Post Apoc Megacorp Maticico Remnant civ quest 15

Last thread General discussion thread in lieu of Genie's return.

We have finished reconstructing our bases in our new mountain home and are trying to figure out ways to expand ourselves and make additional allies in the region, while advancing our technology and military.

Other urls found in this thread:

youtu.be/WGTXH6jGVqk?t=289
youtube.com/watch?v=qP_-WUMi-nw
pastebin.com/etKDvvQH
twitter.com/SFWRedditImages

Rolled 100 (1d100)

Reminder we have an incoming crit...for looking for promising corporate tech ruins and training in underground warfare. This should be fun.

As for what we can specialize in, let's take a look at what we have. Many psi personnel and a little psi material, large amounts of materials, great artillery, the tech for shields, plasma, and power armor, also we've been trying to get into tanks.
We of course have JAL who can do just about anything; his specialties include fusion and research compatibility in metal/meat. Could his Hakz specialty be useful in espionage? We have Biggy and the spec ops he trained, we should put them to use.

A lot of the stuff JAL makes is likely to be horrifying, but could we make, like, a plant that grows metal or something? What if we got plants with grenades for fruit, or plants that grow bullets? It'd be best if we could grow something hard to get like materials, but I'm just spitballing here.

Holy fuck, what's with these dice and that action.

>Double nat100
WE SHALL RULE THE UNDERGROUND

I think we should focus more on upgrading our artillery, just have other forces take the brunt of the losses for us, while we support them with artillery and spec ops units.

We could also potentially focus on getting some better base defenses, so if we lose all of JAL's cannon fodder, we won't be mobbed with our specialty units.

That's my belief as well, yet even artillery has an ultimate limit. We have made great strides in heavy vehicular research.

There's two things we need to handle at all times: Economy and Military, because they go hand in hand.

If we strengthen the Economy, make supplies, sell things people want, we can get allies, technology, equipment, and military personell.

Regarding the Military, yes that is our strategy. The use of allies and other forces and supporting them instead through long range artillery.

--

Regarding PSION's, I'm hoping to integrate more psions into communications and pilot work as both artillery crews and tankers.

For example, a project I want to work on is POINT.
The "Psionic Overwatch Integrated-Network Targeting" or POINT is meant incorporate psionic tank pilots in telepathic communication over long distances.

With such a system, any psy sensitive person or tank that engages or spots an enemy can instantly and telepathically transmit usable targeting info and data to any other MBT-01 within artillery range. Information on enemy type, altitude, longitude, latitude, and movement of the target will be transmitted in live time directly into both the mind and targeting computers of the allied tanks.

Automatically our pilots and tanks target the hostile and fire upon it from range, using the info given to select the type of shell the angles of fire. In addition they will be able to use their psionic powers to directly oversee and guide a shell as it falls for even more accuracy when needed, or simply fire as fast as possible if firepower is required.

All of this reduces precious time wasted having to transmit data to a central artillery command, calculation, and then retransmitting that data back to the artillery unit in question. It also means that any enemy in range of one tank will be in range of the other tanks in an area even without a direct line of sight.

Rolled 61 (1d100)

I was talking about stuff we can sell, not combat doctrine. Also our artillery is already just below Old World, not sure how we can upgrade it other than just building more of it.

We do need better defences though.

I do think though that turning JAL's Brood and the KING into a lean mean underground fighting machine is the perfect complement to our forces.

Our war strategy will probably resemble a lot of Trench Warfare. Having heavy Tanks move up and then buckle down as Engineers build field defenses and lay down field guns to hold the enemy at bay while our artillery shreks them.

But when the enemy does happen to close in, and our trenches come under attack, instead of our forecs being caught with our pants down we'll have giant metallic sandworms and beasts burst from the lines to sally forth and attack!

Yes, alas BANE handled our defenses previously.

Again, I believe this is where JAL and the Brood may suffice.

Thankfully we aren't completely without defenses since our SAMFAP bases do include both medium and short range guns.

Later down the line I'm going to propose specialized defensive works vehicles to aid our exoskeleton engineers in constructing rapid defenses and trenches.

>the gun in the city is shooting through two windows

Are railguns in this setting? If so, we could work on those.

Also, the WWI tactic of creeping barrage would work well with heavy tanks and the sort. (You fire artillery at an area, move artillery 100 meters forward, troops move into area that was just shelled to wipe up the survivors)

RAGE turrets are capable of near 90* elevation as well as rapid 360* rotation, allowing it to track Aircraft with the same capabilities as a SPAAG as well as the firepower of an SPG/Heavy Flak Gun at a rate of up to 120 RPM.

>Creeping Barrage
This is where I want the FURY to be invented.

Even with our SAMFAP's and RAGE turrets, conventional tube artillery still has its limitations regarding how much of an area it can cover with firepower


---
The Fast Unloading Rocket Yield system, or FURY.

Based off the legendary Katyusha design.
youtu.be/WGTXH6jGVqk?t=289 4:50

There are some key differences between Rockets and Shells.

Shells are heavier, and are able to carry a heavier payload and have more penetration power, but they also have massive recoil that requires a gun capable of handling it. Meanwhile, Rocket have very little recoil comparatively, meaning the weapons system can focus less on recoil and containing system, is a lot more simplistic, and it can fire more rockets in a faster amount of time than the tube artillery.

The FURY capitalizes on this, and is essentially an up-jumped heavy rocket battery of multiple tiered rocket racks that are self-loading. Where as the RAGE is tied to only one SAMFAP, the FURY will likely be able to support the firing of several SAMFAP dispensers, perhaps even one for every single rocket tube.

The primary and main goal is to develop a rocket system that alone is capable of literally saturating entire miles of ground in firepower. A weapon meant to surpass our artillery in terms of being able to layer the earth with incendiary or plasma or explosives, and to create an endless, sustained, and if need be continual blanket of fire across the ground such as a hell on earth where from horizon to horizon is on fire. Not a wall, but a field of fire.

Due to the nature of it including multiple expensive SAMFAP's, this will necessarily be something to be mounted on a Behemoth or as a Base Weapon behind thick armor.

---

Historically speaking Rocket Atillery was good for morale. Friendly troops felt emboldened to attack an area that was barraged by rockets, while enemy troops were demoralized

Just saying, that's impressive accuracy.

At long range it should be at least as accurate as a battery of flak guns

youtube.com/watch?v=qP_-WUMi-nw

In time, we will train our Psions how to guide their shells via telekinesis to the target as well.

You guys act as if we can use JAL's brood openly with our forces without getting the shit smacked out of us for working with brood.

We can't.

Our cannon fodder needs to be something else, whether it's drones, bots, allies, conscripts, automated tanks, or whatever. We need cannon fodder and we need to be able to produce a useable amount ourselves.

So JAL's brood being used in conjunction with our elite forces (if his brood even needs support) to overtake underground installations is fine, but anywhere that it might be SEEN that we're working with brood we can't cooperate. Which doesn't totally mean we can't use his forces just we have to be clever about it

Also I think we ought to spend a few turns after we get our water situation settled to manufacture stockpiles of a variety of specialized ammunition types (basically of every kind of advanced ammo we can produce). I'm pretty sure our infantry are just using standard slugs, and that's a shame for people as rich as us. Also I don't know if the SAMFAPs flash-manufacturing applies to specialized ammo types.

Also might I add that while our artillery is our strongpoint and is excellent and great and all we really ought to make at least a few different variants of tank. I'm thinking primarily of our good friend Jackal's suggestion of Flak Tanks and Missile Tanks (preferably missile pod tanks in our case). If our RAGE turrets allow for the tanks to act as Flak tanks in addition to artillery then excellent we've already got that covered.

What type of fusion reactor do we have?

JAL and his lot will be relegated to underground for select missions only.

Our cannon fodder will likely be drones and our own masses of infantry prerefably with exoskeletons. We'll support our infantry with a wide assortment of defensive technologies, shields, instant trenches, and engineering vehicles.

Jacky suggested that if we make heavy tanks but don't want to support them with light tanks-medium tanks (since they are so vulnerable) just to make drones.

Drones are definitely going to be it because both Ginny/JAL has Robot specialty (JAL has been shown to be able to help make normal bots) and Pilot Hero's vehicle is a Drone Hub Scrapper.

>If our RAGE turrets allow for the tanks to act as Flak tanks in addition to artillery then excellent we've already got that covered.
They do.

They cover Artillery Duty, Low-Mid AA duty, and of course all tanks can do Anti Infantry.

We'll develop FURY turrets for our tanks as well.

Sounds great. We should probably have regular sized tanks in addition to our biggies and drones though. Also we should get to work on heavy weapons systems if our infantry are going to have exo-suits.

We should also prioritize befriending the Wasted Warband's AI if we're going to make drones though.

If we make regular sized tanks, let them be drone tanks. I'd want our people to be as protected as possible.

JAL is capable of drone control too.

Yeah, I know but he's got his brood to manage. I was also thinking more along the lines of drone designs and autonomous control that we could pick up from an AI that actually likes to use machines.

bump

You know genie ain't coming back to honor this right?

Oh ye of little faith. He'll come back and it'll get bonuses because it's linked across threads, happened when he was away, and we kept the old one alive through the night into most of today.

Rolled 75 (1d100)

GENIE, I SUMMON THEE FOR UPDATES AND CRITS

bump

Rolled 68 (1d100)

Technically ghouls are actually a subset of the monster faction being a group of possibly intelligent monsters. They get along reasonably well with mutants and bandits. Probably due to their usually former human origins.

Ghouls get along infamously poorly with zombies.

Depraved are ordinary factions who aren't bandits but start acting so evil they become considered as such. Technically I haven't shown much of them outside Rogue elements.

An example of the Depraved is the Exterminators the exact opposite of paladins.

Ravagers are an elite bandit unit of the Looter path. They are absurdly good at looting to the point where NOTHING is left when they come through. They even loot a bunker bolts and solid door included.

Reavers while considered bandits aren't actually a bandit faction. All they are is a solo bandit who is so bad ass and evil they survived going solo. Often forced out by other bandits because even they couldn't stand them but they ended up somehow surviving.

Everybody is scared shitless of Reavers bandits included.

Most well known Exalted faction is indeed the Paladins but I have hinted at others. There was one shown during the paramilitary/mutant hybrid civ game. bandits also know of another if you can get them to talk about it.

Free tip those the bandits know about are one of the few factions even they wont ever attack and are surprisingly well equipped to deal with MAD. Alas they got hit especially hard during the fall.

Charitables are also pretty rare and often come with some kind of powerful paramilitary escort or bribery to the bandits to make them back down. This is surprisingly effective as bandits are unlikely to attack those they owe or are willing to even help them. Unlike the Good Guys these guys tend to be much for advanced tech wise and in fewer numbers.

I think I only showed one of them.

Aw yeah here comes the Genie

Rolled 47 (1d100)

Other corps are better at dealing with the survivors then you are by a lot.

The reason is simple its because of the survivors unique civ ability. Corps are greedy and often they deal with most with other factions is to get at their special ability indirectly. Survivors and tribals are among their favorites.

That is due to the survivors fantastic salvaging ability and the tribal scouting. If the corps need some place checked out you bet your ass they are going to pay off some tribals to do it for them before they even bother sending their own teams to explore.

Hax can be used for electronic warfare or subterfuge assuming they possess working tech.

JAL can make anything given enough time. Brood systems are very adaptable and only more so now he can mix it with other tech. JAL is however quite insane. You may actually need to approach the other brood forces are are unlikely to be insane as JAL is.

Thing is though JAL rather likes you guys because you got him out of that damned box.

Uhh...

Fuck.

Ginny is friends with it.

>Not rubbing the lamp.

It's been a long time since we had linked 100-100.

And over two threads no less

wow. . .that's. . .great advice genie.

That makes a lot of sense. And it helps us make friends that way.

So that's how corps play, literally just hiring other people to do our shit all the time. I was wondering how we were supposed to be a force to be reckoned with with such a pitiful percentage of our population being military capable.

Well, we HAVE been delegating our duties to Bane as much as possible.

So at least, regarding the military we're doing something right.

I think though, this is a major revelation. We need to start delegatng more tasks to other factions! Research to other think tanks, exploring to other survivors, etc.

Yes, just keep the sensitive or really REALLY valuable stuff in-house.

Like any corporate tech facilities we might be about to discover...

Rolled 37 (1d100)

Now i am gonna have to research the different theoretical fusion reactors. Goddamn it why does there have to be so many of them...

I can say its a plasma based fusion reactor.

Chained crits how fun!

Hero upgrades acquired for the following
>Biggy
>JAL
>KING
>Roy
>Sarah


Biggy has found 4 sites of great interest. Two of each being logistical and computer focused corp origins. Besides that Biggy isn't entirely sure but they appeared to have been part of important installations on this platform.

Meanwhile JAL and King have revealed just how effective the Brood is at underground assault. We didn't even have time to shoot our guns or move the artillery fire over before the enemy was utterly destroyed by the Brood bursting from underground.

They were so effective at in fact they were able to conquer two sites that Biggy found without even damaging them. After that just as quickly as they arrived the brood forces evaporated and our forces mysteriously found the sites perfectly clear without a trace of them.

And for research we might want to delegate it to Think Tanks in components. Like don't have them design the whole thing, just the problematic bits that are giving us trouble.

Rolled 68 (1d100)

Two new heroes have also spawned. JAL has been able to confirm one of them is within your forces and the other one he has already found among the Brood.

>Turn 250
>>>>>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
>>>>>E. Mutate
>>>>Points: 37 resource. 4 rare. 2 very rare. 1 extreme rare.
>>>>Pop 175k
>>>>Military 3.1k.
>>>>>Food: Very Good
>>>>>Water: Below Average
>>>>>Morale: Good
>>>>>Medicine: Great
>>>>>Health: Very Good
>>>>>>Armaments: Great
>>>>>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.. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials: 5 supply. 4 psi mat.1 Ultra Rare Psi Mats. 29 common construction mat.17 rare construction mat. 8 very rare construction mat. 5 Extreme rare construction mat. .25 common mat. 11 rare mat. 6 very rare mat. 2 extreme rare mat.

>Uhh...
>Fuck.
I guess a better question is, how big or small do you want the reactor to be? The pic lists every current theorised design type, some of which are able to be condensed down to a large box which we could use for vehicles in future.

Rolled 89 (1d100)

Action 1
Let's get back on that water system (Ginny girl, you know we love you and everything you do, right?)

Action 2
Occupy and explore these two new facilities that we got. They're ours now and we need to make sure no one else gets the goodies. (Biggy, Roy, Sarah)

Also could we get those marked on the map?

"JAL, CEO, finding heroes is. . .something we'd like to do but don't have the foggiest idea.

I mean, look at SAL we had to get him to get a flying mountain. . .and we STILL don't have his stats!

Any idea how we can go about that?"

Also Genie can you mark the 4 sites on the map please? The two we have and the 2 we don't?

"Biggy, tell us about these sites in detail. What are they?"

Rolled 93 (1d100)

Wow, we really need to do something about the water. Evaluating our new acquisitions will have to wait.

Action 1
Work on getting more water. Ginny will be given anything she needs for this.

Action 2
Figure out who our new hero is

Sound good?

Rolled 23 (1d100)

Vote

Rolled 42 (1d100)

Rolling

Rolled 79 (1d100)

Yes, but remember the only reason why they can afford it is because corp remnants are the wealthiest factions in the game. So throwing their money around is how they operate and even go so far as to bribe off the bandits(or even better bribe them to fuck over their competition).

That is assuming you can afford it.

The KING is undergoing evolution and is currently cocooned.

Roy has made another breakthrough further enhancing is psionic might through better control.

The same could be said of Sarah through greater psi power.

JAL meanwhile seems to not know what he as improved on.

Biggy seems oddly happy stating he found a comrade.

Last I checked the smallest reactors could theoretically be the size of a car. I remember checking up on it when i was seeing if Fallout tier energy source was viable or not. Turned out it wasn't so i had to settle with batteries and energy cells.

Your fusion reactor is a larger type but not too big given it was delivered and its plasma based.

One of them is a Corp computer farm. One is a corp tech control center. The other two are some kind of logistics base.

Rolled 16 (1d100)

Take those sites!

Rolled 78 (1d100)

This

Im with you, well I just woke up hungover and now im wondering why I gave the Ravagers a spooky marker...

You mean Reavers? The Reaver marker is actually pretty good. They're individuals with the ability to take on armies.

If you want a Ravager marker make them appear loaded down with fucktons of lewt and...holding a machine gun or something.

You mentioned there were Reaver Clans once genie.

Has there ever been a Reaver Army? Maybe in the old days before the fall?

---

Also did you guys know that this setting is not just a Post Apoc but it just so happens before the fall it was Space Age Sci-fi?

As in, this planet is only one of a great number of planets to have been hit by the INTERGALACTIC fall event.

I forgot the explanation as to why we don't see many spaceports or landed spaceships but I think most of whatever was in orbit is still up there in pieces as an asteroid field that forever locks the planet (just like so many other planets are still trapped inside their own asteroid belt).

Rolled 63 (1d100)

Water acquiring systems acquired. She claims it taps into snowmelt.

Occupying forces dispatched.


>Turn 251
>>>>>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
>>>>>E. Mutate
>>>>Points: 35 resource. 4 rare. 2 very rare. 1 extreme rare.
>>>>Pop 175k
>>>>Military 3.1k.
>>>>>Food: Very Good
>>>>>Water: Average
>>>>>Morale: Good
>>>>>Medicine: Great
>>>>>Health: Very Good
>>>>>>Armaments: Great
>>>>>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.. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials: 5 supply. 4 psi mat.1 Ultra Rare Psi Mats. 29 common construction mat.17 rare construction mat. 8 very rare construction mat. 5 Extreme rare construction mat. .25 common mat. 11 rare mat. 6 very rare mat. 2 extreme rare mat.

So which of these new light blue dots do we own and which are points of interest that still need to be cleared?

Rolled 69 (1d100)

Reavers were never very organized. Its very loose association at best.

Reavers before the Fall were even far stronger then they are now as otherwise they wouldn't have survived. In the Post Fall standards for Reavers has actually dropped a lot.

Pretty much. Lots of planets are locked in an asteroid/wrecked build orbiting around them. If your lucky there might be some clear spots or even a space elevator that hasn't collapsed. Some of those space stations and satellites are still somewhat operational.

Which is actually a bad thing as many of them the last orders they received was to enforce a quarantine.

and yeah the Fall event was fuckoff heug in size. Many worlds were dragged down by it. They players have never dared to play a post apoc space game so you really don't have any info on what is out there...

My bad you own the teal spot to the south and the teal spot near the zombies.

I think that the Teal spot near the zombies is actually JAL's biolabs. There's a new one to the far West though.

Yeah, that was JAL's.

>Last I checked the smallest reactors could theoretically be the size of a car.
They've shrunk a lot, in fact the big, huge size reactors like at ITER and the NIF are starting to be seen as impractical. The smaller the reaction the less materials you need AND it means the things that we have trouble with (hot temperatures, magnetic field strength) can be scaled down to achievable levels. You need something ridiculous like 23000 tons of steel for a ITER sized tokamak, it'll never be feasible. That's not including the cost of calculations as well, since the hot new thing on the scene is to 'map' the magnetic fields and design the reactor around that and let the plasma self-structure, and it gets exponentially more difficult to calculate.

Lockheed Martin are working on a 'reactor in a shipping container'. A whole reactor ready to go, just feed it fuel and it'll output.

Rolled 60 (1d100)

Ginny and JAL look at the new bases see what we can use. Also check for traps and what not. We don't want surprises.

Action 2
Explore. Them use our military heroes and see about defense set up.

Which ones are those? The logistics bases or the computer farm/corp tech.

"CEO, we just had a revelation. If we want to get good with other factions we need to start hiring them more. If we hire them to work, and pay them, we also get in good favor with them.

What are some appropriate tasks for example, we could hire Rejects or Matar sec to do? Build defenses, train our military forces for us?

What about survivors. Searching is one thing they are good at.

Ginny, can we hire the Reject AI to help us construct bots?"

Rolled 57 (1d100)

Action 1
Now that we've got our water situation in order and these new places claimed it's time to look at what exactly we've got.

Ginny, would you and JAL mind assisting in looking over the facilities and seeing what exactly we got our hands full of?

Action 2
Meanwhile our military heroes and construction workers should go about setting up new defenses and fortifications as well as bringing old ones back online if there are any. SAMFAP RAGE arrays and such included please.

Burn a common construction material to make it go faster.

Rolled 16 (1d100)

We should start listening to Genie's advice and work on our dealings with other factions by hiring them more.

I just remembered primarily the reason we were so rich before was because we got so in good touch with PREEMO

Action 1
Explore our new bases and if they are safe begin immediate repairs and restoration. Ginny

Action 2
Hire Matar Sec to construct defenses around our new locations. They know the terrain having been here longer than even the Rejects. And they would know defenses better than our own engineers.

Give them a Common Construction Material and access to our workers/bots if they need it.

Biggy will help by telling of what he knows of the terrain.

Pay them in resources if need be.

Rolled 35 (1d100)

Yeah the teal spot on the purple was JAL infesting a zombie hive.

Well shit guess I have to remove that super mini tech from the super tech listing then.

Smallest non super tech was a reactor the size of car roughly. They were used to power the bigger vehicles and had a service life similar to naval ships. When their reactors finally failed they were generally retired as it wasn't worth the cost of rebuilding them with all the new tech advancements by then.

At least that is how I broke it up. Still fucking tiny by today's standards and they were fucking great for powering the huge vehicles. The larger reactors were generally in buildings or ships.

In setting wise they use all kinds of reactors to power everything. That along with advanced batteries kept it all running. Solar, hydropower, wind, and such were all seen as optional. Fossil fuels stuck around though due to its varied uses but was artificially created/replaced as well as considered outdated as a big energy source.

Geothermal was still rather popular as a substitute energy source.

Super tech even had a miniaturized captured sun option.

Next up non super tech power armor with built in mini reactors...

oh and mechs.

"Think of their specialties and hire them to fulfill those specialties.

Rolled 35 (1d100)

I support it, but we ought to ask them what they'd like their pay to be.

Rolled 76 (1d100)

Can we contact Matar Sec?

"Hey guys, we just got ahold of two new facilities and are interested in constructing defenses and fortifications around them. We are open to the idea of contracting out supervision and/or execution of this work to you guys.

Is this something that interests you, and if so what is your price to do so? If not, do you have anyone who you can recommend to do the work?"

"What would Matar sec accept as payment? We'd like to start hiring them more."

Rolled 44 (1d100)

"Fortification? No problem wont be cheap though."

Resources, Supplies, tech, and materials.

"How much?"

Rolled 73 (1d100)

"10 resources per a site and its going to take a little while."

When I was researching reactors I was looking for how small they could theoretically get because i wanted fallout tier power armor.

Alas the smallest said back then was car sized.

Now I got to retcon it.

Probably make it mini thorium reactors for most of em given how much people will like the thought of lugging around the other kind.

20 resources then

It's pricey. . .but I believe it will be worth it. (Especially if it puts us in good relations)

Rolled 12 (1d100)

We'll have to get in good with survivors to scavenge resources for us in exchange for our manufacturing to make up for it later.

But that's a perfect thing we should be doing.

Rolled 42 (1d100)

"10 Resources a pop sounds quite reasonable."

Action 1
CEO, hammer out the details with Matar Sec to get our new locations (and maybe all our others too) fortified by them. You've got full authorization to wheel and deal however you need to for the best price.

Action 2
If our manpower is not required for construction of fortifications, then begin to catalog what we've gotten in these new bases.

Rolled 95 (1d100)

Be more clever, us players aren't trade/diplo experts. The CEO has a bonus to both Corp relations and Trade...let's let him handle it.

Rolled 76 (1d100)

Vote

If we're going to pay for fortifications, how does it make sense to pick the 2 new sites that we don't even know much about?

Shouldn't we instead fortify the established bases that have all our people and equipment?

Rolled 100 (1d100)

I concur im all for this but give the CEO a chance to activate "Lets make a deal" and the works

Rolled 34 (1d100)

Fuck. Really another one when I am still working on the effects of the other one?

Goddamn it.

And then we found something Matar Sec REALLY super wanted and gave it to them and became good friends.

They even discounted our defensive works.

ayyyyyy. If it makes you feel better i'm the artfag and finally the thread has blessed me with a Nat100. Im finding drawing faction markers oddly fun and relaxing.

You're drawings are great user.

You should totally draw more things.

maybe once my standard hangover is over.

One day, I'm going to see that we build Artillery City.

Then we'll need a marker for it.

Well we still have that floating mountain (I presume, we'd have to be idiots to let it float away from us) and it's going to need weaponry if we're going to make it a floating fortress

Rolled 84 (1d100)

Before leaving his office the CEO was holding a picture in his hand before sighing as he set it down when Ginny showed up. He has no idea what the hell she could be planning but he knows whatever it is its not good news for him.

"You and that picture. What is so special about it anyway?"

"Loved ones Ginny surely you had one didn't you?"

"Yeah but we are here and they aren't. So i don't see why you would torment yourself so."

"Why are you here again?"

"Remember the one AI."

"Took you long enough. Would it kill you to show up during the meeting?"

"Yup."

"..."

"What?"

"...I am going to work."

There the CEO find himself waiting apparently waiting for their negotiator. He soon heard the person by the cursing as they drew closer.

"Goddamn it what is with people and feeling the need to bargain. I swear to fucking god ever since those new assholes showed up we had to put up with this shit. Can't just stick to the preexisting agreements nnoo-," cursed the quartermaster as the door was opened. "We can't have that now can w-"

The CEO also stood there slackjawed. "...Karen?"

That was when the quartermaster then rubbed her eyes looked at the CEO again and then proceeded to leave. "Fuck must be dreaming about my dead brother again I am going back to bed and I KNEW I shouldn't have taken those stupid meds...what?"

"Uh Quartermaster this isn't a dream."

"Really? Then why didn't nobody pinch me- OUWCH FUCK forgot the power armor. Goddamn it that hur-wait that hurt so that means...BRO"

That was when Karen jumped at the CEO as the Matar guards suddenly began to exit sneakily.

Rolled 69 (1d100)

Cataloging it begins. The facilities appear to be surprisingly intact.

>Turn 253
>>>>>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
>>>>>E. Mutate
>>>>Points: 34 resource. 4 rare. 2 very rare. 1 extreme rare.
>>>>Pop 175k
>>>>Military 3.1k.
>>>>>Food: Very Good
>>>>>Water: Average
>>>>>Morale: Good
>>>>>Medicine: Great
>>>>>Health: Very Good
>>>>>>Armaments: Great
>>>>>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.. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials: 5 supply. 4 psi mat.1 Ultra Rare Psi Mats. 29 common construction mat.17 rare construction mat. 8 very rare construction mat. 5 Extreme rare construction mat. .25 common mat. 11 rare mat. 6 very rare mat. 2 extreme rare mat.

Rolled 99 (1d100)

Btw Genie, enjoy some unrelated fluff.

pastebin.com/etKDvvQH

>Well shit guess I have to remove that super mini tech from the super tech listing then.
You could still keep it. The reactors themselves can be made smaller but currently we still have no better ways to turn the thermal energy into electrical than via steam through a turbine.

There's a few proposals like heating low-melting point magnetic salts and running them through magnetic coils, or pulling off the charged particles in a plasma and running them against magnetic plates. They're all very theoretical and nobody is sure how effective they'll be.

I wonder what htis means for us and Matar sec relations.

I hope it's good

Rolled 29 (1d100)

Things proceed excellently apace.

Action 1
Average is good for water, but I want MORE. Improve the capacity of our water collection system. We can probably handle improvements without Ginny, so let's let her do her thing for a while.

Action 2
Continue cataloging as Matar Sec fortifies around us. If Matar Sec isn't fortifying around us then formalize that deal/payment to them for fortifications and provide them whatever manpower/materials they want for it.

Hmm, these are interesting propositions. Do you have any articles regarding them?

Rolled 39 (1d100)

Vote

Rolled 69 (1d100)

Sounds good, but hold off on getting Matar building the fortifications. We need to give the CEO and his sister a moment.

Rolled 96 (1d100)

Im with this man

Rolled 17 (1d100)

Rolling

Rolled 10 (1d100)

Meanwhile at a certain Brood Lair.

"FUCK this asshole is consuming vasts amounts of resources," cursed JAL as it looked at the gigantic pupa.

"...click clack."

"...Right I really should give you the means to communicate."

Angry Clicking.

"I don't know why but I find it hilarious."

*Proceeds to pull plug*

"NNNOOOO-"

That was when a gigantic psionic scream was emanated forth.

"GODDAMN IT Doctor Clicky SO not cool. I was still working on that one!"

"Clack Clack Clitter Clack."

"Ah crap where it go-" that was when JAL looked at the pupa.

"NNOOO-"

Alas it was too late as the Pupa got stabbed.

"DAMN YOU DOCTOR CLICKY-"

*satisfied Clicking commences*

"Well not like this could get any wors-wait a sec oh NO."

That was when Doctor Clicky proceed to shuffle satisfyingly away. Its job done.

Warning
Broodmother detected.
Warning

Rolled 57 (1d100)

The Broodmother is come! All hail!

Rolled 86 (1d100)

Water acquisition has been expanded.

Matar has begun to work. They are offering us a steep discount of being half off for some reason.

New Hero detected
Dr. Clicky

Traits
Brood Boss
Bonus Accuracy
Bonus Damage
Bonus Stealth

Abilities
Boom Cannon: In a cone all forces take massive damage. Units will count as stunned until next turn heroes are immune to stun but not damage.
Crippling Claw: When activated targeted unit will be crippled. The closer the target is the more effective it is.
Silent Shadow: When activated hero will enter stealth even if already detected.

Passives
Click: HIDDEN
Clack: All units in range of Dr. Clicky are cursed and cannot stealth.

Rolled 51 (1d100)

>Turn 254
>>>>>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
>>>>>E. Mutate
>>>>Points: 28 resource. 4 rare. 2 very rare. 1 extreme rare.
>>>>Pop 175k
>>>>Military 3.1k.
>>>>>Food: Very Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Great
>>>>>Health: Very Good
>>>>>>Armaments: Great
>>>>>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.. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials: 5 supply. 4 psi mat.1 Ultra Rare Psi Mats. 29 common construction mat.17 rare construction mat. 8 very rare construction mat. 5 Extreme rare construction mat. .25 common mat. 11 rare mat. 6 very rare mat. 2 extreme rare mat.

>Boom Cannon: In a cone all forces take massive damage. Units will count as stunned until next turn heroes are immune to stun but not damage
I LIKE This power!