent. We can always build more vehicles later.

Are there any other issues with infestation?

No doubt if we give them to the brood as infested the Brood's own self feeding mechanisms will be able to keep them going no?"
>>
Rolled 28 (1d100)

>>48507698
"Besides being infested it will also make them spread infestation. Even infesting the ammo and fuel supply eventually."

"That would take time as the infestation would have to mature enough to facilitate that mutation."
>>
>>48507726
"The spread of the brood does not seem as a problem to us, so long as we remain separated until we aquire the sample to preserve our humanity

(what's the status on that?)

I would imagine that the Brood would also remain smart as it has been to not go expanding before it can be strong enough to take what it can hold. Jal's brood hasn't been reckless before.

Yes it would take time, but Generals we're willing to give you a shot. If you can give us a plan to get enough pilots, fuel, and ammuntition to run our vehicles by the time of the battle we'll keep them instead of broodifying them."
>>
Rolled 56 (1d100)

>>48507674
So the Tribal's cultural adaptations to their environment and the Mutant's physical adaptations to their environment basically meld and amplify each other, eh? No one else would ever be as well suited to their homeground as such a hybrid?
>>
Rolled 15 (1d100)

>>48507815
Pretty much.

tribal mutants are actually rather common in wastelands but are very rare outside of it.

>>48507759
Very poor. The brood specializes in 'assimilating' and its not something that allows for things to exist within itself but remain uninfested.
>>
>>48507880
"Er, well, um.

You know, let's talk about taht again.

Remember the unammed race? Weren't they like ALL infected by the brood using serums or whatnot? But they were still able to think for themselves and had their own hivemind and such.

In the long run would this have stayed or would they have just been truly mentally assmilated too?"
>>
>>48507880
I've been wondering, would devoting actions to that project help progress or do we just have to wait until we get samples to have a hope in hell of it?
>>
File: destiny_spider_tank-1920x1080.jpg (551KB, 1920x1080px) Image search: [Google]
destiny_spider_tank-1920x1080.jpg
551KB, 1920x1080px
Rolled 1 (1d100)

Action 1
Rizal, would you like to work on a special project we might need?

Your father once worked on the spiderborgs, you know this. According to archives living vehicles were able to feed themselves, hunt for fuel, and fight independantly. Famed pilots of the unknown race could even climb in, since they were already infested by the Brood.

We would like your help turning some of our extra vehicles into that. Self living, eating, fighting machines. Like the little pet you have by your side. Are you willing to help us?

You might actually be more like him than even he thinks.

Action 2
Sarah, Dr. Click you two are the detector units. Work with Stako and their own advanced detection systems and get more info on the enemy especially hidden reserves, heroes, and far away enemy reinforcements.

Information is victory.

Trade
Go suck up to Umbra for some help with sensors and detectors for AI WI.

Construction
Work with AI WI, Stako, and whatever Umbra help is sent and get their advice on a proper sensor and information network, which should also be protected from hacks and electric attacks.

If we get their help and any good designs, follow them and build the networks.

Ginny [Copy Cat] -> Eco Build
ECO [Build]

MAD
JAL.

BROOD EYES.

Brood EARS.

Brood detectors!

Grow them everywhere, I want every tree and bush to give us information!
>>
>>48507933
Well shit on a fucking stick.

son of a bitch FUCK

FATE POINT
>>
Rolled 91 (1d100)

>>48507913
They would all eventually get assimilated. The brood infestation is something that grows over time. Unless a hero was involved that could delay or fight against the infestation.

>>48507927
You'll need a special hero. A certain Doctor would be capable of it(see Jenny who pulled it off because of him)

Ironically your best off sucking up to Jenny who may possess a solution or at the very least have a good idea of where to find it.
>>
>>48507933
What the fuck man.. fatepoint this
>>
>>48507933
Hmm, I almost want to let this 1 go through on principle, but I see it just fucking our sensor networks all to shit, and then getting hacked with no way to turn it to our advantage.

>>48507992
Well Jenny sent off her team, and there's also Volk's Aunt's team, and then there's Axum's team all going after the samples. Did they not ask Jenny about it to have at least a vague target before they left? I mean, I figure they're a little more methodical/sensible about things than Sal.
>>
>>48507933
I'll vote for fate. Kinda a bad times to have...ALL of that go wrong at once.
>>
Rolled 76 (1d100)

>>48508027
Jenny is second only to the doctor in terms of understanding it. For that reason her team is most likely to succeed but given the fact she hadn't previously used it indicates there is some serious problems that not even she can solve involving it...

Otherwise why hasn't she used it yet?

>>48507933
fatepoint accepted.

13 fatepoints left.

Rizal was unavailable.

We have failed to find out anything about our enemy.

Umbra denies our request.

Umbra does not offer their tech.

Attempts to design a brood detector has failed.

>>Turn 388
>>>>>>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. 9 Loot.Tek Resource 60. Tech Resource 69. MAD Resource 44. Manufacturing Resource 41.
>>>>>Pop 294k
>>>>>Military 129k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.
>>
Rolled 37 (1d100)

>>48508091
>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>communications: Corp Comm Center. Craze Chant.
>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Rolled 66 (1d100)

>>48508091
That could have gone a lot worse. . .but thank god it didn't.

But I still think this was a good idea.

Action 1
See if we can't find rizal, and if we can find her, ask her about it.

Action 2
Sara, Dr. Clicky, Stako try again. One little bump does not render an action a bad idea.

Trade
CEO attempt again, we'll try one more time. You've always been good at getting good deals, maybe this will be a challenge for you.

Construction
Ginny [Copy Cat] -> Eco Build
ECO [Build]

Make sensors and computers, whatever GOOD sensor blueprints we have (probably from Stako) for AI WI.

Give him eyes and ears and a means to get information!

MAD
JAL.

BROOD EYES.

Brood EARS.

Brood detectors!
>>
>>48508091

>Otherwise why hasn't she used it yet?
Because she's a cunt, obviously. Also because the Brood part of her isn't entirely suppressed (it gained hold of her when she died) and probably resents having been forced into a subservient role. Furthermore psychological scarring and hurt from her upbringing, and also letting that out would breed competition.

Which actually would make you think that the Brood part of her would want it to get out, so it would have to compete, evolve and get better. Who knows? There's any number of reasons why it might be thus and not enough information to conclude one way or the other.
>>
Rolled 4 (1d100)

>>48508157
It's a pretty bad idea to try the exact same action plan again after it just critfailed. We players only see the surface results of a critfail, but Genie fabricates in background reasons and consequences of how/why it didn't work.

Action 1
Warlord, this is yours.

Action 2
And Security Director, this is yours.

Construction
Ginny [Copy Cat] -> ECO's Build
ECO Build

You guys do....whatever the fuck Axum and the Security Director want you to! That's why there's one of you each using Build!

Trade
You know what, CEO? Umbra's not feeling friendly right now. Instead go get all that shit from the Tek Bandits. They're so cool, such badasses, and so baller (tell them that, btw).

Sensors, detectors, networks of the aforementioned, and shit to help protect them against hacks and electronic or electric attacks. We know you can do it, we love you Lord of War!

MAD
Joy, continue on prepping for the coming battle in whatever way you'd like. Feel free to burn MAD materials. Just don't let anyone play their music on the goddamn radio again, okay?

If they're going to play, they do it on a stage.

And tell Axum and the SD first. So they'll know. They'll know what I'm getting at.
>>
>>48508268
I really hate that mentality especially if it's true.

It essentially renders the idea of 'if at first you don't succeed' useless
>>
Rolled 64 (1d100)

>>48508299
Well there are things it's true for, and then things it isn't true for. You just have to fly by the seat of your pants and judge whether it's a good time to continue pursuit or best to let thing lie for a little bit before regaining the cause.

Based upon Rizal being unavailable, and Umbra denying our request+not offering their tech (see: being pissy), I'd say those are a no-go for now and we should pursue the same goals by different means.

Just my personal opinion though.
>>
>>48508268
>Just don't let anyone play their music on the goddamn radio again, okay?
Hey, we chose to stick with our crazy bandit allies now is a bad time to piss them off a 2nd time
>>
Rolled 66 (1d100)

>>48508354
Yeah, we're still sticking by them. That's why they get an action to themselves. The only rule is that they can't play their music on the radio again. Only on a stage if they're going to do it at all.
>>
>>48508611
But thing is they LIKE it on the radio, evidently. It was part of our deal.

I think I have an alternative idea though
>>
Rolled 46 (1d100)

>>48508768
What? Oh, you're talking about those bandits. Well we can give it a shot if you'd like. Might be fun, I'd forgotten about them actually.
>>
File: Sweet_Tooth.jpg (655KB, 1920x1080px) Image search: [Google]
Sweet_Tooth.jpg
655KB, 1920x1080px
Rolled 99 (1d100)

Action 1+2
Warlord, Security Director, Commander Orkhonr

War is coming soon, you three are our generals.

This action is for you to come up with a plan or strategy for things we need to accomplish before the enemy arrives, as well as our battle plan.

Construction
Ginny [Copy Cat] -> ECO's Build
ECO Build

You guys do....whatever the fuck Axum and the Security Director want you to! That's why there's one of you each using Build!

Trade
You know what, CEO? Umbra's not feeling friendly right now. Instead go get all that shit from the Tek Bandits. They're so cool, such badasses, and so baller (tell them that, btw).

Sensors, detectors, networks of the aforementioned, and shit to help protect them against hacks and electronic or electric attacks. We know you can do it, we love you Lord of War!

MAD
Joy + Jal
I don't know whether or not we can convince our recently aquired MAD bandits to keep the music to a stage instead of but now that we have them we may as well stick to them.

https://www.youtube.com/watch?v=5GofBHYsPjw

. . .start the summoning.

Cultists, witches, demons and succibi! Creatures of the night and darkness, with smiling fangs and bloody grins. That which is Joyously MAD and delectably dark.

Gather our Mad allies to the Circus and start chanting dark hymns and mad Music at the Crazy Carnival. Maybe then we don't have to play it so much on the radio, but we will if we have to.

I want an army of the smiling damned, summoning insane spirits, demons in search of fun, and rallying the forces of the Crazy Carnival to war.

Perhaps we send an invitation to that famed Necromancer too.
>>
Rolled 15 (1d100)

>>48509068
we've got science, bio brood, psionic, might as well get some magic going too. I'll back it
>>
>>48509068
My body is ready...I'm on my phone, someone roll for me
>>
Rolled 94 (1d100)

>>48509068
MAD ROLL
>>
Rolled 97 (1d100)

>>48509068
Vote
>>
Rolled 65 (1d100)

>>48509068
I'll vote for it if just to see what the hell comes of a 99 for that sort of action.
>>
>>48509161
>MAD ROLL
Man, I forgot about ever having done those. Used to have to do them separate from the main action and you only got 1 shot at the MAD action's roll.
>>
Rolled 34 (1d100)

>>48509068
Fortify, recruitment, scouting, and stockpiling is what they all agree upon.

ECO and Ginny have split off to work on the networks. They have been upgraded and thus expanded upon.

It would appear they plan to use the upcoming conflicts to determine who is better.

Lord of War successfully acquires tek bandit sensor suites.

Invitation sent.

WARNING

WARNING

MAD MUSIC IS BEING PLAYED

WARNING

ALERT

UNKNOWN FORCES ARE BEING SUMMONED!

WARNING

WARNING

DEMONIC FORCES BEING SUMMONED!

WARNING

WARNING

ELDRITCH FORCES OF MADNESS BEING SUMMONED!

WARNING

WARNING

ALERT

We are not the only ones to notice the summoning and they just happen to be occurring at our crazy carnival that we built...

WAR has commenced!

Due to the playing of mad music at a crazy carnival at that...


Alert

Acquired the temporary services of Demonic and Eldritch forces.

They both just so happen as to include the services of a hero who was also summoned.

Acquired 1 Demonic Legion with 1 demonic Commander Azo

Traits
Demonic Commander
FREE War action
Bonus Offense Specialty Invasion
Bonus Defense Specialized Demonic

Abilities
Portal: When activated summons one demonic unit of your choice OR a chance to summon another demonic hero(only a chance however)

Damnation: When activated cripples forces who refuse to sell their souls for as long as demonic commander is on the field if souls are sold however gain a permanent bonus.

Passives
Evil Miasma
Aura of Terror

Acquired One Eldritch Swarm and 1 Eldritch Abomination

Traits
Abomination
Eldritch
Cannot Be Killed

Abilities
Eldritch Enlightenment: When used ALL forces are driven to insanity voluntary enlightenment however results in permanent benefits but also insanity.
Reality Tear: When used Reality is Warped for as long as Abomination is on the field and tears can occur where it chooses

Passives
Cannot Be
>>
Rolled 42 (1d100)

>>48509367
All I have to say is you crazy motherfuckers. This stuff wasn't suppose to come out until you replayed a civ which was considered conquered. In other words this stuff is what I been waiting a long long time to use...but you guys just weren't ready yet until you had a civ properly figured out and played it again...

Well i WAS going to give you more time but then you summoned those things so nevermind. Be aware that their presence is temporary unless you make the sacrifices necessary to keep them summoned for a longer duration.

Anyway hostile forces have been detected(everybody else)

Allied forces have been detected(mostly madmen and bandits).

>>Turn 389
>>>>>>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. 9 Loot.Tek Resource 60. Tech Resource 69. MAD Resource 42. Manufacturing Resource 40.
>>>>>Pop 294k
>>>>>Military 129k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.
>>
>>48509421
>Be aware that their presence is temporary unless you make the sacrifices necessary to keep them summoned for a longer duration.
What's their price

I LIKE them
>>
Rolled 37 (1d100)

>>48509367
>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>communications: Corp Comm Center. Craze Chant.
>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Rolled 85 (1d100)

>>48509440
For the demon one its pretty simple given they are a bunch of demons. The eldritch one is however much more complicated.

Fortunately for you got the crazies who can figure it out(and well can't go anymore insane then they already are). They state a basic one is sanity...and minds. Among other things.
>>
We need to use some mad resource etc to build a shrine to keep these demons to to offer scarfices atop of.

We going full illuminatti
>>
Rolled 14 (1d100)

WAR action
we are the board of directors.

We are not Warlords, Commanders, Directors.

But this is precisely why we hired you guys.

WAR has begun, but we do not know who is attacking, what they are attacking with the first wave, or how they plan to attack us.

Now is the most critical time when we respond to the enemies first wave and see what they plan for us.

This is the first your chance to prove which of you is the best, by responding to the enemies first wave. Then when we know who's attacking us we can respond with hero abilities and actions.

Action 1
EXON, you take Dr. Clicky and Sarah.
Exon uses Unseen on Sarah so she won't be detected
Dr. Clicky uses Silent Shadow so he won't be detected either.

The three of your job is to be undetectable and your priority task is to find enemy heroes and special forces.

>Part 1
Still thinking on part 2. . .
>>
Rolled 19 (1d100)

>>48509559
Here's the google doc of heroes.
https://docs.google.com/document/d/12wCyA91tyGpRmagXXH3UGcPX0xC7XwcCJzoPJ5nOzic/edit?pref=2&pli=1#heading=h.4f777mephhr2

Let's take a moment long to contemplate a plan. For one, Dr. Clicky can do stealth himself but actually due to his passive no one else with him can.
>>
>>48509575
crap taht's right ALL heroes including our own.

Okay, so there's one revision that needs to be done.

Currently i'm trying to compile a list of all useful actions we can currently undergo.We can't attack an enemy we don;'t know, so primarily this phase will be reaction and response with elements of scouting, fortifying, and stockpiling which is what our leaders suggested.

We're going to need to take prisoners and slaves to feed the evil forces we've summoned as well.

There's also the ghoulish allies we need to consider too. How to pay them and use them
>>
>>48509575
I can think of a few potential actions;

1) Build more drones, robots and other such autonomous fighting machines, to strengthen our army.

2) Build defences like machine-gun nests, bunkers, mortar case-mates, artillery case-mates, anti-tank bunkers, anti-air missile launch sites, anti-air guns, anti-infantry mines, anti-tank mines, trenches, flame-thrower traps, command centres, supply dumps and medical facilities.

3) Train more troops.
>>
Trade
Go to the Tek Bandits

We need SLAVERY and POW equipment. Slaver equipment, slaver chain grapples, mass infantry extractors, things we can hook up to our vehicles to make it super easy to gnab slaves and/or prisoners of war

"Like. . .a literal armies worth of slaves, or at least the scouts"

---
Gotta pay them somehow right?
>>
>>48509640
>Build defences like machine-gun nests, bunkers, mortar case-mates, artillery case-mates, anti-tank bunkers, anti-air missile launch sites, anti-air guns, anti-infantry mines, anti-tank mines, trenches, flame-thrower traps, command centres, supply dumps and medical facilities.
We have most of these scattered around in the Director's Bunker strategy.

ALTHOUGH, now is a great time to upgrade our war room
>>
>>48509660
There is nothing wrong with making sure every part of our land looks like the Maginot line meets verdun meets fort knox meets every castle ever.


Hell, just tell our factories to produce artillery and we can bomb the enemy forces to shit.
>>
>>48509682
We have godlike artillery, "too much artillery" infact. Between the RAGE and SAMFAP systems.

Also we have more bombers than we can find pilots. BOMFAP bombers at that.

I love your ideas on defense anon but for the most part they've been implemented, in the words of our leaders we can't also over fortify places with bases either because that would lead to summoning to much aggro.

The order of the day is more spread out bunkers and/or towers with the intent of withdrawing when things get too hot, using a combination of both LOUD and silenced/camoflagued artillery to draw monster/zombie forces hither and thither.

tl;dr there may be more crucial actions we can take than improving our extensive defensive network
>>
Rolled 17 (1d100)

>>48509421

WAR
Security Director, Axum, Orkhonr and (if the others are alright with this and he wants to come) Commander Azo, JAL you look in too because you currently command the Brood and know their capabilities. This action is yours. We will, as the board, propose actions for Action 1 and Action 2, and the rest but WAR is your field and it's fully yours to manage. You may requisition any of our actions for yourselves if what we propose does not seem to be the best course of action.

Action 1
Begin to manufacture war materiel stockpiles (all sorts) according to Axum/SD/Orkhonr's recommendations. We're about to burn through a whole ridiculous shitton.

Action 2
Exon, Sarah, Roy, you guys take scouts out with you (split up if you can) and go out on a surveillance/scouting mission. We need to determine any information at all about all these motherfuckers that are attacking us, where from, force composition, etc.

Wi, other AI who we don't know yet, you've just got some new sensors and networks. See if you can juice them up and crunch some numbers and figure some shit out for us too.

Trade
CEO, go to the Tek Bandits and buy all the fucking information on all these motherfuckers coming after us that you can. Also see if they might have a price for their services in the upcoming conflict.

Construction
ECO+Ginny [Build] +[Copy Cat: Build]
Do whatever the military folks tell you to guys. You're doing great guys, we love you both.

MAD
Well, that went better than we expected...
[Eldritch Enlightenment] , [Damnation]
JOY, we know you already know the truth. See if you can convince any of the other Madders to become Enlightened and maybe sell the teensy price of their soul for power. Maybe the MAD Bomber pilots would be up for this sort of risky behavior, or they-who-think-they're-dwarves. Your discretion.
>>
>>48509707
Although. . .at this rate we've aggro'd pretty much all the sentient factions .
>>
>>48509682
When we've got this many forces bearing down on us it's important that we maximize the effectiveness of every action. Improving defenses is always good, but the opportunity cost considering the diminishing returns on our formidable defenses might not be worth it seeing as it's crunch time.
>>
File: War-Room.jpg (121KB, 540x300px) Image search: [Google]
War-Room.jpg
121KB, 540x300px
Rolled 17 (1d100)

>>48509723
I like this, can I modify it?


WAR
Security Director, Axum, Orkhonr and (if the others are alright with this and he wants to come) Commander Azo, JAL you look in too because you currently command the Brood and know their capabilities. This action is yours. We will, as the board, propose actions for Action 1 and Action 2, and the rest but WAR is your field and it's fully yours to manage. You may requisition any of our actions for yourselves if what we propose does not seem to be the best course of action.

https://www.youtube.com/watch?v=LQUXuQ6Zd9w

Action 1
Begin to manufacture war materiel stockpiles (all sorts) according to Axum/SD/Orkhonr's recommendations. We're about to burn through a whole ridiculous shitton.

Action 2
Exon, Sarah, Roy, you guys take scouts out with you (split up if you can) and go out on a surveillance/scouting mission. We need to determine any information at all about all these motherfuckers that are attacking us, where from, force composition, etc.

Wi, other AI who we don't know yet, you've just got some new sensors and networks. See if you can juice them up and crunch some numbers and figure some shit out for us too.

Trade
CEO, go to the Tek Bandits and buy all the fucking information on all these motherfuckers coming after us that you can. Also see if they might have a price for their services in the upcoming conflict.

Construction
ECO+Ginny [Build] +[Copy Cat: Build]
Ginny build whatever the military folks tell you to guys. You're doing great guys, we love you both.

ECO - we need a War Room.

The best goddamn WAR ROOM anyone in this area has. Our army is massive, we have diverse forces, our leaders need GOOD coordination!

Use up to 20 of any materials we got, manufacturing, bot tech, whichever one will be most effective to suit all our commanders (including the demonic/eldritch)

>continued
>>
Rolled 64 (1d100)

>>48509779
*ADDENDUM
Include BIGGY in action 2 with the scouting

MAD
Well, that went better than we expected...
[Eldritch Enlightenment] , [Damnation]
JOY, we know you already know the truth. See if you can convince any of the other Madders to become Enlightened and maybe sell the teensy price of their soul for power. Maybe the MAD Bomber pilots would be up for this sort of risky behavior, or they-who-think-they're-dwarves. Your discretion.
>>
Rolled 16 (1d100)

>>48509793
>>48509779
Link to the collective actions

Cast your votes here unless objections
>>
Rolled 9 (1d100)

>>48509809
Vote
>>
Rolled 85 (1d100)

>>48509809
Vote.

Ideas
-Remember that research action on the MMBB that got vetoed? We could use overrides and shit on that in an offensive capacity.
-Use Lil' P on the sensor network to improve their detection this turn, then deprive the enemy of their sensors next turn.
-CEO should use Let's Make a Deal on ghouls in a few turns to pre-emptively acquire extra fuels for our vehicles and see what their price is to support us. (needs to use the ability to avoid all the enemies using plot)
-Remember to use heroic abilities cleverly.
>>
Rolled 49 (1d100)

>>48509559
The players have actually come up with some fantastic battle plans and even beat scenarios are developed as to be nearly impossible to win.

You fuckers can be insanely good.

>>48509603
Manflesh is what ghouls love more then any other kind of meat. Easy to hire ghouls IF your willing to provide it.

>>48509707
>>48509682
Your greatest 'weakness' is how much ammo your artillery burns through. There is a reason why gatling artillery wasn't exactly common.

Still though there is a reason why they say quantity has a quality all of its own. Not to mention your stuff would be quite good against shields(as they'll be taken down much faster) and to a lesser degree armor/numbers.

There is a reason why the bots of Omitar adopted an heavy armor and number strategy against you instead of relying upon their shields.

>>48509727
Yeah...pretty much. People aren't going to exactly LIKE the fact you just summoned a bunch of literal demons and eldritch beings made of nightmare and madness.
>>
Rolled 28 (1d100)

>>48509809
Rolling
>>
>>48509876
>Your greatest 'weakness' is how much ammo your artillery burns through. There is a reason why gatling artillery wasn't exactly common.
That was the entire reason we paid BIG money for the Tek Bandits to modify it with improved accuracy guidance and selective fire.

SO that if we needed, we could have accurate single fire (with rapid reload mind) but also ANGRY FAST fire for when we really hate something.

Basically, I want our RAGE to be a multiuse thing, either as a tank autocannon or as an ammo dumper for when we want to fuck something over so badly we drop tons of lead and explosives on them.

Imagine Tiger Tanks that had the choice whether to blow up 5 T-34's in a row with 5 shots, or level a concrete bunker with 20 shots, in the same amount of time.
>>
>>48509876
>>48509912
Or imagine this.

In ww2 it took entire batteirs of flak cannons to fill the skies with flak

Just ONE of our RAGE tanks can do the job of dozens of those!
>>
Rolled 27 (1d100)

>>48509809
'Ere we go
>>
Rolled 59 (1d100)

>>48509912
>>48509945
I understand anon all I am saying is you anons chose to pursue mass firing path of artillery research instead of another. Which is understandable given your corporate nature being able to mass produce ammo and all.

>>48509809
Troops have been deployed and are holding position as the enemy arrives. The enemy was rather smart taking care to avoid the borderlands between the towers and bunkers coming through in a pincer formation between the two.

That was when we began to hear the sound of artillery, crashes, explosions, gunfire, and screams.

Meanwhile we did our best to start stockpiling.

Their forces are coming from all over and started attacking together. Good news is that they are not used to working together and more importantly their primary forces are away in the space elavator. Eventually however those forces will descend upon us and this is nothing more then an appetizer compared to what will come.

Tek bandit mercs are indeed available as well as what they call 'tek support'. Info wise they are lacking. Apparently they never bothered to pay much attention unless they got tech that would be of interest to them.

Defenses are constructed.

ECO states we are lacking in magic and eldritch materials which would be required to properly outfit the warroom with the specs we wanted.

MAD forces have been upgraded.

Souls were sold.

And some crazies got even crazier...or actually didn't seem to change much if at all. Weird folks.

Afterwards Joy proceeded to rally the crazies and charge...where we don't know, but we noticed they were headed towards other bandit forces and the tower.

Joy simply left a very simple note if with surprisingly beautiful handwriting instead of a crazy scrawl we were expecting.

>We'll delay them at the tower for as long as we can

JAL has also deployed his forces to assist them and states the remainder of his forces will be guarding their nests as well as Rizal. Still the enemy will have some nasty surprises waitin
>>
Rolled 27 (1d100)

>>48510325
Crazy forces are temporarlily unavailable however they have delayed the enemies reinforcements.

Brood forces are holding their positions and refusing to come out of their dens.

The enemies are attempting to fight their way to the carnival.

>>Turn 390
>>>>>>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. 9 Loot.Tek Resource 60. Tech Resource 69. MAD Resource 42. Manufacturing Resource 40.
>>>>>Pop 429k
>>>>>Military 129k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.
>>
>>48510391
Question Genie, can "Friendly Enemies" be limited to an area, or does it affect the entire battle?
>>
Rolled 42 (1d100)

>>48510391
>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>communications: Corp Comm Center. Craze Chant.
>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Rolled 20 (1d100)

>>48510431
What do you mean by friendly enemies?
>>
>>48510456
One of Axum's abilities.

Friendly Enemies: When used allies/enemies are temporarily reversed for as long as this is channeled.
>>
Rolled 100 (1d100)

>>48510472
It effects an area.
>>
>>48510492
Area being "the entire map" I presume

Okay, plan incoming anon's
>>
So all out war happened.

I updated the notes with the new demon hero.
>>
>>48510634
Thanks anon, very useful.

Still writing, but we definitely should treat this slow and cautious
>>
Hmm, the War Action.

two things:
It is good that Joy has taken the initiative to delay their main force. This means we can more easily deal with their immediate attack

They are trying to pincer us between the bunker/tower divide. I wonder how possible it is to counter pincer them.
>>
WAR
Commander Orkhonr and Stako will have the task of deploying and clearing behind the rear of the currently attacking enemy. They can use whatever means will deploy them in secret, we also have the subterine's able to make tunnels or be ridden in.

The Area needs to be cleared of any enemy heroes who could pose a threat to the forces we plan to drop behind the enemy. That is the job of Exon, Sarah, Roy, and Biggy who be there to help watch for hidden reserves of heroes.

Once this is done, use the Subterine's to dig tunnels to deploy our demonic forces behind the enemies rear. Roy will use COLD/HEAT to turn the area into a blazing inferno that will burn our enemies but not our demonic forces, thus we create a burning wall of fire, demons, and a demonic commander in the enemies rear.

>continued
>>
Rolled 90 (1d100)

Forgot Rolls

WAR
Commander Orkhonr and Stako will have the task of deploying and clearing behind the rear of the currently attacking enemy. They can use whatever means will deploy them in secret, we also have the subterine's able to make tunnels or be ridden in.

The Area needs to be cleared of any enemy heroes who could pose a threat to the forces we plan to drop behind the enemy. That is the job of Exon, Sarah, Roy, and Biggy who be there to help watch for hidden reserves of heroes.

Once this is done, use the Subterine's to dig tunnels to deploy our demonic forces behind the enemies rear. Roy will use COLD/HEAT to turn the area into a blazing inferno that will burn our enemies but not our demonic forces, thus we create a burning wall of fire, demons, and a demonic commander in the enemies rear.

Eldtrich and Demonic forces will press forward with Roy's wall of fire to press the enemy from behind deeper into our defenses and away from lines of supply or saftey, cutting them off and isolating them.

That will be our sword of fire to drive them towards the bunkers.

As for the Anvil, Defense Director will use [Lockdown] on the enemy while also giving our friendl forces contained, making it hard for them to move. They will either be eaten or destroyed.
Call the ghouls here too, the immobilized enemies will be easier prey. The demons will get the souls and sanity, but the Ghouls get to eat the enemies bodies.

Axum will plug any gaps in our defenses with his vehicles, and try to press the enemy into killzones or towards the demonic wall of fire.

We'll hit them between a rock and a hard place.

Continued
>>
>>48510797
I would like to be more help. Yet all I can think is "well they are going in a line, right? Giant plasma cannon aimed at them." They go forward or get by the other stuff.

Also we need bodies to sac to the demon. So we neef so slaves, less we can offer the kill to them.
>>
Rolled 20 (1d100)

>>48510965
Hopefully this swiftly deposes of their forward troops

Trade
CEO we need Magic and Eldritch materials.

Maybe see if we can make any deals with devils for them, or cultists. We need them for the war room.

Action 2
Go to the Tek Bandits and immediately provide them whatever BOT materials are needed to reverse engineer (or buy if they have it) Omitar Bot designs or Omitar Bots
"We need that rapid military construction ability that can build in front or around an enemy even when they are attacking"

Construction
ECO [Build] + Ginny[Copy-cat] -> [build]
Now is a great time to build that Omitar Superweapon design on our floating mountain.

It was pretty terrifying when used against us, I wonder if the enemy will think the same. Let's find out!

MAD
Go JOY! Keep at them as long as you can
>>
Rolled 89 (1d100)

>>48511016
>>48510965
Link to both actions
>>
Rolled 75 (1d100)

>>48511027
Vote, hope this works
>>
Rolled 74 (1d100)

>>48511027
Rollan!
>>
File: 1463440902043.jpg (168KB, 750x1090px) Image search: [Google]
1463440902043.jpg
168KB, 750x1090px
>>48510965
>>48511016
Alright.
>>
Rolled 15 (1d100)

>>48511027
>crosses fingers
>>
File: 1467719038680.jpg (213KB, 1200x877px) Image search: [Google]
1467719038680.jpg
213KB, 1200x877px
Rolled 70 (1d100)

>>48511124
...

>>48510965
>>48511016
It would help if I rolled.
>>
Rolled 61 (1d100)

>>48510965
Enemy forces are constantly pouring in. Orkhonr is unable to clear their rear. A steady stream of both reinforcements and supplies are coming in constantly according to Orkhonr. It turns out that while they be divided they have more then enough sources of troops and supplies to enforce them.

For some reason there appears to be few heroes among the enemy unless you are counting their bases of course. Their heroes are scattered and heavily protected. Exon does his best to sneak in to take them out but has very little luck especially when the super soldier squad shows up and drives him off. Good news is the super soldier squad doesn't show up right away. Bad news is they have a super soldier squad and Exon very nearly died to them.

Deployment of demonic legion does not go well. The enemy was expecting them and the demons despite their terror effect swiftly ran into the very hard wall of Zealots who grinded them to a halt. Even with Roy's help the zealots refuse to budge an inch.

Defense director attempts to use lockdown. Which works...but only for those enemies near him. There is simply too many of them and their division actually works in their favor against his ability.

Ghouls have been called but they expect payment in flesh.

Axum does his best to fight against the enemy but complains bitterly over their number and constant means of resupply/reinforcements. While he can delay them he has very little luck in stopping them.

The CEO has a hard time finding those materials. While he did end up finding magical ones he has no such luck with the much harder to find eldritch ones. Supposedly it can be found in the wastelands.

Tek Bandits state they can't reverse engineer an entire design of bot without a intact piece or the assistance of a super genius. Which they state will require us to persuade one of them to help.

Super weapon is under construction.
>>
Rolled 30 (1d100)

>>48511206
>>Turn 391
>>>>>>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. 9 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 30.
>>>>>Pop 429k
>>>>>Military 120k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.
>>
Rolled 85 (1d100)

>>48511216
>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>communications: Corp Comm Center. Craze Chant.
>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
>>48511206
Informative, but annoying.

Hmm,
>>
two big things we need to deal with immediately, stopping their reinforcements and the Super Squad

I don't know if a squad counts as a hero unit but it probably does
>>
>>48511458
We need some super mutants to help counter them.

In general I believe we will need more allies that just the bandits we have so far.

I would also say play madness on their radios, but we would have to break into their commutation some how.
>>
Rolled 99 (1d100)

WAR
We must stop their constant reinforcements by any means

And this is how we'll do it.

Have our artillery SAMFAP's produce some Silenced Explosive that are silent through the air but LOUD when they smash, and concentrate on the enemy supply lines of reinforcements.

Meanwhile, have Lil'P take the MAD BAND and go rouse some Zombies using NOISE, and try to direct them toward the enemy supply route.

We'll bog their supply routes down with zombies and monster hordes and noise to attract more.

--

We will have to deal with that Super Squad.

Axum use Dirty Dream to make sure that Super Squad can't use it's abilities.

King, Eldtrich swarm both of you are unkillable go there and engage the supers get right up next to them. Clicky will be nearby to make sure they can't just try to sneak away. Tie them down.

Director Lock them down. King will use Devour on them.

If the enemy hero tries to rescue the Super Squad, King will use Heroic Sacrifice on the hero while Biggy use Take Down on the hero.

>continued
>>
Rolled 11 (1d100)

>>48511546
Also Dr. Clicky will use Crippling Claw on the hero, if they intervene, otherwise help take down the Super Squad.

--

Action 1
More action to the war effort
"Remember your training boys!"
Good hunting to our boys, hopefully Axum's training on how to fight thorugh monsters, zombies, mad music, and artillery helps them hurt the enemy a lot harder while the enemy isn't used to it.

Action 2
Jarzi can you whip us up some non-infecting fertility drugs? We need a bartering chip to the give to the mutants for trade items that won't piss them off.

Trade
CEO we need to trade with Mutants who have access to the wastelands, especially any who have access to Eldritch Materials that's the last piece of the puzzle we need. Whatever they want give it or make it.

Construction
ECO [Build] + Ginny[Copy-cat] -> [build]
Keep working on the Omitar Superweapon
>>
Rolled 37 (1d100)

>>48511612
>>48511546
Link to both actions
>>
Rolled 66 (1d100)

>>48511625
Vote
>>
Rolled 47 (1d100)

>>48511546
>>48511612
>>48511625
Don't forget the MAD roll to HELP JOY! and JAL
>>
Rolled 93 (1d100)

>>48511546
You are overloading one action here.

>>48511612
Even it out to make it work better next time.

Also brood infest anything they make. You should be careful of asking her to do it. JAL the AI to trust for non infesting things.
>>
Rolled 84 (1d100)

>>48511625
>>48511691
rolls
>>
Rolled 37 (1d100)

>>48511546
>>48511612
While we were able to bog down some of their supply routes....the problem is they have many supply routes. However the resulting chaos of the music and detonations have indeed drawn the zombies and monsters. They soon swarmed the battlefields everywhere. Even hordes and swarms located outside the city are being increasingly drawn over.

This has added chaos to the region but on the plus side he at certainly hampered their efforts. Bad news is they aren't exactly friendly to us either and all the fighting has at least seen their efforts were scattered.

The super squad has refused to deploy themselves despite the efforts of our forces to draw them out.

The training that Axum has done has indeed began to shine. His forces are taking notably less losses and doing much MUCH better then the Director's forces. His training has his men found out was indeed worth it as it was quite literally saving their lives big time during this event and they were also shocked to find out how little it bothered them compared to their enemies...slowly they begin to understand Axum's seemingly insane plans and secrets.

Jarzi doesn't guarantee it wont infect. Its against her nature you see.

CEO successfully trades with the mutants.

Omitar super weapon is causing them problems. Fortunately ECO is able to see through them but it does slow down our efforts to build it.
>>
Rolled 20 (1d100)

>>48512333
>>>Turn 391
>>>>>>>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. 9 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 30.
>>>>>>Pop 429k
>>>>>>Military 110k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Great
>>>>>>Health: Great
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc.
>>
Rolled 89 (1d100)

>>48512344
>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>communications: Corp Comm Center. Craze Chant.
>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
>>48512351
Sup guys. I'm here!
Think it may be time to deploy our mad tek vehicle selection and little p /w big p, or maybe slap little p in a behemoth and let him take one of those for a spin.

God I am starting to think that we should have had little p hand picked some promising pilots to be our "aces" or "top guns" if you will.

Just brainstorming here but we have to have some hidden tricks we aren't using.

Don't we have access to teleporting units around a little bit? we should redeploy the demons and eldrich while we have them

Also any word on our mad allies that are supposedly helping us?

I'm thinking that it would be potentially useful to deploy clicky and Roy to do some recon on the enemy hero's.

I feel like we are forgetting a lot of our hero's and abilities they have.
>>
Rolled 12 (1d100)

>>48512501
One of the problems of having too many heroes is being unable to use them. This is further aggravated when you don't have enough actions to lend them greatly depleting what they can do even without orders. Heroes on their own can only do a sort of mini actions which takes a long time to even mimic a single normal action devoted to them.
>>
Rolled 25 (1d100)

>>48512533
We have more actions than we do on a normal basis, and we're blessed with heroes.

The key is using them appropriately, that takes time and thinking
>>
>>48512533
I am a little confused on how many actions we get right now. How many basic? I know we get a free trade action (CEO) and a free mad action (jal) (have we earned a second mad action yet?) now a temporary war action (demon dude)
So far I am counting a minimum of 4 but i think I may be missing some?
(Brood action?) (war action from Axum?)

I'm so lost
>>
Rolled 91 (1d100)

>>48512573
If you don't have enough plans for them devote spare actions to a suitable hero. It will greatly speed up their heroic projects.
>>
>>48512593
Our heroes are a bit mum on projects

It would be nice if a hero said "Hey I think this is a great idea, can I have an action for it"

Ask and ye shall receive the board of directors is not mind readers

"Look, do ANY of you believe you have a priority project for this fight?"
>>
>>48512582
2 normal
1 trade
1 construction
1 temporary WAR
1 mad
>>
Rolled 28 (1d100)

>>48512611
Only Jarzi has been very keen on that. She was very good at helping us solve our supply issues.

The first thing we're going to do when we integrate with the brood is have her develop a speak up serum that makes heroes say what they want.
>>
Rolled 19 (1d100)

>>48512333
War.

The thing about reinforcements is they are just that, reinforcements. Not full frontal lines or formations yet but trickles.

Lil'P take your best men and our best vehicles (you may pilot the MMBB) and go out and RAID the reinforcements. Some of the enemy may also be isolated with the recent Zombie/Monster attacks.

Don't just pick them off, abduct them and get POW's, We have souls to sell and ghouls to feed.

AXUM send Lil'P your best slavers.

Action 1
We have to break these zealots, they're stifling our demonic army.

Send the combat heroes at them! Focus any spare firepower we have on them and try to tip the balance in the demon's favor.

Action 2
Axum get's an action. Since we have monsters, zombies, and chaos and this was what he was training our guys for right? Maybe he has a project in mind.

TRADE
CEO good job with the mutants in the wasteland now through them get an eldtrich material. We need at least one, buy it.

Construction
Ginny [Copy Cat] -> Eco Build
ECO [Build]

Keep on the Superweapon!

MAD
Joy, whatever you are up to keep doing it.
>>
Rolled 48 (1d100)

>>48512727
Support
>>
Rolled 4 (1d100)

>>48512727
Roll
>>
Rolled 100 (1d100)

>>48512727
Go axum!
>>
>>48512813
AW YEAH
>>
>>48512727
Someone roll for me, I support but mobiles sck
>>
Rolled 12 (1d100)

>>48512813
Well Axum's about to kick some serious ass. He can even enjoy acquiring a hero upgrade.

"Slaver huh? I know just the guy...Sov your up."

"Got it boss. Too bad I don't got any me boys and girls with me but I'll have to do."

"Ah just hit the ghouls take some wranglers they can work in a pinch."

"Roger that."

Lil' P has begun to raid the reinforcements and their supply lines under the guidance of Warlord Axum. They manage to capture a few people as well especially once the ghouls sent some wranglers of theirs over.

Combat heroes sent including Axum who makes up a plan to break the zealots. Especially once he started chatting with the Demonic Commander. Their previous halting has shattered as they abruptly broke though the zealot lines.

Axum's Project?

When asked Axum pauses...before stating to talk with his bodyguards. When we asked them they look at each other before bringing out a strange crate full of papers and much stranger things.

After bringing out a packet that said 'instructions for bandit dummies' and throwing aside the 'big bad book of bandit' they proceeded to go through the instructions...

WARNING
Profane Ritual activated
WARNING

As suddenly the towers started to light up and flicker before unleashing hellish energies that connected to each other before beaming up into the atmosphere. That was when...the clouds started to break and a whole opened up to space itself. You could even see shattered hulks of ships and stations floating far above in the airless void.

That was when reality started to tear slowly a gateway opened.

That was when Axum looked up and muttered....'oh those fucking IDIOTS they opened the WRONG packet! I was gonna save that one goddamn it..."

The towers proceeded to crackle as a strange deathly miasma began to arise from the dead, psi pulses flickered off the heads of zombies, strange energies crept up from the monsters, eldritch warping radiated towards it, and finally the demonic energies floated up.
>>
Rolled 26 (1d100)

>>48513011
They floated up into the connecting beams between towers and sank into the towers themselves. This caused the towers to start crackling and shaking as they struggled to bear the load.

Elsewhere meanwhile a certain fellow was walking through the circus while chewing some popcorn and followed by a train of undead carrying prizes. He stopped as he looked up at the lightshow and muttered 'not bad not bad at all'. Before suddenly vanishing along with the rest of the undead train.

This just so happened to be the time as the super weapon was finished...before suddenly powering up on its own as it fired upon where all the tower beams intersected where a portal was slowly forming. This caused the resulting portal to detonate and collapse in on itself. This caused a chain reaction as the beams started to go out of control and towers started to smoke strange colors as they started cracking.

The CEO meanwhile afar was trading with some mutants near the wasteland when he noticed the light show...and when the portal shattered suddenly he felt a rumble...but not from the tower lights. Instead it came from the wasteland as he suddenly heard a strange scream bellow forth from the wastes. This made the mutants scatter and completely forget about strange materials they left behind that was meant for trade...

A tired Joy meanwhile fighting among brood and crazy bandit forces paused as she looked up. Smiled a strange crazy yet sinister smile before screaming to withdraw. Thereby allowing the reinforcements stuck at the towers to emerge...right into whatever was going down.
>>
>>48513087
>The plot thickens
>>
Rolled 4 (1d100)

>>48513087
That was when as the energies shattered blasting forth up into space and proceeded to rain down upon the surroundings. Meanwhile deep in brood territory a certain sac proceeded to pulsate wildly as it finally broke open...revealing a changed Rizal.

As the broken energies fell on the ground...the dead began to pick themselves up. The living meanwhile felt their souls scream as the energies touched them and sunk deep inside. The demons began to laugh and even the eldritch swarm began to flicker in and out wildly as if they were excited...

The zombies and monsters meanwhile as the energies sank into them upon touching suddenly began quiver before howling as they scattered screeching wildly. The terrain meanwhile after being rained upon began to quiver...shake...and change. Strangely the only thing that remained uneffected was the elevator. Everything else meanwhile...was slowly being effect.

That was when people began to notice the ground rumbling...almost as if in protest and the air itself began to quiver shaking as if something was tearing through it. Looking far above....one could see that something was indeed falling through that hole in the sky above. However what was causing the ground to react?

Looking towards the wasteland that was when it was heard. A howling sound that echoed from there slowly growing louder and louder. First heard through the ground but then through the air as it clashed with what was coming from above.

Axum meanwhile upon noticing all this looked rather depressed..."Damn it I was saving that for those tower bad asses or Elton not now though...fuck now I am gonna have to come up with a new one."

WARNING
Detec-
WARNING
Detec-
WARNING
Detec-
WARNING
Detec-
WARNING
Detec-
WARNING
Detec-
WARNING
Detec-
WARNING
Detec-
WARNING
Detec-
WARNING

WARNING

WARNING

WARNING

WARNING

FALLBRINGERS Detected

WARNING

WARNING

WARNING

WARNING

WARNING
WARNING
>>
Rolled 84 (1d100)

>>48513168
>>>Turn 392
>>>>>>>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. 9 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 30.
>>>>>>Pop 429k
>>>>>>Military 110k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Great
>>>>>>Health: Great
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc.
>>
Rolled 6 (1d100)

>>48513181
>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>communications: Corp Comm Center. Craze Chant.
>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Welp we broke....everything.

So how's our little girl doing now she's hatched.... How you doing Hun? Want a cup of something? Massage?....biomass?
>>
Rolled 45 (1d100)

>>48513236
>Broke everything

Technically only vault 101 deserves that claim.
>>
Holy Craaaaaaap
>>
>>48513168
Nine Fallbringers?
>>
Rolled 33 (1d100)

>>48513168
>Sweet
>>
What actually are fallbringers? A faction? A rave... Or is it a power level
>>
>>48513873
A fallbringer is someone related to the fall of humanity, the beginning of the many disasters that resulted in the post apocalypse. It is both a measure of power and a statement of the importance of them in universe.
>>
Rolled 72 (1d100)

War
From what I can tell of Zealots they are fanatical and are unlikely to retreat in the face of evil, especially real evil like our demons.

Now that we've broken them, maybe they will fight to the end. Excellent, these zealots will make fine sacrifices. Demonic Commander you know what to do. Sov, Lil'P use our combat heroes well and surround and take these zealots, capture them as sacrifices!

“We can almost be assured the enemy will not tolerate the loss of their zealots, so be on the lookout for counter attacks to rescue them. Possibly by that super squad, or heroes so be on guard to use your abilities.”

Axum use [Dirty Dream] to prevent any use of abilities to rescue the Zealots, as well as inspire the demons with all that 'righteous' souls for the taking. These zealots believe in fighting for what's right? Ha, use some dirty tactics and make sure to do some [Cheap Shot] so we bag em for the sacrifice.

Demonic Commander use [Damnation] on these zealots of course they'll never sell their soul, so we'll cripple them and take it from them!


Dr. Clicky stands on guard to watch for any sneak attacks to rescue the zealots.

Combat heroes, you help capture the zealots and watch out for any recue attempts either.

Action 1
An action for Axum, that was brilliant! This was your doing after all, so you'll probably know how to capitalize best on this.

Action 2
An action for the Demonic Commander! What with all that has just happened, he'll know what to do with all this strange energy stuff too


Construction
Okay Eco, Ginny we've got the Magic AND the Eldritch Materials in full! Also we've got the other materials to so use em.

Now let's build these guys and our other generals a proper WAR ROOM for them to lead and cooperate our forces more effectively.

MAD
JOY, now that you're withdrawing I don't know what your plan is but whatever it is do it! Maybe profit off of all this chaos and raid/slave more sacrifices while the enemy fights what is coming from the portal
>>
>>48513168
>revealing a changed Rizal.
"Rizal. . .how are you?"
>>
Rolled 42 (1d100)

>>48515485
Supporting, lets Make some creepy merch too for the carnival to spread the magic...Maybe put it into tattoo ink? Creepy shit crawling out of the tattoo's and the like. Metal tendril piercings. Lets go full Lovecraft Corp.

Check my 100
>>
Rolled 6 (1d100)

>>48515485
Do eet
>>
Rolled 89 (1d100)

>>48515485
Rollan
>>
Rolled 81 (1d100)

>>48515485
vote
sure do miss our Jungle Cultists
>>
bamp
>>
bumple
>>
bamping
>>
stump
>>
>>48513087
>Elsewhere meanwhile a certain fellow was walking through the circus while chewing some popcorn and followed by a train of undead carrying prizes. He stopped as he looked up at the lightshow and muttered 'not bad not bad at all'. Before suddenly vanishing along with the rest of the undead train.

It would delight me to no end if the Legendary Necromancer happened to have skills in portal-crafting and ninja shit.
>>
>>48522246
I feel ya.
>>
Rolled 48 (1d100)

>>48515485
I love it
Rolling a nat 1
>>
Rolled 94 (1d100)

>>48515485
The zealots refuse to be captured and appear to be rallying. They do not by any means panic as they quickly rally themselves.

Zealot forces have been crippled.

Dr. Clicky presence reveals several stealth units and some heroic units. They manage to bypass axum's ability due to him needing to know who to affect with it to work. Naturally their heroic abilities went off blasting apart our demonic forces as reinforcements have arrived.

Axum actually orders for forces to pull back.

The demonic commander meanwhile orders his forces to charge onwards. They fight as if they their lives didn't matter and this was all but a game to them.

War Room constructed.

Joy seems to be very intent on running away.

>>>Turn 393
>>>>>>>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. 9 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 30.
>>>>>>Pop 429k
>>>>>>Military 110k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Great
>>>>>>Health: Great
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc.
>>
Rolled 91 (1d100)

>>48524092
>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+. Warroom+++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Rolled 41 (1d100)

>>48524110
Ok we really need to deal with that fuel and Armaments drop.

Genie in regards to the portal...is it still there? Im assuming the fallbringer is coming from up there...did we catch sight of it or anything?
>>
Rolled 18 (1d100)

>>48524182
The portal collapsed due to the super weapon causing all the energies to scatter and drawing out some fallbringers from the nearby wasteland and space.

According to Axum that plan will cover for half of your defenses on his side so he ordered his troops to retreat to the bunkers which were taking the heaviest losses.
>>
>>48524092
"Generals, what are your suggestions suggestions our next moves?"
>>
>>48524482
Hey, just a random anon with an idea;


I think we should just make bots. They would greatly strengthen our forces while not risking population or require training to be made effective. We are a corp, lets play to our strength of sheer productive power and churn out battle-bots!
>>
Rolled 71 (1d100)

>>48524671
We can't make any good bots. We would have to find a faction of them to ally with.

>>48524482
Personally I wonder if we should ask the director if he has something he wishes to pull out. Seeing that the bunkers are taking a hard hit.

Also a upside is we can auto train and that can reinforce some of the troops.
>>
>>48524726
We don't need good bots if we have sheer numbers of them. Follow the soviet tank doctrine; they have 10 Abrams MBT's, we have 100+ T-(X)'s.

We have the capacity to make them and the resources. Ideally we can throw together a decent bot design but in the mean time just start sending out walking guns and shit.


Ideally the bots would be something like a armoured version of the Trade federation's droids. They were actually quite effective in combat but the clones were a superior force, in training, tactics and equipment along with them being organics which lead to better fighting skill in low numbers (the droids used "centralised" intelligence, the more working together the more effective they act).
>>
>>48525555
Then there will be a fuel and ammo problems for all those bots. Then counter hacking to work on.
>>
Rolled 28 (1d100)

>>48524092
Ok...

>War Strat
Draw out and isolate enemy heroes with our own hero powers then send in the unkillable assets we have such as the king to kill them once "Dirty Dream" forces them to fight alone and powerless.

>Action 1
I'm aware how our systems work but I really want to dedicate an action to specifically getting more Ammo produced.

>Action 2
Ensure the Demonic Commander is getting the soul upkeep he wants etc. Let him do what he thinks he should and maybe ask how he wants us to assist.

>Construction
ECO and [CopyCat] Ginny I want you both just build what our commanders ask for this turn. If they don't have any requests, build some shrines to drawn in some Cultists to join our faction...surely with all this we have proved our worth.

>MAD Action
JOY make the sacrifices that you want/that you can. Use whatever MAD forces we have how you see fit to aid us.
>>
Rolled 40 (1d100)

>>48525555
It's a good idea in general, but not one that we can implement in the course of this battle I think.

Anyway, here's a few ideas, though I'm too tired to shape them into a full action plan though.

Azo uses [Portal] because he's just fucking around anyway, and a good roll might make another hero unit. Otherwise it'll at least replenish his forces somewhat.

Eldritch Abomination uses [Reality Tear] with Sarah using [Teleport] in conjunction, Sarah is to be accompanied by Biggy, Exon (if he's well enough for operations), Roy, and the Security Director. Biggy uses [Takedown] and [Activate Agent] on whoever the most problematic hero around there is (also let him have his pick of the Black tech and etc. before getting deployed. Take advantage of that sweet tech usage ability), Exon uses [Damage Share] to make sure none of the heroes get taken down, SD uses [Lockdown] on the zealots and [Security!] to get troops to himself without the use of the teleport. Roy uses [POWAH CONSUMES ME] and then [Cold Heat] on them (or, if they're dead by this point or there's a more problematic hero around he uses [Domination] on the hero). At this point we initiate a widespread artillery barrage on the area and if Exon doesn't need [Damage Share] to keep our guys alive he uses it to concentrate the artillery's damage onto the or enemy heroes. Dr. Clicky sneak out there, and then make good use of [Boom Cannon] and generally deactivate all those fuckers' stealth. Finally JAL use [Compromising Chain] and [Corruption Bomb] to spread all these ridiculous effects out to nearby forces too.

Lil' P use [REDLINE] on our communications equipment, and then next turn use [Sick Tricks] to make all the enemies' shit go haywire.
>>
>>48526378
People should know that this plan might be overkill just to take out those zealots. Dunno.

Also we need to deploy the Eldritch Swarm somewhere.
>>
Rolled 10 (1d100)

>>48526378
>>48526215
these with the more described war action
>>
Rolled 92 (1d100)

>>48525555
Tech wise humanity blows star war droids out of the water in terms of robotics and don't even get me STARTED on the aliens. Hell even the shitty humanoid based robots would wipe the floor with star war droids. Even security models would do so.

and don't even ask about the non humanoid bots. Those things are fucking terrifying.

Admittedly though stealth humanoid bots are also pretty scary both due to how dangerous they are and how easily underestimated. They have a bad habit of being underestimated due to their forms...you really shouldn't underestimate them tho. They are by far the deadliest of the humanoid bots.

Humanoid bots are stereotyped as not nearly as deadly as the real deal killing machines that are the inhuman ones with the notable exception of the assassin bots who in order to better infiltrate and to take advantage of the belief of how relatively harmless they are make really the only notable widespread exception to the rule.
>>
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>>48526215
>>48526378
Can we combine these actions?

Also Art...
Also a nat 1
>>
Rolled 43 (1d100)

>>48527538
Heres my roll. it's delayed but still a nat 1
>>
What were the bonuses for the 3 artfags last thread?
>>
>>48509367
Can I get a physical description of these two Heros, please Genie??
>>
Rolled 1 (1d100)

>>48528859
...I wasn't expecting 3 in a row like that but i am sure to come up with something this weekend or something.

>>48529035
Well one is made of nightmares and eldritch energies.

While the other is a big bad demon commander in heavy armor who is red and wears black armor with pointy bits for maximum evil looking, also has big horns a tail and a wicked lash of a whip for tormenting souls and 'encouraging' demons.
>>
>>48529140
I love you
>>
>>48529140
should I slow down the art...I mean i'm not doing it for the reward i'm doing it because I love your setting. Dont feel like you need to keep doing stuff for it.
>>
File: Lord Azo.jpg (540KB, 1080x1920px) Image search: [Google]
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Pict-capture of Demonic Commander: Lord Azo of Legion Snapchin
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Rolled 44 (1d100)

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>>48530349
oooh shit, he even granted you those digits.
>>
File: magic ink.gif (3MB, 640x360px) Image search: [Google]
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We should combine magic and tattoo stuff to start making creepy living demon tattoos for our bandit forces. God damn Occultist Bandits.

Get the CEO one, a snaking tattoo familiar
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>>48532695
We need to win this coming battle, after that maybe but we have higher priorities like the Bio-enhancement project.
>>
>>48532764
Do we have any idea what the Fallbringer we detected is? I mean these fuckers normally are recognizable from their rep right?
>>
>>48532808
Well it was the packet he was saving to counter one of two things; an army of highly trained and equipped bad asses from the tower or for Elton. That would imply that we should be very afraid.

As to who it could be, the simple fact is we won't know without seeing it or if Axum knows what he just summoned.
>>
Man fights are always the hardest, bump.
>>
>>48536021
They would be easier were we not;

1) Usually facing something summoned by a Nat 1 or multiple bad rolls / ideas.

2) Unprepared. We should've been building bases and expanding our population (and by extension our army and manufacturing abilities).


In future we should never go more than 10 turns without recruiting more people or training more people as troops. We should also expand our labs and begin project "Olympian" by figuring out brood-based improvements for our citizens and troops.
>>
>>48536188
To be honest actualy, I feel rather more prepared for this fight than we've ever been before.

This is technically the sum of several threads of build up, we have capable commanders at our armies (and for that mater, we have /armies/).

I can't rightly complain too much on that front, only that I hope we make it.
>>
>>48536207
True, we are more prepared than we have been in the entirety of this civ but we shouldn't have had to perform such a intense buildup. It should've been occurring constantly in the background rather than when we had a reason to.


We for an extended time were following a flawed military doctrine based purely off the want to stick to a "theme". As much as I may understand such a want, it is illogical to choose a theme we know is flawed like that of WW 1.


I have some ideas for what we should do in future but until this fight is won, directing even the slightest amount of effort towards long term goals is illogical.


If worst comes to worst, we are going to have to pull either a institute and hide underground in the sealed off mega-city or pull a soviet trick and move our industry behind the Urals so to speak. Hopefully our tanks won't be rolling out of the factory into battle.
>>
Rolled 8 (1d100)

Since we got everything but bandits on us. I really want to get more allies for us. Even with the ghouls, crazies and bandits. I think we would need more help. Some one from the outsioutside like robots and mutants will work with us. Assuming they don't hate demons.

(God Sal I miss you buddy. You are our best seller for this.)

Than could be one act. Since dipmoincy is not trade. Yet we can combo it with a trade to have Lord get us supplied with needs while looking for people.

War backing heroes to keep holding out.

Act 2
Would probably have to be raiding the supply lines to weaken them and get us offering.

Construction would be ammo and needs for the fight.
>>
Rolled 28 (1d100)

>>48526215
WAR
The Demonic Commander get's this, he needs it since he's still in the thick of the fighting

Action 1
"Axum, Security Director, Orkhonr.

Their heroes are here.

Our heroes are here.

We DID want to lure them out did we not, well now we have. If this is a golden opportuntiy we shouldn't waste it. This is the chance for us to use our many Combat heroes to counter them, and their abilities.

Think, biggy could try to use Take Down or King can try to devoure them or maybe Security Director lock them down and immobilize them

you have full access to use whichever of our hero abilities you see fit for this, but this is a good time to ensare their heroes.

Action 2
Another action for Axum independantly, he's always got something cooking up

Construction
ECO Ginny
[Build]+ [Copycat: Build]

"We're slowly losing FUEL and ARMAMENTS. Go build more power production facilities and anything to keep the power flowing."

Spend 3 Manufacturing Materials to feed the SAMFAP"s to restore Ammunition for our forces

MAD
An action for Joy
>>
Rolled 36 (1d100)

>>48537920
rollan
>>
Rolled 25 (1d100)

>>48537920
Axum has retreated to the bunkers for a reason, and they are taking the hardest hits.

WAR
The Demonic Commander get's this, he needs it since he's still in the thick of the fighting

Action 1
Give an action to Axum, either to improve his current position at the bunkers or if he thinks we can do it, hatch up a plan for our combat heroes to take down their combat heroes.

Action 2
An action for the Security Director, to shore up the Bunkers

Construction
ECO Ginny
[Build]+ [Copycat: Build]

"We're slowly losing FUEL and ARMAMENTS. Go build more power production facilities and anything to keep the power flowing."

Spend 3 Manufacturing Materials to feed the SAMFAP"s to restore Ammunition for our forces

MAD
An action for Joy
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File: 1462061364377.png (2MB, 1024x1391px) Image search: [Google]
1462061364377.png
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Rolled 40 (1d100)

>>48539193
I'll back ya, but I wish we would use the trade to buy some allies and/or fuel.

I want us to become a shadow so bad and it would buff us a lot. Plus we wouldn't need so many lives to keep demons helping.
>>
Rolled 92 (1d100)

>>48539193
This
>>
Rolled 27 (1d100)

>>48539193
Rollan
>>
>>48539193
What's jal up to? Or rizal? What does Jenny think about what Axum just did?

Whatever Axum just did I kind of want the CEO to let's make a deal with the fall bringer....

I also kinda want to use the train ticket now.

Who's got the Google doc?

I have so many feels.
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>>48539808
https://docs.google.com/document/d/12wCyA91tyGpRmagXXH3UGcPX0xC7XwcCJzoPJ5nOzic/edit#

Save that ticket man. We haven't even lost much of our troops so far. (19k troops lost, 200K pop gained)

We should train up some of the new people to help fight if we can.
>>
>>48539976
My bad 205k

Start
>Pop 294k
>Military 129k

Not
>Pop 429k
>Military 110k
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Rolled 16 (1d100)

>>48539193
Vote
>>
Bumping of the thread and lamp
>>
Rolled 53 (1d100)

>>48539193
Demonic Commander proceeds to use the bloodletting of the battles to power up a portal to summon for new reinforcements as they been getting their asses kicked.

WARNING
Heroic Unit Detected
WARNING
New Demonic Army detected!

Gained services of another demonic legion and Demon Lord Aldo.

Traits
Demon Noble
Bonus Command Specialty Demonic

Abilities
Hello Hell: When activated area is temporally transformed into hellish terrain.

Calling Demons: When activated demonic reinforcements are teleported to chosen location instantly. Cannot summon Demon Heroes but CAN teleport them.

Traits
Aura of Lordly Evil

Axum states we don't got enough heroes to counter all their combat heroes now. At least we can't anymore since their tower forces arrived. At best we MIGHT be able to take out one or two but that is a pretty big maybe according to him. He instead does his best to enforce the bunkers as pressure mounts. The towers meanwhile...well that place is a special kind of fucked up approaching wasteland tier.

Security Director summons reinforcements and rallies his forces. He requests that repairs need to be done as the bunkers are taking some serious damage.

Munitions restored however the power problem requires fuel and building new power plants wont exactly help much.

Joy's forces appeared among the towers dealing with the things that are now cropping up there.
>>
Rolled 50 (1d100)

>>48541979

>>>Turn 394
>>>>>>>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. 9 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 27.
>>>>>>Pop 429k
>>>>>>Military 110k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Great
>>>>>>Health: Great
>>>>>>Armaments: Great
>>>>>>Fuel: Above Average
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc.
>>
Rolled 9 (1d100)

>>48542009
>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+. Warroom+++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Rolled 100 (1d100)

>>48541979
WAR
Another action for the Demon Commander he knows what he's doing!

"Welcome Demonic Lord, the fighting has only just begun in earnest.

We do not presume to command nor know more about fighting than thee, but in fighting the zealots and the incoming tower reinforcements it may be wise to use that Hello Hell ability to shore up the fight. And you may be Calling Demons as reinforcements at your discretion."

Action 1
Bandits are LOOTERS at heart. Lil'P go out and take whatever forces Axum can spare you and go out and loot the wrecks for any fuel. Destroyed vehicles of friend and foe and anything that can be turned into fuel

Action 2
Is our brood being useful? Jarzi, Jal, Rizal? Give them an action we need their help.

"The very least you can do if you do nothing is help wth the bloody fuel issue. Make more of that fuel stuff JAL used to grease the robots!"

Construction
"ECO, GINNY, you heard axum!"
[Build]
Go out and make repairs to the bunker networks!

TRADE
CEO

Fuel

We need it now.

Go and trade with whoever is willing to sell. We need QUANTITY

MAD
An action for JOY
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>>48542189
And then we never had to worry about fuel ever again.
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>>48542189
Mwahahaahhaahha!

Man, we make a REALLY good Evil Corp
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>>48542271
We're an Occultist Bandit Corp. It's like a normal bandit corp but as you rise the ranks things get more cultish and rituals. We are the Illuminati, should we fall we should infiltrate countless other factions and complete the vibe.
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>>48542363
Hell no. I have a plan regarding what we should do if we fall. The enclave is back, better than ever bitches!
>>
Rolled 78 (1d100)

>>48542189
The demonic forces have successfully stalled the tower reinforcements.

Lil'P and some of Axum's trained raiders have gone out to raid. Pillaging whatever they could find during the chaos.

As it turns out JAL has worked extensively on fuel. Mostly to power his own bots, machines, and facilities. The fuel however is not enough to completely satisfy our needs. Mostly because JAL himself uses most of it.

Meanwhile Brood forces have officially started mobilizing. Rizal states that soon she should be able to induce the Brood King into evolving becoming much more powerful in the process.

ECO and Ginny meanwhile along with some forces have repaired the bunker network so well that they even noticed things that they could improve upon during the process and decided to upgrade them while they were on it.

Acquired Bunker Network+.

The CEO meanwhile successfully arranges for a massive shipment of fuel. He apparently went around sucking up to the old ghoulish contacts and new mutant ones to acquire it. Wow did me manage to arrange for a fuck ton and for a very good price at that.

Joy meanwhile...well honestly we aren't entirely sure what was going on over there when suddenly there were some fireworks going off....and the miasma over there began to flood elsewhere. Thereby extending its effects and slamming into the unprepared enemy.

Whatever Joy did it worked spectacularly well.
>>
Rolled 40 (1d100)

>>48543105
>>>Turn 395
>>>>>>>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: 40 Resource. 20 Rare Resource. 100 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 429k
>>>>>>Military 110k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Great
>>>>>>Health: Great
>>>>>>Armaments: Very Good
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc.
>>
Rolled 86 (1d100)

>>48543133
>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+. Warroom+++.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Rolled 86 (1d100)

>>48543133
We've stalled them, we've handled our immediate fuel and armaments issues.

Now we need to try and regain the initiative

WAR
Keep on fighting Demonic Comander. Zealots are from the mortal, but you are from the immortal abyss. You're the guys who literaly can fight for eternity!

Action 1
Bunkers are repaied and we've solved teh fuel issue, and the tower reinforcements are stalled.

Axum, Security Director, do we try and grind them down or do we do something daring and break the seige? This is your call

Action 2
Another action to the Brod to help speed things up there

Construction
That was so good Eco and Ginny!

WOrk with the security Director, either make more repairs/ improvements or maybe we mimic what Omitar did by building new bunkers during the batle to add more firepower on the enemy and help the frontlines

[Build] + [Copycat->builder]

TRADE
CEO go see if we can't trade or purchase the service of any Anti-Zealots or specialized bandits against zealots.

MAD
An action for JOY
>>
Rolled 52 (1d100)

>>48543145

>WAR Action
Demons do your thing

>Action 1
Give it to our Warlord

>Action 2
Security Director's Choice

>Construction
ECO + [CopyCat] Ginny both you upgrade our Bases in any way you so fit to improve defense and maybe encourage demons to like us more

>Trade
CEO see if you can by the blueprints for advanced stealth tech. We can them really start to hit them hard

>MAD Action
Joy, love your work so keep it up. Just do what you do.
>>
Rolled 98 (1d100)

>>48543377
Vote
>>
Rolled 98 (1d100)

>>48543377
Supporting and no more rolls folks a 98 will do
check my 1 though
>>
Rolled 36 (1d100)

>>48543377
supporting this
>>48543474
>>48543505
Double 98's, neat
>>
>>48543377
This
>>
>>48543377
You know, we ought to go out to the mutant and bot factions with the CEO to see if we can make a deal with them that if they'll fight for us we'll make them vehicles (they have to supply their own crews and fuel).

Then we talk to the Tek Bandits and arrange for a deal with them where they'll give a discount on fuel the vehicles granted via that deal. That way people are more likely to take up the deal, and they're the primary fuel suppliers so they make a shitton of money, and we get added troops to our side.

Everyone wins.
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>>48544133
Thinking of it, that actually goes in with their desire for repeat customers too because our vehicles have rather quality fuel requirements and they'd be one of the few sources that could provide it.

That is, if we can wipe all these pesky [Not us and other Bandit] factions out of the area they'll be basically the only guys selling.
>>
Rolled 100 (1d100)

>>48543377
Demonic forces engage the enemy but now they are starting to very slowly lose ground.

Axum arranges for a counter attack and Joy's crazy bastards are somehow involved. THe director meanwhile intends to grind them down using his bunkers.

Brood forces have already engaged the enemy and have their own actions(which is more then what you got).

Eco and Ginny attempt to keep up repairs and build more bunkers. Which is necessary given the heavy amount of firepower the enemy is really beginning to unleash also lots of numbers.

CEO has successfully purchased some merc contracts and gotten a hold of some bandits who seem to know what they're doing.

Joy has kept up the pressure and aided Axum with his counter attack plan. Which they were not by any means expecting especially from the direction they came from.

>>>Turn 396
>>>>>>>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: 30 Resource. 20 Rare Resource. 80 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 429k
>>>>>>Military 110k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Great
>>>>>>Health: Great
>>>>>>Armaments: Very Good
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc.
>>
Rolled 80 (1d100)

>>48544456
>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+. Warroom+++.
>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Rolled 13 (1d100)

>>48544456
Lookie, 3rd 100. Also, I don't really care about the rest but I suggest this for Trade.

Trade+Construction (possibly)
CEO, go around to the local bots, mutants, and forces that have not yet thrown in their lot with one side or another. Offer them our vehicle manufacturing services in exchange for their assistance in the fight. We'll provide the vehicles and a little bit of gas, they provide the rest of the gas, crews, and infantry support (or whatever, but they've got to fight). Or really if they can offer us anything good we're up for it. Also feel free to offer other manufacturing services dependent upon...

Talking with the Tek Bandits. See if you can negotiate them to offer a discount on fuel for people who purchase our vehicles (we will, of course, direct purchasers to them). This will net them a whole shitton of immediate AND repeat business. If something can be arranged with other manufacturing requests that'll be agreeable to them then we can fulfill those requests too. Such as weapons that require specialized ammo to be really effective, or devices that would require manufactured parts for long-term operation.

ECO+Ginny [Build, Copycat->Build] fulfill the manufacturing requests if this all works out. Otherwise repair bunkers.
>>
>>48544456
What does this 100 mean for us?
>>
File: Hello Hell.jpg (559KB, 1080x1920px) Image search: [Google]
Hello Hell.jpg
559KB, 1080x1920px
>>
Rolled 4 (1d100)

>>48544456
>>48544686
I feel like we could "let's make a deal" bringing all sides to the table to discuss the airwaves and what music would be acceptable on what airwaves. We already have both bandit and mad music to provide but we could offer radio station programming to the other factions and monopolize the local music scene with by selling add space as well. DJ hero if I roll a 100
>>
Rolled 57 (1d100)

>Action 1
Give it to the demon Warlord and send our new contractors to help him where relevant.

>Action 2
Give it to Axum for his plan

>War
For the other demon hero

>Trade
CEO get out there and find us Some contacts in the Occult community. How to maximize the effects of our demons and the like

>Construction
The ECO/Ginny Copycat Combo. Get to work building us another super weapon of some kind

>MAD
Joy just do what you do
>>
bamping
>>
>>48544456
Genie, I know it's hard but could you give us some hard tactical data? We've got sensor networks and our troops have good communications and we've got a god-awesome war room so we ought to be receiving some valuable tactical information on where the enemy is, in what numbers, and what composition.

Without knowing that it's hard to make plans that aren't so generalized as to be basically meaningless.

>>48548233
What we need to do is draw some of them away and/or break their supply lines.

I feel like the best way to do that might be the plan here >>48544686 except we direct the forces hired in that fashion to attack all these fuckers' bases (which are surely nearly empty by now).

Alternately we can directly hire the Tek Bandits to attack the fuckers' bases.
>>
>>48548233
There's a lack of heroic ability activation, which is a right proper shame.
>>
>>48546699
At this point it's more about us summoning demons and such.
>>
>>48550473
I like the ideas of backing the trade. More people on our side the better.

>>48550547
We can over use those powers. It's good to let people rest during fights.
>>
Rolled 93 (1d100)

>>48544456

>WAR
Demonic forces, how lovely it is to see you. You know you're such great guys, really the greatest demonic forces we've ever met, don't see enough great (see: wicked and utterly terrifying) demonic forces these days. Anyway, we feel we've not been taking full advantage of you. Here's an idea that might remedy that.

You know, there sure are a lot of fuckers around here. I wonder where they AREN'T. That's right, their bases. Sounds like they're ripe for an INVASION.

Sarah, Roy, Demon Lord Aldo, Biggy and Exon [Teleport] to one of the enemy's bases. Demon Lord Aldo, at this point you should activate [Calling Demons] to teleport Azo and the rest of your forces to you. Then begin systematically INVADING their bases. Biggy, Exon, you split up from the group and target other enemy bases.

Now for some right proper dastardly fun. Three-way competition to see who can deal the most damage between Exon, Biggy, and the Demons. Biggy, might we suggest [Take Down] and possibly [Activate Agent] at your discretion.

All heroes here (and any units they decide to take with them) get the pick of our armory before they go. Biggy in particular might be interested in some of our collection of BLACK tech due to his Usage ability.

>Action 1
This one's for you, Axum. By the way, this entire action plan is subject to your approval.
>>
Rolled 16 (1d100)

>>48551107

>Action 2
Lil' P, our guys are about to go fuck up some shit in the enemy's rear. Make sure that such chaos doesn't go unexploited for the sake of HOLY PROFIT. You are to lead our BAD Bandit Flying Loot Wagon Fleets (with any fighter/gunship support Axum deems appropriate) out to take advantage of this. Activate [Redline] to make sure you can get out of this mess intact to begin raiding/looting.

>Trade
Lord of War we find ourselves in need of replacement or supplemental forces. (dependent upon the second portion of this action) You should go out and offer our manufacturing services (particularly in vehicles) to all the factions that have not yet gone one way or the other in this conflict. We want their support in the fight, and are willing to literally give them vehicles (with a modicum of fuel too) for their help.

Now head to the Tek Bandits and negotiate with them to offer a discount on fuel and ammunition for people who take us up on our offer. The better their discount the more immediate business they'll get, and seeing as our vehicles have very high+quality fuel requirements all these customers are more likely to just come back to them for their needs than anything else. This will grant them a whole shitton of REPEAT business also.

Given the number of people you're going to have to talk to you may find it useful to utilize [Let's Make a Deal] here, CEO. I mean, it shouldn't be a very hard deal to make. You're literally GIVING a bunch of shit away.

If there's an idea for something we can make/offer that fulfills the same basic idea of what we're going for here then that's on the table too. We NEED people.

Also purchase Tek Support from the Tek Bandits.

>Construction
ECO, Ginny [Build+CopyCat->Build]

This is to be utilized in support of fulfilling the Trade Action's manufacturing requests. If the Trade action falls through then this is to be used by Axum and/or the SD (presumably to repair the bunkers).
>>
Rolled 20 (1d100)

>>48551116

>MAD
Aah, the MAD action. What got us into this whole mess and what has served us very well navigating us through the mess thus far. Joy, Roy, and Eldritch Abomination you are all going to be in on this.

FIRST, our MAD forces and the Eldritch Swarm (who have been tragically under-utilized thus far, we're so sorry) are to board our Subterrines. (battleship and otherwise) and deep strike into the heart of the enemy forces. JAL, if you could provide them with a [Corruption Bomb] perhaps with [Compromising Chain] also stuck in it that'd be nice. The Bomb is really more important though. Now the real fun starts.

Eldritch Abomination, if you would kindly initiate [Eldritch Enlightenment] that would be very nice. Excellent, now Joy you use [Lunacy] to double down on the insanity here. Then use [Everybody GETS SOME!] to spread it to ALL of their forces. Roy, pop [POWAH CONSUMES ME] and finally set the [Corruption Bomb] off to spread all of it even further.

Now if you would, Eldritch Abomination, could you use [Reality Tear] and open up tears from inside the zone of madness that lead to other areas of the enemies' forces. Joy us [DANCE] to force the enemy forces gone mad into these tears to pop out among the enemy elsewhere. Roy you use [DOMINATE] to do the same. Then take our MAD forces and Subterrines through one close to our front lines and fight your way back to our base, because I'm going to bet that all those Subterrines is going to stir up some shit from the undercity to hit those motherfuckers right in the heart of their forces. Eldritch Swarm, accordingly, might want to go through one of their portals to fight elsewhere in the enemy.

Finally, as the little cherry on top if you could activate [Friendly Enemies] Axum then that would be great seeing as our only allies (the Eldritch and the Demons if those even count as allies not sub-contractor) are going to be elsewhere probably out of range but the enemy is just a big old mess of allies.
>>
Rolled 73 (1d100)

>>48551132
>>48551116
>>48551107

Just as a heads up though, remember that heroes need 1 turn of rest per every ability over 1 that they activate in a turn. So all of our heroes in the MAD action will need quite some time to rest after this.
>>
Rolled 6 (1d100)

>>48551132
>>48551116
>>48551107
Link to a single vote

Also a vote
>>
>>48551132
So how is Roy in the war and MAD action at the same time? I'm guessing you are hopeful the MAD people will meet up with him.
>>
Rolled 97 (1d100)

>>48551176
Vote
>>
Rolled 90 (1d100)

>>48551176
Supporting
>>
Rolled 74 (1d100)

>>48551176
Alright, I can put my vote to those well thought out actions
>>
bamp
>>
Rolled 51 (1d100)

>>48552270
No, actually the first draft had him in the war action, he's supposed to be in the MAD action. He's also supposed to use [Stolen Sanity] on anyone who's SOMEHOW STILL SANE after all that.

>>48551107
>>48551116
>>48551132
It's important to note that we...have NO allies. We are under Rizal's command, and everyone that you might think of as our allies are actually just mercenaries (which is totally different, allies don't have to pay each other). This should allow us to use Friendly Enemies for maximum effect.
>>
>>48555142
Well the action plan people are supporting have Roy in two parts. Same with the warlord. I assume though it will be okay seeing that it meant to be apart of a multi strike action plan. Then having those two throw something when it's time to deploy it.

Also while they are mercs, it would be weird to not call them allies in this. I think you are just trying to twist words. Granted nothing wrong with this, we are a Corp after all, just be careful is all.
>>
Rolled 46 (1d100)

>>48555370
Nah, allies implies equals and friendliness and publicly (or privately) stated pacts of mutual assistance. These guys are all under contracts of assistance, it's clearly different. The Eldritch and Demons even are just summoned forces under our control temporarily.

Genie will, of course, twist it to fuck us however he likes but then I'll pull out the literal definition of ally.

Roy is truly not meant to be in the first action, but Axum's ability IS meant to be in the MAD action. From what I can tell of Friendly Enemies, and where he's physically at in the battle his ability will effect the enemy.

It's basically just included under the MAD action as an indication of timing, and because if all that shit for MAD goes south it may or may not be a good thing to do anymore.

>>48551107
>>48551116
>>48551132
Addendum: Roy is not to be included in the WAR action, he's in the MAD action. Furthermore in addition to what the plan references him doing at the moment he is to activate [Stolen Sanity] to rejuvenate himself if needbe and as an added safety net to make sure everyone goes crazy as per the plan in the MAD action.
>>
Rolled 65 (1d100)

>>48555647
Supporting Adendum
>>
Rolled 52 (1d100)

>>48555647
I'll support that addendum.
>>
Rolled 61 (1d100)

>>48555647
Thirding the addendum
>>
Rolled 57 (1d100)

>>48555647
Right, make sure this goes in too
>>
Rolled 65 (1d100)

>>48555647
I'll go for it.

Check this 1 or 100.
>>
Rolled 67 (1d100)

>>48555647
Alright. I'll trust ya in this free MAD radio war of ours.

So now to see if the dice want me to roll the 1 or third 100 for us.
>>
Rolled 79 (1d100)

>>48556555
I dunno, you might shouldn't trust me too much. I kind of like to kick Genie's setting just to see what it shakes up and how grand a clusterfuck can be created.

In this instance though I think the clusterfuck should be contained to eliminating our enemies. It'll be very interesting to see what happens if we survive this encounter.
>>
Rolled 22 (1d100)

>>48550473
The enemy came from pretty much all nearby other faction bases and those same bases also provide reinforcements/supplies. So they pretty much all the map is churning out hostiles and supplying them.

Composition wise they are a mixture of all factions and their numbers are massive. Admittedly most of their numbers are from the weaker factions military speaking but they do have a hardened core of very dangerous troops. Especially now they had got their tower people down.
>>
>>48557807
Yes, but do we know where the dangerous troops and weak troops are concentrated, are they homogeneously distributed, is anyone still in the borderlands between bunkers and towers, how many vehicles do they have among them, what terrain features are there around that we could use to our advantage, etc. For all I know at the moment we're fighting on a sheet of grid paper.
>>
Rolled 65 (1d100)

>>48558003
Before they were all 'weak' forces until the tower reinforcements arrived to reinforce them. Now its all balanced relatively speaking. Some factions of theirs are stronger then others so there is still a bit of in balance. However the weaker factions are smart enough to either band together or to stay close to the stronger ones.

They are actually avoiding the borderlands even more now because the tower area has become such a clusterfuck. Vehicle wise...its a mixture. Most of which is clearly salvaged but some pre war intacts have been seen and even fewer unknown but clearly advanced vehicles as well but they are the fewest but more often then not the most deadly.

Terrain wise they are fighting you near the bunkers and have taken advantage the rubble to create fortifications for their own forces as they continue to press on.

Between their fortifications and your bunkers is naturally a huge killzone for both sides.
>>
Rolled 28 (1d100)

>>48558079
Mmkay, now what tactics are Axum and Sarfos (that's the SD's name that I always forget) actually employing. Do we have a constant artillery barrage going, have our aircraft been used, what are our vehicles up to, and what are our infantry doing?

Also what're the Eldritch Swarm and Demonic Legions doing, where are they at, and what sort of equipment do they have? Long/short ranged, heavy/light armor, etc.
>>
>>48557231
Kicking up things it part of the fun.

Always we are in this together. Trust is important and I , as the note taker, trust ya. I suck at war, but will advise where I can. So up side I'm great at supporting.

If we can gather more allies we can win this. The brood shouldn't be our main after all. We need to keep proving we are good to the boss.

Winning this war will gain us area control and help with our goal given to us.
>>
Rolled 95 (1d100)

>>48558172
The two are dynamically opposed in strategy with Axum taking an 'aggressively defensive' position while is more laid back with trying to hold ground with the bunkers.

Axum's forces for instance are the only ones willing to brave the killzone or even go through the clusterfuck regions or other hostile but non aligned forces(see monsters and zombies ect) to attack the enemy.

Sarfo's forces meanwhile hold at the bunkers attempting to keep their shields and firepower going despite the heavy onslaught against them. So he is the one who has actually been using the most artillery unlike Axum. Beyond artillery he also uses some of the aircraft to support his bunkers and to help defend against enemy aircraft.

Axum's being making heavy use of vehicles and infantry under his command. He has been busy probing the enemy lines, tearing into their forces, and harassing their supply lines/bases.

The Demonic Legion got bogged down by the zealots and are basically surrounded if it wasn't for Axum buying them some respite. As is they are taking heavy losses.

The eldritch swarm meanwhile took part in the tower clusterfuck seemingly keeping it off our forces beyond that we really don't know.

Equipment wise the eldritch swarm is the strangest mix of being a part of them already, forming at will, or being taken but twisted.

The demonic forces meanwhile use a mixture of primitive but surprisingly deadly weaponry and armor but also more advanced pieces of tech. Their seemingly primitive demon cannons for instance are terrifyingly powerful capable of knocking even a super tank on its ass and wounding behemoths. Their forces seem to be evenly split between long and short range as well as heavy and light armor.
>>
Ok...we need something to change things up...something to shake up the current stalemate. We need a wildcard, buy it, hire it, make it. I don't care but if we just keep at this we will loose as they all get more experienced and our numbers dwindle
>>
>>48558496
I still say that making thousands of bots would be an effective method of wining land. Even if they break them, they can be rebuilt.


Even though they'd chew through fuel, they would keep our population safe and allow us to buy sometime to come up with a better plan.

Alternatively we spend a few turns researching a better bot design, minimising battery size, reducing computational requirements, etc. Then pumping those out, basically making a T-34 bot equivalent.
>>
>>48558496
A teleporter device. Pair it with a beacon. Have infiltration units enter enemy bases and plant a God huge bomb. Teleport out the infiltration unit and boom base gone
>>
Rolled 29 (1d100)

>>48558342
So what does Axum think of this plan?

>>48551132
>>48551116
>>48551107
>>48555647


>>48558796
I mean, it'd be nice but I don't think it'll be that easy.
>>
>>48558833
I am telling you, if we spend a few turns just making our bot designs better then we can produce enough to stem or even hold the tide.
>>
Rolled 22 (1d100)

>>48558925
Why not buy better bot designs, if you're so set on it? What about when/if they get hacked because we don't have any war/ECCM AI to protect their network? Those sorts of AI aren't cheap, and we'd be charged out the nose given our situation if we could even find someone willing to sell to us.

I dunno, maybe I'm being too negative but research is SLOW and we don't have anything good enough right now.
>>
>>48559009
We do have an electronic warfare AI. Right genie?

If people aren't going to sell us an AI, what makes you think we'll get a good bot design?

Research isn't slow when you have realistic goals. If we just tell them to make them cheaper and quicker to make without lowering combat effectiveness they'll come up with ways to improve them over time. Even more so if they can review combat reports and examples of battle damaged bots.


If you don't want to do so. Then I can think of one other effective strategy; Bio/Chem-warfare. Most of their cheap, bad or generic forces won't have sealed combat suits with environmental filters, making them unable to resist such an attack or at least needing medical assistance.
>>
Rolled 66 (1d100)

>>48558833
Axum thinks its a good plan and was surprised at how good it was. He was rather worried previously.

>>48555647
Heroes deployed.

Demonic forces summoned.

Enemy bases are now under attack!

Biggy has borrowed some black tech to use and uses Activate Agent. He points out that using more then one ability per a turn will force the hero into a cooldown state as to recover.

Axum takes advantage of the enemy realizing their bases are under attack to harass them the entire way there bleeding them and also making sure to do some raiding while he was at it.

Forces sent out to raid. They will return when our forces are kicked back out of the enemy bases. So the longer the last naturally the bigger the returning haul will be.

Unexpectedly the Lord of War DID find some forces who didn't take part...they were mostly a bunch of mutants and bots but mostly strangely of all Cultists.

Only a few of the cultists took part and most of the zealots. However a few zealots didn't bother as well as most of the cultists.

The cultists as it turned out were on the sidelines watching us as they grew curious when we did the summonings. They however are not interested in dealing with the tek bandits as they all point out they aren't bandit forces.

...just some really shady motherfuckers.

The zealots however accept the offer of vehicles and requests armaments. In exchange they promise to aid us.

Gained Allies Dark/Evil Zealots.

The cultists meanwhile are a bit more uninterested. According to the new zealot allies its because they aren't as tech focused. The reason why they grew interested in watching you was due to the summons which reminded them of their own stuff. So they were curious.

Tech wont likely work as a very good bribe but the zealots were remarkably helpful stating that offering them trade deals would do it. Not many people interested in trading with the creepy cultists you see.

They do however point that both of their forces aren't entirely bandit level.
>>
>>48559119
Hey I just noticed we don't have any Eldritch Materials in our stats. Shouldn't from the crit on trade for them?
>>
Rolled 95 (1d100)

>>48559119
Sure they are some shady motherfuckers but they aren't outright bandits and those guys who are already helping you out.

Tek Support purchased.

It will cost you a set up fee, installation fee, and regularly fee per a turn for continued service.

Vehicles and armaments manufactured.

Forces loaded up and dispatched.

eldritch enlightenment used. Lunacy used.

Joy has been overdrafted and used Everybody gets some. Joy is now unable to use any abilities for 2 turn without doubling the overdraft costs if forced to do so anyway.

Joy uses dance.

Roy uses Dominate.

Forces have engaged the enemy and are now attempting to fight their way back to our lines. Given the enemy is rushing to their bases under attack and our forces are attempting to return some of them slam into each other on their way.

Friendly enemies used.

Forces have bypassed each other. Eldritch, Demons, and Dark Zealots are now temporarily hostile. Enemies are temporarily friendly giving the Director's forces a break to rest. Sadly some of the enemy does the same.
>>
>>48559119

>Gained Allies Dark/Evil Zealots
I sure would be a lot more comfortable if that said "Gained Mercenary Contracts: Dark/Evil Zealots"

...Fuck. Axum reviewed the plan though, so surely he'll have the judgment to know whether it's good to use his ability or not.
>>
Rolled 27 (1d100)

>>48559220

>>48559173
They were consumed for the warroom and upkeep for the eldritch forces to keep them summoned.

>>48559009
Its slow because your not a think tank +bandit penalty. If you want to speed it up your gonna need to spend time, ideas, and resources into improving it.

For an idea of how to boost your research look at how bandit forces are able to bypass their penalties. Ask Axum for instance he is a bandit hero and is bound to know at least a little bit about it even if he is no expert.

>>48559095
One from Omitar yes, but its not really a heroic quality one.

>>>Turn 397
>>>>>>>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: 30 Resource. 20 Rare Resource. 80 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 429k
>>>>>>Military 110k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Great
>>>>>>Health: Great
>>>>>>Armaments: Very Good
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc.
>>
Rolled 86 (1d100)

>>48559260
>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+. Warroom+++.
>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
>>48559260
So how much of a chaotic mess are all the armies arrayed against us with Madness spreading in their ranks and Friendly Enemies active?
>>
Rolled 76 (1d100)

>>48559229
You have to remember Axum is biased as HELL. Even says so under his passives.

>>48559306
Pretty chaotic.

MAD basically turns their forces against each other+ because of MAD effect.

Combine that with some of their forces retreating home because their bases are under attack its nasty. Friendly enemies gave some of their forces a break but more importantly bought the Director's forces some badly needed respite.

Its why Axum approved to the plan part with that despite it not being the greatest it DID give director's forces some very badly needed break.

Director would of said something bout it but in truth his forces really did need it.
>>
>>48559349
So do we lack control over the Demons and Eldritch for this turn (where are the Eldritch? In enemy lines?) or do we regain control this turn?
>>
Well shit anon, GOOD PLAN, but holy hell this is crazy even for me.

What do we do now?
>>
>>48559740
I've got some ideas, but I need to know if we've got a war action or not.
>>
>>48559740
What's the ONE thing we are always good at?

Since Memor
Since Splicers
hell, since the bridge AND this place?

Causing chaos! We're very good at causing so much chaos that our own base collapse.

We just need to cause CHAOS at their place!

We don't have any more rare-Psi but we DO have some psi-materials left.

We should make another Psi-Bomb and focusing on calling as much evil shit in terms of monsters and zombies on their base since we just so happen to be there.
>>
>>48559740
well... We have removed most of the pressure from our front line for now. It would be advisable to repair and expand our defences before they return.

We could also see about training more troops, making bots, vehicles, gear or resources.
>>
>>48559827
Well shit, yeah when you think about it that is our specialty isn't it?

We should have our subterrine fleet deploy more nuclear torpedo's at some /deep/ monsters directly under their base.
>>
>>48559827
There are better ways to do that which don't result in as much of a decentralized clusterfuck.

That being said, we've got a bunch of their forces rushing back to their bases, and then we've got a whole bunch of their forces sitting here outside ours. We can't attack them directly, but we can prompt other things to attack them. I'd really like to see their retreating forces get bogged the fuck down in a bunch of monsters or zombies and never make it back to their bases so we can continue to get mad lewt.
>>
>>48559892
Normally I'd agree however

Hasn't Axum been practically training our forces to survive and thrive in decentralized clusterfucks?

I'd imagine the zombie and monster stuff back at the bridge would have been yet more training opportunity for him.

HIs whole "make everyone survive" bit makes sense now.
>>
>>48559767
I think it's safe to say we have a War action just because of our hero, but not the demonic forces themselvse
>>
Rolled 24 (1d100)

>>48559941
You make a good point. But, I mean...there's a wasteland right nearby and we already had Axum's deal go off. You want to set off another psi-bomb into all this?

Shouldn't we try to capitalize in a normal fashion first?

I think the following would be best
-Initiate the Tek Support and repair our defenses this turn.
-Possibly begin to draw out monsters/zombies (or even the ghouls) onto the withdrawing forces. Slow down their progress.
-Eliminate forces surrounding our bases.
-Pursue them back to theirs and fuck their shit up hard.

>>48559349
Contact the ghouls.

"Hey Irewin. We know you may have mixed feelings about us right now (or maybe you're beyond the ability's range) but we were wondering what you would think of a whole helluva lot of sweet manflesh running away from this battle and back towards their bases. There's still a clusterfuck of monsters and zombies going on so they're gonna be a while getting there too. Just ripe for the picking."
>>
Rolled 60 (1d100)

>>48559260

>WAR
Carry on raiding the enemy bases, all of you. Sarah, since you're out there see if you can use [Telekinesis] to slow down the enemies' progress. It's the little things that are most infuriating, like when you're running headlong but get tripped every few feet, or when a bunch of monsters sitting in the den you were sneaking past suddenly get an invisible flick on the nose. We're trying to buy time with them out of their bases. [Teleport] yourself, Biggy and Exon out if things get too hairy though

Biggy, we recommend you use [Takedown] to cause maximum damage (or keep doing [Activate Agent], whatever you feel is best). Exon, carry on.

Our kind Demonic Commander Azo and Lord Aldo, we suggest (though we know you're irrationally angry with us at the moment) that you activate [Portal] to get more troops, and [Hello Hell] on the land the enemies' forces are crossing to slow them down.

>Action 1
CEO, Sarfos, you remember that research action with the MMBB? Well now we're just trying to activate its full potential so we can fuck all these motherfuckers up. We'll do it now so it has a chance to power up before we throw it into combat. Activate [Corporate Override] CEO, and Sarfos do your thing with your [Corp Chief Override].

Let's kick this baby into high gear. If anything starts to go wrong, use [Lockdown] on the MMBB to keep shit going wrong contained.

>Action 2
Otherwise...you know those friendly enemies camping outside our place taking a nice rest break? Use [Lockdown] on them to contain them. Just because they get to rest doesn't mean they get to resupply. Fuckers. You know what? That's a super dirty trick too, so if you do that then Axum should use [Cheap Shot] and/or [Nude Nightmare].

Otherwise this action is devoted to Axum. As per usual, this entire plan is subject to him and Sarfos' approval. Furthermore he may judge it best to maintain [Friendly Enemies] for one more turn. It's his call.
>>
Rolled 22 (1d100)

>>48560736

>Construction
Reconstruct, replenish, repair, improve, maybe even expand in that priority of importance. While we're not under immediate and overwhelming assault fix EVERYTHING and resupply the Director's troops.

ECO+Ginny [Build] [CopyCat->Build] you know how it goes, you've been doing this exact thing for quite some time now.


>Trade
Well, Lord of War you heard the Zealots. Go talk to the creepy Cultists and negotiate some trade deals. Not like anyone is below our standards, so. They DO want to keep dealing with us on the hush-hush though on account of us being bandits and all so you should probably use [Let's Make a Deal] to keep the meetings hidden.

>MAD
Roy, this action is yours. You've got a knack for solo operations but you might appreciate some manpower behind you too. Your job is to head DEEP and stir up some shit (preferably zombies, so it's tastier to the ghouls) so as to fuck up all these enemies who are just sitting around out here in the open. We want maximal clusterfuck on their retreating forces, and against the rear of the forces arrayed against us.

>Other
Contact the ghouls and see if they're interested in eating the retreating forces while they're out of their bases. We've got a few slaves (I think) that we'll gladly give to them, and this whole place is covered in zombies. Otherwise we've only got these manufacturing materials and loot to pay you with, what a bummer.

While everything's still relatively peaceful the Tek Bandits should also get in and do their setup+installation. Pay the turnly-fee for the next 10 or so turns too. Preferably in Loot, but whatever it takes to get it done.
>>
Alright we can get those cultists with a trade. Which in turn should help us get stuff to keep the temp guys around.

Recover where we can for one action.

What else...
>>
>>48560736
I believe some of those heroes need to recover from double use.

Also that research action on MMBB didn't go thru.
>>
>>48560821
We could see about training more troops or at least throwing more of our population into to the firing line.
>>
>>48560736
Biggy needs a cooldown, other than that the rest looks fine
>>
Rolled 78 (1d100)

>WAR
Carry on raiding the enemy bases, all of you. Sarah, since you're out there see if you can use [Telekinesis] to slow down the enemies' progress. It's the little things that are most infuriating, like when you're running headlong but get tripped every few feet, or when a bunch of monsters sitting in the den you were sneaking past suddenly get an invisible flick on the nose. We're trying to buy time with them out of their bases. [Teleport] yourself, Biggy and Exon out if things get too hairy though

Biggy needs to recover. Exon, carry on.

Our kind Demonic Commander Azo and Lord Aldo, we suggest (though we know you're irrationally angry with us at the moment) that you activate [Portal] to get more troops, and [Hello Hell] on the land the enemies' forces are crossing to slow them down.

>Action 1
CEO, Sarfos, you remember that research action with the MMBB? Well now we're just trying to activate its full potential so we can fuck all these motherfuckers up. We'll do it now so it has a chance to power up before we throw it into combat. Activate [Corporate Override] CEO, and Sarfos do your thing with your [Corp Chief Override].

Let's kick this baby into high gear. If anything starts to go wrong, use [Lockdown] on the MMBB to keep shit going wrong contained.

>Action 2
Otherwise...you know those friendly enemies camping outside our place taking a nice rest break? Use [Lockdown] on them to contain them. Just because they get to rest doesn't mean they get to resupply. Fuckers. You know what? That's a super dirty trick too, so if you do that then Axum should use [Cheap Shot] and/or [Nude Nightmare].

Otherwise this action is devoted to Axum. As per usual, this entire plan is subject to him and Sarfos' approval. Furthermore he may judge it best to maintain [Friendly Enemies] for one more turn. It's his call.
>>
Rolled 9 (1d100)

>>48561154
>Construction
Reconstruct, replenish, repair, improve, maybe even expand in that priority of importance. While we're not under immediate and overwhelming assault fix EVERYTHING and resupply the Director's troops.

ECO+Ginny [Build] [CopyCat->Build] you know how it goes, you've been doing this exact thing for quite some time now.


>Trade
Well, Lord of War you heard the Zealots. Go talk to the creepy Cultists and negotiate some trade deals. Not like anyone is below our standards, so. They DO want to keep dealing with us on the hush-hush though on account of us being bandits and all so you should probably use [Let's Make a Deal] to keep the meetings hidden.

>MAD
Roy, this action is yours. You've got a knack for solo operations but you might appreciate some manpower behind you too. Your job is to head DEEP and stir up some shit (preferably zombies, so it's tastier to the ghouls) so as to fuck up all these enemies who are just sitting around out here in the open. We want maximal clusterfuck on their retreating forces, and against the rear of the forces arrayed against us.

>Other
Contact the ghouls and see if they're interested in eating the retreating forces while they're out of their bases. We've got a few slaves (I think) that we'll gladly give to them, and this whole place is covered in zombies. Otherwise we've only got these manufacturing materials and loot to pay you with, what a bummer.

While everything's still relatively peaceful the Tek Bandits should also get in and do their setup+installation. Pay the turnly-fee for the next 10 or so turns too. Preferably in Loot, but whatever it takes to get it done.
>>
Rolled 25 (1d100)

>>48561166
>>48561154

More allies, more repairs!
>>
Rolled 97 (1d100)

>>48561209
Link vote
>>
Rolled 35 (1d100)

>>48561209
Supporting
>>
Did the forces we dispatched to the desert ever recover Marty? Are they still gone
>>
Rolled 53 (1d100)

>>48561209
This
>>
Rolled 99 (1d100)

>>48561209
Rollan
>>
File: image.jpg (166KB, 537x720px) Image search: [Google]
image.jpg
166KB, 537x720px
Rolled 92 (1d100)

>>48561166
>>48561154
>>48560747
Vote 2
>>
Bump and no more rolls folks lest we fumble which the next roll WILL BE.
>>
Another bump
>>
>>48565747
>>
BAMPING
>>
Rolled 23 (1d100)

>>48561154
Sarah uses Telekinesis however the usage of teleport as well as forced her into a cooldown state. Which can be bypassed of course at the cost of doubling the penalty each time it is done.

Portal has been used to summon more demonic reinforcements and the demons continue on fighting.

Overrides used MMBB is now online and operable.

Axum maintains channeling friendly enemies. He states he'll cancel it when Sarfos says so and no other. In other words he is refusing our orders.

>>48561166
Repairs have been ordered.

Trade deal with creepy cultists have been arranged making the CEO VERY happy. Especially once he found out what they had to offer.

Roy has proceeded to go unnaground to stir up trouble. He states he'll be back in a few turns. Probably when it gets too hot even for him down there.

The ghouls have mobilized. Given our lack of payment they will not be helping us directly but will be taking advantage of the situation.

Tek bandits have installed their stuff and we have payed enough for tek support for 10 turns.
>>
Rolled 79 (1d100)

>>48570781
WARNING
Demonic forces are being desummoned.

WARNING
Eldritch forces are being desummoned.

>>>Turn 398
>>>>>>>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: 30 Resource. 20 Rare Resource. 60 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 429k
>>>>>>Military 110k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Great
>>>>>>Health: Great
>>>>>>Armaments: Very Good
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc.
>>
Rolled 86 (1d100)

>>48570800
>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+. Warroom+++.
>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23
>>
Rolled 73 (1d100)

>>48570800
I guess there is not much we can do to stop desummoning while they are enemies. Maybe sending Biggy or something to counter it.

Act 1 thinking give it to the director to set up recovery and traps for the "allied" troops or what ever he needs.

Act 2 for Axum to maintain and use as needed.

Trade to CEO on keep growing our support and ally forces.

Constitution On repairs and build up defense where we can to improve our control.

War Act I want to throw ECO into the mix on. Having them use Schematic Scan. JAL and Ginny working on countering and learning from the enemy tech. Maybe even have JAL use HAX to make it easier to scan.

MAD
If you can stop the desummoning of the demonic and Eldritch, do it.

Otherwise, I'm guessing we will keep playing Thursday since this will drop soon.
>>
What services did they offer thatched CEO was so happy with?
>>
Rolled 1 (1d100)

>>48573567
Rare and exotic materials that he has barely seen since the Fall. Hence why he is so excited. Hell most of it he hasn't seen since before the Fall.

They also have some very interesting, very secretive, and valuable but often strange information for sale as well.

So the CEO is in quite the good mood because of it.
>>
>>48573632
I wonder how we should use them
>>
>>48573681
Ginny, JAL or other craftsmen would probably know something to use those materials on.
>>
Rolled 17 (1d100)

>>48573681
>>48573723
Ginny and JAL would both know.

The Brood in particular could create some very nasty units and structures with it. You have to remember the lack of resources has also hit the broods rather hard otherwise they would be much more dangerous. Brood has been stuck with using only their most basic units for the most part and spend quite a lot of time/resources to scrounge up enough for their other stuff.

A lot of the stuff the cultists have to trade is very important for the creation of more valuable stuff, rare components, and exotic techs among other things.
>>
Rolled 21 (1d100)

>>48573828
>Ginny and JAL would both know.
"Ginny, JAL, Rizal

WHat is the most useful thing we could make with these materials, particularly towards helping us win this battle"
>>
Rolled 17 (1d100)

>>48573864
Ginny states some of the materials the cultists have to offer is critical for certain components that would vastly increase the quality of the techs you could produce. You have been having to make due with the inferior versions.

JAL states with those materials he could churn out higher quality and more exotic bots or brood beasts easily.

Rizal doesn't really know unless she experiments with it to see what she could do.
>>
Rolled 37 (1d100)

>>48573972
So CEO how much would it cost us to support Ginny and JAL with what they need?

IF possible I would love to get some for Rizal. She is a smart girl and those items could lead to a edge we need to take it to a win.
>>
>>48573972
"Anyone object to dividing it in 1/3s?"

"1/3 for Ginny and our tech"

"1/3 for JAL"

"1/3 for Rizal (for experimentation)"
>>
Rolled 79 (1d100)

>>48574034
"...A lot. Even with our manufacturing base. The brood is ever hungry there will be no truly satisfying it and our own manufacturing is near old world levels. It would require a colossal amount just to satisfy our own machinery. Nigh impossible to do since the Fall."

"Not to mention I rather doubt the cultists have that much on hand for trade. The stuff is rare and valuable even before the Fall."
>>
Rolled 28 (1d100)

>>48574111
Can we get the amount needed to upgrade the troops and heroes?

Then we feed the remaining we can get to the brood.
>>
Rolled 2 (1d100)

>>48574168
That is a pretty big maybe you got a lot of troops to satisfy but if necessary the CEO can travel with a trade caravan to other locations to hit up other cultists and mutants. It will just take awhile and require some actions devoted to it.
>>
Rolled 44 (1d100)

>>48574204
I think it would be worth it. Having him go around and get those materials. Plus he can add other side trades as he goes. Gathering more wealth to buy allies or just get more purchasing power for the materials.

>>48574076
I think we should limit the experimentation and get our current badass better stuff. I'm thinking if we can get our troops a nice and edge and boost the brood where we can. We can go in for a push taking out some bases after taking out the fighters.

Anything else...
>>
Rolled 80 (1d100)

>>48574375
I like giving the materials to Jal for robots. He could make mad ores and he can make them non brood i beleve, we need things that can operate all of our vehicles and we do have mad vehicles that need crews. Then we could have them Sally forth to buy Axum and the security director more time.

God I wish I knew what they were planing.....>>48574111
>>
Rolled 18 (1d100)

>>48574204
WAR
Biggy has recovered, use [Takedown] on their base facilities and smash their defenses making them more vulnerable to the heat we're pouring onto their bases. Open up paths for zombies and monsters to start pouring in.

Brood King you're up too. Get in there and start fucking shit up. [Activate Heroic Sacrifice] and [Only Overwhelm] for the King. Exon you go join him, we'll have two single unit armies fucking shit up at their bases. Help biggy make holes for the monsters and zombies we're calling in

Action 1
An action for Axum

"Axum, we've got the MMBB online and our best pilot Lil'P. You're a genius at vehicular offense, and the enemy is running away.

Traditionally running away is the most dangerous thing you can do in the face of a tank charge. "

Lil'P Redline it!

Action 2
Give JAL 1/2 of the CEO's newfound materials
Ginny get's the other 1/2

Let's see what they do with it

Construction
AI ECO follow the Security Directors instruction and [build] him whatever he asks.

TRADE
CEO, go to a nearby caravan. Try your luck at getting us more of those materials by hitting other cultists and mutants [Let's make a deal]

Please don't take so long as SAL!

MAD
Go Roy Go! Do your thing
>>
>>48575246
The warlord is wanting to channel his ability till we recover or what ever the director has planned. We should keep an action on channelling
>>
>>48570800

>Forces being DEsummoned.

Sounds like an offensive move. Was our timer just out or was it an offensive move?

Also what's the situation on the enemies rushing back to their bases.

And the enemies around our bases.

And what about the monsters and zombies that came out of hiding when all this shit started to go down?

What does Axum think about training up a fresh wave of military folks in this, because our Pop is far outstripping our military? What's up with that, btw, is it just because we've got a bunch of injured? I thought our guys auto-trained due to our integration with the Paramilitary.
>>
Rolled 23 (1d100)

>>48575246
We can't actually do anything explicitly offensive until Axum quits [Friendly Enemies].

Also Lil' P is still out raiding with our BAD Bandit Flying Loot Wagons.

We don't want to dispatch the CEO to do a caravan right now, we're still in the middle of a war.

We've got to be more clever than this.
>>
Rolled 94 (1d100)

>>48575554
Timer ran out so they are going bye bye.

Some of them already made it back and more are on the way.

They are holding position.

Causing trouble which is to be expected.

You still have spend resources and state what kind of training you want done. It just doesn't take an action now.
>>
Rolled 60 (1d100)

>>48575639

>You still have spend resources and state what kind of training you want done. It just doesn't take an action now.

This is the sort of thing that you have to TELL us. Come on now Genie, that's not the way it used to work so now we've missed out on that opportunity for quite a while without even knowing it was going on.

Look, even the dice agree you need to make it up to us.

This 3rd 1 will turn 3/4 of our pop into military that are all badasses.
>>
>>48575639
So do the enemies around us still SEETHE WITH NUMBERS or have they been greatly reduced?

Are they mostly the elites or the squishier forces?

What's up with the bandits who were tagging along with Joy, where are they at and what are they doing now?
>>
>>48575639

Holding position eh? Was the insanity not permanent? Is Friendly Enemies not causing them to infight the shit out of each other?
>>
Rolled 70 (1d100)

>>48575695
Raiding their supply lines or bases should the opportunity present itself.

They are still teeming.

Mostly their elites as the squisher forces are either dead, retreated, or improved.

>>48575720
They holding because of those two things.

>>48575667
I have explained it repeatedly usually during civ creation or when you play paramilitary I would go over it again.
>>
Rolled 15 (1d100)

>>48575751
I will not lie I thought they just autopilot trained on what they last did till we changed it or something.

So maybe a refresher would be good for new and old alike.

>>48575637
We would get one hell of a boost if we get them.
>>
Rolled 13 (1d100)

>>48575751
What do Axum and the SD think of training up some newbies and perhaps baptizing them in this?

What do they think of this action plan?

>Action 1
Here you go, Axum.

>Action 2+Construction+Trade
Here you go, Sarfos. We're sorry we've neglected you thus far in the battle to take the brunt of the punishment. We'll do our best to remedy that now.

>Mad
In support of Roy.
>>
Rolled 42 (1d100)

>>48575841
The training still costs resources and obviously there are different things to train in. Hence why you need to announce what type of training it is.

There is simply no action cost. I will admit I once thought about making it strictly military training but I thought that wouldn't be fair so changed my mind making it just training in general.

Its suppose to represent the professional and well trained nature of paramilitary factions that training comes naturally to them.

>>48575879
Axum could do it but that means he will be occupied with training forces. He does acknowledge that it would be fucking great for training up more forces in and much quicker compared to what he had to work with last time(which obviously took awhile if you don't recall).

Sarfos admits it would indeed make for good training but at the same time cost a lot of lives.
>>
Rolled 9 (1d100)

>>48575841
You want to dispatch a long-term trade caravan in the middle of all this?

You'd better combine the Trade and MAD actions in support of it for the duration of its journey because that's exactly what it would be.
>>
Rolled 89 (1d100)

>>48575927
Do they feel that we're still in existential peril from the current situation?

Because while we don't want to waste lives needlessly it would be even worse to start doing it later and waste a bunch of lives in a too little too late scenario.
>>
Rolled 4 (1d100)

>>48575879
Heh training more people to fight/defend and basic actions I can back for a change to all these big actions.

Now I just wonder what we will do with out a war action.

>>48575751
Other than random chance spawning. Is there a way to train people to birth heroes? We could use some scouting actions and what not.

Differently want to get back to studying the brood for researchers. (Not making something this time, just getting to know them better.)

>>48575927
Cool.

>>48575928
I suggested the limit to just the troops and some for brood. Plus other trade deals could be made while going around. Which could get us some reinforcements. We can take longer after that if we want more. The MAD action is a gamble we could take for him. Because we need some powered up people now that our demon guys are gone.
>>
Rolled 87 (1d100)

>>48575969
Axum states they'll only fight so hard due to the losses they'll be taking especially once the demons and eldritch go away.

At that point given all the fighting would they really bother to continue considering the shape everyone would be in?

Sarfos thinks he has a point. They will only fight so hard for so long before agreeing to a truce or something.

>>48576034
I have explained repeatedly the best ways to 'encourage' a hero spawn its not very easy at all though and it still doesn't guarantee it only makes it more likely to occur.
>>
Rolled 11 (1d100)

>>48575879
I can vote this
>>
Rolled 38 (1d100)

>>48576062
>>48576034
Guys, no don't. We're still figuring shit out. We need to decide whether we want to baptize our guys yet or not.

>>48576057
How does Sarfos like Axum's troops, both in usage and training wise? Are they acceptable to his sensibilities?

Also what's our troop composition? Because we might want Axum and Lil' P to coordinate and mostly train pilots this time instead of infantry, depending on where we're lacking.

I suppose really he'd know and would decide who to train on what but I'd still like to know for our knowledge.
>>
>>48576057
Man I wanted to groom people in schools or the like from birth into a hero.

So just doing things to get elite bad ass and actions on the hero in mind then. Still the random people are quite good.
>>
Rolled 72 (1d100)

>>48576193
If it was that easy everyone would do it.

>>48576173
Not his type of forces but there is no doubting their effectiveness.

Most of your military forces are Raiders or Guards. With spec ops and pilots being the rarest.
>>
>>48576262

Does the SD feel he could, or would be interested in training up a bunch of forces under his personal tutelage? At this point in the battle he's probably accomplished it somewhat, but we really do realize that we've kind of been favoriting Axum so we want to give him his chance to shine. We just need to know what methodology he uses to accomplish that.
>>
>>48576262

Low on pilots eh? Well Biggy has shown that he can train SpecOps up so that's good. I HAVE been hankering for another pilot hero, one more dedicated to training though. Get that sweet competition going on with Lil' P.
>>
>>48576572
Build pilots for fuck sake. Or kamikaze brood pilots or something. Maybe psion operation from the ground seeing as our whole pop is psionic. Cmon guys you are forgetting who we are now.
>>
>>48576739
Brood infest shit, and stuffing brood in vehicles is less efficient than just using brood units on their own. Building pilots runs into the same problems as building bots, namely that we don't have the infrastructure to properly support widely using bots in a combat capacity (you know, getting a single Seed AI Hero would take care of that problem though).

What we DO have is an excess of population that will strain our infrastructure unless we do something with it. And we have the ability to manufacture almost pre-fall tier vehicles like they're going out of style.

I, for one, am all for sending a few waves of vehicles in a flanking attack against the forces outside our walls with newbs in them. Get us some pilots by force.

Also I'd like to send out a grand trade caravan/war convoy if we survive this, to acquire exotic materials and further force the development of a bunch of pilots.
>>
>>48577397
Why flank with them though? If you're just going for spawning/training pilots we can do better. We easily equip every single one of our guys with power armor, this makes them quite survivable. We stuff a bunch of noobs in power armor, and then have them pilot our vehicles in a full frontal assault against the enemy. When their vehicle gets shot out from under them they're likely to survive and need nearly the same firepower to get taken down themselves (because power armor) so they scramble back to the factory and hop into another tank to do it all over again. Even applies to air vehicles too actually, once they get shot down they have to fight their way back to our lines, making them fairly good SpecOps/Commandos too. If that doesn't sound like some Axum-tier hellish training I don't know what does.

It's not cheap (vehicles and training never are) but the ones who survive that fucking gauntlet will damn sure be worth their salt.
>>
>>48577397
I fail to see the problem with brood infesting aircraft if they are going to go kamikazi
>>
>>48577759
I love the idea of infesting targets with bombs. Wreck their ability to do stuff.
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