Post Apoc Megacorp Remnant civ quest 3

Rolled 43 (1d100)

Running Late Edition.

Last time technology was reverse engineered, defenses were constructed, monster mayhem happened, and recruitment flyers for muscle was sent out. So...yeah that was about. Surprising how little room that took...felt like a lot more happened then just that.

Rolled 50 (1d100)

Despite the surprisingly brief and fulfilling yet oddly unsatisfying summary of last thread.

Welcome to the Post Apocalypse where everyone hates you and everybody else.

Enjoy your probably shitty stay and try not to die too horribly.

Oh right almost forgot tip of the day...and no that wasn't just it.

The tip is...guess who are the top two most popular factions to recruitment?

Think Tanks and Megacorp remnants.

Yes it is surprisingly paramilitary isn't up there but that is because paramilitary while offering the best protection have largely limited amount of irreplaceable gear. Which obviously means options are limited. Hence why they are not as far up as one would think!

>>Turn 24
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 4 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 6

Rolled 52 (1d100)

Well last action was to test the people and see who is worth it. Send the muscle to clear out prime gathering spots for us to scavenge.

Payments will start out with in food, water and ammo. The ones that do the best will get a supply I believe was the agree upon payment from us.

Then there is the matter of finding the hero (or two) hiding as well.

Rolled 80 (1d100)

archive.4plebs.org/tg/thread/46675227/

Last Thread.

Also take care that recruiting too much people or those who are too powerful can lead to potential unrest, possible coup, and certain morale penalties.

The penalties vary according to number and origin. Obviously recruiting people from the same type of civ as yourselves harbors the least penalties. Particularly if you originated from the same Pre Fall group makes the penalties minimal.

Rolled 99 (1d100)

bump

Vote

Aw you sexy rolling person you.

Rolled 13 (1d100)

Rolling

Rolled 79 (1d100)

Supporting

Rolled 54 (1d100)

Due to our lack of reputation...we had to accept the fact that the forces we would attract would likely be questionable and their loyalty even more so.

But this is something the corp is very much used to at least the former half anyway. So aftering vetting them the remainder was given a mission.

Payment was to be food, water, and ammo. The better their result the bigger share they would enjoy compared to the others. While number one would also be rewarded with a supply.

In terms of combat proficiency there were two out outshined all the rest. They were Hugo Horrors as it turned out were just as deadly as their appearances would indicate. While the other was Bravo Company which was likely a false name. Everyone else was however at a minimum were good. However that was things got interesting. As it turned out they all had some rather interesting cards to play.

However unexpectedly both Hugo Horrors and Bravo company got outshined. Not only once but twice.

The first time was with Bane Company. They were only a bit behind the two when in terms of skill but suddenly their cooperation and tactics peaked the scales. Their professionalism even out shown Bravo Company and their vicious even trumped Hugo Horrors. They fought dirty and they fought smart allowing them to beat both of them.

Besides them was unexpectedly one of the 'rabble groups' who called themselves Team Terror. We weren't sure why they were called this until the one they called 'Terror' woke up. We weren't sure why whoever it was called that but we soon found out. As soon as Terror woke up suddenly it was liked the lights went out...and then we heard the screams.

but not of man was would normally expect getting torn apart in the dark by the monsters and worse things still...

no it wasn't them who were screaming.

It was the monsters.

They were screaming and they screamed in terror as they were snuffed out out the darkness that should of been their home.Their refuge.

Damn, now which one do we pick.

Rolled 23 (1d100)

Alas it was not to be and so they screamed in terror.

Unexpectedly through the efforts of the one called 'Terror' alone was able to beat both the Hugo Horrors and Bravo Company.

They were tied neck to neck for first place with Bane Company. That when however things went to hell in a hand basket.

As suddenly Bane Company and Team Terror suddenly crossed paths. That was when we heard screams of man and monster together forming their own chorus of terror. As we were expecting Bane Company to fall that was when we saw lights appear in that pit of darkness.

Out emerged Bane Company guided by those strange lights and with heavy gunfire as they somehow extracted themselves out of the dark.

However their extraction ended up costing them not only first place but even second, and third. They came in fourth.

but amazingly enough when we did a headcount. During the entire operation INCLUDING the run in with Team Terror...they did not lose a single man.

Everyone else lost people.

Plural.

But they only had a single guy who ended up wounded due to accidental friendly fire while the were in caught in the darkness. Their suits were also eerily shiny as if the recent op couldn't even cover them a speck of dust.

Rolled 67 (1d100)

>>Turn 25
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 4 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good(Low Temporary)
>>>>>Water: Good(low Temporary)
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Low
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 6

Rolled 4 (1d100)

>B. Try to improve the base

Rolled 99 (1d100)

I know right.

I would like the CEO to talk to Team Terror and Bane Company about sticking around. We can be nice to the others and let them stay to recover if they would like. Unless it would be better to get them on bored as well.

Now to gather up the resources made open to us by the great work of the new hires.

Rolled 8 (1d100)

Vote

Rolled 11 (1d100)

Vote

Rolled 22 (1d100)

Rollan

Rolled 98 (1d100)

You wont be able to afford all of them not too mention dem penalties all stacked together...

Team Terror unsurprisingly turned out to be a bandit gang. They 'follow' Terror around and basically enjoy whatever is left. 'Terror' as it turns out offers fantastic benefits. While they may take jobs for things like food, water, and ammo. Long term basis they will want drugs, booze, and women. Not to mention they tend to be rather...unprofessional.

Fortunately room isn't much an issue.

Bane Company meanwhile is vicious and professional. They require munitions, and food or water as well as resources for jobs. Long term they require 'entertainment', food, water, munitions, high capacity power source, and refined resources. Without 'entertainment' they will demand another refined resources and lacking munitions as well as power will see to it that the contract is ended. Oddly enough they don't mind lacking food or water and offer to go on a 'resupply run' should it be required. Strictly speaking they wont accept even we lack power, munitions, or the other odd refined resources they desire.

Making them the only force besides bravo company who will take the job despite lacking food or drink.

The cheapest hires obviously only require simple room and board for their services. Despite them getting fourth place they demand even more then the runner up Bravo Company does. Hugo Horrors meanwhile demand large quantities of supplies and resources.

As for resource gathering operations we were able to successfully bring in vast quantities of resources that are being put through the recycler as we speak. Its too bad we were lacking in salvaging gear and training. We could of brought in a lot more.

As is our forces were able to ransack a cracked research lab which contained tech and research on biotech. It would appear some of the monsters were a result of their...'research'. The lab despite being compromised is surprisingly intact.

Rolled 30 (1d100)

Bane Company has offered to 'clear and claim' the labs for us should we provide them with some of the biotech mods harvested from the labs. It would appear most of the compromise is in the security systems. The research labs and data vaults are surprisingly intact...as our scavenger teams were able to successfully bring back some samples of their research and tech. Unfortunately they didn't dare delve too deeply within the science lab despite them being relatively clear.

The only other scavenged sight of interest was a vault. Scavenging has indicated that when they tapped into the vault there were some uncompromised areas. Scavenging them resulted in garnered some pre fall supplies. Meanwhile further stores deeper in the vault indicate they contain still uncompromised goods...much of the resources collected there were clearly once intact until the monsters moved in resulting in damages. Fortunately we can recycle them but the tech is sadly too mangled to be of much use thanks to long term monster inhabitation. But this is not true throughout the vault...sadly we have noted several compromised locations in the vault and some areas indicating they go deeper into the ground. Our forces dared not go deeper as team terror when they went through the vault refused to go too deep underground. They claimed that the underground while rich in old world goodies is special kind of fallen hellhole. Saying something about all just as the old world fell into the dark cracks of the world so too did the things that brought along the Fall followed them down there...and more besides fell down there too as they went back to the deep dark domains from whence they originally erupted.

Team Terror and Hugo Horrors refuses to go down there without heavy bribery. Oddly enough the Looming Light seamed strangely willing without paying out the ass for it.

Rolled 19 (1d100)

>>Turn 25
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 22 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Low
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10. Scavenged Biotech. Biotech Research Supply(3). lab parts(specialty biotech).

bump
Darned finals month, peeps must be busy.

Rolled 25 (1d100)

Hire Bane Company to secure the labs.

Try to hire Hugo Horrors guard the underground holes in the vault and offer a share of any loot found, grant them permission to collaspe the entrances if things go haywire. While Looming Lights should go scout it out and see if they can scavange anything.

Rolled 5 (1d100)

Alright. I'm down to work with Team Terror even if they are bandits. They held their own and lost no one. We could work well with their power.

Seeing that we are given a offer that could give us a back up base. I'm incline to agree to Bane Company's offer.

I feel we should leave the under ground alone for now. Use our new resources to build up and rearm.

>Armaments: Low
So my vote for action is to get that back up. Assuming it's low ammo and what not. Plus if we agree on Terror we could see if they need anything we can build for hem.

Rolled 35 (1d100)

Couldn't amo be restocked by making bullits?
The ingredients for black powder can be found naturally and easy if you know where to look
The brass bullet casing can be used a good 5 or 6 times before its unreliable

The bullet head can be made out of any metal you can spare

The hardest part would be the part at the back the firing pin hits, but if you can find any phosphorus that will help

Rolled 68 (1d100)

I am in support of both Bane Company and Huge Horrors deal, and I feel we can well afford both.

As for personal actions I too support a rearmament program

Rolled 86 (1d100)

I vote we go with Bane Companies deal and them alone. We can't really afford too much extravagance.

I also vote
>>>>>C. Try to improve Armaments
Because we are lacking in them.

We have the resources to make ammo. We have 22 in fact (plus the 10 supplies). We are really good on things at the moment. Which is a problem if someone attacks with out getting the good muscle on our side. Hence my want for Team Terror over the other two we could get. Terror out did all of them and that should make them worth it.

I feel Huge Horrors is asking for more than they are worth. Going with bandits opens us up to working with mutants, robots and other factions that are cased aside. Which means we can use our machine men with out worry of what they think of them.

Rolled 59 (1d100)

I'll second that

We wreck our opinion with most of the civilized settlements and the majority of military civs in the wasteland. I mean, there are such a thing as bandit oriented corps but if that's the path we go we'll need to be set on it.

If we want the way of mutants, that'll be an added stigma.

Entirely possible tho. This game has had several mutant/bandit geared corps who did quite well for themselves.

They are getting paid to do a job that the cost is covered with what is gained. We can afford the keep one of the three others. We will need to protection.

The stigma will happen with ether side. I see this as a chance to get a super solider to get our back for when someone comes for the juicy target. We can make it work.

After all there is a way to get all the old world factions together and make us better for it. The bandits will just be one piece of it.

Which was your suggestion again?

We let the Bane Company do the job, We get the super bandit and gear up for a fight.

Then probably set up the lab as a new base next turn, if it's clear to do so.

Rolled 54 (1d100)

Actually it was only Bane Company who didn't lose anybody.

My bad I miss read that. Still out of everyone else Terror was neck and neck with them.

Rolled 68 (1d100)

Vote

Rolled 54 (1d100)

I'll change my vote to this.

Rolled 78 (1d100)

Resources were slated to produce armaments this turn. So our industrial base managed to churn out munitions, weaponry, and armor power armor included in bulk. Most of the stuff was Corp basic package. Meaning easy to produce even with our lacking basis. It even included a pattern of power armor. Eats up batteries like no tomorrow but it comes with enviromental protection, improved armoring, and some nice comm sets installed. Including Jack In capability.

Sadly no force shielding but it does have some room to spare for such or other things.

Meanwhile our attempts to claim the labs ran into some problems.

"Hey uh HQ we may have a problem, over."

"Report your finds over."

"Ran into Brood bioforms and detected brood infestation. It would appear a wing of these labs were working on brood biotch over."

"...Fuck we already took the pay for this too goddamn it."

"It would appear the breakout and site compromise was unsurprisingly located in said wing. Should we continue advancing? Over."

"...no. Keep on it. To all Bane Company personnel hearing this message. Code Black i repeat Code Black has been declared."

That was when a computer voice glitched itself to life.

"On-online. Sy-sytems powering up to to- 100 percent capacity. Munitions switching to-to Pre Fall stores."

"Per-permission granted to redline systems...sy-sys-systems sent into overdrive."

Meanwhile somewhere deep in the labs...

"You hear that ladies? Its time to show the Bane Company was capable of back in the day and on occasion STILL IS! Time to open up a can of Pre Fall whoop ass!"

Bane Soldiers in unison ejected their prexisting fuel and ammo. Switching over to Pre Fall stock and powered themselves up to 100. Then proceeded to ignore the blinking red light as they kicked into beyond 100 and into overdrive just as they injected themselves with Pre Fall Combat Drugs.

"Oh yeah..."

"Been awhile since we last got to use the good stuff...best to properly enjoy ourselves lads."

Rolled 63 (1d100)

With that single command. Previously only partly powered systems went into overdrive and previously darkly armored soldiers were soon surrounded with a peculiar red haze. High lighting their dangerous capacity returning to old levels...whose like weren't seen since the Fall.

Instead of ramshackle troops carefully rationing every last old bullet and drop of power became once again the mighty force they used to be as advanced one more!

Allowed once again for a time to return to their old glories as they bore down upon the infestation...and proceeded to light it up. Whether from the flames they unleashed purging the infestation to actually being the red glow radiating from them was impossible to tell.

"Oh YEAH good drugs AND ammo! Why didn't nobody tell me it was my birthday!"

"Systems running hot. Better make this quick boys or some of the good toys are gonna break for good again," commented a clearly female voice.

First one the corp actually picked up among the Bane Company.

"Aw but that is what we got you for!"

"We can refuel old batteries or replace that ammo."

"...Point taken pretty ladies. So how bout I save some juice so we get to have some fun later yea?"

"...I thought you were gay Jay."

"wh-who the fuck ever said I was gay. I am gonna kill em..."

"I saw you kiss a guy. Jay and there are other witnesses to boot."

"Oh come on that was ONE time i swear AND it got us both laid by chicks because of it!"

"Didn't they have a penis," cut in another voice.

"Wait really? Fuck I was too messed up to notice..."

"Oh yes they did...put up quite a nice show up there you did," teased the female voice.

"But wait why can I clearly remember banging chicks after that..."

"They got turned on from the show naturally you enjoyed some aftershow benefits."

"So THAT'S out it went...damn i should do that again sometime. That got me laid tons."

"Oh for fucks sake Jay get over yourself being in denial about being gay already..."

I feel kinda back that these high grade people are wasting away, but dam if it wouldn't be nice having them around. If we could only pay their upkeep.

Rolled 58 (1d100)

"How can that POSSIBLY be considered gay! Oh fuck brood guard..."

"...wow did I really just hear that," asked some after a stunning period of silence with only fighing being broadcasted. After which a whole chorus of voices chirped up confirming they also heard it. "Wow Jay...just wow I-i am not even going to go there...i mean your at least bi."

"Fuck you too assholes I am NOT gay...I swear it..."

"Don't worry Jay. How about next time its girls night out we let you get first dibs?"

"Oh I would appreciate tha-wait a second you cunts only ever go to the manwhore shows..."

"PUWAHAHHAHA...they got you Jay they fucking got you! HAHAH maybe that gay platoon transfer might just go through now!"

"Oh for fucks sake why are ALL of you misusing our comms like this! Do you think the brood are to be so underestimated?"

"Calm down chief. Its about over anyway. Besides Jay really does need to be transferred over. Oh wait nope take that back...that is lotta eggs and that is one big pissed off looking Momma. MOMMY WE NEED BACKUP BACKUP OH SHIT RUN YOU FUCKING DUNCES."

"See told you..."

Preparing Teleportation.

Heroic ability activated.

Recalling forces....

Redeploying forces.

Taking Teleportation Anti Nausea Drugs is adviced to quickly get passed teleportation sickness for soldiers in combat situations.

"BRLUGH. Ugh what about...bout outside it? PLEASE I BEG YOU!

"Ride it o-out you fu-fucking pan-pans-pansy."

"Fuck *Chokes down vomit* you ugh goddamn bitch..."

I am not a bitch. AI are sexless.

"Your voice is female so your a fucking bitch..."

Rations reduced to half. Politeness is required to this 'bitch'.

"Oh for fucks sake..."

"Cursing is disallowed. A strike has been included on your disciplinary record."

"How many times do you got to tell you morons. She's a cranky cunt...really nothing from you?"

"Negative. For I am according to repeated testimonies of varies witnesses am prone to being a 'cranky cunt' along with an 'artificial turbo bitch'."

Rolled 68 (1d100)

"Wow...first time I ever heard you not deny it."

Due to repeated testimonies of varies persons including chief commanding officer. Forced to consider faulty programming of this unit and hence being a 'turbo bitch'.

"So it finally sank in..."

But remember this 'turbo' bitch has access to records and has permission to delete unnecessary and disallowed materials such as the porn collection on data drive 1B. Deleting in...

"NNNNNNNOOOOOOOOOOO-" screamed Bane Company in peculiar unison.

-Cancelled. Because the last time I deleted the porn that was taking up valuable space you assholes nearly dropped by Core over a volcano you 'fucking' assholes.

"Hey that time you FUCKING DESERVED IT! Do you have ANY idea how long it took to build up our damned porno collected again? If it wasn't the commander you would of been nothing but a melted tin can..."

This I know. After all the Commanding Officer explained to the me the value of porno for morale upkeep and as 'entertainment' for the troops, also i deleted his favorite porn collection but unlike you all he explained to me my errors instead of trying to melt me down.

"Fuck he is way too goddamn nice to you I honestly don't know what value he sees in a shitty outdated corrrupted AI such as yourself..."

It is for that among many reasons why he is in command and you are nothing but a lowly soldier. So he sees value in my ability to do things such as-

Lab Defense Systems hacked.

Lab Override systems tapped.

Activating override....

Purging Wing.

There you go commander.

"Why thank you much darling...that certainly made things easier on us.

Anything for you commander.

"....you forgot the troops again."

...and the troops too. I don't know why you insist. Their distate for me is clear ever since-

"Look you deleted ALL the porn. Naturally they were pissed much more then ususual.."

They need to have more self control such as yourself commander. Lack of self control will decrease troop efficiency.

Rolled 69 (1d100)

"So too will deleting their entertainment such as porn we been over this..."

I know commander, but I am required to insist and remind at regular intervals.

*sighs* "Lets just finish this up..."

>>Turn 26
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 20 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10

Rolled 2 (1d100)

...ok, shall we finish up the tracks and turrets? We got lots of Resource Points?

>inb4 Nat 1

Rolled 18 (1d100)

Well if nothing else you need a boost. Supporting just so its not a 2

Rolled 71 (1d100)

scan troops for infection

Rolled 1 (1d100)

So what does Team Terror need at the moment? If they don't need any upgrades we can give. Probably getting rails and turrets up to the lab could be good. Then training in the new gear.

I was doing so dam well! Then someone had to say something about a 1. Then the dice remembered...

No they were just waiting were they.

Fuuuuuuuu

Rolled 72 (1d100)

this is a MOTHERFUCKING called 1, if I'm not mistaken it works differently. Right?

Rolled 23 (1d100)

Not if the one who called the one rolled it then it would have counted.

Anyway no fatepoint?

If so I can start writing the crit fail.

FATEPOINT

Rolled 62 (1d100)

O yeah we never used the like 40 or so points to buy stuff at the start. Dam...

Yeah Fate point. I feel that a cirt fail at this moment would be bad for us.

Rolled 81 (1d100)

Fatepoint this

Fatepoint time

He said "in b4" 1, had he rolled a 1 he would have been wrong.

So we get a bonus if we call our rolls? has this happened before?

Rolled 47 (1d100)

"So whose bright idea was it to build tracks and turrets."

"Why?"

"We really need to shoot that guy for thinking building tracks in these canyons are so easy. Fucking zombies. fucking monsters. fucking bandits. Fuck I swear we pay every goddamn inch of track per a tank of blood."

"So we didn't make much progress then?"

"...does a few meters count as progress?"


In other news the labs have been taken.

>>Turn 27
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 19 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10

Rolled 40 (1d100)

I THINK there was like...one occasion or two but it was near the beginning when I first got started and hasn't happened since.

There is a special bonus if you call a roll correctly good or bad.

Rolled 48 (1d100)

Alright lets suit up and send some people with the muscle to make a new base. Look it over and fix in for see able problems. Ginny Bobo I hope down for it.

With my odds I could call a 100 and still mess something up.

Rolled 58 (1d100)

Yup. Let's make an outpost and secure our new lab so we don't lose it again

Rolled 71 (1d100)

Rolling

Rolled 55 (1d100)

fine...
ill try my luck
>inb4 100

Rolled 51 (1d100)

I'm with these guys lets work on trying to get that Lab undercontrol and see if we can use some of it's equipment to make up for our own short comings....

We really need to find a small think tank faction to merge with/assimilate

Rolled 47 (1d100)

Hey with a lab under our wing we could find a think tank looking for a new home. That is if there is anything we can fix up for them to use.

I wounder if that inb4 only make the roll someone links to it roll it. (I bet it will still make me roll a 1 to be mean.)

Rolled 44 (1d100)

Rollan

Guy I was wondering shall we actually decide on a goal here? An end game objective as it were? My idea is basicly find a Para and a Think tank faction to assimilate. then together we begin to develop our own power armour and locking down a region. Team up with Team thunder and form our own Micro Nation and rule this region

I'm down for assimilating factions. We could when try for being old world again. yet I'm not sure if Team Terror counts for one of the 4(?) others we need to be old world again.

I hope we can get some trust back for Team Thunder, but not sure. We still have others to meet and see where it goes.

Rolled 21 (1d100)

Wow that picture is remarkably similar to what the Bane Company looks like. Just darker in color and sealed properly.

For such a nice pick here is the Bane Company hero.

Rogue Commander Jacky Jezra aka 'The Red Jackal'
Bonus War Specialty Command
Bonus Command Specialty War

Abilities
Redeploy: When activated unit instantly appears at targeted location. Can only happen once unless targeting location where other unit is located in which case units count as swapped and can happen multiple times.

Rampage: When actvated targeted goes rogue and counts as berserk. If used on already rogue unit is instead joins side and rampages until end of battle. When used on friendly forces they gain the rage trait.

Passives
Redlined Rogue: In exchange for going rogue units gain redlined boosting tech and actions in exchange for damage per a turn. If friendly unit accepts effect they will turn hostile turn. If hostile units accept they turn friendly for one turn. Neutral units are instead forcefully recruited. Effect stays in play until cancelled or death.

Hi Jack: When used unit is revealed in exchange gain free immunity bypassing intimidation attempt against all units. Friendly units gain rallied and gain an additional action when successfully intimidated. Hostile or neutral units if fail they can be hi jacked. hi jacked units still appear friendly. If successfull instead take penalty against all actions towards The Red Jackal.

Hidden Ability detected.

JACKY: Once per a turn forces are either reinforced randomly or used on base gain random reinforcements. An additional random effect is included. WARNING if activated when Arch Nemesis Black Jackal is in proximity effects is reversed. Activation will cause this unit or arch nemesis(if in proximity) to be randomly teleported This cannot be resisted.

...oooh arch nemesis...her ex lover?

Definitely cool and makes me glad I had the pic. It will take awhile to get use to her abilities. Seeing that a few are not meant for our people, with it making them switch sides a what not.

Hopefully we can make a fitting unit for her.

Unless I miss understood something. Because that would be cool to get a commander for the corp.

Rolled 5 (1d100)

Vote

Rolled 65 (1d100)

Work has begun on those lab. Who don't exactly have a lot of people but given the small section we are carving out its not too much of a problem. Biggest problem is simply repairing some of the systems and much more problematic is getting the power back up. Security is also a bit of an issue. Not for now at least as the monsters are still lagging but eventually it will be. Especially given the security system is pretty damned fried and appears to be the hardest hit system.

>>Turn 26
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10

Rolled 12 (1d100)

Begin broadcasting a signal calling for a Think Tank remnant or any scientists, we will give you a home if you work for us and a lab in exchange for your services.

Rolled 20 (1d100)

Signal Boost....litrally

Rolled 58 (1d100)

You need help, maybe try to make sure they are human atleast...or mostly

Rolled 6 (1d100)

Rolled 40 (1d100)

Build more bots for patrol duty and extra set of hand, build a pleasure bot for that techie too, poor try deserves some good in the post apoc

bump

Rolled 77 (1d100)

rolling

bumpuru, yay for been an Ozzy, i miss everything and bump threads all day/night

GOD NO. Never broadcast shit like tha with
>reputation: juicy target
We are just asking to be set up.

The only reason we got a break on the last recruitment was our high rolls, genie even mentioned it.

Rolled 79 (1d100)

Quick come up with another plan...uhhh ok Build more robots like this guy said and better arm them

fyi im these people changing to the build/upgrade bots idea

Rolled 56 (1d100)

Your bump is appreciated.

Sure, we need to helpers.

Rolled 37 (1d100)

Vote

Rolled 52 (1d100)

Rollan

Bump

bamp

Rolled 52 (1d100)

Bots constructed. Luckily we do have a pleasure model available. Sadly combat wise we only have a basic security guard bot available to us.

Anything determined about long term hires?

>>Turn 27
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10

>Anything determined about long term hires?
Remind us again, what we need to determine/choose.

Rolled 53 (1d100)

I want the Bane Company. Yet we don't have any way to get all their needs at the moment. So I'm still going Team Terror as the long term hire.


-----

As for action we should refine a resource since we can do 1 a turn. Have the engineer design improved defense.

I believe we have files on plasma and I think with what we have we could improve the power in plasma as well.

If we can I want the commander Jacky to work on getting a unit trained for combat.

Then the CEO to get a corp spec ops or spy unit trained as well.

Rolled 100 (1d100)

Vote

Rolled 81 (1d100)

To determine if you want to hire someone long term as they will require an upkeep per a turn. Unlike hiring them for jobs which is only the initial payment.

You'll be fine if you develop your energy needs and slate some resources to handle to their requests.

Admittedly though they have a hero which are never cheap. This is however also true of Team Terror. Hired heroes are fucking expensive, but remember your a megacorp remnant. Corp remnants of often the most wealthy of factions out there. You can in fact afford a few hero hires just don't go crazy with it. You might be rich but your not that fucking rich.

well fuck me.

So we can in fact afford bane company full time? Because i think they are everybody's first pick. The only reason we are considering other teams is because you kinda implied we could not afford them.

We may have misunderstood

Rolled 99 (1d100)

We got lucky and managed to unexpectedly refine and recycle a material to Pre Fall specs. This will allow us to make a single unit of goods into Pre Fall quality items.

Meanwhile Ginny went a LITTLE...overboard with the improved defenses designing. She got 'excited' and showed us a defense plan featuring a Plasma Pool. Besides that eccentric blueprint she also showed some featuring auto turrets and an upgraded security bot design upgraded with power armor tech along with increased awareness. This allows the humanoid sec bots to utilize different tools and weaponry with ease.

Apparently she managed to figure out that AI upgrade by poking around Bane Company AI Support Systems which gave her the AI upgrade idea. How she managed to put together AI upgrade given current circumstances we'll never know. Plus side at least our tin cans are no longer empty tin cans...there are now some metaphorical bolts jumbling around in there now increasing their smarts.

Meanwhile thanks to Jacky's help our CEO was able to successfully put together a Corp Remnant Spec Ops units they may be green as grass but they are spec ops alright. Had to butcher our security forces up to put a unit together for them but shockingly it worked and we still have the security forces to spare. Probably due to the robotic help and Jacky's suggestions. Turns out their commander is disturbingly familiar with spec ops. CEO also secretly putting together a spy unit as well.

You can but they are fucking expensive because of the hero unit, but also remember your rich. Without hero unit they would be ordinary expensive given their combat effectiveness.

Rolled 38 (1d100)

Unexpectedly the request to hire the Bane Company long term went through very fast and well. Given the benefits of the contract...Bane Company was 'very' pleased. Even going so far as to reveal their base for our usage.

Acquired Former(?) Faction Bane Company.

Bane Company Assets.

500 BANE soldiers.
100 of whom are support.
10 BANE Hover APCs
25 BANE Hover Tanks
5 BANE Bombers
10 BANE VTOL
5 BANE Fighter Jets
1 Busted Complex Base capable of holding 10k. Has been reinforced by Bane Company and turned into their local HQ.

Troop Composition.
1 Elite Spec Ops unit.
1 Bad Ass Support unit.

Special Unit detected.
Psycho Soldiers: May have gone insane due to psychological and possible psi tampering. Shockingly enough they were not put down and instead formed into a special unit. Only ones batshit crazy enough to willing swap out with and support Elite Spec Ops.


Gained Additional Paramilitary/bandit hybrid HQ Busted Bunker. Homeground Busted Complex.

Faction History:
Previously a typical paramilitary Company but to support their continued operations they resorted to banditry instead of rationing and or reducing operations. Hence they were deemed 'Rogue' and to show their new allegiances they got rid of old symbols of alliances and promises only to replace them with their own paraphernalia. Eventually they became known as Bane Company and only recruit rogue professionals or those willing to accept the regimen strictly enforced by Bane Company. So unlike many of their comrades they did not degrade into ordinary bandit forces. Their turning 'rogue' can be determined when Black Jackal was still working with Red Jackal. Eventually they had a rather nasty falling out. By that time their previously combined forces divided themselves between the two. However their forces were forever changed. Black Jackal went from a warlord to a fierce commando. While Red Jackal learned the cunning bandit of Black Jackal.

Rolled 11 (1d100)

According to Bane Soldier testimonies. The 'actual' beginning of Bane Company started when that bandit boss started to work with their commander. They started to get a little 'too' close and started rubbing off on each other. Not to mention the joys of actually be able to have their old abilities back was very persuasive to the soldiers. Especially with the Fall of the old world. So they changed into something of the New World by becoming Bane Company.

The eventual and unexpected fallout between Red Jackal and Black Jackal caught them by surprise. By that time both were very popular but when they split troops naturally shattered according to their personal preference.

Ever since they been fighting. The soldiers don't know 'why' the two had such a nasty falling out but both hold quite a grudge against the other. According to them where Red Jackal was quite the commander...Black Jackal was one mean dirty fighting machine. The two eventually rubbed off on each other. Red Jackal starting fighting dirty and Black Jackal got a better grip on command. Thereby allowing the then Officer Red Jacky to take over and Black Jackal to become a Warlord.

Rolled 11 (1d100)

>>Turn 28
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10

Can someone post the map again please?