Post Apoc Megacorp Maticico Remnant Civ Quest 29

Rolled 4 (1d100)

We ain't dead yet(and JAL finally finds a friend) edition!

Last time Joy keeps working miracles. We look into making super soldiers but find out its never cheap because once they are cheap they cease to be a considered super soldier. Axum keeps running around recruiting help. We finally completed project FFOD(Flying Fortress of DOOM).

Other urls found in this thread:

archive.4plebs.org/tg/thread/48760648/#48763905
pastebin.com/Y3cV64xM
pastebin.com/VC4TRkeX
pastebin.com/QfbhSdid
pastebin.com/aTjN9mL0
pastebin.com/992GiM4s
twitter.com/NSFWRedditGif

Rolled 56 (1d100)

Last Thread(I think): archive.4plebs.org/tg/thread/48760648/#48763905

>>>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 26 (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 33 (1d100)

...really I was only out of commission for two weeks was that too much?

You're early and you know it, Genie. We'll filter in just give it a few.

Rolled 1 (1d100)

By the way, stacks and combos are completely unintuitive. When I hear the word "stack" or "combo" in regards to units I tend towards thinking that means 'stacking' bonuses towards a certain stat that eventually get a result greater than the sum of the parts, or 'comboing' certain stats/abilities for a new and/or multiplicative effect.

Anyway, what's our military position right now? What are the forces surrounding us doing, what are our forces doing, how is the wasteland half of our defenses? What heroes are gone on various errands at the moment and which ones are available for use?

As I recall we get the following actions
>Action 1
>Action 2
>Construction
>Trade
>(Auto)Training [does this hybridize with our bandit auto-upgrade so that it doesn't cost us resources to essentially 'upgrade' our troops experience?]
>MAD

In case this is a 100, all actions are devoted to fucking Skeller and co. over as hard as possible with all heroes at once, each in their own way.

HEh heh, I knew it would be a 1 as soon as I invoked the 100. Now observe this subsequent 1.

Rolled 92 (1d100)

Rolled 23 (1d100)

I wonder if the actions still count if it's not a 100, or if the silent implication was that if it wasn't a 100 then the actions would be devoted to /helping/ Skeller and co. as much as possible with all heroes at once.

The latter is the way I see it, woe and bad tidings to the skeleton bastard. I feel so bad for the critfail on helping him that I'll vote for fate pointing it.

Rolled 83 (1d100)

hm...not having an action in any of those other slots you tricky bastard you!

Nah just kidding...so are anons seriously okay with eating that 1?

GENIE! You're alive!

Nope. We still have like, 10+ fatepoints? I'd rather not.

FATEPOINT

Hell yeah I'm. I'm tired of fate points used on everything. Plus it's a great way to start a game off.

Let it through

Yeah, we can take a 1 to trade. Bring it

Hey Genie, is Sal back yet?

Rolled 78 (1d100)

Hasn't he been back? I remembered you calling him on the phone and don't recall any long term sendings out.

Sorry about that some stuff came up.

Anyway Fatepoint it is.

11 fatepoints left.

We attempted to have all our heroes attempt to delay Skeller and Co. Unfortunately it didn't work on the plus side it appeared that at least it didn't speed up his return.

>>>Turn 413
>>>>>>>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 38 (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

>Hasn't he been back? I remembered you calling him on the phone and don't recall any long term sendings out.
He Said he'd be back, and we said he'd have a big party when he came back.

Your wording seemed more like he'd take some time to arrive.

If he's been back then, that's pretty important to our plans.

Rolled 69 (1d100)

Anyway, IF Sal is back, I believe our previous major strategy was

>Action 1
SAL go find Axum's suggestion for a commander for the FFOD! Have AXUM give him as many details as he can so he knows exactly where to find him and quickly!

>Action 2
Let us see the perspective of how far the Magi and Mirza have gone in search for the Necromancer

>Training
Train more military!

>Trade
"CEO, did you have a major goal in mind with this continuing caravan, or is this an opportunity for us to do what we wish with it?"
If the CEO has something he's cookig up like Axum is, then let him use this trade action.

>Construction
Eco, Ginny, and Marty to build any additional defenses or things the director wants in the continuing fight

>MAD
JOY more delays!

Rolled 78 (1d100)

The party already happened I thought you had him on a caravan or still in house.

...see this is the sorta thing that is partly why I need to quite civ running until I get better. Fear not anons I will still be in the condition to run ordinary quests instead. As they are pretty laidback and quite easy to do. So I plan to run them until I get better (CIVS) or stop(probably dead or soon to be).

Civ running is a hell of a lot harder running then quests its just quest wise I am more inexperienced in them. Fortunately I got a godly setting to fall back on...

So anons what type a game you want?

Sci Fi
MMO
Fantasy
Cape
Apoc
Other?

This isn't for rightaway I just want anons to think about it. When the Other option is used it will join the list.

Rolled 37 (1d100)

Vote

I want to go back to the Adventurer and his Dungeonmaster GF

Rolled 57 (1d100)

This

Rolled 60 (1d100)

I will back this

bump

Bamp

Yeah I'm with user I want to see the adventurer again

>MMO
Heh Parkour Necromancer returns?
pastebin.com/Y3cV64xM

>Fantasy
One of the children for the Lady and or admin?
pastebin.com/VC4TRkeX / pastebin.com/QfbhSdid

>Other
There's going back to that one piece as well...
pastebin.com/aTjN9mL0

O yeah and the Fun-geon quest. God that guy was having some split personally issues incoming.
pastebin.com/992GiM4s

Yet I'm down for a fresh game as well. Apoc could be fun to run around as quest. Leading to changes as one person and not a civ.

Rolled 21 (1d100)

Sal has been sent out to find an appropriate commander. Last seen headed in the direction of the tower.

Troops trained.

CEO doesn't currently.

Construction continues.

Joy attempts to delay.

As for the Magi and Mirza they have split up chasing down different leads as they aren't sure which of them leads to the necromancer or not.

>>>Turn 414
>>>>>>>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 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 73 (1d100)

Yeah its pretty obvious that guy has issues and developing bigger ones. Best part is he knows it too.

But alas love is a bitch and you don't get to choose. He somewhat comforts himself knowing that at least she feels similar.

Bump

Question genie. What do you think is more valuable to others?

Something they can never have enough of but already have a lot.

Or something rare and hard to get?

For example would the tek bandits find tech the most valuable thing, or something they want but aren't good at?

Rolled 30 (1d100)

...for the tech bandits a few value more something they want but aren't good at. Most of them however value what is rare and hard to get more. Its why they hoard tech and study it but at the same time you will still find them selling it.

They will never however sell ALL of it. They always keep enough in reserve for themselves but are open to selling the rest.

Rolled 21 (1d100)

Action 1
An action for SAL! Let's see what the Tower is like we've never had a first hand glance of it either, also sal finding is fun!

Action 2
"CEO, we have made just about anyone who can be an enemy into an enemy. Which is almost everyone.

So we have enemies. But our allies are scarce. Yes, we won over Stako, and have hired Fortico

But the Ghouls, while friendly, are only associates.

The same can be said of the Tek Bandits.

In this war, a trading partner or a co-beligerrent won't suffice. Our next, immediate focus, is going to be winning them over as a true ally, or better still, to join us as Stako has done.

Our focus right now will be the Tek Bandits.

Use this action to start working on making them a fully ally, or a merger if possible. This will be our focus. Do everything you can come up with to this end, corporate mergers are the CEO's prerogative no?"

Trade
Use our Caravans to trade for things the Tek Bandits would want, using our caravan and trade connections to buy stuff the Tek Bandits would have a hard time reaching. Preferably rare and hard to get stuff that would be worth a fortune.

We HAVE a fortune to spare.

Construction
"Marty, come up with a [Strange Solution] to completely win over the Tek Bandits as part of us. Or as allies first if need be. But the merger is preferable."
Eco and Ginny to help

Training
Continue to train more people into soldiers

Madness
Do something that would make the Tek Bandit's madders happy! Like free tickets to the Crazy Carnival or something.

Rolled 3 (1d100)

Vote.
Been a while since we won over a lot of factions .

Rolled 97 (1d100)

Remember to word it so that it's clear SAL is still trying to find the Commander.
>Action 1
An action for SAL! Let's see what the Tower is like we've never had a first hand glance of it either, also sal finding is fun!
SAL is of course, still looking for Axum's friend

Action 2
"CEO, we have made just about anyone who can be an enemy into an enemy. Which is almost everyone.

So we have enemies. But our allies are scarce. Yes, we won over Stako, and have hired Fortico

But the Ghouls, while friendly, are only associates.

The same can be said of the Tek Bandits.

In this war, a trading partner or a co-beligerrent won't suffice. Our next, immediate focus, is going to be winning them over as a true ally, or better still, to join us as Stako has done.

Our focus right now will be the Tek Bandits.

Use this action to start working on making them a fully ally, or a merger if possible. This will be our focus. Do everything you can come up with to this end, corporate mergers are the CEO's prerogative no?"

Trade
Use our Caravans to trade for things the Tek Bandits would want, using our caravan and trade connections to buy stuff the Tek Bandits would have a hard time reaching. Preferably rare and hard to get stuff that would be worth a fortune.

We HAVE a fortune to spare.

Construction
"Marty, come up with a [Strange Solution] to completely win over the Tek Bandits as part of us. Or as allies first if need be. But the merger is preferable."
Eco and Ginny to help

Training
Continue to train more people into soldiers

Madness
Do something that would make the Tek Bandit's madders happy! Like free tickets to the Crazy Carnival or something.

Rolled 53 (1d100)

I, thought that was obvious. I'll back it though.

Rolled 2 (1d100)

fine, switching to this.

Rolled 60 (1d100)

Sounds good

Rolled 54 (1d100)

"Well ocean or space ocean or space...it IS space capable right? Fuck if I had known earlier I could of done it then now i gotta go ALL the way back...and try to find some of those assholes again. Fuck. Well on the plus side at least I ain't fishing...fishing not good or fun."

CEO states that convincing the tek bandits is one thing biggest problem is their reliance and how they follow along with their evil super geniuses who are going to be much harder to convince.

Caravans purchasing items that would interest the tek bandits. Unsurprisingly those assholes have some really fucking expensive tastes.

Marty...well honestly we were expectig him to request a lot of resources. Instead all we lost was a printer and some paper. NO idea what the fuck he is up to that only requires that.

Additional troops trained.

Tickets given to tek bandits for the crazy carnival.

>>>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 84 (1d100)

>>>Turn 415
>>>>>>>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: 80 Resource. 50 rare Resource. 50 Loot.Tek Resource 40.Tech Resource 50. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 750k
>>>>>>Military 400k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

>"Well ocean or space ocean or space...it IS space capable right? Fuck if I had known earlier I could of done it then now i gotta go ALL the way back...and try to find some of those assholes again. Fuck. Well on the plus side at least I ain't fishing...fishing not good or fun."
"Axum doesn't know if it's Space or Ocean SAL?"

Don't forget we got lots of other people to trade with. Like our enemies said we would help their enemies a lot. Don't focus on just who you know. We will waste time when we could try the others as well. Getting us more power and pull in later attempts.

(Well back to work.)

Good point.

Rolled 30 (1d100)

Action 1
Sal continues to find Axum's friend

Action 2
"Then let's work on winning over their Super Geniuses CEO. Perhaps you can find things they would want to get their hands on."

Construction
Marty and his strange solution to integrating the tek bandits

TRADE
"The enemy of my enemy is my friend."
Start trading with the enemies of our enemies. Think how many enemies of our enemies there are! We need more friends.

Training
More soldiers, keep going until we've trained everyone!

Madness
JOY

You've been delaying Skeller for a shit ton of time now. You're our BEST hope yet!

What have you learned fighting his hordes? How goes the battle?

Keep on delaying Joy!

Rolled 50 (1d100)

Vote

Rolled 14 (1d100)

Supporting this

Rolled 69 (1d100)

Sal continues his search.

The CEO for the first time ever is...uncertain. He has dealt with their kind before the Fall and they were never easy to manage. Nor were their services ever cheap and friendship among them was a funny thing.

Marty recently returned with a number of cowed tek bandits around a rather nonplussed if strange figure. We found out said figure was one of the tek bandit's evil possibly mad super geniuses. Unfortunately we found out he wasn't the only one by a long shot. Apparently they got an entire group of them holed up in there.

Trade commences with known enemies of enemies.

Troops trained.

Joy continues her delay...and they are crazy. Their info is likely unreliable.

>>>Turn 416
>>>>>>>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: 80 Resource. 50 rare Resource. 50 Loot.Tek Resource 40.Tech Resource 50. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage. 1 Strange Valuable Tech.
>>>>>>Pop 750k
>>>>>>Military 430k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 8 (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 2 (1d100)

Action 1
I wonder where SAL is now. He's never in one place at any time.

Action 2
"Good news CEO. Marty was able to win over one of their Super Geniuses. Plus, Rizal herself is also a Super Genius too.

Between the both of them, the three of you could brainstorm ideas to win over the others."

CEO should work with the Super Genius and Rizal on ways to win over the other Super Geniuses

Construction
"Well done Marty! One down, the rest of the group to go."
Keep on with the Strange Solution, whatever it entails.

Trade
Keep trading with the enemies of our enemies and continue to win em over.

MAD
JOY

Rolled 69 (1d100)

Backing this

Rolled 68 (1d100)

Support

Rolled 14 (1d100)

Have a roll

Rolled 21 (1d100)

This.

Rolled 43 (1d100)

That he is. Currently we do not know where he is at.

According to the CEO if we somehow manage to bribe the supers then the rest of the bandits would follow. According to the tek bandit super genius they all follow the lead of a single rather mysterious super genius. If you can somehow persuade that big boss then you would officially have the tek bandits.

Marty seems to be pondering...and slamming his chassis into a wall. We don't know why...

Trading continues.

Joy...keeps on doing whatever the hell it is Joy does. Fortunately this does not include sanity damage.

>>>Turn 417
>>>>>>>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: 80 Resource. 50 rare Resource. 50 Loot.Tek Resource 40.Tech Resource 50. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage. 1 Strange Valuable Tech.
>>>>>>Pop 750k
>>>>>>Military 430k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 84 (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

GENIE I MISSED YOU

Rolled 51 (1d100)

Action 1
Let's see if Mirza and the Magicians have made any progress

Action 2
"Okay CEO, we're going to have Marty try to come up with finding something to help us get at the big boss.

So you and the Tek Super also come up with ideas or just basic knowledge.

Do we have to go for his subordinates first, or can we try to pull him in directly. What is known about him. What are some options we can take, or things we don't know towards getting him on our that we can start trying to find out?"

Construction
"Marty, maybe this isn't working. I remember you tried to make a strange solution to an impossible dilema and that didn't work either.

Perhaps instead of trying to crack the mind of a Super (possibly MAD) Genius directly, we scale down to something more achieveable. Like trying to win over a close friend of his, or, people he is likely to listen to.

More importantly, someone who can teach us HOW to get at him. That's probably the best use of a strange solution. Finding someone to help us get to the Super Genius.

Unless you think you can keep going on this current course of action."

Training
Keep on training our pop until everyone is a soldier

MAD
Joy

We should totally make videos of whatever she is doing and have them run in the Crazy Carnival theaters.

Rolled 24 (1d100)

*Action 1
Let's see if Mirza and the Magicians have made any progress

Action 2
"Okay CEO, we're going to have Marty try to come up with finding something to help us get at the big boss.

So you and the Tek Super also come up with ideas or just basic knowledge.

Do we have to go for his subordinates first, or can we try to pull him in directly. What is known about him. What are some options we can take, or things we don't know towards getting him on our that we can start trying to find out?"

Construction
"Marty, maybe this isn't working. I remember you tried to make a strange solution to an impossible dilema and that didn't work either.

Perhaps instead of trying to crack the mind of a Super (possibly MAD) Genius directly, we scale down to something more achieveable. Like trying to win over a close friend of his, or, people he is likely to listen to.

More importantly, someone who can teach us HOW to get at him. That's probably the best use of a strange solution. Finding someone to help us get to the Super Genius.

Unless you think you can keep going on this current course of action."

Training
Keep on training our pop until everyone is a soldier

TRADE
The more we trade with our enemies enemies, the more they become our friends.

MAD
Joy

We should totally make videos of whatever she is doing and have them run in the Crazy Carnival theaters.

Forgot the trade action, so had to repost

Rolled 96 (1d100)

Looks good, just keep at it and we should succeed.

Rolled 42 (1d100)

Vote.

Rolled 89 (1d100)

Go Marty!

Rolled 94 (1d100)

Mirza and the magicians have supposedly found the necromancer. Mostly due to him being based at in the one place they cannot reach. When Mirza finally reached it he found out that apparently knows how to use portals and is fucking sneaky as well apparently being on 'vacation' at some kind of crazy carnival.

Mirza was not amused but everytime he got close the necromancer portaled himself away assuming they even noticed him in the first place.

Strangely the super geniuses don't know much more about him then the ordinary tek bandits do. He is however obsessed with technological progress. Half of the teks are convinced he is rediscovering old knowledge while the other half is convinced he is creating entirely new ones.

The big boss very rarely comes out as thinks that require a super he simply delegates it to the other super geniuses. So its very rare for him to come out. Supposedly he comes out to check out the tower every once in awhile or to pursue some strange lead he is intrigued with. You can tell its him because he takes the greatest number of super soldiers with him on those outings.

He might be tempted if you got something good enough to interest even him or even you make a big enough deal with the tek bandits he'll be drawn out. As it turns out our CEO met the guy before but only briefly.

Marty responds...by oddly enough stopping by Rizal's place before wandering off and returning with a super soldier of the tek bandits.

Troops are trained.

Trade continues.

Video recorders sent. Received recordings not advised for the underage, pregnant, hallucinating, pissing, tired, and those who are fond of their sanity.

Rolled 82 (1d100)

>>>Turn 418
>>>>>>>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: 80 Resource. 50 rare Resource. 50 Loot.Tek Resource 40.Tech Resource 50. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage. 1 Strange Valuable Tech.
>>>>>>Pop 750k
>>>>>>Military 450k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 34 (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 80 (1d100)

Action
"Mirza we're the only ones here with a crazy carnival."

This necromancer, if he wants to run, he can run and he can outpace us. Therefore, rather than try to chase him, we must surely come up with some way to lure him to us.

The best place might be the crazy carnival where he makes his vacation.

"Mirza, how would you and yours like to be Circus Magician today?"

>Try to impress the Necromancer at the Crazy Carnival

MAD
Even our MAD cultists get in on the action! Let's summon some Masquerade and Death demons to dance a dance of death or something.Heis on vacation and deserves entertainment.

Action 2
"Okay, now we're getting somewhere. We've just learned that the head Super Genius likes technological advancement and rediscovery.

Technology is after all, at it's base, a tool, used to serve a need. In our case, we achieved Old World grade artillery because we had a need for artillery. But I think we can do better than that. We have the daughter of Volk after all!"

CEO, Ginny, Eco you all get in on this too by helping aquire/buy/build anything needed by Rizal or Marty as they listen to the Super Soldier and make their strange solution to win over the Genius. Help them!

Construction
Marty will continue his strange solution, perhaps now that we have one of their super soldiers and Rizal, we can come up with some new and innovative technologies. Or find ways to win him over by helping him rediscover old/new tech.

Trade
Go trade for any thing that would help win over the Tek Bandit Super Genius

Train
Keep training until we've hit 750k soldiers!

Rolled 44 (1d100)

Looks like we're making friends this day.

Backing it

Rolled 81 (1d100)

Vote
>44
Nice

Rolled 46 (1d100)

Rollan

Rolled 28 (1d100)

Sure

We attempted to do a special show but given how Mirza and Joy were absent it wasn't very good. Unsurprisingly the necromancer didn't show up either.

Extensive resources consumed. Strange Solution completed. It was a bizarre piece of fusion tech...

Training continues.

>>>Turn 419
>>>>>>>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: 50 Resource. 40 rare Resource. 40 Loot.Tek Resource 40.Tech Resource 50. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 750k
>>>>>>Military 477k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 31 (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 87 (1d100)

What was it MARTY made?

Rolled 71 (1d100)

>Mad Action
Obligatory Joy action

>Action 1
Give it too Axum and Security Director for their issues

>Action 2
>D. Research technology
Pay for stuff from the tech bandits if needs be, find a way to induct Robotic Augs onto our people, it will increase survivablily and let wounded soldiers to return to combat.

>Construction Action
MARTY given our collections of blueprints working together with ECO and [Copycat] Ginny activate [Strange Solution]. Your objective is to build us the ultimate tech detector, a want a god damn scanner that sends out pings discreetly and waits for old world tech to respond. The ultimate treasure hunting tool, just make sure its untraceable.

>Training Action
Keep up those drills lads.

>Trade Action
Same as before, we need friendship.

...................................................................................................
>Fate Points
Blow 5 fate points on this action, we have alot and need to use them.
...................................................................................................

Rolled 16 (1d100)

Like hell we do. We have 11 and we don't need to be using them. Save them for when we get to the dam tower.

Act 1
Keep going you wonderful warlord. Lets show those people who's the best.

Act 2 + Trade
Lord we know from last time that we can make some deals with the known enemies of our enemies for tech. Lets start going into over drive on getting new tech. We can use that to build partnerships with the tek bandits. Also upgrading our selves to boot. Plus grab anything our heroes and the civ need.

Ginny help with dealing. I would hate to get bad tech.

Con
Marty keep on making that wonderful tech to win the tek bandit leader over. Otherwise if you know ways to gather the tech from the under ground. That would help a lot.

MAD
Yo JAL, I know you been under used. Lets go support Joy some more.

Rolled 21 (1d100)

supporting then

Rolled 52 (1d100)

Support

Can Ginny [copy cat] strange solution?

Rolled 75 (1d100)

Ok ill change from my idea too yours.

bump

Rolled 58 (1d100)

Bump

bamp

Rolled 22 (1d100)

Vote

bumpuru

bump

bamiping

Bample

Consensus bump

rump

Genie?

Rolled 87 (1d100)

Axum states he'll return sometime soon but not exactly when.

Getting new tech as it turns out isn't so easy so long as we after blueprints. Buying pieces of it on the other hand is something else but still ain't exactly cheap.

Marty states for that particular piece he needs Rizal. As for gathering tech underground Marty states that will require sending troops down there to get it.

Joy continues with whatever feats that enable her to delay Skeller.

>>>Turn 420
>>>>>>>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: 50 Resource. 40 rare Resource. 40 Loot.Tek Resource 40.Tech Resource 50. MAD Resource 15. Manufacturing Resource 27. 10 Tech Salvage.
>>>>>>Pop 1050k
>>>>>>Military 477k
>>>>>>Food: Great
>>>>>>Water: Great
>>>>>>Morale: Great
>>>>>>Medicine: Absurd
>>>>>>Health: Great
>>>>>>Armaments: Absurd
>>>>>>Fuel: Absurd
>>>>>>Tech level: Great Tek
>>>>>>>Reputation: Evil Inc

Rolled 83 (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 21 (1d100)

No time for blue prints.

Act 1
Warlord support.

Act 2
Marty hold for a moment to break down and study the looted tech we found so far. Grab JAL and the other AI we picked up. They have some abilities to speed up understanding.

Trade
Lord for the moment let's just trade for pieces and not the blue prints. We need to upgrade our people where we can. Plus pick up a few nice things. Like a new oak table for the meeting room, Tea for the lady and so on.

Con
Free action to repair, make things for trade and other wants.

MAD
Same old for holding the line.

Rolled 11 (1d100)

>Mad Action
It's all about Joy. [do heroes level up because damn girl]

>Construction
MARTY gets access to Ginny [Copycat] and ECO as well as Rizal Do your [Strange Solution] just let us know whatever you need. If Possible also have the CEO use his ability [Corporate Override] to boost MARTY and ECO...if such a thing works. You know what even throw JAL in there too assist. Between all these abilities and heroes we gotta turn up something awesome tech wise that no one has or even expected.

>Action 1
Security Director gets this one, we'd also like a status report on how things are going

>Action 2
Ok send teams down as MARTY requested to get stuff (Also report whats going on down there with Joy)

>Training Action
Begin giving our troops training to deal with Skellar, Joy should be able to throw pointers as to what she is dealing with down there

>Trade Action
Caravans just do what you do with the enemies of our enemies for tech (the tech train has no brakes)

Check my 1

Rolled 32 (1d100)

Support because I want to see if that is stacking abilities or comboing them

>inb4 fumble rite

bamp

Rolled 68 (1d100)

Definitely vote