Post Apoc Megacorp Maticico Remnant civ quest 25

Rolled 92 (1d100)

Running Late Edition

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

Last Thread:

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

As per usual we enjoyed raiding and finally built enough vehicles that even the warlord was rendered speechless. Now we have the opposite problem of more vehicles then men.

Other urls found in this thread:

youtube.com/watch?v=5GofBHYsPjw
docs.google.com/document/d/12wCyA91tyGpRmagXXH3UGcPX0xC7XwcCJzoPJ5nOzic/edit?pref=2&pli=1#heading=h.4f777mephhr2
youtube.com/watch?v=LQUXuQ6Zd9w
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Rolled 98 (1d100)

>>Turn 387
>>>>>>A. Raid
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>>>E. Mutate
>>>>>Points: 9 Resource. 9 Loot.Tek Resource 60. Tech Resource 69. MAD Resource 44. Manufacturing Resource 41.
>>>>>Pop 294k
>>>>>Military 129k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.

Rolled 3 (1d100)

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

>Now we have the opposite problem of more vehicles then men.
"
Okay, Generals (that means you Warlord, DIrector, Orkhonr)

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

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

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

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

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

What are your thoughts?"

Say, Genie. How often do Tribal/Mutant hybrids occur?

What defines a Tribal civ in your setting? What're their typical traits (aside from the stuff posted in creation thread blurbs)?

Hey, I wonder if infested vehicles can drive themselves or if the Brood can make some cheapass pilot organism so we can capitalize on our production.

We'd need to boost our fuel production somehow if we were going to do that though.

Rolled 36 (1d100)

They are actually one of the more common mutant hybrids.

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

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

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

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

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

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

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

"AI's could work by converting them into drones. JAL may have the means to infest them or provide an infestation to run them as well. Problem is well that would make them...infested."

>"Problem is well that would make them...infested."
"Yes, it would mean they would permanently be the broods. But since we're not going to poof up new men and new fuel anytime soon, this may be more prudent. We can always build more vehicles later.

Are there any other issues with infestation?

No doubt if we give them to the brood as infested the Brood's own self feeding mechanisms will be able to keep them going no?"

Rolled 28 (1d100)

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

"That would take time as the infestation would have to mature enough to facilitate that mutation."

"The spread of the brood does not seem as a problem to us, so long as we remain separated until we aquire the sample to preserve our humanity

(what's the status on that?)

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

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

Rolled 56 (1d100)

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

Rolled 15 (1d100)

Pretty much.

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

Very poor. The brood specializes in 'assimilating' and its not something that allows for things to exist within itself but remain uninfested.

"Er, well, um.

You know, let's talk about taht again.

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

In the long run would this have stayed or would they have just been truly mentally assmilated too?"

I've been wondering, would devoting actions to that project help progress or do we just have to wait until we get samples to have a hope in hell of it?

Rolled 1 (1d100)

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

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

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

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

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

Information is victory.

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

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

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

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

MAD
JAL.

BROOD EYES.

Brood EARS.

Brood detectors!

Grow them everywhere, I want every tree and bush to give us information!

Well shit on a fucking stick.

son of a bitch FUCK

FATE POINT

Rolled 91 (1d100)

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

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

Ironically your best off sucking up to Jenny who may possess a solution or at the very least have a good idea of where to find it.

What the fuck man.. fatepoint this

Hmm, I almost want to let this 1 go through on principle, but I see it just fucking our sensor networks all to shit, and then getting hacked with no way to turn it to our advantage.

Well Jenny sent off her team, and there's also Volk's Aunt's team, and then there's Axum's team all going after the samples. Did they not ask Jenny about it to have at least a vague target before they left? I mean, I figure they're a little more methodical/sensible about things than Sal.

I'll vote for fate. Kinda a bad times to have...ALL of that go wrong at once.

Rolled 76 (1d100)

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

Otherwise why hasn't she used it yet?

fatepoint accepted.

13 fatepoints left.

Rizal was unavailable.

We have failed to find out anything about our enemy.

Umbra denies our request.

Umbra does not offer their tech.

Attempts to design a brood detector has failed.

>>Turn 388
>>>>>>A. Raid
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>>>E. Mutate
>>>>>Points: 9 Resource. 9 Loot.Tek Resource 60. Tech Resource 69. MAD Resource 44. Manufacturing Resource 41.
>>>>>Pop 294k
>>>>>Military 129k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.

Rolled 37 (1d100)

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

Rolled 66 (1d100)

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

But I still think this was a good idea.

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

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

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

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

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

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

MAD
JAL.

BROOD EYES.

Brood EARS.

Brood detectors!

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

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

Rolled 4 (1d100)

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

Action 1
Warlord, this is yours.

Action 2
And Security Director, this is yours.

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

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

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

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

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

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

And tell Axum and the SD first. So they'll know. They'll know what I'm getting at.

I really hate that mentality especially if it's true.

It essentially renders the idea of 'if at first you don't succeed' useless

Rolled 64 (1d100)

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

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

Just my personal opinion though.

>Just don't let anyone play their music on the goddamn radio again, okay?
Hey, we chose to stick with our crazy bandit allies now is a bad time to piss them off a 2nd time

Rolled 66 (1d100)

Yeah, we're still sticking by them. That's why they get an action to themselves. The only rule is that they can't play their music on the radio again. Only on a stage if they're going to do it at all.

But thing is they LIKE it on the radio, evidently. It was part of our deal.

I think I have an alternative idea though

Rolled 46 (1d100)

What? Oh, you're talking about those bandits. Well we can give it a shot if you'd like. Might be fun, I'd forgotten about them actually.

Rolled 99 (1d100)

Action 1+2
Warlord, Security Director, Commander Orkhonr

War is coming soon, you three are our generals.

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

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

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

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

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

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

youtube.com/watch?v=5GofBHYsPjw

. . .start the summoning.

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

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

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

Perhaps we send an invitation to that famed Necromancer too.

Rolled 15 (1d100)

we've got science, bio brood, psionic, might as well get some magic going too. I'll back it

My body is ready...I'm on my phone, someone roll for me

Rolled 94 (1d100)

MAD ROLL

Rolled 97 (1d100)

Vote

Rolled 65 (1d100)

I'll vote for it if just to see what the hell comes of a 99 for that sort of action.

>MAD ROLL
Man, I forgot about ever having done those. Used to have to do them separate from the main action and you only got 1 shot at the MAD action's roll.

Rolled 34 (1d100)

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

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

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

Lord of War successfully acquires tek bandit sensor suites.

Invitation sent.

WARNING

WARNING

MAD MUSIC IS BEING PLAYED

WARNING

ALERT

UNKNOWN FORCES ARE BEING SUMMONED!

WARNING

WARNING

DEMONIC FORCES BEING SUMMONED!

WARNING

WARNING

ELDRITCH FORCES OF MADNESS BEING SUMMONED!

WARNING

WARNING

ALERT

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

WAR has commenced!

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


Alert

Acquired the temporary services of Demonic and Eldritch forces.

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

Acquired 1 Demonic Legion with 1 demonic Commander Azo

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

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

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

Passives
Evil Miasma
Aura of Terror

Acquired One Eldritch Swarm and 1 Eldritch Abomination

Traits
Abomination
Eldritch
Cannot Be Killed

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

Passives
Cannot Be

Rolled 42 (1d100)

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

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

Anyway hostile forces have been detected(everybody else)

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

>>Turn 389
>>>>>>A. Raid
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>>>E. Mutate
>>>>>Points: 6 Resource. 9 Loot.Tek Resource 60. Tech Resource 69. MAD Resource 42. Manufacturing Resource 40.
>>>>>Pop 294k
>>>>>Military 129k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.

>Be aware that their presence is temporary unless you make the sacrifices necessary to keep them summoned for a longer duration.
What's their price

I LIKE them

Rolled 37 (1d100)

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

Rolled 85 (1d100)

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

Fortunately for you got the crazies who can figure it out(and well can't go anymore insane then they already are). They state a basic one is sanity...and minds. Among other things.

We need to use some mad resource etc to build a shrine to keep these demons to to offer scarfices atop of.

We going full illuminatti

Rolled 14 (1d100)

WAR action
we are the board of directors.

We are not Warlords, Commanders, Directors.

But this is precisely why we hired you guys.

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

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

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

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

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

>Part 1
Still thinking on part 2. . .

Rolled 19 (1d100)

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

Let's take a moment long to contemplate a plan. For one, Dr. Clicky can do stealth himself but actually due to his passive no one else with him can.

crap taht's right ALL heroes including our own.

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

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

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

There's also the ghoulish allies we need to consider too. How to pay them and use them

I can think of a few potential actions;

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

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

3) Train more troops.

Trade
Go to the Tek Bandits

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

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

---
Gotta pay them somehow right?

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

ALTHOUGH, now is a great time to upgrade our war room

There is nothing wrong with making sure every part of our land looks like the Maginot line meets verdun meets fort knox meets every castle ever.


Hell, just tell our factories to produce artillery and we can bomb the enemy forces to shit.

We have godlike artillery, "too much artillery" infact. Between the RAGE and SAMFAP systems.

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

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

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

tl;dr there may be more crucial actions we can take than improving our extensive defensive network

Rolled 17 (1d100)

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

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

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

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

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

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

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

Although. . .at this rate we've aggro'd pretty much all the sentient factions .

When we've got this many forces bearing down on us it's important that we maximize the effectiveness of every action. Improving defenses is always good, but the opportunity cost considering the diminishing returns on our formidable defenses might not be worth it seeing as it's crunch time.

Rolled 17 (1d100)

I like this, can I modify it?


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

youtube.com/watch?v=LQUXuQ6Zd9w

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

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

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

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

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

ECO - we need a War Room.

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

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

>continued

Rolled 64 (1d100)

*ADDENDUM
Include BIGGY in action 2 with the scouting

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

Rolled 16 (1d100)

Link to the collective actions

Cast your votes here unless objections

Rolled 9 (1d100)

Vote

Rolled 85 (1d100)

Vote.

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

Rolled 49 (1d100)

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

You fuckers can be insanely good.

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

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

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

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

Yeah...pretty much. People aren't going to exactly LIKE the fact you just summoned a bunch of literal demons and eldritch beings made of nightmare and madness.

Rolled 28 (1d100)

Rolling

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

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

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

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

Or imagine this.

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

Just ONE of our RAGE tanks can do the job of dozens of those!

Rolled 27 (1d100)

'Ere we go

Rolled 59 (1d100)

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

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

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

Meanwhile we did our best to start stockpiling.

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

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

Defenses are constructed.

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

MAD forces have been upgraded.

Souls were sold.

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

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

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

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

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

Rolled 27 (1d100)

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

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

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

>>Turn 390
>>>>>>A. Raid
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>>>E. Mutate
>>>>>Points: 6 Resource. 9 Loot.Tek Resource 60. Tech Resource 69. MAD Resource 42. Manufacturing Resource 40.
>>>>>Pop 429k
>>>>>Military 129k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.

Question Genie, can "Friendly Enemies" be limited to an area, or does it affect the entire battle?

Rolled 42 (1d100)

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

Rolled 20 (1d100)

What do you mean by friendly enemies?

One of Axum's abilities.

Friendly Enemies: When used allies/enemies are temporarily reversed for as long as this is channeled.

Rolled 100 (1d100)

It effects an area.

Area being "the entire map" I presume

Okay, plan incoming user's

So all out war happened.

I updated the notes with the new demon hero.

Thanks user, very useful.

Still writing, but we definitely should treat this slow and cautious

Hmm, the War Action.

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

They are trying to pincer us between the bunker/tower divide. I wonder how possible it is to counter pincer them.

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

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

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

>continued

Rolled 90 (1d100)

Forgot Rolls

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

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

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

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

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

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

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

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

Continued

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

Also we need bodies to sac to the demon. So we neef so slaves, less we can offer the kill to them.

Rolled 20 (1d100)

Hopefully this swiftly deposes of their forward troops

Trade
CEO we need Magic and Eldritch materials.

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

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

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

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

MAD
Go JOY! Keep at them as long as you can

Rolled 89 (1d100)

Link to both actions

Rolled 75 (1d100)

Vote, hope this works

Rolled 74 (1d100)

Rollan!

Alright.

Rolled 15 (1d100)

>crosses fingers

Rolled 70 (1d100)

...

It would help if I rolled.

Rolled 61 (1d100)

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

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

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

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

Ghouls have been called but they expect payment in flesh.

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

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

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

Super weapon is under construction.

Rolled 30 (1d100)

>>Turn 391
>>>>>>A. Raid
>>>>>>B. Try to improve Base
>>>>>>C. Try to improve Armaments
>>>>>>D. Research technology
>>>>>>E. Build something
>>>>>>F. Scout
>>>>>>G. Explore
>>>>>>H. Your choice
>>>>>>E. Mutate
>>>>>Points: 4 Resource. 9 Loot.Tek Resource 50 . Tech Resource 60. MAD Resource 20. Manufacturing Resource 30.
>>>>>Pop 429k
>>>>>Military 120k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Great
>>>>>Medicine: Great
>>>>>Health: Great
>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Great Tek
>>>>>>Reputation: Evil Inc.

Rolled 85 (1d100)

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

Informative, but annoying.

Hmm,

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

I don't know if a squad counts as a hero unit but it probably does

We need some super mutants to help counter them.

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

I would also say play madness on their radios, but we would have to break into their commutation some how.

Rolled 99 (1d100)

WAR
We must stop their constant reinforcements by any means

And this is how we'll do it.

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

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

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

--

We will have to deal with that Super Squad.

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

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

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

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

>continued

Rolled 11 (1d100)

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

--

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

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

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

Construction
ECO [Build] + Ginny[Copy-cat] -> [build]
Keep working on the Omitar Superweapon

Rolled 37 (1d100)

Link to both actions

Rolled 66 (1d100)

Vote

Rolled 47 (1d100)

Don't forget the MAD roll to HELP JOY! and JAL

Rolled 93 (1d100)

You are overloading one action here.

Even it out to make it work better next time.

Also brood infest anything they make. You should be careful of asking her to do it. JAL the AI to trust for non infesting things.

Rolled 84 (1d100)

rolls

Rolled 37 (1d100)

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

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

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

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

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

CEO successfully trades with the mutants.

Omitar super weapon is causing them problems. Fortunately ECO is able to see through them but it does slow down our efforts to build it.