Post Apoc Megacorp Maticico Remnant civ quest 28

Rolled 100 (1d100)

The end is near. We do our best to store up on resources, train troops, research what we desire, keep up working on projects and delay the oncoming storm as much as possible.

Will it be enough however?

This we know not but we still prepare.

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Rolled 63 (1d100)

>>>Turn 407
>>>>>>>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: 14 Resource. 20 Rare Resource. 40 Loot.Tek Resource 50.Tech Resource 60. MAD Resource 20. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 545k
>>>>>>Military 315k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Below Average
>>>>>>Health: Great
>>>>>>Armaments: Below Average
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 81 (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+. Warroom+++.
>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>communications: Corp Comm Center. Craze Chant.
>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 90. Psi Augs++++. Biotech Science Material 23

Rolled 8 (1d100)

Last thread: archive.4plebs.org/tg/thread/48642595/#48696748

Rolled 73 (1d100)

Ok

>Action 1
Pop 4 Resources to rebuild our Medicine and Armaments supplies. I'm dedicating an action to get the most of out this

>Action 2
Give it to the Warlord so he can keep things going on his side

>CONSTRUCTION Action
The Building Trinity are to keep assisting in the production of the big project. Ginny if you are able to [CopyCat] another Fortico heroes ability to boost construction at a greater rate than you currently are please go ahead.

>TRAINING Action
Can you begin training people so they are familiar with the systems that will be used on our new Floating Fortress Base of doom so when we pile in it's all under control? If not resume pilot training

>MAD Action
Give a rare Resource to Joy to use at her will in her fight down there, keep up the good work

>Trade
CEO do business with Fortico reps and see if we can get any bunker upgrades that can be rapidly built to buy us more time. We will provide what is needed but what we need from you is blueprints. BUT FOR THE LOVE OF ALL GODS DON'T DELAY THE FLOATING FORT'O DOOM (If we get something good the Security chief will be most happy)

Hey look at this 1 I rolled

bump till the others arrive

Rolled 65 (1d100)

Solid overall, however let me provide some pointers if I may.

>Action 1
Pop 10 Loot (can't pop resources) to rebuild our Medicine and Armaments supplies. I'm dedicating an action to get the most of out this

>Action 2
Give it to the Warlord so he can keep things going on his side.

>CONSTRUCTION Action
The Building Trinity are to keep assisting in the production of the big project. Ginny if you are able to [CopyCat] another Fortico heroes ability to boost construction at a greater rate than you currently are please go ahead.

>TRAINING Action
Can you begin training people so they are familiar with the systems that will be used on our new Floating Fortress Base of doom so when we pile in it's all under control? If not resume pilot training

>MAD Action
Give 2 rare Resources, 5 MAD Resources, and 5 MAD Materials to Joy to use at her will in her fight down there, keep up the good work

>Trade
CEO do business with Fortico reps and see if we can get any bunker upgrades that can be rapidly built to buy us more time. We will provide what is needed but what we need from you is blueprints. BUT FOR THE LOVE OF ALL GODS DON'T DELAY THE FLOATING FORT'O DOOM (If we get something good the Security chief will be most happy) In fact, send the Security Director over there with the CEO. I bet he could be most persuasive in this endeavor. Hell, he might even know the fuckers from back in the day. Didn't they mention something about having MAticio-brand [REDACTED] in their Exidio?

Use loot to improve stats and use another action to build for our new people helping (in turn it will get us new tech and upgrades).

Whelp time to run.

Rolled 52 (1d100)

As for combos, Genie. ANY combos. We the players don't actually know anything about them (though I suspect Axum has brought about some consistent/constant combos in our troops, judging by them actually having teeth now.)

Give a solid example of how you would build a MAD combo to...I don't know, produce a nightmarish landscape out of an ordinary place.

A defensive combo that immobilizes, weakens, and consumes the enemy to strengthen the defenses.

An offensive combo designed to snip the balls from elite troops, or to deal with Brood/psi or some other specific sort of threat.

How would a manufacturing combo begin to be created? Training? Etc.

We just don't know enough about them to even know what to ask. Same goes for stacks. We stumble upon these occasionally but they're not pointed out as such, so we've never figured out how to actively work towards them.

Rolled 49 (1d100)

Good points.


Pop 10 Loot (or as needed, whether it be more or less) to replenish our medicinal supplies and armaments stockpiles.

>Action 1
Initiate a manufacturing run to better equip all allied forces. Remind the enemies that if they weren't attacking us we probably wouldn't do this seeing as we don't like stepping on the Tek Bandits' toes.

>Action 2
Give it to the Warlord so he can keep things going on his side.

>CONSTRUCTION Action
The Building Trinity are to keep assisting in the production of the big project. Ginny if you are able to [CopyCat] another Fortico heroes ability to boost construction at a greater rate than you currently are please go ahead.

>TRAINING Action
Can you begin training people so they are familiar with the systems that will be used on our new Floating Fortress Base of doom so when we pile in it's all under control? If not resume pilot training

>MAD Action
Give 2 rare Resources, 5 MAD Resources, and 5 MAD Materials to Joy to use at her will in her fight down there, keep up the good work

>Trade
CEO do business with Fortico reps and see if we can get any bunker upgrades that can be rapidly built to buy us more time. We will provide what is needed but what we need from you is blueprints. BUT FOR THE LOVE OF ALL GODS DON'T DELAY THE FLOATING FORT'O DOOM (If we get something good the Security chief will be most happy) In fact, send the Security Director over there with the CEO. I bet he could be most persuasive in this endeavor. Hell, he might even know the fuckers from back in the day. Didn't they mention something about having MAticio-brand [REDACTED] in their Presidio/Exidio units? I bet Sarfos could definitely get something out of that.

Isn't the CEO on that caravan trip and thus far far away?

Hmm. This is why people should never rush plans through. Anons can always point something out that invalidates all of it.

Rolled 5 (1d100)

MAD combos are very hard but especially devastating due to the nature of MADNESS.

Stacks are like this an army stack or ARMY is formed by stacking multiple and often different types of troop units together.

Troops of the same type will stack together forming a sort of 'super stack' and different unit types will COMBINE together to form an 'army'!

An army is literally just a combo of different kinds of stacks which is a big reason why they are so powerful.

The logic of 'stacking' is basically if something is similar enough it will 'stack' together. If it stacks enough everything will just keep adding up and they can even turn into a devastating 'super stack'. Its a big reason why things like zombie hordes and monster swarms are so insanely powerful.

Stacks are strong as shit yo.

Not to mention terrifying especially should the stacks be able to induce a combo.

Combos are different from stacks. They are the result of interactions between different things or stacks(should there be enough to form one or multiples). The interactions add up and cause differing reactions which have to ALL be considered.

Combos unlike stacks are often very complicated because they more often then not either start from or create a chain reaction that blooms outward.

What makes stacks and combos so deadly is sometimes they can combine thereby GREATLY increasing the effect...because everything a stack is multiplied due to their 'stack' nature. The bigger the stack the greater the effect.

Bigger stacks DO however acquire some problems as the bigger they are the harder they are to move around and properly support. This is however generally mitigated due to their power.

Sometimes however one can use it against them and thereby a clever smaller stack can potentially beat them either relying up higher quality(see an Elite Stack vs a Green super stack) or by using trickery. This makes it so it is possible to take on larger stacks just generally much harder.

Rolled 36 (1d100)

Now combos are much more complicated compared to the simple stacks.

A stack is usually just some adding or multiplying really not all that complicated but can make a big difference. Factions will generally automatically form stacks.

Stacks are so simple its not something I can handicap in favor of the players. I mean for fucks sake even zombies can into stacking.

Combos on the other hand...that is where things get complicated.

That is because combos are based entirely upon the interactions of multiple elements that you need to consider and calculate. You have to decipher what happens and IF something would start a combo. If a combo is found you have to keep following it until it finally finishes.

Combos are kind of like explosive dice.

Stacks are like multiple dice.

Both are good especially since they are not risky as rolling ACTUAL dice!

Now for your question....honestly you haven't really given me much to work with so I am going to have to make some stuff up so it will be a workable scenario.

MAD Combo resulting in nightmarish landscape

Will need required Mad units or MAD Tek. Preferably a Dreamer based MAD hero for optimum ease.

For nightmare effect average rolls are bad. Will need either bad rolls or good. With better rolls resulting in nightmarish landscape less deliberating to the creator's forces.

So lets say a bandit hero with a dream ability rolls poorly and its an area effect ability. The roll is an 11.

11 11 + MAD DOUBLE UP

Roll of 5 as a finisher.

Terrain is a cityscape.

Dream power backfires and hits MAD EFFECT.

Suddenly the entire landscape starts to twist and turn. Becoming stuff of nightmares. Units are now under the influence of a bad MAD effected Dream and Landscape. Troops are taking penalties to actions and morale. Those who fail are dragged into the nightmare. They are now taking extra sanity damage and are cursed with NIGHTMARE effect until end of duration.

Rolled 3 (1d100)

Can we open communications to the enemy factions again?

"Hey you guys. You're nice guys. Really nice guys. Probably the nicest guys we've ever met. Don't find enough nice guys and gals like you all around any more, and you really are so nice.

Anyway, look guys you mentioned you think that we'd strengthen your evil competition if you let us live. This is simply untrue. In fact, before you fine fellows started attacking us you might note that we had not actually contacted much anyone aside from the nearby Tek Bandits. The Tek Bandits who are, by the way, some of the most astoundingly terrifying fellows we've ever met.

On that note I would like to point out that, on account of both you all being such forthright and virtuous folks, and them being such fear-inspiring do$hlords, we DELIBERATELY didn't contact people around here for much trade because we didn't want to step on their toes. We've heard they don't take kindly to competition, and we can respect that because they were here first.

Rolled 37 (1d100)

So that's your one point addressed, and as for us breaking all of these regs you mentioned we ARE terribly sorry. It is unfortunate that it brought us into conflict with you superb beings, but we would like to point out (and if any among you value the Rule of Law, among your coalition of space-seekers) that we were rudely dropped off here by that Train that scooped us up from our last location for no apparent reason, and then we subsequently just sought to make due as we could. There was never any formal invitation, nor even INFORMATION extended about the layman's rules of the area. Why, where we came from people were simply much more tolerant of MAD shenanigans and understood that these things simply happened every now and then.

Rolled 41 (1d100)

I must digress for my speech grows lengthy, our most exquisite of co-habitators of this area, but let us plead that you listen to us and grant a truce. This can all be put behind us, water under the bridge. We aren't opposed to remediary compensation for your lost Tech (again, sorry for that AI. We emphasize that these things were much more accepted where we come from), We have Tech Resources and Manufacturing Materials you may find of interest.

...

But if I may add one last thing, superlative siblings of this braze tower area, let me assure you that if you continue to press us...back us into a corner...attempt to exterminate us like some kind of animals...well, we understand that you eat "hard targets" for breakfast, and we have an appreciation for the expertise and strength you have developed facing the horrors of the tower...but I must personally inform you from experience you could not understand that when WE have no better alternative we have ALWAYS chosen to go out with a bang rather than a whimper, and after years upon years of perfecting the act into an art I will tell you that even ye of supreme strength who's mettle has been tested and tempered countless times against horrors beyond imagining will regret it forever if we are forced to conclude our adventures with the biggest bang of all."

Rolled 73 (1d100)

Now if they've got anyone with a brain among them they'll recall how they went from overwhelming force to "Oh shit, they're attacking our bases and everyone's INSANE all of a sudden!" in one turn, and consider that carefully in their response.

Rolled 21 (1d100)

Damn it for some reason Veeky Forums is thinking my explaining is spam fuck you Veeky Forums. I don't even see how the fuck it appears to be spam.

I might remind we all just made contact with other groups what will fight for us but still need to keep our end of the deal. One action should be to that and the other to the warlord

I concur, but I'd like to see what Genie's got to say about combos and stacks. It might just save our skin.

Rolled 36 (1d100)

For some reason I have this strange sense of deja vu like this has happened before...

Basically combos simply put is the calculating and following of interactions between DIFFERENT elements.

Stacks are the calculating and following of interactions of the SAME element(which is why it stacks instead of comboing).

The two can often interact and yes the effects DO combine.

Thats the best I can do to explain it because Veeky Forums is being a dick and not letting me post examples.

"The tek bandits only got a monopoly on 'tek' and yeah they are some scary fuckers but thankfully they seem more interested on SCIENCE! So they don't really cause much trouble besides the unfortunate research related accident and their teks trading."

"...Ah yes the flying rape train nothing but trouble that is. Lucky bastards can even breach the atmosphere with that but nobody except those mad fucks are crazy enough to actually ride it...thing is though I ain't ever heard of that train forcefully taking things with it."

"Nice try. If you were some wasteland mutant fucks or had some legendary bandits THEN we might be concerned."

Rolled 50 (1d100)

"You can worry or not worry as you'd like, but really it is an art that we're quite good at. Bringing down an entire area with us when it looks like we're going down, that is. We do indeed suspect that the Rape Train saw a bit of the old havoc it had caused in its creation (surely you've heard the myths) in us, and that's why it chose to supplant us to here. You should consider this.

[Take this next part under advisement with Axum]

As for legendary bandits among us, who do you think has hounded your military forces so effectively? It's the protege of Warlord Slag and Legendary General Viczar, Axum Helzin himself. You really think you could kill us before we made things hell for you with HIM and our kind Security Director Sarfos leading our forces?"

Rolled 88 (1d100)

Axum, BLUFF. BLUFF FOR YOUR LIFE. YOU TURNED HALF OUR DEFENSES INTO A WASTELAND (they should fear that, judging by their comment on wasteland mutants), NOW LEVERAGE THAT INTO A TRUCE WITH THESE MOFOS. We just need to nudge them over the line where getting rid of us isn't worth it for the fight we'll put up. They attacked US first (and rightfully so, but even still, we didn't start shit aside from the MAD music.)

Rolled 21 (1d100)

"Slag? Viczar? Axum Helzin who the fu-"

"...wait really?"

"..."

"Ahem still not a problem. So what you got an...Overlord on your side."

"oh so you HAVE hard of me after all," buts in Axum

"You took part in the ghoulish krulsades. The great battle, and hit the Corporate Alliance. Yeah we heard of you."

"And your not threatened huh?"

"heh not by a long shot. Maybe you were Warlord Slag himself or his bitch queen of a wife we would be. Your not one of those Fallen either. So we don't fear you."

"...Well you should. You REALLY should."

"hah."

"Must say now though...now I am ACTUALLY interested. Challenge accepted."

"Hey I may be good but I'm not THAT good. Besides I tell the truth no lying."

Rolled 94 (1d100)

Didn't we provide the cultists and the zealots both with what we agreed on already?

If we've got any outstanding obligations, mention them Genie but otherwise I think we're good.

Pop open 10 Loots to replenish our medicine and armaments.

>Action 1
Here's to you, Security Director. You can do what you will with it, but might we humbly suggest that you might be able to extract some upgrades to your bunkers from FortiCo in exchange for...Well, we know you know more than you let on.

Don't impede progress on the mountain though please, unless you think it'd be worth it.

>Action 2
Challenge accepted, eh Axum? Alright, those doublebastards just shrugged you off like you were nothing, we've got a Fallbringer breathing down our necks, we're outnumbered and outgunned and out-experienced too.

Sounds like a perfect time for you to forge your legend, doesn't it? This is all yours.

>Construction
The Building Trinity is a good name. Carry on as is, and Ginny, Board Member user really did have a good idea with you using [Copy Cat] on a FortiCo hero if it'd be helpful (and they're not opposed to it, etc.). Try to foster good relations, they have historical ties to our Corp in one way or another, even if we're not a squeaky clean example so the threads are there to be pulled.

Alternately, if we have outstanding orders that need to be filled then have Marty and ECO set to it and only assign Ginny to FortiCo.

>Training Action
It really is a good idea to begin training people in the use of the Flying Fortress Base of Doom if possible. Run it by Axum and SD and see if they think this should take priority over piloting training.

>MAD
2 Rare Resources, 5 Mad Resources, and 10 MAD Materials (also Psi Materials on request) to JOY and her crew.

>Trade
This still goes to the CEO's Trade Caravan and its crew.

Okay, diplomancing failed and I have a 12-hour shift tomorrow so I'm headed to bed now.

Supporting. It's make or break time. Genie can we get a progressive count down till the mountain is down which I also vote we name PROJECT: OLYMPUS

Rolled 70 (1d100)

and here is my nat 1...i mean roll

Quest Threads should be posted to the Quest Board.

Rolled 100 (1d100)

Voting so we get some actions done. Any word for Silvertongue anyone?

THAT IS EXACTLY WHAT WE NEEDED TO HAPPEN

This.

Fuck off, degenerates.

THE MAD MAN

This is old silvertongue, and I must say I am both proud and pleasantly surprised.

Rolled 86 (1d100)

Medicines and armaments purchased. The tek bandits had a sale going on as it turned out and we got some real good stuff.

Bunker super tech upgrades acquired and installed.

Axum...well he was last seen talking to JAL of all things and making some calls. The magi hero was also seen briefly with him.

Mountain project is 90% completed.

forces trained how to use the flying fortress of doom.

...fucking hell Joy reports that the enemy will now suffer a significant delay. What we don't know but she and many others like her were cackling with laughter that we overheard that was even louder then the fighting, screams, and music being played.

A caravan has returned with lots of profit. Apparently one of them had to come back early because they ran out of wares and there was too much profit.

>>>Turn 408
>>>>>>>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: 114 Resource. 64 rare Resource. 80 Loot.Tek Resource 50.Tech Resource 60. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 600k
>>>>>>Military 325k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 72 (1d100)

Alert
JAL forces dispatched.

>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp Cells+. Storage Center+. Corp Construction Center+. Water Treatment Center+. Corp Recycling Center+. Logistical Center+. Command Center+. Processing Center+. Gym. Armory+. Server Farm+. Factory+. Nanite Beds+. Daycare+. Fast Food Shops+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+. Warroom+++.
>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>communications: Corp Comm Center. Craze Chant.
>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 80. Psi Augs++++. Biotech Science Material 23

Rolled 97 (1d100)

oh shit.

JAL hey, whats going on? where are you off?

Rolled 51 (1d100)

Ok guys I have a strange idea. Once the FFOD is done we start feeding MARTY resources and use strange solutions.

Otherwise.

>ACTION 1
Security chief keep up what you are doing

>ACTION 2
Axum...uh carry on?

>MAD Action
Keep having fun.

>CONSTRUCTION Action
Keep going Trinity Builders, your almost there

>TRAINING Action
More Pilots for fighters and stuff

>Trade Action
Caravans carry on boys.

We had the 100 now for the fumble 1

"Axum we fixed the resource problem.
Uh, and we tried to train our forces.

How are we doing? Didn't get to do a lot of research but we did buy more stuff! Anything else you suggest?"

Rolled 68 (1d100)

Supporting but maybe also give the SEC Chief and the Warlord 5 loot a piece to do with as they please.

Where is everyone?

Rolled 44 (1d100)

Vote

Rolled 20 (1d100)

"Axum has made a request! Who UNDERSTANDS my value!"

Bunkers are holding the line especially now with the new upgrades. Its almost like we don't even need the super weapon anymore.

Axum has dispatched some forces and claims he will be going out for awhile for some 'diplomacy bandit style'. We can potentially send some of our own diplomats with him but we aren't sure what his goals are.

Joy tries to delay oncoming trouble.

Project construction continues.

Pilots trained.

Trade caravans continue.

>>>Turn 409
>>>>>>>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: 114 Resource. 64 rare Resource. 80 Loot.Tek Resource 50.Tech Resource 60. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 600k
>>>>>>Military 325k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 95 (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+. Warroom+++.
>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>communications: Corp Comm Center. Craze Chant.
>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 80. Psi Augs++++. Biotech Science Material 23

Rolled 56 (1d100)

Action 1
Security Director. If the lines are stablized, how well do you think you could make a slow and steady frontline push? Think you got it in you to press the front and build more bunkers to drive the enemy back?
Training
Train Security Directors military in his manner, Axum's forces have had lots of time to train but I think SD's could use some too. Maybe it will help with a potential push.

Otherwise keep holding out we're doing our job.

Action 2
Yes. SAL, CEO, go with AXUM to aid in the diplomacy this is of greater priority

Construction
SOON

OUR MOUNTAIN FORTRESS OF DESTRUCTION SHALL WROUGHT HELL UPON THE ENEMY

Trade
Caravans keep at it! Do whatever the CEO tells you to do, but we could use friends as much as we could use resources.

MAD
JOY we thank the upside down gods of madness you are doing what you are doing. Keep at it!

Rolled 87 (1d100)

Supporting with this "1"

Rolled 70 (1d100)

Vote

I suggest once the FFOD is up in the air we feed MARTY stuff to make great gear for it, show him super tech as examples and then start pumping out "strange solutions"

Rolled 59 (1d100)

I will support this

Rolled 73 (1d100)

"If we make heavy use of the super weapon it is possible."

Security forces trained.

Sal is absent(remember you sent him to find?) CEO does however decide to tag along.

Construction continues. Now at 94% Completed.

Trade continues. Potential friends to be found among stranger or frowned upon elements.

Joy continues delaying.


>>>Turn 410
>>>>>>>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: 114 Resource. 64 rare Resource. 80 Loot.Tek Resource 50.Tech Resource 60. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 750k
>>>>>>Military 350k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 33 (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+. Warroom+++.
>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>communications: Corp Comm Center. Craze Chant.
>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 80. Psi Augs++++. Biotech Science Material 23

Rolled 41 (1d100)

Ok boys and girls we're getting close to the time of judgement.

>Action 1
Give it to the Security Director for his stuff, since we stalled them begin to push back with the super weapon's support but don't overextend. Push them back but don't pursue.

>Action 2
Action for the Warlord to hope whatever he is doing goes well

>Build
The Building Trinity shall deliver us from evil

>MAD
Joy stays being Joy and doing their stuff.

>TRADE
I want to aquire more AI to help us run things, A heroic would be cool but none heroes are fine too.

>Training
Begin finding the cream of our pilot crop and give them specialized Fighter training. Elite Fight pilots Ho!


Feed the brood 14 resources while we're here.

What is our super weapon anyways?
>77 Get

Rolled 84 (1d100)

Vote

Rolled 66 (1d100)

you know what those AI are a good idea.

>inb4 OmitarBLACK shows up

Rolled 60 (1d100)

Rollan!

Rolled 80 (1d100)

We attempt to push back...but the enemy is firmly entrenched.

Warlord is for some reasoning parlaying with some mutant forces. For a couple of turns we will now have temporary access to mutant factions beyond our range.

Project building continues. Reaching 97% completed.

Joy keeps being Joy.

AI purchases are arranged. They are expensive but AI were never cheap even before the Fall.

Specialized Training provided.

>>>Turn 411
>>>>>>>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: 100 Resource. 64 rare Resource. 80 Loot.Tek Resource 50.Tech Resource 60. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 750k
>>>>>>Military 350k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 93 (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+. Warroom+++.
>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>communications: Corp Comm Center. Craze Chant.
>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 80. Psi Augs++++. Biotech Science Material 23

Ok. just to confirm..can I use a hero in multiple actions? So long as they are present in the same place?

Rolled 100 (1d100)

>Action 1
Security Director, lock this fucking place down and have one of the new AI when they show up. Should help

>Action 2
Warlord take this action and with this mutant support do whatever it was you were planning. I suggest while you go on the war path, have the mutants besiege the enemy bases for random directions drawing them to fight. Then have our own infiltrators plant bombs and blow up more of the bases from the inside as their forces will be hard pressed fighting the mutants, turning to face one foes leaves your back to the others...

>MAD Action
Joy your a doll, keep it up

>Construction Action
FINISH THE JOB!

>Trade Action
Caravans, keep up the caravans

>Training
Those Elite Pilots. Git Gud

Calling a 1 on my roll because it's about time

welp.... we did it boys and girls.

HAHAHAHA

Mah nigga, we just got Tom Cruise from Top Gun...or a secretly heroic AI

Rolled 66 (1d100)

No...well technically yes but you wont get the full hero bonus to a solo action.

Fuck already?

Well the third 100...eheheheh.

Heroic ability Lockdown activated. AI transferred.

"Hm...already? JAL I'll leave this up to you technically not finished but you DO got mutants right?"

"No PROBLEMO...What KIND of mutant I may ask?"

"Uh...honestly doesn't matter just make sure they make enough of a fuss for the infiltrators to get through."

"GOT IT! OHOHOHHO FUSS FUSS WHO LOVES A GOOD FUSS!"

"I DOO~!"

Says JAL shortly before a series of large explosions and screams were heard throughout the cityscape as mutants...mutants and explosions everywhere.

Joy...somehow puts together yet ANOTHER large delay(goddamn it its going to take forever at this rate fuck)

ALERT
Project FFOD(Flying Fortress Of DOOM) is completed!

Another caravan has returned with fucktons of delicious monies.

BAD ASS Pilots have been trained!

Tis Time.

>Project FFOD(Flying Fortress Of DOOM) is completed!
STATS

I demand STATS upon what is effectively our low oribtal star destroyer!

Rolled 88 (1d100)

"Say JAL...just HOW mutants do you got?"

"WELL...LOTS!"

"...WHY?"

"Because mutants are COOL! They're like...the organic version of ROBOTS!"

"...Organic robots?"

"Yeah aren't robots like the COOLEST!"

"...hm you got a point."

"SEE FINALLY SOMEONE WHO UNDERSTANDS MY AWESOMENESS!"

"Now tell me JAL...about mutating robots."

"...BRILLIANT that would be even MORE awesome!"

"...Don't tell me you never thought of it? I THOUGHT YOU WERE AWESOME JAL?"

"HOW ABOUT IF WE LIKE ATTACH JUMP PACKS AND MAKE THEM NINJAS!"

"...DON'T FORGET PIRATES JAL ROBOTIC MUTATING NINJA FUCKING PIRATES!"

"YEESSS! FINALLY SOMEONE WHO UNDERSTANDS ME!"

Meanwhile in a certain brood hive a broodmother proceeds to tremble as she mutters "oh god finally someone on JAL's wavelength."

>>>Turn 411
>>>>>>>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: 100 Resource. 64 rare Resource. 80 Loot.Tek Resource 50.Tech Resource 60. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 750k
>>>>>>Military 350k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Im so happy i've rolled 2 nat 100s today. it'll never happen again.

We did it, space here we come...at some point

Rolled 62 (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+. Warroom+++.
>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>communications: Corp Comm Center. Craze Chant.
>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 80. Psi Augs++++. Biotech Science Material 23

Rolled 60 (1d100)

Ok...now thats done next plan

>Action 1
Security Chief this is for you

>Action 2
This one of for Axum and JAL

>Construction
Feed 10 of each material type we have to MARTY and activate [Strange Solution], Ginny [Copy Cat] that power and assist, ECO will also assist.

OK the problem is beneath us their is a skeletal undead monster whom can open "The Door of Death" and is leading a fucking great force. MARTY what we need is a way to defeat this force. As our MAD forces down there need all the help they can get from up here.

>MAD Action
Joy carry on the delay, what do you need hun?

>Training
Begin training our men to fight against PSI forces and formation training with our PSI Null troopers.

>Trade
CEO talk to Fortico and see if they are keen to assist us or provide schematics for defenses designed to beat PSI forces and the undead.

>66 get

Rolled 33 (1d100)

Action 1
Our Flying Mountain Fortress of Doom is ready.

Something this massive is going to need its own Admiral. Generals or Jenny/Umbra do you have any suggestions on a capable commander for such a massive flying thing?

Someone who would know how to command what is essentially a low orbital Space Warship bristling with weapons, troop storages, hangars for fighters, and more.
>Find someone capable to organize this thing it's large enough to need it's own dedicated leader
youtube.com/watch?v=DJKkYTwYWYo

Action 2
Axum once you've given your vote on the commander, you will continue your plans whatever they are.

Training
This FFOD is going to need capable staff officers to command entire sections, we're talking the likes hasn't been seen since the days of space vessels.

Construction
Break time! for the workers who completed the glorious project to gaze in awe of its splendour and relax.

"Marty, ECO, if it is in your programming that 'breaks' are a waste of time for that which is programmed to build you have one turn to build what you consider would be the most optimized and best use of your time."

TRADE
Caravans and allies.
"Weve got enough bloody materials to wage three more wars. Now we need allies to FIGHT for us.

Trade should focus on getting more allies, mercenaries, warriors into the fray we need friends.

Hell start with the Tek-Bandits or the Ghouls they're our associates and friends but we need them to be military allies. Make them!"

MAD
Looks like Jal and Joy are getting along even better than they did before. Joy carries on with the delays, but perhaps while she does she and JAL can catch up while JAL shows her the POWER OF MUTANTS!

Can we get an update on what this FFOD has or does? just kinda trying to figure it out. How many people can it carry? is it upgradeable. Can i pour MARTY Strange Solutions all over it?

Rolled 9 (1d100)

This, let's get to using our mountain as soon as possible.

Rolled 37 (1d100)

sure i guess ill support. Lets burn a few fate points too to boost things, we have the stock.

Rolled 87 (1d100)

ROLL

Rolled 31 (1d100)

Backing this

Rolled 61 (1d100)

That was actually Axum talking with JAL not Joy.

Its a super team class flying fortress. Only things better is a BLACK tier one.

Not even Jenny has someone who would qualify unless you breach space. Supposedly there might be some Umbra personnel qualified enough to do so up there somewhere.

So we had to make do from our own personnel. Security Director Sarfos volunteers himself or our pilot hero.

Axum has gone off to meet with the robots. Mutant forces are seen rallying behind him and joining up with our trained troops he trained.

Troops trained to man FFOD.

Break time commenced.

Armaments, supplies, and medicines constructed.

Caravans are now seeking mercs.

Resources transferred.

We have acquired 1 bandit army hired.

we acquired 1 merc army hired.

Joy continues delaying. JAL meanwhile has sent her some mutant reinforcements.


>>>Turn 412
>>>>>>>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: 100 Resource. 64 rare Resource. 80 Loot.Tek Resource 50.Tech Resource 60. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 750k
>>>>>>Military 350k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 63 (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+. Warroom+++.
>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 4 Subterrine Battleship Fleet.
>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>communications: Corp Comm Center. Craze Chant.
>>>Materials: 4 supply. Bot Tech 40 Mats. Psi Materials 30. Research Materials 28. Manufacturing Materials 60. Tek Materials 79. MAD Materials 80. Psi Augs++++. Biotech Science Material 23

Rolled 72 (1d100)

im this guy and ill support this. Lets get some staff on board bitches.

Rolled 97 (1d100)

Action 1
"The Board of Directors has come to a suggestion.

Security Director Sarfos will be made acting Commander and Admiral in charge of the strategic and tactical command of the FFOD in regards to warfare and battle planning.

Our Pilot Hero will be made Captain and Pilot of the FFOD, in charge of piloting and controlling maneuvering and mobility operations and correspondence with navigation and engineering.

The two will coordinate, one looking at the overall strategic situation, the other using his piloting skills to carry out the technical operations.

Biggy is to be named emergency backup pilot in the event Pilto Hero is incapacitated.

Construction
ECO use some rare materials to build Sarfos his own War Room on the bridge of the FFOD where he can accurately coordinate his entire army both on and off the ship, as well as the ship itself.

Action 2
"Axum we bought you a bandit army and a mercenary army, make good use of them. I hope you are using STAKO and Exon to good effect too."

Training
Biggy, Exon, can either of you train specilaized shock troops for the FFOD for boarding and counter boarding operations?

MAD
JOY. Delays, we're doing good stuff here keep doing good stuff there!

Rolled 70 (1d100)

supporting
But add MARTY to the Construction action and use strange solution to provide the best Command Bridge ever

Enders Game Command Room?

Rolled 92 (1d100)

MODIFICATION:
Add Marty to the construction action.

Link to this vote to support

we're all in this together.. Im

Needs some [heroic abilities]

Rolled 41 (1d100)

Action 1
"The Board of Directors has come to a suggestion.

Security Director Sarfos will be made acting Commander and Admiral in charge of the strategic and tactical command of the FFOD in regards to warfare and battle planning.

Our Pilot Hero will be made Captain and Pilot of the FFOD, in charge of piloting and controlling maneuvering and mobility operations and correspondence with navigation and engineering.

The two will coordinate, one looking at the overall strategic situation, the other using his piloting skills to carry out the technical operations.

Biggy is to be named emergency backup pilot in the event Pilto Hero is incapacitated.

Construction
ECO, Marty use [build] and some rare materials to build Sarfos his own War Room on the bridge of the FFOD where he can accurately coordinate his entire army both on and off the ship, as well as the ship itself.

Action 2
"Axum we bought you a bandit army and a mercenary army, make good use of them. I hope you are using STAKO and Exon to good effect too."

Training
Biggy, Exon, can either of you train specilaized shock troops for the FFOD for boarding and counter boarding operations?

MAD
JOY. Delays, we're doing good stuff here keep doing good stuff there!

TRADE
>nearly forgot this
"Hey, Jenny, whatever happened to those samples we wanted?"

Can we have the CEO go out and BUY them instead for exuberant amounts of money from someone who has them?

we've made amendments which include MARTY's strange solution to make things better.

Rolled 94 (1d100)

Let's just finalize an action and keep up the momentum
Supporting this, once and last

I know it nay seem silly but can we make our power armour....better. I guess what I'm asking is how'd we get our technology level into the BLACK Territory?

We really really need to find a small think tank faction to assimilate. Build more large carrier ships and research bases. We need to over drive our research capacity.

I want us to start growing super soldiers and maybe even clone legions, homunculus

Ok guys I've thought up a step by step plan. We need to find a Think Tank Civ and get them to join us.

1) Using MARTY we build a biolab and growth tanks with his Ability: Strange Solution.

2) Using what JAL knows (he is a research AI) and out think tank pals (when we find them). We begin to grow clones and implant them with both tech and growth hormones.

3) Run tests on the survivors and feed the dead to the brood.

Rolled 62 (1d100)

Bandits have ethically bankrupt ways to make up for their poor research and manufacturing.

Boosting your power armor and plasma techs wont be easy. Supers are capable of it. AI are capable of it, but your ordinary forces are not because they are not a think tank specializing in power armor.

Its unfortunate Marty isn't a Research Class AI. They are much better about that sorta thing. AI are known to develop strange solutions and tech...thing is though they work even if the Sciences quite figured out just 'how' they managed it.

I based it off some interesting sources i found when researchers fed data into certain AI engines and they came up with some very strange solutions some of which they still don't understand the principles behind. So no its not bullshit...well not unrealistic bullshit anyway. I based their thing with that entirely on something nonfiction.

Oh right i forgot about JAL...he is er was a high grade research AI.

Shame he wasn't black tier and how he went utterly insane.

Though in truth JAL is a very NICE AI before going insane. You honestly can't get much better then that without going into BLACK or heroic tier.

Ok so bare with me Genie. Between JAL and MARTY along with our other heroes....could we create clones?

Secondly if we do indeed have that capacity...what would it take to transition to SUPER Soldiers? I'm aware we'd need some help but would such a thing be plausible?

Rolled 6 (1d100)

Easily only difficulty would be providing all the required feed stock to create the lot of them. The other problems have been largely taken care of.

The problem with super soldiers is even the cheapest and weakest bastards are expensive. If they weren't you would of seen entire armies of super soldiers instead of clones.

Bandits and Think Tanks can theoretically produce super soldiers, but only think tanks specialized in super soldiers would create any of good quality.

A cheap super soldier is still however extremely powerful. You have to remember even one produced for cheap is built with some very clear purposes in mind. They are naturally VERY good at it.

In a fight a super soldier even a cheap/weak one will likely be able to beat another super(assuming they aren't a super soldier). In fact when numbers are considered this is even further exaggerated. Super soldiers are extremely good at working together.

Compared to other supers super soldiers make the best soldiers. This does however come with some drawbacks which can enable you to beat them. Super soldiers lose an awful lot compared to other supers and are very heavily specialized as well as being literally designed.

A super soldier is in truth made of up of multiple techs usually super derived usually stuffed into one being. Sometimes said being can literally be built from scratch or even the ground up in order to be facilitate their purpose.

super soldiers...they long been a goal since even magical times. So there is quite a lot of info builtup over time on them. Despite that the goal of making them cheap...has never happened. So they have always been a very scary rarity.

Its said the only thing harder then creating a super soldier is making them cheaper.

Rolled 7 (1d100)

Get on the horn to Umbra.

Hey there we're planning to start the development of Super Soldiers and frankly... we need a Researcher.... We also require any information we have on Super Soldiers to speed things up, we'll send feed back your way naturally. You guys seen our FFOD?.

Secondly...please tell your leader that it seems Skeller is below us and seems to be closing in....That's why we want the supers.

Rolled 4 (1d100)

>check those digits. Yeah but seriously, calling Umbra would not be an action right?

bamp

Nah takes an action if we are asking FOR stuff

Rolled 37 (1d100)

Vote