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Post Apoc Megacorp Remnant civ quest 3
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Rolled 43 (1d100)

Running Late Edition.

Last time technology was reverse engineered, defenses were constructed, monster mayhem happened, and recruitment flyers for muscle was sent out. So...yeah that was about. Surprising how little room that took...felt like a lot more happened then just that.
>>
Rolled 50 (1d100)

>>46821112
Despite the surprisingly brief and fulfilling yet oddly unsatisfying summary of last thread.

Welcome to the Post Apocalypse where everyone hates you and everybody else.

Enjoy your probably shitty stay and try not to die too horribly.

Oh right almost forgot tip of the day...and no that wasn't just it.

The tip is...guess who are the top two most popular factions to recruitment?

Think Tanks and Megacorp remnants.

Yes it is surprisingly paramilitary isn't up there but that is because paramilitary while offering the best protection have largely limited amount of irreplaceable gear. Which obviously means options are limited. Hence why they are not as far up as one would think!

>>Turn 24
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 4 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Good
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 6
>>
Rolled 52 (1d100)

>>46821112
Well last action was to test the people and see who is worth it. Send the muscle to clear out prime gathering spots for us to scavenge.

Payments will start out with in food, water and ammo. The ones that do the best will get a supply I believe was the agree upon payment from us.

Then there is the matter of finding the hero (or two) hiding as well.
>>
Rolled 80 (1d100)

>>46821219
archive.4plebs.org/tg/thread/46675227/

Last Thread.

Also take care that recruiting too much people or those who are too powerful can lead to potential unrest, possible coup, and certain morale penalties.

The penalties vary according to number and origin. Obviously recruiting people from the same type of civ as yourselves harbors the least penalties. Particularly if you originated from the same Pre Fall group makes the penalties minimal.
>>
Rolled 99 (1d100)

bump

>>46821279
Vote
>>
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>>46821483
Aw you sexy rolling person you.
>>
Rolled 13 (1d100)

>>46821279
Rolling
>>
Rolled 79 (1d100)

>>46821483
Supporting
>>
Rolled 54 (1d100)

>>46821279
Due to our lack of reputation...we had to accept the fact that the forces we would attract would likely be questionable and their loyalty even more so.

But this is something the corp is very much used to at least the former half anyway. So aftering vetting them the remainder was given a mission.

Payment was to be food, water, and ammo. The better their result the bigger share they would enjoy compared to the others. While number one would also be rewarded with a supply.

In terms of combat proficiency there were two out outshined all the rest. They were Hugo Horrors as it turned out were just as deadly as their appearances would indicate. While the other was Bravo Company which was likely a false name. Everyone else was however at a minimum were good. However that was things got interesting. As it turned out they all had some rather interesting cards to play.

However unexpectedly both Hugo Horrors and Bravo company got outshined. Not only once but twice.

The first time was with Bane Company. They were only a bit behind the two when in terms of skill but suddenly their cooperation and tactics peaked the scales. Their professionalism even out shown Bravo Company and their vicious even trumped Hugo Horrors. They fought dirty and they fought smart allowing them to beat both of them.

Besides them was unexpectedly one of the 'rabble groups' who called themselves Team Terror. We weren't sure why they were called this until the one they called 'Terror' woke up. We weren't sure why whoever it was called that but we soon found out. As soon as Terror woke up suddenly it was liked the lights went out...and then we heard the screams.

but not of man was would normally expect getting torn apart in the dark by the monsters and worse things still...

no it wasn't them who were screaming.

It was the monsters.

They were screaming and they screamed in terror as they were snuffed out out the darkness that should of been their home.Their refuge.
>>
>>46821279
Damn, now which one do we pick.
>>
Rolled 23 (1d100)

>>46822147
Alas it was not to be and so they screamed in terror.

Unexpectedly through the efforts of the one called 'Terror' alone was able to beat both the Hugo Horrors and Bravo Company.

They were tied neck to neck for first place with Bane Company. That when however things went to hell in a hand basket.

As suddenly Bane Company and Team Terror suddenly crossed paths. That was when we heard screams of man and monster together forming their own chorus of terror. As we were expecting Bane Company to fall that was when we saw lights appear in that pit of darkness.

Out emerged Bane Company guided by those strange lights and with heavy gunfire as they somehow extracted themselves out of the dark.

However their extraction ended up costing them not only first place but even second, and third. They came in fourth.

but amazingly enough when we did a headcount. During the entire operation INCLUDING the run in with Team Terror...they did not lose a single man.

Everyone else lost people.

Plural.

But they only had a single guy who ended up wounded due to accidental friendly fire while the were in caught in the darkness. Their suits were also eerily shiny as if the recent op couldn't even cover them a speck of dust.
>>
Rolled 67 (1d100)

>>46822368
>>Turn 25
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 4 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good(Low Temporary)
>>>>>Water: Good(low Temporary)
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Low
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 6
>>
Rolled 4 (1d100)

>>46822423
>B. Try to improve the base
>>
Rolled 99 (1d100)

>>46822321
I know right.

>>46822423
I would like the CEO to talk to Team Terror and Bane Company about sticking around. We can be nice to the others and let them stay to recover if they would like. Unless it would be better to get them on bored as well.

Now to gather up the resources made open to us by the great work of the new hires.
>>
Rolled 8 (1d100)

>>46822552
Vote
>>
Rolled 11 (1d100)

>>46822552
Vote
>>
Rolled 22 (1d100)

>>46822552
Rollan
>>
Rolled 98 (1d100)

>>46822552
You wont be able to afford all of them not too mention dem penalties all stacked together...

Team Terror unsurprisingly turned out to be a bandit gang. They 'follow' Terror around and basically enjoy whatever is left. 'Terror' as it turns out offers fantastic benefits. While they may take jobs for things like food, water, and ammo. Long term basis they will want drugs, booze, and women. Not to mention they tend to be rather...unprofessional.

Fortunately room isn't much an issue.

Bane Company meanwhile is vicious and professional. They require munitions, and food or water as well as resources for jobs. Long term they require 'entertainment', food, water, munitions, high capacity power source, and refined resources. Without 'entertainment' they will demand another refined resources and lacking munitions as well as power will see to it that the contract is ended. Oddly enough they don't mind lacking food or water and offer to go on a 'resupply run' should it be required. Strictly speaking they wont accept even we lack power, munitions, or the other odd refined resources they desire.

Making them the only force besides bravo company who will take the job despite lacking food or drink.

The cheapest hires obviously only require simple room and board for their services. Despite them getting fourth place they demand even more then the runner up Bravo Company does. Hugo Horrors meanwhile demand large quantities of supplies and resources.

As for resource gathering operations we were able to successfully bring in vast quantities of resources that are being put through the recycler as we speak. Its too bad we were lacking in salvaging gear and training. We could of brought in a lot more.

As is our forces were able to ransack a cracked research lab which contained tech and research on biotech. It would appear some of the monsters were a result of their...'research'. The lab despite being compromised is surprisingly intact.
>>
Rolled 30 (1d100)

>>46823756
Bane Company has offered to 'clear and claim' the labs for us should we provide them with some of the biotech mods harvested from the labs. It would appear most of the compromise is in the security systems. The research labs and data vaults are surprisingly intact...as our scavenger teams were able to successfully bring back some samples of their research and tech. Unfortunately they didn't dare delve too deeply within the science lab despite them being relatively clear.

The only other scavenged sight of interest was a vault. Scavenging has indicated that when they tapped into the vault there were some uncompromised areas. Scavenging them resulted in garnered some pre fall supplies. Meanwhile further stores deeper in the vault indicate they contain still uncompromised goods...much of the resources collected there were clearly once intact until the monsters moved in resulting in damages. Fortunately we can recycle them but the tech is sadly too mangled to be of much use thanks to long term monster inhabitation. But this is not true throughout the vault...sadly we have noted several compromised locations in the vault and some areas indicating they go deeper into the ground. Our forces dared not go deeper as team terror when they went through the vault refused to go too deep underground. They claimed that the underground while rich in old world goodies is special kind of fallen hellhole. Saying something about all just as the old world fell into the dark cracks of the world so too did the things that brought along the Fall followed them down there...and more besides fell down there too as they went back to the deep dark domains from whence they originally erupted.

Team Terror and Hugo Horrors refuses to go down there without heavy bribery. Oddly enough the Looming Light seamed strangely willing without paying out the ass for it.
>>
Rolled 19 (1d100)

>>46823958
>>Turn 25
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 22 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Low
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10. Scavenged Biotech. Biotech Research Supply(3). lab parts(specialty biotech).
>>
bump
Darned finals month, peeps must be busy.
>>
Rolled 25 (1d100)

>>46824017
Hire Bane Company to secure the labs.

Try to hire Hugo Horrors guard the underground holes in the vault and offer a share of any loot found, grant them permission to collaspe the entrances if things go haywire. While Looming Lights should go scout it out and see if they can scavange anything.
>>
Rolled 5 (1d100)

>>46824017
Alright. I'm down to work with Team Terror even if they are bandits. They held their own and lost no one. We could work well with their power.

Seeing that we are given a offer that could give us a back up base. I'm incline to agree to Bane Company's offer.

I feel we should leave the under ground alone for now. Use our new resources to build up and rearm.

>Armaments: Low
So my vote for action is to get that back up. Assuming it's low ammo and what not. Plus if we agree on Terror we could see if they need anything we can build for hem.
>>
Rolled 35 (1d100)

>>46824243
Couldn't amo be restocked by making bullits?
The ingredients for black powder can be found naturally and easy if you know where to look
The brass bullet casing can be used a good 5 or 6 times before its unreliable

The bullet head can be made out of any metal you can spare

The hardest part would be the part at the back the firing pin hits, but if you can find any phosphorus that will help
>>
Rolled 68 (1d100)

>>46824243
>>46824239
I am in support of both Bane Company and Huge Horrors deal, and I feel we can well afford both.

As for personal actions I too support a rearmament program
>>
Rolled 86 (1d100)

>>46824017
I vote we go with Bane Companies deal and them alone. We can't really afford too much extravagance.

I also vote
>>>>>C. Try to improve Armaments
Because we are lacking in them.
>>
>>46824390
We have the resources to make ammo. We have 22 in fact (plus the 10 supplies). We are really good on things at the moment. Which is a problem if someone attacks with out getting the good muscle on our side. Hence my want for Team Terror over the other two we could get. Terror out did all of them and that should make them worth it.

>>46824393
I feel Huge Horrors is asking for more than they are worth. Going with bandits opens us up to working with mutants, robots and other factions that are cased aside. Which means we can use our machine men with out worry of what they think of them.
>>
Rolled 59 (1d100)

>>46824479
I'll second that
>>
>>46824560
We wreck our opinion with most of the civilized settlements and the majority of military civs in the wasteland. I mean, there are such a thing as bandit oriented corps but if that's the path we go we'll need to be set on it.

If we want the way of mutants, that'll be an added stigma.

Entirely possible tho. This game has had several mutant/bandit geared corps who did quite well for themselves.
>>
>>46824479
They are getting paid to do a job that the cost is covered with what is gained. We can afford the keep one of the three others. We will need to protection.

>>46824614
The stigma will happen with ether side. I see this as a chance to get a super solider to get our back for when someone comes for the juicy target. We can make it work.

After all there is a way to get all the old world factions together and make us better for it. The bandits will just be one piece of it.
>>
>>46824686
Which was your suggestion again?
>>
>>46824745
>>46824243
We let the Bane Company do the job, We get the super bandit and gear up for a fight.

Then probably set up the lab as a new base next turn, if it's clear to do so.
>>
Rolled 54 (1d100)

>>46824243
Actually it was only Bane Company who didn't lose anybody.
>>
>>46824900
My bad I miss read that. Still out of everyone else Terror was neck and neck with them.
>>
Rolled 68 (1d100)

>>46824243
Vote
>>
Rolled 54 (1d100)

>>46824243
I'll change my vote to this.
>>
Rolled 78 (1d100)

>>46824243
Resources were slated to produce armaments this turn. So our industrial base managed to churn out munitions, weaponry, and armor power armor included in bulk. Most of the stuff was Corp basic package. Meaning easy to produce even with our lacking basis. It even included a pattern of power armor. Eats up batteries like no tomorrow but it comes with enviromental protection, improved armoring, and some nice comm sets installed. Including Jack In capability.

Sadly no force shielding but it does have some room to spare for such or other things.

Meanwhile our attempts to claim the labs ran into some problems.

"Hey uh HQ we may have a problem, over."

"Report your finds over."

"Ran into Brood bioforms and detected brood infestation. It would appear a wing of these labs were working on brood biotch over."

"...Fuck we already took the pay for this too goddamn it."

"It would appear the breakout and site compromise was unsurprisingly located in said wing. Should we continue advancing? Over."

"...no. Keep on it. To all Bane Company personnel hearing this message. Code Black i repeat Code Black has been declared."

That was when a computer voice glitched itself to life.

"On-online. Sy-sytems powering up to to- 100 percent capacity. Munitions switching to-to Pre Fall stores."

"Per-permission granted to redline systems...sy-sys-systems sent into overdrive."

Meanwhile somewhere deep in the labs...

"You hear that ladies? Its time to show the Bane Company was capable of back in the day and on occasion STILL IS! Time to open up a can of Pre Fall whoop ass!"

Bane Soldiers in unison ejected their prexisting fuel and ammo. Switching over to Pre Fall stock and powered themselves up to 100. Then proceeded to ignore the blinking red light as they kicked into beyond 100 and into overdrive just as they injected themselves with Pre Fall Combat Drugs.

"Oh yeah..."

"Been awhile since we last got to use the good stuff...best to properly enjoy ourselves lads."
>>
Rolled 63 (1d100)

>>46825477
With that single command. Previously only partly powered systems went into overdrive and previously darkly armored soldiers were soon surrounded with a peculiar red haze. High lighting their dangerous capacity returning to old levels...whose like weren't seen since the Fall.

Instead of ramshackle troops carefully rationing every last old bullet and drop of power became once again the mighty force they used to be as advanced one more!

Allowed once again for a time to return to their old glories as they bore down upon the infestation...and proceeded to light it up. Whether from the flames they unleashed purging the infestation to actually being the red glow radiating from them was impossible to tell.

"Oh YEAH good drugs AND ammo! Why didn't nobody tell me it was my birthday!"

"Systems running hot. Better make this quick boys or some of the good toys are gonna break for good again," commented a clearly female voice.

First one the corp actually picked up among the Bane Company.

"Aw but that is what we got you for!"

"We can refuel old batteries or replace that ammo."

"...Point taken pretty ladies. So how bout I save some juice so we get to have some fun later yea?"

"...I thought you were gay Jay."

"wh-who the fuck ever said I was gay. I am gonna kill em..."

"I saw you kiss a guy. Jay and there are other witnesses to boot."

"Oh come on that was ONE time i swear AND it got us both laid by chicks because of it!"

"Didn't they have a penis," cut in another voice.

"Wait really? Fuck I was too messed up to notice..."

"Oh yes they did...put up quite a nice show up there you did," teased the female voice.

"But wait why can I clearly remember banging chicks after that..."

"They got turned on from the show naturally you enjoyed some aftershow benefits."

"So THAT'S out it went...damn i should do that again sometime. That got me laid tons."

"Oh for fucks sake Jay get over yourself being in denial about being gay already..."
>>
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>>46825782
I feel kinda back that these high grade people are wasting away, but dam if it wouldn't be nice having them around. If we could only pay their upkeep.
>>
Rolled 58 (1d100)

>>46825782
"How can that POSSIBLY be considered gay! Oh fuck brood guard..."

"...wow did I really just hear that," asked some after a stunning period of silence with only fighing being broadcasted. After which a whole chorus of voices chirped up confirming they also heard it. "Wow Jay...just wow I-i am not even going to go there...i mean your at least bi."

"Fuck you too assholes I am NOT gay...I swear it..."

"Don't worry Jay. How about next time its girls night out we let you get first dibs?"

"Oh I would appreciate tha-wait a second you cunts only ever go to the manwhore shows..."

"PUWAHAHHAHA...they got you Jay they fucking got you! HAHAH maybe that gay platoon transfer might just go through now!"

"Oh for fucks sake why are ALL of you misusing our comms like this! Do you think the brood are to be so underestimated?"

"Calm down chief. Its about over anyway. Besides Jay really does need to be transferred over. Oh wait nope take that back...that is lotta eggs and that is one big pissed off looking Momma. MOMMY WE NEED BACKUP BACKUP OH SHIT RUN YOU FUCKING DUNCES."

"See told you..."

Preparing Teleportation.

Heroic ability activated.

Recalling forces....

Redeploying forces.

Taking Teleportation Anti Nausea Drugs is adviced to quickly get passed teleportation sickness for soldiers in combat situations.

"BRLUGH. Ugh what about...bout outside it? PLEASE I BEG YOU!

"Ride it o-out you fu-fucking pan-pans-pansy."

"Fuck *Chokes down vomit* you ugh goddamn bitch..."

I am not a bitch. AI are sexless.

"Your voice is female so your a fucking bitch..."

Rations reduced to half. Politeness is required to this 'bitch'.

"Oh for fucks sake..."

"Cursing is disallowed. A strike has been included on your disciplinary record."

"How many times do you got to tell you morons. She's a cranky cunt...really nothing from you?"

"Negative. For I am according to repeated testimonies of varies witnesses am prone to being a 'cranky cunt' along with an 'artificial turbo bitch'."
>>
Rolled 68 (1d100)

>>46826160
"Wow...first time I ever heard you not deny it."

Due to repeated testimonies of varies persons including chief commanding officer. Forced to consider faulty programming of this unit and hence being a 'turbo bitch'.

"So it finally sank in..."

But remember this 'turbo' bitch has access to records and has permission to delete unnecessary and disallowed materials such as the porn collection on data drive 1B. Deleting in...

"NNNNNNNOOOOOOOOOOO-" screamed Bane Company in peculiar unison.

-Cancelled. Because the last time I deleted the porn that was taking up valuable space you assholes nearly dropped by Core over a volcano you 'fucking' assholes.

"Hey that time you FUCKING DESERVED IT! Do you have ANY idea how long it took to build up our damned porno collected again? If it wasn't the commander you would of been nothing but a melted tin can..."

This I know. After all the Commanding Officer explained to the me the value of porno for morale upkeep and as 'entertainment' for the troops, also i deleted his favorite porn collection but unlike you all he explained to me my errors instead of trying to melt me down.

"Fuck he is way too goddamn nice to you I honestly don't know what value he sees in a shitty outdated corrrupted AI such as yourself..."

It is for that among many reasons why he is in command and you are nothing but a lowly soldier. So he sees value in my ability to do things such as-

Lab Defense Systems hacked.

Lab Override systems tapped.

Activating override....

Purging Wing.

There you go commander.

"Why thank you much darling...that certainly made things easier on us.

Anything for you commander.

"....you forgot the troops again."

...and the troops too. I don't know why you insist. Their distate for me is clear ever since-

"Look you deleted ALL the porn. Naturally they were pissed much more then ususual.."

They need to have more self control such as yourself commander. Lack of self control will decrease troop efficiency.
>>
Rolled 69 (1d100)

>>46826447
"So too will deleting their entertainment such as porn we been over this..."

I know commander, but I am required to insist and remind at regular intervals.

*sighs* "Lets just finish this up..."

>>Turn 26
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 20 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 2 (1d100)

>>46826524
...ok, shall we finish up the tracks and turrets? We got lots of Resource Points?

>inb4 Nat 1
>>
Rolled 18 (1d100)

>>46826524

>>46826569
Well if nothing else you need a boost. Supporting just so its not a 2
>>
Rolled 71 (1d100)

>>46826524
scan troops for infection
>>
Rolled 1 (1d100)

>>46826524
So what does Team Terror need at the moment? If they don't need any upgrades we can give. Probably >>46826569 getting rails and turrets up to the lab could be good. Then training in the new gear.
>>
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>>46826804
I was doing so dam well! Then someone had to say something about a 1. Then the dice remembered...

No they were just waiting were they.
>>
>>46826804
Fuuuuuuuu
>>
Rolled 72 (1d100)

>>46826569
>>46826804
this is a MOTHERFUCKING called 1, if I'm not mistaken it works differently. Right?>>46826524
>>
Rolled 23 (1d100)

>>46827312
Not if the one who called the one rolled it then it would have counted.

Anyway no fatepoint?

If so I can start writing the crit fail.
>>
>>46826804
FATEPOINT
>>
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Rolled 62 (1d100)

>>46827439
O yeah we never used the like 40 or so points to buy stuff at the start. Dam...

Yeah Fate point. I feel that a cirt fail at this moment would be bad for us.
>>
Rolled 81 (1d100)

>>46826804
Fatepoint this
>>
>>46826804
Fatepoint time
>>
>>46827439
He said "in b4" 1, had he rolled a 1 he would have been wrong.
>>
>>46827439
So we get a bonus if we call our rolls? has this happened before?
>>
Rolled 47 (1d100)

>>46826569
"So whose bright idea was it to build tracks and turrets."

"Why?"

"We really need to shoot that guy for thinking building tracks in these canyons are so easy. Fucking zombies. fucking monsters. fucking bandits. Fuck I swear we pay every goddamn inch of track per a tank of blood."

"So we didn't make much progress then?"

"...does a few meters count as progress?"


In other news the labs have been taken.

>>Turn 27
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 19 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 40 (1d100)

>>46827815
I THINK there was like...one occasion or two but it was near the beginning when I first got started and hasn't happened since.

There is a special bonus if you call a roll correctly good or bad.
>>
Rolled 48 (1d100)

>>46827860
Alright lets suit up and send some people with the muscle to make a new base. Look it over and fix in for see able problems. Ginny Bobo I hope down for it.

>>46827890
With my odds I could call a 100 and still mess something up.
>>
Rolled 58 (1d100)

>>46827951
Yup. Let's make an outpost and secure our new lab so we don't lose it again
>>
Rolled 71 (1d100)

>>46827951
Rolling
>>
Rolled 55 (1d100)

>>46827951
>>46827860

fine...
ill try my luck
>inb4 100
>>
Rolled 51 (1d100)

>>46828130
>>46827951
I'm with these guys lets work on trying to get that Lab undercontrol and see if we can use some of it's equipment to make up for our own short comings....

We really need to find a small think tank faction to merge with/assimilate
>>
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Rolled 47 (1d100)

>>46828558
Hey with a lab under our wing we could find a think tank looking for a new home. That is if there is anything we can fix up for them to use.

>>46828523
I wounder if that inb4 only make the roll someone links to it roll it. (I bet it will still make me roll a 1 to be mean.)
>>
Rolled 44 (1d100)

>>46827951
Rollan
>>
Guy I was wondering shall we actually decide on a goal here? An end game objective as it were? My idea is basicly find a Para and a Think tank faction to assimilate. then together we begin to develop our own power armour and locking down a region. Team up with Team thunder and form our own Micro Nation and rule this region
>>
>>46828878
I'm down for assimilating factions. We could when try for being old world again. yet I'm not sure if Team Terror counts for one of the 4(?) others we need to be old world again.

I hope we can get some trust back for Team Thunder, but not sure. We still have others to meet and see where it goes.
>>
Rolled 21 (1d100)

>>46828637
>>46828637
Wow that picture is remarkably similar to what the Bane Company looks like. Just darker in color and sealed properly.

For such a nice pick here is the Bane Company hero.

Rogue Commander Jacky Jezra aka 'The Red Jackal'
Bonus War Specialty Command
Bonus Command Specialty War

Abilities
Redeploy: When activated unit instantly appears at targeted location. Can only happen once unless targeting location where other unit is located in which case units count as swapped and can happen multiple times.

Rampage: When actvated targeted goes rogue and counts as berserk. If used on already rogue unit is instead joins side and rampages until end of battle. When used on friendly forces they gain the rage trait.

Passives
Redlined Rogue: In exchange for going rogue units gain redlined boosting tech and actions in exchange for damage per a turn. If friendly unit accepts effect they will turn hostile turn. If hostile units accept they turn friendly for one turn. Neutral units are instead forcefully recruited. Effect stays in play until cancelled or death.

Hi Jack: When used unit is revealed in exchange gain free immunity bypassing intimidation attempt against all units. Friendly units gain rallied and gain an additional action when successfully intimidated. Hostile or neutral units if fail they can be hi jacked. hi jacked units still appear friendly. If successfull instead take penalty against all actions towards The Red Jackal.

Hidden Ability detected.

JACKY: Once per a turn forces are either reinforced randomly or used on base gain random reinforcements. An additional random effect is included. WARNING if activated when Arch Nemesis Black Jackal is in proximity effects is reversed. Activation will cause this unit or arch nemesis(if in proximity) to be randomly teleported This cannot be resisted.
>>
>>46829313
...oooh arch nemesis...her ex lover?
>>
>>46829313
Definitely cool and makes me glad I had the pic. It will take awhile to get use to her abilities. Seeing that a few are not meant for our people, with it making them switch sides a what not.

Hopefully we can make a fitting unit for her.
>>
>>46829596
Unless I miss understood something. Because that would be cool to get a commander for the corp.
>>
Rolled 5 (1d100)

>>46827951
Vote
>>
Rolled 65 (1d100)

>>46827951
Work has begun on those lab. Who don't exactly have a lot of people but given the small section we are carving out its not too much of a problem. Biggest problem is simply repairing some of the systems and much more problematic is getting the power back up. Security is also a bit of an issue. Not for now at least as the monsters are still lagging but eventually it will be. Especially given the security system is pretty damned fried and appears to be the hardest hit system.

>>Turn 26
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 12 (1d100)

>>46830127
Begin broadcasting a signal calling for a Think Tank remnant or any scientists, we will give you a home if you work for us and a lab in exchange for your services.
>>
Rolled 20 (1d100)

>>46830127
>>46830202
Signal Boost....litrally
>>
Rolled 58 (1d100)

>>46830202
You need help, maybe try to make sure they are human atleast...or mostly
>>
Rolled 6 (1d100)

>>46830202
>>46830127
>>
Rolled 40 (1d100)

>>46830127
Build more bots for patrol duty and extra set of hand, build a pleasure bot for that techie too, poor try deserves some good in the post apoc
>>
Rolled 77 (1d100)

>>46830202
rolling
>>
bumpuru, yay for been an Ozzy, i miss everything and bump threads all day/night
>>
>>46830202
GOD NO. Never broadcast shit like tha with
>reputation: juicy target
We are just asking to be set up.

The only reason we got a break on the last recruitment was our high rolls, genie even mentioned it.
>>
Rolled 79 (1d100)

>>46830127

>>46834148
Quick come up with another plan...uhhh ok Build more robots like this guy >>46830797 said and better arm them
>>
>>46834242
>>46830283
fyi im these people changing to the build/upgrade bots idea
>>
Rolled 56 (1d100)

>>46833999
Your bump is appreciated.

>>46830797
Sure, we need to helpers.
>>
Rolled 37 (1d100)

>>46830797
Vote
>>
Rolled 52 (1d100)

>>46830797
Rollan
>>
bamp
>>
Rolled 52 (1d100)

>>46830797
Bots constructed. Luckily we do have a pleasure model available. Sadly combat wise we only have a basic security guard bot available to us.

Anything determined about long term hires?

>>Turn 27
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
>>46841166
>Anything determined about long term hires?
Remind us again, what we need to determine/choose.
>>
Rolled 53 (1d100)

>>46841166
I want the Bane Company. Yet we don't have any way to get all their needs at the moment. So I'm still going Team Terror as the long term hire.


-----

As for action we should refine a resource since we can do 1 a turn. Have the engineer design improved defense.

I believe we have files on plasma and I think with what we have we could improve the power in plasma as well.

If we can I want the commander Jacky to work on getting a unit trained for combat.

Then the CEO to get a corp spec ops or spy unit trained as well.
>>
Rolled 100 (1d100)

>>46842018
Vote
>>
Rolled 81 (1d100)

>>46842007
To determine if you want to hire someone long term as they will require an upkeep per a turn. Unlike hiring them for jobs which is only the initial payment.

>>46842018
You'll be fine if you develop your energy needs and slate some resources to handle to their requests.

Admittedly though they have a hero which are never cheap. This is however also true of Team Terror. Hired heroes are fucking expensive, but remember your a megacorp remnant. Corp remnants of often the most wealthy of factions out there. You can in fact afford a few hero hires just don't go crazy with it. You might be rich but your not that fucking rich.

>>46842231
well fuck me.
>>
>>46842284
So we can in fact afford bane company full time? Because i think they are everybody's first pick. The only reason we are considering other teams is because you kinda implied we could not afford them.

We may have misunderstood
>>
Rolled 99 (1d100)

>>46842018
>>46842231
We got lucky and managed to unexpectedly refine and recycle a material to Pre Fall specs. This will allow us to make a single unit of goods into Pre Fall quality items.

Meanwhile Ginny went a LITTLE...overboard with the improved defenses designing. She got 'excited' and showed us a defense plan featuring a Plasma Pool. Besides that eccentric blueprint she also showed some featuring auto turrets and an upgraded security bot design upgraded with power armor tech along with increased awareness. This allows the humanoid sec bots to utilize different tools and weaponry with ease.

Apparently she managed to figure out that AI upgrade by poking around Bane Company AI Support Systems which gave her the AI upgrade idea. How she managed to put together AI upgrade given current circumstances we'll never know. Plus side at least our tin cans are no longer empty tin cans...there are now some metaphorical bolts jumbling around in there now increasing their smarts.

Meanwhile thanks to Jacky's help our CEO was able to successfully put together a Corp Remnant Spec Ops units they may be green as grass but they are spec ops alright. Had to butcher our security forces up to put a unit together for them but shockingly it worked and we still have the security forces to spare. Probably due to the robotic help and Jacky's suggestions. Turns out their commander is disturbingly familiar with spec ops. CEO also secretly putting together a spy unit as well.

>>46842451
You can but they are fucking expensive because of the hero unit, but also remember your rich. Without hero unit they would be ordinary expensive given their combat effectiveness.
>>
Rolled 38 (1d100)

>>46842572
Unexpectedly the request to hire the Bane Company long term went through very fast and well. Given the benefits of the contract...Bane Company was 'very' pleased. Even going so far as to reveal their base for our usage.

Acquired Former(?) Faction Bane Company.

Bane Company Assets.

500 BANE soldiers.
100 of whom are support.
10 BANE Hover APCs
25 BANE Hover Tanks
5 BANE Bombers
10 BANE VTOL
5 BANE Fighter Jets
1 Busted Complex Base capable of holding 10k. Has been reinforced by Bane Company and turned into their local HQ.

Troop Composition.
1 Elite Spec Ops unit.
1 Bad Ass Support unit.

Special Unit detected.
Psycho Soldiers: May have gone insane due to psychological and possible psi tampering. Shockingly enough they were not put down and instead formed into a special unit. Only ones batshit crazy enough to willing swap out with and support Elite Spec Ops.


Gained Additional Paramilitary/bandit hybrid HQ Busted Bunker. Homeground Busted Complex.

Faction History:
Previously a typical paramilitary Company but to support their continued operations they resorted to banditry instead of rationing and or reducing operations. Hence they were deemed 'Rogue' and to show their new allegiances they got rid of old symbols of alliances and promises only to replace them with their own paraphernalia. Eventually they became known as Bane Company and only recruit rogue professionals or those willing to accept the regimen strictly enforced by Bane Company. So unlike many of their comrades they did not degrade into ordinary bandit forces. Their turning 'rogue' can be determined when Black Jackal was still working with Red Jackal. Eventually they had a rather nasty falling out. By that time their previously combined forces divided themselves between the two. However their forces were forever changed. Black Jackal went from a warlord to a fierce commando. While Red Jackal learned the cunning bandit of Black Jackal.
>>
Rolled 11 (1d100)

>>46842945
According to Bane Soldier testimonies. The 'actual' beginning of Bane Company started when that bandit boss started to work with their commander. They started to get a little 'too' close and started rubbing off on each other. Not to mention the joys of actually be able to have their old abilities back was very persuasive to the soldiers. Especially with the Fall of the old world. So they changed into something of the New World by becoming Bane Company.

The eventual and unexpected fallout between Red Jackal and Black Jackal caught them by surprise. By that time both were very popular but when they split troops naturally shattered according to their personal preference.

Ever since they been fighting. The soldiers don't know 'why' the two had such a nasty falling out but both hold quite a grudge against the other. According to them where Red Jackal was quite the commander...Black Jackal was one mean dirty fighting machine. The two eventually rubbed off on each other. Red Jackal starting fighting dirty and Black Jackal got a better grip on command. Thereby allowing the then Officer Red Jacky to take over and Black Jackal to become a Warlord.
>>
Rolled 11 (1d100)

>>46843099
>>Turn 28
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Good
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Can someone post the map again please?
>>
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Rolled 71 (1d100)

>>46843207
My least favorite map I ever made to date but fuck me canyons are impossible to do well.
>>
Rolled 92 (1d100)

>>46843272
>>46843130
>>>>>F. Scout

We have everything. . .supplies. Manufacturing. and now a military.

We need to expand our operations by finding surveyors.

Have the BANE VTOL's and Jet's scout out our surroudings for any further bandit and bandit operations who we can cater to. Use their direct bandit knowledge to find choice potential customers and allies.

I want them marked on the map.
>>
Rolled 26 (1d100)

>>46843374
Vote
>>
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>>46843272
looks like piccolo's ass hanging out over a ledge, with his robe hiked up, about to drop a huge shit.
>>
Rolled 45 (1d100)

>>46843374
Rollan
>>
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>>46843272
>>46843554
>6 gorillian hrs in photoshop
>>
Rolled 80 (1d100)

>>46843374
This
>>
Rolled 64 (1d100)

>>46843374
"Catering to bandits? We can make ourselves not look like bandits but your gonna wanna keep this on the down low. Fortunately there are places meant for just that sort of meeting."

Scouts indicate that there are three big bandit bases. One of them is a slaver base. One is prison complex turned bandit city. While the last one is apparently a raider strong hold high up on some steep mountain and sheer valleys.

Apparently the pressure is rather high against bandits around here. The only ones who successfully managed to hold on are only them.
>>
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Rolled 31 (1d100)

>>46844670
Black is canyons.

Other Blue spot is Bane Company base.

The three reds are the bandit strongholds.

>>Turn 29
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 426
>>>Military 100
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Low
>>>>>Fuel: Very Low
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
>>46844711
The reason I thought it would be good to go the bandit route is because aren't the BANE guys experienced in that sort of thing?
>>
Rolled 72 (1d100)

>>46844711
... so let's improve our put for fuel and ammo. It's dropping fast.

The engineer should be of help getting that up. Fuel being the biggest.
>>
Rolled 65 (1d100)

>>46844866
Vote
>>
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>>46844711
uh oh.
looks like there's blood in the stool.
could be prostate cancer.
you should go see a doctor, mr. piccolo.
>>
Rolled 22 (1d100)

>>46844850
Bane Company are widely considered top tier bandit forces. Not downright elite but close. When they targeted they chased after those with suitable goods they needed first and other supplies second. They were very eager to attack any body who had stockpile of old world goods. Mostly in the desperate hope they would get lucky and some of it would be their badly needed paramilitary goodies.

They naturally have fought against many paramilitary factions over the years. Mostly in the attempt to rob them. Paramilitary targets despite being widely heralded as among the hardest targets is in fact their favorite. They rely upon their well trained numbers to overrun paramilitary groups. Since they appeared in the canyons they have already hit several paramilitary groups and its why they were more interested in things like fuel and supplies then goods.

They have recently 'stocked up' so to speak.

>>46844866
Their upkeep is very high in those regards but if your able to keep it fulfilled properly then Bane Company will be a MUCH stronger force.

Their biggest limitations is ammo and the other is fuel. Because they're also bandits spare parts and bodies are less of an issue.

For instance if they are supplied with more Fuel then their force shields will be able to deploy a lot more and so too will their energy weapons. They will be able to offer more vehicle support and such.

Problem is their requirements for fuel are...very high. Both in terms of quality and in terms of quantity.

Their ammo requirements meanwhile are much less strict in exchange for bit less firepower. The reason why they want your ammo is because its the best New World has the to offer in bulk.

And they need it in bulk.

Quality wise best new world ammo is unsurprisingly the Think Tanks but the vast majority of them lack the means to produce in bulk.

If their forces are in a pinch according to their rules they are able to switch to Pre Fall munitions and increase fuel until they get out of it.
>>
Rolled 28 (1d100)

>>46844866
yup im with you on this one
>>
Rolled 85 (1d100)

>>46845131
Can we get a look at their fuel production so we can copy/emulate it and use some of our refined stuff to produce it?
>>
Rolled 47 (1d100)

>>46845131
Hm, with knowing that. Would it be best for us to use the refined old world material for fuel improvement or something else they could need that we could build?
>>
Rolled 38 (1d100)

>>46845131
Bluntly speaking the Bane Company is an AMAZING force to have for a megacorp due to their ability to easily disguise themselves as 'ordinary' paramilitary forces. Whom its not particularly surprising to see working with or for megacorps(often due to similar needs of the Bane company+spare parts). The other real good one would of been Terror Team given their hero but it would of required a good spot to stash them at and regular means of shady/hidden payments. They would of been very useful for harassing other factions that you don't want to know your behind. Terror is in fact a Crazy. Meaning they are very very good at lots of destruction and long lasting damage.

Technically not even Bane Company can beat them in that regard.

>>46845257
Fuel production tech is a distillery/fuel refinery providing 'drinkable' but very potent booze/fuel. They only use the stuff for their lower level vehicles and they hate it.

What 'good' fuel they have stored is pillaged batteries, some old worn fuel cells, and some radioactive isotopes they traded with some ghouls for.

Most of their tech and vehicles is literally put in storage or used at rare intervals/low powered settings because of fuel rationing.

Technically they lost and had to shed a lot over the years. Meanwhile the split did em no favors. The radioactive is used for their heavier equipment(they used to have super tanks that used em but no more) and a few of their heavier flyers have a reactors that also uses the stuff.

Batteries are basically jury rigged primary power source while the fuel cells when they are in a pinch.

They used to have heavier vehicles that used radioactives but they weren't able to keep em up. Its a bit of a sore spot for them...

>>46845315
Build batteries and find additional fuel sources. You have some VERY big and powerful reactors but they are pretty much tapped out. You been relying on emergency biofuel generators whose fuel is from processed food stores.
>>
Rolled 40 (1d100)

>>46845407
Ok how about we begin searching for a fuel source then... Lets get out there folks
>>
Rolled 80 (1d100)

>>46845407
Alright, how costly will the batteries be?

>>46845457
Agreed. Let us get some sources for fuel and then we can work on some ammo next.
>>
Rolled 96 (1d100)

>>46845603
Pretty low the biggest problem is actually charging them not making them. This setting's battery tech is much more advanced then our own. As is most of their tech(especially biotech). Potent enough to power cyberware and power armor for a decent duration.

Your biggest problem is fuel consumption. Megacorp industrial base is massive and naturally has some incredible power requirements. Fortunately for most megacorps remnants they don't have enough resources to go all out so they only keep their facilities partially powered. The Think Tanks are less fortunate and have even higher power requirements then corp remnants.
>>
Rolled 19 (1d100)

>>46845457
Vote
>>
Rolled 40 (1d100)

>>46845457
I'll second searching for a fuel source
>>
>>46845731
Good to know. So it's getting sources is our target then. Anything we can do other than searching or buying?
>>
Rolled 9 (1d100)

>>46845457
rolling in support
>>
Rolled 32 (1d100)

>>46845457
Forces didn't find much except a radioactive canyon that looks like it was or got turned into a dumping ground. The only other possible sources is some wrecked ruins who might have reactors that might have fuel still. Or digging around in the odd vehicle wreck. Still it would either require going down that hellish canyon or cracking open reactors or finding one already busted open.

Commandant Jacky states we might be able to pay off some mutants to go digging around down there or trade someone. Ghouls generally have fuels laying around but they are...less then human and more monster then anything else. Even more far gone then the mutants apparently.
>>
Rolled 12 (1d100)

>>46846233
>>Turn 30
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Low
>>>>>Fuel: Extremely Low
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 38 (1d100)

>>46846271
We need fuel right the fuck now, Time to search that old wrecked ruins, we need help and we need it now
>>
>>46846271
>>>>>A. Scavenge.

We have robots, basic ones but still, can't we link them to the AI of bane company and have them search the radioactive crater?
>>
Rolled 31 (1d100)

>>46846361
>>46846336
>>46846271
We need fuel and now is the time
>>
Rolled 16 (1d100)

>>46846336
>>46846361
>>46846375
Rolling
>>
Rolled 44 (1d100)

>>46846271

>>46846361
need a dice bud?
>>
Rolled 36 (1d100)

>>46846233
Well CEO your Let's Make a Deal to make any trade hidden, but I think they wouldn't like being forced.

So Jacky and CEO should be able to set up a deal with the Ghouls. Get us something to cover the our fuel for a bit.

Ginny Bobo we got those robot upgrades to do. With that we can send the robots to gather from the wrecked ruins. Then we can see about mutant support for anything the robots can't deal with.
>>
Rolled 35 (1d100)

>>46846361
>>46846361
radiation and chemicals would tear them apart. Admittedly they would last longer then your people though.
>>
Rolled 37 (1d100)

>>46846336
Unfortunately the ruins we scavenged have failed to turn up any fuels.

>>Turn 31
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 18 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Low
>>>>>Fuel: Extremely Low
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 4 (1d100)

>>46847356
>>46846361
>>46846271

IF we did find something been a corp and all would we have a chance to actually transport/use it?
>>
Rolled 74 (1d100)

>>46847568
>E. Build something
>>>>>Armaments: Low
Lets change that by going into bullet farm mode for a turn, at least them we have some defense and can keep Bane Comp happyish
>>
>>46847616
Supporting.
>>
Rolled 44 (1d100)

>>46847661
Forgot my dice
>>
Rolled 100 (1d100)

>>46847586
Yeah. Just expect to scrap the bots afterwards.
>>
Rolled 36 (1d100)

>>46847616
Sounds good, we could use our pre fall supply to make pre fall ammo production facility that would ease future bullet farming too! I want to use that thing

Vote
>>
Rolled 45 (1d100)

>>46847616
>>46847720
ma man, this

>>46847706
that do anything?
>>
Rolled 60 (1d100)

>>46847616
Two resources have been converted into armaments.

>>Turn 32
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 16 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Extremely Low
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 71 (1d100)

>>46848142
>D. Research technology
Ok, back to the fuel issue, lets work out a way to make radiation insulated bots to send into the radiation zone to harvest resources in theory that is not an overly complex thing. Next turn build them then send them hunting
>>
Rolled 17 (1d100)

>>46848267
I can roll with that, hopefully we won't need to many "rare" materials or maybe our archives (whats left of them) have some designs.
>>
Rolled 82 (1d100)

>>46848267
vote
>>
>>46848267
Realistically can't we just turn resources into fuel and work to improve our resource gathering abilities?

Creating an iron mine for instance (Godzilla theory bare with) should give us unrefined stuff to make resources, if I am not mistaken once we make our crude iron into a generic (resource/material/supply) using our awesome megacorp recyclers, we can than use it to improve any basic stat. thusly by mineing for anything we are mining for fuel as a mega Corp
>>
>>46848625
I was thinking of doing that shortly actually, where our Spire goes up lets build some mines in the nearby areas, not beneath for obvious reasons. That was what the initial idea was for the rails, to create a mine track and the turrets to guard it as our robots mine
>>
Rolled 72 (1d100)

>>46848267
Insulation was rather simple. The biggest problem is the sheer quantity of very dangerous wastes. Some of which is extremely corrosive. Our bots should be able to function in the area for a time but its unknown just how long exactly.

Warning
Bane Company is most unhappy over the lack of fuel.

>>Turn 33
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 15 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Extremely Low
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 55 (1d100)

>>46848826
>>>>>H. Your choice
Ok burn through like 5 resources to get us fuel and send in the bots to look for stuff in that zone for power.

If this don't work we may have to work with Bane comp to raid some bandits for fuel...yup
>>
Rolled 15 (1d100)

>>46848898
Vote
>>
Rolled 62 (1d100)

>>46848898
May as well. I don't really think we have a choice in the matter, maybe Godzilla's theory holds true? we can hope?
>>
Rolled 94 (1d100)

>>46848898
We really need a damn crit don't we. Get to mining next
>>
Rolled 20 (1d100)

>>46848625
Technically...that is possible, but it would require and upper grade fusion reactor instead of a fission reactor.

Which IS technically available if rather rare Radioactive isotopes while noxious were deemed very cheap and long lasting. It became very safe and even environmentally friendly when the upper grade reactors that were capable of recycling became available.

Fusion reactors meanwhile...were deemed expensive and temperamental. While fuel was even cheaper they were considered very dangerous. Especially the top tier fusion reactors which were very akin to a star. If things went wrong...generally one would consider fortunate if there was even a crater left. As at least with radioactive ones it was possible to clean things up...with the fusion there was simply nothing left TO clean up.

So TECHNICALLY possible in game terms but not before you get a hold of a fusion reactor.

and no not even the ghouls would have em. They LOVE the filthy but reliable fission reactors.

>>46848898
Most of the bots we sent didn't make it back. A few did and were heavily damaged but some of them managed to secure some radioactive waste. Its not much but its something.

Meanwhile Jacky makes a wise crack about why not hiring mutants or trading for some...
>>
Rolled 21 (1d100)

>>46849204
>>Turn 33
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 11 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Low
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 42 (1d100)

>>46849231
>H. Your choice
im sorry i don't know what this comes under

Ok, 'im at a loss, we need to secure some damned fuekl income so we can work on other shit.... we're in a conyon...that implies at some point water, to possibly there may be some below the ground, left start building some shafts and core samples to try to find an underground reserve.
>>
Rolled 20 (1d100)

>>46849319
>A. Scavenge.
Maybe it's under this? that or B?

but this
>>
Rolled 2 (1d100)

>>46849231
>>46849319
bump
>>
Rolled 16 (1d100)

>>46849319
i'm gonna agree with you we need to fix this and burning resources ain't cutting it anymore.
>>
Rolled 94 (1d100)

>>46849319
>>46849319
>E. Build something
Mine shaft, lets find us some black gold or whatever.
>>
Rolled 56 (1d100)

>>46849319
Rolling
>>
Rolled 14 (1d100)

>>46849231
Come on people we are a corp and we have a CEO. Lets trade for things and not brute force this. We can make a hidden deal to keep our actions from messing up our rep.

> Action
Trade the ghouls for fuel and see how much the mutants will change to explore the ruins. Try to hide our actions where possible.

Then we should clear some gathering spots again to get resources. Maybe even hire survivors who specialize in Scavenging.
>>
>>46851407
well gotta find something with that.
>>
Rolled 88 (1d100)

>>46849319
Boop
>>
bumpuru from ozzuru
>>
Rolled 50 (1d100)

>>46851407
Yasss
>>
Rolled 73 (1d100)

>>46849319
Argh I have finally recovered...sweet sweet relief.

Anyway we started building some mining shafts. Most of which either led nowhere, to underground areas, or places with bad water. Fortunately we got water treatment abilities.

>>Turn 34
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 11 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: Low
>>>>>Tech level: Good
>>>>>Reputation: Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
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1454497562931.jpg
118 KB, 903x991
Rolled 85 (1d100)

>>46862726
Cool new turn.

If we can I would still like to buy some fuel from the ghouls and see how much to have the mutants scavenge the ruins we can't touch. Hiding our involvement if possible. We could also get food and water for cheap if we cared for it.

While the trade happens I would like to get our robots upgraded or build new ones with Ginny Bobo's plans.
>>
Rolled 20 (1d100)

>>46863598
this
>>
Rolled 67 (1d100)

>>46863598
Vote
>>
Rolled 17 (1d100)

>>46863598
Rollan
>>
Rolled 69 (1d100)

>>46863598
Vote
>>
Rolled 43 (1d100)

>>46863598
mutant contacts will go delving in the...very dangerous radiated and worse canyon in exchange for resources, food, and water.

As for the ghouls...well we had to hitch a ride with bane company. Who actually turned on a stealth generator before departing to a location where the ghouls are at.

Some were based in a former silo turned crater lakes. It would of appear to have once been a military site...now just a bunch of shattered ruins spewing out radiation surrounded or flooded by cratered radioactive lakes.

According to Jacky the ghouls were attracted here in mass and the smarter discovered a large radioactive stockpile deeper under. Our forces could even see unshielded but functioning reactors spewing forth radiation and power. Bane Company turned off their stealth near the border even as tickers were going berserk.

Eventually the ghouls sent out some ghoulish brethren to see what we wanted. That was when we ran into a bit of a problem. As they were interested in...captives for most trade. Which we didn't exactly have. Which meant we had to trade something they were much less interested in. Negotiations ended up breaking down a bit but our clever CEO was still managed to make a deal.

With that goods were transferred over and the ghouls dragged out some rods, barrels, and even cracked open nukes. CEO managed to get a discount when he showed interest in some of the...harder to handle materials that the ghouls don't find many willing to trade for.

We do have the facilities for it.

While the CEO was off doing the trade mission our forces back home meanwhile performed some robotics upgrades courtesy of Ginny Bobo's plans. Our engineers and janitors very nearly had heart failure when they saw what the CEO brought back as fuel. Particular with the very nasty clean up and required 'processing'.
>>
Rolled 92 (1d100)

>>46865195
>>Turn 35
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 11 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: 'radiant'
>>>>>Tech level: Good
>>>>>Reputation: Notso Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 24 (1d100)

>>46865224
>>>>>Fuel: 'radiant'
I really don't like the sound of that.
Burn through a resource to help gather/acquire what we need to clean/contain this stuff and for the love of god give everyone a medical...ain't no mutants forming around here, no sir.

Otherwise Talk to Bane Company ask if their is any technology their power Armour could do with getting for an upgrade, ask to look over one so we can get better at building them once we have the materials required.
>>
Rolled 31 (1d100)

>>46865224
Fuck yeah! Fuel is at 'radiant' and I think this is the first time I saw that.

Alright we just need to make batteries to charge correct? If so we can make a that and some ammo. Once we get Bane Company juiced up I feel we can move to clearing out areas to scavenge. Even see about hiring survivors to help for they are the best at it.
>>
>>46865394
... hm I feel it's fine with "We do have the facilities for it." being said. Yet that is a good question to ask.

>>46865224
Just in case, we are good to hold this stuff right? That would suck if we died from rad poisoning. Because I want to make Bane Company shine with new power as soon as we can.
>>
Rolled 88 (1d100)

>>46865464
So long as the facilities maintain their shielding you'll be fine. Your industrial base requires vast amounts of power to function properly so long as the facilities keep their shielding up your all good. Bad things happen if your shielding suffers damage.

If it takes too much damage your gonna get exposed to all KINDS of fun stuff!

Generally only mutants can endure that kind of exposure. Even bots would need to install heavy shielding to themselves and they'll stay safe only for as long as it stays intact.

>>46865399
>>46865399
Yup 'radiant' your energy personnel are a mixture of fear yet happy about it given stuff is now quite literally 'glowing'. Never before have they been happier with Corp willingness to spend money on protective countermeasures(thank you corp shadow war).
>>
Rolled 70 (1d100)

>>46867136
Then hell yeah. I'm sticking to making those batteries and ammo. I what Bane Company ready for anything. I'm sure they will be happy with knowing we can power them well, for a bit anyways.

>Bad things happen if your shielding suffers damage.
Then after that this part leaves me thinking we need the CEO and Ginny Bobo to work on fixing the old systems. We should still have the material and with the new power we could get our systems up I feel. Plus there is the plans made for defense upgrades anyways. We can work on those and let Bane Company ready for clearing resource areas for us to gather from.

Would there be anything we should use that fall grade material on?
>>
Rolled 74 (1d100)

>>46865394
Bane Company Support Personal stated that unless you have paramilitary or think tank tech there is no upgrading them.

As for a tech sample...according to Ginny and much to her horror. Their tech is actually an amalgamation of scavenged and looted tech. Only the appearance is standardized.

Its clear that their suits have been brute forced into using other tech and parts to keep them functioning to the point that is actually impossible to determine the suit's origins.

Apparently according to their Engineers this is true for all their tech. So in their attempt to make some modifications and make their attempt to make it standardized. Awhile back they traded some tek bandits for BANE mods. Thereby allowing them to jury rig them into some enacting some crude standardization.

According to their support personal maintenance and repair 'is a bitch'.
>>
bamping
>>
Rolled 83 (1d100)

>>46865224
Work on building some batteries for Bane Company and maybe work setting up batteries to power our own bots?

>D. Research technology
make weaponised power loader plans
>>
Rolled 44 (1d100)

>>46870868
>general base repair and systems
diagnostic test with particular emphasis on diagnosing locked down or previously unknown/under used assets.
>>
Rolled 79 (1d100)

>>46871661
Vote
>>
Rolled 75 (1d100)

>>46871661
im with you, lets optimize the fuck outta this
>>
Rolled 87 (1d100)

>>46871661
Rolling
>>
bumpuru
>>
Rolled 33 (1d100)

>>46871661
thats...a very interesting action.

and very fucking complicated to figure out so fuck you.

Anyway...

Most of the locked down areas is locked down due to being compromised in some way. Including a large number of data banks sadly. We lost a lot of hardware and even more software.

Under used assets would be our industrial, space, and powering facilities. Recommended recruitment of personnel is also suggested.

AI systems are pretty much entirely fried and even most organic based backups are too.
Auto Defense Systems have largely been disabled outside of structural ones.
Comms are unable to access many previously existing networks.
Research has largely been lost outside of a few salvaged files and our industrial means.
Megacorp is believed to have fallen. Most corp assets status is unknown or lost.
Corporate Council is unable to contacted as well as other institutions. Technically we may no longer have to abide by Corporate Code.
There are no known assets that we do not know. Most floors in the tower are operational and completely available.
We could ramp up production assuming we divert some resources to getting them back up online. Given lack of resources and manpower there is little reason to bring them back online to maximum capacity.
>>
Rolled 54 (1d100)

>>46873875
>>Turn 36
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 10 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: 'radiant'
>>>>>Tech level: Good
>>>>>Reputation: Notso Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 9 (1d100)

>>46873895
>use a supply and a resource to make some "Ecolight worker bots". A bare bones, low maintenance, energy efficient worker bot that we can semi standardize (inspired by bane tech philosophy)
>>
Rolled 5 (1d100)

>>46874150
vote
>>
Rolled 43 (1d100)

>>46874150
ill vote for that
>>
Rolled 4 (1d100)

>>46874150
I like it, get a bit of a dedicated workforce underway
>>
Rolled 14 (1d100)

>>46874150
vote
>>
>>46873895
Late bump
>>
bamp
>>
Rolled 93 (1d100)

>>46874150
I want to add to that plan of your's G.

How about we let the engineer work on plans for bandit/Military style bots. Then have the CEO work on getting man power that will fit in.

Give them time to make something worth more that just a turns amount of work.
>>
>>46878677
you glorious bastard
>>
bamp
>>
I wonder what we did as a corp before the fall. With how we're going maybe we started as a supply chain. Just moving goods around. Then got lucky with Mr. Handyman robots for homes and businesses.

Also if Genie hasn't named the CEO. What should we call him? I'm thinking Jones.
>>
bamp from the dead
>>
>>46873895
Bmp
>>
another bump for that 93
>>
>>46825477
Damn, Genie's still got it. My pulse sped up when i read 'brood bioforms'.
>>
Rolled 47 (1d100)

>>46874150
Bots designed using simplified but sturdy measures. Energy efficient was a bit trickier to manage but we included some power saving measures. Sadly Bane Tech has proven very difficult to reverse engineer.

Ginny believes the tech may have in fact originated from a super genius.

>>46880906
Megacorps owned many smaller corps who naturally had their own specialization, but generally there had to be something noteworthy that allowed for a Mega to take form. Something that gave them that something special to make the transformation. Its why Megas are generally noted for that special thing despite it no longer being considered a specialty(unless your Think Tank for that mega but Mega's maintain different kinds of Think Tanks too).

Wait did I really actually forget to name the starting hero?

>>46889054
Good to know. That is something I often worry about.
>>
>>46874150
Consensus bump
>>
Rolled 31 (1d100)

>>46889212
>>Turn 37
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 9 Resource.
>>>Pop 509
>>>Military 200(100 bot)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: 'radiant'
>>>>>Tech level: Good
>>>>>Reputation: Notso Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
>>46889239
Hey Bane, I notice there's another bandit stronghold not too far away from your place. What is up with those guys, and who are they?
>>
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By the way, no one is opposed to going Bandit Megacorp right? I think since we hired Bane that would be the most likely path we could go down.

It would also in the future give us a foothold towards mutants and/or maybe ghouls as well.

I was thinking through some manipulation, choice allies, and of course a bit of fighting we could set our main goal as uniting the bandit factions in the land under one roof and then developing them into a proper force. The reverse of what we did with that police-megacorp
>>
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Alternate Map
>>
Rolled 74 (1d100)

>>46889291
"Bandit City. Use to a be a old world prison...now its bandit central. No matter how the other factions tried they can't uproot em and most of the surviving bandit forces made their way there."

>>46889350
Technically they count as disguised Paramilitary.
>>
>>46889428
> disguised Paramilitary.
Does this mean it would be bad for them if we go open banditry? That would be very important info.
>>
>>46889428
"How self sufficient are they?

We're wondering if it's possible to strike up a deal with them if we provided them supplies and manufacturing in exchange for military favors."
>>
Rolled 11 (1d100)

>>46889212
http://pastebin.com/R9wK3vud
>archive.4plebs.org/tg/thread/46675227/

Yeah there was no name. I checked my notes and the thread.

>>46889239
As for actions this turn I want to go looking for helpers in the next scavenge run. I also what the CEO to look into people that would be good for joining our civ. We need man power to grow and we have the room.

Once we have those we ask Bane Company to clear out a good place and we come in a take what we can.
>>
Rolled 17 (1d100)

>>46889468
They can swap out disguises. Unless one has special detection means they appear to be paramilitary.

>>46889540
"They raid and slave. So generally pretty well actually."

>>46889552
Well shit I actually forgot. Guess that means players get to name them...and this civ.

Which still doesn't have a name yet.
>>
Rolled 57 (1d100)

>>46889239
>A. Scavenge.
Send in Bane to Purge some of those old research labs jutting out the cliff faces we mentioned a while back then send in salvage teams. I want whats in those labs and what they may contain
>>
Rolled 76 (1d100)

>>46889644
You know we should probs ask Ginny if she has any idea the research that was going on in those?

We should also check in with the Paramilitary Faction ask if they have some gear for sale/ handmedowns
>>
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Rolled 27 (1d100)

>>46889552
Actually. . .I have another idea.

>>46889597
Let's do something bold.

>>46889597
>Activate: Let's Make a Deal
Using Bane as our Liason, make a deal with Bandit City.

Bandits are exceptionally good at looting and raiding, they roam the wastes with impunity, giving them access to many looted resources and materials. But they lack manufacturing capability. That's where we can come in.

We have the manufacturing ability to turn not just resources but also scrap and junk metal into refined materials AND then turn them into parts AND even supplies. Parts which can be ordered to specification and in mass production the likes only a megacorp can do.

Offer this to them, through Bane. If they provide the resources we will willingly provide them with manufacturing of parts, weapons, or anything they ask as well as refined resources and scrap into supplies or materials. All we ask in exchange is a small cut of those resources and military favors.

Bring a catalog of gun and weapons parts they can order.
>>
Rolled 8 (1d100)

>>46889778
fuckit nothing ventured, nothing gained...could be fun too and thats the point of this whole quest.

good luck to us all

i used to be>>46889644
>>
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Rolled 43 (1d100)

>>46889778
Related
https://www.youtube.com/watch?v=VHn1zogeyO4

Fucking voted
>>
Rolled 48 (1d100)

>>46889778
Backing this
>>
Rolled 47 (1d100)

>>46889778
Guess we going full black market dealer now.
>>
>>46889778
this is gonna be funny, time for happy fun times
>>
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Rolled 100 (1d100)

>>46889778
Lord of war, maybe we can name our CEO that after this.
>>
Rolled 52 (1d100)

>>46889876
forgot to roll i was so exited
>>
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>>46889883
Well that makes up for that 1 I rolled.
>>
>>46889883
YYYEEESSSSSSSSSS YEESSSSSSS
>>
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>>46889883
Aw shit nigga
>>
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>>46889883
>>
Gonna have to sleep soon but my suggestion for the focus of our next few actions is to continue to make good with the bandit city.

Also I would LOVE to see us build some kind of underground railway transport from our tower to Bane's stronghold for fast and rapid movement of military and also secret supplies to bandit city.
>>
Rolled 23 (1d100)

>>46889778
>>46889883
In a nondescript location one would see nothing. That is unless you saw the odd vehicle appear and suddenly vanish in the vicinity. If one had detection detect one would notice a rippling stealth shield and paramilitary defenses. What was even more impressive however was the amazing variety of bandit vehicles and persons who for some reason gathered here this night.

But what was even stranger was in the middle of all these bandits there was simple man in a business suit holding a catalog and talking with these bandits.He was trying to sell them something and he naturally passed out catalogs showing his wares. There was even a truck carrying samples of the merchandise.

This was truly a bizarre sight made only stranger by the fact it was actually working.

Unknown to all other factions a very important business deal was going down between a megacorp remnant and whole fuck ton of bandits. It was going to succeed.

After that day that simple business man got a name that the bandits referred him as and overtime as did others.

That name was 'lord of war'.

After that deal mysterious shipments began to appear among the bandits carrying parts, weapons, vehicles, goods, and even supplies. Meanwhile a certain mysterious tower shuddered with life yet at the same time was oddly ignored by the bandits. At first glance it would appear to be due to the paramilitary guard presence.

Gained Underground Trade Route Bandit City Preemo
Gained Unofficial Peace Treaty with Bandit City Preemo
Gained Unofficial Military Aide agreement with Bandit City Preemo.

Trade route profits is the following: Resources, Loot, Slaves, military, Drugs, and Tech.

Currently it has been arranged for offers of resources and soldiers. Every turn you will gain 100 soldiers and 2 resources.

Bandits have ordered parts, weaponry, and armor for now. As the trade route matures both sides will gain additional benefits over time.
>>
Rolled 72 (1d100)

>>46890350
Due to military aide agreement you will gain access to Preemo military forces without having to pay upkeep for them(its covered by the city). As time goes they will build up. Another agreement is immunity from bandit attacks. This only covers from them however and they do not offer any other kinds of protection as of yet.


>>Turn 38
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 9 Resource.
>>>Pop 509
>>>Military 300(100 bot)(100 Preemo)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: 'radiant'
>>>>>Tech level: Good
>>>>>Reputation: Notso Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
>>46890425
Ask for map information from the bandits

Also start pumping out the flooded mineshafts to see if we can find anything down them.
>>
>>46890425
>D
Fast food, cheap, delicious, unhealthy and mildly addictive.
>>
Rolled 86 (1d100)

>>46890425
Holy shit... So yeah we got the underground route.

I think it's best we get more workers now and improve goods we can sale plus the amount. If the spy unit is up have them vet possible new workers and the CEO go over them as well.

With new people we can really get this place up and running. Then see about upgrading the tower and lab with a think tank.
>>
Rolled 14 (1d100)

>>46890543
forgot dice
>>
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Rolled 29 (1d100)

>>46890425
This is perfect.

We now have a steady supply of resources AND soldiers.

Now we can work on getting a bit stronger. Particularly up arming our own military force.

>>>>>B. Try to improve the base
Turn the Vehicle Bay -> Improved Vehicle Bay
I want us to be able to create parts and assemble more/larger military vehicles and with greater ease and speed. Both for our own use and to sell to bandits.

>>46890557
We can also buy slaves from the bandits and offer them freedom if they work for us too.
>>
>>46890611
Also night all. Hope you use this boon well, this is golden. I can't help but say it's rare we get opportunities like this so let's make the best of it.
>>
>>46890611
That's one way as well. Truly for us to get better we need the numbers to handle more task. There is only so much 509 pop can do.

I want to improve the base as well, but we need people to make use of all the thing we have not doing anything.

As said here >>46873875 "We could ramp up production assuming we divert some resources to getting them back up online. Given lack of resources and manpower there is little reason to bring them back online to maximum capacity." We need that man power. We are getting the resources now.
>>
Rolled 28 (1d100)

>>46890545

Forgot dice, also to elaborate I suggest this because we both get a cheap trade goods we can mass produce, and it gives us an alibi for driving around with food trucks that also might contain other trade goods for the bandit deals.
>>
>>46890695
>Gained Underground Trade Route Bandit City Preemo
We don't need to worry about trucks. Also I think a food truck would stand out way more that anything else in this area. Yet fast food could still be a great trade good for later.
>>
Rolled 46 (1d100)

>>46890669
This is true. Very well.

>>46890557
>>46890425
>>>>>H. Your choice
Have the CEO set up a meeting with our major characters. I want ideas and options for us to get more population.

For example we could buy slaves and offer them their freedom if they become employees. Or less risky we can at least buy and free the women as wives for the men and birth more employees.

Any other options? Recruitment sources?
>>
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Rolled 54 (1d100)

>>46890804
I'll back it.

We can get people, find a cook and make us some burgers.
>>
Rolled 72 (1d100)

>>46890804
Vote
>>
>>46890804
I think we need to set up housing outside the tower before we accept new members.
With all the irreplaceable equipment we got inside sabotage could really cripple us.
>>
>>46891005
That's true. Or we'll have to ramp up security. Still good to get ideas going tho
>>
>>46891005
We can do it after finding out what workers we can get.

Yet I feel a corp would have somethings to counter that. Like our bots keeping guard or the spy unit the CEO was working on. We also have a lot of systems turned off. Maybe we can get the auto defenses back up on the inside.
>>
Rolled 52 (1d100)

>>46890804
Red Jackal doesn't have any idea how megacorp remnant recruitment works.

Ginny suggests and exchange of personnel with other remnants.

CEO meanwhile notes that finding our fellow remnants could be a key source of needed manpower.

>>Turn 39
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 11 Resource.
>>>Pop 509
>>>Military 300(100 bot)(200 Preemo)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: 'radiant'
>>>>>Tech level: Good
>>>>>Reputation: Notso Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
Rolled 41 (1d100)

>>46891832
Well if that spy unit is ready we could send them out to find our fellow remnants.

While they search we can work on trade goods to add into the list. Fast food sounds good as one to add. Otherwise thinking we should get those >>46842572 defense upgrades done. Got to be ready to hold the line if someone attacks and we don't have units near by.
>>
Rolled 10 (1d100)

>>46891832
>B. Try to improve the base
Internal Security and generic Base defense, im talking more turrets
>>
Rolled 70 (1d100)

>>46891993
ill vote for that...
>>
Rolled 22 (1d100)

>>46891993
Vote

Next I think we should develop an employee hand book and training center, also a management academy to help groom those that show potential.
>>
Rolled 53 (1d100)

>>46893086
Closest thing to a handbook you got is the Corporate Code.

Technically ALL corps are beholden to the corporate code but unofficially breaking of the code was common in the name of profit...which technically isn't against the code because there is a clause several in fact stating the importance of profit and how so long as you don't get caught its fine. Many would in fact argue profit is number 1 and not getting caught in the name of profit is number 2.

Such a fact is so commonly stated it was even put on the simplified form of the Corporate Code thereby officially endorsing it.

Because of the Corporate Council never bothered looking very deeply into such matters so long as it didn't threaten profit, the Corps, and was for profit making. Woe to the poor dumbasses thinking that breaking the corporate code without doing so for profit is fine.

Its not and the Corporate Council WILL find you.

Some think that the corporate council has entire data archives of broken code violoations that are never pressed because it was done for profit.

Those rumors have never been confirmed but it IS true the Corporate Council maintains some terribly vast archives...
>>
Rolled 70 (1d100)

>>46891993
>>46891993
Spy unit sent forth to find other remnants(unless I am given or come up with a megacorp name they wont be finding remnants from the same megacorp as you).

Meanwhile we built some fast food shops located near our tower, in Bane Company Base, and even in the Bandit City.

Both the bandits and bane company personnel stationed at our base in particular seem rather fond of it(yay no more crappy rations while on guard duty). Means of payment is unfortunately mostly bartering unless some corp credits that we have is handed out to our people and Bane Company.
>>
Rolled 52 (1d100)

>>46893473
>>Turn 40
>>>>>A. Scavenge.
>>>>>B. Try to improve the base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>Points: 13 Resource.
>>>Pop 640
>>>Military 200(100 bot)(300 Preemo)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Average
>>>>>Fuel: 'radiant'
>>>>>Tech level: Good
>>>>>Reputation: Notso Juicy Target
>>>>>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.
>>>>>Defenses: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire.
>>>>>vehicles: Cargo Hover Haulers 4. VTOL Cargo Flyers 2.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(limited). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(limited).
>>>>>communications: Corp Comm Center.
>>>>>Materials: Supply 10
>>
So for a Corp name how does Maticico sound?
>>
>>46893581
Maticuco we deal with the maticulus so that you don't have to! Need "certain parts" we got them!
>>
>>46893581
>>46893757
i'm game
Thread replies: 255
Thread images: 32

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