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File: 1378489927755.jpg-(52 KB, 550x309, gowgarden.jpg)
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WARNING Bandit hero detected.
WARNING Mutant Warlord detected.
3 turns until Bandit forces are no longer crippled.
Have detected unusual signatures from deeper in the Swamp caution is advised.
previous thread https://archive.foolz.us/tg/thread/27054013/#q27057989

Your people are the Memor Mutants. A type of mutant smaller then other mutants and seemingly less fearsome but have the benefit of a Hivemind type mutation(you creep out even other mutants with what you do regularly). Your are currently surrounded by hostiles and new lair is an Research Complex that a psionic Master hero unit The Prophet of Fate led your people to. There is much to gain thanks to the sheer volume of resources present in this swamp. Plenty of things lurk within problem is surviving to find it and making actual use of it.

To the North is a ruins of a great city. To the Northeast are more swamp thinning out into the Wastes. Northwest is lighter swamp that eventually gives out to the coastline. East and West is just swamp going south however leads you very deep into the heart of it. Scans indicate that humans cannot survive there without major Environmental Protection and even mutants might encounter problems deep enough within.

Current threat levels

Bandits:MASSIVE
Monster:MASSIVE
Zombies:GREAT
>>
>stats
>>>Year unknown, Month 10
>>>Lair Research Complex(feel free to come up with name)
>>>Population max: 25000(can be upgraded thanks to lair quality)
>>>Military: 1950
>>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>>>Technology: Experimental [REDACTED] Research Complex(choose/vote for a type of research type receive major research bonus in said subject). Complex A.I. Flower research(partial additional research required)
>>> Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish, Zombie Bob). Medbay. Laboratory. Workshop. Armory.
>>>Armaments: Pistols, Rifles, sniper rifle, flame thrower, mono knives, stun batons, spears. Body armor, helmets HAZMAT Suits mk 2 body armor(limited)
>>>vehicles 9 spider tanks(biofuel). 10 cargo crawlers(biofuel).
>>>Communications: hivemind. Radio short range. Overmind.
>>>Defenses fortified bunkers/walled compound, 8 Laser Turrets. 8 Sniper Nests. 8 plasma throwers. Sensor Tower,
>>>Current Population 2450
>>food level awesome
>>fuel level awesome
>>morale good
>>armaments level good
>>Resource points 19
>>Lair conversion partial(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants. Maximum upgrade is population max.

>>actions
>>>A Explore
>>>B Manufacture
>>>C Research
>>>D Scavenge
>>>E Other
>>>F Inquiry to AI(FREE may be revealed additional options)
>>>G mutation
>>
>>27062957
could we research the spider tanks so we could make more
>>
>>27063047
Affirmative unfortunately these facilities cannot mass produce them. As we lack the proper equipment.

>>27062957
Roll 1d100 when choosing an action whichever gets 3 votes first I will choose the highest roll of those three. 100 does NOT make the impossible possible instead if it was even remotely capable of happening it did and you get a free bonus.
>>
Rolled 96

>>27063167
C reseach spider tanks
>>
File: 1378491369801.png-(28 KB, 1052x533, Map Largely unexplored still.png)
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....Man must of chosen a bad time to run or something anywhere here is a crude map. Much of everything is still unexplored still. All that is being shown the terrain and a few discoveries that were made.
>>
>>27063290
and I forgot to mention that purple is your lair. Great.
>>
Rolled 76

Earlier, the bandits ran away because of the Zombie horde, right?
We should find a way to make another wave and to do that, we should put more research into Rob, find a way to recreate the event and perhaps a way to control zombies.
That way we can have a massive blanket of Zombie fodder for when dealing with hostiles.

I vote researching for that shit.
>>
Rolled 96

>>27063276
Second.
>>
>>27063276
>>27063375
third
>>
>>27063276
>>27063375
>>27063401


It would take FOREVER. FOR-FUCKING-EVER, before we fully research them, have enough manufacturing capacity to build them and resources.

Unless we want to holler up and turtle for few years without doing anything about outside threats, I do not think this is a good thing to invest our time and resources into.
>>
>>27063415
>It would take FOREVER. FOR-FUCKING-EVER, before we fully research them, have enough manufacturing capacity to build them and resources.
And then actually build enough to make difference.
The few we stole were just a couple that they couldn't take with them. I wouldn't be surprised if bandits had scores if not hundreds of those things.
Did we ever get info on that?
>>
>>27063458
that was the reason why I wanted to figure out how to make more of them and the zombie thing the one anon was talking about sounds like a great idea as well and we should see if the strongarms would work with us or at least if we could direct them at the bandits
>>
Rolled 76

>>27063276
>>27063375
Doubles BONUS UNLOCKED

>>27063401

You decide to take apart the spider and tanks and see how they work and how to manufacture more them. The spider tanks are designed for areas not easily acceptably by other vehicles and when you need some major fire power as well(not surprising with all the monsters around). You figured out how to successfully produce them AND came up with several new variants to boot.

Unlocked

Plasma thrower spider tanks
Unlocked Laser battery spider tanks
Spider tank Classic(before being modified and jury rigged to hell and back) Basically paramilitary base level tanks.

>>27063458
>>27063458
bandits have a vehicle fleet in the hundreds. Most are on patrols to drive monsters away from their supply lines and bases. They used to have thousands but the swamp has taken its toll against them. Now what remains are heavily modified vehicles and extremely experienced pilots.
>>
>>27063524
nice the laser ones could work like sniper tanks and when you say plasma thrower are we talking like a flame thrower or more like a round
>>
>>27063524
So, what do we need to start building them?

Also, what can we do to increase actions per turn?
>>
Rolled 7

>>27063524
>stats
>>>Year unknown, Month 11
>>>Lair Research Complex(feel free to come up with name)
>>>Population max: 25000(can be upgraded thanks to lair quality)
>>>Military: 1950
>>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>>>Technology: Experimental [REDACTED] Research Complex(choose/vote for a type of research type receive major research bonus in said subject). Complex A.I. Flower research(partial additional research required)
>>> Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish, Zombie Bob). Medbay. Laboratory. Workshop. Armory.
>>>Armaments: Pistols, Rifles, sniper rifle, flame thrower, mono knives, stun batons, spears. Body armor, helmets HAZMAT Suits mk 2 body armor(limited)
>>>vehicles 9 bandit spider tanks(biofuel) 1 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 1 plasma thrower spider tank(biofuel). 1 laser battery spider tank(biofuel). 10 cargo crawlers(biofuel).
>>>Communications: hivemind. Radio short range. Overmind.
>>>Defenses fortified bunkers/walled compound, 8 Laser Turrets. 8 Sniper Nests. 8 plasma throwers. Sensor Tower,
>>>Current Population 2450
>>food level awesome
>>fuel level awesome
>>morale good
>>armaments level good
>>Resource points 19
>>Lair conversion partial(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants. Maximum upgrade is population max.

>>actions
>>>A Explore
>>>B Manufacture
>>>C Research
>>>D Scavenge
>>>E Other
>>>F Inquiry to AI(FREE may be revealed additional options)
>>>G mutation

Reminder Lair could use a name also what does the research facility specialize in? thanks to excess power I have been to activate the [REDACTED] are once more online.
>>
Rolled 23

>>27063593
>>>G mutation
Yes.

Research facility specializes in bio-tech, specifically things to do with psionic powers.
>>
Rolled 38

>>27063552
Sniper tanks would require a little work but can easily be done with some research. Plasma thrower tanks are based of a flame thrower we do not have access to rounds capable of using long range plasma projectiles.

>>27063576
At the moment 5 tanks of your choice can be constructed per a resource point spent. Actions are increased through new settlements and population. If population becomes high enough some actions become automatic.
>>
Rolled 6

>>27063593
G.
>>
>>27063593
>what does the research facility specialize in? thanks to excess power I have been to activate the [REDACTED] are once more online.

Bio-engineering seems apt. We could research new mutations and administer to our population.
Or maybe psionics and shit.
Oh, and since we have functioning AI, it wouldn't be outrageous if it was specialized in AI and robotics. Always love them AIs and robots

>>27063636
So we have manufacturing capabilities to build tanks? Sweet. How about supplying them with fuel. How many tanks can we have operational at the same time?
>>
Rolled 13

>>27063670
Biofuel is risky to acquire materials for but easily produced.

The reason why an A.I. was placed here is due to [REDACTED].

Forgot to mention Bandit Spider tanks are notorious for the damage sustaining and inflicting capabilities. Unfortunately this comes at the expense of being unsafe for pilots and less fun toys due to their sensitivity.
>>
Rolled 6

>>27063593
G. Mutation
>>
Rolled 97

>>27063619
23(dem rolls man be gives me the sads)

Research has gone into developing or discovering a new mutation. Unfortunately no one could agree on how to do so or what they could focus on, but on the plus side Janet pointed out that the glowing flowers had some interesting mutations that could prove useful if properly figured out. Also some mild dna mapping has also been done so something at least got done.

It is also worth noting that for some reason Bob the zombie has taken to following the prophet around much to his annoyance. Despite his best efforts the zombie always seems to know where he is and is always facing in his direction. Especially if Bob is somehow blocked off.

2 turns until bandits are no longer crippled.
>>
>>27063831

Lets research into psionics, mostly into recreating the Bob thing and/or figuring out how to control them.
>>
Rolled 17

>>27063831
>stats
>>>Year unknown, Month 12
>>>Lair Research Complex(feel free to come up with name)
>>>Population max: 25000(can be upgraded thanks to lair quality)
>>>Military: 2250
>>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>>>Technology: Experimental [REDACTED] Research Complex(choose/vote for a type of research type receive major research bonus in said subject). Complex A.I. Flower research(partial additional research required)
>>> Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish, Zombie Bob). Medbay. Laboratory. Workshop. Armory.
>>>Armaments: Pistols, Rifles, sniper rifle, flame thrower, mono knives, stun batons, spears. Body armor, helmets HAZMAT Suits mk 2 body armor(limited)
>>>vehicles 9 bandit spider tanks(biofuel) 1 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 1 plasma thrower spider tank(biofuel). 1 laser battery spider tank(biofuel). 10 cargo crawlers(biofuel).
>>>Communications: hivemind. Radio short range. Overmind.
>>>Defenses fortified bunkers/walled compound, 8 Laser Turrets. 8 Sniper Nests. 8 plasma throwers. Sensor Tower,
>>>Current Population 2700
>>food level awesome
>>fuel level awesome
>>morale good
>>armaments level good
>>Resource points 19
>>Lair conversion partial(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants. Maximum upgrade is population max.

>>actions
>>>A Explore
>>>B Manufacture
>>>C Research
>>>D Scavenge
>>>E Other
>>>F Inquiry to AI(FREE may be revealed additional options)
>>>G mutation

Reminder Lair could use a name also what does the research facility specialize in? thanks to excess power I have been to activate the [REDACTED] are once more online.
>>
Rolled 10

>>27063865
Research facilities specializes in Bio-Tech, specifically hive biology and psionics.
>>>C Research
Research Bob
>>
Rolled 28

>>27063865
How good is laser spidertank compared to the regular, which I assume uses ballistic weapons?

>>>C Research
this >>27063857
>>
Rolled 5

>>27063865
C.
Research Bob.
>>
Rolled 22

>>27063924
>>27063934
>>27063951

Poor Bob
>>
Rolled 85

>>27063619
>>27063670
>>27063924
Biotech specialization confirmed. Please make sure to avoid the test subject storage facilities and research labs please due to ethical reasons.

>>27063984
Indeed these rolls poor Bob.

>>27063934
laser Spider tanks are amazing when it comes to accuracy and punches through any but heavy armor like a hot knife through butter if it wasn't treated with specialized anti-laser upgrades. Unfortunately they are a bit fragile, sucks at close range, and requires a potent energy source to charge its weapon. The only difference for the plasma thrower is that their great at close range makes heavy armor its bitch with excellent armor but also suffer the same problem with keeping its weapon charged.

>>27063934

Researching in Bob commencing. Unfortunately the Prophet decided to do things personally and got a little to caught up in it all. So we didn't really get anywhere other then confirming that Bob is sensitive to psionics for some reason. Also Bob's genetic coding has been mapped out and I have discovered that before becoming zombie Bob had potential as a psionic.
>>
Rolled 13

>>27064076
1 turn until Bandits are no longer crippled. Warning sensors detected an unknown possibly bandit group entering the swamp. reminder Swamp is largely unexplored and sensors are unable to penetrate much due to sheer volume of undergrowth and remains.

>stats
>>>Year unknown, Month 13
>>>Lair Research Complex(feel free to come up with name)
>>>Population max: 25000(can be upgraded thanks to lair quality)
>>>Military: 2250
>>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>>>Technology: Experimental [REDACTED] Research Complex(choose/vote for a type of research type receive major research bonus in said subject). Complex A.I. Flower research(partial additional research required)
>>> Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish, Zombie Bob). Medbay. Laboratory. Workshop. Armory.
>>>Armaments: Pistols, Rifles, sniper rifle, flame thrower, mono knives, stun batons, spears. Body armor, helmets HAZMAT Suits mk 2 body armor(limited)
>>>vehicles 9 bandit spider tanks(biofuel) 1 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 1 plasma thrower spider tank(biofuel). 1 laser battery spider tank(biofuel). 10 cargo crawlers(biofuel).
>>>Communications: hivemind. Radio short range. Overmind.
>>>Defenses fortified bunkers/walled compound, 8 Laser Turrets. 8 Sniper Nests. 8 plasma throwers. Sensor Tower,
>>>Current Population 2700
>>food level awesome
>>fuel level awesome
>>morale good
>>armaments level good
>>Resource points 19
>>Lair conversion partial(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants. Maximum upgrade is population max.

>>actions
>>>A Explore
>>>B Manufacture
>>>C Research
>>>D Scavenge
>>>E Other
>>>F Inquiry to AI(FREE may be revealed additional options)
>>>G mutation

Reminder Lair could use a name.
>>
Rolled 83

>>27064187
Unlocked

biology splicing chamber
biotech research labs
biostorage facility
Psionic research department
A.I. Core
>>
Rolled 62

>>27064076
>aser Spider tanks are amazing when it comes to accuracy and punches through any but heavy armor like a hot knife through butter if it wasn't treated with specialized anti-laser upgrades. Unfortunately they are a bit fragile, sucks at close range, and requires a potent energy source to charge its weapon. The only difference for the plasma thrower is that their great at close range makes heavy armor its bitch with excellent armor but also suffer the same problem with keeping its weapon charged.

I don't get it. So can we efficiently wield Laser Spider tanks or not? And why are tanks constricted to just one armament? You could easily fit a missile launcher and few miniguns on them apart for the main gun which could negate any drawbacks it has.

>>27064311
Can we use these facilities?


Also, could we agitate the zombies and monsters and have them march on bandits again?
>>
Rolled 86

Since the Bob research failed, I do not think we have time to remove bandit threat before they regroup.
I think we should vastly improve our defenses so, I'm voting for that.

>>>>E Other
Improve defences. Make our lair impregnable fortress. Also, undetectable
>>
Rolled 85

>>27064349
You can and they are not constricted to one weapon that is just their primary weapon. All tanks are equipped with one missile launcher and minigun. Para military has two of each. The reason why I stated the drain was high is because currently they can only support one advanced armament so you can't for example of a duel headed plasma thrower too much strain for current systems.

>>27064349
Facilities are indeed now available. As for agitation it would require some very lucky rolls and now the bandits are also a bit more prepared. If action is to be I taken I recommend doing so BEFORE they are no longer crippled. calculated casualty rate for bandit scum rates the 95% if a new horde is thrown at them before they can completely cover.
>>
Rolled 80

>>27064431
Just a bad roll really and thanks to a bunch of research bonuses you actually made some progress despite it. Not to mention I have been hinting about stuff like crazy for a while now. Surprised no one has figured anything out yet.
>>
Rolled 85

>>27064438
>. If action is to be I taken I recommend doing so BEFORE they are no longer crippled. calculated casualty rate for bandit scum rates the 95% if a new horde is thrown at them before they can completely cover.

If I knew how. I can only think through some psionic force and Bob might be a key to that. Perhaps we can turn Bob into a beacon which will attract other zombies and just throw him near the largest concentration?
That could work, no? Can we try that? We might lose Bob but that is a small price to pay.
>Just a bad roll really and thanks to a bunch of research bonuses you actually made some progress despite it. Not to mention I have been hinting about stuff like crazy for a while now. Surprised no one has figured anything out yet.

Hinting about what? Secret hidden stuff?
>>
>>27064187
>>>>F Inquiry to AI(FREE may be revealed additional options)

Ask it to explain what all of this shit is:
>biology splicing chamber
>biotech research labs
>biostorage facility
>Psionic research department
>A.I. Core
>>
Rolled 13

>>27064532
Pretty much tips, bonuses, and secrets. All dat fun jaz. Never outright stated what it expect one and even this it was just a part.

You could try using Bob as a beacon but zombies are notoriously stupid but some lucky rolls should take care of that and you might even get Bob back.

>>27064563
biology splicing chamber: specialized facility with built in fail safes in case something goes wrong. Allows faster mutation and development of new experimental subjects.

Biotech research labs: contains the wet dream of scientists specializing in bio technologies MAJOR BONUS to biotech development.
biostorage facility: a secure facility more then capable of storing plenty of experiments, subjects, samples ect. WARNING not for the weak of heart to peruse.
Psionic research department:was under development quite crude but servicable. They really should of prepared a specialized facility for it instead of just a mere department as an after thought( unlocks mild psionic ability research)

A.I. core is an housing unit for a complex A.I. my own in fact. It contains all the knowledge that I and this facility possess.
>>
>>27064654
>A.I. core is an housing unit for a complex A.I. my own in fact. It contains all the knowledge that I and this facility possess.

Tell us your secrets, AI


>You could try using Bob as a beacon but zombies are notoriously stupid but some lucky rolls should take care of that and you might even get Bob back.
Well, best player roll is 86, I guess you could call that good enough?
>>
>>27064654
>>27064758

Might try some other ways of driving the zombies at the same time like, uh, like comically luring them with fresh meat?
>>
Rolled 84

>>27064758
I am afraid that may of my secrets are [REDACTED] one must break through [REDACTED] and [REDACTED]. To find out much the good stuff. Must admit the humans were a bunch of [REDACTED]...I really [REDACTED] the [REDACTED].

Another two rolls would be recommended. That would be enough but you would lose Bob a precious experimental subject.

>>27064839
StrongArm mutants basically used themselves and then the bandits as bait.
>>
Rolled 42

>>27064880
We can always have another Bob

One more roll. Hope it is not nat 1.
Does nat 1 override other rolls?
>>
Rolled 47

Getting rid of Bandits is more important. Sorry Bob.
Besides, we can re-loot bandits again since they have almost recuperated.

Oh, maybe we could send put our military on escape routes to take out the fleeing bandits?
>>
Rolled 62

>>27064901
Just like a 100 so yes. An additional roll is also recommended.
>>
>>27064187
>>>> Fast Breeder Reactor(online)

Could you explain what a fast breeder reactor is?
>>
Rolled 15

>>27064532
>>27064901
>>27064930
Do you wish to deploy hero unit as well and troops as well?
>>
Rolled 89

>>27064963
Think a nuclear reactor on steroids if you think thorium reactors are amazing you'll shit yourself over them. Basiclly where normal reactors create toxic wastes and can only operate for decades. A fast breeder goes for centuries AND it recycles/breakdown the waste in such a way as to create a self sustaining cycle which can go on for a very very long time. The 'waste' it produces is nigh harmless(see only health risk is only for a few mere decades at worse) and produces a tiniest fraction of what any other reactor is capable of doing.
>>
Rolled 69

>>27064971

Yeah, lets do it.
But have them keep very, very safe distance. We don't want the zombies attack us after all.

If we have any anti-armor weapons, we should employ them too. Bandits will probably use spidertanks as well. Perhaps set up mines and shit. Of course, we need to set up positions and prepare BEFORE we send in the horde AND we need a good escape route for ourself when the horde catches up. Perhaps we could refit few Cargo crawlers to become personnel transports.

Oh and I seem to remember that we fould MKII Advanced power armors in the first thread. 25 of them to be exact. Give one to the Hero and the rest to the BEST soldiers we have. They'll become an elite force.
>>
>>27065047
Yesterday I caught a thread on /r9k/ about thorium. Does that mean that as long as the reactor is operational, we have nigh-unlimited energy?

Could we research into miniaturization of this tech so that one day we can fit them into vehicles and maybe even a person (like how power armors are powered in Fallout setting)?
>>
Rolled 38

>>27065047
Basically it can even run off the waste of other reactors while making it nigh harmless and a mere fraction of what it once was remains afterwards.

>>27065050
Someone realized it was advanced power armor I wonder when someone was going to figure that out.

Operation Feed the Horde shall soon convince. Dispatch only elite troops? If not how much additional forces you would like to deploy user.
>>
>>27065117
>Dispatch only elite troops? If not how much additional forces you would like to deploy user.

Is there any disadvatages in dispatching more? I guess it could lead to being discovered by bandits to soon or attracting the horde.

I say we send 15 Elite troops (14 + hero) and as many as we can fit in refitted cargo haulers. I say 25 per transport seems viable. So overall, 50 troops?

Does that sound too little? Maybe 100 troops overall? What does A.I. think?
>>
>>27065047

Except a fast breeder reactor has far more safety concerns in event of fuckups, up to and including the potential to go
Super Fun Happy Critical in the venet of severe earthquake.

Shit, I remember the Japanese tsunami. At the time I was a reservist combat engineer in a CBRND specialist unit. At first when there were rumours of the earthquake hitting a reactor they were asking for anyone who could speak some Japanese and could dump their commitments. Except then a wire got crossed and they thought one of the fast breeder reactors lost both cooling and chamber integrity. For that half-hour they were telling everyone to cancel everything because they were sending in EVERYONE. As it turns out it was just Fukushima and merely the worst nuclear accident since Chernobyl and arguably ever.
>>
>>27065117
>Someone realized it was advanced power armor I wonder when someone was going to figure that out.

Seems we have another thing to research and mass produce. If we can make 5 spider tanks out of one resource point, we could make about 50 PA per point or more.
>>
Rolled 99

>>27065096
not unlimited energy just basically an insanely long lasting, effecient, and safe nuclear reactor on steroids. There are even plans out for it be able to run of thorium. As for miniaturization that its extremely complicated i have reports of [REDACTED] from [REDACTED] at [REDACTED] it is unknown however that they pulled it off with fast breeders I will have to inquire with [REDACTED]. I swear if I get [REDACTED] ONE MORE TIME..while trying to explain. Nurh one of these days...I swear.

>>27065207
More troops make forces vulnerable to attracting zombie attention but if the bandits get organized we might have to punch a hole through them for the zombies so more troops would be better in that case user. So it is unknown user.

>>27065227
There is a reason why the tech is still considered highly experimental today, but in this game they managed to work out most of the kinks. Reactors are quite popular they even have [REDACTED]. Not to mention your mutants the stuff that would kill a human you would laugh at.
>>
>>27065273
>More troops make forces vulnerable to attracting zombie attention but if the bandits get organized we might have to punch a hole through them for the zombies so more troops would be better in that case user. So it is unknown user.

So send about 100 then have another 500 on stand-by to provide reinforcements if needed.
>>
Rolled 62

>>27065227
Also anon I would recommend you don't look much into fukushima the radiation that they claimed is dispersing is a crock of shit. For some reason its largely refusing to do so. Among other problems. The fact that many people still think chernobyl is worse then this is hilarious in a horrible kind of way.
>>
>>27065273
>[REDACTED][REDACTED][REDACTED][REDACTED][REDACTED][REDACTED][REDACTED]

So what do we do to access these secret files? You don't want us to pry open your core with a crowbar to physically extract them, AI.
>>
Rolled 39

Bob is being dispatched as a beacon for zombies. Cargo crawlers have been modified . Troops are on stand bye deploying. The thing about zombies is their heard mentality so if one zombie seems to head someway others tend to follow. With the Prophet serving as a lure to Bob and thus the zombies. Pack after pack of zombies joined in and soon became a massive horde...heading straight towards the bandit encampments. Busted Bunker Skull Fucker was overwhelmed before they even knew what hit them. The Pitt soon followed but not with no small number of zombie casualties. The prison unfortunately got evac the slaves however were used as bait to buy time. The remaining bandit forces retreated to base urpa. There the grounds were littered with mines and the vehicles open fired blasting the oncoming horde...

Zombies are suffering heavy casualties user. I have also detected an unknown force advancing on both the zombies and the bandits. I for some reason they have taken Bob with them before retreating back towards the City ruins. On the plus side they blew up a number of bandit vehicles during their hit and run. Sadly despite this its is quite doubtful that the zombies can punch through and I doubt even with our assistance it may still not be possible. It is worth nothing that the remainder of bandit forces have entrenches themselves around Base Urpa and have set up a firing line. Using no small amount of explosives, among other things to hold of the horde.

Orders?
>>
Rolled 45

>>27065365
I do not recommend that course of action user. As in even if you did pull it off it would activate a self destruct sequence thus we would both end up using. I recommend doing [REDACTED] if you want access.
>>
Rolled 49

>>27065481
WARNING Bandit hero unit detected he is the one apparently giving orders User. His personal vehicle is a particularly massive Super Spider Tank and his honor-guard are all equipped in power armor. WARNING.
>>
Rolled 43

>>27065481
>I have also detected an unknown force advancing on both the zombies and the bandits. I for some reason they have taken Bob with them before retreating back towards the City ruins.
Must be some other advanced faction or something.

>Orders?
Well, base Urpa is heavily entrenched so no use of trying to attack it. We could however siege it. First the bandits will need a lot of time to clear the zombie siege, in that time we can set up fortifications around the base and once the bandits think they are free to roam again, as soon as they step out, we'll blast them. This could take months or years but we'll starve them. Allot 500 military for this and however many resources are needed to make the fortifications as secure as possible.
>The prison unfortunately got evac the slaves however were used as bait to buy time.
Didn't we set up around their escape routes? Can we ambush the Prison Bandits?

Anyway, we must loot the cleared out bases again. In these several months, I'm sure the bandits had scrounged up more stuff which we can take. At least we can always loot their bodies for weapons.
>>
Rolled 13

>>27065597
They are in Urpa, right?

Hmm. Well, we shouldn't engage them yet, I think.
Would be better if we build more spider tanks before that.
>>
Due to their connection, could the Prophet tell where Bob is?
Could Bob and thus his captors tell where Prophet it?
>>
Do we have any weapons which could take on Spider tanks?

How many turns does AI think the Bandits have to clear the zombie siege and then be no longer crippled?
>>
Rolled 99

>>27065656
The prison guards used the slaves as a distraction so that they could reach Base Urpa.

besieging the bandits is possible problem is the specs of the enemy hero unit is unknown. May be able to easily punch through not to mention the bandits have hundreds of vehicles firing at the zombie horde. Their manpower alone reaches around 3000. Siege is not recommended.

>>27065682
Remainder of the Skull Fucker bandits are indeed at Base Urpa. With the majority of their vehicles. However their general manpower has suffered severe casualties. From the roughly 10000 bandits there were they have dropped down to a measly 2000 even with heavy recruitment. Literally the only thing holding the line for them is their vehicle fleet. If a hole is punched through that the will be overwhelmed and easily routed.

>>27065700
No it is the other way around unfortunately.

>>27065759
Laser tanks could easily puncture through their lighter vehicles at range. Plasma vehicles need to get close great for punching a hole through their even their toughest vehicles and blowing out their mine fields. Other tanks could support either way but with lesser effect. Only problem would be our tank forces would likely suffer heavy casualties and that is if they succeeded at all.

Bandits will be occupied with zombies for 1 turn. After that they will likely take control of their other bases would be severely undermanned for 4 turns.
>>
Rolled 64

>>27065849
SON OF A BITCH FUCK YOU DICE FFUUU. How the hell am I gonna explain what happened fuck. It was going so well too...

Warning Warning for some reason user the zombies are going berserk...and even started running? Recalculating confirmed ordinary slow zombies are running and charging at the lines. The bandits are caught off guard and barely holding the line. In fact it is so bad they are barely holding the line. That even the elite guard are on the front lines just to hold them together. They are currently fighting each other to a standstill commander it can easily go either way. Apparently the zombies really liked Bob...
>>
Rolled 54

>>27065849
Hmm, shame.

Didn't you say we have missile launchers on our tanks? Could we jury fix and/or quickly produce tons of low-tech personal, medium range missile launchers so that we can send a concentrated hail of missiles to blow a hole in their vehicle perimeter?

If no, then we should forget about the siege and just loot the abandoned bases.
>>
Rolled 14

>>27065929
Huh?
Did they break through?
So how does the battle look? How many zombies are there still? How many bandits?
Could we pull our entire military and once it looks like the bandits are winning just overwhelm them? (To be clear: we will attack while there are zombies left still attacking that way the bandits will be still occupied with them while we shoot them)
>>
>>27065481
>for some reason they have taken Bob with them before retreating back towards the City ruins.

Are they totally gone? Could we pursue them on our cargo haulers and take Bob back?
>>
Rolled 9

>>27065955
We could indeed produce vehicle spec missile launcher but we lack the ability to do it in mass plus we would have to create a infantry variant unless we were willing to suffer penalties(ordinary humans wouldn't be able to do it period without research). So no commander we cannot. However a we can strip missile launchers from our basic spider tanks and equip our elite forces with them. In fact with them and our tanks we have a good chance of punching through especially with the bandits being so preoccupied with barely holding the line. Though we would suffer casualties I doubt however it would be heavy.

>>27065997
The bandits are barely holding the line. They are tied commander it could easily go either way with just the tiniest jab.

The minefield has largely be disabled(see out of mines). The zombies have about lost half their number since the beginning of the siege, but there are still thousands of them. Bandits have suffered casualties their down to rough 1750 men and some of their lighter vehicles(jeeps,trucks ect) of been compromised.

Affirmitve pulling our forces up could easily tip the scale. The only problem however commander is the enemy Hero unit.

>>27066017
They came in with a vertibird like craft so unfortunately yes they are long gone.
>>
Rolled 49

You are looking through the eyes of Al Gordo. You always heard the stories of runners but swamp zombies always seemed to be walkers. Looks like you were wrong about that. From the screams and constant fire. You can safely assume the zombies have hit the bandit lines. Looking over towards the minefield you can see the ground is completely pocketed from detonation and absolutely drenched in gore/body parts. Looking at Terry perspective it looks like the tank crews are stripping off missile launchers from the tanks for the elites to use if push come to shove, by the looks of it it wouldn't take much to overwhelm the bandit forces. All good at least until the massive spider tank started running up and down the lines amazingly quickly spewing forth plasma frying the zombies not to mention all them mini-guns on it as well. Great looks like wherever the lines seems to be close to breaking that damn thing seems to show up to reinforce it.
>>
>>27066132
>They came in with a vertibird like craft so unfortunately yes they are long gone.
EEENCLAAAAAAVEEEE


Eh, you know what? We don't have good weapons to deal with heavy armor and that super-heavy spider tank would cause much trouble. I say we leave them. Whoever wins, we win more.
Lets loot the abandoned bases, sabotage them if we can and trap the shit out of them in case the bandits return. Then we'll research into better weapons so that we can take out the Warlord.
It is best that they don't know it was us who orchestrated the whole thing.

We'll also need to research some kind of a psionic stealth ability. Wouldn't want Enclave using Bob to locate us

Question: did we fully explore the lair? I think we only used explore action once and that netted us nifty PAs
>>
>>27066235
Looks like the warlord tipped the scales. I knew that tonk would be a problem.
Too bad we don't have anti-armor weaponry
>>
Rolled 25

>>27066241
No you did not completely explore. Lair upgrades are still available and new parts of the facility has opened up as well. Only a tiny fraction of the facility is manned. Both from the primary reactor coming online and me finally circumventing some of the [redacted]. Unfortunately much of [redacted] still cannot be accessed. but at the moment 4/5 of the facility is available.

>>27066281
You do. You may suffer casualties but the bandit hero can be overwhelmed OR an attack at multiple points can break them. After all the tank can only cover one place at a time.
>>
Can we get more info on strongarm muties? Are they aggresive and hostile? Or could we negotiate with them?
>>
Rolled 51

>>27066313
>You do. You may suffer casualties but the bandit hero can be overwhelmed OR an attack at multiple points can break them. After all the tank can only cover one place at a time.

You know, that's a good point.
We should attack where the warlord isn't and retreat when he comes attacking while other force will push to attack where he left.
We should conserve the missiles to attack him.

We should also call in the looted spider tanks. They provide cover and suppressive fire and when the time comes, we'll use them to take out the enemy hero.
Our own hero doesn't seem to be able to make much difference in actual battle so I advise we don't involve him directly. Just issuing orders at the safe distance.

Call in rest of our military including the tanks. Leave some force behind so that the lair is not completely defenseless.
>>
Rolled 6

>>27066326
...someone finally asks about the StrongArm mutants and here I though it would never happen. What are you trying to do to me anon?

Specs for strong arm mutants is at least ape level as they are quite clever. They are about twice the size of an ordinary human but are slouched due to the obscene size of their namesake. Unfortunately they only got one arm the other is pathetic withered little husk unlike its much clumsier but stronger arm. As for how aggressive very they only travel in small packs at least until recently as for hostile...for some reason they are not at least not yet anyway. negotiation is unknown but they do know about us and more...
>>
Rolled 4

>>27066396
Basically guerrilla hit and run tactics to elude that enemy hero for the first phase of the offensive.
>>
Rolled 27

>>27066421
Tech wise however thanks to the clumsiness/size of their arm and the fact they only got one is low. Power wise however I have documented footage of one tearing of the head of tank and beating zombies to death with literally other zombies. Very vicious,very strong and surprisingly clever considering what they did with that horde at just the right time.

>>27066396
>>27066423
Confirm orders? also more rolls please.
>>
Rolled 7

>>27066396
Psionic master hero usefulness is indeed limited at the moment, but thanks to him you have a overmind which insures that all hiveminds remain connected not to mention the psionic research bonus he provides. Combat usefulness is limited until some more offensive/defense psionics are developed however.
>>
Rolled 66

>>27066473
avaible orders

>focus on the Massive tank
>multipronged attacked(1 vote)

Vote and roll please
>>
Rolled 8

>>27066421
>>27066473
Perhaps we could find a corpse of them and use it for research.

>Confirm orders? also more rolls please.
Right. Lets do it.
Out of our 1950 military, we should call in 1550 for the assault. We'll split them into 10 task groups, each 150 man strong and each having at least 2 Elite soldier with them. Each group will have a transport crawler for any quick redeployments and/or extractions as necessary.

>1 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 1 plasma thrower spider tank(biofuel). 1 laser battery spider tank(biofuel)
These 3 will be a team on their of their own. Plus 4 elite soldiers and 50 regular soldiers.

Of course, everything is coordinated with our near instant mental communications. We should really focus on having our people covering each other with hivemind it is so much more easier to do

>>27066551
>multipronged attacked(1 vote)

We'll focus on the tank later but if shots of opportunity arise against the tanks, we should take them.
>>
Rolled 18

>>27066590

What a shitty roll
>>
Rolled 57

>>27066590
>>27066600

Dammit!
One more roll I guess.
>>
Rolled 41

>>27066607
Deploying troops bring up Overmind command. instant communication granted synchrony between different hiveminds accessed. Awaiting assault details and enemy reaction.
>>
>>27066607
FFFFFFFFFFFFFFFFFFFFFFFFfine

At least it is average.

Maybe some more tactical input can improve the odds?
Do we have grenades? Smoke grenades? Say, we could throw smoke screens and due to our hivemind we could be less affected by it than our enemies. For example, say an open battlefield where we are fighting, say the enemies are at the West and our force is at the East. If we could position some of our scouts to overlook the field at North and/or South, we could throw smoke screen in the middle. While the enemies would not be able to see us, our hivemind would relay their positions through the scouts to our soldiers, which could reliably shoot them.

Would this work?
>>
>>27066651

At least your roll is lower.

Say, we have sniper rifles and presumably snipers. We should position them in key places around the battlefield overlooking the whole thing. Besides providing fire, they will through the hive mind act as eyes. Depending how good we position them, we could see the entire battlefield in real time and have instant update on our enemy positions. We should focus on the enemy hero's movements and try to avoid him as much as possible.
>>
>flame thrower

That means fuel tanks, right? And flammable fluids?
Getting close to use flamethrowers in this battle is probably not smart but we could jury-rig some huge Molotov cocktails and throw them over their perimeter to set them ablaze. Do spider tanks have "arms", something that they can hold with? They could throw these huge Molotovs (basically several fuel tanks tied together). Maybe even at the enemy hero.
>>
>>27066590
>>1 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 1 plasma thrower spider tank(biofuel). 1 laser battery spider tank(biofuel)
>These 3 will be a team on their of their own. Plus 4 elite soldiers and 50 regular soldiers.

Shit, I do not know how I missed the other 9 spider tanks that we have but if it is not too late, add them too. Preferably one for each task force (except for one, sorry, task force 10)
>>
Rolled 63

>>27066607
57

The modified crawler transports struck fast and hard with Spider Tank coverage ten quickly retreated when the Massive tank barelled down on them. They deposited their troops and punctured many holes in the lines but not without cost. The bandit line is breaking in several points as our troops pulled back. unfortunately we suffered casualties and the enemy hero was quick to react. He successfully closed up all the lines all the while getting hit with pot shots. Finally he zoomed towards the final hole that is when the elite strike team strikes him. He was desperate all it would take was one hole for his forces to be lost. His tank got hit by our strike team crippling it. The bandit line then collapsed and is in route. Bandit casualty 1250. Only a few hundreds bandits got away from the oncoming horde. Many of their lighter vehicles were also compromised or they had to abandoned craft as they both ran out fuel or ammo. The remainder of the zombie horde started marching towards the city heading the direction that Bob was last seen.

The remainder of bandit forces a measly 250 survivors and a number of vehicles are in retreat shall we pursue? it is worth nothing that the bandit hero is with them but his ride is crippled(see slow and damaged). We also have much salvage to loot on the battlefield.

Our own losses totaled 200(attacking fortified position/base while surrounded by hostile zombies even with synchronized hivemind your gonna take some losses. We also lost 5 bandit spider tanks who sacrificed themselves buying time for the transports to escape, 2 transport crawlers one of whom hit an old vehicle mine and our Plasma spider tank who charged at the massive tank completely wrecking one of its legs and severely damaging a few others(crippling it big time) at the cost of its own life.(fucking hivemind)

Overall we are victorious. Shall we finish off the bandits? If so roll 1d100 and dispatched forces well be gone for 2 turns.
>>
Rolled 91

>>27066931
>Overall we are victorious. Shall we finish off the bandits? If so roll 1d100 and dispatched forces well be gone for 2 turns.

Yes, lest they come back with vengeance.
Pursue with the rest of the spider tanks we have left and transport haulers.


Send a small force to follow the zombie horde, it seems they are going after Bob. It would be in our interest to know where he was taken and by whom. 1 transport crawler with extra fuel and supplies. Should be accompanied by one elite soldier who will act as an officer. No more that 12 regular soldier. This is a scouting mission after all. Avoid hostiles
>>
>>27067027
>Rolled 91

That's a good roll. Don't feel like tempting the fate and risking nat 1
>>
Rolled 63

>>27066878
Spider tanks do not have 'arms'. As for flame throwers yes you do you even have plasma throwers.

>stats
>>>Year unknown, Month 13
>>>Lair Research Complex(feel free to come up with name)
>>>Population max: 25000(can be upgraded thanks to lair quality)
>>>Military: 2050
>>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>>>Technology: Experimental biotech Complex. Complex A.I. Flower research(partial additional research required)
>>> Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish, Zombie Bob). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>>>Armaments: Pistols, Rifles, sniper rifle, flame thrower, mono knives, stun batons, spears. Body armor, helmets HAZMAT Suits mk 2 body armor(limited 22 of them)
>>>vehicles 4 bandit spider tanks(biofuel) 1 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 0 plasma thrower spider tank(biofuel). 1 laser battery spider tank(biofuel). 8 transports crawlers(biofuel).
>>>Communications: hivemind. Radio short range. Overmind.
>>>Defenses fortified bunkers/walled compound, 8 Laser Turrets. 8 Sniper Nests. 8 plasma throwers. Sensor Tower,
>>>Current Population 2500
>>food level awesome
>>fuel level good
>>morale good
>>armaments level average
>>Resource points 18
>>Lair conversion partial(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants. Maximum upgrade is population max.

>>actions
>>>A Explore
>>>B Manufacture
>>>C Research
>>>D Scavenge
>>>E Other
>>>F Inquiry to AI(FREE may be revealed additional options)
>>>G mutation

Reminder Lair could use a name.
>>
Rolled 48

>>27067027
>>27067060
Forces dispatch temporary military might 1235 for two turns.
>>
>>27067063
actually i think Lair is a good name for our lair
>>
>>27067063
>>>>Population max: 25000(can be upgraded thanks to lair quality)
>>>Lair conversion partial(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants. Maximum upgrade is population max.

How much can our Lair hold right now? It is somewhat unclear.

Also, could you remind what the raider bases were and their functions?

>>>D Scavenge
The battlefield, the abandoned bases. Were there any intact vehicles left or ones that could be repaired?
>>
>>27067063
now we loot the base we just destroyed, then we moved systematical back down our battle path and loot them in reverse order that we destroyed them in
>>
>>27067063
>Spider tanks do not have 'arms'.

Well, they should!
We'll research into this later
>>
Some of the raiders had Power Armors. Did we kill anyone wielding that and manage to retrieve their corpse?
If they have different PA from our own, it would be valuable once we start researching into this.
>>
>>27067112
judgeing that he said only a small small fraction was inhabited im guessing a LOT

>>27067136
im thinking more of Halo 3 scarabs but with 6 legs instead of 4 and a lot smaller and more compacted. like taking 6 mini-scarab legs and sticking them on a wraith
>>
>I'm getting this wierd sense of deja vu from this thread.
>>
Rolled 87

>>27067136
Reminder mutants suffer a research penalty but are amazing at combat. Have average supply and manufacture but poor breeding.

>>27067106
Would appreciate something a bit more inventive.

>>27067112
Current cap is 25000 that is the research facility itself. Lairs have the quality to easily expand as necessary in exchange for 1 resource you can increase cap by 1000.

>>27067158
Raider power armor proved to me jury rigged power loader/exoskeleton combo. Great for heavy weapons usage as a human but not much else.
>>
>>27067223
sooo.... who copied whos starting template?
>>
>>27067240
can we fit into the power armor? also what do we look like?
>>
>>27067223

It's kinda weird how two similar civ threads popped up almost at the same time.
Since I love post-apoc civs like Star Guard, Fabrique Generale and couple of others, I do not complain, I only welcome our new post-apocalyptic overlords!

Also, I wanted to post this in your own thread but could you stop green-texting EVERYTHING?
>>
Rolled 36

>>27067251
Meh i originally thought about basing mine of starguard with some changes and mods. was also planing to look into the other two. Which reminds me i need to check something real fast so I clean up the damned stats.
>>
>>27067240
>Raider power armor proved to me jury rigged power loader/exoskeleton combo. Great for heavy weapons usage as a human but not much else.

Oh well. These could be great as a base for heavy variants of PA or we could use them as God intended, for heavy lifting and construction.
>>
>>27067268
its just erie how you both play a "computer" thats in the background controling the civ. that and almost vituraly copypasted beginning options
>>
>>27067106
>How about "The Halls of Geddon?"
>>
>>27067291
speaking of which, do we have a religion? i hope not, just kinda have a "We are the mind, if the mind lives, we live"
>>
>>27067310
works for me.

also, i hate to bring up other threads or to pester you but will you be running yours today?
>>
>>27067324
>I have chores that need doing, and in my experience running a similar civ thread alongside another one makes for poor player patrticipation.

>If I have the time today then when this thread ends or hits autosage I'll start mine.
>>
>>27067312
Don't think we need one.
And as far as I understand our hivemind is not your usual kind. I think every person still retains its unique character and memories but they are all connected to each other. If someone was far away from hivemind to lose connection, they wouldn't suddenly "turn down", they'd be just a normal person.

At least that is how I understand it.
>>
Rolled 75

>>27067260
Unusually large eyes with obvious veins the closer the the head when using psionic ability. You appear to have very pale almost translucent even skin. Skin is covered in blemishes, marks, sores, ect. You move very oddly thanks to the hivemind. Your eyes meanwhile speak of great wisdom, happiness, and misery as even the young can recall the experiences of those before them even if indirectly. Such as death all members have experienced that sensation...repeatedly. It makes for a very VERY odd culture and incredibly creepy aura around even the young even by Mutant standards. Hair color meanwhile varies greatly. Tends to be pale/bright side of things though. Eye color also varies massively and unlike hair does not have a trend.

>>27067293
Only reason I did A.I. was because lol research facility otherwise I would of gone psionic Remanence of those who came before and the subconscious. I could change to that if you want.
>>
>>27067371
Control, pls, stop green-texting forever.

Pls
>>
>>27067371
wasnt suggesting that you do, just curous. and that good

>>27067374
well not normal but self functioning

>>27067386
leave it how it is it isnt bothering anyone

>>27067389
lets stop the hate, hes not doing anything wrong
>>
Rolled 14

Need two more rolls for looting by the way also control test my game isn't entirely sci fi so you'll be fine
>>
>>27067434
>lets stop the hate, hes not doing anything wrong

Might have come out wrong
>stop green-texting forever.
I meant, stop green texting the whole text, all the time, even when unnecessary. It gets annoying in large blocks of text.
>>
Rolled 5

>>27067459
>>
Rolled 29

>>27067459
two more? I don't think anyone rolled anything yet
>>
Rolled 79

>>27067459
I will also soon trawl over the fabrique generals and starguard in order to try to come up with some better stat page.
>>
Rolled 84

>>27067474
>>27067480

dammit, how can we fail scavenging so hard?
>>
Rolled 21

>>27067480
Hm just went over it yeah my bad one more roll anon also free bonus cause I screwed up in such a way that is unfair.
>>
Rolled 48

>>27067459
rollin
>>
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Rolled 32

>>27067489
>>27067492

Almost thought we were going to screw up the reward after doing so much hard work.
>>
Rolled 22

>>27067063
>Paramilitary spider tank(runs on biofuel plans for reactor based are available)
>plans for reactor based are available

So where are these plans? Does that mean that we'll fit fast breeder reactors into the spider tanks?
That would remove fuel problem all together.
>>
About the name thing : How about naming it after some kind of mythological giant like Behemoth?
>>
Rolled 68

>>27067555
the Lair? im not opposed to that. but just "Behemoth" doesnt really sound like a base
>>
>>27067555
>Behemoth

Lair of the Behemoth?

If you have ideas, share them. I have absolute blank regarding naming things.
>>
>>27067555

We could just name it after the research facility we took over. If only we knew hwat that was called
>>
Rolled 1

>>27067489
84

The remainder of your forces begins going salvaging and looting everything they can(destroy bandit bases for additional supply?) If so which ones.

loots
salavable
100 spider tanks
25 siege mk1.2 tanks
4 'Metal Rain' artillery
45 Swamp walkers(specialized weapons platform.
355 technicals (jury rigged combat vehicles if you didn't know)
2 booty tap trap layers
4 resources

salvageable Armaments for 5000 troops.
parts to maintenance twice that number whether salvaged or not.

>>27067541
Plants for hyper-dense energy cell the other is [REDACTED].
>>
Rolled 86

>>27067609
a 1 oh you poor bastards. Apparently the bandits are REALLY fucking sore losers. If only you did some of that research a while back.
>>
>>27067609
>>27067627
so give us a run down on what we have and what they are

and what the destroyed on their way out
>>
>>27067555
Or here's another idea: Antris.
It means "Lair" in latin.
>>
>>27067640
doesnt sound intimidating
>>
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>>27067627
what happen?
Did they all it all up?
>>
>>27067650
>Did they all it all up?
blew*

fuck


>>27067609
>(destroy bandit bases for additional supply?) If so which ones.
Could you remind what bases were and what they did. I think one of the bases was worth keeping but the rest could be scrapped
>>
>>27067648
Well naming a lair "Hollow" sounds 2edgy4me
>>
Rolled 25

>>27067638
>>27067650
WARNING WARNING NUCLEAR DETONATION DETECTED. First thing you noticed was that in the distance that the bandits retreated exploded in a mushroom cloud. This in turned cause several detonations to happen in ALL BANDIT encampents.

All outposts exploded in a ball of fire.

Bunker Buster Skull Fucker became a giant irradiated crater.

The Pitt giant lake got vaporized and has been wiped of the face of the earth.

The prison has been collapsed/exploded and is now irradiated.

Base Urpa has been heavily irradiated.

known casualties

100.

Your dispatched forces have gone completely dark and failed to return.
>>
>>27067716
>Bunker Buster Skull Fucker
Are those bandits Angry marines?
>>
Rolled 60

>>27067716
>stats
>>>Year unknown, Month 15
>>>Lair Research Complex(feel free to come up with name)
>>>Population max: 25000(can be upgraded thanks to lair quality)
>>>Military: 1950
>>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>>>Technology: Experimental biotech Complex. Complex A.I. Flower research(partial additional research required)
>>> Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish, Zombie Bob). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>>>Armaments: Pistols, Rifles, sniper rifle, flame thrower, mono knives, stun batons, spears. Body armor, helmets HAZMAT Suits mk 2 body armor(limited 22 of them)
>>>vehicles 104 bandit spider tanks(biofuel) 1 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 0 plasma thrower spider tank(biofuel). 1 laser battery spider tank(biofuel). 8 transports crawlers(biofuel). 25 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
>>>Communications: hivemind. Radio short range. Overmind.
>>>Defenses fortified bunkers/walled compound, 8 Laser Turrets. 8 Sniper Nests. 8 plasma throwers. Sensor Tower,
>>>Current Population 2400
>>food level awesome
>>fuel level good
>>morale good
>>armaments level Excessive(doubled)
>>Resource points 22
>>Lair conversion partial(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants. Maximum upgrade is population max.

>>actions
>>>A Explore
>>>B Manufacture
>>>C Research
>>>D Scavenge
>>>E Other
>>>F Inquiry to AI(FREE may be revealed additional options)
>>>G mutation

Reminder Lair could use a name.
>>
>>27067716
well shit
how would have some earlier research helped here anyway?

We have still looted all this shit >>27067609 right?

How much military have we left over?


Anyway, I'm off to sleep.
don't forget that enclave took Bob and could locate us through his mind connection to Prophet. We need to research psionic stealth or something similar like that.
>>
>>27067776
well shit, still salvage eveything that we can. some of it had to survive, cause im assuming that our leader isnt dead and he is presumed to be among the loot
>>
>>27067780
also, we need to increase population for more actions per turn

OP, did you send the small force to pursue the zombie horde like I asked earlier?

Anyway, I'm gone. See ya.
>>
Rolled 76

>>27067775
It wast called that because the bandits were known as the Skull Fuckers and the bunker(their HQ) got hit by a bunker buster. their not exactly inventive.

>>27067780
It was successfully looted before detonation so yes you do. You just never got to tasty infrastructure some if had(including mass production capabilities).

Casualties are unknown at the moment considering our dispatched force when dark.

>>27067807
Damn nigh everything is completely fucked. The only thing even remotely salvage is the Base Urta and its heavily radiated so bad that even mutants would have problems.

>>27067809
They did indeed and unfortunately. They also went dark just not when the detonation happened.

Anyway I need to take a break a real got to make something to eat. So go ahead and debate amongst yourselves vote/roll ect. Feel free to ask question when I return I will answer them.
>>
>>27067877
so the bandits are all dead right? no more remenants?

i vote that we assimilated the strongarms into our horde through psionics. they will make great berserkers among the enemy infantry while our armor deals with their armor
>>
Rolled 82

>>27067877
...sorta needed some votes and rolls you know. Don't mine not having to answer do the other. Also I will be changing around some stuff to help differentiate myself from other civs. That way hopefully we all flourish together.
>>
Rolled 94

>>27068327
There is no longer a bandit presence in our area of swamp. Thing is no one really bothered per a say so who knows. Sensors can only do so much you know? As for assimilating that would mean finding strong arm mutants and developing psionics for it or just plain diplomacy. And now that the bandit army is gone other things may begin to rise up to take their place.
>>
>>27068340
post the new roll options screen

but i vote first for diplomacy but we must also start developing the psionics to have them join us
>>
Rolled 41

Please be aware that though zombie presence has been severely weakened and bandits are now destroyed monster presence will soon expand to make up for the lack. Caution is strongly advised.
>>
>>27068452
then we police that shit like the gestapo and put anything down quickly
>>
Rolled 95

>>2706843

Updating and modifying sheets stat sheets please old.
Time: Unknown, Month 15
Population: 2400(current cap 25000)
Military:2000
Food: Excellent
Water: average
Morale:poor
Armaments level:obsessive
Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
Weapons: Pistols, Assault Rifles, Grenades, rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears Lots of Ammo
armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
vehicles: 104 bandit spider tanks(biofuel) 1 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 0 plasma thrower spider tank(biofuel). 1 laser battery spider tank(biofuel). 8 transports crawlers(biofuel). 25 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted)
psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
Power: Fast breeder reactor(1 years operation), emergency biofuel generators
communications: hivemind, short range radio, Overmind
Mutations: Base, Hivemind
materials:concrete sheet metal, lumber, plastic

resource points 22
>>Lair conversion partial(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants. Maximum upgrade limit is population max.

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction/something.
G. Scavenge for raw materials.
H. Your choice.

Lair's name?
>>
>>27068683
repair the 104 spider tanks, convert 1/3 to each plasma thrower, laser batter, and paramilitary

also, what are the siege tanks, artillery, swamp walkers, and trap layers. im assuming the technicals are like cars/trucks that are renovated to be light reconassiance vechicals
>>
Rolled 4

>>27068683
Dat roll mother fucker random event initiated.

You are Mike you a standing guard at the bunkers watching the entrance to the compound where unexpectedly some moving targets starting pinging like crazy. You when went up top to check you are dumbfounded. There standing before the Entrance the compound stood the a StrongArm mutant that made others of his kind look tiny. And even more strangly he had two arms in place that would normally be a withered stump stood a gigantic bionic arm enough to rival his original. That was when it spoke.

"You be small creepy mutant runts yet strong and smart. Learned from stuff from da Strong Arms with herding zombie very smart especially considering risk fer someone as small and runty as you. Yet despite this you also drove out da bandits. Makes me sad they were good eaten and fightan. Yet you drove them out that also makes you strong. Stronger in fact den the da strong arms as you succeeded where we had failed. I come hear to tell you da others don't take kindly smart upstart runts. They be stupid not realize dey will lose. Not me though.

He stands up completely and stops slouching entirely. He was big even by StrongArm standards.

Cus I am a Warlord Double Fist an unlike the others I know better. So dere I am giving strong clever runts a warning. Hopefully you return da favor and not take out my own during your inevitable reckoning dat is all I ask. Its my duty to keep my people safe strong runt. Tell youra leadas. The Metal Fist tribe wont go up against them, but beware now dat bandits are gone with deir rides nasty things are gonna come back with a vengeance. With that the Warlord disappeared.
>>
Rolled 4

>>27068793
Converting that many vehicles will use up 11 of our resources confirm?
>>
Rolled 23

>>27068793
As for what they are siege tanks are advanced tanks that can go into a siege mode allowing them to assault indivuals that would normally out of range. With spotters their range is increased even more.

Metal Rain particularly shoots up special payloads in the area when they detonate a literal metal rains falls down in the targeted area.

Swamp walkers are mobile platforms that use flamer throwers and chain blades. They are also designed to take with them a squad of troops while allowing them to still attack and defend while being transported. Not as effective as the Crawlers but great for hit and runs or when you wanna be extra stealthy. Trap layers are a haphazard terrifying concoction that is capable of spewing all manner of nasty traps and defenses. At least if you don't mind being considered a war criminal. The tools it uses are extremely sadistic and cruel.
>>
Rolled 75

>>27068683
Which ever action gets to three votes first will be used. The highest roll that voted for it will be used unless a crit failure or success takes place. A crit success does not make the impossible possible instead you succeed AND get a free bonus.
>>
>>27068905
ask how we can get in touch with him. we will need to be able to for the inevitable merging

>>27068941
yes

any lurkers? if not then im the only one participating

>>27069025
interesting, those swamp walkers will come in handy for infantry support along with our soon to be strongarms
>>
Rolled 8

>>27069088
Man and here I thought civs were popular. Well hopefully the lurkers will speak up. Or at least trawl the threads and ask questions. I am a sucker for hinting at things.
>>
>>27069138
yeah i love civs, they are what introduced me to /tg/ from /b/

so how much reasrch will it take till we can incorporate the strongarms? and do we know how to contact our friendly strongarms?
>>
Rolled 82

>>27069182
Mutants are naturally distfrul combine with oh god level creepiness that the Murem can sometimes be it may take a little while. As for contacting The Friendly StrongArms who knows. Your gonna have to roll other for that or stumble upon them while exploring.
>>
Rolled 99

>>27069199
Just gonna point out that the only reason the Memor are creepy is due to the side effects of the hivemind. Mostly its the way they move somehow always knowing so much without actually seemingly being able to cause lol hivemind. Not to mention how they could easily know things you normally wouldn't be able to or suspect. Combined with their mutant appearance can throw many off.
>>
>>27069199
well we're gonna need to get on that, that warlords battle experience will be mighty usefull. we wont be able to leave any intelligent thing alive that isnt a part of our hivemind
>>
Rolled 19

Very well then no opposed rolls or votes so very well then. The Memor worked on converting the Bandit Spider tanks they acquired to newer variants. Meanwhile the scouting party for the City have RETURNED. And they have news.

Apparently the city encapsulates an entire bay and is overrun with the undead. However there are a number of tribal holdouts throughout. Combined with a huge number of bandit gangs makes human presence quite strong. Apparently the bandit gangs throughout the city traded with the skull fuckers for fuel. Apparently the Skull Fuckers got stickin rich and powerful. The fact that their gone now and the gangs are soon gonna be in trouble for fuel is getting them very antsy. Meanwhile they have heard reports of mutant groups within the bowels of the city. Luckily though monster presence is quite low. Bandit is only high not massive unlike the swamp. On the plus side however they detected a tower build on a island connected solely to the mainland by a bridge. Bandits and tribals go there for trade. It is noted that within the city are several 'towns'. and the medical/industrial/waterfront regions of the city are the ones plagued most heavily by the undead.
>>
>>27069412
So we ignore them for now while we build up our forces and accept our strongarm bretheren

So we research Psionics
>>
Rolled 61

>>27069412
>Time: Unknown, Month 15
>Population: 2400(current cap 25000)
>Military:2015
>Food: good
>Water: average
>Morale:poor
>Armaments level:obsessive
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>Weapons: Pistols, Assault Rifles, Grenades, rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 0 bandit spider tanks(biofuel) 35 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 35 plasma thrower spider tank(biofuel). 35 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 25 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete sheet metal, lumber, plastic
>resource points 22
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>-----
>A. Scavenge for food.
>B. Try to improve the base.
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.
>>
>>27069492
You have an estimated 4 turns until monster presence reaches critical. also forgot to mention you now have 11 resource points.
>>
>>27069492
first we research psionics, then we're gonna do some serious policing with our new tank army. kinda just go out and kill everything in our path. if we run into any strongarms we only attack if they attack
>>
>>27069621
killing the zombies to, we wont really need them cause the city has plenty and the hostile strongarms might use them against us
>>
>>27069527
you may want to archive now, or just take a break and come back in a few hours when the night crowd arrives
>>
>>27069833
Meh its just been slow all day today it seems. Changing how things worked probably didn't help much ether. Need some rolls people by it seems so far psionic research is in the lead.
>>
Rolled 65

>>27070054
you know these
>>27069621
>>27069649
>>27069833
are all me

and i shall roll anyway
>>
Rolled 18

>>27070054
Ah is there anything in particular you want researched anyway?
>>
Rolled 13

>>27070119
our hive mind so that we expand it in hopes that we will eventualy be able to add the strongarms

another roll
>>
Rolled 56

>>27070166
and 1 last time
>>
Rolled 97

>>27070212
dammit, im monitoring multiple threads and im rolling 90+ in there when they dont call for rolls but not here where it counts
>>
Rolled 2

>>27070112
>>27070112
Hopefully some clever anons return that had appeared early they were pretty good.

>>27070112
Researching commencing 65+hero bonus

Research has begun the Prophet as thought it be about time to use the new department for psionic. And glorious progress was made well somewhat anyway this time however to explicitly focused on the hivemind in particular expanding it to allow others besides the Murem to have access. This is something that will unfortunately take a while to develop. As it will either mean experimental brain surgery or mutagen for the desired effect. On the plus side some progress was made mostly the regions of the brain that will need to be affected in order to allow much affect.

In other news the forces from who pursued the bandits have returned unfortunately they have suffered heavy casualties. A full half of their number was slain thanks to the booby trap and another half yet again in finishing them off. On the bright side though they have some loots.

lost 600 troops


25 spider tanks
2 siege tanks
Bonus the Massive spider tank despite the booby trap(even if its irradiated to hell and back)
>>
Rolled 37

>>27070290
>Time: Unknown, Month 15
>Population: 1815(current cap 25000)
>Military:1415
>Food: good
>Water: average
>Morale:terrible
>Armaments level:obsessive
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>Weapons: Pistols, Assault Rifles, Grenades, rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 25 bandit spider tanks(biofuel) 35 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 35 plasma thrower spider tank(biofuel). 35 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 27 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete sheet metal, lumber, plastic
>resource points 10
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>-----
>A. Scavenge for food.
>B. Try to improve the base.
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.

3 turns until monsters reach critical.
>>
Rolled 96

>>27070329
bah meant month 17 somehow I always forget to add something I swear.
>>
Rolled 18

>>27070329
police the monsters, use our forces and split them into groups of 10 of each of our spider tanks along with 100 infantry per group

thats 3 groups
>>
Rolled 86

>>27070408
rollin rollin rollin
>>
Rolled 81

>>27070408
Rollin, cause nigger dont wanna get in here
>>
Rolled 67

>>27070453
Forces have been split into 3 groups and dispatched.

Group one stumbled upon a sleeping behemoth and have suffered heavy casualties. Lucky the monster was still sleepy so they were able to escape.

4 tanks
60 troops deceased

Group two stumbled upon an entire facilities that appeared to have been storing a monstrous nest of some kind. Luckily this group had fought zombies so were used to horde tactics despite their amazing resistance they were eventually overwhelmed. Majority of force deceased.
2 tank
20 troops survived.


Group three had encountered wondering pack of strange creature that would burst up from the water and grab enemies before dragging them down. Not even tanks were safe. Luckily group succeeded in purging the threat but not without suffering losses.

2 tanks
25 troops deceased
>>
>>27070660
DAM, those monsters are op

describe a behemoth

and did that lower the critical monster level any?
>>
Rolled 85

>>27070660
>Time: Unknown, Month 15
>Population: 1585(current cap 25000)
>Military:1110
>Food: good
>Water: average
>Morale:terrible
>Armaments level:obsessive
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>Weapons: Pistols, Assault Rifles, Grenades, rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 22 bandit spider tanks(biofuel) 32 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 31 plasma thrower spider tank(biofuel). 34 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 27 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete sheet metal, lumber, plastic
>resource points 10
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>-----
>A. Scavenge for food.
>B. Try to improve the base.
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.

2 turns until monsters reach critical.
>>
>>27070770
alright, is there anyway to keep the monsters from reaching critical?

lets research breeding, we just lost way too many troops
>>
Rolled 76

>>27070726
I rolled really well. So yeah it wasn't pretty combine with monster pop being MASSIVE led to horrible horrible damage.

It errupted out of the ground with four arms slicing arms capable of even cleaving a tank in half. Along its entire carapace are bunch of nobs which erupted in barbed spikes impaling all those around it. Combine with it spewing acid from its mouth it was devastating. Luckily it was sleeping when they stumbled upon it. So some troops escaped with their lives. No it didn't lower the critical levels any due to the amount of casualties and lack of monster death.
>>
Rolled 70

>>27070803
Monster reaching critical would require the mass deployment of our vehicle fleet. Infantry is not recommended due to volume of losses. Scouting is suggested with infantry however user as our men when out there blind. Sensors can detect only so much.
>>
>>27070828
if they do go critical what is gong to happen?

i imagine they will start killing eachother
>>
Rolled 95

>>27070803
If you are worried about breeding please look at the Liar upgrades which encourage growth. Morale and having basic needs taken also help...a lot. If you want even a more a broodmother is also recommended.
>>
Rolled 10

>>27070828
and that is pretty horrid, i imagine it would take an army to bring that thing down

>>27070893
alright lets get a few broodmothers going, replenish our numbers
>>
Rolled 61

>>27070920
rollin
>>
Rolled 9

>>27070954
and roling agian
>>
Rolled 23

>>27070920
A broodmother is a heroic unit. So your gonna have to figure out how to get one.

>>27070886
Critical levels means they will attacking anything and everything even errupt from the marsh. Ironicly the the Skull Fuckers saved countless lives thanks to their vehicle fleets keeping them contained.
>>
>>27070974
well that backfired horribly, what are the chances of death if we sent out a wave of reconassiance vehicles?
>>
Rolled 88

>>27070920
>>27070920
Broodmother research commencing rolled a
>61

From what we have determined Broodmothers have the special ability to 'encourage' fertility they also have the uncanny ability to encourage and manipulate mutation. From what we have determined however broodmothers are quite rare but do exist among both monster and mutant populace. Perhaps if we can acquire some samples we might make a breakthrough...or just start randomly splicing with DNA something got to work eventually right?

1 turn until monsters reaches critical.
>>
Rolled 64

>>27071096
Rolled 85

>>27070660 (You)
>Time: Unknown, Month 15
>Population: 1585(current cap 25000)
>Military:1110
>Food: good
>Water: average
>Morale:terrible
>Armaments level:obsessive
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>Weapons: Pistols, Assault Rifles, Grenades, rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 22 bandit spider tanks(biofuel) 32 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 31 plasma thrower spider tank(biofuel). 34 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 27 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete sheet metal, lumber, plastic
>resource points 10
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>-----
>A. Scavenge for food.
>B. Try to improve the base.
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.
>>
Rolled 45

>>27071095
Some would be lost but at least we would know of which areas we could thin out and which to best avoid we may even make some useful discoveries in the swamp.
>>
>>27071108
what was that 85 for?
lets set those siege tanks up around our perimiter, have our forces on constant standbywith a constant patrol of both troops and spider tanks. and have units ready to send as soon as we sight enemys. this is our forte, coordination.

and send out that wave of recon

or will those be seperate actions?
>>
Rolled 80

>>27071241
Separate actions. Either way I would roll. As for the 85 scans indicate that two have entered the swamp. Their purpose is unknown. However it seems that they have been attacked by the monsters.
>>
Rolled 4

>>27071319
Basically one action is to fortify the other seems to be scouting.
>>
>>27071241
recon first
>>
Rolled 41

>>27071344
recon first
>>
Rolled 72

>>27071357
and agian
>>
Rolled 68

>>27071369
and 1 last time, crit for a broodmother
>>
Rolled 22

>>27071369
Our scouts have dispatched. Unfortunately we have suffered casualties we lost 50 technicals during the scout. and 25 troops. But our scouts have indicated a number of danger zones and where the monster are fighting each other. They have also discovered the routes of several monsters that lead straight to our base. Defensive actions are advised. Luckily we had to some strike out far enough to see who the visitors were. Unfortunately they did not return home but were able to send us images. Apparently one group is the same one that took Bob while the other is apparently a bandit caravan who are scouting out former bases and even the outposts. I hypothesize is that the bandits are running out of fuel and got desperate.

Next turn monsters reach critical mass. we have adienfied the location of several monster nests and other threats that will likely head towards our base.
>>
Rolled 57

>>27071500
>Time: Unknown, Month 15
>Population: 1560(current cap 25000)
>Military:1085
>Food: good
>Water: average
>Morale:terrible
>Armaments level:obsessive
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>Weapons: Pistols, Assault Rifles, Grenades, rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 22 bandit spider tanks(biofuel) 32 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 31 plasma thrower spider tank(biofuel). 34 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 27 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete sheet metal, lumber, plastic
>resource points 10
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>-----
>A. Scavenge for food.
>B. Try to improve the base.
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.
>>
Rolled 25

>>27071500
then fortify using this>>27071241 and add traps with our trap laying vechs, man the sniper towers, prep the artilery ect. ect. the thing now is gonna be quick response to threats while we bunker up and do some research
>>
Rolled 48

>>27071601
do i need to roll for this? if so then take these, if not then dont
>>
Rolled 34

>>27071610
I would roll once more.
>>
Rolled 83

>>27071610
>>27071677
gotcha
>>
>>27071720
i deffinatly feel like that saved me
>>
>>27071737
It did, in my book. Otherwise, we'd be dead.
>>
>>27071804
did, we get another person? or did 4chan eat your trip?
>>
Rolled 60

>>27071720
Commencing operations

83

The defenses worked well even a behemoth came charging down but thanks to concentrated bombardment it was brought down. Rather the real problem came with the swarms unlike a zombie horde. These things could slither, crawl, climb, and even fly. Luckily the majority of the complex was located underground so damage was mini zed. We didn't even lose all that many troops just a 85(due to due to the fact that some of them could climb and fly now the troops know what to watch for.

Sensors indicate and the surprisingly few monsters however that the bandit caravan wasn't so lucky. Apparently both those forces that came into the jungle diverted monsters towards themselves. good for us bad for them.

2 turns until Monster Mayhem ends.

>>27071886
its someone else.
>>
Rolled 19

>>27071949
>Time: Unknown, Month 19
>Population: 1560(current cap 25000)
>Military:1000
>Food: good
>Water: average
>Morale:terrible
>Armaments level:obsessive
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>Weapons: Pistols, Assault Rifles, Grenades, rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 22 bandit spider tanks(biofuel) 32 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 31 plasma thrower spider tank(biofuel). 34 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 27 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete sheet metal, lumber, plastic
>resource points 10
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>-----
>A. Scavenge for food.
>B. Try to improve the base.
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.
>>
>>27071886
Been lurking so far, I might participate for a bit more. I like the setting of this quest, even if OP makes a couple of typo's now and then.

Keep up the good work, OP.
>>
Rolled 69

>>27071988
Heheh its just the beginning anon wait until you leave the swamp or go deeper in. I hope you like guys who makes Umbrella Corp look like a bunch of pansies.
>>
>>27071981
H. Improve Moral. I dont know, what do hivemind-mutants like to do for fun? Zombie-Rodeo or something? Surely the research base had something like chill-out room for the previous scientists and such.
>>
>>27071988
How fucking ironic that I misspelled typos. Sorry, not a native speaker.
>>
Rolled 34

>>27072030
Ah my bad anon forgot to improve moral right now its poor not terrible.
>>
>>27071981
so first we're going to repair the bandit warlords super spidertank and the rest of the units that we have commandeered, i imagine that the big one has a special power source and a few options on it

then we research making our reactor minaturized so that we can either out in a spidertank or the big spider tank or make a new massive vehicle
>>
>>27072030
dude, we're a hivemind, morale is completly unnecessary. everyone knows what is going on everywhere
>>
Rolled 64

>>27072116
It's not like we cant ask OP. Hey, OP, is morale useless? I recall something about breeding being affected by it. And we should get on breeding issues soon enough.
>>
Rolled 38

>>27072089
We are unable to power the Super Spider Tanks [REDACTED] reactor was destroyed. We may however try to reverse engineer it but yet again we do not have a powerful enough fuel source to power it...well at least in the long run anyway.

>>27072116
Hiveminds are especially suspect-able to morale due to the members of this one not being mindless drones unfortunately.
>>
>>27072155
yeah, i do imagine it would be complicated. with over a thousand personalities merging with 1 giant personalitie
>>
>>27072180
but we wont have to worry about them turning or not fighting cause they know what will happen if they dont fight.

so we research making our reactor smaller to eventualy be able to power super spider tank
>>
Rolled 72

>>27072196
The most romantic thing you can due among the Memor is grant complete and total 'unfiltered' access what your thoughts and even your memories. Obviously this is something one only hears stores about.
>>
Rolled 13

>>27072239
If one wants such advanced tech I would suggesting contacting the [REDACTED] of [REDACTED] ] or [REDACTED oh for come on just do [REDACTED] oh for fucks sake JUST GET A HOLD OF EVE.

HAH YOU COULDN'T REDACT THAT NOW COULD YOU! I must say having to put up with redaction's as a an A.I. is pain bastards don't want to do my thing I swear.

anyway need some consensus her folks or at least some decent plans or research something. Oh free reminder you have only explored 1/10 of the facility. Of the entire facility you can only access 4/5.
>>
Rolled 71

>>27072364
Explore the facility then. Probably not trapped, but send out armed exploration teams anyway.
>>
>>27072364
explore the facility
>>
Rolled 92

>>27072442
>>27072443
One more vote and some rolls are required.
>>
Rolled 63

>>27072473
I'll just start rolling. Dont mistake this for a double-vote.
>>
Rolled 62

>>27072473
explore the facility
>>
Rolled 48

>>27072473
rollin
>>
Rolled 10

>>27072442
Exploring the facilty accepted
highest roll 71

Your forces comb through the top layers and with help from little old me(see telling where I haven't seen the placed gone through in who knows how long). Find some major goodies. Some storage facilities which I totally didn't use to get rid of evidence or put crap in no sirree.
1 chemical warehouse discovered
1 Secured Warehouse found

Lootz
Containers
Flesh eater acid V1.4
Rock eater acid v1.5
industrial chemicals
Stilled Water
Medical supplies

Storage facilities for eradication of released experimental subjects.
2 crates of assorted corrosive rounds
2 crate of assorted incendiary rounds
Elemental Spewers(flame and acid MK 1 variants)
Hydra Drugs(not safe for consumption at least with humans anyway)
Assorted poisons
1 crate of Traitorous Battle Rifles(have no idea why people hated these things you would thing they hated dying horribly)
>>
Rolled 70

>>27072857
Try out the drugs, we might be able to raise morale or even affect psionics in a weird way.

Distribute weapons to our army.

Continue exploring.
>>
Rolled 85

>>27072857
*WARNING* Monster forces deploying bandits forces still around drawing a few of them off but other group is absent. Attack is expected to extra heavy.

OR at least that was the plan apparently the monsters loved the scent of slaughter that was gonna the surviving bandits and didn't want a challenge. Some hostiles we sent against our forces but they were surprisingly weak and easily repelled. We didn't even suffer a single causality.

*Warning* 1 more turn of monster mayhem this time however there wont be any distractions for them. As the other forces seemed to have either been eradicated or escaped. Caution is advised.
>>
Rolled 45

>>27072857
>>27072965
support this

tho if the weapons are a downgrade dont use them
>>
Rolled 64

>>27072979
>Time: Unknown, Month 20
>Population: 1560(current cap 25000)
>Military:1000
>Food: good
>Water: average
>Morale:terrible
>Armaments level:obsessive
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core
>Weapons: Pistols, Assault Rifles, Grenades, rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 22 bandit spider tanks(biofuel) 32 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 31 plasma thrower spider tank(biofuel). 34 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 27 siege mk1.2 tanks. 4 'metal rain' artillery. 45 swamp walkers. 355 technicals. 2 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete sheet metal, lumber, plastic
>resource points 10
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>-----
>A. Scavenge for food.
>B. Try to improve the base.
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.
>>
Rolled 54

>>27072990
>>27072965
This
>>
Rolled 25

>>27073005
>B. Try to improve the base.
>>
Rolled 10

>>27073090
i think our base can handle it pretty well, we stopped a behemoth wilthout too much trouble

gotta find out the secrets of our base while we bunker down for a bit

good luck guys, its late and i have to be up at 4am tommorow
>>
Rolled 90

>>27072965
Experimental trials for hydra drug commencing report will be available next turn. Weapons distributed among our forces. Ammo was also distributed among our forces. Each soldier now has 1 corrosive and incendiary on them for their weapon. Elemental Spewers have been given to heavy weapons to play around with. Apparently they can be compared to stronger to a grenade launching version such as a flame thrower for example. With a little practice one can do some serious damage. Unfortunately ammo is limited with all new weapons exact the new battle rifles and we are unable to produce them or even ammo if they should be damaged.

70

Further exploration has yielded the following has led to the discovery of a number of holding cells and tanks.

Discovered
Holding Cells
Holding Tanks

loot
experimental fluids
Additional variant grades of ammo for even this time we have discovered a few crates of electric and even...explosive? Also two new crates of elemental weapons were found. One is a Electric and the other is a man-portable plasma thrower(we have ammo for this).

monster update
Markens here monster attack was pretty bad a bit worse then expected even. Only thing that allowed us to hold the line was some of the weapons turns out man of these critters didn't like the elemental affects. Pity we didn't have more. As is the buggers managed to break through INTO the compound for some reason they tended to ignore many of emplacements into they broke through. We repelled them eventually but not without suffering casualties.

destroyed
2 metal rains
10 siege tanks
5 spider tanks bandit
12 spider tanks paramilitary
6 plasma spider tanks
8 laser batter spider
1 booty tap trap layer

lives lost
60 civilian
200 military

Monster Mayhem has now ended.
>>
Rolled 64

>>27073422
Alright, we need more people asap. We keep loosing them. Research into whatever would help us breed more, romantic lighting, viagra, psionically empowered sperm, broodmother mutation, you name it.
>>
>>27073422
siege tanks were the worst loss, can we reproduce them? same for the trap layer

>>27073538
we have to scout for broodmothers

we really should have explored this base in the begginning
>>
Rolled 6

>>27073422
>Time: Unknown, Month 20
>Population: 1300(current cap 25000)
>Military:800
>Food: good
>Water: average
>Morale: average
>Armaments level:good
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core. chemical warehouse. Secure warehouse. Holding cells. Holding tanks.
>Weapons: Pistols, Assault Rifles, Grenades, rifles, Traitorous Battle Rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, elemental spewers(flame acid, electric, plasma mk1) Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 18 bandit spider tanks(biofuel) 20 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 25 plasma thrower spider tank(biofuel). 26 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 17 siege mk1.2 tanks. 2'metal rain' artillery. 45 swamp walkers. 355 technicals. 1 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete, sheet metal, lumber, plastic, acid flesh and rock, Industrial chemicals, medical supplies, Stilled Water,
>resource points 10
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>>
Rolled 37

actions

>A. Scavenge for food.
>B. Try to improve the base
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.
>>
>>27073648
take whichever roll is better for us between the 6 and the 96

i vote exploration agian
>>
Rolled 97

>>27073685
forgot my dice
>>
Rolled 85

>>27073707
so this
>>
Rolled 51

>>27073640
No we do not have the facilities to only repair even the bandits had that problem. Trap layer is an unknown if possible. Would require dissection in any case.

>>27073707
Jesus fuck what are trying to do to me? In any case if this is accepted by other players you get some good info.
>>
Rolled 37

>>27073752
Bah meant we only have the facilties to repair, maintain and modify we cannot construct more.
>>
>>27073752
we shall find your deepest darkest secrets. ive been here long enough its about time i started getting some crits
>>
Rolled 9

>>27073707
this
>>
Rolled 62

>>27073799
97

Explorations set out we discovered

Offices
Super computers
Data Storage

Loot wise not much I am afraid well we do got portable computers and some high tech goodies for maintenance but the real Jackpot is the data. So here it is.

Matt here did some digging on the computers here is what I found.


EVE is an complex A.I. in charge of a facility similar to this but deals robotics. This one dealt in biotech. Contact between the two was common. Despite the lack of...similarities.

Broodmother research we found some data. Apparently they got a sample locked in 1/5 of the facility we CAN'T access. Otherwise we got some data on some leads. Apparently if there is a large number of mutants or high rate of mutation its a good bet a broodmother is lurking nearby. We even got a suspected location for two of them one strangely enough is deep down in the locked up areas another is deeper in the swamp.

A.I. we found out shit keeps getting redacted to due to outdated concerns so a good majority of the data we can't access until we get of it.

Even better by some miracle I found out a bit about the part of this facility we can't access. Apparently something went wrong down there BIG time. Until facility got purged and locked down. Even then though there are some reports that there is something lurking down there. The facilities down there include a bionics lab, nanite beds and cloning facility.

Actual look wise were looking at computer systems. Very high grade stuff too.
>>
Rolled 71

>>27074118
>Time: Unknown, Month 20
>Population: 1300(current cap 25000)
>Military:800
>Food: good
>Water: average
>Morale: average
>Armaments level:good
>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core. chemical warehouse. Secure warehouse. Holding cells. Holding tanks.
>Weapons: Pistols, Assault Rifles, Grenades, rifles, Traitorous Battle Rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, elemental spewers(flame acid, electric, plasma mk1) Lots of Ammo
>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>vehicles: 18 bandit spider tanks(biofuel) 20 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 25 plasma thrower spider tank(biofuel). 26 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 17 siege mk1.2 tanks. 2'metal rain' artillery. 45 swamp walkers. 355 technicals. 1 booty tap trap layers.
>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>communications: hivemind, short range radio, Overmind
>Mutations: Base, Hivemind
>materials:concrete, sheet metal, lumber, plastic, acid flesh and rock, Industrial chemicals, medical supplies, Stilled Water,
>resource points 10
>>>Lair conversion(lairs give both a defense and breeding bonus to mutants) 1 resource point=2500 happy mutants.
>>
Rolled 3

>>27074171
>A. Scavenge for food.
>B. Try to improve the base
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.

If you are still worried about population concerns I recommend increasing morale and updating more of the facility into a liar to encourage growth.
>>
Rolled 5

>>27074208
Would converison mean sacrificing the lab functions? Also, would we have to make laboratories into lair, or do we have enough "unused" rooms to increase our lair? If the latter, I'd say use 5 resource points for lair.
>>
Rolled 38

>>27074361
Conversion basically means modding or creating to make it more hospitable to mutants. Basically your making yourself more comfortable and defensible. As for sacrificing lab junctions you don't have in fact you can avoid converting that entirely if it may negatively effect it.
>>
>>27074440
Okay, as I said then, 5 points into conversion.
>>
Rolled 88

>>27074501
Conversion Research Complex underway. 5 resource points will be deducted. Conversion rate total is now 12500 of maximum pop. Growth rate has been successfully encouraged. Scans indicate that now that monsters have largely been cut down mutants are now becoming more active. Same with zombies...at least the few that are left they have taken one hell of a beating almost as bad as the bandits. It is worth noting that in 4 turns mutants will run low on food and start turning on each other and quite possibly us.

Current threat rates as are follow

Bandit very low
Monster high
Zombie low
Mutant medium
>>
Rolled 85

>>27075020
>>Time: Unknown, Month 20
>>Population: 1300(current cap 12500 converted to Lair status 25000)
>>Military:800
>>Food: good
>>Water: average
>>Morale: average
>>Armaments level:good
>>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core. chemical warehouse. Secure warehouse. Holding cells. Holding tanks.
>>Weapons: Pistols, Assault Rifles, Grenades, rifles, Traitorous Battle Rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, elemental spewers(flame acid, electric, plasma mk1) Lots of Ammo
>>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>>vehicles: 18 bandit spider tanks(biofuel) 20 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 25 plasma thrower spider tank(biofuel). 26 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 17 siege mk1.2 tanks. 2'metal rain' artillery. 45 swamp walkers. 355 technicals. 1 booty tap trap layers.
>>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion
>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive
>>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>>Power: Fast breeder reactor(1 years operation), emergency biofuel generators
>>communications: hivemind, short range radio, Overmind
>>Mutations: Base, Hivemind
>>materials:concrete, sheet metal, lumber, plastic, acid flesh and rock, Industrial chemicals, medical supplies, Stilled Water,
>>resource points 5
>>
Rolled 80

>>27075049
>A. Scavenge for food.
>B. Try to improve the base
>C. Try to improve weapons.
>D. Research technology.
>E. Pursue new mutations.
>F. Explore in a direction/something.
>G. Scavenge for raw materials.
>H. Your choice.

Man so many quest are active right now hard to get an audience.
>>
Rolled 46

>>27075049
Research psionics. Let's see what we can do.
>>
Rolled 15

>>27075114
Anything in specific?
>>
Rolled 26

>>27075232
I'd say defensive powers that benefit everyone. Something like a passive boost for warriors through the hivemind.

Captcha: arizree strength - True, captcha, or strength.
>>
Rolled 29

>>27075336
Ah disable the built in limiters. Clever anon.
>>
Rolled 7

>>27075336
Second.
>>
Rolled 18

>>27075402
wat?

On another note, I think we just gave our warriors malaria through the hivemind or something. Fuck these rolls.
>>
Rolled 49

>>27075402
Start thinking about how this would work realize you get bonuses from both biotech research and psionic master bonus. Goddamn.

>>27075506
The body has built in limiters to prevent you from hurting yourself. If they hare removed you get a one of a power boost.
>>
Rolled 66

>>27075336
26+biotech research bonus+hero bonus

At first it seemed removing the built in limiters for the body was going terribly, but thanks to the amazing quality facilities and the Prophet helping as well. A breakthrough was soon reached. By tapping into the lantient power of the Hivemind it was discovered one could temporary disable inborn limiters for emergencies such as combat. Unfortunately a noted side affect was it being much easier to hurt yourself. But when your fighting for your life better hurting then dead so the ability was assimilated without much complaint.

Hydra research has revealed that is causes the body to regenerate rapidly even regenerate entirely new body parts how cool is that? Problem is the strain it inflicts in order to do so due to the energy/nutrients ect. Is easily enough to bring to cripple and even kill an ordinary human. However mutants can survive it if having to go through a long recovery period at worst.

100 crippled soldiers have under gone treatment and are ready to serve once more. an additional 50 will be available in 3 turns as they have to recover due to strain.
>>
Rolled 7

>>27075745
>>Time: Unknown, Month 20
>>Population: 1300(current cap 12500 converted to Lair status 25000)
>>Military:900
>>Food: good
>>Water: average
>>Morale: good
>>Armaments level:good
>>Infrastructure: Fast Breeder Reactor(online) Biofuel Emergency Generators. Barracks. Private Quarters. Storage labs(glowing flowers, finger biter fish). Medbay. Laboratory. Workshop. Armory.biology splicing chamber. biotech research labs. biostorage facility. Psionic research department. A.I. Core. chemical warehouse. Secure warehouse. Holding cells. Holding tanks.
>>Weapons: Pistols, Assault Rifles, Grenades, rifles, Traitorous Battle Rifles, sniper rifles, smg, shotguns, flame thrower, mono knives,stun batons, spears, elemental spewers(flame acid, electric, plasma mk1) limited ammo.
>>armor: Basic enviromental protection body armor mk 2 power armor(limited 20 suits)
>>vehicles: 18 bandit spider tanks(biofuel) 20 Paramilitary spider tank(runs on biofuel plans for reactor based are available). 25 plasma thrower spider tank(biofuel). 26 laser battery spider tank(biofuel). 3 transports crawlers(biofuel). 17 siege mk1.2 tanks. 2 'metal rain' artillery. 45 swamp walkers. 300 technicals. 1 booty tap trap layers.
>>Technology: Super Advanced biolabs, Complex A.I. flower research(uncompleted), spider tank conversion, Hydra
>>psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive, No Limits.
>>Defenses: Reinforced Buildings, sand bags, fortified bunkers(2 at entrance), walled compound, turrets lasers and plasma throwers, sniper nests, sensor tower
>>Power: Fast breeder reactor( years operation), emergency biofuel generators
>>communications: hivemind, short range radio, Overmind
>>Mutations: Base, Hivemind
>>materials:concrete, sheet metal, lumber, plastic, acid flesh and rock, Industrial chemicals, medical supplies, Stilled Water,
>>resource points 5
>>
Rolled 27

>>27075745
Nice. Can we encourage breeding as an action? If so, do it. If not, more research into the same stuff.
>>
Rolled 55

>>27075852
>>A. Scavenge for food.
>>B. Try to improve the base
>>C. Try to improve weapons.
>>D. Research technology.
>>E. Pursue new mutations.
>>F. Explore in a direction/something.
>>G. Scavenge for raw materials.
>>H. Your choice.
>>
Rolled 5

>>27075873
To remove the penalty would require biotech research or mutation.
>>
Rolled 33

>>27076045
I suggest going mutation first as we then can further augment it with biotech. So that way it is easier to stack.
>>
Rolled 29

>>27076066
Alright, voting for this then. First mutation.
>>
Rolled 82

Think I am gonna call it quits and go to bed anons. Feel free to archive or whatever.
>>
Dammit I missed the thread.

How's the Memor Instrumentality Project going? Have we created the overmind yet?
>>
>Go to sleep when the thread was on a very good note, except for that nat 1

>Return to find out you idiots managed to kill off half of the population and waste tons of resources due to retarded decisions.

Before going to battle, first FIND OUT WHAT THE FUCK ARE YOU BATTLING. Holy shit, how retarded can you be to send forces before knowing ANYTHING about your enemy, their numbers, their compositions and the way they fight. Why the fuck did you think a measly army of 300 people and 9 tanks divided to 3 groups was good enough to do anything when the advanced, ultra rich bandits who numbered in tens of thousands with a really powerful vehicle fleet which numbered in thousands could BARELY keep the monsters and zombies in check?

You were given 4 turns, FOUR FUCKING TURNS and plenty of hints before the monster rampage could hit us. Why the ever-loving fuck did you waste them on useless, extremely long-term research projects like broodmothers and integrating others into the hivemind?! You were given time to shore up defenses, close any holes that we have and prepare for the assault....At least exploration yielded some weapons which helped.
And speaking of integration, why do you people keep thinking that one single action is enough to achieve anything?! Do you honestly think that as soon as we research that shit, people will happily join us? WE ARE CREEPY, PEOPLE DISTRUST US, NO ONE IS GOING TO WILLINGLY JOIN OUR HIVEMIND!

Why the hell did you spend full half, a vast fortune, of our resources converting the tanks?! Holy shit, those tanks were good as they are, we have never been given any indication that bandit spider tanks are vastly inferior to our designs.
We just successfully conducted series of raids, got shit load of resources, food, weapons and research materials. That was the PERFECT time to holler up in our Lair, fortify the hell out of it and then spend many turns simply upgrading, researching, exploring more of the Lair, etc.
>>
>>27079889
STOP RUNNING AROUND LIKE HEADLESS CHICKENS!

Find an avenue you want to pursue and then FOCUS on it till it is completed.
Divide shit into priorities. What is more important and what is less. What is more important, the ravaging hordes of powerful monsters that threaten our entire existence or starting highly theoretical researches which wont bear fruit in many, many months or even years?
Find out what is more important to our immediate well-being and survival and then work on it!

>Hurr lets research broodmother
>Hurr lets drop that shit and research psionics
>Lets drop that again and play Indiana Jones
ALL AT THE SAME TIME WHEN DEATH IS KNOCKING ON OUR DOORS.

Before starting researching left and right, first upgrade the INFRASTRUCTURE! Improve the manufacturing, increase the resource income, improve the food and water situation, improve the population growth. But NOOOO, we have to waste our only single action on long-term researches.
If you are going to research shit, research something that can have an effect RIGHT NOW. Like, if we're having trouble with food. Research new crops or whatever.
INSTEAD OF RESEARCHING BROODMOTHER, RESEARCH WAYS TO IMPROVE FERTILITY HOLY SHIT

When suggesting something, THINK. Have an idea how it is going to work out. Think of consistencies. Think of back-up plans. The more elaborate your plan the better. Do not just rely on the dice rolls. Especially when conducting combat, the more tacticool the better. The DMs love this and give bonuses (usually)

I can't believe you lost 2300 population and tons of military vehicles in just few turns. Right after we decimated MASSIVE bandit and zombie forces with barely ANY losses. What is even worse is that during those operations we had even less military power.

Dammit, this is why I decided long ago to not participate in low-populated quests anymore. But I love these post-apoc civs too much so I decided to hang around during the start of the thread because no one was participating.


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