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Post Apoc Megacorp Maticico Remnant civ quest 13
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Last time >>47700338

We have gained new bases and two new heroes, invested in different weapons systems as well as new facilities and research capabilities. Meanwhile Bane Company has reformed itself into an entirely new group.
>>
Rolled 30 (1d100)

>>47734662
No planning or rolls really?

>Turn 209
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 72 Resource.
>>>>Pop 84k
>>>>Military 1.2k.
>>>>>>>Food: Low
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Great
>>>>>>>Health: Average
>>>>>>>>Armaments: Great
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1(uninstalled).
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials: 1 supply. 4 psi mat.1 Ultra Rare Psi Mats
>>
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Rolled 3 (1d100)

Alright I updated the notes with our new heroes and added Wasting Warband to contacts.

Also put some notes on the prisoners on the bottom. Just in case.

If y'all want something else added in or changed just let me know.

>>47735172
I feel they assumed the end thread plan of action was it.

Action 1
The above ground energy sources aren't really feasible yet, so we'll just have to make due.

Build more Wind and Solar generators in all our bases, dam up some nearby rivers if we can and get some hydro power.

Action 2
JAL, I'm betting your as good at digging as you are at building above ground.

Can you reach with your long and metallic tendrils down into the earth and start gathering fuel? Or better still find a heat spike and we can get geothermal. Just avoid upsetting anything your brood can't handle.

(heh 1.)
>>
Rolled 73 (1d100)

>>47735216
Probably help if I post the note link.

>http://pastebin.com/R9wK3vud

(Aw you don't like me calling them out do ya dice.)
>>
Rolled 37 (1d100)

>>47735216
Rolling to support
>>
Rolled 78 (1d100)

>>47735216
Vote
>>
Rolled 37 (1d100)

>>47735216
Solar and wind power installations constructed. According to our forces some hydro power has some serious potential if we could secure some rivers and more importantly waterfall sites. As it turns out some of those canyons are getting flooded turning into lakes and marshes...or even disappearing somewhere underground.

Securing some of those sights would provide more food, water, and power.

"Hm would take some serious growths to penetrate deep enough to reach geothermal hot spots. Not good at my current location but...if say I establish a new base in a better site it will be a breeze to pull off. However that will require expansion and I wont be able to hide what kind of base it is."

"If I stay here its going to take a long time and lotta resources before I can extend a tendril far enough to reach."
>>
Rolled 95 (1d100)

>>47735697
>Turn 210
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 72 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Low
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Great
>>>>>>>Health: Average
>>>>>>>>Armaments: Great
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1(uninstalled).
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials: 1 supply. 4 psi mat.1 Ultra Rare Psi Mats
>>
Rolled 93 (1d100)

>>47735697
I think it's time to risk vs reward.

Securing some of those rivers and more waterfall sights.

Action 1 Ginny and JAL
Lets per build what we need for a hydro power base.

Action 2
Sarah, Roy & Little P explore the areas that held be useful for a hydro base. Farsight and a pilot to give people a ride should do wonders.
>>
>>47735697
"You have all the time and resources you need my friend, I think it's best you create the thermal power generator here, keeping you hidden and more importantly safe is a top priority, if we are asking too much or putting you in danger in some unforeseen way please let us know"

>>47735882
We need to capture those sites and all other sites that we can but let's have Jal do the geothermal thing the harder way, I think it is safer. We should try for making both anyways.
>>
Rolled 63 (1d100)

>>47736327
>>47735719
>>47735882
Forgot my dice
>>
>>47735719
Mutate.
What is this?
>>
>>47736369
If we have something that can we get that as a pick. JAL has brood and mutant forces. I'm assuming it's from that.
>>
Rolled 21 (1d100)

>>47736369
An action made possible by JAL. Enables you to mutate your forces or any other bio material you possess.

>>47736327
"It doesn't have risk. I will have to dig deep through many layers which might...bother something down in there. While harder to detect on the surface those underneath will have an easier time."
>>
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I guess the others' hype died as sleepiness kicked in. Whelp good night and see y'all later.
>>
Rolled 95 (1d100)

>>47735719
message from Jacky to the CEO.

"I am only offering this due to our past histories. I am afraid the only friend you will find here is me. Since the reformation the others do not appreciate our former ties I am afraid. So I came you tell you myself.

"Thanks for that. Anything wrong per a say?"

"Robotic tech...while it gets the job done its very dangerous and honestly not quite as that your people can offer. Yet it has its own peculiar quirks that are super fucking nice to have."

"So your torn?"

"Well if you upgrade your supply production I can win over the warlord. The AI however is not easy. I only got her onboard due to blatant bribery and more."

"So what can we do?"

"You have a top engineer yes? Lend services throw in that expansive doc while wer're at it.

"Anything else?"

"That is all I can say."

"Any more useful info?"

"We don't plan to go further east as acording to the mutants there wastelands there. So instead we are debating going south into the wilds or across the mountains into the remneants of a fallen megacity. Another option was going north and hit the reds with the krulsade hitting them through water and by north. Our assault could be key to breaking the balance. Given the reds forces its likely they have some very very nice stuff. You too should about expanding."

As doing so will earn you 1 extra basic action.
>>
>>47737752
Well I guess that it then aint it. We gotta expand. Since we now know its wasteland to the east and stuff. Ok I propose we form a delegation, A corp may be more welcome to walk to than an AI or a mutant warlord or a bandit. As a Corp we can seem neutral.

Anyone got any ideas? other than continue sorting out what we were last time and fix the food?

What the fuck is the majority of our population even doing?
>>
Rolled 91 (1d100)

>>47738121
Keeping your faction running and making more forces.

Not about to list all the crap they would be doing.
>>
>>47738121
Occupy the sunken complex. Part of it is secure already.
>>
Rolled 16 (1d100)

>>47737752
A1: Secure and expand into the safe zones of the Sunken Complex

A2[if we have one]: Get the word out for merc groups or para factions, we are gonna need new friends soon. Preferably people who dont mind our older friends.
>>
Remember guys, our efforts were made heavily on investments into the artillery, heavy vehicle, and power armor. Wherever we expand to, it should be in places these weapons can defend.

We also need to expand to a place where the energy is because energy is our primary limitation to supply.

>>47738210
Still awake Genie? Might have some questions for Jacky
>>
Rolled 57 (1d100)

>>47738751
Still here right about to go to bed. Was about to ask anons is there anything they wish to see more fleshed out with stories and worldbuilding compiling questions for purposes unknown.

Let anons mull that over and include it with bumping posts. Stuck as shit on my writing because my setting is such an abomination it makes me freeze up.

WHY did I think it a good idea to have the timeline date from historic fantasy to soft sci in an already big settingverse.

Fuck my stupid younger self. Yes its awesome but not fun to try and actually write about.
>>
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>>47738813
One thing I have to say is that your heroes and random NPC's that belong to us are the best window into the world of the civ. Because they're there on the ground and are really fun and often see things we don't.

Also can please stay awake for one more turn? we might have some diplomacy up or at least CEO options.
>>
Rolled 53 (1d100)

>>47738728
supporting
>>
Rolled 86 (1d100)

Okay, our immediate priority is vamping up our military so that we can successfuly caputre and hold the reported hydroelectric water regions.

It would be much safer not to do this alone, just like we've been trying to ensure every time.

>Action 1
JAL, help us with a different project for now. Ginny, we'll need your help here too.
Continue to finish up the military training installations for our officers, including the
>Artillery and Officer training academy at the main tower
>The Tank Training field at the fortified township
>The Power Armor and General Infantry training camp at the Bunker

>Action 2
CEO, Roy, Mindy, Alias diplomat and two teleporters and military expert go out and explore if there are any nearby factions to those potential river and waterfall locations we can work with to secure the area at large. Someone perhaps who has also been bothered by the monsters or whatever nasties lurk by. We'll be able to offer to work with them to clear the area and make it safer.

Take a transport and if its too far away.

Get the lay of the land and a military picture too if you can Alias, we need to see what kind of enemies are there so we can plan.

Remember guys we work best when we work with others!
>>
Rolled 47 (1d100)

>>47738856
Supporting this. that's much safer and more aligned with our corps. Make friends and get a decent military going.
>>
Rolled 55 (1d100)

>>47738856
This.

Don't forget to mention once the dams are up we'll share in the benefits too.
>>
Rolled 14 (1d100)

>>47738856
Backing this.
>>
Rolled 32 (1d100)

>>47738856
Vote

Don't forget we need to actually spend actions training. I almost want to do that as our second action instead.
>>
Rolled 10 (1d100)

>>47738856
Ah fuck it clearly going to be a sleepless night after all.

Construction continues. Ginny is currently unavailable.

Only a few factions are located near waterfalls but a bit more are are near rivers. For the most part a lot of it is unclaimed but there are certainly more then a few ruins indicating this wasn't always so.

Biggy states that those factions who survived are all a force to be reckoned with given they survived a monster mayhem, on top of a zombie super horde, AND Bane Company all right after another. Those factions who survived are all extremely strong. Especially has they been reinforced by the survivors of the factions who didn't.
>>
Rolled 59 (1d100)

>>47739702
>Turn 211
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 69 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Low
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Great
>>>>>>>Health: Average
>>>>>>>>Armaments: Great
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1(uninstalled).
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials: 1 supply. 4 psi mat.1 Ultra Rare Psi Mats
>>
>>47739702
How much longer can you go Genie?

I mean, I got work on monday so I can't exactly play through sunday night so playing today works for me but then you need sleep too!


--
>>47739702
What sort of factions have we discovered?

Also I remember you said Ginny left some "requests" for our industrial stuff. Was that directed at us? Does she want us to do anything?
>>
Rolled 73 (1d100)

>>47739702
Do all of those factions hate Bane/The World's Rejects? Or are some of them neutral to them?
>>
>>47739750
>>47739708
I want to know this as well.

"CEO, can we make allies of any of them or are we better off trying to claim some of the unclaimed areas/ruins near the waters alone?"
>>
Rolled 27 (1d100)

>>47739750
They ALL hate Bane especially given Bane tried to take em all out when they were all at their weakest.

>>47739768
"Plenty of empty room. Best take it before someone else does."

>>47739738
They were just manufacturing requests which were easily taken care of. Especially given Ginny spent her own resources on it.
>>
>>47739813
Alright.

"JAL, while we build up a military can you start to secure an area without making it look to suspicious?"
>>
Rolled 99 (1d100)

>>47739708
Action 1
Continue to construct our military training facilities.

Action 2
Biggy+ military advisors + JAL

Look over the unclaimed areas Biggy scouted out, and select the place which we can most easily defend and which is close to the waterfall as possible.

Preferably, there is a hill or a mountain or some high ground nearby that is not too hostile infested which can claim and build a fortress on, to overwatch our waterfall site with artillery and gun positions. This is preferable so long as its not too infested with something we can't handle, otherwise pick a more feasible site.

Once a good site has been picked, have JAL stake a claim and start making a base, starting with the military outpost and then we'll build the dam after that.
>>
Rolled 62 (1d100)

>>47739856
Vote
>>
Rolled 78 (1d100)

>>47739856
I'll back that. Good thing is building artillery positions on a high ground will let us claim more area around it.
>>
Rolled 36 (1d100)

>>47739856
Supporting all the way
>>
Rolled 69 (1d100)

>>47739856
Action 1 is a given.

Action 2-Do we REALLY want to paint that big a target? The remaining factions would come out of the woodwork to destroy the unholy bio-technological base JAL would create, and us along with it.

If we can make some sort of normal-looking base it would be okay I suppose.

Otherwise, just double down on constructing training facilities I guess.
>>
I didn't want to make a whole post about it, but Snow's Kolbolds might be back up and running today on /qst/.
>>
Rolled 46 (1d100)

>>47739905
I am hoping that JAL would listen and use some discretion.

>>47739856
>>47739813
You DO know how to build a normal base right JAL? Without tentacles and whatnot we can't be too suspicious.
>>
>>47739905
I was under the impression JAL would use the bots to make the base seem normal or at least start with underground. He's smart enough not to build above the Preemo base.
>>
Rolled 59 (1d100)

>>47739856
>>47739813
>Addendum
Make sure JAL builds a normal looking base at least above ground
>>
Rolled 32 (1d100)

>>47739826
"...Not really. I mean that is awfully hard."

>>47739856
Construction has finished.

We have found a total of 3 defensive unclaimed sites.

Location has been seeded.

>>47739923
"Where is the fun in that?"

>Turn 212
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 66 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Low
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Great
>>>>>>>Health: Average
>>>>>>>>Armaments: Great
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1(uninstalled).
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials: 1 supply. 4 psi mat.1 Ultra Rare Psi Mats
>>
Rolled 43 (1d100)

>>47739975
Well, at least I can say I called it.

Action 1: Build tanks. The big ones. We can't train tank crew without tanks.

Action 2: Training
>>
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Rolled 79 (1d100)

>>47739975
Dammit. . .

Action 1
Recall the seeds. Sorry JAL maybe another place, just not so close to these other factions!

Then, send in our own construction workers to commence construction of defensive forts and outposts, gun positions, trenches and the likes on the defensive sites. Use our Pre-fab facilities.

And get to work building the Hydro Electric generators as well if there's action room for it.

Action 2
Train more Soldiers and Gun Crews and Power Armored troops if we can, we'll need more men to defend the defensive sites and our new dam. Let's get this new facilities in gear.

Alias and hired Reject officers will help here.

>>47740015
I'm thinking we want to claim and start profiting from the water first, and it will be easier to train soldiers to man defenses. Then we can build the tanks afterward. Our priority will be defend the area anyway, then when its defended we can start tank production for attack.
>>
Rolled 60 (1d100)

Our food is getting really low. We need to break open a supply if we don't plan to get more food immediately.
>>
Rolled 29 (1d100)

>>47740085
Naaw ill support you but ruining JALs fun is mean, maybe just ask him to make it "look" like its normal yeah?
>>
Rolled 86 (1d100)

>>47740109
>>47740085
These
>>
>>47740136
JAL said it was difficult for him. Can't blame the fella either if that's just the way he grows.
>>
Rolled 57 (1d100)

>>47740085
Vote
"It's okay JAL, we promise we'll help you expand elsewhere."
>>47740109
Yeah break open the supply too.
>>
>>47740109
No. Again, our food is low because we're sending most of it to the Rejects. It's been at the same rating since we made that deal, and blowing our only supply won't really help.
>>
Rolled 38 (1d100)

>>47740109
>>47740085
Voting actions and the supply use
>>
>>47740193
oh
>>47740109
On second thought let's not use that supply yet.

Voting against, still supporting the actions
>>
Rolled 54 (1d100)

We may want to buy some fuel before we make some big tanks. May have to get radiant again.

>>47739975
I'm amazed you're up. Question for ya, have we been refining the resources as we use them? I would hate to be missing out on the improved resources. If so I think we should take the time, later, to automate that.

Main goal will be upgrading supply output. Which looks like we are setting thing towards doing. Gotta play nice with those new people. Then we send Ginny over once they're done with that side project.

>>47740085
Lets get those people trained.

----

O yeah and I'll ask again just in case. Anything people what added into the notes?
>http://pastebin.com/R9wK3vud
>>
Rolled 49 (1d100)

>>47740193
Right? It hasn't changed at all since we hired them. It's just low, wondering how so many people forgot.

>>47740109
I veto this suggestion. Save the supply for a real emergency
>>
Not sure if I should say this, don't what to hurt JAL's feelings, I don't think we should let them near the robots in the new faction. I feel they would view them as unnatural and something may happen.
>>
Rolled 71 (1d100)

>>47740296
I want to roll a 100 and have the new AI be smitten for JAL because he's so exotic
>>
>>47740328
I feel so unsure
As I take your hand and lead you to the work shop
As the music dies, something in your sensors
Calls to mind the silver screen
And all its sad good-byes

I'm never gonna build again
Guilty parts have got no rhythm
Though it's easy to pretend
I know your not a fool

(my 2 sec attempt at Careless Whisper for robots. Whelp back to work on my hard drive.)

https://www.youtube.com/watch?v=gpqmoBYkQfc
>>
Rolled 89 (1d100)

>>47740328
heh, that would be pretty sweet
>>
Rolled 59 (1d100)

>>47740402
Dam it I meant to roll on that.
>>
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Rolled 95 (1d100)

>>47740296
Well, they're Rejects of the World, so it's hard to see them hating JAL. But they would be fucking TERRIFIED of him because of how easily insanity spreads among machines.

>>47740328
pic related
>>
Heh, god dam it, I'm laughing at the idea of getting two AI dating to win over the robot faction in the Rejects faction.
>>
>>47740085
Consensus bump
>>
Rolled 6 (1d100)

>>47739975

Ask Jacky if providing several of the mini-factories we use for making the munitions on our artillery turrets might help with winning the AI over. Furthermore this tech in particular would be very useful if they're going to go on the move.
>>
>>47741550
This is one of the cases where I'd like to be thrifty over spendy, mostly because I want us to become Kings of Artillery.

I remember how much of a pain in the ass those Artillery Raiders where when they refused to share their arty tech
>>
>>47741702
Well I figured that they'd be more appreciative of a re-tooled version that manufacture small arms ammo anyway. Just an idea that they might be interested in, seeing as they'll be operating away from any supply lines and such.
>>
Artillery bump
>>
bamp
>>
One thing is for sure.

Everyone alive in this whole area HATES the rejects.

And we are seen as sellouts to the Rejects (rightfully so).

We cannot lose our one and only customer for miles around.
>>
Rolled 21 (1d100)

>>47743252
You know really I feel like we've got the manpower and manufacturing that if we can manage to get a little bit of military training infrastructure in place we can probably drown most other factions (if faced in a one-on-one) in bodies with superior equipment.
>>
>>47743330
Well, we just finished up an Artillery&Officer academy, a Power Armor and General infantry combat camp, and a Tank Training field.

However, even with our pop the World's Rejects is still larger than us with superior military equipment and on top of that comprised entirely of hardened fighters, former bandits, mutants and robots. Where as most of our population is corporate born factory workers and maybe some refugee's.

The 1 - 1 is favored to them on all fronts from experience, weaponry, and with the robots even manufacturing.

And then consider that, World Rejects being stronger than us, these factions survived their onslaught plus all the previous nasty shit like the zombie waves.

We are indeed more powerful than any civ we've played before, but we're also playing with such big numbers this time around. I dare say it's likely many of the factions here are bigger than anything we faced in Memor. The stakes are high now
>>
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>>47743378
>>47743330
However, I would wager that, Us + the World Rejects are probably one of the most powerful factions in the field (though even then likely not THE most powerful, considering Rejects are still at war with somebody plus those scary super villans ew released a while ago and whatever they call 'IT' is).

As mentioned, our devotion to Artillery and Artillery Tanks goes beyond just wanting to have the biggest baddest guns in the land. It's because our populace are not born soldiers and will always be of inferior quality to paramilitary like Rejects unless we somehow merged, thus our role should be support via applying our specialty (manufacturing) into offense by production of long range firepower.

Unless we gain a paramilitary, our main strategy will always be the support of the Rejects in battle with our artillery bases and tanks from behind the front lines.

Through the use of artillery and ballistics our people can fight though not being fighters themselves or even being on the battlefield. Let every man send a shell like to the foe unseen and keep them far away!
>>
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One other thing unique about us however, besides such things as JAL and his lot, is that we have an abundance of Psions.

Like, a LOT of psions. I'm planning later on once we get a military going to start applying psionics into it, like divination of enemy positoins and psionic munitions guidance systems and psionic shield augments and telepathic communication.

Perhaps even a special force of elite psionic power armor soldiers lead by Alias and Sarah.
>>
>>47743378
>>47743465
Well yes, this is all true.

But uhh...didn't the World's Rejects just say that 1) They're not fully behind us due to the split nature of their leadership these days 2) They're thinking of moving out to a different region?
>>
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>>47743780
Yes, relations are tedious this is why we're trying to capture some energy sources so we can increase giving them supplies which will keep us in their good favors.

They mentioned expansion, I'm not sure if they ment they were going to expand their existing territory or abandon what they have now.

The first will be easier. However, if they are going to abandon our biome and pack up and leave I think we still have the benefit that we can just follow in their heels and move into their abandoned bases.

I'm also considering developing War Trains and laying rails to follow in their footsteps as one of their suppliers. Doing what we do best and supporting them behind their front lines.
>>
hey guize! There's a board for quests!

>>/qst/
>>
>>47744230
Thanks, but I perscribe the original board designated for quest by Moot.
>>
Bump for Genie
>>
Rolled 35 (1d100)

>>47740328
What the hell is with my players and AI romance. This is has been cropping up since the very first civ.

>>47741550
It would help. Jacky says if we do it chances are the AI will exchange some tech with us for it.

>>47741702
Your artillery is surprisingly good really only old world artillery pieces can easily beat it.

>>47743378
Technically their manufacturing is weaker then yours. Problem is Robots care very little for enviromental damage and health concerns. So by playing dirty they are able to somewhat compensate for it. Especially if they get their hands on corp tech.

>>47743780
Pretty much. Currently only Jacky still likes you problem is Jacky is only one of three. The other two are not such big fans.

And yeah currently they are debating where they plan to move to.
>>
Rolled 4 (1d100)

>>47740109
Supply has been used.

>>47740328
For some reason JAL has started...singing.

>Turn 213
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 67 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Below Average
>>>>>>>Water: Above Average
>>>>>>>Morale: Above Average
>>>>>>>Medicine: Exceptional
>>>>>>>Health: Good
>>>>>>>>Armaments: Exceptional
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1(uninstalled).
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials: 1 supply. 4 psi mat.1 Ultra Rare Psi Mats
>>
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>>47747357
>Your artillery is surprisingly good really only old world artillery pieces can easily beat it.
"Hey Jacky, you fought the Artillery Raiders before.

How do we compare? Are we better or worse than them?

Also did you notice anything unusual about the way they fought? We remember they were into Psionics and Magic, maybe you saw might give an insight as to why they wanted those things.

>>47747422
Lol Genie you took the discussion post instead of the real action >>47740085
I am totally okay with this though

It's okay, though, JAL deserves to be happy
>>
Rolled 30 (1d100)

>>47747422
Action 1
Recall JAL's seeds from the new places. Sorry JAL maybe another place, just not so close to these other factions! If they can't be recalled, have them lie dormant/hibernate until we build a proper surface base to hide underground growth.

Then, send in our own construction workers to commence construction of defensive forts and outposts, gun positions, trenches and the likes on the defensive sites. Use our Pre-fab facilities.

And get to work building the Hydro Electric generators as well if there's action room for it.

Action 2
Train more Soldiers and Gun Crews and Power Armored troops if we can, we'll need more men to defend the defensive sites and our new dam. Let's get this new facilities in gear.

Alias and hired Reject officers will help here.
>>
>>47747357
>And yeah currently they are debating where they plan to move to.
Are they moving out of their old territory completely, or just expanding?
>>
Rolled 98 (1d100)

>>47747634
They are considering leaving completely because how powerful those factions who survived are. They know if they leave some forces behind while expanding they will get flanked.
>>
>>47747564
I wonder, actually, if it's not a good idea to let JAL have his base right there near the other factions. We can help him develop and then he'll be a good distraction/threat projection.

But I'm fairly new to this so I'm not aware of the political climate. If everyone already hates us there's not a whole lot to lose from letting him have at.
>>
Rolled 4 (1d100)

>>47747694
JAL's forces are a terrifying corrupted amalgamation of meat and metal.

His auxiliary forces are currently pure bots, humans, and mutants. His primary forces are fusion of metal and flesh creatures. JAL has introduced a number of mutagens to his forces offering certain enhancements.

JAL's isn't actually half bad at subversion but this is mostly in regards to infiltrating and not hiding his facilities which are a mixture of fleshy metal.

Currently he literally grows his own forces. So long as he has the resources he'll never run out of troops. Only problem is JAL is an inexperienced commander.
>>
>>47747694
Everyone hating is is different from wanting to kill us because we're super scary.

>>47747675
Well, this is actually an important issue anon's.

Our big brother is leaving us. We are not likely to survive without them or their support. Not just that but they've also left behind the creme of the crop that absolutely despise them.

"Jacky, is there anything we can do to convince you guys to stay? We were hoping it'd be us supporting you and a grand take over of the land.

I mean, of course, unless /you/ too agree this place isn't worth staying. It just sucks though cause this is our home and we've spent so much planning to hold it as long as we can, all these defenses, and to leave them behind would really suck. Yet we're not sure we'd make it without you guys, so if you go we'd have to follow."
>>
>>47747773
>>47747766
"Ideally, we'd like convince you guys to stay long enough to let us turn this region into a fortified location that both of us will forever hold.

Then, when we've locked it down with Fortress Cities and a sizeable population of soldiers and civilians, then you could move on with invasion of other lands. You would have the resources and supplies being extracted from this place to support you in your war effort instead of just going it alone.
>>
>>47747463
>>47747766
*dialogue Genie
>>
Rolled 52 (1d100)

>>47747773
"The surviving hostiles are just too tough a nut. Its much better to keep our winnings and run."

"They might not know about the connection between us. Especially as we reformed."

>>47747806
"Currently our forces are quite wealthy and experienced. We wish to leverage this and leave."
>>
>>47747821
"What will you be doing with your old bases? Taking everything and just leaving the ruins?"

"CEO, if what Jacky says is true, do you think we could try to get in the good graces of some of the other factions left by?"
>>
Rolled 12 (1d100)

>>47747850
"Cannibalizing it. Our robotic forces have the ability to completely scrap it all."


--
"Doable if they don't know about the connection."
>>
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Rolled 27 (1d100)

Maybe we can convert our bases to Mobile Bases and go follow Bane. . .
>>
>>47747766
Well yes, I meant we could let him grow himself up a nice base over yonder, provide us with power/resources surreptitiously, and then he's the one all these super-powerful factions want dead instead of us as long as they can't detect the link between us.

But again, I've not gone through the archives or anything so I don't know the viability of this plan.
>>
>>47747882
That might necessitate cutting off from JAL entirely as they trace his tendrils back to us. The Rejects leaving is one thing but we absolutly need JAL.
>>
>>47747910
Fair 'nuff. We shouldn't keep him holed up in our base forever though, that's just underutilizing him as a resource. Feels too much like lost profit for my tastes.
>>
>>47747943
This is definitely true.

It's a catch 22. We could play it risky and let him expand like the brood he is and then have the wrath of super factions upon us.

Or hide him and. . .well, not profit as much as we could.

In fact the reason he is able to be so large and well hidden is because he's in an Old World prison underground that was already hidden.

Maybe we should think about setting him upon Sunken City? Or an easier target, infiltrate Artillery Mountain from underground/inside

>>47747821
"JAL, if we told you to slowly work your way to Sunken City could you do it? Or defeat the Zombies by attacking them from underground?"
>>
Rolled 41 (1d100)

>>47747998
I'm thinking more of a classically profitable situation. Orchestrate a threat in the region to spark turmoil, and then feed/profit off of both sides.

But anywho, I'm sure Genie's getting bored. Should we offer the fellows the mini-factories to get the AI more on our side, and then train/construct hydropower bases?
>>
>>47748119
That would most likely give us away entirely.

I'm debating between staying here and doing what we did before, pick a new big brother.

Or maybe following them, possibly with >>47747870 suggestion.
>>
Rolled 8 (1d100)

>>47747564
Vote
>>
Rolled 45 (1d100)

>>47747867
What's the feasibility of converting our bases into mobile bases to follow the Rejects?
(Ask Ginny and whoever else would know I suppose)

Also is there any way for our psions to...I dunno sense out to see if there's any hostility/enmity felt towards us in particular? That would be a good way to gauge if people know about our relationship with the Rejects.
>>
Rolled 55 (1d100)

>>47747564
Okay, rolling for this.

Let's just keep up with our current plans for now. If we're going to stay we need that water.

>>47748199
Ginny is still doing stuff
>>
Rolled 21 (1d100)

>>47747564
Fine fine, I'll go for it.

>>47748145
I'm confident there are ways to do it without detection, at least for a certain period of time.
>>
Rolled 34 (1d100)

>>47747564
Construction has begun.

Training starts.


>Turn 214
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 65 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Below Average
>>>>>>>Water: Above Average
>>>>>>>Morale: Above Average
>>>>>>>Medicine: Exceptional
>>>>>>>Health: Good
>>>>>>>>Armaments: Exceptional
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1(uninstalled).
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials: 1 supply. 4 psi mat.1 Ultra Rare Psi Mats
>>
Rolled 19 (1d100)

>>47748392
Now is as good a time as any to might as well find out about the other factions and if they know or not.

If they do know, then we'll know to leave. If they don't, we'll know to stay.

Action 1
CEO, go around to these other factions and give them a friendly hello. See which ones are open for business, our business, particularly any other military factions that need things we as a corps can produce.

We have changed the wings which we hid under before, and we will do it agian.

If things get bad, Roy/Mindy will extract via teleport.

Action 2
Continue construction of the Fortress + Hydroelectric Dam in our chosen position
>>
Rolled 62 (1d100)

>>47748485
Okay
>>
Rolled 5 (1d100)

>>47748485
Support. I hope continually using the CEO has given him lots of experience.
>>
Rolled 33 (1d100)

>>47748485
This is gonna be interesting
>>
Rolled 49 (1d100)

>>47748485
Vote
>>
Rolled 68 (1d100)

>>47748485
Our psions were able to detect hostility from some of the factions while none with others. It would appear its mixed.

Meanwhile construction continues.

>Turn 215
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 64 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Below Average
>>>>>>>Water: Above Average
>>>>>>>Morale: Above Average
>>>>>>>Medicine: Exceptional
>>>>>>>Health: Good
>>>>>>>>Armaments: Exceptional
>>>>>>>Fuel: Very Good
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1(uninstalled).
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials: 1 supply. 4 psi mat.1 Ultra Rare Psi Mats
>>
>>47748683
>none with others.
Can you name them Genie? Or give us details?

Any rough estimates on the number of people who hate us to the number who don't?
>>
Rolled 11 (1d100)

>>47748719
The corps, think tanks, and paramilitaries seem to hate you the most.

So the minority of them actually.
>>
>>47748766
Only a minority eh? That would be comforting, if it weren't that those are some seriously strong factions especially if they combo.

I pray it's not the kind of hate that isn't solved with a little subservience and apologies.

"Ah. . .CEO, think you we could douse the heat on those flames over time and make amends?"

Who are the major factors left that are neutral to us. The big ones.
>>
>>47748766
So the sort of people who tend to get raided by bandits and/or have the tech to see what we're up to hate us the most. Unsurprising.
>>
>>47748847
I almost wish it were bandits and mutants and the like that hated us. Having it be that specific combo of three is terrifying.

>>47748766
...if Bane's robots are capable of scrapping everything and moving their entire bases, do you think they can do the same for us if we pay them? That way we get to trail the Rejects.

Is it possible to move a civ from one biome to another?
>>
Rolled 75 (1d100)

>>47748847
Basically all the remnants and for some reason the cultists hate you the most.

>>47748805
"Not really they sort of really grown to hate us."

>>47748719
Most people don't know you and thus don't hate you but those who know do hate you.

The only good news is they aren't the majority.
>>
Rolled 88 (1d100)

>>47748889
They could and yes its possible otherwise Wasting Warband wouldn't be able to pull it off.

Basically what you need to do if your not nomad is to establish a new base in a new area and then abandon your old ones. Thereby sort of hop skipping around.
>>
Ok Folks here's my suggestion we stick around here. with the Rejects moving out we will have an influx to fill the power void. But since we know they ar emoving we can move into several of the old base locations and set up there.

Once we have fortified these locations we can begin the work of walling all this shit off. Then begin the construction of our mega city.
>>
>>47748924
See, that was my plan if Bane was going to stay here indefinitely.

Buuuuuuut >>47748916 according to Genie the Bots are fully capable of moving our bases, all of them.

I might have some sentimental givings over leaving our homeland, but the fact is if we're able to move our bases, assets, and everything (including JAL) I would not mind setting up in a new land.

If they can move our bases, artillery assets, and the like the only thing we'd lose are the Aquifers.

That's the big thing we'd lose, the inexhaustible access to water which might potentially be solved by asking the Rejects to throw us a bone and drop us near some water if they can. It works even better if they are going north because of the snow we can melt.

The other thing we might lose depending on the terrain is the mountain/canyons which give us an edge since it makes land armies difficult to traverse and attack us and our artillery more ability to fire, yet at the same time our enemies are paramilitary and think tanks and corps who working together could easily bypass that and send fliers of troops to infiltrate our forts.

>>47748916
"Jacky, wherever you go, how likely is it that you guys will stay where you do? Or are you also transforming into a nomadic army now, moving on and never settling down."
>>
Rolled 8 (1d100)

>>47748988
Well, if the bots are willing to move our everything and we don't lose our shit I'm down for following on the Rejects footsteps.
>>
Rolled 93 (1d100)

>>47748988
Actually what they do is break them down into resources and materials then move those before rebuilding them again or using them for some other purpose.

>>47748988
"We don't nearly have the means to be nomadic. Currently we are split on heading north, south, or east. Considering to the west is the wasteland so we are obviously not interested in that direction."
>>
Rolled 56 (1d100)

>>47749093
"So wherever you do move, you'll probably stay there yeah? That's good. We want to build a city one day.

But we want to build a city with you guys than without you."

Here's my vote:

Action 1 + 2
"We once made a choice, to abandon Bane and Jacky, or to stay loyal and true to them. And we chose for Bane.

Now we are presented with the same choice again. And we will choose to stay loyal again"

CEO, go and approach the Rejects/AI.

Tell them we are fully invested in following them and setting up shop, supporting them as we did before. Yes the bots are better manufacturers than us right now, but we still can and will supply them with supplies instead. That way they get the best of both.

All we ask is this:
1. Assistance in deconstronstructing and reconstructing our bases and precious facilities and weapons we've built up. We have 4 bases to speak off, 1 bunker, 1 township, 1 Corps Tower, and 1 Prison.

2. If possible, but not required, we'd like there to be water and highground wherever you plan to head off to. Water is key to producing the supplies we will supply you with, and the high ground suits our artillery positions well

In exchange, we'll do what we can to help with the migration as well as our contiued renewal of contracts pledges and payments. If there's anything else you want for what we ask, say so.

>Let's make a deal
>>
Rolled 45 (1d100)

>>47749160
I support joining them on the move. Before we go we should build giant tanks and drain the aquifers.
>>
>>47749160
I think your forgetting something really, really important...JAL. How do you think they will react to him... especially the "sane" AI. Secondly why follw them that bad. Why not just get a decent comms network going and then develop long range teleporters? We can send the plan to the machines who will build one at their end and we build the other. Boom done
>>
>>47749248
Concerning JAL going to rely on the fact that they are comprised of the literal "Rejects of the World" being bandits, mutants, and the like are probably don't have too many moralistic scruples. I would imagine perhaps JAL would be ordered to move himself actually. He should be able to do that.

As for why follow them that bad is because they are 90% of the reason we are even alive right now. They got us through thick and thin time and again and their military support is vital.

Especially since the people who hate us are specifically the people that know how to fight. The rest being neutral and won't help us.

>Why not just get a decent comms network going and then develop long range teleporters? We can send the plan to the machines who will build one at their end and we build the other. Boom done
Can you elaborate what you mean by this?
>>
>>47749093
"JAL, if we needed to would you be able to transfer the prison from one place to another?"
>>
Rolled 23 (1d100)

>>47749160
This, but let JAL move himself.
>>
Rolled 87 (1d100)

>>47749160
Why do I get the feeling JAL following the AI is something he'd want to do.
>>
Rolled 88 (1d100)

>>47749326
"No. I can make a new one however or to be more precise 'grow'. I can grow anything that i have broken down. Granted some stuff takes longer then others."
>>
>>47749635
"Okay, well, we're going to follow the rejects so just think about what you got right now and how to break it down and grow it later."
>>
Rolled 30 (1d100)

>>47749160
Don't ask them about the prison, but do ask their help for the other bases.
>>
Rolled 84 (1d100)

>>47749160
The AI agrees to help breakdown your facilities. Sometime after a grey cloud was seen approaching and underneath it was a swarm of robots. They started to head towards all our bases except the prison.

It will take 5 turns for them to break down everything. In exchange you will gain materials and resource units as they keep breaking it down. Even blueprints and tech can be acquired this way.

As for JAL he states he has dispatched his forces in all four directions. Currently he is also breaking down his facilities and forces.

You only have 5 rounds when you still get to use your tech best take advantage.
>>
Rolled 92 (1d100)

>>47749160
Why do y'all keep using make a deal? Ya it's stealthy. Yet it can back fire greatly if no deal is made.

We should warm them up to us while we can before making the decision to move with. At least once Ginny is done we can lead her. So maybe help Ginny do her project. While building up power for food.
>>
>>47749929
I was thinking the more we use a heroic action, successfuly and without backfire, the better the hero gets at it.

Does it work like that Genie?
>>
>>47749160
Fuck no, fuck scrapping our whole base and starting over and fuck bane. Fuck I'm too late...
>>
Rolled 94 (1d100)

>>47749917
In five turns you will acquire a 1 corps bunker, 1 megatower, and 1 township kits.

You will gain common and rare materials as your bases is destroyed.

You will gain resources and supplies as your facilities are melted down.

8 common construction mat
4 rare construction mat
2 very rare construction mat
1 Extreme rare construction mat.

4 common mat.
2 rare mat.
1 very rare mat.

>Turn 216
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 62 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Amazing
>>>>>>>Health: Good
>>>>>>>>Armaments: Great
>>>>>>>Fuel: Great
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
>>47749298
I meant we build long range teleporter tech. Once we make one pad ourselves we send the design to the machines. We can them teleport supplies to them without moving...and we get teleport tech
>>
Rolled 89 (1d100)

>>47749970
Unless an upgrade occurs no not really. Heroes have long reached the point where that isn't quite enough for them to improve unless something special happens anyway.

That IS however true for non heroic units as they haven't reached the point where experience and practice aren't as useful.
>>
>>47749972
Everything that is deconstructed will be reconstructed. We will keep our tech, and it won't be exactly like building from scratch.
>>
Rolled 76 (1d100)

>>47749917
Welp we best use one action to build transporters.

Train guards. The more attack and defense power for the road the Better.
>>
>>47749987
I don't think we'll survive here by ourselves. It would have been possible if the Rejects left some forces behind but they are pulling out entirely.
>>
>>47749998
Time will tell now. I don't trust no fucking clanker.
>>
Rolled 58 (1d100)

>>47749976
We're on the move.

We need Transports and Defenses for our people and we'll have to trail the Rejects as close as possible.

Action 1
Build large transports for our people with the capability to keep up with a Reject military convoy. We'll move our pop in cohesion with theirs and find strength in numbers. We still have a contract.

Action 2
The other thing that we'll want to do is store up all of that water for a not so rainy day. The Aquifers are the only thing we can't take with us.

While we still have our factories, build giant Water Transports and start draining the Aquifers.
>>
>>47750089
We trusted JAL well enough, and he's the insane one.
>>
Rolled 100 (1d100)

>>47749976
A1 - Build large transports

A2 - Train our populace in the facilities while they are up. May have to fight off something when we move.
>>
Rolled 89 (1d100)

>>47750090
rolling in support, best transporters and gear available/buildable
>>
>>47750158
Glorious
>>
>>47750158
EXCELLENT TIMING
>>
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>>47750158
>>
>>47750158
Hopefully that is worth enough transports to cover 100,000 people.
This task is like picking up and moving the entire city of Ann Arbor Michigan.
>>
Dam the anticipation.
>>
Rolled 32 (1d100)

>>47750158
Large transports are constructed...though large would be a bit of a underestimate. Those things are fucking huge about behemoth size. Engineers suddenly got a schematic sent over from Ginny. Still no sight of her however.

Meanwhile for training our troops. It would appear that the prospect of moving has been 'very' effective in inspiring our forces to train hard. It even caught the military advisers off guard.
>>
Rolled 24 (1d100)

>>47750633
>Turn 217
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 62 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Amazing
>>>>>>>Health: Good
>>>>>>>>Armaments: Great
>>>>>>>Fuel: Great
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
>>47750649
Military still 1.2k?
>>
Rolled 96 (1d100)

>>47750649
Do we have enough to transfer our people/resources for the long trip?
>>
>>47750660
ehm my mistake its suppose to be 2.3k.
>>
>>47750660
If you remember our "military" is all transferies from premo. We don't have a military at all, we have a street gang that managed to install themselves in our barracks. They have been here longer than most of our population though so nobody asks why they get to sit around and not do shit.
>>
>>47750711
No no those guys died a long time ago with the rest of Preemo, I think?

Our military is entirely us.

But if I'm wrong it's still good to have them around as garrison.
>>
>>47750723
They never left, when did they die? I don't remember ever fighting anything ourselves. Bane did all the dieing
>>
>>47750758
I think they left to go fight with the rest of Preemo when the Coalition swept in. Because I'm almost positive we had a lot more Preemo soldiers than just 1.2k.
>>
>>47750782
>>47750758
Oh wait, I double checked it.

So we used to have 3.5k Preemo soldiers.

Then, during the Coalition attack, they went out to fight. Only 1.2k returned and have been here ever since. Ah well, then they will inherit Preemo's legacy as part of us I guess.
>>
>>47750810
>>47750782
Almost positive our population bumps lined up with other factions getting killed, I'll bet we have a bunch of premo refugees in our midst, maybe even some former arty mountain folks posibly many others
>>
Rolled 56 (1d100)

>>47750649
In any case, 4 more turns of factory work before we uh. . .guess we just huddle with the Rejects until it's time to go.


Now is the time to start stockpiling what we can't bring with us.
Action 1
If we can, build a Liquid Tanker version of that new behemoth design. It must be completed by at least 2 or 3 turns and if not just build the largest tankers we can.

Action 2
With our facilities being melted it means more power can be diverted to the Water Pumps. Start pumping the water into the new transports if there's room left over. Otherwise store it until we get new transports.
>>
>>47750851
Who wouldn't want to be in our burger shack?
>>
>>47750851
Damn I hate that we didn't conquer Arty Mountain and make it ours.

No matter, wherever we're going we're going to build Artillery City.
>>
>>47750851
The bandits joined up with the Bane Company. The rest of them scattered to all kinds of factions. Most of them ended up with the survivors or zealots. The better quality ones were picked up by the remnants.

>>47750810
They all left for Preemo. All their survivors linked up with Bane Company then bane company went on a rampage. Most of em died but a few survived long enough to form the Wasted Warband.

>>47750723
Your 'military' was originally security forces and yeah they are all native.
>>
Rolled 76 (1d100)

>>47750874
Vote. Having literal boatloads of water will make us valuable enough to protect in the Reject convoys.
>>
Rolled 59 (1d100)

>>47750874
Rolling
>>
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Rolled 8 (1d100)

>>47750874
Build up supplies!
>>
Rolled 72 (1d100)

>>47750874
Vote
>>
Can we ask around and ask if anyone has seen Ginny...she aint melded with JAL has she
>>
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Rolled 24 (1d100)

>>47751046
She's doing what anyone with cool new shit does, play with it.
>>
Rolled 72 (1d100)

>>47750874
Tankers constructed.

Resources diverted to water pumps.

>Turn 218
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 62 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Amazing
>>>>>>>Health: Good
>>>>>>>>Armaments: Great
>>>>>>>Fuel: Great
>>>>>>>Tech level: Good.
>>>>>>>Reputation: Bought Corp
>>>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>>>communications: Corp Comm Center.
>>>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
Rolled 49 (1d100)

>>47751371
>A1 AND A2 (doubling up)
While we can lets build some tanks to help escort our convoy..how long till we leave?
>>
Rolled 67 (1d100)

>>47751481
After this 2 turns till things are all broken down.

>>47751371
Do our heroes have any thoughts on what we should focus on?

"Hey Doctor Mindy, looks like we will be heading out of here soon. Thought it would be good to give a heads up if you wanted to come with. Also to give time for good byes."

Other than training, building protection and building up supplies. I'm not sure there is much to do.
>>
Rolled 78 (1d100)

>>47751481
Vote
>>
Rolled 70 (1d100)

>>47751573
Transport and training up your forces.

"Wait your leaving? Right when things got all peaceful? You fuckers got some weird ass tastes for a corp remnant."

>>47751481
At least 3 turns or more.
>>
Rolled 67 (1d100)

>>47751801
Well if we stay here we got a good feeling some strong mofos will be gunning right for us. Plus we have a friend we don't want to lose. Even if we still need to warm up to their new friends.

Also adversity breeds strong people. So it should get our psi people up in power quicker. Plus a new market to sell to.
>>
>>47751801
"You are only as successful as the company you keep"
>>
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Rolled 76 (1d100)

>>47751801
"You do remember that our CEO is called the 'Lord of War' for a reason. Conflict does breed wealth."

>>47751923
"This man is right though, our enemies here, while a minority, are specifically the wrong type of people to be our enemies: Corps, Think Tanks, and Paramilitary.

Those are specifically the most dangerous people we could be facing alone, and without our friends to protect us too. Even Bane thought it was too hot here for them, what chance did we have. We are not soldiers, we provide support."

>>47751481
>>47751371
Action 1
Convert our Regular Behemoths into BOOM TOWNS with SAMFAP's and RAGE Turrets, and if there's room build some more BOOM TOWN's of the same modification while we're at it.

Action 2
Build some RAGE Super-Heavy Tanks
>>
guys would it have been wiser to send out a scouting party with them instead of going all out without checking whats happening?

Secondly in all seriousness why are we leaving? Yeah we were pals with "Bane" but they are leaving now? what do we plan to do? just follow them around forever? We had a stable region, we had everything set up. We had no need to leave? We could have stayed and slowly grown recruiting from other factions and making new friends. We could have hired and sat behind a decent merc force and finally formed our cities. WHY ARE WE MOVING!
>>
Rolled 81 (1d100)

>>47753292
do it, but only if it dont effect our transport ability
>>
Rolled 1 (1d100)

>>47753299
All the mercs in this region hate us.
>>47753292
Vote
>>
>>47753317
Oh damn, FATEPOINT
>>
Rolled 15 (1d100)

>>47753317
Fate point that mother fucker
>>
Rolled 20 (1d100)

>>47753317
Shiet nigga what are you doin?
>>
Rolled 75 (1d100)

>>47753317
Fuck, fate point this

>>47753299
It's been mentioned by Jacky that wherever they plan to go they plan to stay as they can't support being nomads. Just that this place is too hot for them.

Players are under the impression that since our enemies are all the paramilitaries, think tanks, and corps in the area (plus the cultists) those specific combination of enemies are too much for us.
>>
>>47753317
Fatepoint
>>
concerned bamp
>>
Guys im curious about something... Could we go about creating our own heroes...

Get willing PSI volunteers and using JALs abilities along with anyone else begin replacing limbs with mechanical or bio-mech ones. We train the fuck outta them with our own hero as well as put info directly into their brains.

Create an inner circle of cyborg ninja, able to communicate with one another telepathically. They are the unseen blade of our corp and only answer to the Lord of War himself
>>
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He will build a shining gem among the ashes and dirt of the ruined world.
>>
Maybe where ever we end up settling
>>
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>>47754764
Shining gem among the ashes?

I much prefer, indomitable bastion and tempered steel.
>>
Rolled 91 (1d100)

>>47754748
Nah, it'd take more than we have to force hero creation. There's no reason we can'texecute that plan (only on volunteers) and get a totally killer badasssquad of specops type dudes though.

Oh, except there are rules about cyborgs and psi being incompati- wait a minute, you guys have JAL himself. Well, if anyone aside from the good Dr. Of V101 himself can pull it off it should be JAL
>>
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>>47755649
Here's my suggestion. The creation of Artillery Agents.

We get Ginny to Copycat the Lighter's Stealth Shields and have Mindy and her try to reverse engineer it, to make our own.

Then we have Roy and Sarah select our most powerful Psykers. The very creme of the Crop will be trained in pure psionic communications back at the base as pure telepathic receivers and sifters of information.

However, the lesser ones will be trained as telepathic transmitters and how to extend not just their thoughts but their sight and divination, and the ability to detect things. They will also be trained in telekenesis particulary in the guidance of artillery shells by controling them as they fall to land directly on the target's weakspots. Roy will be good at teaching them mind stuff, while Sarah will be better at telekinetic stuff.

In addition to said psionic training, they will then be sent to Alias who will train them as stealth agents, to assisst him as well as act on their own or in pairs on the field, in the art of espionage, stealth, saboteur, and other black operations.

The final result is we will have a trained team of Buggy Agents who are psionically gifted as telepathic psykers equipped with Lighter Stealth Shields who can sneak and detect enemy forces and position and both call down and telekinetically guide artillery shells directly onto the enemy weakpoints.
>>
>>47755759
Ok so we are forming basicly Ghosts from starcraft. Funny my Dad was an SOP for the british artillery and that pretty much what they did, infiltrate, mark and deploy for the main force to target.
>>
>>47755759
Sounds good, but in order of priority I'd classify it thus.

>Stealth shields
>Psionic communication network (only among agents)
>Transmit sight/sense location
>Stealth training
>Guiding of artillery shells
>>
>>47755759
Hah, we can even wipe their memory and use them as sleeper agents. If our psykers are sufficiently powerful The "buggy agent" doesn't even have to know that its psionic, our guys just need to be able to rip the nessacary info out of their heads when we need it.

Then it's a matter of how to manufacture ways to get agents into their base, be it as prisoners of war or more subversively, 100,000 people managed to join our civ totally under our nose, nobody knows how they all got here. We just need to do that to that to everybody else....but with psychics.
>>
>>47756134
If I could elaborate on that:

Ginny + Mindy + JAL
>Stealth shields
>Possible guidance equipment, beacons, gyroscopes, etc.
Mostly Roy + Sarah/Mindy
>Psionic Artillery CPO (Command Post Officers) recievers/coordinators
>Alias' Artillery Agents (field agents) transmitters/communicators
>Both: Psionic Comms and Intel for Tankers and other Vehicular Pilots (teach them how to guide and inform other pilots about enemy location, including non-psion pilots)
Mostly Sarah/Mindy + Roy
>Transmit sight/sense location / divination
Mostly Buggy + Other assorted
>Stealth training
Mostly Sarah/Mindy + roy
>Guiding of artillery shells
Mostly Sarah/Mindy + Roy + Buggy
>Possible Combat Training
>Possible Psionic Powers training (telekinetic attacks, punches, etc.)
>>
Rolled 30 (1d100)

>>47756305
Well there's a problem with your plan. Mindy will likely be out of range once we leave.

Since we have limited turns and now that fail on the way. Transports and general training should be the primary actions. At least that is what our heroes said when I asked. So we can't even risk doing some of those be for we leave.
>>
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>>47756451
Oh yeah, I hadn't considered Mindy will be staying. We will miss her if she does.

We'll also be lacking a scientist. I wonder if she'd want to come with us, we did open up psionic avenues her old think tank never did.
>>
>>47756465
We could always create a small, hidden base to maintain contact with her and to keep eyes on this area. We would only need a small staff, a safe location and we'd be set.
>>
>>47756465
>Pic
oh right. Later on I want to develop a new artillery system to counterpart the RAGE

The Fast Unloading Rocket Yield system, or FURY.

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

As you know, there are some key differences between Rockets and Shells fired from tube artillery.

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

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

The primary and main goal is to develop a rocket system that alone is capable of literally saturating an entire area, every inch, in a grid pattern. A weapon meant to surpass our artillery in terms of being able to layer the entier earth and surface with fire or plasma or some other chemical, and to create an endless, sustained, and if need be continual blanket of fire accross the ground such as a hell on earth where from horizon to horizon is on fire. Not a wall, but a field of fire.

Due to the nature of it including multiple expensive SAMFAP's, this will necessarily be something to be mounted on a Behemoth or as a Base Weapon behind thick armor.
>>
Where are the archives for this quest?
>>
>>47757369
http://archive.4plebs.org/tg/search/subject/post%20apoc%20civ%20quest/

Starts at http://archive.4plebs.org/tg/thread/46530066/#46530066

Also a pastein of unlisted assets
http://pastebin.com/R9wK3vud
>>
Rolled 94 (1d100)

>>47753317
Unfortunately we are lacking the Boom Town design or to be more precise Boom Towns are a mobile base not a behemoth. Above them is a Boom City which is the largest type of vehicle.

We accidentally damaged the behemoths in our attempt to upgrade them. Which especially pissed of Lil P when the black behemoth was damaged.

Because of the fuck up with the behemoths are attempts to construct super tanks was also stalled.


>Turn 219
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 60 Resource.
>>>>Pop 92k
>>>>Military 1.2k.
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Amazing
>>>>>Health: Good
>>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Good.
>>>>>Reputation: Bought Corp
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
Rolled 51 (1d100)

>>47758944
"Eh. . .we'll load em up on the transports and try to fix em on the road.

We can sort of do that right?"

Action 1
More of those Giant Transports (and keep pumping that water!)

Action 2
More soldier training
>>
Rolled 14 (1d100)

>>47759167
Sure.

How long til we go again?
>>
>>47759181
"At least three turns or more"

The Rejects are still deciding on location, However, we only have our facilities for a limited amount of time (three more turns too) before we pack em up as resource and kits. We'll wait at their base and convoy with them when it's time.
>>
Rolled 8 (1d100)

>>47759167
Rolling
>>
Rolled 43 (1d100)

>>47759167
Vote
>>
>>47758944
Can Behemoths become Boom Behemoths or Boomvilles?
>>
Rolled 86 (1d100)

>>47759280
They could but you don't have the schematic for it.

>>47759167
More transports have been constructed.

More soldiers have been trained.


>Turn 220
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 58 Resource.
>>>>Pop 100k
>>>>Military 2.9k.
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Amazing
>>>>>Health: Good
>>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Good.
>>>>>Reputation: Bought Corp
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
Rolled 64 (1d100)

>>47759340
Again, until our facilities are gone we'll make best use of them.

Action - 1
More transports!

Action - 2
Keep training!
>>
Rolled 66 (1d100)

>>47759412
Rolling
>>
Rolled 68 (1d100)

>>47759340
Last turn should probably be stocking up on ammo and fuel, I think.

>>47759412
One more time.
>>
Rolled 50 (1d100)

>>47759412
We'll be rolling out soon, but I'm rolling now
>>
Rolled 26 (1d100)

>>47759412
More transports have been constructed.

More forces have bee trained up.

>Turn 221
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 58 Resource.
>>>>Pop 100k
>>>>Military 3.6k.
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Amazing
>>>>>Health: Good
>>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Good.
>>>>>Reputation: Bought Corp
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
Rolled 70 (1d100)

>>47759606
Alright, last turn until all our facilities are completely gone. Let's make good use of them.

Action - 1+2
Double up on the transports. This is the last moment we have our factorys, so make it count
>>
Rolled 29 (1d100)

>>47759663
Support
>>
Rolled 30 (1d100)

>>47759663
Hope we make enough to store a lot of water. Who knows we might end up in a desert.
>>
Rolled 89 (1d100)

>>47759663
Vote
>>
Rolled 66 (1d100)

>>47759663
Transports constructed.

Meanwhile as our forces finally finished up their work. Suddenly the mountain began to shake and tremble all of a sudden.

That was when they all heard a voice.

"HEY HEY GUYS LOOK WHAT I FOUN-where the fuck is everybody?"

"...Where the hell happened to the Tower?"

"Anybody? Well shit."

"*Checks map* This IS the right mountain..."

"Well fuck."

That was when he started to walk away with a very very long string in one hand...that went high up to the sky attached to and tugging along a floating mountain.

"Welp I do hope Bane Company is home..."

However as he left the mountain didn't not stomp trembling as suddenly an section of it fell off and out clambered two mobile bases from the new opening.

"Ah finally don-," began Ginny as she finally noticed the floating mountain.

"...WELL FUCK I KNEW I SHOULD OF BUILT A GODDAMN SUPER WEAPON," she screeched as she dived into a passageway. The base that Ginny didn't jump into proceeded to wander off and the other turned its weapon systems towards the floating mountain as it proceeded to hum with power.

"...Is he gone," asked worker.

"God and here I thought he was dead...oh how i missed him missing," began another.

"Just who the hell IS he," asked a newish guy.
>>
Rolled 25 (1d100)

>>47760134
Wasting Warband has begun to move out. They would appear to be heading towards the eastern mountains.

>Turn 222
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 56 Resource.
>>>>Pop 100k
>>>>Military 3.6k.
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Amazing
>>>>>Health: Good
>>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Good.
>>>>>Reputation: Bought Corp
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
>>47760134
"Uh. . .Ginny, SAL, you got some explaining to do!"

I'm trying to fathom what happened, I read it over and over and. . .I still don't understand.

Did SAL make our old mountain start to float? Because I will hug him if he does I love our mountain!

>>47760158
"Jacky is there anyway you can delay the Warband by one turn? It would give us enough time to load up all our transports to maximum capacity with water.

And uh. . .headed east. I thought you guys said the mutants where there."
>>
>>47760211
Actually SAL came back tugging a floating mountain by a string.

From our mountain popped out two mobile bases built by Ginny, who "dived into a passageway" while the other chased SAL.
>>
Rolled 59 (1d100)

>>47760211
"Mutants are to the west where the wasteland is."

>>47760348
Yup. One of the bases wandered off to parts unknown.

>>47760211
"Well someone DID ask about a mountain. Took me awhile to find one I could bring back."
>>
>>47760394
"SAL. . .bringing us a mountain is worthy of getting and instant promotion to hero.

Actually yes, congratulations you now get hero pay as well as privileges. Go report to testing and diagnostics right away and tell them everything you know!"

Did Ginny leave us, or is she still here.
Is Mindy going to stay?
>>
>>47760425
Ginny is still around and Mindy is staying.

Ginny is probably going to hit on her and tap that before leaving or at least try anyway.
>>
Rolled 70 (1d100)

>>47760496
"Anyway we can convince you to come along Mindy? If it weren't for you, we'd have never gotten our psi so far let alone all you've done.

Join us for good. I mean, we'd even give you our Psi Materials. . .including the Rare one."
>>
Rolled 33 (1d100)

>>47760158
Action 1
We're on the move! Time to get this convoy rolling. Fill up the tanks with one final last load of Water, and follow the Reject Convoy asap.

We will not be left behind!

Action 2
CEO, we'd very much not like to lose our one, only, and best scientist and think tanker. Please use those diplomatic skills and make one final effort to convince Mindy to come along.
>>
Rolled 61 (1d100)

>>47760684
Vote
>>
Rolled 90 (1d100)

>>47760684
Backing that
>>
Rolled 88 (1d100)

>>47760684
Fingers crossed, c'mon CEO
>>
Rolled 32 (1d100)

>>47760684
Fo sho'
>>
Rolled 69 (1d100)

>>47760684
We have loaded up and departed. At first the journey was okay but later on we suffered attacks. Resulting in losses.


As for persuading Mindy she refused and clearly wasn't interested. Stating that here there is plenty of psi materials for her to use and find.

>Turn 223
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 56 Resource.
>>>>Pop 98.5k
>>>>Military 3.1k.
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Amazing
>>>>>Health: Good
>>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Good.
>>>>>Reputation: Bought Corp
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
Rolled 35 (1d100)

>>47760883
Action 1
Stay close with the Wasting Warband's formation, have our convoy pilots coordinate with our military advisors and theirs, minimize losses where we can. If need be we're willing to offer what open transport space we have for the wounded and triage and the likes.

This is a good time to train large vehicle evasive maneuvers and fighting anyway.

Action 2
Just because we don't have our facilities does not me we can still train people who to load and shoot a gun and a cannon.

If we have to make pushups in the hallways and target practice on rocks in the dirt so be it, but train more soldiers to make up for our losses.

We can train gunners to use the cannons on our transports and large vehicles.
>>
Rolled 77 (1d100)

>>47760984
https://www.youtube.com/watch?v=Sd5ZLJWQmss
>>
Rolled 38 (1d100)

>>47760984
Rolling
>>47761043
>mfw reminded of the Gearheads
I hope Jenny's daugher and her caretaker is doing well.
>>
Rolled 86 (1d100)

>>47760984
Vote
>>
Rolled 51 (1d100)

>>47760984
Sounds good anon
>>
Rolled 47 (1d100)

>>47760883
What does our mobile base have?

I would like to set up production for stuff if we could.

Then Use the other turn to focus on defense.

I also wonder what madness the one Sal got had going on.
>>
>>47761055
skeller was my favorite hero ever
>>
Rolled 60 (1d100)

>>47761055
Do you mean Rizal?

Her 'mother' is Clora'Zel of Brood Clora'Zel of the Shattered.

Though its kinda complicated given in truth she was engineered off of brood biotech and based Richard samples. So not really 'borne' per a say more gestated and created.

During Brood Bandits you had a chance to run into her.

As for this civ you actually possess one of the only agents of Rizal that being AI JAL. She has very few things working for her and prefers NOT to infest for some reason.

As for Jenny...well she is of Umbra and was created by Dr. Richard. This later backfired on him when she went after him but funnily enough she befriended his 'daughter'.

The only reason I am saying this is because its already been shown in previous games so doesn't really count as a secret. The real old veteran players are the only ones who know just how dangerous Umbra is and their touch has influenced other civs but alas they are hard to catch.

>>47760984
Maneveurs are worked on and forces are trained. We ended up stopping at a base located deep in the mountains and located underground in one of the few routes through the mountains. Jacky has stated it would be a good idea to place a base here because of how strategic it is as one of the only routes through the mountains. This would be very advantageous.

After resting the Wasting Warband intends to continue on and head into a megacity.
>>
>>47761745
"Is this close enough that you will be able to come to our aid if we're attacked?

We're not willing to play Toll Guard unless we know we'll have you nearby to back us up if something mean approaches.

In fact, where we none the wiser of how HORRIBLE a megacity can be we'd almost want to park our assess right by you.

Actually we might do that, can we have one of our bases by you guys so in case something happens to us here in the mountains our backup is safe and secure nearby yourselves?"

Genie can we get a map of this region?

Also. . .can we place a mountain on top of a mountain? That would give us DOUBLE HEIGHT!
>>
Rolled 16 (1d100)

>>47761745
Interesting Fact.

AI JAL's infestation was by accident and she felt guilty not knowing about what to do with the resulting brood even keeping it a secret from even Skeller. JAL is the de facto leader of her Brood due to her 'absence'.

If you stay alive long enough you might very well encounter her when she decides to face her creation or Skeller comes to destroy it.

>>47761691
Why so?

I know he is...like the only Fall Bringer I introduced besides a couple others whom were hinted at. You bastards never fucking choose wasteland so I never get to show them off.

>>47761689
Its a Corp mobile base(basically a giant mobile industrial zone and resource harvester). Those big fucking hulks the Corps adored making use of them. In fact the corps had by far more mobile bases then any other human faction because of their overwhelming usefulness to the Corporate Way.

So most mobile bases and wrecks you'll find will most likely be Corporate. While the rarest are the think tank/research bases.

>>47761803
"We fully intend to keep this base."

"As for the megacity...it will indeed be dangerous but that is why we are going. The wealth a megacity holds is absurd but so too is the dangers it readily conceals."

Well sort of but it will kind of smash the mountain underneath it.
>>
Rolled 63 (1d100)

>>47761876
>Turn 224
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 54 Resource.
>>>>Pop 98.5k
>>>>Military 3.1k.
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Amazing
>>>>>Health: Good
>>>>>>Armaments: Great
>>>>>Fuel: Great
>>>>>Tech level: Good.
>>>>>Reputation: Bought Corp
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Well. Flooded Mineshafts. Fast Food Shops. Ballistics Lab. Breakrooms.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor 1
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited). Black(extremely limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats
>>
I'm lazy.
What's the tl;dr on bane?
Or is that just a reference to Nu-(totally not the guys you do gooders just wiped)bane
>>
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Clarify.png
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>>47761876
Okay, so just to clarify the situation.

So, right now we're in one of the few passess into the Megacity.

In this pass is an underground base, which BANE intends to hold and keep,. They have suggested we build a base near here too, because it's a trade route.

Then they'll begin war operations moving into the city.

Is all of this correct?

---

"In your military opinion, Jacky, are mountains typically infested? The idea came to put our mountain on top of a nearby mountain overlooking the pass, that would give us a height advantage by making us taller than the other mountains so we can shoot down at them with artillery and have more range.

Although it does bear the risk of flattening the mountain underneath it and/or waking up whatever nasties are lurking inside.

Ginny, you're an engineer, even flattening the mountain will still make us taller right?"
>>
Rolled 20 (1d100)

>>47761803
Think smarter, anon. We're big enough that we can start to learn how to play by ourselves now, and if this is one of the only ways through the mountains and we establish our FUCKAWESOME ARTY here then we can both collect tolls and sell our goods to literally everyone who passes by.

>>47761902
Action 1+2
Look around for good spots to put our various bases. We would like to be able to defend ourselves well and possibly exert influence to exact tolls from or trade with travellers through the pass.
>>
Rolled 37 (1d100)

>>47761994
Pretty much.

The route that bane used for some reason relied upon underground chasms. Above it is a mixture of rock and ice. Its colder the higher up you go but warmer the further down. This place clearly used to be a old world mega mine. Most likely its minerals were shipped off to be processed at the megacity.

"Mountains while rich in raw resources tend to be absolutely crawling with monsters. Not too many zombies fortunately."


Ginny says yeah it will.

>>47762003
Its one of the only routes through the mountains and megacity. So yeah its rich in trade and a very strategic location.
>>
>>47761977
We met Bane early in the game as an elite Bandit/Paramilitary mercenary group who we hired as our primary security detail. Bane had been able to hide their bandit presence and pretend to be a normal Paramilitary on the outside, while secretly working with bandits on the inside.

They had a base south of us. It got destroyed when a coalition of paramilitary and lawmen came in and killed all the bandit bases, including the Bane outpost.

The rest of bane was far away, and then openly said "ha, good job killing those evil bandit Bane imposters!" and promptly took back the ruins of their base.

Some time later they grew and we helped them grow then they joined up with the Wasting Warband and some Robots,mutants and other and got SUPER strong, and changed their name to Rejects of the World, until they waged war on our old region agianst all the factions. They wiped most them out, except for some hardass factions that survived and terrified them because of how strong they were.

So the Rejects decided to leave and we packed up and followed them because damn if we're going to stay where super strong factions that scared our security detail enough to leave, let alone stay there without their protection while they scary faction survivors of their war despised us.

Did I mention specifically that the factions that hated us were Paramilitary, Corps, and Think Tank (and Cultists) all of whom if they got together are a pretty terrifying combination?
>>
>>47762003
In my two years of experience the one thing I've notice is we tend to die a lot more when we do ventures on our own or think we're "big enough to handle ourselves"

Then again we tend to die with strong friends too but the proportion is much better.
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