Post Apoc Megacorp Maticico Remnant civ quest 9

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

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youtube.com/watch?v=Gx8VzCX84IU
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Rolled 68 (1d100)

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

Rolled 39 (1d100)

new hero/repost.

...

...

...

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

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

When we opened we found

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

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

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

Rolled 51 (1d100)

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

anyway the Psi command is specialized Hivemind

Research bonus AI/Robotic with specialized Rampant.

My bad.

Also there are more abilities.

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

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

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

Awakened abilities next turn will be the following

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

AI JAL IS in fact an AI manufactured by AI. He was created because the 'parent' AIs were so conflicting and because of that it was thought he would be useful in Vault 101.

Any update on our action to help Bane, Jacky, and the Paramilitary with the defense?

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

You wouldn't mind, right?"

Rolled 5 (1d100)

AI JAL theme song: youtube.com/watch?v=Gx8VzCX84IU

"HELL NO."

"Okay. . .what's the next safest place we can put it?"

Rolled 51 (1d100)

"Biolabs.

It aught to do some fun stuff down there and will be rather well hidden."

Rolled 57 (1d100)

Install AI JAL into the biolabs while Jacky, Bane, and the Paramilitary plan against the zombies.

"Jal where do YOU think you will be most effective"

Rolled 14 (1d100)

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

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

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

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

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

Rolled 57 (1d100)

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

>Let JAL have what he wants to set up his base, if he wants something give it to him

Rolled 56 (1d100)

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

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

Do we have a nice well hidden location in mind?

How does JAL handle water? Because there are those flooded mines.

Rolled 96 (1d100)

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

Rolled 54 (1d100)

Biolabs it is
Vote

Actually, no I voted to let JAL pick a location, preferably like Jacky said have a base far away from your original so if one blows up you have a fall back that isn't immediately under attack.

Rolled 70 (1d100)

Voting for this.

Rolled 63 (1d100)

Switching for the sake of fuck it, we have our own new black site. We better hide this shit good.

Rolled 10 (1d100)

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

Where the hell are you going to put it?

JAL used to fear water.

They were created by the corp searching for mineral deposits and aquifers.

>Where the hell are you going to put it?
Becky, JAL, any recommendations on the map?

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

Rolled 90 (1d100)

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

Bane Company was your security they did a bit of scouting but that is about it.

Rolled 66 (1d100)

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

Rolled 45 (1d100)

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

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

Maybe another Megacorp tower or better still a Research bunker just go find options!

Rolled 95 (1d100)

Fuck it.

FORTUNE FAVORS THE BOLD!

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

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

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

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

Rolled 83 (1d100)

Fortune favors the bold! Vote

Rolled 84 (1d100)

Sounds like fun. Rolling

Put JAL in the BIO lab. I'm not going to make that mad person wait and mess us up from madness again.

Rolled 64 (1d100)

I support this daring course of action.

Rolled 94 (1d100)

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

Its a complicated plan on my end.

Aw. Okay Genie, we'll keep the thread alive for you.

night bump

morning bump

bamp

Rolled 28 (1d100)

Bumpski

bump

Rolled 28 (1d100)

Plans have been developed.

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

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

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

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

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

WARNING
MULTIPLE ZOMBIE HORDES HEADING OUR WAY DETECTED

WARNING
SUPER PSI SIGNATURE DETECTED!

WARNING
PSI PRESSURE IS REACHING CRITICAL LEVELS

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

RECOMMENDING PSI PROTOCOL TO BE INITIATED.

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

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

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

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

ALL STRAINS ASSEMBLE AT FALLEN HORDE COORDINATES.

Rolled 92 (1d100)

WARNING
Zombie Super Horde is now inbound.

WARNING
Multiple Strains confirmed among said horde.

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

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

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

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

...We just unified every single zombie...in existence towards the goal of our...complete destruction.

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

Now for something i call "Plan B".

Can't be that bad.

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

Instead, we now are facing the entire horde. . .with one strain on our side.

Rolled 31 (1d100)

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

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

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

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

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

Your assuming you can keep control.

Ladies, gentleman, AI and other. I present to you "Plan B"!

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

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

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

"Zombie horde inbound, help needed, payment available"

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

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

The question is, how many more hordes were in range of the transmission. My guess is far more than we can handle but in saying that i am pessimistic about this event.

Rolled 26 (1d100)

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

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

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

"Zombie horde inbound, help needed, payment available"

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

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

Rolled 63 (1d100)

Vote

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

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

Also sorry for forgetting to roll, I forget that sort of thing.

Rolled 33 (1d100)

Rolling

Genie hasn't been very clear on bandit city.

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

in another he said it wasn't.

I don't think it's clear what is there.

Oh wait, I remember now he said that the upper surface was a crater but apparently direclty under it the underground is still active.

Rolled 33 (1d100)

Support

Correct, this is thanks to it being a ex-super prison where they dug down. Which to me sounds a great place for our next expansion, even before considering how much loot is probably left in there...

Rolled 49 (1d100)

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

The zombie numbers are rapidly increasing and pressure is mounting. Especially as psi zombies and mutant strains proceed to lash out.

Rolled 21 (1d100)

"How much you paying?"

>>Turn 140
>>>>>>A. Scavenge.
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>Points: 25 Resource.
>>>>Pop 19k
>>>>Military 300(100 bot
>>>>>>Food: Good
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Very Good
>>>>>>Health: Very Good
>>>>>>Armaments: Good
>>>>>>Fuel: Great
>>>>>>Tech level: Good.
>>>>>>Reputation: Bought Corp
>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. Vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab.
>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Home Corp Power Armor(extensive).
>>>>>>communications: Corp Comm Center.
>>>>>>Materials: 1 supply. 1 rare mat. Weapons Tech Science Material 2

"10 resources, to be divided up at the end plus anything from the dead. Assuming no one stops you. Plus a manufacturing favour or discount on all products from us."

Rolled 76 (1d100)

"No deal."

>>>>>>H. Your choice

Have we finished any new defences? How about our population arming efforts? If not continue.

Does anyone want to do the whole "hiring the mercs" bit? I can't negotiate to save my life.

Rolled 99 (1d100)

They were under construction when you got hit also your limited to one action per a turn unless you use JAL.

Rolled 87 (1d100)

We got the black level Tech doing nothing. I bet we can get some help with that.

Wouldn't JAL need 1 more turn to recover?

Rolled 55 (1d100)

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

>>>>>>C. Try to improve Armaments
Fine, focus on creating the basic rifles and such outlined here and get them into the arms of everyone of our population.

Rolled 22 (1d100)

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

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

Assuming anyone wants it. We may end up with no choice but to use it ourselves. We just HAD to fuck with the Super Psi Zombie, didn't we?

Rolled 60 (1d100)

For ability use yes. Other stuff no.

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

The only behemoth of value you have is the Black Behemoth.

Rolled 66 (1d100)

JAL can safely act?
If so,
>Analyze Black Tech

He needs one more turn to act

Rolled 64 (1d100)

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

Any takers?

Rolled 59 (1d100)

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

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

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

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

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

>Activate let's make a deal

Rolled 36 (1d100)

Vote. When it doubt, use the heroes.

Rolled 55 (1d100)

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

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


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

Fuse JAL with the behemoth and the doomsday weapons.


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

Anyway, I'm expecting to be ignored if I don't roll a crit, so here's hoping for a 100.

Rolled 7 (1d100)

Vote

Rolled 58 (1d100)

It would be nice if there were some paladins to make a crusade behind.

Rolled 70 (1d100)

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

But if there's another thing Cuban Pete taught me, it's to VOTE!

Rolled 91 (1d100)

Support

Rolled 55 (1d100)

Alright, backing this

Rolled 62 (1d100)

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

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

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

FAILURE.

BACKLASH occurring.

Negative relations to liege faction and targeted parties.

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

Finally IT came.

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

WARNING
Additional zombie hordes have arrived.

WARNING
Super Zombie Horde has arrived.

Rolled 87 (1d100)

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

>>>>>>C. Try to improve Armaments

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

Focus on getting the guns into the hands of our "New arrivals" from when the bandit city fell, chances are they have the needed skills.

Rolled 22 (1d100)

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

Fuse JAL with the behemoth and the black tier weapons.

Rolled 96 (1d100)

Not exactly
>give everybody a crash course in power armor training

Rolled 99 (1d100)

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


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

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

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

Rolled 1 (1d100)

Vote

Rolled 78 (1d100)

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

Anyway fatepoint it?

Y/N?

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

If you think we can do that with less than five hundred troops then we must be Spartans from 300 level of skilled.

FATE POINT

No.

Y

Rolled 53 (1d100)

Yes

I think the phrase here is "putting the cart before the horse"
I'm not saying we don't need more troops, I'm saying arming everyone won't make a bit of difference if we don't find a way to deal with IT.

Let the mad machine get its 1.

Y

And dealing with it won't matter if we still get our faces chewed off. The fact is we either deal with both problems or die.

Rolled 65 (1d100)

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

Aw...fatepoint confirmed. Down to 21.

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

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

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

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


The zombie super horde meanwhile is annilihating our forces defenses. They are now climbing up the mountain preparing to swarm our tower.

Rolled 89 (1d100)

Our positions underground are being besieged by zombie hordes.

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

Rolled 97 (1d100)

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

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

Do any of our contact from all the things we have done have a base we can crash in?

Rolled 78 (1d100)

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

>C. Try to improve Armaments
Arm EVERYBODY

We can't win this with our untrained people. Even with a cirt I feel that it would only buy us time.

We would need to do something with the psi powers or a crazy combo of our hero abilities to have a chance.

Well we need time, be it for someone to save us or for the enemy to run out of bodies so i support his plan of arming everyone.

Rolled 80 (1d100)

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

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

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

Maybe using Bad Assimilation (When used on hostile target causes them to go haywire. ) Bot Out (if used on hostile forces they temporarily gain the rampant trait. ) Then throwing some of JAL's powers to make them attack each other.

The problem is that any such combo I can think is going to make our civ irrevocably insane.

>Bonus Mutation Unlock(or free mutate action if not unlocked)
What does this mean? Does it mean we can become mutants?

If we have to run then there is one way that I am certain won't be blocked. The underground train tunnel to the destroyed bandit city. We just need to hope that the Zed don't figure out where we went.

We can set the tower to blow and collapse the tunnel.

Or just funnel the into in tunnel making it a soon to be murder hole.

I would prefer to leave the tower undamaged, or to at least take all of our production and refining shit or else we are basically a dead group.

We got JAL to make it for us. They even said they could, it just takes time for harder stuff. We got Bobo who built our tower and the CEO with corp codes. I think we can work things out.