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File: Start.jpg (46 KB, 600x400)
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Rolled 24, 80, 34, 1, 86 = 225 (5d100)

Nobody is sure how the end came, but they are sure as hell know of what came after it.

This is the post apocalypse, a world where your greatest dreams haunt you and your wildest nightmares will come true.

A world of men and mutants, of Artificial Intelligence and terrible monsters, of good and bad with everything in between, of previous sciences and greed taken to now old and but still perverse heights. Here the dead walk, the living fight, and the gods laugh all the harder.

Now however its a new beginning and here you will lead a civilization. To greatness or ignominy, whether good or evil, for glory or shame that is entirely up to you.

New players are welcomed and even encouraged, old players are appreciated and have our condolences.
>>
Rolled 92, 20, 21, 92, 93 = 318 (5d100)

>>42099779
>Megacorp Remnants: You are survivors whose ancestors were valued members and or investors of a Megacorp. you have Good supply, low population, high manufacturing capacity, average research capability, and low war capacity.
>HQs: Megatower, Private Bunker, Fortified Township

>Government Remnant: You are the descendants of members of the some sort of government or ideal. You have a average population, average supplies, average manufacturing capacity, average research capability, and average war capability.
>HQs: Garrisoned Tower, Government Bunker, Fortified Township

>Military Remnants: You are the descendants of one or more military and or mercenary groups. You have low population, Above Average supplies, poor manufacturing capacity, poor research capability, and Excellent war capability.
>Garrisoned Tower: Military Bunker, Military Base

>Think Tank Remnants: You are descended from Corporate or Government research elements, possibly both. You have low population, average supplies, average manufacturing capacity, amazing research capability, and poor war capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility

>Survivors: You are descended from the common people who survived despite the hardship, the horrors, and without becoming a pack of savages at that. You have high population, Good supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
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Rolled 75, 100, 82, 81, 91 = 429 (5d100)

>>42099808
>Mutants: You are descended from the monstrosities that arose during the chaos: Allowed to start in special terrain wasteland and enjoy base mutations with one of your choice. Have access to mutation action. Suffer from penalties to breeding and rep. low population, Below Average supplies, below average manufacturing, Below average research, Excellent war capacity.
>HQs: Military Base, Research Complex, Lair

>Bandits: You are descended from the evil bastards, crazy fucks, sorry outcasts or just a bad bunch who did whatever the hell they want when or after it all went to ruin. Good population, low supplies, average manufacturing, low research, good war capacity.
>HQs: Prison, Military Base, Spire(converted tower)

>Robots: You are descended from surviving robots who figured out how to reproduce(build) and are guided or controlled by some form of AI Low Population. Poor supply. Good manufacturing. Average Research. good war capacity.
>HQs: Military Base, Research Complex, Factory.

>Tribals: You forebears survived and their descendants ended up going feral so to speak. Unlike others you got real good at flourishing in many places others would think twice about while still managing to hold your own against the more technologically advanced High population. Average supply. Poor manufacturing. Poor Research. Good War capacity.
>HQs: Cave Complex. Ruins. Nomad.

>Zealots: Your beliefs no matter how old or not allowed you to survive where others did not and united you all. Average Population. Poor Supply. Good Manufacturing. Poor Research. Good War Capacity
>HQs: Township. Military Base. Cathedral.

>Cultists: You are among the chosen the true believers who to arose above the heathens. All thanks to what you discovered you know much of what should not be known which has provided you with a very special edge. Below Average Population. Poor Supply. Below Average Manufacturing. Good Research. Good War Capacity.
>HQs: Cult Compound. Military Base. Ancient Ruins.
>>
is war civ an option?
>>
>>42099828
Civ Special Abilities Below. Every Civ gets to enjoy one as well as a hero unit. Hybrid Civs at start enjoy having two but at the cost of lower average between them.

>Megacorp are able to treat resources as a material in terms of efficiency.

>Survivors get a bonus to salvaging and survival actions.

>Tribals get bonuses to scouting and Guerrilla warfare.

>Think Tank start with a Tech specialty and gain a special unit because of this.

>Paramilitary are automatically trained must still spend resources though just not an action.

>Government Civ may mimic another civs special or have another possibly even create their own with GM permission.

>Mutants get access to 1 free mutation(make one up) plus a base mutation that ALL mutants have. Base mutation grants great toughness to survive in environments where ordinary humanity would find impossible. Enhanced strength easily allowing you to overpower a ordinary human and mild bonus to agility. Unfortunately they suffer from a severe rep penalty(humies fucking HATE you, bandits don't like you and other mutants are wary) and severe breeding issue.

>bandits have the special ability to auto upgrade their forces thanks to their life style(other factions have to spend resources AND a action to do so bandits just do resources) however they are unable to make their own supply(must raid or something) and suffer a reputation penalty. *WARNING* white knight choices will be vetoed you are EVIL, but that doesn't mean you can't be smart/clever about it not to mention varying levels of it *WARNING*.

>robots cannot produce without resources as they do not breed. Suffer rep penalty but do not suffer the weaknesses of the flesh.

>Zealots morale cannot be broken.

>Cultists have access to specific secret knowledge
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Rolled 69, 6, 86, 100, 94 = 355 (5d100)

>>42099874
When choosing Civ please include HQ option you wish to have for it.

If you lose your HQ without possessing another base its game over.

Feel free to come up with fluff/ideas it may even be used and you may get a bonus out of it too. Hybrids are not allowed unless proper fluff is provided or to break a tie.

After civs are chosen homeground, terrain, and hero will be chosen.

Your civ will receive bonuses when doing stuff within their homeground and a smaller bonus in terrain similar to it.

to get an idea of what goes in what its like this

Civ->HQ->Homeground->Terrain->Region

your civ being within your HQ is inside your Homeground, which is contained within the local terrain, and the terrain is within the Region. You are able to decide everything BUT the region you are in.

Heroic units by the way are VERY strong and when sacrificed count as a fate point kinda. Be aware though while alive they can offer both passive and active bonuses in addition to a guaranteed perspective. Without a hero being present you will only get to enjoy a summary report.

Heroic units are what you can get INSTEAD of fate points.

Every starter civ will start with ONE of the following heroic, special, bad asses, and an elite.

Good luck finding them all except for the hero is revealed for free at start.

Free Hint other units besides hero are based off the faction and any provided fluff. If its good enough it can even produce potential heroes and other special benefits including extra units.
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Rolled 77, 62, 12, 61, 6 = 218 (5d100)

>>42099863
Just wait till anniversary dear anon.

Anyway this is a marathon game now lets see how long I last(not including sleeping, and other similar breaks).
>>
Rolled 39 (1d100)

>>42099900
I vote Robots in a factory. In the desert.
>>
Its said among a bandit a certain book is floated around among them that has all kinds of interesting information. Problem is all those who at who aren't bandits who tried to get a hold of it have all failed miserably at getting a copy. Only the best of them have even seen a glimpse of it.

For some reason only they can have it and many non bandits believe it doesn't exist despite the bandits claims to the contrary.

I'll tell you this now that book DOES exist and every group has a copy. As for why no one but them has been able to get a hold of it....well ain't that a fucking mystery?
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Rolled 64 (1d100)

>>42099993
How about Robots in a Factory. . .in the dessert.

>The degrees of hedonism one can observe in the heights of the post-scarcity world before the fall can be as bizare as they are extreme
>Somewhere in the world, surrounded by a great magnetic barrier that prevents any single type of polutant enternig or leaving, is a terraformed land.
>terraformed would be a misnomer, for it was on this planet yet was not changed to make it like /this/ planet, but is the only word apt for what occured.

>A world made of confectionary
>The worlds largest dessert tourist destination

>Supposedly the brain child of some very rich persons with very little modesty, or perhaps even sanity, but designed in every shape and way to be a giant sugared landscape, maintained by robotic drone guardians who govern the ecosystem

>Did I forget to mention there is in fact a living, breathing ecosystem?
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Rolled 16 (1d100)

>>42099779
>Megacorp Remnants / Fortified Township

Hilly plains for terrain. Homeground I feel should be a ruined trade town.

Once a young mega crop, it has now lost all of it's glory to the changed world. They had focus in guard drones and basic civilian protect.
>>
Rolled 73, 79, 70, 57, 81 = 360 (5d100)

>>42100078
That is on supposed existence of a big bad book that is floating among bandit kind...

Its said among the megacorps remnants they follow a certain if peculiar code and will only ever obey something known as 'corporate council'. Who, what, or where this 'corporate council' is located no one can say even among them. Yet for some strange reason they are the only ones who they will obey besides their own corp. Its said that they at best will only ever pay lip service to any other power no matter and will never truly obey them while doing their best to circumvent or even screw em over.

'Don't ever trust the megacorps.' Even after the end it still holds true for their remnants.

While they may have the best manufacturing around they are without a doubt the greediest assholes you'll ever find. Real shame too considering their monopoly enables them to fully exploit that greed...too bad for them that all that treasure can bring in some rather bad company and they aren't very good friends to have.

Them and that stupid code of theirs.

The Code as they call it is a funny thing but something they all obey in some form and its said a few of them are even downright fanatical about it.
>>
Rolled 76, 16, 62, 17, 44 = 215 (5d100)

>>42100247
Government Remnants...more often than not they originate from some old world government. I personally find this hard to believe considering how many supposedly dead ones who were already 'dead' even during the old world magically came back to life since the Fall. Or for that matter all those ideologies based ones too at that even without having a direct connection the old world. Truthfully I would take the megacorpers over these assholes for a very simple reason.

Sure they seam to be nice and try to be the 'good guys' with bringing back the old world or trying some new or better...but at least the megacorps are honest about screwing you over. You by any means shouldn't underestimate them despite their apparent mediocrity. Though as their promises can be VERY tempting and they do tend to be rather popular.

They tend to follow their ideolgies to a fault and if thats not the case tend to be tad bit obssessed with the old world...and I'll be honest do you REALLY want the old world back?

Weren't those the same fucking assholes who caused all of this in the end? Repeating mistakes much?

And people claim the MAD suffers are fucking crazy...

Not like their long dead or ideology ridden brethren are much better. Though many would claim otherwise, but I'll say this of ALL the crazy people in the world these guys have to be by far the craziest of the bunch.
>>
Megacorp rem, in a tower
>>
>>42100401
Ah yes the military remnants...odd bunch they are. They are the second type of group with the shiniest toys only ones who beat them are the mysterious Think Tankers but chances are your much more likely to run into them.

They can come from quite a number of sources anywhere from military, mercenaries, or even militias. Got to watch out for them though as while they don't have the BEST toys unlike the Think Tankers though they sure as hell know how to use them.

Chances are if people are REALLY doing a lot of ass kicking you can bet they are a gonna be bunch of paramilitary fuckwads. Assuming of courses they aren't suffer too many losses in which case chances are they are bandits.

These guys aren't too fond of losses and they have a lot more toys then they do people to use them. This has certainly caused more then a few of them to bite the dust if only due to numbers not being on their side...but goddamn if they ever do take a ton of sons of bitches with them when they go down though.

Of all the factions to pick a fight with the only ones that are worse is mutants given time or robots with a lot resources. If they ever do get the numbers though...truly quite they mercy they don't have it.
>>
A bit to much text for my liking, but good info to know nonetheless.

I believe it's 2 for Robots and 2 for Megacorp. What to do help get this going. Sorry to be inpatient, I just want to get some talk going to help us move foreword.

I wonder want we can really get with one over the other.
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Rolled 44, 90, 45, 27, 9 = 215 (5d100)

>>42100504
Of all the types of remnants these guys have got to be the strangest. The legendary Think Tank remnants. Of all the factions they have the best toys AND they are the only ones actually capable of improving upon technology since the Fall. They tend to orginate from old world governments, corporations, or some other institution. Not bad people but obviously rather paranoid and worried lot considering they have the biggest bulls eye painted on their back. Even bigger than the one the megacorps got. So obviously they tend to try and hide away a lot more. If they fail at this they tend to not last too long...

Just too big a target and they don't have the skills.

Obviously its believed that the most successful of the Think Tankers are the ones who use stealth tech. I personally find this hard to believe considering the stories and witnesses going on about groups being supplied with highly advanced tech or these forces with REALLY advanced shit enabling them to hold their own.

So of all the factions these guys are the ones I am least sure of what to make of.
>>
>>42100575
Beats the hell out of me. I'm impartial when it comes to both, don't have much input myself.

I do have some gears working with plans for the both of them pending on which is picked. Just not really decided on what we should do.

Something fun, I hope.
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Rolled 78, 13, 16, 26, 29 = 162 (5d100)

>>42100575
With only two votes for each its REALLY easy for things to change. I find the civs with the most success are the ones with the most good fluff and pics.

They tend to win by a landslide unless there are others just like it in that capacity. In which case things can get rather heated and i have to intervene which usually results in a hybrid.

but yeah it can be rather slow to start always seems to be that way. The writing is for some extra fluff and taste as well as to help keep anons engaged/occupied.

-----
Ah yes the survivors other wise known as the cockroaches of the post apocalypse. Despite us all being technically being survivors you ever wondered why THEY are the only ones who actually go by it?

The reason is really very simple.

Its because they are the best at it. Ain't no group who can beat the survivors at their namesake of surviving they are stupidly good at it and why they carry such nicknames like 'cockroaches' because in terms of surviving they are just like em. You can find them just about everywhere.
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>>42100575
>>42100651
In fact when in doubt, combine them both usually works.

Megacorp Robots in a Fortified Township
Terrain, desert

Unlike the vaults and bunkers of the various megacorps and governments, Custodus Enterprises focused on protecting cities and towns in the way they existed as the people lived in them, realizing not everyone would make it to the shelters or even have room.

Previously a Military Contracting Company, they were quite popular in the past with Rich Warlords or Arabian Oil Princes trying to make their own little Oasis in the middle of nowhere. With the incoming threat of war, they also proved popular with various governments who wanted to make sure their above ground bases and populations had the capability to survive the fall, especially if such vaunted corporations as Logibo suddenly vanished. With no supplies, no reinforcements, no communications, how could these isolated towns and cities survive?

Custodus promised to be able to provide. With the proper resources, any sized city or settlement would be given the means to survive and maintain security in the event of a total catastorphic collapse of society.

Hydroponics, water preservation, robotic maintenance of machinery and security, these things provided in cheap and affordable models that would last centuries, even millenia in constant usage and near pristine condition through only the best designs, and yet be quite easy to replicate or replace with spare parts and even improvision. Their automated systems would protect anything someone wanted to be protected, provide.

And thus, we find such one fortified township surviving on the fruit of Custodus labors.
>>
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>>42100752
"Have no fear citizen, Custodus will provide for the duration of the emergency."
>>
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Rolled 96 (1d100)

Lets see...

>Megacorp
Low population, Good supply, High manufacturing, Average research, and Low war capacity. Are able to treat resources as a material in terms of efficiency.

>Robots
Low Population. Poor supply. Good manufacturing. Average Research. Good war capacity. Cannot produce without resources as they do not breed. Suffer rep penalty but do not suffer the weaknesses of the flesh.

Both start with low numbers. Robots need supplies to grow, corp needs to bone. Same research.

The main is Robots are the better fighters and the corp is better builders it would seem. I'm sure things can change with base pick or things we do. If we go corp I feel we can make deals and team up with people to grow quickly. If we go robots we would have to work on the rep or get sizable to hold our own.

>>42100752
I did have thoughts on robot traders, but this could be fun.
>>
>>42100752
In particular Custodus specialists in providing life support to areas in critical need of them. How does one feed a hundred persons where there is no food all year round, or quench their thirst in a land without water? Whether in the depths of the earth or the vacuum of space, Custodus speciality in life support and the synthesis of the necesseisities of life were made evident. Disaster zones and war zones alike, there was no place to harsh, no place to barren that it could not provide.

And with our line of automated self-replicating and recycling drones with modular upgrade capability based on your local and often dynamic needs, changing and upgrading in response to say the sudden change of a hot desert wasteland to a frozen nuclear winter is not a problem.

"Custodes, we will provide."
>>
Rolled 45, 9, 16, 73, 2 = 145 (5d100)

>>42100692
Where just about every other faction would give up in trying to find something there much less actually survive there or anything else for that matter you can bet your ass the survivors will find make that shit work.

Yes this includes scavenging and even salvaging stuff. Where other factions would give up something for being trash or simple impossible to make work. The survivors WILL MAKE THAT SHIT WORK!

In terms of ingenuity the only other faction that can compete are the fucking bandits and thats more due to them being crazy than anything.

Those blasted survivors can scavenge and salvage just about anything far past what any other faction can hope to achieve.

Why else would their caravans have such an amazing variety of goodies?

and of course they are considered the most vanilla of vanilla and hence unplayable. The only other faction I see get similar amounts of such little love is the tribals due to them being 'backwards'.
>>
Rolled 19, 30, 13, 27, 91 = 180 (5d100)

mutants...i don't think anyone likes mutants. The only people willing to put up with them are forces like the bandits and those damned machines. Though I heard sometimes cultists can be included. Whatever the case though despite the prejudice are a powerful and can literally survive in areas where no one else can. aka the hellholes known as the wastelands not even machines can easily make it there but the mutants can and do.

Mutants are most noted for their toughness, strength, agility, and most all their mutations. They can change themselves however they please for many possible purposes. While they be crude and few in number never underestimate them as they can even give the paramilitary forces an even match at times.

Luckily for everyone else the mutants suffer some severe issues otherwise they would of overrun the rest of us all long ago.
>>
Rolled 31, 51, 35, 59, 41 = 217 (5d100)

Bandits...oh bandits who doesn't hate bandits? Well besides the mutants, bots, and crazy cultists anyway. They come in quite the variety and more often then not are hooked on who knows what and suffer from varying amounts of insanity.

So many flavors of bandit and all are a pain in the ass to deal with as they got both the numbers and toys to equip them with. This makes them the worse threat you likely ever encounter among your fellow factions for those two very simple reasons alone.

Despite their apparent insanity and general evil nature this doesn't mean you should underestimate them. They aren't stupid as the stupid bandits are short lived ones. The only ones shorter lived being the unlucky ones. Some say if it wasn't for their parasitic nature they would of taken over the world long ago. Luckily for us that isn't true and it also helps that they are rather prone to infighting.

Seriously though your unlikely to find any other faction more happy to kill each other than bandits. Too bad this doesn't prevent them from teaming up though. Real pity that.
>>
Rolled 25 (1d100)

>>42100752
>>42100821
I love it.

They could have speciaizedl "disaster relief" vehicles.

>>42100803
My only idea for combining robots and megacorp was to have the leader be a CEO...who had their personality uploaded into a supercomputer.

Sort of wanted to start in a factory to get awesome production capability, but I like the direction things are going.

Considering the flavor for Custodus so far, our AI should actually probably be one dedicated to the robots' prime directive of providing security and shelter to the squshy humans.

>>42100833
Huh, I figured everyone would see gov. remnants as the vanilla faction
>>
Rolled 6, 24, 36, 36, 55 = 157 (5d100)

Ah yes the robots, machines, boltheads, or empty tin cans and whatever else you wish to call them. These things are very strange and believed to be controlled by AI and due to their nature they have no worry the problems of the living share. Such as you know breathing, eating, and stuff like drinking. For this reasons and them being robots they aren't generally well liked. Though it doesn't help they are also a rather strange lot as well.

Real surprise there. Still though they seem to like places hostile to the living making tend to be out of the way and unless they get a ton of resources aren't too much a threat. Some say they do business with groups like the bandits and mutants but then again considering how disliked they all are who else will they easily be able to do business with?

If they DO have the resources though...well there are few that are able to stop them then.
>>
>>42100821
Custodus WILL provide; hi I'm "Courteous Bob", now I may just be a simple down home supah robotics technition but I know one thing. Nobody likes watching their children get raped or eaten by any of the perils of this crazy world we live in, and now you don't have to! We can set you up with a battalion of state of the art killbots to defend your borders! We will even give you a compliment of servo-maintenance bots to keep you living in the style of life you are accustomed; payment plans as low as 5% apr; we finance in house! Low credit no credit! We will finance you! Custodus, we will provide!
>>
>>42101054
Not a bad move for hybrid.

That move could gain us some help with the rep problem.
>>
Rolled 93, 36, 1, 91, 6 = 227 (5d100)

Ah yes the tribals...who DOESN'T have some kind of dislike for those backward savages? Doesn't mean you should underestimate them though as they certainly have their ways of compensating otherwise they would of been wiped out long ago. Now if only those assholes weren't such savages with their own secrets and ways. You would almost think they were a bunch of cultists but at least the cultists didn't go feral.

The tribals are amazing at ambushes, hit and run tactics, guerrilla warfare basically they can and WILL make you pay dearly for picking a fight with them or intruding on their turf. They are known to be SO damned good at their bullshit even the paramilitary assholes and bandit fucks think twice before messing with them.

Goes to show they have got to be doing something right.
>>
Rolled 83, 73, 10, 40, 72 = 278 (5d100)

Oh zealots those fanatics will even put the most fanatical of cultists to shame in regards to their fervor. Its to such a degree that without orders zealots can and will not break no matter how bad things get. They will just keep coming till you or they are completely dead no not destroyed dead. Another way of putting it is they will fight to the very bitter end without hesitation with that same fanatical gaze in their eyes and on their faces. No matter how bad things get...in combat the zealots care not.

So unless you are willing to pick a fight with a bunch of fanatics who care not for death don't fuck with them. Their craziness even makes the bandit scum go 'damn deya hardkore crazy'. The bandits will admit that even the zealots can out crazy them at times and sometimes the cultists can too...but not nearly so readily. Must have something to do with that zeal of theirs.

Besides that though it depends on the faith they follow they can either make great or terrible neighbors and or allies/enemies. Besides the zealotry that is the only common theme among their number besides their faith. Oh what a number of faiths they follow anywhere from old world stuff to new. You never really know what you can find among their number in regards to beliefs.
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Rolled 99, 72, 41, 94, 4 = 310 (5d100)

Cultists...who doesn't think cultists are a tad bit crazy? Somewhat similar to the zealots yet different...they know something. Whatever it is they know isn't supposed to be so easily known but at the same time whatever it was saved them in the end.

Whether that is a good or bad thing only time can tell. Whatever it is they know it gives them a very special edge over every other faction. They know forbidden things and it messes with them. At least with the fanatics their faith is pure...but with the cultists this is oh so rarely true.

Beware the cultist for not even the gods may know whatever it is that they have up their sleeves...

>>42101156
It can help but the rep problem will still be there. Its kinda like running to friendly/good bandits and expecting them to not do terrible things to you.
>>
>>42101331
So our cultist from the last thread is got a train ticket right? And is now partying with Cuban Pete and the sentiant potted plant?
>>
>>42100752
>>42100821
Looks like an interesting civ
>>
Rolled 94, 84, 29, 83, 39 = 329 (5d100)

>>42101421
This is the wrong thread to ask that sorta question.

You'll encounter the train again soon enough just wait vote and suggest civs.
>>
>>42101604
I'm all in for coustodius
>>
I like the sound of the disaster relief Corp in either a bunker or tower
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Rolled 96, 13, 72, 34, 91 = 306 (5d100)

>>42101604
It would appear the civ will be decided tomorrow.

aH well not like I wasn't expecting that to happen. Anyway have fun deciding on a civ.

And remember fluff goes a long way. Upon my return I think i reveal some of the resulting fluff bonuses depending on what civs are up.
>>
Rolled 48, 7, 42, 96, 40 = 233 (5d100)

>>42102111
I'll be posting some more fluff later on including the great divisions and later stuff regarding what these rolls involve. I have some stuff that anons been on my ass for awhile about so I'll provide some info.
>>
Rolled 5 (1d100)

>>42102111
Bump for madness.
>>
>Just an idea

ORACLE Robotics (Think Tank Remnant)
HQ: Private Bunker

ORACLE Robotics began life as a small think tank subdivision of the Mega Corp GUARDIAN, they were formed originally as a concept development branch of the Corps more outlandish and exotic ideas, however they found one idea that the team excelled in and soon became it more permanent focus. This was the research and development of numerous mechanical Drones piloted by individuals within Simulation Pods or completely autonomous Drones. While they showed great promise an incident where the head researched committed suicide the whole Think Tank went under investigation and was put on stand-by, yet as fate would have it a now unknown event rocked the world and the staff of ORACLE were able to hide away with their research and escape into stasis as the world around them burnt and changed.
>>
>>42101749
>>42101747
>>42101454
>>42101054
>>42100752
Looks like we have a lot of votes for the Custodus fluff
>>
bump
>>
bump
>>
Rolled 80, 1, 57, 17, 13 = 168 (5d100)

>>42100752
This is now officially locked.

HQ fortified Township
Homeground UNKNOWN(vote pls)
Terrain Desert

stats are the following: Average supply, Low population, Very Good manufacturing, Average war capacity.

Votes still required for Homeground and Heroic.

Heroic options are the following:

CEO
Security Chief
AI
W0RM
Constructor Core
>>
Rolled 91 (1d100)

>>42108793
Homeground: ruined industrial park

I'm leaning towards Constructor Core, but a CEO or AI might be good, and I'm REALLY interested in what "W0RM" is.
>>
>>42108793
Constructor Core, I like building things. Maybe the town used it to help set them up.
>>
Rolled 12 (1d100)

We have a post apoc fortified township of survivors and refugee's living under the protection of self-automated drones and life support. We provide protection to anyone looking for it, and keep the humans and whoever else wants to live here safe.

An AI sounds important to maintaining the robotic network as a unified whole.

But Constructor Core gives us a lot of room to grow.

We're also going to be very self-sufficient, which means we'll soon be able to produce in excess. A CEO would be good for diplomacy and trade, and to invite more settlers to join us.

Security Chief. . .this one might be very important than the rest because we need someone who knows how to fight.

no idea what the W0RM is.
>>
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>>42108793
My vote for homeground is for a town near an oasis or river.

As for hero I want to say AI. I like the idea of it taking over until a fitting CEO could be found.

>>42108948
Theses are the base types if that helps you think about them.

>Commander/Leader
>Researcher/Builder
>Solo
>Adviser
>Special
>>
Scans completed.
Bandits: Very High
Density: CRITICAL+
Monsters: Extremely high
Zombies: Extremely high
Mystery: CRITICAL

...dis is gonna be good.
>>
I feel under the right choice we have the potential to become something of a proto-NCR type entity. Like, we're completely self-sufficient, have some means to protect ourself, and can grow to expand and provide for more people.

Maybe later in the game we can try and set up some kind of small government.

I'm voting Chief Security officer. We could use a sherrif. All these supplies and people living together wouldn't do any good without someone to keep the law and the peace.
>>
>>42108793
Constructor Core. Custodus provides, we better have the means to produce what it provides.
>>
Rolled 76 (1d100)

>>42109127
Bandits...simply indicates the concentration of bandits.


You know how many there are but NOT how strong they are. If you want to know the overall power of the factions in addition at looking to its stat you must ALSO look at the other stats and the location. Combing them all and you can get a rough idea over just how strong they can possibly be.

According to the stat there is an awful lot of bandits but strangely not enough to outnumber any other grouping...which actually indicates the bandit pop is rather stable if not growing. After all they got plenty of prey to go around. Bad news is this means there will be a lot less infighting among them and chances are they'll be expanding if possible. Good news is though they are weak in comparison to all the others so there will no doubt be some delays in that regard.

Density indicates the concentration of civs. Luckily you chose desert so its gonna get penalized BUT they will be more advanced due to all the delicious tech laying around...Even so your gonna be tripping all over different civs and things will likely grow heated between them over resources.

Monsters....oh monsters is very big umbrella term covering all sorts of fun I will go into detail about them later on. Lets just say they aren't all stupid or even from this world for that matter. An example of potentially smart monsters are the ghouls.

Zombies...zombies come in many different flavors. So its rather important to figure out WHICH type of zombie your dealing with otherwise you may be in for a hard time.

Mystery influences resources and other hidden goodies.
>>
Rolled 37 (1d100)

>>42109127
Hoo boy, might need a CEO just to have a better chance at diplomacy.

Then again, might be more fun to just open the mystery box

Let's go with W0RM.

Also I'm >>42108948
Taking name now to avoid confusion on what I'm voting for.
>>
Homeground: Industrial Park
Hero: Constructor Core

I like the idea of there being an abundance of scrap metal and wrecks lying around. We can use the Constructor Core to recycle scrap into metal, or repair wrecks into working condition.
>>
Rolled 46 (1d100)

>>42109292
We can even use it as a form of diplomacy, by helping other civs via building them their own life support systems and fortifying their bases. Maybe sending over some robotic protectors.
>>
>>42109292
If we find a scrapyard that'll be a goldmine of vehicles we can restore to working order.
>>
>>42109308
Custodus will provide!
>>
>>42109292
>>42109308
Sounds like a good strategy. Construction and relief effort go hand in hand.
>>
Rolled 15 (1d100)

>>42109251
Zombie types are the following: Undead, Fungi, Infection, Mind, and mutated(otherwise known as infested instead of infected). Each and every zombie type has their own quirks but be warned there are always those outside the norm...and hybrids.

Monsters meanwhile are broken up into several rough types these are the following.

Outsider(demons and eldritch beings oh yeah!)
Beast(...well suppose technically they are mutated to shit but still)
Humanoid...sorta/maybe(like the fucking ghouls)

In general however the groupings do NOT cover how smart they might be but it does cover range of monsters you'll be likely encountering into several crude groups. For instance there are a number of humanoid type monsters that are VERY stupid(like much of the ghouls).

Heroic unit Chosen

CONSTRUCTOR CORE

A legendary heroic unit among the bots due to its very unique capabilities. Mostly in the terms of construction and invention. It was found long ago that artificial intelligence aren't stupid and through extreme experimentation can create stuff that can even rival supers in terms of peculiarity and even power.

Surprisingly the old world wasn't stupid by making sure such potent AIs were never available to robotic brethren and mostly kept in very special facilities...with the noteworthy exception being the Constructive Core.

An invention of the Megacorps to harness those area...and make it reality. In other words instead of just inventing, tinkering, thinking, assisting, or general guiding it was decided to let them BUILD. To let them CONSTRUCT!

One of the great secrets behind the megacorps were these peculiar machines...

Constructor Core Heroic Unit
Bonus Construction
Bonus Research

Traits
Mechanical
AI

Active
BUILD:When activated will greatly speed up the development of a task.
Strange Solution: Sometimes the best answers are the unexpected ones and hardest to understand.
Passive
Constructive: Even when not directly assigned to task will still be directly useful.
>>
Rolled 36 (1d100)

>>42109456
Do we still need a homeground?

Industrial park sounds nice.
>>
>>42109592
I'll second it
>>
Rolled 25 (1d100)

>>42109456
"SHIT we hit some turbulence."

"FUCKING TOLD YOU IT WASN'T A GOOD IDEA TO PULL THE FUCKING LEVER!"

"I say what is with this racket?"

"Shit we still have everyone right?"

"...uh I think we are missing someone."

"How do you know that?"

"Scans indicate someone fell out."

"...shit. We are gonna turn around and pick them up right?"

"As soon as I figure out how to drive this sure."

"Wait are you fucking telling me this thing was on AUTOPILOT THE ENTIRE FUCKING TIME?"

"...well yeah pretty much we were just on for the ride you know?"

"AHH-"

>Immortal
>Warlord
>Ninja
>Pete
>W0RM
>AI
>Creeper
>Potted Plant
>Super Mutant
>Engineer
>Boss
>Psionic Master
>Explorer
>Baby
>Infiltrator
>Villain
>Abomination

Please choose one of the following
>>>>Turn 1
>>>>>>>A. Scavenge.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Build Bots
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k(500 bot)
>>>>>Military 500(300 Bot)
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Machine Lovers
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Jailhouse. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing.
>>>>>>>vehicles: Cargo Haulers. VTOL. helicopter.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools.
>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited).
>>>>>>>communications: Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 7 (1d100)

>>42109783
ahem choose an action and one hero from the list.

...heheheh.

>>42109592
Industrial Park it is then.
>>
Rolled 32 (1d100)

>>42109783
G. Explore our industrial park

W0RM

Still want to find out what that is.
>>
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Rolled 54 (1d100)

>>42109783
... who would be helpful and most willing to help us.
>Engineer

I would try for villain, but I don't feel up for 80's montages again.

>G. Explore
I guess knowing the homeground in detail would help the most. Then I'm thinking we research ways to track down resources.
>>
Rolled 76 (1d100)

>>42109783
Action 1 - Recycle 2 Resources from Scrap Metal and Concrete Ruins, and use our facilities and constructor to melt it down into [Materials: Steel] and [Materials: Concrete]

We should put up some kickass Concrete Reinforced walls with bunker towers.

Still debating on what hero to get.

>>42110053
I'll back the Engineer.
>>
Rolled 35 (1d100)

>>42109870
>>42110053
Backing exploration and Engineer

>>42110108
We should do that afterward.
>>
>>42109783
W0RM
>>
>>42110053
You do realize you already have a specialized engineer already right?
>>
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>>42110185
Double the power!

Plus ours is civil engineering and maybe this one will be combat or military.
>>
>>42110185
>>42110220
Actually, he does have a point.

What's the one thing that's always hard?

Fighting!

So maybe we go for a military hero like Warlord or say

A GIANT W0RM!
>>
>>42110385
We could always use an Explorer to find interesting items that we can rebuild.
>>
Rolled 4 (1d100)

>>42110053
Security forces sent out to investigate the industrial park. Investigating they noticed two bandit bases one of them being a raider base/former prison and the other is tek spire. Further investigation has indicated that we are not the only robotic force here as our forces noticed a factory that was humming with life and identified no organic signatures within but an awful lot of movement...in addition to that in some of the more heavily contanimated areas they noticed at least one group of mutants moving around. The place is quite hostile to life and in the worser areas even our bots would start to suffer. Yet these mutants are just fine...

Our security forces have also discovered a group of survivors in a tower. Meanwhile they have noticed plenty of zombies and monsters lurking around but have failed to locate any of their bases as of yet. Our security officers think if we follow them around a bit we should figure out where they take roost also that they seem much more keen on our living members compared to the bots and it has caused them problems. Luckily they were able to successfully repulse any attacks.

Constructor Core indicates that scouts should consider investigating along power lines as any faction around hidden or not would have need of it...in that regard the Constructive Core has identified two hidden sites thanks to the power relays. One a tower and the other a bunker.

Sorry this took so long had to make map.
>>
Rolled 70 (1d100)

>>42110385
I vote Warlord.
>>
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Rolled 58 (1d100)

>>42110385
We can make better fighters and 1 engineer can not know everything. Everyone has a focus and to add more type means we get better coverage for later roads.
>>
Rolled 67 (1d100)

>>42110474
and I forgot the pic...for some reason it was giving me problems to post the stupid thing.

>>>>Turn 2
>>>>>>>A. Scavenge.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Build Bots
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.5k(500 bot)
>>>>>Military 500(300 Bot)
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Machine Lovers
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Jailhouse. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing.
>>>>>>>vehicles: Cargo Haulers. VTOL. helicopter.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools.
>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited).
>>>>>>>communications: Long Range Radio.
>>>>>>>Materials: Supply 5
>>
>>42110474
Yeah. . .definitely gonna go with warlord.

>>42110526
Contact the Survivor Tower.

"Hello? Is there anyone there?"
>>
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Rolled 94 (1d100)

>>42110385
All heroic archtypes have their own important uses and there are a few heroic options up there that are exotic and very rare...admittedly there are certainly a few weird choices up there but they all have their uses and some of them are very very rare indeed...

Current heroic votes are
2 worm
2 engineer
1 explorer
1 warlord
>>
Rolled 9 (1d100)

>>42110561
"Well obviously we aren't so primitive to not have radio. What the reason you calling us for?"
>>
>>42110615
"Howdy. We're from the nearby Custodus place. Everywhere else is bandits and monsters, but you guys are human and friendly. Nice to meet some civilized folk."
>>
>>42110579
Blue is you.
Dark red is mutants.
Bright red is bandits.
Grey is robot.
The brown is the survivors.
>>
Rolled 92 (1d100)

>>42110526
Recycle 2 Resources from Scrap Metal and Concrete Ruins, and use our facilities and constructor to melt it down into [Materials: Steel] and [Materials: Concrete]

Have the constructor refit our walls into proper fortified installations, several feet of thick concrete sandwhiched inches between steel armor plating on the inside and the outside, with bunker towers to allow for larger turret installations.

The ground should also be lined with a strong foundation of Concrete and Armor plating, to ensure no pesky underground strikes.
>>
>>42110579
W0RM
>>
Rolled 14 (1d100)

>>42110688
Vote. Let's get fortified.
>>
Rolled 34 (1d100)

>>42110656
"Costodus remnant? I thought you fuckers were bots over there given the lack of action? Son of a bitch knew it was funny for bots to live in a such nice place given where you usually find them now I fucking get it."

"Best watch out for the bandits they don't mind things like robots and mutants due to being a bunch of evil fucks, but once they find out there is actually humans behind those tin cans they aren't gonna be too happy."

"...oh wait this is open broadcast. shit."

"OH YEAH WE IZ LISTENING IN! YOU ERE DAT MY FELLOW BAD SHITS? TURNS OUT DEM BOTS IN THE GOOD SPACE WERE FUNNIES AFTER ALL!"

Bandit Tek base have released a beefed up broadcast flooding the channels with the strange tin cans in the good space being strange because there is human meat behind them.
>>
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Rolled 93 (1d100)

>>42110688
All good things need a strong foundation

Hopefully the BUILD power will used.
>>
Rolled 53 (1d100)

>>42110774
>>42110688
Activate: Build
>>
>>42110749
"Well, that's not good.

Uh. . .look, let's switch to some private channels?"
>>
Rolled 55 (1d100)

>>42110579
WORM
>>
Rolled 8 (1d100)

>>42110688
2 Resources have been treated acquired 2 General Material units. Unlike the mish mash and unpredictability of resources materials are much more effective and more importantly effecient. Only the megacorps possess the tech to being to turn resources into materials so readily and given their massive manufacturing advantage...what they can produce is indeed most impressive as its both better and more.

Constructor deployed building bunkers into the walls of our township. It was amazing to see it dissemble and then reassemble the walls including the fortified bunkers inside the wall...what would require others to knock down the walls or be greatly hampered hardly slowed it down at all. If anything it actually made the walls even BETTER when it rebuilt them. Constructor reports another turn again will include towers on top.

-1 general material unit.
Acquired Wall Bunkers+

>>>>Turn 1
>A. Scavenge.
>B. Try to improve the base
>C. Try to improve Armaments
>D. Research technology
>E. Build Bots
>F. Scout
>G. Explore
>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k(500 bot)
>>>>>Military 500(300 Bot)
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Machine Lovers
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Jailhouse. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing.
>>>>>>>vehicles: Cargo Haulers. VTOL. helicopter.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools.
>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited).
>>>>>>>communications: Long Range Radio.
>>>>>>>Materials: Supply 5
>>
>>42110844
Way to late for that or did you now see that part at the bottom.
>>
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Rolled 68 (1d100)

>>42110915
It will not be long till new "friends' show up. I guess we should finish building the walls. Then we up our damage.
>BUILD
>>
>>42110942
Well, I wanted to discuss some potentiality of striking up a deal with them to fight the bandits together.
>>
Rolled 19 (1d100)

>>42110844
"If you got encrypted yeah that can work otherwise you have to switch around and hope they don't find you. Strangely bandits tend to be oddly polite during the day and don't interrupt. At night though...fucking assholes man there is reason why most turn them off at night."

>>42110915

WARNING
The nearby bandit raider base that had previously ignored us has sent out a warband in our direction.

"WE IZ GONNA FUKKEN KILL YOU SHITTY MASHINE LOVERS FO TRICKIN US! PAYBACK IS A BIATCH!"

Seems like they are not wasting anytime striking at us now that the truth has been revealed, but hey on the plus side the other factions might be a bit more willing to deal with us...sadly though the bandits and their ilk are less then amused with the whole thing.

They don't appreciate being 'tricked'.
>>
Rolled 53 (1d100)

>>42110995
That's fair, but you would need to probably do that is person. We just have basic radios for long range stuff. We would still be able to be listen to.
>>
Rolled 100 (1d100)

>>42110992
>>42110915
Right, let's finish the job and then I'm thinking we install better offensive capability. Vote.

>>42111013
A personal envoy arrives in person, personally, to speak to someone inside.

Knocking on the door of course.

"Psst, open up, it's us from the radio. Was hoping we could talk in confidence."
>>
>>42111040
Dammit, I should have suggested the turrets this turn! Hahaha.
>>
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>>42111040
Ah you sexy beast you. I just want to hug the shit out of you right now.

Let us just hope to be able to hold off a warband with our new things.
>>
>>42110579
Voting Warlord.
>>
Rolled 15 (1d100)

>>42111093
Seconding warlord
>>
>>42111112
>>42111093
Welp, can't say I would appreciate a Warlord right now with the Bandits coming in.
>>
>>42111040
Diplomatic envoy sent.

CEO heroic unit spawned.

Bonus Diplomacy
Bonus Trade

Traits
Credentials

Abilities
Active
Lets make a deal: When activated will forcefully draw the opposing side to make a deal.
Turn: When activated if successful is able to make another unit that isn't your own join your side.

Passive
Corporate Cred: Aids rep AND making money!

Because you critted the envoy you can EVEN meet utterly hostile factions in safety and in utter secrecy!

You lucky sons of bitches.

>>42110884
as a bot faction bot related heroes are rather easy to get because of the whole you know having being bots too!

Some heroes are hard to get those heroes are the ones who aren't part of your faction type OR of the basic archtypes. This can include hybrid heroes or more exotic...those guys are a nightmare to get.
>>
>>42111177
Can we get a hybrid W0RM Warlord?

>>42111177
"Ahem, now that I'm here.

It seems to me gentlemen that we both share a common enemy, the bandits. Who happen to be coming to our base.

I am here of course to ask for your assistance. Now, you might ask yourself 'why should I help you'?

Indeed, why should you. They aren't attacing you, and will probably leave after they are done.

But here's the thing. When they are done, they'll be stronger. And they'll still be around.

Here we have a rare oportunity, we know they where they are headed, we can prepare for them, and we stand a better chance to defeat them here and now than we would attacking them at full strength.

Through assisting us in defeating them, you combat the bandits via a third party, reduce their strength, and you gain the resources and support of Custodus at your disposal.

Gentlemen, I propose we work together to fight these incoming bandits."
>>
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>>42111177
I'm going to love this Hero. Turning people and making deals under the table.

>>42111295
I think when you are done you should name the hero. You are earning that so hard right now.
>>
Rolled 87 (1d100)

>>42111177
SO which force will you send the envoy to besides the survivors?

CEO has acquired meeting with Bandit hero Big Rigger.

CEO has acquired meeting with survivor Elder Margaret.

-----
The Constructor Core meanwhile proceeds to use up the last of the materials to construct the towers...except it sorta looks funny. Unlike the rest of the walls the towers...were fucking HUGE.

And were each built on top of a bunker to serve as its foundation...and when you anchor it to the other stuff it allows things to get really big and surprisingly defensive. Imagine what would happen if you got some snipers or artillery up there...

>>42111295
nope. There aren't many hybrid heroes up there but there ARE a few exotic and rare as shit ones.

Acquired
>Tall Walled Towers+

>>>>Turn 3
>>>>>>>A. Scavenge.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Build Bots
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1k(500 bot)
>>>>>Military 500(300 Bot)
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Machine Lovers
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Jailhouse. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>vehicles: Cargo Haulers. VTOL. helicopter.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools.
>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited).
>>>>>>>communications: Long Range Radio.
>>>>>>>Materials: Supply 5
>>
>>42111351
Just the Survivors for now imo. These bandits are too hostile to us for my likings.

Also dialogue >>42111295
>>
>>42111351
I vote NINJA.

Because that particular ninja happens to be an incredibly useful badass. Trust me on this, vote for him.
>>
>>42111438
Supporting
>>
Rolled 75 (1d100)

>>42111295
"Those bandits are after you NOT us. Not to mention why would we work with someone who kicked the fucking hornets nest? Those pissed off hornets are your problem and rightly so. Perhaps when the hornets calm down we may make a move as they'll be less threatening...and you know pissed."

>>42111351
WARNING
Bandits attack has begun!

"...Where the HELL did those big ass towers come from? And whats with all da fukken bunkers? Da fuk is goin on?"

"Well Bandit boys and bitches dis is gonna be fun!"

"...Ain't dis a bit much boss?"

"Nah it means we can ACTUALLY expect some fun now. Considering how easy dey is to foight maybe now it wont be too boring a slaughter."

"hmm...oh yeah dats ROIGHT. PREPARE DA EXPLOSION! LETS MAKE SOME BOOMY GOOD TOIMES HAPPEN TONIGHT!"

>>42111438
Anon there are a number of immensely useful and bad ass on that list. Its just ain't nobody figured them out yet. Admittedly the Ninja is pretty fucking cool but he sure as hell ain't the only one like that.
>>
Rolled 58 (1d100)

>>42111392
>>42111351
I'm down to talk to the bandits

"Oi fucboi, you see the giant defensive structures that have risen from the ashes since you started walking towards us? You DONT. KNOW.WHAT.YOU.ARE.IN.FOR. Just leave a couple of resources on the ground and go home."
>>
>>42111494
"When you do that, you'll be making a move against bandits who will actually be more threatening, considering they'll have just engorged themselves on the spoils of war.
>>
Rolled 100 (1d100)

>>42111494
My rationale behind the ninja is that he provides a bonus action and our current megacorp fluff is rather in keeping with the last faction he was under. Trying to help the little guys and whatnot. There's no guarantee that the hero we choose will be under our control or nonhostile, and so we should pick the guy who's not likely to rip our eyes out as he gets to know us.
>>
Rolled 9 (1d100)

>>42111494
I guess I'd be fine with whichever hero as long as they're awesome.

Anyway, time for talk is over. Get gunners up in the towers and start raining lead on the bandits. Focus on anyone trying to set explosives at our walls.

>>42111554
Ninja it is.
>>
Rolled 45 (1d100)

>>42111351
Activate [BUILD]

Construct more combat bots to throw towards the defense. Burn a Supply for it.
>>
Rolled 37 (1d100)

>>42111494
Hah. These idiots are making the same mistake as us.

You don't broadcast your orders on the PUBLIC CHANNEL!

ACTION!
Prepare our own explosives, and load them onto a VTOl with a robot pilot.

Everyone else, hide, and wait, and get some guns onto the high towers. Do not make a move yet.

Watch until they bring out the explosives.

After that, ATTACK. And fire.

While they are distracted by our assault, the VTOL is to make a kamikazee run and slam into their own explosives. Using the cover of the counter fire.
>>
>>42111554
Welp. those 100s don't lie, it's time for Ninja.
>>
Rolled 24 (1d100)

>>42111582
>>42111577
Is there any way to do both of these?
>>
Rolled 51 (1d100)

>>42111582

>>42111603
Sadly no, not unless we had a Warlord with an extra War Action.
>>
Rolled 87 (1d100)

>>42111526
"Heheh I can clearly see that and am most impressed as a fellow engineer i can truly respect such a fine bit of work. Truly a work of beauty,but you see those guys aren't under moi direct command. They are under a boss and will likely loose. As personally my money is on you guys. Someone who can build that kinda shit so quickly ain't someone you can so lightly decide to mess with."

"kinda like attacking a tek bandit base and not expecting to have a shit explosion of many colors."

>>42111554
...well fuck you too anon. Fine you get TWO choices on the list but ONE of them MUST be the fucking Ninja.

I am sure an anon can bring up and stats as many know which civ he was part of...


-----
"Hey guys anyone know where the ninja went?"

"...He is a fucking ninja do you REALLY think we would know?"

"Well...shit that was a stupid question."

"Yes, yes it was."

"If the Ninja doesn't wanna be found he wont be found because he is a fucking ninja."

"Aw poor Joe...he just lost his translator."

"I LIKE PINK PILLOWS AND MOONLIGHT SUCKING MY COCK!"

"...Sorry Joe we have no idea what you actually mean."

"PRETTY PINNIES ARE DEAD PINNIES WHO ARE BUNCH OF FUGLY HORRORS!"
>>
>>42099779
Wait, what, the previous one ended?
>>
>>42111676
The sons of Sarnath. Unfrotunately yes.

But they died as badasses and now dwell with their god forever.
>>
Rolled 6 (1d100)

>>42111675
Ninja
Warlord

>>42111582
Vote
>>
Rolled 35 (1d100)

>>42111676
Unexpected clusterfuck. I ain't ever seen one show up nearly so quickly...normally it takes time for that sorta thing to build up.

>>42111710
You know warlord isn't the only type of commander unit also don't let this one situation blind you to the other picks.

Like Creeper or the talking potted plant....yeah i am not entirely sure how that last one came to be.

>>42111582
Explosives prepared.

Troops are in position...and there they wait as the VTOL lifts off.

There they waited until the signal and a bunch of very confused bandits saw a VTOL charging at their pile of explosives while being shot at from the walls.

Some of them ran while others tried to shoot it down. All were however amazed that the willingness to sacrifice such a piece hardware so easily.

Also a very big BOOM!

That was when our troops revealed themselves and fired upon the disorganized bandit mob. It wasn't long before the raiders withdrew licking their wounds and heading back to base.

VICTORY

Bandit losses Extensive

Your losses Minimal and 1 VTOL

>>>>Turn 3
>>>>>>>A. Scavenge.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Build Bots
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1k(500 bot)
>>>>>Military 500(300 Bot)
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Machine Lovers
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Jailhouse. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>vehicles: Cargo Haulers. VTOL. helicopter.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons:
>>
Rolled 44 (1d100)

>>42111839
Scavenge the battlefield, including our VTOL wreck and any Bandit wrecks or crushed gun. Leave nothing behind.
>>
Rolled 20 (1d100)

>>42111839
Loot the battle field and repair damages.
>>
Rolled 92 (1d100)

>>42111921
Vote
>>
Rolled 14 (1d100)

>>42111839
Hmm. It's nice being able to just punch someone in the nose when they pick a fight for once.

>>42111921
Sure.
>>
Hero Pic:
Ninja
Warlord
>>
Rolled 100 (1d100)

>>42112007
>>42111931
>>42111926
>>42111921
Vote
>>
>>42112008
>>42111710
>>42111621
Okay, let me ask you to trust me again...choosing the Warlord is BAD. He is EVIL and an absolute warmonger. He will turn on us in a heartbeat when he sees that we're not evil and not interested in crushing everyone around us.

This would all be fine, except that we chose a hero and fluff with ostensible good-guy vibes. If you're willing to go full conquering empire mode with our shit then the Warlord would be fine...but the Ninja wouldn't.

I'd suggest the W0RM or Baby.
>>
Rolled 33 (1d100)

>>42112021
Neat.
>>
>>42112062
I will back the baby. It will be nice to see a young hero grow up.
>>
>>42112062
Fuck, not THAT warlord. Go worm instead!
>>
Rolled 80 (1d100)

>>42112021
Not again...you actually manage to beat the looters at their own game.

Acquired the following
Bandit Bikes 500
Bandit Armaments(large)
Bandit Body Armor(lot)
Bandit Power Armor(100 suits)
Bandit technical 250
Bandit Tank 5
Bandit APC 50
Bad Bandit Behemoth 1
Bandit Drugs(large)
Captured Bandits 500(400 Raiders, 100 sinners, 10 Bosses, 1 Special)
1 Loot
1 Resource

We really made quite the profit if only the bandit tech was so crude...
>>42112062
>Not letting them learn the hard way

Trust me anon!

Anons just keep on choosing all the basic ones...what a waste hahahah or not.

>>>>Turn 5
>>>>>>>A. Scavenge.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Build Bots
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 3 Resource. 1 Loot.
>>>>>Pop 1.5k(500 bot
>>>>>Military 500(300 Bot
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Machine Lovers
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Jailhouse. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>communications: Long Range Radio.
>>>>>>>Materials: Supply 5. Bandit Drugs(extensive).
>>
Rolled 15 (1d100)

>>42112333
Whats with the W0RM love?

I only brought that guy up like once and your already a bot partial faction...

And hey now that warlord is actually pretty great guy...who loves fighting.

A lot.

Like lot lot.

>>42112396
Remember you can always attempt to reverse engineer stuff or investigate.

Also what will you do with the captured bandits?

>Kill
>Imprison
>Release
>Interrogate
>Other?
>>
Rolled 81 (1d100)

>>42112202
Sure, I'll second the baby

>>42112476
Other: Activate Turn on the special bandit! See if they can be tempted to work for us with the promise of their very own robot butler

>>42112396
E. Build Bots
>>
Rolled 70 (1d100)

>>42112396
"Holy hell look at all this crap...guns...more guns, yet more guns. NO wait pile drugs...why are they in the shape of guns and bullets?"

"Fuck if I know we are talking bandits dude."

"Also what is with all these fucking vehicles?"

"Good thing we got those big magnets and those tireless bots. Makes things REAL easy."

"YEah if these things weren't made of mostly metal I don't know how we would take everything..."

"Hey Uh guys you gotta see this."

"Wha-what the fuck? Why is their drugs MAGNETIC?"

"Well on the plus side easy to grab..."

"What the fuck is WRONG with these idiots."

"Well it could be the needles..."

"Then what about all those pills and other shit?"

"...Just saying."

"Fucking bandits. What is with attaching metal to EVERYTHING!"

"...You gotta admit it DOES make your lives hell of a lot easier."

"I know right? Its almost as if they KNEW we had these things and were just doing us a favor!"

"Hey uh guys?"

"Oh what now?"

"Why are all the bandits attached to those magnets?"

"...you gotta be fucking kidding me."
>>
Rolled 68 (1d100)

>>42112576
I agree with the turn action and bot building. Let us put these men back into the working class.

Offer food for work at less risk then raiding all the time. If they do not agree imprison for a bit.
>>
Rolled 16 (1d100)

>>42112620
Recycle everything including the prisoners.
>>
>>42112647
>>42112576
>>42112620
Think about it, we can recycle most organic material, why not live bandits.... They are made up of a lot of valuable biomass
>>
>>42112840
That seems kind of dark for people who, in some cases, had to do bandit life because they could make it other wise.

>>42112809
Also we should study the tech before breaking it down.
>>
Rolled 35 (1d100)

>>42112620
After much hauling and capturing of bandits.

"Hey guesses doesn't this one bandit look kinda funny?"

"...They ALL look funny did you decide to try some of their drugs out or something?"

"No I am serious."

"Who the fuck are you?"

"...I no we go by Teks."

"Your a tekbandit?"

"no magitek."

"What?"

"...Technology and magic combined."

"So THATS why all your guns look funny. Man talk about bad luck getting captured by us."

"I am awaiting my execution or release. Freedom or death I knew I would enjoy one or the other. If you let me go though...I can reveal some nice stuff you'll like a lot."

"Psht we don't deal magic."

"...what bout sum psi?"

"...I thought you said you were about magic?"

"Heheh aye I am but I DID ran into some psi stuff....very useful for bargaining."

"Yeah no shit."

Accept the magitek bandit gunner's offer?

y/s
>>
>>42112988
Hahahah fuck that. Death by recycling.
>>
>>42112988
Nope. Maybe a favor, but we shouldn't mess with psi stuff until we get things here dealt with.
>>
Rolled 4 (1d100)

>>42112988
Rolling for the ceo to turn the magitech guy
>>
bump. Hmmm, let me readup on what's happened.
>>
Rolled 27 (1d100)

>>42112988
His freedom for information on psi stuff? Sure, I'll bite.

Although I would like our CEO to first try to talk him into joining us (activate Turn). We can offer him a robot butler as a signing bonus, we won't even mind if he decides to tinker with it to add some magic.

Incidentally, it's not too late to pick the psionic master as the one who shows up at our place.
>>
guys wait, let me write up some fluff.
>>
Rolled 58 (1d100)

>>42112988
"Look friend, you want freedom. But do you know what freedom is?

Look what happened to you now, you joined the bandits, or maybe were forced into service, hoping at least you'd be protected under them. But clearly, after what happened today, this is not the case.

Your a magitek. You combine the better of two worlds magic and technology. Sure, there are plenty of Tekbandits and Magitek bandits maybe, and they may have a great collection.

But having technology is not the same as being able to make it. Being able to construct, to produce more, to manufacture and perfect a design.

Tell me, how many bandits, even tek bandits, have both manufacturing AND research as a speciality?

Here, at Custodus, that is what we do. Not just collect or use tech like the others, no, we FIX it and improve it. Get it to working condition, pristine, fresh and clean.

Out there you'd just run into the same thing you were in now, here you will be useful. Your talents respected and appreciated, like all that Custodus does when we find something we make sure it's used and treated the way it should be.

Out there, you'd just become another bandit. In here, you'd be a magitek officer, given the resources and the ability to show the world your talent, that in the years to come far and wide they will say "that man was amazing, he changed all our lives for the better."
Activate: Turn
>>
Rolled 74 (1d100)

>>42113741
Aw yeh.
>>
We STILL haven't chosen the heroes. Fuckers do you know after this thread it will be too late?

Choose anything. Choose the one thing that has a lot of votes.

Go Ninja and W0RM.
>>
Rolled 77 (1d100)

>>42113813
let's put it to vote now then before we forget.
Backing ninja and worm.
>>
>>42113813
Maybe we don't need them. We have a CEO voiced by this person >>42113741 and a mobile building robot.

Granted that is just my thoughts. Maybe just the Ninja for Counter spying would be all that is needed.
>>
Rolled 48 (1d100)

>>42113813
Vote
>>
Rolled 9 (1d100)

>>42113813
Alright, let's do it.

>>42113741
Also fuck yeah, diplomancy is the best magic
>>
>>42113813
Ninja's riding giant worms.
>>
Rolled 92 (1d100)

>>42113813
W0RM is something you can possibly attain on your own due to be a robotic hero. Some of those other heroes once missed you will never have the chance again to obtain.

>>42113741
"...You think bandits can't make shit? I'll admit I am rather well educated one but that doesn't make me alone. I came from a think tank friend but they didn't 'appreciate' what a little literal magic can do. Bandits make tek all da toime just dat nobody appreciates it as dey do."

"...eh you have a point on the researching and guess development sorta Not nearly as big as problem you think it is just ask da tekkies. So much lost so moar about rediscovery din anyting else butchu forgetting bout one ding Corp...you ain't no Think Tank so don't try and treat me as if you were one as I AM from a think tank I GREW UP THERE."

"You with your fixing and improving what you think your the only one who does that? Guess what just about EVERYONE DOES! Even the THINK TANKS but THEY unlike everyone else CAN DISCOVER BRAND NEW TECH that not even the old world had and improve upon old world tech easily! Where everyone else struggles to improve and try their best to just fix..."

"So don't give me your think tank bullshit speel.You ain't no Think Tank and wont be. So don't act like it you little shit."

>Turn attempt failure
>>
>>42114207
>Some of those other heroes once missed you will never have the chance again to obtain.
Name them.
>>
Rolled 58 (1d100)

>>42114268
W0RM is the easiest to attain of all of them. Much the rest are basic and there are your own versions available to your faction. This doesn't mean they share the same abilities specifically so I can understand why you may want one. The rest of those heroes are rather unique, exotic, and very rare indeed.

basic archtype heroes are piss common, hybrids less so and the those who don't follow those archtypes even more so.
>>
Rolled 36 (1d100)

>>42114207
"You know, I never said we were a think tank. But, you're right. We're not a think tank. And hey, chances are we never will be.

Not on our own at least.

That's where you come in. You ARE from a think tank. You know what it's like, you've seen it first hand.

And one thing thing that's different. You're not just a techie. You're a Magitek. Magic, the one thing they didn't appreciate.

You didn't just appreciate it, you used it, understood it, and applied it in a way they never would have.

That's where we are different. We can appreciate magic and we want to see it combined with technology. To serve in new ways, innovation, the kind of innovation your think tank would never voluntarily do. The kind we can and want to do.

Maybe you can't go back there, but that doesn't mean you can't show us how a proper think tank can be."
>Try Again:

>>42114354
Name the ones which missed will never have the chance again to obtain.
>>
Rolled 94 (1d100)

>>42114456
Try again
>>
Rolled 11 (1d100)

>>42114456
Rolling
>>
Rolled 69 (1d100)

>>42114456
They are all unique because they are from past destroyed civs. Just that someone of them have a more common archtype.
>>42114456

"...I will accept your offer under the condition I can get back my guys they are like myself, but remember you are no Think Tank nor shall you ever be even with me. The Think Tanks are the weirdest of the remnants of the old world."

"Now excuse me while I get my guys. I wasn't the only one who you know?"

Acquired special unit Magitek Bandit.

A special bandit unit that uses equipment modified by magic.
>>
Rolled 62 (1d100)

>>42114823
So anyway actions and last hero pick?

Seems like its a toss up between W0RM and Warlord always a chance for a black horse though.

Hurry it up so I an redo the rep stat. Your rep has gotten all funky so now i have to redo it.
>>
>>42114980
If getting a W0RM is easy, can we try for the Immortal?

Does said Immortal happen to have an affinity for energy?
>>
Rolled 93 (1d100)

>>42114980
Actions:
We have a lot of powerful bandit prisoners. . .

Convert 1 Resource into [Materials: Concrete and Steel]

Activate: Build
We need a new and reinforced prison system to hold them until we can figure out what to do with them.

>>42115090
I will support Immortal. Maybe some pre-fall knowledge will be useful.
>>
Rolled 14 (1d100)

>>42115156
Vote

>>42115090
The Adero CEO?
>>
Rolled 32 (1d100)

If we are not going worm, I vote Explorer or the Baby. They will likely be the ones to work with the Ninja.

>>42115156
Need a place to hold them.
>>
Rolled 34 (1d100)

>>42115156
Rolling for new prisons
>>
>>42114823
Aw yeah

>>42114980
Let's go with something we will never, ever have a chance to get again.

The Potted Plant.

>>42115329
Or baby

For action I still say build more robots.
>>
>>42115371
I know the Potted Plant actually, a previous character who I won't spoil until we get him.

If we get him, not only will we never have to worry about Food ever again (hah, it'd be shameful for a Custodus to go hungry anyway)

We can turn the desert green.

We'll also have biofuel pouring out of our noses and ears. Hopefully not literally. .
>>
Rolled 55 (1d100)

>>42115452
>Infinite biofuel
Well, that's all it takes to convince me.

Potted Plant!

And Ninja of course.
>>
Rolled 8 (1d100)

>>42115490
Yup Yup. This!
>>
>>42115371
>Not the Creeper

Admittedly those two are the rarest. Oh wait no I almost forgot the AI who is ALSO really fucking unique(mostly due to a chain highly unfortunate events).

That poor bastard and all the shit it went through...goddamn.
>>
Rolled 43 (1d100)

>>42115490
GO GO POTTED PLANT AND NINJA
>>
Rolled 46 (1d100)

>>42115540
Come to think of it both of those are ultra rare heroes and the AI managed to upgrade itself to reach that point.

Baby is also pretty rare and the rest of them are basically differing heroic types of other factions. Very hard to acquire if you aren't part of the faction that can spawn them...

For those three though its about outright impossible. In order of impossible difficulty its Creeper, Potted Plant, and the easiest being AI(due to event/upgrade path).
>>
Potted Plant.
>>
Rolled 68 (1d100)

>>42115156
Vote

Also backing potted plant and ninja
>>
bumpening.
>>
>>42115156
>>42115371
These seem to be consensus
>>
Rolled 84 (1d100)

>>42115452
Uh anon hate to burst your bubble but from my records...its stats were never revealed.

I have checked the damned archives over and over again because that was winning.

So anon...only I know what its stats are(assuming I can find the notes dating that far back).
>>
>>42116305
and I will feel like a huge dick if i let anons choose a hero JUST because they think it has abilities...that it may not actually possess.

In other words its one of the MYSTERY heroes as most the others had their stats revealed before...

So there is your warning and has actions been decided yet while this has been going on?
>>
Rolled 70 (1d100)

>>42115156
Well now I feel retarded...well its not like I wasn't getting something to eat but still.

Constructor Core has demolished the old jailhouse and built a Prison+ in its place. The prisoners naturally were transferred over...assuming that is we had to transfer them. In truth the prison was just rebuilt around them and replaced piece by piece. Truly an amazing thing to witness...

Acquired Prison+.

>>>>Turn 6
>>>>>>>A. Scavenge.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Build Bots
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 3 Resource. 1 Loot.
>>>>>Pop 1.5k(500 bot
>>>>>Military 500(300 Bot
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Machine Lovers
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>communications: Long Range Radio.
>>>>>>>Materials: Supply 5. Bandit Drugs(extensive).
>>
>>42116620
>>42116305
Alright, let's be Frank here.

The Potted Plant was teh CEO of Grow Corp. Might have misdjudged its abilities, but surely it has some plant oriented skills?

Dunno what the Creeper is. Doesn't sound like something good honest folk should mess with.

As for the Baby, it is the "easiest" of the "most difficult" to find. It was from Gearhead civ I think.

No idea what any of them does. Still, I back the potted plant.
>>
>>42116806
Oh, now I remember! The Creeper was from the one and only Brood civ.

FUCK the creeper.
>>
Rolled 28 (1d100)

>>42116806
It does.

>>42116872
Not having a big bad brood beast who acts like a docile doggy around you...so yeah kinda cool.

Because the heroes will start off friendly heheheh. But damn if the Creeper isn't such a bad and evil name from such a nasty force...
>>
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13 KB GIF
Rolled 9 (1d100)

>>42116806
We should still go potted plant.

>>42116728
Action 1 - We won that last battle through luck. The next one might not be the same.

We have quite a lot of new vehicles and toys at our disposal, but I feel we should develop our defenses a bit more before we move out.

Combined arms is a theory of war even the layman should be familiar with. One cannot have only infantry one must have vehicles, air support, and of course, artillery.

Behemoths tend to be equipped with large gun and artillery pieces. Using this as a base, the Constructor can model its design and replicate it.

Develop and/or Manufacture artillery. Convert 1 resource into [Materials: Steel] for it.

---

Design:
The Cannon will be mounted within a protected Concrete and Steel hub, a structure which can be raised or lowered from the Fortification Bunkers when at rest or to be deployed. Thus, in peacetime, they can be lowered into the bunker and not have a visible outline.

They should be capable of rotating and firing upon a near 360* angle, though for saftey measures we will limit their arcs of fire to prevent friendly fire or hostile usage against the base.

They should be able to fire up into the air to deliver arced indirect shots or to target aircraft, or perform direct fire rolls on targets such as tanks or infantry on the ground.

Their range should be able to reach at least the nearest bases next to us, both to assault them and if they were to fall into our hands, assist in holding them.
>>
Rolled 86 (1d100)

>>42117257
Vote
>>42116806
Let's just stick to plant while that motion has something to it. We're second guessing ourselves enough already.
>>
Rolled 3 (1d100)

>>42117257
Rolling. Don't forget to activate BUILD
>>
Rolled 34 (1d100)

>>42117257
This. Then let's train some of our pop on the good 'ol shooty
>>
Rolled 69 (1d100)

>>42116620
I for one still want the mystery Potted Plant.

I choose it because hey, this is the only way we'll get a hero who is a potted plant. Also you said that it's the second in rarity only to Creeper, which sounds a little too ominous for my tastes.

>>42117257
Hell yeah let's build a cannon

Later build more bots
>>
Rolled 5 (1d100)

>>42117481
Let's build cannons you mean!
>>
Rolled 31 (1d100)

>>42117257
1 resource has been broken down.

ERROR
Behemoth design has not been reverse engineered! Unable to replicate.

Construction of Cannons has been included into the bunkers by the Constructor Core. It once again took apart, included its modifications, and then rebuilt it all. Sadly the design is rather simple and its firing arc is limited but it DOES work.

>>>>Turn 7
>>>>>>>A. Scavenge.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Build Bots
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 2 Resource. 1 Loot.
>>>>>Pop 1.5k(500 bot
>>>>>Military 500(300 Bot
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Distrustful Weirdos
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>communications: Long Range Radio.
>>>>>>>Materials: Supply 5. Bandit Drugs(extensive).
>>
Rolled 42 (1d100)

>>42117670
Well we better study the tech then.

>Study the bandit tech.
>>
Rolled 95 (1d100)

>>42117670
Alright, we can work with this.

Sometime now or later we'll need to get our artillery into proper shape.

I'm thinking.

Action 1 - We were premature. Let's fix this.

Studying the Behemoth, and in turn its Cannon Turrets, will provide us not only the information for the artillery, but also on the behemoth itself. How it works, how to fix it if it breaks down, and in the future when we have an abundance of resource, make more.

Have the constructor take it apart, analyze it, and put it back together again. And if it can find any way to improve it, so be it.

Study the behemoth!
>>
Rolled 4 (1d100)

>>42117754
>>42117745
Vote for studying!
>>
Rolled 9 (1d100)

>>42117754
>>42117745
Study the bandit tech
>>
Do we have enough votes for the plant and ninja hero?
>>
Rolled 12 (1d100)

>>42117845
We should. Don't see anyone voting anything else.
>>
Rolled 4 (1d100)

>>42117670
Distrustful weirdos? When did that happen?

>>42117754
>>42117745
Vote
>>
Rolled 77 (1d100)

>>42117754
>>42117745
"What the hell is with this construction core anyway? I ain't ever seen or heard of anything like it."

"Heh kids these days. That constructor core dates back to the Old World. Those things were a real favorite of the corps due to its constructive ability and not being blacklisted unlike its much more dangerous cousin."

"How are they dangerous?"

"Depends on the design. Somehow Constructor Cores got lucky and managed to circumvent the issue...they are an odd bunch though even by AI standards."

"Any idea of what its name is?"

"Ever thought about checking whats written on it?"

"...Marty?"

That was when the constructor core turned around and peered down at the guy with its sensors. Naturally the youth nearly shat himself.

"...Constructive efforts required."

"...Holy shit I never knew it could talk! Ever since we turned it on all it did was build shit."

"So big guy about reverse engineering the bandit tech..."

"Which piece?"

"The biggest one."

"Affirmative." With that the Core surrounded by its pilfered manufacturing equipment and raw materials floated its way over to the behemoth. That was when the behemoth started to get dissambled by a swarm of bots wielding tools and the Core itself. Even more strangely the stuff that got taken apart was constantly being scanned and hovered in mid air as it was slowly taken apart piece by piece. All the while being mapped the entire way and having the harvested data being transmitted directly to you.

>Bad Bandit Behemoth
ELITE DESIGN DETECTED.

COUNTERMEASURES DETECTED.

BYPASSING...

BYPASS SUCCESSFUL DISPLAYING RESULTS NOW."

Bad Bandit Behemoth.
>Elite Patterned.

Armor is Exotic Alloyed plating reinforced with counter Explosives, gel absorbers, and force shields. Includes surprisingly advanced life support...believed to be good enough to even venture into Wasteland if desired.

Sensor suite equipped is a Tek Bandit Pattern designed from pilfered Milspec sensors...definitely good stuff.
>>
>>42117964
How are the weapons systems? Can we conduct further research operations into replicating the technologies we'e discovered on the Behemoth?
>>
Rolled 27 (1d100)

>>42117964
Energy Source...is a mini plasma reactor intertwined with a looted milspec mini fast breeder reactor and mini nuclear reactor. Energy is built with a relay and backups along with flickering switches allowing tech to be rapidly recharged, deployed, and switched between on a roster. In other words if a shield is taken down a new one will be up quickly while the one that went down is recharging...ingenious design especially considering there is a built in function into EVERYTHING allowing the system to be redlined with a push of a literal button.

Detected Plasma outlet allowing for direct if risky charging...also to readily enable emergency spewing function and rapid reloading of plasma weaponry...very risky, very dangerous, but greatly increases plasma weapon reloading and firing speed. Also an emergency weapon should someone get to close...results in the behemoth spewing forth a plasma plume around itself.

...normally should not survive effect but advanced materials in armor plating enables it to endure the extreme temperature change and easily sheds the excess heat.

Heat Sinks detected is actually the armor itself...designed as heat sink in both plating and gel packs. Heat can be radiated outward or pumped further into creating steam that can then be used similar to a flamethrower or in this case a steamthrower.

If you think being cooked alive is bad enough imagined being steamed alive...

Detected heat sink-ERROR

ERROR

Unable to identify pattern.

Actual Heat Sinks...is made from cold plasma. In particular its actually the coolant storage. Cold Plasma...is one hell of a heat sink. Normally encounter among plasma shielding not used as a coolant. Water cooling is instead used to keep systems clean and used as weapon.

Oil strangely absent...mostly relies upon a steep steam cleaning service with mild usage of advanced lubricant of unknown origin. Is not oil based.

Engines are tied to power generation...uses same source.
>>
>>42118228
>>42117964
This is a goldmine of technology. The potential applications of this are many.
>>
>>42118335
Whatever we do, DO NOT STUDY THE MAGITECH. It will break and or corrupt Marty
>>
>>42118474
That's. . .actually some wise words of advice. We'll leave that to the magitek person.
>>
Rolled 30 (1d100)

>>42118228
Engine Pattern...unknown.

While possessing hover function is also equipped with legs...legs turn out to have an entrenching function and can serve as backup source of mobility.

Is equipped with 6 legs. Designed confirmed to be Bug patterned vehicle...legs are heavily armored with differing substance then rest of vehicle. Confirmed for shielding and drilling function. Would be...most difficult to penetrate through. Effective use of as material shield when not used for mobility. Combines well with shielding function while in hover mode. Usage of possible material and energy shielding confirmed.

Weapon systems are...

Modified Pattern Laser Batteries. Originally based on AA design but heavily modified. Changes indicate smart and new hostile function built in. Will not longer be solely defensive. Instead when not defending will seek to fire upon hostiles.
UNKNOWN pattern Plasma Spewer. Modified to allow a concentrated stream for additional range or widen itself to coat an entire area in plasma. Very risky modification as should things go wrong will result in catastrophic weapon failure.
Unknown Pattern Spec of Charged Plasma Launchers. Unleashed plasma is heavily concentrated in a strange tube before being released and hence shot. Results in very fast hard hitting projectile but should misfire occur expect instant plasma explosion if your lucky its small and disables the weapon...if not on the other hand will back up and result in catastrophic damage and possible self detonation. Able to surpass range limits of plasma weaponry WITHOUT requiring special coatings AND results in a de facto charged shot(considered ESPECIALLY extremely difficult/dangerous for plasma to perform). Unable to identify device and modification used to make possible...
>>
There is a lot of cool shit here. I know we can upgrade our robots and town with these.

Now I wonder if we will need to mine or break stuff down to use it.
>>
>>42118989
We'll need to go out and scavenge some scrap metal from the surrounding industrial park.

Better still, we really need to resume diplomacy with the survivors, who have a bonus to resource scavenging.

I think in between offerings of some of the bandit loot, and to repair and reconstruct their base, we stand a significant chance to push for an alliance. Maybe even a pact.
>>
Rolled 39 (1d100)

>>42118680
Bandit Pattern Rotary Gauss Cannon. Normally would see only one on a single tank. In this design many Gauss cannons are brutalized together to create a single large minigun. Resulting form enables for better rapid fire, easier repairs, but increased bulk along with greatly accelerated ammo consumption along with poorer aim. Very heavy not possible to put on anything smaller than a super tank(and a super can only support 1 with NOTHING else). however a stream of gauss cannon fire is very hard to shrug off...can easily tear through most defenses insantly and those it can't it will in given time. Has a built in smart firing tracker and adjuster making it possible to turn it into a great big badass bombardment artillery piece from hell. Unfortunately said function requires the behemoth to become immobile as to set itself up for the resulting recoil. Have detected multiple firing modes. Modes are the following. Rapid Shot(shoots one cannon at a time for every round fired). Single Shot(all cannons fire as one but is very hard on the gun not to mention the monstrous kick). Bombarding Shot(requires entrenchment but results in greatly increased effective range without harm).

Gunner Turrets: Is equipped with smart(optional) firing stations that can either directly piloted or use the computer to use. Uses 'small arms' see bullets, missiles, rockets, lasers, and plasma to create a great big barrage to deal with the smaller stuff that isn't worth wasting the bigger guns on. Turrets are armored and have their own separate ammo pool to draw from. Even more interesting the guns are configurable so if your running out of ammo for one of them you can swap them out for stuff you aren't running out of ammo for. Designed for mostly dealing with smaller vehicles and infantry. One would be in for one rude surprise if they assume the vehicle is helpless against 'small' targets.
>>
>>42119053
Keep writing Genie, want to start some dialogue with the survivors. Also might drop off into bed soon so I hope you don't mind.

The Diplomat hero meets up with the survivor tower again, to propose a new deal in person.

"We've shown we are capable of repulsing the bandits, and now have a significant amount of their prisoners and technology at our disposal, which we are currently using and manufacturing. Already we have fortified our base and will continue to do so.

You are survivors. Your talents and people are both valuable, and desired.

I will be honest, we seek alliance, or perhaps a pact if the mood permits, and are willing to provide numerous incentives to seal the deal fullfilled.

We would like to know what steps can be taken, what can be given, and what can be done to achieve such a thing. We are more than willing to provide you with many things, of course we live by our motto "Custodus will provides"
>>
Rolled 49 (1d100)

>>42119053
'Melee' weapons

Arc Torch. What happens if fuse a buttload of plasma and electricity together then stab/zap things with it? Capable of frying just about anything it can plunge itself into thereby disabling it (somewhat) intact. Plasma function chews right through armor allowing the resulting pulse easy entry. Unknown why its able to function without failure. Must somehow create some kind of field around it...

6 Drills aka the legs themselves ALSO have a fucking weapon function built in. Will impale anything that gets in range and DRILL DRILL BABY!

Detected use of self destruct sequence which will result in a massive forced detonation.

Comm system detected within seems to be some kind of Tek design. Unable to identify but does appear to have an encryption function as well as surprising range that is capable of interupting its tranmissions resulting in static only being heard should one listen in beyond its 'target settings'. The first encryption method is simple enough but the second is very strange...even stranger detected a backdoor installed into the comms and the encryption appear to be forced as well near impossible to tinker without some sort of outside assistance or device.

Installed AI appears to be a bunch of simple AI forcefully networked together to create a single 'greater' working whole. However I detect some kind of...modification done to them and including some sort of wiping. Very peculiar.

Am now finished with reverse engineering. Much of the tech is hard to understand much less replicate. Many of the designs and modifications don't exactly appear sane...or even human for that matter."

"Marty believes whoever built this...especially when I took a closer look into its wiring and sub routines isn't human. Function wasn't partially designed with humans in mind...but rather their use of it appeared to be an afterthought. Makes repairs tricky if it weren't hacked to bits and then put back together forcefully. like a strange amalgamation.
>>
Rolled 15 (1d100)

>>42119172
"We aren't interested."

>Rep failure detected

>>>>Turn 8
>>>>>>>A. Scavenge.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Build Bots
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 1 Resource. 1 Loot.
>>>>>Pop 1.5k(500 bot
>>>>>Military 500(300 Bot
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Good
>>>>>>>Health: Good
>>>>>>>Armaments: Good
>>>>>>>Fuel: Good
>>>>>>>Tech level: Good
>>>>>>>Reputation: Distrustful Weirdos
>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>communications: Long Range Radio.
>>>>>>>Materials: Supply 5. Bandit Drugs(extensive).
>>
>>42119333
These techs I am primarily interested to replicate and combine.
Bandit Pattern Rotary Gauss Cannon
Plasma Coolant
Shielding

Is further research needed or any other requirements before we can use them, especially in conjunction?
>>
Rolled 74 (1d100)

>>42119386
You have no idea how the plasma coolant is contained and what device it uses...

The cannon is much easier to identify.

The shielding is between those two but somewhat doable. Problem is all the bandit tinkering makes it rather difficult to figure out what the fuck is the underlying principles.
>>
>>42119363
Marty, think the AI wipe might be keeping something from awakening? If it's not meant for humans, would it be wrong to guess machine or Alien users?
>>
Rolled 92 (1d100)

>>42119479
"Unknown. Only detected components and modification that clearly aren't of...ordinary human origin."

"The AI do not appear to be that advanced though so doubtful."
>>
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As a late term project, not necessarily to be pursued at this moment, but I feel to be considered.

Upon our Towers, I wish to in time construct improved versions of the Rotary Cannons.

They will be fed via a belt system within the center of the armored tower, linking up to warehouses and/or ammunition production. This will compensate its rapid ammunition consumption, allowing it to fire for extended periods of time with the possibility of ammunition being produced at the same rate of fire for theoretically indefinite firing missions.

Overheatnig of the guns will be dealt with via application of the Plasma Coolant system through or around the guns themselves.

In addition to a large concrete and metallic turret to case the rotary cannon, additional shielding around the megaturret will also be pursued.

--

Marty, I would like a report on the following for the above project
1. What technologies, if any, will need to be further studied
2. The cost in material this will take
3. Estimated construction time
>>
>>42119363
"CEO, we need to improve our overall reputation, particularly with the survivors. Do you have any words on the matter? Your advise is desired."
>>
Rolled 96 (1d100)

>>42119333
Hey, we have some nonhumans who could pilot it. Maybe not who it was designed for, but not human either.

How advanced are our bots anyway?

>>42119363
>E. Build Bots
>>
Rolled 74 (1d100)

>>42119531
Noted. Could our robots pilot this machine, would we need to use humans or a mix of both?

>>42119363
Let us go on resource hunt.
>A. Scavenge.

We will need more for research and development.
>>
Rolled 8 (1d100)

>>42119363
Begin measured and controlled testing and training of the new equipment we gathered. When there's a fight coming, or we need to protect ourselves, or hell just to drive some of these in patrols or exploration, we had better make sure we actaly know how to use these vehicles.

Screen the population for those individuals with expertise in vehicular knowledge, how to drive.

And gather some bots as testing.

Begin training operations on how to man our various vehicles, both with human and robotic autonomous. Bandit bikes, Bandit Technicals, Bandit APC, and Bandit Tanks.
>>
Hmm, all good action suggestions so far. I pushed for training because I want to be able to fight in the stuff we captured in case shit hits the fan.
>>
Rolled 31 (1d100)

>>42119533
"1 Research of the weapon itself. Water cooling system is simple but if you want something more advanced...that wont be nearly so easy."
"2 Minimum of 5."
"3 2-5 turns estimate."

>>42119582
With rep we are in a tight spot. We recruited bandits which is a big no no, we use bots, and our cover got blown as being the 'meat behind the machine' which pissed off the bandits making them feel like we tricked them. Our rep is all kinds of screwy if we try to befriend the survivors we'll annoy the bandits who at the moment have taken pause because they are rather unsure of us and probably think given time we'll show our true colors. Meanwhile everyone else is thinking they don't like us due to consorting with bandit and machine. Our best bet is doing good deeds and keeping our distance from undesirables."

>>42119637
Utterly average if not a bit below it.

>>42119656
Either one of them can pilot it but its designed to be used by humans.
>>
>>42119687
I was thinking training would be needed as well. At the moment though I believe we will be playing defensive and trying to build up rep.

I'm thinking we get some resources and build some stuff free for people.
>>
>>42119710
"Can you think of any immediate good deeds we can perform? We offered stuff to the survivors, food, supplies, repairs, but they aren't interested."
>>
Rolled 68 (1d100)

>>42119666
Voting this. Let's be ready to fight any pesky monsters or more bandits that try to fuck with our scavengers.
>>
Rolled 54 (1d100)

>>42119789
"Clean food and water alone will do wonders. If we can afford to spare some resources to convert them into survival items to hand out will also be good."
>>
>>42119859
"We can do that and we have both of the first to spare.

Can you be able to get them to accept our gift? Maybe we just leave it in front of their door with a note?"
>>
Rolled 37 (1d100)

>>42119901
"Maybe. I was more thinking of handing them out to those in need. It would also be helpful for recruiting in addition to helping our rep. Rather I am more worried about possible actions the bandits will take..."
>>
>>42119952
"I actually have an idea on that. It would be prudent to first build up our strength in peace, we do not need anymore hostilities at this time.

If we were to consider it, we might offer a prisoner exchange for some sort of peace agreement, if only temporary. Maybe the bandits will appreciate that we've fed and cared for the prisoners and returned them, rather than executing them, and so not decide to do anything against us.

That depends of course if any of that is feasible."
>>
Rolled 78 (1d100)

>>42119666
Voting training, then next turn scavenging.
>>
Rolled 61 (1d100)

>>42119666
Vote

"Custodes: not letting your war machines uselessly sit in a garage to gather dust since the post apoc!"
>>
>>42120012
>>42119952
Can we trade prisoners for peace? Will there be ramifications like more rep loss?
>>
Rolled 95 (1d100)

>>42119666
We do have some people who know how to drive...but mostly the big cargo haulers. We have more people who know how to fly then drive.

The bandit tek while very simple and easy to use some of our people learn the hard way is actually quite dangerous. The apparent ease of usage lures you into a false sense of safety which will bite you in the ass. Most of the bandit vehicles appear to be built with speed in mind as well as offense or more rarely defense in mind.

Luckily the losses were only a few bots who were rebuilt and some wounds. Luckily no one died but it was still a bit of a sobering affair. Especially once the mechanics got a look at them and started to weep. According to them the bandit modified and tore whatever out that they deemed 'unnecessary'. If whatever they took out or modified stopped it from working then they would jury rig it back into functional condition. Apparently it was quite the traumatizing mess.

Even Marty can attest to that and even stated that sometimes you would be better off just starting from scratch...
>>
Rolled 53 (1d100)

>>42120012
"Maybe. Could work but you have to remember that bandits aren't the most sane lot...but they are used to be mistreated by other factions."

>>42120140
Possible.

>>42120196
>>>>>Turn 9
>>>>>>>>A. Scavenge.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Build Bots
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 1 Resource. 1 Loot.
>>>>>>Pop 1.5k(500 bot
>>>>>>Military 500(300 Bot
>>>>>>>>Food: Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Good
>>>>>>>>Medicine: Good
>>>>>>>>Health: Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Above Average
>>>>>>>>Tech level: Good
>>>>>>>>Reputation: Distrustful Weirdos
>>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Supply 5. Bandit Drugs(extensive).
>>
Rolled 99 (1d100)

>>42120196
"Marty, if possible I would prefer to just scrap these things and rebuild them from the ground up, safely, though there may be a loss in combat ability. But saftey is very important.

For now they serve as a good temporary solution to a need of military power.

Is there anything in the way of us rebuilding them "from scratch" as it were?"

>>42120269
Action 1 - Scavenge for resources or scrap metal. Be it providing aid to the masses or rebuilding our vehicle forces. Pick up anything that isn't dirt or sand, we have recyclers. Go for bulk mass, quantity over quality.

Diplomacy. Have the CEO use his ability to meet hostile factions in saftey and utter secrecy, and tell them we would like to give them back their prisoners in exchange for peace.
>>
Rolled 29 (1d100)

>>42120347
Vote, on both accounts.
>>42120269
Genie, can you lock in the plant+ninja heroes please? Would like to know that they're in the bag.
>>
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Rolled 23 (1d100)

>>42120347
https://www.youtube.com/watch?v=gAjR4_CbPpQ

>>42120269
One thing I would like to ask. Would it be possible to be natural good? Like show people there's good in everyone if given the chance. Like us turning the bandit magi to make something better for the world.

I would hate to see bigotry take over everything.
>>
>>42120423
You mean practical good done right?

Depends if we can survive the inevitable inquisition that will come for us from specifically the bigotry.
>>
Rolled 77 (1d100)

>>42120347
Rolling
>>
Rolled 70 (1d100)

>>42120347
"If we completely rebuilt it they would no longer be considered bandit tech. While possible they would no longer be considered the same."

The CEO is unable to do that action in complete safety and utter secrecy. That was a temporary effect from the crit on the envoy.

>>42120423
While possible it can be very hard to do. Your basically trying to find a cure to pure evil and MAD. Other bandits however may not be quite THAT far gone though.

Bigotry is rampant though and was common even in the Old World. Hilariously enough bandits are actually among the least bigoted groups out there.
>>
>>42120502
Then send over a robot in a bandit vehicle with an automated message, asking to rendevouz with them in a secure position so we can talk.

Organize a way to meet them without blaring the radios and then have the prisoner exchange.
>>
>>42120560
This
>>
>>42120502
Hm, I think people can agree with removing/imprisoning the evil or be on help mad people.

It's the THAT far gone people I would like to save or have join us. Also I would like it if we could accept the gay people and what not that get kicked out for not being a normie.
>>
>>42120581
At the same time we shouldn't let our rep plummet into the toilet. At least, not before we've made some pacts with people like survivors and such.

We need to balance carrots with sticks. Do good deeds, and people will think of you differently.

Releasing the prisoners and providing survivors with survival supplies is a step in the right direction.
>>
>>42120560
Do it
>>
Rolled 51 (1d100)

>>42120347
>>42120560
These need some support?
>>
night bump
>>
Rolled 18 (1d100)

>>42120347
>no Sand
got some bias against glass or something?
Acquired 9 resources.
Acquired 1 supply.
Acquired building materials(3 projects worth
Acquired rare building materials(1 projects worth
Acquired Industrial Materials (5 Projects worth
Acquired Industrial Materials Rare (3 Projects Worth
Acquired Common Metals 25 Units
Acquired Rare Metals 5 units

Forces sent back and apparently discovered a few intact warehouses that they then promptly emptied. There was a ton of shit and the harvest was truly spectacular. Our guys were even able to find the rare shit!
>>Turn 9
>>>>>>>>A. Scavenge.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Build Bots
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 1 Resource. 1 Loot.
>>>>>>Pop 1.5k(500 bot
>>>>>>Military 500(300 Bot
>>>>>>>>Food: Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Good
>>>>>>>>Medicine: Good
>>>>>>>>Health: Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Above Average
>>>>>>>>Tech level: Good
>>>>>>>>Reputation: Distrustful Weirdos
>>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Supply 5. Bandit Drugs(extensive).
>>
Rolled 68 (1d100)

>>42121183
Alright let us make some gifts for people. Like in >>42119859 the CEOs thought.

I assume we will need to boost food and water or just make MREs.
>>
Rolled 84 (1d100)

>>42121183

Or forget the survivors and make friends with the bandits and/or robots. I mean we already are friends with robots, so it shouldn't make our any rep worse.
>>
>>42121645
?, I feel like some text is missing from your post.

Yet I can see where teaming up with them could be a move. Then we need to agree about going down a darker and fight heavy path. The rep hit we got will not make things unfix able. Just need time and CEO's sweet words.
>>
>>42120077
>>42120033
>>42120012
>>42119952
I still sincerely believe that all bandit gear and personnel should go into the recycler
>>
>>42121692

I don't know what might be the confusion. I was just presenting the possibility. Robots were on the map provided above. >>42110579


>>42121751

We do have 500 bandit bikes and only 1000 humans... We don't need all that. But the Behemoth needs much more study before we can scrap it.
>>
>>42121924
>I was just presenting the possibility.
That is what I was wondering. You started off with "Or forget..." and I didn't know to whom or what you were talking about. I had to make some assumptions and wanted to be sure there wasn't missing a missing link.
>>
>>42099779
So we've got two Post Apoc Civ quests running at the same time... At least this one got more interesting faction instead of yet ANOTHER Not!BoS
>>
Rolled 96 (1d100)

>>42122042
Oh another one started up? Busy doing a special marathon though I am need to crash soon before starting again.

>>42121924
Have fun with that there is some weird shit going on with that behemoth...

>>42121645
Just because they are bots doesn't necissarly mean they'll like you.
>>
>>42122072

Well, no, but those survivors seem like judgmental dicks. So if we are going to end up wasting turns, I'd be more interested in dicking around with the behemoth.
>>
bedtime bump.
>>
bump
>>
>>42121645
>>42122194
Everyone's judgemental dicks, the difference is it sure as hell wasn't the survivors who attacked us first.

>>42122072
Genie, why aren't the new heroes locked in yet? We're reaching the end of the thread.
>>
Rolled 8 (1d100)

>>42121183
>>42121333
Action 1 - There are more than just that one survivor faction, and whether or not we like it, we are in need of allies them or anyone else.

If we want allies, we'll need to improve our reputation. With everyone.

It's time for some grand diplomacy.

As per the the CEO's suggestion, we should start producing food, water, and convert 2 Resource into [Tools: Survivor Items].

Then start disseminating them to survivors and such who need them. Chances are even if we don't immediately befriend the ones from the tower, there's bound to be other factions that'll take notice since this place is density critical with them. And we'll still improve our Rep with them anyway.

As part of this diplomacy action I also want to perform the prisoner exchange with the Bandits. So do whatever needs to be done to organize that, I'll leave you in charge of it CEO.
>>
Rolled 76 (1d100)

>>42121333
>>42124152
Go go CEO
>>
Rolled 36 (1d100)

>>42124152
Fine then, let's see if this works.
>>
Rolled 1 (1d100)

>>42124152
Vote
>>
Rolled 97 (1d100)

>>42125765
GOD
DAMMIT
>>
Rolled 1 (1d100)

>>42125765
Fucking hell, we're trying to fix our reputation not make it worse.
>>
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>>42125810
>>
>>42125810
>>42125765
Hahahahahah I had NOTHING to do with this.
I loved this civ too.
>>
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Rolled 82 (1d100)

>>42124152
>>42125765
>>42125810
>>
Rolled 96 (1d100)

>>42128738
100s, where are you!
>>
Rolled 54 (1d100)

>>42125765
>>42125810
Well shit.
>>
>>42131374
Genie, please don't kill us. The last one was far too short, and I really like Custodus.

At the same time, we could REALLY use those heroes if this double nat1 is going to happen.
>>
Rolled 9 (1d100)

>>42131838
Oh it wont kill you it will just...well lets just say your rep is gonna be so fucking bad even the bandits are gonna avoid you more of sheer confusion then anything.

and yeah I'll post the plant stats I know the other one some anons have already to repost. Just got to figure out how to write this...
>>
Rolled 45 (1d100)

>>42131838
The most awful thing that could happen is our reputation goes to hell in a handbasket because of defective aid and everyone hates us forever.

I would rather like, have half our bandit fleet be stolen and the survivor gear too by escaping bandits than take that kind of rep execution
>>
Rolled 47 (1d100)

>>42131893
Heroic unit

Talking Potted Plant
Bonus Botany
Botany Mastery

Traits
Plant

Abilities

Active
Plant Control: When activated will be able to take direct control of all plants in the nearby area.

Passive
Overgrow: nearby plants growth is greatly increased.

>>42125765
Food, water, and survival items have been collected. So that was when we got the bots to go out to the designated zones to drop them off for distribution before an alert was sent over the radiowaves.

Things SHOULD of worked...except for two big problems. Number 1 the places the items were dropped off too turned out to be deathtraps to ordinary folks. Number 2 those areas ALSO contaminated the items so IF you could make it there it was all for naught.

HUGE reputation Decrease.

Sadly that wasn't the end of it for when we committed to the prisoner exchange. It turned out we were being watched by more than just bandits and naturally they couldn't keep their mouths shut...so we found ourselves ambushed along side with the bandits. The items they were gonna give us in exchange were destroyed during the ambush and all sides lost people.

lost -200 (100 b0t) to the ambush.

Major reputation fall acquired.

Naturally what remained of our severally battered forces limped back home...and found something most unexpected. Mostly a talking plant with a heavy british accent having tea with a strange fellow who upon our return simply looked our way and said "Looks like you need some help."

Acquired two heroes MC Ninja and Philip Bloomingdale the First

I am starting to wonder if I somehow got myself cursed because goddamn shit ain't suppose to go bad this quick.
>>
Rolled 49 (1d100)

>>42132697
>>Turn 10
>>>>>>>>A. Scavenge.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Build Bots
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 8 Resource. 1 Loot.
>>>>>>Pop 1.7k(500 bot
>>>>>>Military 300(200 Bot
>>>>>>>>Food: Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Good
>>>>>>>>Medicine: Good
>>>>>>>>Health: Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Above Average
>>>>>>>>Tech level: Good
>>>>>>>>Reputation: Evil Incorporated
>>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+.
>>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Supply 6. Bandit Drugs(extensive). Building Material C 3 Proj. Building Material R 1 Proj. Industrial Material 5 Proj. Industrial Material R 3 Proj. Common Metals 25 units. Rare metals 5 units.
>>
>>42132697
Just give us time and more than a little slack Genie.

If we give our all to try and recover from this, I hope you help us too.

Lemme see. . .

>>42132772
First of all "Welcome to Custodus, Mr. . .Plant? I don't believe you've yet to introduce yourself."

It would be helpful it it weren't meta that this was the Grow Corp CEO. If it even is him.

I really need it to be the CEO right now
>>
Rolled 64 (1d100)

>>42132801
"The name is Philip Blooming Dale the First and this is my friend....who simply goes my MC Ninja. I don't think anyone knows his actual name so don't bother asking he'll just tell you what i just said."

"Ah why DID you decide to follow me anyway MK Ninja?"

"...Needed a fucking break also you fell out and who knows how long its gonna be before they come back for us."

"I didn't mean to fall out but what can one expect a potted plant to do good sir?"

"Exactly why I came out too."

"Fair enough you are a good friend."

"..."
>>
Rolled 22 (1d100)

>>42132697
>>42132871
Action 1
>H. Heroic Action(s)

---

An emergency meeting of the board was called, and all known officers were mandatorily invited. These included the CEO, the Constructor Core (who stood outside the building), the Ninja, the Potted Plant, and the Magitek, as well as all other senior directors

The issue at hand was the recent crisis, wherein a massive amount of defective equipment was shipped causing a huge loss in reputation

"Gentlemen, this emergency meeting is now in session

As you're all aware of, this recent disaster, this catastrophe, wherein a massive amount of defective and contaminated products was released, has resulted in huge consumer complaints and an incredible loss of customer satisfaction.

If you look at this graph, our ratings are at an all time low. Were rated very close to the bottom at "Evil Incorporated" which is already degrees lower than our previous low rating of "Distrusful Weirdo's"

. We're facing what potentially may be the biggest financial disaster we've encountered since the Fall.

We need to put peoples faith back in this branch of Custodes, but more than that, we need a sound Business Strategy.

Mr. CEO, your advise on deploying these gifts and parcels was a good idea. But right now there is something we need more than any number of good ideas.

A good plan.

Mr. CEO, your the only one of us with those credentials and thus you are the only one qualified for this kind of situation. The Board has decided to put you personally responsible for developing a new business strategy and longterm plan to put Custodes back in the good hearts and favors of the customers.

At your disposal are all the gathered officers available. Their job is to help you brainstorm ideas with their various talents, such as Mr. Blooming Dale who can communicate with local desert foilage, or MC Ninja who can provide covert eyes and ears. Your task is to save the reptuation of this company by giving us a strategy and a plan we can work with.
>>
Rolled 39 (1d100)

>>42132988
Let's go CEO! He'll know what to do.He got that position because he knew what to do and when to do it!
>>
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Rolled 10 (1d100)

>>42132988
Do not forget to add a resource to help them, if not 2.

To bad this is the post apoc, otherwise we would just change our name and add new paint to make a new logo.
>>
Rolled 88 (1d100)

>>42132988
That's right. If they need resources, name a number or a vehicle.

>>42133241
Vote.
>>
Rolled 25 (1d100)

>>42132697

So... about those robots? For now I vote
B) we make our base into a crazy evil gun porcupine and no one will want to bother us.
>>
Rolled 19 (1d100)

>>42132988
...forcing this on me. You guys suck.

------
The CEO is in his office overlooking the view of the now ruined world.

"...If this was the old world i would rather just change our name and include a new coat of paint. Alas that isn't an option. There are too many factions to properly deal with in backroom deals...the bandits are all horroribly confused about us so they should be leaving us alone along with their allies. Problem is the other factions. According to the bandits competition is most fierce and there is bound to be some opportunists who will strike at us."

"Not to mention those credentials are more for accessing top secret corp info than anything else..."

"May I speak CEO?"

"Hm what is Ninja and WAIT HOW DID YOU GET IN HERE?"

"This situation reminds me of what happened to my own group."

"Which was?"

"We got wiped out."

"...How is that suppose to help?"

"Unlike us back then you aren't on quite 'such' a large mountain of treasures and your good at building shit. Possible to survive but...well bluntly speaking that is about it."

"Unless you join up with those like the bandits," pointed out the magitek."After all you already got the rep for it. HAHAH."

"I-I like neither of these options. My goal is to restore our rep....which will require a marathon. Honestly speaking I am more about forcing deals and trade this is too much for my skills. I don't know what to do."
>>
Rolled 11 (1d100)

>>42133444
Action failure detected. CEO does not know what to do in this situation.

>>Turn 11
>>>>>>>>A. Scavenge.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Build Bots
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 8 Resource. 1 Loot.
>>>>>>Pop 1.7k(500 bot
>>>>>>Military 300(200 Bot
>>>>>>>>Food: Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Good
>>>>>>>>Medicine: Good
>>>>>>>>Health: Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Above Average
>>>>>>>>Tech level: Good
>>>>>>>>Reputation: Evil Incorporated
>>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+. Corp Sensors.
>>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Supply 6. Bandit Drugs(extensive). Building Material C 3 Proj. Building Material R 1 Proj. Industrial Material 5 Proj. Industrial Material R 3 Proj. Common Metals 25 units. Rare metals 5 units.
>>
Rolled 75 (1d100)

>>42133471
MC Ninja has a point. We are good at building defenses, which should be our focus while people hate us.

First of all, before anything else, we need to restore our depleted military.

Convert 2 resources into [Materials: Steel] and have the Constructore Core oversee the production of new bots, as many as we can.

https://www.youtube.com/watch?v=N9-7uLg-DZU
>>
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Rolled 46 (1d100)

>>42133641
I say we make a upgrade of our bots with the new info from the Behemoth study. Then we build new troops from that.

>>42133471
Marty you feel up to making new shield units for the robots and maybe weapon upgrades?

>C Machine Man Upgrade
>>
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Well that explains why I didn't have them in my notes.

hero MK Ninja
Bonus stealth to forces.
Sneak Attack!- can perform one cheap shot action free of charge once per a turn.

GRAND Master Sneaker- Detectors cannot detect MK Ninja and those immune to being sneaked upon ability is nullified.

Eyes of Non- Can detect the undetectable and what lies in beyond.

Deathless- cannot die or cease to exist(already happened and tried but failed) and can take part in the Mad Man's Hand game.

Here's the stats on the other hero. Having to look for something I wasn't in is a pain.
>>
Rolled 42 (1d100)

>>42133736
Hmm, it is a good time for an upgrade. Especially now when we need it most.

VERY WELL.

Let's weaponize them!

"Marty, let's use your creativity today. I'm sure you can come up with many different upgrades, but here's some ideas I might chip in.

Exotic Alloy Armor.

We have some new [Rare Metals] you can tinker with, maybe you might be able to mimic the Behemoth Exotic Armor and develop a formula for the conversion of Rare Metals into Exotic Alloy Armor we can incorporate into all our robots. If needs be, maybe you can dilute it with steel to help make it feasible to mass produce, but I do like the sound of tank skinned robots.

Improved Weapons Targeting.

Remember the Modified laser batteries or the improved Gunner Turrets? How they would target enemies at close quarters when not used against enemies at range? Maybe you can model that type of programming and implement them.

Just some ideas, but we'd like to make our bots better before we build them again."

Ooh, I have more ideas for bots coming right up.
>>
Rolled 76 (1d100)

>>42133444
>>42133423

Bummer, I guess I was too late. So I vote for
B) super scary looking defensive structures.

We need some time to work without anyone bothering us. Even if improved bots are great fighters, that still means we have to suffer through more fights. Better to just scary the riffraff away.
>>
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Rolled 23 (1d100)

>>42133736
>>42134062
Some bot ideas.

Tesla Combat Bot -
A robot armed with heavy electric wiring and faraday cage, as well as an internal generator, possibly plasma or otherwise.

Armed with an Arc-Torch that is extremely effective at short range, just as in the Behemoth it launches a stream of plasma to act as a ion conductor, allowing for a devastating electric shock that can melt armor.

The Faraday cage can be lined with an electrokinetic reactive plasma field as well as lightning rods, which in its basic stage absorbs incoming energy and EMP. Perhaps it might even be possible for it to absorb incoming energy weapnons and then convert it into more power to be charged, returning it back as lightning. Or superheat the field around itself and melt incoming solid projectiles.

If possible, it should be designed in such a way that several Tesla Combat Bots can increase their strength when acting together, through combining their total electromagnetic output and then focusing it on a singular target, absorb larger amounts of energy, create a mini-electrostorm or a superheated plasma shield around themselves.
>>
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Rolled 8 (1d100)

>>42134210
Deconstructor Dreadnought Bots.

A heavily armored juggernaut type bot, equipped with multiple layers of thick steel and exotic alloyed armored, and capable of carrying large weights and weapons. It should be well insulated against both energy and kinetic attacks.

It should be equipped with hydraulic claws capable of rendering steel, as well as miniature versions of Marty's construction laser equipment, allowing it to deconstruct vehicles and constructs large and small such as tanks or cannons into scrap and parts.

It can be armed with a heavy thick bulldozer spade, which can act as a shield to give itself and allies cover or to push large amounts of dirt and rubble to create barricades.
>>
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Rolled 45 (1d100)

>>42134320
The Fast Hunter-Destroyer.

A bot gifted with hydraulic servo's and motors, as well as a large pack for ammunition and significantly improved computer targeting and guidance systems.

They should be capable of picking up cannons or heavy machine guns and firing them with high degrees of accuracy and firepower.

They are built for speed and the ability to set up and fire with ease, as well as firng on the move.

They are not tanks, and are not meant to engage them in head on, but to fight from elevated positions, under cover, and hold alleyways and corners tanks are not normally able to go and they can be produced far more cheaper than tanks.

They serve as fast mobile tank destroyers and artillery, able to arc their shots, and can be produced in bulk. For the anti-infantry role, they can be given a heavy machine gun.

They will also be provided a gun shield if ever some extra cover is needed, which can be lined up with other gun shields as well.
>>
Rolled 68 (1d100)

>>42133736
>>42134062
>>42134210
>>42134320
>All of this juicy research fluff
Can't say no to that.

Vote!
>>
Rolled 27 (1d100)

>>42134509
Seconding.
>>
Rolled 68 (1d100)

>>42134320

I like the Deconstructor Dreadnought Bots. It seems more versatile and fits our theme.
>>
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Rolled 71 (1d100)

>>42134575
Thirding
>>
Rolled 39 (1d100)

>>42133736
Machine Man upgrade acquired.

>Reinforced Armor
>Built In Weapons
Now bots can be deployed with a built in weapons allowing greater usage and ammo to be stored within the machine directly preventing possible misfires or loss. And of course they are easy to swap out or reload should the situation demand it.

WARNING
We are under unidentified stealth craft that have assaulted our position!

>>Turn 11
>>>>>>>>A. Scavenge.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Build Bots
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 8 Resource. 1 Loot.
>>>>>>Pop 1.7k(500 bot
>>>>>>Military 300(200 Bot
>>>>>>>>Food: Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Good
>>>>>>>>Medicine: Good
>>>>>>>>Health: Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Above Average
>>>>>>>>Tech level: Good
>>>>>>>>Reputation: Evil Incorporated
>>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+. Corp Sensors.
>>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Supply 6. Bandit Drugs(extensive Building Material C 3 Proj. Building Material R 1 Proj. Industrial Material 5 Proj. Industrial Material R 3 Proj. Common Metals 25 units. Rare metals 5 unit
>>
Rolled 49 (1d100)

>>42134702
Forces are unidentified but it is clear that they are heavily concealed thanks to some kind of stealth tech...

WARNING
Hostile Heroic Unit Detected!

Hostile Forces detected!

We have currently identified a total of at least 2 hostile units. They appear to have aircraft support.
>>
Rolled 84 (1d100)

>>42134702
MC Ninja! Quick, use those Eyes of Non of yours to find those stealth vehicles and mark them down.

Make a [Sneak Attack!] our army isn't ready yet, we need you to buy us time to restore our army into fighting position.

Potted Plant, coordinate with MC Ninja. Try and tap into local weed and grass networks and help us add some additional eyes an ears. Just because we can't see them doesn't mean the plants sure can't feel them, even if they do hover over the ground or something.

Marty, while our other heroes buy us time we need more bots ASAP.
Convert two resources into [Steel] and build them right away.
Activate: Build
>>
Rolled 26 (1d100)

>>42134796
Vote. Need more bots on the double.
>>
Rolled 25 (1d100)

>>42134796
More robots hurry!
>>
Rolled 37 (1d100)

>>42134796
Vote.
>>
Rolled 11 (1d100)

>>42134796

Agreed. Get the civilians to secure locations. Scan for radio traffic. Even encrypted transmissions can be useful in triangulating their locations.
>>
Rolled 38 (1d100)

>>42134922
This too
>>
Rolled 82 (1d100)

>>42134922
Agreed
>>
Rolled 95 (1d100)

>>42134796
Vehicles identified.

Paramilitary Stealth Hover ships
Paramilitary Elite Unit Special Operations(are stealthed)
Paramilitary Stealth Flying Trooper Carrier
Paramilitary Bad Ass Stormtroopers(no stealth)

Stormtroopers are raiding hitting the walls and towers while the special operations are charging further in towards unknown targets...

ALERT
Bandit forces detected approaching the walls!

"Well looks like you folks need sum effen help and we just happens to owe yah a favor from earlier!"

ALERT
Sirens of gone off indicating a bombing run...which strangely goes off outside the walls and targeting the bandits.


Sneak attack commenced. Stormtroopers have been delayed. Our walls are still secure...for now.

Potted Plant meanwhile points out that we are in a fucking desert and there isn't exactly a whole lot it even can do given the environment.

Bots have been built by Morty and Construction center. 500 improved bots constructed.

Our forces are under attack!

Our installations are under attack!

Losses 200 half are bot.

Some of our freshly built bots are unable to even make it out the door before entering combat!

Some of the hostile forces have reentered complete stealth now that they are outside the views of MC Ninja.

Enemy aircraft have withdrawn from the field of battle.

enemy Bad Ass Stormtroopers are aiming to take the walls!
>>
You know what? Fuck it.

If we live going to become a Bandit supplying Megacorp after this.
>>
Rolled 43 (1d100)

>>42135057
NEWS
Enemy Special Operations teams of scattered and seemingly melted away...

WARNING
A number of our facilities and forces are under attach by ambush and sabotage from unknown sources!

WARNING
Enemy Bad Ass Stormtroopers are overruning the bunkers!

ENEMY HERO IDENTIFIED
Super Soldier

Enemy hero has activated special ability and has busted some holes in our defenses!

>>Turn 12
>>>>>>>>A. Scavenge.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Build Bots
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 6 Resource. 1 Loot.
>>>>>>Pop 1.5k(700 bot
>>>>>>Military 500(all bot)
>>>>>>>>Food: Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Good
>>>>>>>>Medicine: Good
>>>>>>>>Health: Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Above Average
>>>>>>>>Tech level: Good
>>>>>>>>Reputation: Evil Incorporated
>>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+. Corp Sensors.
>>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Supply 6. Bandit Drugs(extensive Building Material C 3 Proj. Building Material R 1 Proj. Industrial Material 5 Proj. Industrial Material R 3 Proj. Common Metals 25 units. Rare metals 5 unit
>>
>>42135057
Is there more Genie? Don't want to post a counter plan to early.
>>
Rolled 58 (1d100)

>>42135157
The following have been sabotaged.
Medical Bay.
Vehicle Bay.

Holes have been blown into the following defenses by the enemy hero.
Bunkers.
Towers.

Morale has dropped to low.
>>42135167
If you see the green text there is no more unless a random takes place.
>>
>>42135057

Well...unless we are on sand dunes there are still quite a lot of plants in most deserts. What's more they fucking hate you. Every plant has spikes or hypodermic needles filled with poison or both. In the Sonoran desert, where I lived, there is a little cactus called the horse crippler, because one misstep and your horse has a four inch spike through its foot. (Also I swear, some of the trees smell like cum and kind of sprinkle drops of something on you. That isn't scary it is just really weird.)
>>
Rolled 79 (1d100)

>>42135250
This is post apoc desert anon and to add insult to injury your in the middle of a fucking industrial park as well.
>>
Rolled 10 (1d100)

>>42135201
BATTLE PLAN.
Evacuated the sabotaged areas and bunkers, Get ready the Behemoth, and have it start revving its engines. Get them hot, and start heating up the steam.

Wait until the supersoldiers are inside the bunkers, and then flush them out with superheated steam and then start pouring plasma into them. Turn our bunkers into their graves.

Bring up the APC's and Tanks and put them next to the Behemoth, and start firing into the bunkers after the steam, I don't want even paste left behind from inside those things.

We have TOO many vehicles for our 500 bots. We can't use them all.

Load up a lot of bandit bikes with some bots and strap explosives onto their backs.

Have have of them wait until the supersoldiers or hero try to make a push, and then rush them with explosives.

The other half are to go bypass them and head for the ships, blowing up anything and everything in their way.

But that's really just a diversion. The real purpose is to clear the way for others to haul some techincals to the outside towards where the bandits are.

"HEY BANDITS. IF YOU WANT FREE VEHICLES AND A CUT OF THE LOOT, GET OVER HERE. WE'VE GOT MORE VEHICLES THAN WE CAN EVEN USE.

IF YOU WANT EM, COME OVER HERE AND FUCK UP THESE GUYS AND SHOW US HOW BANDIT VEHICLES ARE PROPERLY DRIVEN."

Have the CEO strike up a deal with the bandits, they can have their techincals back and we'll even give them some bonuses after the battle or a cut of the loot. But we need them here, now! Attack their soldiers in the rear while they're in the bunkers.

Smash them between the behemoths and tanks on the inside and bandits with technicals on the outside!

MC NInja, take whatever force you need and deal with those Special Operations.

They'll be after YOU. DON'T engage them. Just spot them. When you do, tell us, we'll hit them with explosive bikes.
>>
Rolled 91 (1d100)

>>42135396
Vote

>tfw be a spec ops
>spot a pesky ninja
>go to kill him cause he's fucking noob
>"What's that sound?"
>"I don't know, is that. . .motorcycles?"
>>
Rolled 49 (1d100)

>>42135110
IKR?
>Try to be good guys
>Rep penalties due to using bots and even accepting bandits, but nothing that can't be overcome
>Double critfail on diplomacy
>Now bandits are only ones who will talk to us

>>42135157
Wait, the paramilitary guys are currently in the bunkers in our wall, right?

If so I have an idea.

>>42135396
Nice, but I think MC Ninja can take on the spec ops himself
>>
Rolled 27 (1d100)

>>42135471
Believe me, spec ops are trained to hunt heroes.

But conversely, heroes make great bait.
>>
Rolled 73 (1d100)

>>42135396
Nice anon. Rolling
>>
>>42135471
Yes though technically they are busy storming them.
>>
Rolled 62 (1d100)

>>42135471
>>42135532
The idea is to have Constructor Core activate Strange Solution and collapse our own wall, bringing it down on top of the invaders

>>42135494
Ah, alright
>>
>>42135548
We could. Though, right now, it makes an excellent cage.
>>
Rolled 14 (1d100)

>>42135396
Vote
>>
>>42135396
Evacuations are underway...

Alert the behemoth is trapped in the sabotaged vehicle bay along with the other vehicles. We are unable to deploy any of them until next turn as we first must free them and given we had evacuated the forces there it may take even longer. We were however able to deploy the behemoth by blowing a rather big hole in the vehicle bay and exiting it. Sadly it will take some time to deploy other vehicles besides the bikes(which were carried over by hand).

bots with our limited quantities of explosives have been readied and are being deployed. Alert their ships have already long since left their forces behind. They only stuck around just long enough to deploy their forces.

Bandits have accepted the offer and are charging towards the walls...

Additional bandit forces are inbound including some with flyers of their own.

MC Ninja is having a hard time pinning down their spec ops ESPECIALLY given the super soldier who is in hot pursuit and reinforcing them. Whenever he vanishes again the super soldier goes on a rampage in the nearby hero until he gets word where MK Ninja has appeared again.

According to MC the Special Operations have scattered and can only be found in few number at a time.

Enemy forces have taken the bunkers and are rapidly redeploying towards the towers!

Our forces have trapped enemy forces on wall with the bandits! They are surrounded!

We have commenced the attack on the bad ass stormtroopers!

WARNING
Bomber run detected outside the walls.

WARNING
Enemy aircraft detected to be inbound! They have however been intercepted by bandit flyers...talk about lucky.

WARNING the stormtroopers are storming the towers despite being under heavy fire!
>>
Rolled 63 (1d100)

>>42135806
Alert the remaining enemy forces on the walls are charging towards the towers.

Enemy forces in the bunkers are attempting to flee them.

We have detected ongoing attempts at sabotage and we continued to be rife with ambushes.

On the plus side according to MK Ninja the spec ops are now converging. Alas they also have the super soldier with them...

>>Turn 14
>>>>>>>>A. Scavenge.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Build Bots
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 6 Resource. 1 Loot.
>>>>>>Pop 1.5k(700 bot
>>>>>>Military 500(all bot)
>>>>>>>>Food: Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Good
>>>>>>>>Medicine: Good
>>>>>>>>Health: Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Above Average
>>>>>>>>Tech level: Good
>>>>>>>>Reputation: Evil Incorporated
>>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+. Corp Sensors.
>>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Supply 6. Bandit Drugs(extensive Building Material C 3 Proj. Building Material R 1 Proj. Industrial Material 5 Proj. Industrial Material R 3 Proj. Common Metals 25 units. Rare metals 5 unit
>>
Rolled 14 (1d100)

>>42135856
WARNING

LARGE EXPLOSIONS DETECTED THROUGHOUT OUR BASE!

It turned out those fucking spec ops were using the ambushes and sabotage as a cover while they prepared the explosives! Meanwhile under the cover of the explosives they are attempting to take our Command and Construction Center!

Explosions detected at the Armory and Water Pump!

Ambushes and sabotage continues are still being confirmed throughout our base.
>>
Rolled 42 (1d100)

>>42135898
Water levels are now dropping and morale has decreased down to Very Low.

Super Soldier has been spotted charging towards our behemoth...
>>
Rolled 62 (1d100)

>>42135856
>>42135806
>>42135898
Get the VTOLS in the Air. Make them look like they are evacuating our most important forces.

Everything that is blown up we can rebuild. There is nothing more important in this base than survival.

MC Ninja do WHATEVER you can to lure that goddamn hero and any spec ops to keep converging away from our command and construction center, attack them and run off, perform hit and runs, and get that hero to support them, draw them toward the behemoth.

Behemoth, target the super-soldier, but head towards the tower. Make it look like we're desperately trying to converge our forces onto the tower. The behemoth needs to keep fighting the hero and super soldiers while faling back to the tower.

Give the soldiers the impression we actually care about the towers. And let em some room, we need to converge them as much as possible.

At the last moment when the heroes and the forces are on the tower, STRIKE.

The VTOLS are to fly back and bomb the very towers themselves, and the Behemoth is to press the red button and immediately overload. Simultaneous to this the bots with what explosvies we have left are to charge towards the towers and not let a single one escape. BLOW THEM UP. BLOW THEM ALL UP.
>>
Rolled 34 (1d100)

>>42136029
When in doubt, explosions.
>>
Rolled 8 (1d100)

>>42136029
Vote
>>
Rolled 78 (1d100)

>>42136029
Vote
>>
Rolled 11 (1d100)

>>42136029
Time to light some fireworks.
>>
Rolled 87 (1d100)

>>42136029
This is all to familiar of what happened with the Kroknath's. Maybe this time our gambit will finally pay off. Rolling
>>
Rolled 28 (1d100)

>>42136029
VTOLS have taken off.

MC Ninja does his best but they are VERY adamant on their assault. Even under his constant pressure all they do is just buckle down and keep at it.

The super soldier meanwhile quickly closes in on the behemoth mostly by making a sudden leap and landing on it....that was when the super soldier started to LITERALLY TEAR IT APART WITH ITS BARE HANDS!

Despite that the robotic pilot still heads towards the tower for the next part of the plan.

Enemy has taken the towers!

Right as the behemoth gets there the it self destructs and the VTOL perform a bombing run with the last of our explosives.

Meanwhile those who try to escape are charged at by kamikaze bots on bikes covered in explosives...which translated into them charging the super soldier who walks climbs out of the rubble like a bad ass.

On the plus side they DO slow him down. Sadly the negative is the super soldier seems to be headed towards the spec ops.

ALERT
The bandits are climbing the walls!

WARNING
Enemy reinforcements have arrived and they are rapidly deploying on the walls and helipad.

ALERT
A dogfight is currently going on in nearby airspace.

WARNING
MORALE HAS REACHED CRITICAL LEVELS
>>
Honestly that was my last trump card.

Hmmm, debating whether to write up an awesome death action (though we're out of explosives) or try something else.

This seems like a good time to die too, next thread can be another civ starter.

Lemme see if there's something else.
>>
Rolled 18 (1d100)

>>42136317
2 additional enemy infantry units have joined the battlefield! Luckily they are neither bad ass or elite but still well trained.

>>42136395
If it makes you feel any better next time I'll give you TWO rape train heroes to start with.

Because holy shit what the fuck...I want a slow start but that just isn't working out for once.

>>Turn 15
>>>>>>>>A. Scavenge.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Build Bots
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 6 Resource. 1 Loot.
>>>>>>Pop 1.5k(700 bot
>>>>>>Military 500(all bot)
>>>>>>>>Food: Good
>>>>>>>>Water: Average
>>>>>>>>Morale: CRITICAL
>>>>>>>>Medicine: Good
>>>>>>>>Health: Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Above Average
>>>>>>>>Tech level: Good
>>>>>>>>Reputation: Evil Incorporated
>>>>>>>>>Infrastructure: Townhall. Farms. Hydroponics Bay. Medical Bay. Vehicle Bay. Armory. Prison+. Gym. Command Center. Warehouse. Construction Center. Water Treatment Center. Water Pump. Helipad.
>>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Turret Network. Mono Wired Fencing. Walled Bunkers+. Tall Wall Towers+. Corp Sensors.
>>>>>>>>vehicles: Cargo Hover Haulers 5. VTOL 9. helicopter 25. 500 Bandit Bikes. 250 Bandit Technical. 50 Bandit APC. 5 Bandit Tank. 1 Bad Bandit Behemoth.
>>>>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator.
>>>>>>>>Weapons: Corp Firearms(limited). Primitive(plentiful). Explosives(limited). Calibrated Tools. Bandit Arms(lot).
>>>>>>>>armor: Armored Vest. Full Body Armor(Limited). Power Loaders(limited). Bandit Body Armor(Extensive). Bandit Power Armor(100)
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Supply 6. Bandit Drugs(extensive Building Material C 3 Proj. Building Material R 1 Proj. Industrial Material 5 Proj. Industrial Material R 3 Proj. Common Metals 25 units. Rare metals 5 unit
>>
>>42136447
Hah, please, this time we started with what?

FIVE heroes.

It's fine Genie, I think by now everyone accepts that your games are more like darksouls, quick and brutal and over in an instant. Saves us the time of longterm planning.

The other post apoc game games where you build nations and stuff over long threads, these are the ones that are exciting but over quick.

Really though, between the Behemoths and our Explosives that was kind of the only thing we had left to target the enemy hero.

Unless the bandits or our heroes have some kind of trump card, looks like its a good day to die.
>>
Rolled 84 (1d100)

>>42136317
We need something big.

Marty activate Strange Solution and Build, go to the armory, try to whip something up from the magitek Bandit Arms and Power Armor, and the wreck of the Behemoth if there's anything left.

Maybe it can incorporate them into itself?
>>
Rolled 19 (1d100)

>>42136507
Well if we're going to go out with a bang, we still have a nuclear reactor AND a fast breeder reactor

>>42136519
dang, good roll but not a crit, which is what we need. Incidentally, is rule of 3 in effect?
>>
Rolled 26 (1d100)

>>42136507
I always preferred to think of them as a mixture of dark souls and dorf fort myself. Not to mention normally it takes time to work up to it you know?

After all I can't do normally pull shit right away after you do realize when we pull up a new civ and area I have to start from scratch right? Takes time to plan stuff and figure out the area out. THEN and only THEN I get to work on to see what will come for you. Not before or after and finally much of the time even once i figure it out its STILL not gonna happen quickly because otherwise its usually bullshit to happen like that.

...except recently I don't fucking know whats going on. I have a feeling the dice goddess it just a TAD bit pissed off at me.

>>42136598
it always is.
>>
Rolled 40 (1d100)

>>42136447
Battle Action
Damn those spec ops really want this Command Center so badly?

Let em have it!

Convert 6 Resources and 1 Loot and 5 Rare Metals into HIGH EXPLOSIVES. Right before the Spec Ops and supersoldiesr enter the building BLOW IT UP.

Seriously those guys just won't die, I won't be surprised if this doesn't work either.

But it'll be fun to see their faces when everything they try to take just blows up instead.

Constructor, Activate: Strange Solution on. . .anything you see fit. I really have no idea if there is a solution to this, but hey go all out. We have nothing to lose. Feel free to use the armory or work with the Magitek. Maybe you two can cook up something to help our bandit friends.

What else. . .OH!

Give all the bandits back their Bandit Drugs. Maybe that will make them fight better!

>>42136598
That we do, but I always keep my fingers crossed that we might survive with a fractile of a percent. Those are hard to rebuild than everything else.

Still, sure, if the civ is on the brink of death let's use em. But maybe some stroke of luck will still save us.

>>42136632
This is why there's no need planning long term in your games except for fun.
>>
Rolled 80 (1d100)

>>42136669
I really have no idea what's going on, but you're the only one posting battle plans so I'll vote it.
>>
Rolled 49 (1d100)

>>42136669
Have a roll. Let's hope it's a 100.
>>
Rolled 25 (1d100)

>>42136669
Pleeeease crit!
>>
Rolled 72 (1d100)

>>42136669
Go for it.
>>
If we die there's nothing stopping us from playing another branch of Custodus right? Maybe with another Constructor?

I really liked the robots and the construction and research potential.
>>
Rolled 53 (1d100)

>>42136852
If these games are like Darksouls, redoing something until we get it right isn't a bad idea.
>>
>>42136669
"Hey guys you ever wondered why it is that whenever we find someone to join us its always in a place with EXPLOSIONS? Its practically a tradition now."

"Fuck if i know have we found those two yet?"

"No but I DO think we can find ourselves a new friend if that tradition is right!"

------
Explosives prepared at the command center.

We have arranged for its detonation to occur when the super soldier arrived...one thing we were not however expecting was for a chain reaction to occur.

Our only report to how this happened was when a copious amount of drugs were given to the bandits and the Constructor came up with a 'solution'.

The solution was a chained explosion and our evacuated people receiving a strange map with which certain Custodus facilities were marked on it. There the survivors headed towards.

The bandits there would later report to swearing that somehow there was a flying train among the explosions and there was an odd chain of people hanging off of it including for some reason a potted plant.

Morale has reached CRITICAL LEVELS

GAME OVER!

New thread will be up shortly.
>>42136852
Custodus sounds to me like a corporate affiliate as they didn't quite sound big enough to be a full fledged megacorp...all of them are some big bad bastards.
>>
>>42136996
Well, we can still replay them with enough votes no?
>>
Rolled 97 (1d100)

>>42136996
Even the so called Logibo have their own dark secrets and actions they earned on their way and while being a megacorp.

welp any questions?

>>42136926
Pretty much. Just remember rolls aren't everything because the first thing I check is the plan they are attached to.

>>42137021
Yup but it would have to be a new remnant or you could go pure.

Ever thought about a think tank specialized in robotics?

Megacorp who researches robots and then churns them out in mass?

A pure bot faction?

Or something else entirely?
>>
>>42137062
No. I like the manufacturing bonus and robotic upgrades.

>Or something else entirely?
Not really.

I like the bots because of upgradeability and autonomous soldiers who aren't affected by morale.

I like the megacorp because of the manufactring ability and natural inclination to self sustainability

I like the Constructor because building stuff is awesome.

So yeah, don't want or see a reason to change the basic formula.
>>
Rolled 69 (1d100)

Anyway, let's get the next civ starter up. No questions from me.

Heh, that's two civ's down in thread one. Let's see how long we can keep up this streak!

Time to chuck another one into the meat grinder.
>>
Rolled 66 (1d100)

>>42137120
Have to burst your bubble robots DO have morale.

Only the zealots don't have combat morale problems which they are immune to.

>>42137168
Now thats the spirit!

I don't know what the fuck is going on.
>>
>>42137062
Those all sound good. I had a couple ideas for something else entriely, but if people want to try custodus or something similiar again, that's fine.

So one of the hidden bases we detected was paramilitary, what was the other one?
>>
>>42137196
>>42137200
It's just a good idea to repeat something over and over again until you get it right.

Constantly changing things during failures means you'll never learn how to do it properly. You're just shifting the variables around and crapshooting.

Especially since these civs die in like the first thread.
>>
>>42137200
Bunker and the paramilitary faction who attacked you wasn't based in the industrial park.

>>42137227
eh not really. There were two factions who won were all first timers on the block. One of them even fucked the setting hard in the process.

Another one but was admittedly a repeat and had taken quite the break between try outs. They were pretty cool.
>>
Rolled 21 (1d100)

>>42137196
>I don't know what the fuck is going on.
We've come to accept your games for what they are.

Other civs have their long series of threads and chapters of development and character stories and all that. But yours are unique.

Yours are fast and over soon.

This is the meatgrinder civ. Chuck one in, watch it churn, and meat comes out. Rinse and repeat. And have fun.
>>
Rolled 79 (1d100)

>>42137329
What was Genie's words? "Dying is fun!"
>>
>>42137342
new thread



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