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File: Start.jpg (46 KB, 600x400)
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Rolled 42, 48, 4, 2, 49 = 145 (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 53, 26, 87, 21, 21 = 208 (5d100)

>>42257003
>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)
>>
Rolled 21, 84, 67, 34, 62 = 268 (5d100)

>>42257027
>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.
>>
>>42257003
Just in general Genie, do you still allow hybrid civs? Or is it single type only?
>>
>>42257152
With the right fluff or given a tie in votes, hybrid civs can be voted.

---

>>42257149
I vote to give the Obliteration Organization a second chance on Normal Mode, so we can give Duel Fist the fight he wants and Voss doesn't have to shit his pants
>>
Rolled 74 (1d100)

>>42257152
Hybrids only if the fluff warrants it or to break a tie(which doesn't work against threeways or more need a solution for that given how many times that shit has happened on me).

>>42257227
>Normal mode

...You SURE about that anon?

That means I take out EVERYTHING but keep the weakeners in place.
>>
>>42257264
Hey, you built up my confidence again and with Bandits I'm more than willing to take risks.

ESPECIALLY with like FIVE AWESOME HEROES who I want to keep.
>>
Voting for military remnants in a bunker. Think Atlas from borderlands 1
>>
Rolled 33 (1d100)

>>42257264
I'm down for a normal game bandits or going Survivor nomands would roam around and trade.
>>
>>42257364
Fuck yes
As average as bandits as bandits can get,
>>
Rolled 53, 20, 65, 37, 21 = 196 (5d100)

>>42257149
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
>>
Rolled 29, 71, 68, 63, 49 = 280 (5d100)

>>42257415
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.
>>
Rolled 64 (1d100)

I would also be down for doing Obliteration Bandits again on regular mode.

Or any other bandits if someone gives better fluff, but Genie's was pretty good and so was the hero choice.
>>
Rolled 36 (1d100)

1 paramilitary bunker
3.5 bandit
.5 survivor nomad

>>42257495
I or anons can easily generate fluff for bandits(which is piss easy and has such a variety of flavors).
>>
>>42257557
Yeah, but those delicious heroes. And I feel you have stuff stored up for Obliteration Organization.

Hmm, but I could try to add some fluff to them.

Here's what might help. How about some unanswered questions about them? Unknown things that can be answered in fluff?
>>
Rolled 12, 16, 69, 62, 76 = 235 (5d100)

>>42257629
Not really. I just had to use the mystery to bullshit why everyone was so weak. Even I had been given more time then yeah.

I can't just make a ton of awesome shit so quickly anon.
>>
>>42257557
Make that 1.5 for Survivor Nomad.
>>
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Rolled 33 (1d100)

>>42257003
>Tribals
... I hate to change my mind, but I feel there might be something good about these guys.

>Cave Complex, Forested Home ground on top of mountain terrain.

It was weird even right before the fall there was still factions of tribal people still yet found. To top it off some made it thru it all at the end, or so the elder told us. The elder said we were one of oldest tribes to make it. Small as we be there is a history and we should be proud.

We of the Sonrhai Dine'e are strong and we make use of the things the old worlders throw away. The earth gives and we accept in kind. Monsters they called them, true most will end life with out thought. Yet there is a beauty to them and some can even be used as companions. The trick is time and knowing right types to talk to.

... not sure what to else put in fluff.
>>
Could dig military remnants of something like executive outcomes or mad mike hoare and his Congo mercs
>>
>>42258006
With bunker I suppose
>>
Bandits
>>
Rolled 55 (1d100)

>>42257966
I vote this.
>>
>>42257726
Fluff for Survivor Nomads...

>Base: Modified MK II Aderotek mining crawler

Exile. such a simple word. Such weight behind it. We have no legends of our homeland, no fireside stories for our children. Because we do not share a homeland. Our people have come from all over, the dispossessed, the destitute. Those with no home do not share a dream of it.

Ah, but we share the fire. Some call it Rama, and see a travelling entertainer. Some call it Hephasteus, and see the fires of a forge. Some prefer not to speak its name aloud beneath the open sky. No matter. We do not judge. We take all with the strength to join our caravan.

We are builders and traders. Newsbringers and fireside singers. And thieves, yes, when needs be. But we prefer to be welcomed back. You needn't clutch your child so close. We take only those that wish to come. And he seems well fed. Fortune favours you, it seems. More than you know, perhaps. We have come from a very strange place, carrying very strange relics. Perhaps you would like to trade?..
>>
Rolled 3, 76, 29, 51, 42 = 201 (5d100)

>>42257557
2 paramilitary bunker
4 bandit
1 survivor nomad
2 tribals
>>
Rolled 97 (1d100)

>>42258365
Do like some Tribals.
>>
>>42258365
I'll vote tribals because I have a hard time getting into Banditry.
>>
>>42258365
Bandit
>>
Why not middle ground exiled paramilitary who failed to over throw a Corp turned nomadic bandits in their mobile fort base
>>
>>42258365
Bandit
>>
>>42258365
Bunker
>>
>>42258643
Damn that sounds like a story, dude write that up
>>
>>42258623 this was me
>>42258365
NM i Wang tribals.
Bandits are restricted to murderhobo since they can't build supply lines. Nty
>>
Rolled 19, 23, 90, 77, 90 = 299 (5d100)

>>42258365
Holy hell all these votes but

>>42258648
tie breaker.

BANDITS WINS!

HQ Required
Homeland Required
Terrain Required.

>>42258615
Bandits aren't that complicated. Contrary to popular belief there is a TON of different ways to play them and there is a huge variety to them.

>>42258671
I have repeatedly stated there are ways to circumvent that.
>>
>>42258667
I wish I'm on my mobile
>>
>>42258691
>HQ Required
>Homeland Required
>Terrain Required.

Any objections to the previous Obliteration Organization bandits on normal mode?

Remember they have FIVE kickass heroes.
>>
>>42258691
HQ >Spire

Terrain > Grasslands

Homeland > No idea havn't seen this one before, What does it mean?
>>
Rolled 24 (1d100)

>>42258691
>Spire / Hilly Junk yard / Mega City
>>
>>42258734
Terrain is the overall biome, like artic, temperate, desert, etc.

Homeground is the local location. A megacity? A mountain? Underground? etc.
>>
>>42258691
>>42258709
Hard mode
HQ >military base

Terrain > temperate
Homeland >a freaking mountain
>>
Rolled 46, 89, 84, 50, 14 = 283 (5d100)

>>42258691
Heroic options are the following:
>Warlord
>Rogue Super Soldier
>Dark Dok
> Evilgineer
>Crazy

You may pick one of the following bonus heroes:

>W0RM
>Abused AI
>Creeper
>Super Mutant
>Engineer
>Boss
>Psionic Master
>Explorer
>Baby
>Infiltrator
>Villain
>Abomination
>AI

>>42258709
There weren't enough votes for that anon.

>>42258734
Homeland is located in the terrain. Its your homeground and you get a bonus inside it.
>>
Rolled 74 (1d100)

>>42258796
>Hard mode
Good god man. . .

Fuck it if we're going hardmode we BETTER have the OO bandits then. We're going to need all the hereos we can.

But sure, temperate terrain homeland mountain.
>>
>>42258810
>> Evilgineer
>Engineer
>Villain

Buildin A bandit Sentry
>>
Dark Doc and psionic master
>>
>>42258832
Man, but the very previous civ was a building civ.

Bandits are meant for LOOTING and RAIDING!
>>
Rolled 62 (1d100)

>>42258810
>There weren't enough votes for that anon.
Aw hell.

Welp, another day then. I was hoping we'd do Tribals if we didn't go them, because I want to see tribals kick ass.
>>
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Rolled 3 (1d100)

>>42258810
>>Rogue Super Soldier
Power!

>Baby
Giant man protect this young one. It's the only good he can do.
>>
>>42258810
>Warlord
>Super Mutant
>>
>>42258810
>warlord
>villain

>>42258755
Second
>>
>>42258810
>Warlord
>Super Mutant

>>42258755
Voting this.
>>
Rolled 96 (1d100)

>>42258930
>>42258958
Voting this
>>
Rolled 79 (1d100)

>>42258810
Warlord
Baby
>>
Warlord
Baby
>>
Rolled 29, 68, 76, 89, 86 = 348 (5d100)

>HQ
Spire 4
Military Base 2

Homeground
Mountain 2
3 hilly junk yard

Terrain
Grassland 2
Temperate 1
3 megacity
heroics
1 evilgineer
1 dark doc
1 rogue super soldier
6 warlord(locked)
(wow surprised no vote for a Crazy considering the variety)

2 super mutant
1 psionic master
2 villain
4 baby(WHY?)
>>
>>42259090
>>42259122
Samefag
>>
>>42259154
I'll change from villain to super mutant to speed things along
>>
Rolled 12, 47, 65, 44, 20 = 188 (5d100)

>>42259200
Why not super soldier instead of warlord?

>>42259161
...hm
>>
Rolled 89 (1d100)

>>42259204
I'll third super mutant for the same reason.

>>42259154
I vote Junk yard as our homeground.

Military Base.
>>
Rolled 5 (1d100)

>>42259223
>Why not super soldier instead of warlord?
I thought we could only pick one from the first list and one from the second, if that's the case then CHANGE MY VOTE TO SUPER SOLIDER.

That's literally a one man army.
>>
>>42259154
Why not the baby? If it can make it this long, that baby is cool with me.

Also I'm sad from no one else pick the 1 man army that is the rogue super soldier.
>>
supersoldier
>>
>>42259161
I don't think so, unless it was a glitch. I was the one with the dice enabled, anyone want to stand behind the second one?
>>
>>42259248
I didn't realize that too. I want to shift my vote to supersoldier.
>>42259302
I was the other guy. Tried to speed the game along.
>>
>>42259248
If we can have super soldier as a second then yea
>>
Rolled 72 (1d100)

>>42259281
Considering there might be some samefagging involved. Who knows?

Still no love for AIs or Creeper...

Ah Jal poor poor Jal most unlucky heroic unit ever.

>>42259317
Creation takes time.

>>42259248
Well you get one from each list as I previously said. I suppose you could choose two from any list...
>>
The super soldier and warlord combo is pretty good, a one-man army and someone who knows how to use it. I say we take that.
>>
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Rolled 46 (1d100)

>>42259365
True. I just like the baby from long about and wish to see how they have been.

I'm sorry for Jal, but he needs to chill some more and learn more about human feelings.

As for the creeper, that's a brood problem waiting to be made by us.
>>
Rolled 33 (1d100)

>>42259154
Where did all the rape train heroic votes go?

Also need more HQ, homeground, and terrain votes.
>>
Rolled 86 (1d100)

>>42259490
>Where did all the rape train heroic votes go?
What? Obliteration Organization?

I'm not seeing a big push for that right now, so I'll wait to bring that up again a couple months (or weeks) down the road since I think people want to try their own thing.

I'm still for it, but only if the new ones and old guard are up to it.

Might be a good time to experiment with some super soldier or super mutant tactics before we do that too.
>>
Rolled 79, 62, 44, 21, 61 = 267 (5d100)

>>42259475
>Not thinking the Creeper would be friendly

So what you DON'T want brood auxiliary forces onto your bandits? Don't want no broo-holy shit i just realized that the brood forces would have the bandits trait...

FUCK WHY DIDN'T I EVER THINK OF THAT BEFORE! Fuck that would of been cool and nasty...gonna put that on my to do list.
>>
Rolled 23 (1d100)

>>42259548
I think people are unsure if we can do brood "right" after our first attempt at a brood civ showed we didn't know how.

Maybe the Creeper can teach us a thing or two?
>>
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Rolled 82 (1d100)

>>42259548
I said a problem made by us. I didn't say it was our problem.

As cool as that would be. What about the whole area and then some coming to end us at first sign of brood?
>>
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Rolled 73 (1d100)

https://archive.moe/co/search/subject/uber/
https://archive.moe/co/thread/75134642/#75134642

Also if you guys want a cool comic story featuring super soldiers (actually more like Psionic/mutant super soldiers) here is one you ought to read.
>>
>>42259365
Out of curiosity, what would a baby hero do?

>>42259414
I like that combo too, it would have pretty strong surviveability, which will matter if we're to make it to a double digit number of turns.
>>
>>42259670
I think that was "boom baby" a baby that made explosions bigger or some shit
>>
Rolled 25, 85, 93, 78, 76 = 357 (5d100)

>>42259548
ooh wow just myself a mental orgasm due to the realization there...well anyway looks like anons changed their mind about the Warlord preferring super soldier instead.

So what about that train hero?

>>42259475
Its a baby anon how long you think it will take to grow up and be useful?

So bandit hero is rogue super soldier...or close to a tie anyway.

Now for the train votes.

>3 super mutant
>2 villain
>4 baby

>>42259594
That is why you use them as an auxillary force.

>>42259595
Choose a good homeground to hide in like underground. I mean who wouldn't expect there to be brood lurking around down there?

>>42259670
Depend on what its exposed to.
>>
Rolled 64 (1d100)

>>42259697
I vote the Warlord.

Having a one-man army ain't gonna help if you don't know how to use it!
>>
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Rolled 2 (1d100)

>>42259548
>>42259697
You said before that the creep was dog like? Because I will not lie, the idea of a super riding the creep into battle would be fucking amazing.

... shit, Yeah I would switch to that. Brood bandits, we have the brood grow in the junk yard and hide in the trash. The raid with brood mounts.
>>
>>42259722
Seconded
>>
>>42259722
Send them in to punch things.

O shit flying things, just slap on a jet pack.

O tanks, cure. Give him some c4 and a crowbar.
>>
Rolled 37 (1d100)

>>42259741
Vote
>>
Rolled 60, 23, 54, 82, 35 = 254 (5d100)

>>42259697
ah got the votes wrong

>3 super mutant
>1 psionic master
>4 baby

>>42259595
Fucked up and hidden environments are your friend.

>>42259594
Possibly the Creeper is well...a creeper.

Very insidious brood unit but unlike majority of others its ACTUALLY capable of readily dealing with outsiders.

>>42259741
Technically Creeper is 'loosely' human and bestial. So yeah sorta dog like it has fantastic cameoflage, burrowing, and even flying capability.

From a distance it can easily look humanoid if it covers itself up(which it does more often that not) or a kind of monster if it chooses to move around with all its limbs.

>>42259775
A super soldier needs only his bare fists to take on a super tank and win.

>>42259722
alright so now its.

>7 warlord
>6 Super Soldier
>>
Warlrod is still a good choice IMO.

Brood would be auxiliary, they'd help our main forces fight. Same with the supersoldier yes he is a one man army, but he isn't our army.

Our army are bandits, and we need a Warlord able to train them and lead them in battle and not be comically underhanded when fighting bandits primary threats like paramilitary or other anti-criminal forces who are trained for it.
>>
Rolled 50 (1d100)

>>42259697
>Rogue super soldier
>Abused AI
>>
Rolled 16 (1d100)

>>42259793
I think a lot of the votes are for both Warlord and Super Soldier.
>>
Rolled 16, 48, 17, 32, 14 = 127 (5d100)

>>42259793
In the Brood civ game I was actually very surprised that the players hit upon a few hidden modifiers which caused a Creeper spawn MUCH sooner than it should have. This is because of how advanced the brood lifeform that is Creeper is. I was utterly shocked that one spawned in such a tiny brood force.

>>42259815
Yeah its looking like a heated tie...gotta check my notes for heroic ties.

>>42259811
aw an anon actually voted for the abused AI.

>>42259798
Warlord is a heroic war commander unit not a trainer. You'll be most disappointing if you expect awesome results from a warlord who is forced to train.
>>
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Rolled 33 (1d100)

>>42259793
That is good to know about the super, but I was hoping to take the tanks after we kill the people inside.

... hm granted brood can become tanks. Dam it I'm going to hate doing it, because it's not going to be the same.
>>
Creeper
>>
Rolled 83 (1d100)

>>42259859
Fuck it. Genie, change my vote to creeper+super soldier after the discussion last thread and people actually voting for it, I'm actually intrigued on the potential.

Starting small with auxiliary forces would be a great way to test them.

https://www.youtube.com/watch?v=rUZ1X9j-00w
>>
>>42259793
Bunch of the super soldier votes was for secondary hero
>>
>>42259861
You do realize a super can just 'peel' a take open and kill the people inside?

Though admittedly it would be much harder for the super to do on a super tank with only his bare fists...but still doable.

Super soldiers mawn they are fucking powerful. Their only real weakness is the fact there is only one of them and they can do only so much. That combined with the Fall screwing over the systems in place to help them also weakened them even further.

>>42259793
>7 Warlord
>8 Rogue Super SoldierLOCKED(again)
>>
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Rolled 95 (1d100)

Think about it guys.

If we go creeper, we'll have a natural brood fleshmonser force that will autonomously nest and grow and act as a perfect buffer and fear factor.

They'll not only act as a buffer AND predator against natural predators like monsters, but be perfectly disposable troops we can use to activate enemy defenses and test them and exploit before we move in to fuck shit up.
>>
>>42259948
If you put it that way I'm convinced.
>>42259793
I want to vote for the creeper.
>>
Creeper sound kinda lame not gonna lie
>>
Having ohshitmonsters be on our side would be fun. Thirding Creeper
>>
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Rolled 58 (1d100)

>>42259929
It was a speed thing. I imagine he would be faster with tools and dropping the pay load. Then our men follow up and jump right inside to drive off with them or use them.

And it seems the tide is turning for the brood, what a lovely start for something new and brood.
>>
>>42259929
>rogue super
>warlord

Seems like a good combo.
>>
Rolled 45, 47, 97, 50, 55 = 294 (5d100)

>>42259929
In game a match between a super mutant and a super soldier is down to this.

In melee mutant wins.

In range soldier wins.

This doesn't mean they are weak in the other quite contrary in truth. Its because they specialized in such a manner.

Problem with the Fall besides screwing over the number of super soldiers also fucked hard with their (Very) advanced tech and gear further decreasing their strength. The fact that despite all those handicaps they are still so powerful is just a true testament to how SUPERIOR they really are.


CREEPER WINS!

Now how about the HQ, Homeground, and terrain?
>>
>>42260118
What makes Super Soldiers better at ranged? Better accuracy with heavy weapons, less deformation for holding guns?
>>
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I'll second creeper, but only if we have a Warlord Base hero. if our base hero is a super soldier I'd want someone more cerebral as the bonus hero.

How I picture the warlord and creeper combo
>>
Rolled 57 (1d100)

>>42260118
Military Base
Hilly Junk Yard
Megacity

>>42260151
Man, there's arguments for both ways and this is a good one. I wish we could have gotten both.
>>
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>>42260151
I laughed harder that I should have.
>>
Rolled 58 (1d100)

>>42260151
[soiler]>tfw giant flying fleshmonster with bandit-strapped rockets used as improvised aircraft
>>
This
>>
Rolled 39 (1d100)

>>42260178
I mean this
>>
>>42260151
>>42260178
I'll second these
>>
Rolled 32, 81, 7, 61, 31 = 212 (5d100)

>>42260148
Less deformation, better training, and gear.

HQ selected Spire
+Research
+Manufacturing

-pop

Homeground locked Hilly Junkyard

Terrain locked

Megacity


Heroes

Creeper
Bonus Growth
Bonus Stealth

I Creep-Cannot be detected within Infested zones
Creep Spawn-greatly increases infestation expansion
Infest- Able to infest a specific target for infestation

Rogue Super Soldier
Bonus War
Bonus Morale

Traits
One Many Army

Abilities
Supreme Shot: When activated enemy unit WILL successfully hit.
Broken Bash: When activated target suffers a BREAK.

Passives
Cannot Fail: Super Soldier can reroll a failure in exchange for 1 additional cooldown per a reroll.
Fury Flow: Super Soldiers due to lack of care has a chance of entering a frenzied state OR weakening during an action.
>>
>>42260320
Hey Genie, can bandits live in friendly infested zones?
>>
Rolled 51 (1d100)

>>42260320
Bah meant during a turn not an action. The effect will wear off the next turn.

>>42260343
You'll need to ask the Creeper. Right now I am working on the stats and will provide a write up introducing the heroes/faction.
>>
>>42260364
Fucking 4chan ate all my work...goddamm it.
>>
>>42260547
Ctrl + C man, it saves lives.
>>
Rolled 73 (1d100)

>>42260320
>>>>Turn 8
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Low
>>>>>>>Water: Low
>>>>>>>Morale: Average
>>>>>>>Medicine: Low
>>>>>>>Health: Low
>>>>>>>Armaments: Great
>>>>>>>Fuel: Low
>>>>>>>Tech level: Low and Looted
>>>>>>>Reputation: Gang
>>>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells.
>>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Machetes. Hatchets. Clubs.
>>>>>>>armor: Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>>Materials: Supply 3
>>
>>42260734
"Creeper guy.

We was wondering about this whole 'Brood' thing and if you got anything we gotta know right now.

Some of the boys was thinking we could start making you a nest or something, like covered by scrap or a bit underground so you can have a place to brood and make more brood or whatever it is you do while we scout for targets and stuff."

"Super-soldier. Goddamn tough ass sonofabitch, what's your story?
>>
Rolled 54 (1d100)

>>42260734
Hey Boss, mind telling us who this guy is and can he talk? He doesn't look like one of ours.
>>
Rolled 32 (1d100)

>>42260734
Fuck meant turn 1.

Think those stats aught to work probably need to adjust them again later on though.

-----
"Hey where da super go?"

"Went for a walk he claims..."

"Out there and alone?"

"Yup."

"Fucking supers..."

"I know right but at least it means we stay safes."

----
"Hey guys why did that weird thing jump out and glide down?"

"Fuck if I know just leave that creepy thing alone."

"Yeah but problem is that thing is the only one who would like much less talk with JAL."

-----

Meanwhile taking a 'stroll' through the junkyard a super soon ran into something unexpected.

"What the hell is a brood beast doing here!"

"Greetings Victory Series Super Soldier of Clan Volker."

"How the HELL do you know that?"

"I have a proposition for you...as for how i know that I know you served a certain Doctor of Clan Volker and in fact I am looking for his daughter."

"...He he had a daughter why should I believe you?"

"Because don't you want to find him? Do you not want to repay for your...failures. Do you not want redemption?"

"...Why should I work for you?"

"Because I know exactly how you feel as I too yearn for redemption. I tasted failure. I tasted lost. I have failed when I should not have."

"...How would you know what it felt like?"

"Because dear super soldier just like you I was created with a purpose...and I failed that purpose. Me and your kind are much more alike then we would both care to admit. Besides if I do anything funny that would harm the mission you can just kill me."

"...Fair enough. So wait why did you come here?"

"Because I sense she is coming through here soon and I suspect the good may be somewhere around here."

"...How would you know that?"

"Because friend I am the Creeper."

----
"Uh why the FUCK did you bring a-a brood beast here! You crazy?"

"No and say hello to our...new comrade in arms his name is Conrad and he is a Creeeper."

"You sure this is a good idea?"

"If you don't feel free to leave."
>>
>>42260938
Lmao
>>
Rolled 14 (1d100)

>>42260938
Bah meant good doctor in that earlier part.
----
"Bah not like we got much choice. Go out there without a super soldier watching over us or stay in here with a...brood beast whom the super soldier can handle? Oh what a choice."

"Hey maybe that Brood Beast is friendly yeah?"

"Oh its friendly alright just a bit TOO friendly. Like creepily so."

"Guess thats why its called the Creeper then huh? Figures."

home ground stats

Bandits: Very Low
Density: Low
Monsters: Extremely high
Zombies: Extremely high
Mystery: Extremely high

>>42260787
"...Not strictly necissary. Will take time to develop Brood. Must use abilities to speed up growth...must create seed. Nurture seed. Then we can talk."
-----
"Just a 'Rogue' Super Soldier."

>>42260820
"He is a brood beast and a...very advanced one at that. If I had to guess he is champion class from the Creeper Strain of brood beast lineage. Pain in the ass little shits both excellent as spreading its damned creep and infiltrating around.

And yes it can talk otherwise it wouldn't be quite so good at what it does."
>>
Rolled 42 (1d100)

>>42261104
Well nice to meet ya, Conrad was it? Do you think you can raid with us or would you like to stay here in base chilling and creeping?
>>
>>42261104
"Need us to do anything right now? If you don't we'll get to work doing our own thing."
>>
Rolled 8 (1d100)

Action 1 -
Well shit there are a lot of monsters and zombies around. Where the hell are all the other guys?

Guess the only thing left to do is find out.

But fuck just regular scouting though, that shit's lame.

We can do better than that.

Go on out in raid patrols around our base, to both scout out potential targets and clear out some of the monster riff-raff. We'll both get a feel of the lay of the land, what's around us, and how tough the local monsters are.

The Super Soldier will be RIGHT next by to protect our guys from anything too big they can't handle, I just hope at least some of them aren't pussies who shit their pants because the big bad monsters after them.

Have the Super tell us if there are any bandits that come to mind as disciplined soldiers that actually know how to fight or (properly) retreat and sneak from monsters.

Conrad can come with us if he wishes to go on a monster hunt, otherwise just bring the hides and meat of whatever you kill back to him to eat.
>>
Rolled 15 (1d100)

>>42261167
"If my services are not actively needed. Its best to order me to use my creep spawning abilities to nurture the growth while i hang back at base. Don't worry I keep guard just try to out creep around a Creeper on its home turf."

"I can easily sneak around, infiltrate groups, and even seed 'spies' so to speak."

"Either way just give me the order but if I am to hang back please do allow me to drop a creep seed to speed up development. As is I am gonna have to tear some body parts off to provide the first of the creep...so i will be weakened for a period of time while it takes root."

>>42261180
"Not now, it takes time for it to develop first then maybe."
>>
Rolled 74 (1d100)

>>42261267
>>42261263
"Well Conrad, we might going on a hunt around the base to "scout" out but also clear out some of the monsters immediately around. We'd greatly appreciate those sneaking and creeper skills of yours to point out any monsters, especially the right nasty ones our boys should steer clear from.

Your call to go with them or stay, if you do stay keep nurturing that growth of yours. We'll bring you back whatever meat we kill."
>>
Rolled 27 (1d100)

>>42261267
Go ahead and start creating creep; possibly a perimeter Around our base
>>
Rolled 20 (1d100)

>>42261360
Hmm, come to think of it Creeping first to sniff out monsters THEN the hunt would be safer. Not nearly as exciting, but safer.

I'll vote this.
>>
Rolled 89 (1d100)

>>42261360
Seconding
>>
Rolled 16 (1d100)

>>42261360
Creepy creepy
>>
Rolled 13 (1d100)

>>42261360
"Did...did that thing just literally rip its wings and tail off just to 'plant' them into the ground?"

"and now its treating its ichor and blood as a water to water them? Holy hell that that is fucking creepy."

"That thing doesn't even flinch or seem to care...and it just started ripping chunks out of itself to spread around even further."

"Fucking hell not even the zombies are this goddamn creepy."

Ability activated Creep Seed.

Infestation development and growth has been increased.

>>42261360
The creeper is unable to produce such a volume of infestation so quickly or readily.

WARNING
Infestation detected forming near our base!

>>42261089
Yeah super soldier went on a walk in area with super high density of zombies, monsters, and mystery.

>>42261263
Actually the lack of them is a blessing in disguise. It will be MUCH easier to hide your infestation. As for how it worked whenever your forces went out the super soldier would go with and deal with any trouble. So despite the apparent 'oh fuck' nature of the homeground it actually worked surprisingly well all things considered.

The dice actually favored you guys REALLY well. All that monster and zombie fodder for the Brood...there being no one nearby to catch on allowing the brood time to mature.

Your super insuring the safety of the forces despite the apparent hostility. Very well set up like goddamn shit is that shit good.
>>
Rolled 45 (1d100)

>>42261582
"Hey super soldier when you is gonna be free so we can go and raid? Running awfully low on food and drink here."

"Ever thought about monster flesh?"

"Not all monsters are edible especially for the likes of us ordinary humans."

>>>>Turn 2
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Very Low
>>>>>>>Water: Very Low
>>>>>>>Morale: Average
>>>>>>>Medicine: Low
>>>>>>>Health: Low
>>>>>>>Armaments: Great
>>>>>>>Fuel: Low
>>>>>>>Tech level: Low and Looted
>>>>>>>Reputation: Gang
>>>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 69 (1d100)

>>42261683
We in need of drink and food.

Let us go out a raid something with boss man.

------

Quick question for you, if it's alright. How easy is it for people to see your infestation? Also good luck Mr.Conrad with your recovery.
>>
Rolled 31 (1d100)

>>42261683
Well what are you waiting for? We already outlined a raid plan.

Go on out and raid and find something to eat and drink. Take the super soldier as protection while you're out there.

Conrad stays home and keeps doing his thing.
>>
Rolled 15 (1d100)

>>42261797
>>42261805
With low density and such high monsters, we should be demanding protection payments.

We can charge loads if we actually protect them from something other than ourselves.

Just have our super soldier go knocking on someone's door with some of our boys and ask for a "donation"
>>
Rolled 37 (1d100)

>>42261805
>>42261797
Vote
>>
Rolled 88 (1d100)

>>42261901
This

Also ask Conrad if he can get rid of the other infestation near us
>>
Rolled 32 (1d100)

>>42261797
Forces sent out to raid. We had to speedily move through the junkyard. All the while the super soldier screened for our troops crushing any zombies and monsters in the way. Once we got outside it wasn't long before we found some prey that we hit for food and water.

While our forces were out there we also managed to recruit some fellows who were interested in joining up with us. Unexpectedly they are Bitches but still additional troops are good.

>>>>Turn 3
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Average
>>>>>>>Medicine: Below Average
>>>>>>>Health: Low
>>>>>>>Armaments: Great
>>>>>>>Fuel: Low
>>>>>>>Tech level: Low and Looted
>>>>>>>Reputation: Gang
>>>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 66 (1d100)

>>42262078
Alright, question for you'll. Do you want to do slaves or protect racket?

I personally wish to avoid slavery do it it's cost of management and reducing free recruit of people wanting to join us.

>E
We have a junk yard, let's look for crap and make a training yard to get good.
>>
Rolled 46 (1d100)

>>42262078
F. Scout

Let's do some general scouting of the megacity, see what kind of intelligent neighbors we might have, whether monsters, zombies, or humans.

Also keep an eye out for any good shit.

>>42262251
I still suggest protection racket, with a bit of actual protecting involved. They can't make their next payment if they're dead after all.
>>
>>42262251
I say we have slavery and pit the more physically fit slaves against one another in gladiatorial combat for our entertainment, the most promising of which can even join our ranks.
Also, if we ever find a large trade hub or something, we can become legitimate bidnismin and sell captured slaves, or set up an arena there and charge people to watch and gamble on fights.
>>
>>42262251
Protection racket
>>42262285
This
>>
Rolled 51 (1d100)

>>42262285
Vote
>>
Rolled 85 (1d100)

>>42262285
Rolling
>>
Rolled 100 (1d100)

>>42262317
>>42262285
Rolling
>>
>>42262488
Fuck me why can't I get that in builders......
>>
>>42262488
oh why hell there 100.
>>
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>>42262488
Good job kid
>>
Rolled 71 (1d100)

>>42262285
There is a total of 9 zombie and 9 monster bases in the junk yard. We suspect that about a third of those are intelligent. As we sighted at least 1 zombie minder moving around as well as some not so stupid monsters moving. Our forces think that some of those monsters are liable to being brood forces.

Neighbors wise there is a two other functional bandit bases which is a crew of raiders and tek bandit hold.

For other factions there is a total of 4.

1 robot.
1 mutant.
1 survivor.
1 cultist.

As for good shit...there is all kinds of good shit. Our forces even noticed some wrecked mobile bases in the junkyard(turns out many of those so called 'hills' is actually just a pile of wrecks or one particular massive one). During the Fall many wrecks were just dragged and thrown here to be forgotten about.

However what really got some of our buys going was when while scouting they noticed some wrecks of particularly advanced technologies...including one particularly odd wreck that was still semi functional if the killzone around it is anything to go by. Any monster or stupid enough to get close to that point ended up dead real quick.

Our lads thinks it must have some kind of regenerating munitions and is still somewhat online if crippled.

While dangerous its bound to be a jackpot assuming we could reach without getting killed. That was the only 'zombie' wreck they found that was very much still vicious.
>>
Rolled 59 (1d100)

>>42262720
>>>>Turn 4
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1.3k
>>>>>Military 1.3k
>>>>>>>Food: Above Average
>>>>>>>Water: Above Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Below Average
>>>>>>>Health: Below Average
>>>>>>>Armaments: Very Good
>>>>>>>Fuel: Average
>>>>>>>Tech level: Low and Looted
>>>>>>>Reputation: Gang
>>>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 29 (1d100)

>>42262748
Attempt to bait some of the more unintelligent looking monsters into the Odd Wreck, using them as bait for its turrets while we attempt to recover it for ourselves
>>
Hmm

Anyone have any ideas how to pierce that killzone of interlinked fire?

Could try to herd a horde of monsters into it, use them to delay some of the cover and have the Super Soldier start sniping the ones opportunistically while supported by any of our forces with long guns.
>>
Rolled 30 (1d100)

>>42262748
Action - 1

Part of war is being able to bait your enemies, and the SuperSoldier knows war. And how to keep the men discplined.

Whether we have to shoot them to get them to swarm or bait them with our own men, I'm sure the SuperSoldier can both motivate and help our forces send a swarm into that Killzone.

Perhaps using the men to bait them but the Super Soldier to herd them as a one man army. Or vice versa, he'll know what to do.

While they are focused on the monster, the SuperSoldier will use [Supreme Shot] to opportunistically take out the outlying killzones one at a time until we've penetrated it.
>>
Rolled 96 (1d100)

>>42262829
This
>>
Rolled 85 (1d100)

>>42262909
>>42262903
>>42262810
Vote
>>
>>42262829
>>42262903
I guess we will see how it works out. I was going to say we talk with the tech guys and see about a team up.
>>
Rolled 86 (1d100)

>>42262903
Rolling
>>
Rolled 73 (1d100)

>>42262903
Super Soldier dispatched. He used himself as bait to whip a swarm of monster at the wreck creating an opening. While the wreck did its best to target the swarm it was largely unable to see our own forces coming.

That was when he activated supreme shot successfully taking out one of its fire systems. Though that doesn't seem to stop the wreck from continuing its fierce resistance as it rapidly mows down the encroaching monster swarm.

Afterwards the super soldier wisely decided to withdraw as his ability was exhausted and it was rapidly tearing through the monster horde like it was nothing at all. It wouldn't take long to focus its fire on the super and not even he was sure he could endure that much firepower concentrated on him.
>>
Rolled 50 (1d100)

>>42263323
>>>>Turn 5
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1.3k
>>>>>Military 1.3k
>>>>>>>Food: Above Average
>>>>>>>Water: Above Average
>>>>>>>Morale: Average
>>>>>>>Medicine: Below Average
>>>>>>>Health: Below Average
>>>>>>>Armaments: Very Good
>>>>>>>Fuel: Average
>>>>>>>Tech level: Low and Looted
>>>>>>>Reputation: Gang
>>>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>>Materials: Supply 3. Drugs. Booze.
>>
>>42263323
"Uh. . .so how many of these damn guns ARE there?

Well, least we found the ultimate meat grinder."
>>
Rolled 47 (1d100)

>>42263344
Boss man, you know anything about the tech guys? I'm thinking they could help with this fight. Hell maybe even the raiders would like to join in for more guns.
>>
>>42263353
Or a prime target for brood infestation
>>
>>42263344
>>42263375
"Yeah, do we know anything about the four other factions we found?

Should we exploit the survivors for "protection" or can we just prepare to start up a war on em? Would like me some nice slaves."
>>
Rolled 20 (1d100)

>>42263353
"...I think I might know but I'll need to take a closer look. Suffice it to say it has a lot of guns. Might be a gunship."

>>42263375
"Not really. They are tek bandits probably interested in the techy goodness buried with the wrecks."

>>42263418
Not really.

Depends on what you choose.
>>
>>42263344
Wait doesn't creeper specialize in going places he shouldn't? So maybe we send him in?
>>
>>42263472
Yup. He is even capable of mind slaving things to make it easier.
>>
Hmmm, I think in this lull while we gather our thoughts is a good time to plan some strategy.

What should our immediate goals be?

Or in the longterm?

Do we want to conquer our neighbors one by one or deal with them?

Infiltrate and then take from the inside, or force them to our terms?

What about our needs?
>>
>>42263582
Our immediate goal should be to get big and bad.

Our long-term goal should be to get bigger and badder.

Deal with useful ones, try to integrate very useful ones, conquer the rest.

We could do both

Slaves could fill all the roles of the laborers and some slaves could even satisfy more personal needs.
>>
Rolled 41 (1d100)

>>42263582
I feel taking over or intimidating the Survivors to give us regular food supplies would be best.

Action 1 -
Super Soldier, Bandits, Conrad.

Creeper, I want you to go out and look for any patrols or scavenging parties of the Survivor faction.

Mind wipe whoever is in charge of communications and disable their radio, as well as inform us of whatever other important info you can discern from the party that might be relevant to the Super Soldier.

Super Soldier, once this is done and there's no way they can warn their base, I want you and any bandit help you need to capture their parties and take them in. Make sure to LOOT everything they have, like they just vanished off the face of the world.

The Creeper will interoggate every bit of info of them, their faction, its strengths and weaknesses, their friends, their enemies, and any other information we can discern from them and will help us infiltrate or take over their base.
>>
Rolled 31 (1d100)

>>42263706
Vote
>>
Rolled 74 (1d100)

>>42263706
Rolling.
>>
>>42263706
Voting for this

Slavery hoo-ah!
>>
Rolled 74 (1d100)

>>42263344
Hey Conrad, how you doing? You feel up for looking into the tech bandits and seeing about getting us some allies?

>>42263582
Immediate, growing and improving our men. So that way we can take territory and get some farmers we protect.

Conquer those we can and see about teaming up with tech guys. So we can get this ship up and running.

Infiltrate for weaknesses and info. Make a move based on info.
>>
Rolled 86 (1d100)

>>42263706
Let's do this.
>>
Rolled 64 (1d100)

>>42263751
forgot my roll
>>
Rolled 49 (1d100)

>>42263758
This
>>
Rolled 4 (1d100)

>>42263706
Conrad did what she did best...which was creeping around. The only thing that she was arguably better at was creeping people out.

It took awhile to find a group though. The survivors were really good and cautious. Eventually one was found and the Creeper took them down one by own and infested them. That was when the Creeper found out that they were no easy prey. They live in a fortified township surrounded by the zombie and monster. The people here are tough extremely so and get by through salvaging efforts they maintain. Apparently they are extremely good at it and make no small amount of profit. Too bad most of said profit was burnt trying to survive but that was a given especially where they lived.

After that the Creeper simply let them go.

After all Creep was now in their heads...

Their only friends are outside the scrapyard. Apparently they have a few due to all their vehicles they churn out and offer in trade. Some of their stuff is even good enough to get the paramilitaries and even think tanks interested. Enemies are the bandits but not many dare risk entering their homeground except for the natives. The raiders cause them problems and the tek bandits are their competition for the salvage.

Their base a 'fortified' township is crafted from the salvage. Their 'walls' are half gun and half armor. Their turrets simply being weapon systems ripped from vehicles and built in or placed around. Their township is literally bristling with heavy armor and guns most of which they acquired through their salvaging efforts. Some stuff was traded in though like the laser batteries for AA and counter quakes. Worst of all though is their hero and the people they have being enough to field all their defenses and then some. Apparently they run 24/7 which isn't much a problem due to all the scavenged hard fuels from the wrecks. Dangerous but enough to get by. reactors are very heavily shielded so as to both prevent tampering and to make sure ghouls can't smell.
>>
>>42263988
Looks like we'll have to get some long range bombardment weapons if we want to attack them.

Our best bet is probably sabotage from within.
>>
>>42263988
Sounds a lot like custodes but with less bots and more guns on the walls and vehicle production devotion.

This isn't going to be our usual easy one and done target, they have friends, experience, equipment.

However, they also have enemies.

And you know what they say about the enemy of my enemy.
>>
>>42264046
I'm considering we strike up some deals with local raiders and Tek-Bandits. This is a job bigger than we are right now.
>>
Rolled 42 (1d100)

>>42263988
Basically they built their 'town' into a fucking fortress. To add further insult to injury said town is built into a old wrecked mobile fortress that they used to start off with in the beginning.

It was enough to even give the Creeper a headache. Apparently they had other stuff but these guys the Creeper was able to infest(see mindrape) were only low level grunts. They only knew about the Air and Ground countermeasures when enemies tried to circumvent the defenses and ran into a nasty surprise.

They also have an arrangement with the raiders who they pay off to leave them alone.

>>>>Turn 4
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1.3k
>>>>>Military 1.3k
>>>>>>Food: Above Average
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Below Average
>>>>>>Health: Below Average
>>>>>>Armaments: Very Good
>>>>>>Fuel: Average
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 93 (1d100)

>>42264056
>>42264046
We also stand to learn a lot from how the previous Paramilitary invaded Custodes the first time.

They didn't smash themselves on the walls but first got the drop on us in stealth, and then focused on penetrating and bypassing our walls, and specifically focusing on taking out our strongpoints being the vehicle bay and the towers (which they knew ahead of time).

Furthermore they had a Super soldier, and elite soldiers, spec ops, as well as their normal grunts to attack in various directions with some causing distraction and destruction.

They had outside support from airpower and long range bombardment.

All of this they prepared and executed in a strategy they knew would be impossible for us to counter.

Now we can't exactly copycat them, but we must learn from these types of battle strategies.

The biggest point is we need to prepare and gather strength if we're to take down the survivors, and not only that but be prepared to deal with reinforcements.

In fact this is probably NOT going to be our first target.
>>
>>42263988
We could attack their salvage teams. Drain them of fuel and trade goods. Then team up with tech bandits to take them over.
>>
Rolled 19 (1d100)

>>42264183
I'll vote for fostering diplomatic relations with the tek bandits, hell we could even integrate them into our forces if it goes well enough.
>>
Rolled 51 (1d100)

>>42264125
We can also derive off a good "To-do" list of items we will require if we are to ever mount a proper assault on these survivors in the long term

Troop types we will need:
[Super Soldier] [x]
[Grunts] [x] (Trained for war) [ ] (Well equipped) [x] {good armaments}
[Brood Auxiliary] [ ]
[Elites] [ ] (Specially Trained) [ ] (Specially Equipped) [ ]
[Special Operations/Sabotuer] [ ] (Armed with explosives) [ ]

Vehicle Types :
Stealthed Transport [ ]
Aircraft [ ]
Tanks [ ]
Heavy Vehicles [ ]

Weapons we need:
[Basic Weapons] [x]
[Heavy Artillery] [ ]
[Heavy Anti-Air] [ ]
[Defense/Tech Countermeasures] [ ]

Scenarios we require:
Unification of Survivor enemies (Raiders, Tek-Bandits, etc.) [ ]
Preparations to defend against enemy reinforcements from allies [ ]
Information on defending forces [ ]
Well prepared map and battle plan of attack [ ]

If anyone can add to this, feel free to do so.
>>
>>42264209
That is actually true and usually results from a draw or the bosses/heroes deciding to fuck each other in a good way that doesn't involve rape.

Otherwise tends to be rather...forced and or one loses.
>>
>>42264248
This is only if we wish to copy someone.

We bandits have a different style. We loot, we take and we bleed them dry.

Conrad can probably keep working on them and a hive here. Gain info and locations of the salvage teams to take their shit.

We then upgrade or sell this shit to fellow bandits to gain allies and then end game.
>>
Rolled 27 (1d100)

>>42264107
I believe our immediate action should be to bolster our strength via the Brood so we have them as an auxiliary force.

Then we can use our increased force to find items and technologies that will brng Tek-Bandits on our side, such as the downed gunship.

Action - 1 SuperSoldier, Conrad, Thin out some of the monster presence around our base and take out some nests if you want. Give the meat to Conrad so she can grow her Brood.

This will give us a ready force of attack monsters to help us in all our operations.
>>
Rolled 40 (1d100)

>>42264284
I can back it. Maybe some of the meat can help feed us.

Then we should make a place to train up and get swole, like boss man.
>>
Rolled 97 (1d100)

>>42264282
Looting, bleeding them dry, cutting off their supplies, all of this will be done but in time and when we are ready for war.

As is if we piss them off now they are wealthy enough to pay raiders or maybe mercs or perhaps even attack us in force themselves. They can bring up a fight that at best we can match but ultimately even if we do do this. . .I hav a feeling their industry can out produce what we can make up in looting and losses, and then we still have the food issue to deal with among other things.

I full agree on working on Conrad, it's a good investment.
>>
Rolled 8 (1d100)

>>42264284
Vote
>>
Rolled 73 (1d100)

>>42264284
MEEEAAAT
>>
Rolled 15 (1d100)

>>42264284
Vote
>>
Rolled 60 (1d100)

>>42264284
100 this
>>
>>42264107
"Conrad, its still early perhaps, but if we were to ask, would you be able to produce for us a basic burrowing/stealth variant of brood beast?

One that could be used to help probe the gunship.

Do have an idea on the location of the Tek-Bandits?"
>>
>>42264435
We should know exactly where everything in the junk yard is or at least where it was. So unless they have a mobile base lol. Scout was a natural 100.
>>
Rolled 53 (1d100)

>>42264435
"I am unable to design new brood lifemorphs. So the system will be...automated until something spawns that can alter such lifeforms."

>>42264284
"The brood is not mine instead I am just a part of the brood."

Forces sent out they did their best to kill monsters which was successful but they failed to destroy any nests or dens even the super soldier was driven off in that regard.

Meanwhile Conrad has activated Creep Seed once more.

The creep spawns...

WARNING

The infestation spreads.

Alert
Broodlings pods have been sighted germinating within the young creep and infestation.

>>>>Turn 5
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1.3k
>>>>>Military 1.3k
>>>>>>Food: Above Average
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Below Average
>>>>>>Health: Below Average
>>>>>>Armaments: Very Good
>>>>>>Fuel: Average
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
>>42264648
So the ones in our turf will be allied to us right?
>>
>>42264648
"Super Soldier report, is there anything useful you can discern from the local monster infestation?"
>>
Rolled 22 (1d100)

>>42264648
>B
Lets make a place to train! We need to turn ourselves from a gang into a real fighting focus.
>>
Rolled 95 (1d100)

>>42264648
>>42264750
This isn't a bad idea, trying to gather my thoughts and it gives time for the Brood to develop.

Also gains.

Vote
>>
Rolled 85 (1d100)

>>42264750
Vote.
>>
Rolled 77 (1d100)

>>42264693
Probably.

At the moment its just a small cluster of growths forming a structure that Creeper calls a 'creeping colony' which apparently spews forth all manner of nastiness. Exactly why it was called a creeping colony our forces didn't know until they saw it moving around...and sure enough it spreads infestation as it does so expands from it. It also has the disturbing habit of sneaking up on people, but that only works if your standing on infested ground. Otherwise you get a warning when the ground beneath your feet literally infests while your standing on it.

According to Creeper the creeper colony will soon start spawning other lifeforms. It strongly suggest NOT cutting open the creeper colony as doing so would unleash the 'worms'.

Apparently pissing off the worms is bad.
>>
Rolled 81 (1d100)

>>42264750
Rolling
>>
Rolled 88 (1d100)

>>42264777
and worms in general is bad.

As the worms don't really care if it encounters something that isn't infested or Brood it will proceed to infest it. If its brood but not the brood it belongs to it will proceed to burrow itself into the other brood before detonating.

...yeah they can explode. Its how you can tell when two separate infestations run into each other if they aren't friendly LOTS of explosions start going off and the drones start devouring the other infestation.

and that is just the start because after that the first of the Brood forces will arrive.

Creeper doesn't know if it can identify you as friendly so Creeper says to not mess with the worms unless you wanna get infested.

Naturally our forces have become tad phobic of the worms now for obvious reasons.

>>42264720
"that infestation is our own, but scouts reported seeing other Brood infestation...this is troublesome as we do not know how developed, mature, or old it is."

>>42264750
Training Yard Constructed.

At the moment it mostly involves some dummies, target practice, and these odd wooden things with bars sticking out of them in a weird pattern that the super soldier will claim using will help in CQC. Its pretty bare boned at the moment but surprisingly well built and sturdy.
>>
>>42264882
>and these odd wooden things with bars sticking out of them in a weird pattern that the super soldier will claim using will help in CQC
"Oh shit man! I saw that in a kickass movie!

You know the one with the asian dude.

Man, we gotta see that. Anyone still got the disk of it?"
>>
Rolled 81 (1d100)

>>42264882
Creeper Conrad suggests we acquire some gas masks and new environmental filters for our base. Claiming that we may very well need them once the infestation starts to unleash spores...or you know get zombified instead.

At the moment Creeper Conrad is planning to move the creeping colony away from the base otherwise it will speed the development of the infestation.

>>>>Turn 6
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 2
>>>>>Pop 1.3k
>>>>>Military 1.3k
>>>>>>Food: Above Average
>>>>>>Water: Above Average
>>>>>>Morale: Average
>>>>>>Medicine: Below Average
>>>>>>Health: Below Average
>>>>>>Armaments: Very Good
>>>>>>Fuel: Average
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 12 (1d100)

>>42264898
and now the bandits try to learn Kung fu through watching old movies.
>>
Rolled 28 (1d100)

>>42264912
"Alright lads, you heard the . . .brood. We need gas masks while the broodnest is still around."

Action - 1
What's a guy gotta do to find some gas masks? Scavenge em? Steam em? Raid and loot em?

Let's find out!
>>
>>42264962
This

Also on retrospect it was pretty stupid to infest our own base.... Should have found somewhere away from our base to do so.

Dont forget guys we still need to get into mobile base
>>
Rolled 47 (1d100)

>>42264962
Vote
>>42265008
We're learning at least.
>>
Rolled 31 (1d100)

>>42265008
Forgot to roll
>>
Rolled 55 (1d100)

>>42264962
Rolls
>>
Rolled 85 (1d100)

>>42264962
Votin for Scavvin' some masks, or stealin' if we can
>>
Rolled 46 (1d100)

>>42265008
Its gonna take some effort and tech to fix the issue.

>>42264962
One of our bandits had a BRILLIANT idea of asking the tek bandits so they called them up over comms.

"Eh ggas masks and potent filters? Deal with brood spore and such? Yeah we got JUST the thing here. Got some Mad Masks that will be PERFECT for yah. 2k of em for 2 loots."

"Hm...they mad tek?"

"Yup, but they work great. Have filters in them that never need changing and can let you see some weird shit that is actually there or not...!"

"Why they so cheap?"

"You ever heard of anyone willing to buy mad tek?"

"...Fair enough."

2k units of mad tek gas masks for 2 loot.

1 tek Spire filter for 1 loot.

Confirm purchase?
>>
>>42265182
I'm not seeing any Loot on our tab. Do we have any?
>>
>>42265214
You have 3 to start. forgot to put that down during your raid you also acquired another 1.
>>
>>42265182
Also I'm pleased to see some kindred bandits. Glad to know we're not all after each other's throats.
>>
Rolled 20 (1d100)

>>42265182
Sure.

If anyone else is down for it I would like to pay them 4 loot, 3 for the gas tech, 1 to improve our rep with the Tek-bandits.
>>
>>42265239
I'm down with that.
>>
>>42265182
>Y
... This better not mind fuck us.
>>
>>42265182
Confirm.
>>
Rolled 3 (1d100)

>>42265182
Sounds good.
>>
Rolled 29 (1d100)

>>42265182
Forces sent out to the meeting point including our super. There we found an even more heavily armed group than our own.

"...well shit you fuckers really DO have a super on yo side. I was wondering how you was staying alive in here. Heh good thing we can in some heavily armed after all. Anyway here is the goods."

Goods have been transferred over.

Loot has been transferred over.

After that both our forces went their own way.

>>>>Turn 7
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 2
>>>>>Pop 1.3k
>>>>>Military 1.3k
>>>>>>Food: Average
>>>>>>Water: Average
>>>>>>Morale: Average
>>>>>>Medicine: Below Average
>>>>>>Health: Below Average
>>>>>>Armaments: Very Good
>>>>>>Fuel: Average
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze. Mad masks 2k.

Tek filter and scrubbers have been installed into the tower and the masks have been equipped.
>>
Rolled 32 (1d100)

>>42265335
Training time!

We will need to get use to the mask and improve our fighting.
>>
Rolled 97 (1d100)

>>42265377
Alright, let's train. Vote.

---

I'm having a difficulty figuring out what our immediate goal should be. We have many midterm goals yes but various unknown paths to get there.

-Befriending the Tek-Bandits is one. I think the key to that is to give them some nice new tech.

We could give them the gunship. . .but we don't have a means of aquiring that yet.

There's also the Robots we can look into, but I suspect they may be as fortified as the survivors and we don't know much about them.

Apart from that we can always just look out for targets in our range.

-Growing the Brood

We really need to learn more about the Brood both ours and the others around us. How we can live with it and use it better.

As well we also have monster dens around our base to clear out that would make fine Brood nests. . .but even with the Super and our army as is we werent' capable of destroying yet one.

Maybe with a bit of training we can.
>>
Rolled 1 (1d100)

>>42265377
Vote.

>>42265421
I think if we train and focus our efforts on one monster den that will do it.

We also lack tanks. Could go find some.
>>
>>42265453
Welp. That's enough rolling for me tonight.
>>
>>42265421
The gun ship I feel is something we need to form an alliance with for taking it. If we can get all three bandits into one and control a gun ship. Then I feel we can take this whole area.

We mainly need the techs for get it up and running. The raiders are just nice to add once we get more air craft. Then we can just fly around and fuck shit up.
>>
>>42265453
Fuck, here we go.
>>
Rolled 31 (1d100)

>>42265421
The training ended in disaster. As it turns out those masks really DO make you see shit and some high jack ass thought it was a good idea to use live munitions.

Plus side we weren't shooting at a each other(usually). Now normally we wouldn't mind it so much except...that well once people ran out of bullets(and took of their masks). It turned out some the people they shot were each other, themselves, nothing, and most strangely of all...something that was actually there after all. A few things that our guys figured was just an illusion or bad trip actually existed...and sometimes their bodies remained. Other times their bodies didn't or could only be seen with a mask on.

Suffice it to say our forces are a tad bit spooked over it and the whole bad training gone horroribly horribly wrong.

Turns out training trip+drugs+live ammo+mad mask=one bad trip. Like really fucking bad.

On the plus side we don't have many dead but a decent amount of wounded and corpses of things that shouldn't really be...
>>
Rolled 31 (1d100)

>>42265590
>>>>Turn 8
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 2
>>>>>Pop 1.3k
>>>>>Military 1.3k
>>>>>>Food: Below Average
>>>>>>Water: Below Average
>>>>>>Morale: Below Average
>>>>>>Medicine: Low
>>>>>>Health: Below Average
>>>>>>Armaments: Good
>>>>>>Fuel: Average
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze. Mad masks 2k.
>>
We need to have a party to build moral, invite the techies to build rep. Someone roll for me I'm on my phone.
>>
Rolled 90 (1d100)

>>42265603
Action - 1
Whoever is wounded stays at the base to heal and recover.
Whatever Corpses that shouldn't be that we have. . .give them to Conrad. Maybe they'll be useful.

Whoever is healthy, not spooked, and ready to fight go out with the Super Soldier and RAID.

We need to find some Medecine, Women, or anything else that will help boost morale.

Next turn we'll hold a party to shore up everyone's emotions, and we'll even invite the Tech Bandits.

"Super Soldier, feel free to go all out the men need something to boost their morale and you know what will work best."
>>
Rolled 22 (1d100)

>>42265661
Vote
>>
Rolled 30 (1d100)

>>42265661
Rolling
>>
Rolled 88 (1d100)

>>42265661
Rollan
>>
I'm thinking next turn will be a great time to have a long chat with our potential Tek friends on a lot of things.
>>
Rolled 63 (1d100)

>>42265723
So do you plan to send a diplomatic envoy then?

>>42265661
"hey now we got women! Granted they are a bunch of bitches but still."

Forces dispatched to raid. Luckily this time around our forces had great luck pilfering goods within the megacity. Even large stores of medicine were stolen by us on the way but given the dire need of meds we had to give up on the women part.

looted
4 resources.
2 loots.
large store of food.
large store of water.
large store of fuel.
Great amount of medicine(was prioritized and since bandits LOVE their drugs they actually had an idea of what to look for).


>>>>Turn 9
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 6 resource. 2 loot.
>>>>>Pop 1.3k
>>>>>Military 1.3k
>>>>>Food: Great
>>>>>Water: Great
>>>>>Morale: Below Average
>>>>>Medicine: Great
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Great
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits).
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze. Mad masks 2k.
>>
Rolled 71 (1d100)

>>42265767
>So do you plan to send a diplomatic envoy then?
Yeup.

Action - 1
Send an envoy via the Super Soldier to the Tek-Bandits and invite them to our big damn party. Break out the booze, the drugs, the meds, the food and water and bitches.

Mostly the party will be used to help fix the morale shock and heal up our men from the bad training action, but it will also serve another purpose.

While we party, let's have a chat with them.

Talk about everything, about the Survivors, how they feel about them, how we feel about them. Such a shame they are paying all the other raiders for protection and cutting into your own potential profits.

Talk about the robots we found.

Talk about the Gunship. We'd be more than happy to work on it together and help them aquire the tech of regenerative ammo, if we could just figure out a way to crack past those killzones.

Maybe we can get some other pertinent info.

Above all, display the feeling we're really interested in them and we mean it.

Ask them if maybe they can set us up some encrypted comms we can use to talk to each other privately.

Give them a single [Loot] as a gift to take home, to show them we care and improve our rep with them.
>>
Rolled 42 (1d100)

>>42265830
https://www.youtube.com/watch?v=WccfbPQNMbg
>>
Rolled 61 (1d100)

>>42265830
VOTE
>>
Rolled 93 (1d100)

>>42265830
Time to party
>>
Rolled 47 (1d100)

>>42265830
wow anon you weren't kidding about talking about a lot of shit...
>>
>>42265830
>Above all, display the feeling we're really interested in them and we mean it.
... maybe the creeper is us.
>>
Rolled 92 (1d100)

>>42265830
Diplomatic envoy sent they actually received us and do any funny business(probably due to super soldier being there but still). They agreed to attend the party and even brought some of their own stores along. Meanwhile while the party occupied the grunts the bosses met up for the discussion.

Met tek bandit hero Gina Ginny the Evilgineer.

"Hm the survivors? Tough sons of bitches and the only ones who can beat us in terms of salvaging luckily though we win out in terms of tek or we would of been in trouble. Yeah we know about them paying off the raiders but we personally just usually skirmish with them or fight over good sites. Unlike the raiders that doesn't exactly mean an agreement is any good for us."

"Ah you met the bots I see. They are odd folks but will happily trade with any flavor of scum. They deal in resources or materials only though. They ain't interested in loots. They got some fun toys though. Its hard to meet them given their...locale. Best off going through the mutants or us who have a direct line to them. Mutants are your best bet though they prefer them as their intermediary. Given that the bots equipped with combined with their natural abilities...do yourself a favor and don't try to pick a fight with or screw them over. Even the local raiders know better which is saying something it really is."

"Gunship? Oh yeah THAT thing fuck I think just about everyone in this scrapyard has tried to take that damned thing and everyone one of us failed."

Meanwhile a certain Creeper tries to be friendly with trying to show how 'interested' we are in them. Naturally we do a good job creeping even them out.

"Encrypted Comms What the hell do you think Crazed comms are? Think encrypted grows on trees? Why you think us bandits use that instead? I mean sure we got some salvaged milspec encrypted radios we could hand you over for communication between us.

As the party winded down our forces gave them a loot in turn they gave us the encrypted comms.
>>
Rolled 49 (1d100)

>>42265962
>>>>Turn 10
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 6 resource. 1 loot.
>>>>>Pop 1729
>>>>>Military 1500
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Below Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Great
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
>>42265962
Okay so
Tek-Bandits, Mutants, Bots, each of these are potential friends we can work on getting closer to.

Survivors are the main antagonist

That just leaves the Cultists.

"Oi, before you lot head off, whadda you know about them Cultists?"
>>
Rolled 28 (1d100)

>>42265986
Word has gotten around new gangs have enlisted with our bandit force. Including a batch of meks including a few biomeks. Meanwhile there were a few births as well.

>>42265995
"Creepy cunts right up there with that...uh friend of yours. Be careful though they got some weird shit involving possession. Now I seen what the zombies can sometimes do with vehicles but that it ain't that. Maybe the weirdos would know whatever it is but we sure as hell don't.
>>
>>42266020
>Including a batch of meks including a few biomeks.
"Welcome to the force.

We wanna put you lot right to work. And that means building you a place you can make some fine machines and bio-machines.

What'll it be though boys, a Mekanics shop? A Mekanics lab? Would resources cut building one or would you need any special supplies?"

And with that, I head off to bed and hopefully will be ready to play again tommorow.
>>
Rolled 34 (1d100)

>>42266044
"Both are useful to us including bio versions...though those versions are trickier. Special supplies useful but not strictly required."
>>
>>42266089
One last question before bed.
"Building these will be useful to you.

But we gotta know the use for us.

What's your specialty craft items, your piece de resistance, what are some things ye really good at making.

So that we can prepare some ideas on how to use em."
>>
Rolled 2 (1d100)

I wonder if the biomeks would be able to strap guns to some Broodbeasts.

Only thing more terrifying than a Brood army with claws and teeth is a brood army with claws and teeth and assault rifles and RPGs.
>>
Rolled 93 (1d100)

>>42266106
"We are...mekanics well except the biomekanics they are a different flavor."

"Honestly I ain't sure what the exact difference is between them biomeks and the doks."

>>42266114
Maybe...you'll see.
>>
bump
>>
bump
>>
Rolled 23 (1d100)

Action - 1
Mekanics will be good for helping us repair and upgrade some sweet Bandit tech and vehicles.

Bio-Mekanics will be tangent to helping us with the Brood, making them grow faster, fight harder, upgrades etc.

Construct a Multi-Mekaniks Shop under the supervision of both the Bio-Meks and the regular Meks, one that can be used for both Bio-Mekanics and normal Mekanics.
>>
Rolled 83 (1d100)

>>42268462
Vote
>>
Rolled 61 (1d100)

>>42268462
Rolling
>>
Rolled 20 (1d100)

>>42268462
Vote
>>
I'm thinkin this turn the Mek-Shop, next turn the Mek-Lab.

Some immediate projects we ought to pursue are fast Assault Combat Bikes for fast moving skirmishers, and train them how to manuever in the thick megacity ruins and past monsters and such.

As well as some bio-incubators to help our Brood nest.
>>
Rolled 61 (1d100)

Morning everyone.
>>42268462
+1 for the Multi-Mekaniks Shop
>>
>>42273159
The brood nest is something we need to understand more before messing with them. Maybe Miss(?) Conrad can give some classes for those the will listen.

What little I know of them is they are a force of nature, more than a race. The first time running of them we tried for more underhanded style and worm types that control host. Hence the creeper and the worms it talked about.

Here is the stats I saved from it. Probably a good chuck has changed from then.

AI JAL

Traits
Bonus Hacking
Rampant: Abilities are enhanced but suffers from 'insanity'
Corrupted:Has somehow been corrupted for Brood purposes how this is possible is entirely unknown.

No limiters-Actions performed by AI Jal are not limited.
Rampancy- AI is considered Insane and abilities are further enhanced
Unchained- Has no limiters and suffers no blocks
Corruption- Is capable of spreading its corrupted trait.
I FEEL- After a certain mind rape AI is compassionate and hopeful

Creeper
Bonus Growth
Bonus Stealth

I Creep-Cannot be detected within Infested zones
Creep Spawn-greatly increases infestation expansion
Infest- Able to infest a specific target for infestation


Brood - Race
High Population. Poor Supply. Poor Manufacturing. Poor Research. Excellent War Capacity

PENALTY
Inhuman- cannot perform diplomacy on humane elements very well if at all.
Notorious- Severe rep penalty

Bonus
Brood Adaption- Able to rapidly evolve(unlocks Wasteland terrain) and research penalty is reversed when dealing with assimilation/mutation
Brood Hivemind- Morale cannot be broken and instant highly guarded communication

Units:

Drones
Infesters (the worm-bearers)
Infester Worms
Swarmlings
>>
>>42274115
I think if we finish up the Bio-mek lab, our bio-meks can have a long chat with Conrad and ask as much about the Brood as they can.

At least whatever is important to us living with them, fighting alongside them, what to do if we find a stronger brood faction, etc.
>>
Rolled 72 (1d100)

>>42268462
Multi-Mekaniks shop has been constructed.

Creeper suggests dealing with the infestation near the base.

>>>>Turn 11
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 6 resource. 1 loot.
>>>>>Pop 1729
>>>>>Military 1500
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Below Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Great
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
>>42275451
>Creeper suggests dealing with the infestation near the base.
"Conrad can you uh. . .elaborate on that a bit?"
>>
Rolled 22 (1d100)

>>42275552
"Moved Creeping Colony but infestation remains...infestation even not directly hostile can still have negative consequences. Best to deal with now when its young and easy then wait till its mature and hard."

"Infesting Spores aren't the only problem that will arise. Soon drones will pop, swarmlings, and more. Eventually something...smart will also arise and things that can...tinker. That can think and command."
>>
>>42275708
Alright, but this we should get to know each other better.

I mean after we just barely met and you're moved it. Yet all we really know is our name. I would like to see us become friends.

>Do as Conrad says.
>>
Rolled 34 (1d100)

>>42275822
Fuck forgot dice...

Side question, would it be best to talk creepy with Conrad or more normal I wonder.
>>
Rolled 5 (1d100)

>>42275848
>>42275822
"Bio-Mek's nows a good time to learn about proper Brood handling from Conrad.

So while we move them learn what you can."

>Follow Conrad's instruction and pay attention
>>
Rolled 54 (1d100)

>>42275938
>>42275822
Vote
>>
Rolled 40 (1d100)

>>42275822
>>42275938
This
>>
Rolled 10 (1d100)

>>42275938
>>42275822
Vote
>>
Rolled 11 (1d100)

>>42275822
When the creeper speaks, we listen.
>>
Rolled 34 (1d100)

>>42275938
"Whats the big deal? Why don't we just tear it out and burn it?"

"Because," begins Conrad dragging over a monster. "Watch this," that was when Conrad through it and the monster started to try burrow beneath the infestation or tried anyway. Suddenly things burst from beneath and swarmed over the monster as it screamed trying to resist before getting overwhelmed.

"That's why."

"...holy hell what the hell WAS that?"

"Infestation self defense mechanism. When infestation detects its under assault it will send out a signal which awakens things like the broodlings to counter the threat until primary brood forces can arrive."

"...Then how are we suppose to remove it?"

"I will remove it. You will then burn the ground and pour acids into it. If we are lucky the infestation will be weak enough so as such treatment will work."

"...What are you going to do with the harvested infestation?"

"I will give you samples for...experiments and research. Meanwhile the rest will be taken to help create a nearby nest that will be available to you. The infestation around here is acclimated to you. So the nest SHOULD be friendly...with this spare creep hopefully it will be enough to begin the next part."

"You heard him boys time to burn and pour!"

Work has begun on the nearby infestation close to the base.

>Acquired acclimated infested ground Samples
>Acquired Broodling samples
>Acquired Broodling Sac samples
>Acquired Brood Worm samples

The work is still not complete.
>>
Rolled 56 (1d100)

>>42277199
>>>>Turn 12
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 4 resource. 1 loot.
>>>>>Pop 1729
>>>>>Military 1500
>>>>>Food: Above Average
>>>>>Water: Above Average
>>>>>Morale: Below Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Very Good
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 33 (1d100)

>>42277199
Keep going for a better tomorrow!

So Conrad, anything we can do help befriend the hive more?
>>
Rolled 22 (1d100)

>>42277408
"Have established acclimated nest nearby. With excess infestation should soon burst additional brood forces. Nest is already producing spore...and swarm pods have already taken shape. With some special work should be able to produce the first pools."

"For befriending forces offer food, drink, materials and resources are best. also devoting turns on creep seeds to encourage additional growth. My own work well effective could become even more so with activated abilities and turns."
>>
Rolled 84 (1d100)

>>42277199
>>42277408
>>42277534
Action - We will study the samples later. They will be very useful.

For now, continue purge operations.

Have the Super Soldier help, maybe the Tek-Bandits can jurry rig up a bigass Flamethrower or Spewer for him!

I could spend [1 resource] JUST for that.

Meanwhile, set [2 resources] aside to Conrad. Tell him these are specifically to be used to befriend the local brood forces.

"Make sure these are used so that we can fight alongside them NOT be eaten by them.

These resources will be for us befriend the ones you're spawning. . .but what about other strains?

What's the chances those will be friendly, or hostile, to the strain your spawning or friendly and hostile to us? Can you act as an intermediary on our behalf?"

If he needs it, activate: Creep Spawn, to help him develop the brood.
>>
Rolled 85 (1d100)

>>42277783
This
>>
Rolled 57 (1d100)

>>42277783
Vote. Hope the Mek boys use that new shop of theres for the Super Spewer.
>>
Rolled 50 (1d100)

>>42277783
Rolling
>>
Rolled 13 (1d100)

>>42277783
>Tek-Bandits
I meant Mek-Bandits.

And you know what, I don't care whichever group does the job.
>>
Rolled 96 (1d100)

>>42277983
Both. Both is good.

Nothing like designing kickass death weapons together o bring two like peoples together.
>>
Rolled 71 (1d100)

>>42277783
This turn the purge has been finished. Now forces near our base don't need to worry about getting spored.

1 resource purchase for special super flamer sent to the Tek-Bandits they claim next turn they should have something.

Resources transferred over to Conrad.

Conrad has dispatched the first of our auxiliary forces. They appear to be a small swarm of strange and tiny creatures that move forward together as a wave. Our forces noted that they have a strange sheen to their carapace, mandibles, and claw. They strike much harder then you would think and are tougher then you would expect for something so small.

Conrad claims that due to the interesting qualities of the metal combined with specific brood differences has resulted in an interesting mutation present in their forces that normally don't appear until much later.

bioMeks note that this is usually the result of more advanced brood forces...and believe that this brood is no ordinary brood. As metal assimilation as they call it is a change one sees later on in brood development. Possibly brought on by the environment with all the spare metal and waste.

Resources transferred.

Map of Nest has been granted.

diverted brood resources has been consumed to germinate a assimilation pool and spore colony.

Conrad claims that we may very well soon have access to hijacked zombies once the spore colony is finished germinating it will regularly generate and spew forth a massive amount of Infestation Spore.

"Other Brood forces are unlikely to be friendly. All broods are hostile each other unless one is able to successfully dominate the other."

"They are likely to be hostile."

Creep spawn activated.
>>
Rolled 52 (1d100)

>>42278455
Forces now have access to auxiliary unit Small Snapper Swarm a type of brood swarmling.
>>>>Turn 12
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 4 resource. 1 loot.
>>>>>Pop 1729
>>>>>Military 1500
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Below Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Very Good
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
>>42278497
Go raiding. We need resources and morale lol

Have our meks research the samples
>>
Rolled 44 (1d100)

>>42278605
>>
Hmm, there is a lot of data and planning we need to do for our Brood not to mention the presence of other Brood is confirmed to be hostile, would be good to think on it for a bit, brainstorm some ideas.
>>
Rolled 55 (1d100)

>>42278497
Round 2 of training!
>>
Rolled 52 (1d100)

For now though, seeing that we spent 3 resources last turn out of a stockpile of 4, that leaves us with one.

In the immediate terms I would suggest we finish the Bio-Mek Lab and then pursue some new technologies for both brood and hunting.

But we only have ONE resource, not nearly enough to both build and research.

>>42278497
>>>>>>>A. Raid
We need more resources for further projects.

First of all, I want to propose a contest, specifically to the Technical Drivers and Bandit Bikers.

"HEY. TECHNICAL DRIVERS, BANDIT BIKERS. IN ABOUT A FEW TURNS, WE'RE GONNA COOK UP SOMETHING REAL NICE AND SPECIAL FOR YA.

BUT ONLY IF YOU'RE HOT SHIT, LOSERS GET NOTHING!

THIS RAIDING WILL BE A PRE-LIMINARY CONTEST TO SEE WHICH OF YOU DRIVERS HAS THE SKILLS, THE LUCK, OR THE BALLS TO STAND THE FUCK OUT.

WHOEVER IMPRESSES US WITH THE MOST MONSTER KILLS, THE MOST SLAVES CAPTURED, THE MOST RESOURCES COLLECTED, OR ANYTHING ELSE THAT MAKES YOU SHOW HOW YOU'RE A DRIVING GOD WILL BE SELECTED AS POTENTIAL CANDIDATES FOR A NEW MEK PROJECT"

Alright, I think it's about time we got some special forces, I mean to do that in a vehicular fashion with some new vehicle special units. Let's have a contest to see which pilots ought to fit the bill.

Afterward we finish the lab and then I have some plans for a new type of assault bike.
>>
Rolled 83 (1d100)

>>42278763
Vote
>>
Rolled 7 (1d100)

>>42278605
>>42278763
>A
Let's see what the boys can do.
>>
Rolled 80 (1d100)

>>42278763
This
>>
Rolled 67 (1d100)

>>42278763
Forces dispatched and whooping. Half the crazy sons of bitches didn't even go out with the super soldier for company and tried to outride all the nasties in the junkyard. Some of them succeeded.

In total we lost about 200 guys due to all the daring bullshit they tried to look good. However we DO have a better idea of whose skills or simply those who had balls and the luck to survive them.

Acquired 3 resources. 2 loot. food. water. medicine. fuel. monster kills(which were handed off to the brood).

>>>>Turn 14
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 4 resource. 3 loot.
>>>>>Pop 1729
>>>>>Military 1500
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Below Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Very Good
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 78 (1d100)

>>42279012
Action -1 Now let's finish constructing that Multi-Mek Lab so we can make some new designs and also research on the Brood.
>>
Rolled 33 (1d100)

>>42279048
Vote
>>
Rolled 77 (1d100)

>>42279048
Rolling
>>
Rolled 80 (1d100)

>>42279012
"OI what da hell did you DO to muh fukken mashines?"

"You heard bout dat competition?"

"You ASSHOLES dat don't mean you have to wreck da rides! This was even worst then the stupid shit you fucks pulled trying to outrun the super or gods damned that one time when going on a dat raid without him!"

"Just fix it."

"ARHGHSAH."
>>
Rolled 91 (1d100)

>>42279048
>>>>>>>B. Try to improve the base
>>42279141
Heh
>>
Rolled 31 (1d100)

>>42279048
Mek lab constructed. Biomek lab is next.

>>>>Turn 15
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 4 resource. 3 loot.
>>>>>Pop 1529
>>>>>Military 1500
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Below Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Very Good
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system. Mek Lab.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 72 (1d100)

>>42279198
Let's let the Brood mature a bit more before we meddle with them. We'll get to the Bio-mek lab.

In the meantime, it's about damn time we got ourselves some Bandit spec-ops. Actually, more like motor-ops but they'll be our elite riders and devastators.

Action - 1
Have the Mek lads design a brand new type of ride, the Devastator Bike.

We live in a Megacity full of ruins and urban jungle, with targets livnig walled bases with structures, a lot of tight corners, debris, and a shitton of things that make vehicle driving something of a nightmare.

Which is why we need the kind of bike perfect for it.

"Mek boys this is your time to shine and have some fun."

The Bike should:
-Be capable of extreme crazy maneuvering. We're talking claw wheels for climbing up or sideways walls, rockets attached to allow them to leap over gorges and buildings and speed boosts to get away from monsters, gyro's to allow them to make crazy turns
-Armed for War. Built in rocket pods and heavy machine guns as standard, minelayers or explosive tossers so they can drive by or past enemies with a nice big KABOOM, buzzsaws on the sides to rip and tear stuff, chain harpoon and net launchers to latch onto monsters or flying vehicles and then tie them to the ground or maybe even use them to grapple up steep cliffs. They're meant to be mobile death machines!
-Armored. Deployable shields and cover so they can drive up to an enemy, deploy shield, and mow them down
-Versatile. We're talking flares, chaff, bait pods for luring stuff away, smoke grenades, oil-dispensers, caltrop dropper. These things are meant for the guy with the wits and gut to survive by any means necessary.

And if you can toss in anything of your own, feel free to

We'll give these to the recently skilled drivers.

Invite the Tek-Bandits to join in on the desining fun. We'll give them [one resource] just to come over and chip in their own ideas, and after all's said and done we'll give them copies of the design for free.
>>
Rolled 77 (1d100)

>>42279402
Fuck yeah, this
>>
Rolled 21 (1d100)

>>42279402
Vote. Music related. https://www.youtube.com/watch?v=m9R3sKteqAw
>>
Rolled 74 (1d100)

>>42279402
If the techs join in I am down.

(Really I just want the super to make sweet love to the tech hero. Maybe have a funny scene of creeper giving dating tips.)
>>
Rolled 48 (1d100)

>>42279402
Rolling
>>
Rolled 57 (1d100)

>>42279402
The Super Soldier ought to get a large version that he can attach the new flamethrower on.
>>42279561
and perfect for picking up sexy bandit scientists
>>
>>42279593
meant for >>42279544
>>
Rolled 59 (1d100)

>>42279402
When given all the requirements that we desire in the bike patterns the Meks gave us a very strange look.

"...This-this...is gonna take awhile."

Meks have begun work on new bandit bike pattern.

Meanwhile a special delivery came in when a tek bandit flyer flew nearby and shot out a package containing the new flamer for the super.

Its called TOF and its equipped with a device called CPFC.

After delivery the tek bandits agreed with what the meks said. Meanwhile one mentioned why not use hover grav bike model.

>>>>Turn 16
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 3 resource. 3 loot.
>>>>>Pop 1529
>>>>>Military 1500
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Below Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Very Good
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
>>42279717
>Meanwhile one mentioned why not use hover grav bike model.
"We would if anyone had a model or design schematics for it. Saves a lot of the issue of the wheels, and much easier to modify for flight and rocket boosts.

That gonna cost us anything or can we just ask you guys to work offa that?"

Do we need to devote turns to this or can it go on in the background? Wanted to start studying more brood or visit some other factions.
>>
Rolled 10 (1d100)

>>42279775
Its considered a research action so you have to devote actions to it.

----
"Designs? Eh...we got some bandit versions and our own elite personnel pattern our top engineer put together. As for flight...you want a flying bike?"

"I mean we can sell yah some but shit is a bit...finicky like most advanced techs are but alas such matters is where we excel!"
>>
Rolled 24 (1d100)

>>42279717
Let's build the Bio lab while they work on the attack bikes.
>>
Rolled 10 (1d100)

>>42279836
>>42279717
Good. Name us a price for the elite personnel pattern, help us make this thing, and really you're the freaking tek bandits if there's anyone gonna be making an awesome new bike variant for monster running and urban vehicle combat in the damn ruins you'd be the guys for it.

By the way, who's this hotshot Engineer of yours?

Action - 1
Keep Co-op researching the special bikes with the Tek's and our own Meks, we are willing to pay the Tek's for using the elite personal pattern as a basis AND the advice of their top engineer so that we're actually making a superior war bike for us both (we're giving them the design too, so we'd like to come up with something even they are impressed with instead of just a 2nd hand knock off since they have better ones anyway).

Yes if it can fly we want it to.

We'll pay loots for their assistance.
>>
Rolled 41 (1d100)

>>42279934
Vote. Keep researching.
>>
Rolled 20 (1d100)

>>42279934
This
>>
Rolled 3 (1d100)

>>42279934
>>>>>>>D. Research technology
>>
Rolled 90 (1d100)

>>42279934
Have a roll
>>
Rolled 1 (1d100)

>>42279934
for elite?

1 resource for 10.

For our common one its 1 per 100."

"and no we ain't selling our fucking blueprints. Top Engineer would have all our asses handed for play to the bitches and the boys before using us as 'volunteers' and even we survive that then practice targets."

"As for our top engineer you met during da party fuk you all fer forgetting a top piece of fine skilled ass as that."

The tek bandits refuse to offer their patterns and to work together to create a new pattern based on it. Apparently they consider it a waste of time dealing with you in such a capacity nor do they plan to offer their designs. They don't mind getting paid loots for offering advice though.
>>
>>42280141
Fuck. . .
>>
Rolled 12 (1d100)

>>42280141
>>>>Turn 17
>>>>>>>A. Raid.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Salvage shit
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Points: 3 resource. 3 loot.
>>>>>Pop 1529
>>>>>Military 1500
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Below Average
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Above Average
>>>>>Fuel: Very Good
>>>>>Tech level: Low and Looted
>>>>>Reputation: Gang
>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 15 (1d100)

>>42280170
What? We to wine and dine to gain trust. Do we need to speak with the creeper to not drop spaghetti?
>>
>>42280206
Good point. Gifts also help.
>>
Rolled 47 (1d100)

>>42280200
Training time! Pick your ride and get to class.
>>
Rolled 54 (1d100)

>>42280200
Pay 1 Loot for Tek-Advice for our research, and another 1 Loot as rep improvement for our last mistake
Pay 1 Resource for 10 Elites, 1 Resource for 100 hoverbikes

Action - 1
Finish up research on our own Devastator design. Use the Tek-Advice, if they let us install hovertech, otherwise stick to the plan.

>>42280308
Let's finish up the bike designs first, THEN we're gonna do training simultaneous to kicking monster ass with our new riders.
>>
Rolled 66 (1d100)

>>42280349
Vote
>>
Rolled 80 (1d100)

>>42280141

"We could work so much better together, we supply the muscle and you supply the tek. Think about it. There's no reason that we should't work together."

Let's wine and dine these fuckers.
>>
Rolled 76 (1d100)

>>42280349
Roll. Faster we get the bikes, faster we can have an awesome training montage.
>>
Rolled 88 (1d100)

>>42280349
Finish up what we stared.

>>42280369
We should totally do this too, but after we have some new monster skulls and monster pelts as trophies for the next party.
>>
Rolled 45 (1d100)

>>42280349
Research
>>
Rolled 48 (1d100)

>>42280349
Loot and resource has been handed over. In exchange the tek bandits sent over some advisers as well as the bikes.

Acquired 100 Tek Bikes.
Acquired 10 Elite Tek Bikes.

Research continues now with tek advisers pointing stuff out. At the moment they have the wheels designed to climb walls and rocket boosters to increase speed as well as to allow vaulting.

They got the built in rocket pods and machine guns as well as minelayers on the back. The bikes can carry a couple mines with them. Saws have been included on the sides of the bikes as well as launchers/harpoons.

Armoring was easy but shields are a bit trickier.

flares are given to the bikes, caltrops, slick oil, and few other assorted stuff has been included.

In other words its mostly completed except for deployable shields and flight as well as enhanced turning.
>>
Rolled 32 (1d100)

>>42280560
>>>>>Turn 18
>>>>>>>>A. Raid.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Salvage shit
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 0
>>>>>>Pop 1529
>>>>>>Military 1500
>>>>>>Food: Above Average
>>>>>>Water: Above Average
>>>>>>Morale: Below Average
>>>>>>Medicine: Good
>>>>>>Health: Good
>>>>>>Armaments: Above Average
>>>>>>Fuel: Very Good
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k)
>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 38 (1d100)

>>42280587
Time to ride out hogs! Training.
>>
Rolled 27 (1d100)

>>42280587
>>42280640
>>>>>>>>A. Raid.
"We're out of Loot, and we're out of Resources.

BOYS DO YOU KNOW WHAT TIME IT IS?"

There's no better fucking training than LIVE COMBAT TRAINING.

Yeah, our devastators aren't finished but damn if they aren't already that much better than what we used to have.

Give the Super Soldier 1 Elite Tek Bike, and 9 others to our best pilots.

The 100 Tek Bikes go to whichever pilots where skilled enough to not only survive but also keep their vehicles from being wrecked.

"Super Soldier, consider this a "combat field exercise" we narrowed out the pilots who actually are able to survive, now you're gonna teach em how to survive and kick some ass"

Super Soldier leads the way and helps train our bikers through example and supervision, go for monsters, go for patrols, go for anything that looks like it has something valuable.

Try different tactics such as using some bikes to lure and separate different monsters from groups into individual chases, then pinning them down with nets and harpoons to kill them or just marking them and leaving them for the Brood to feast on. Train some new manuevers through the tight corners and ruins of the megacity, maybe lead monsters to dead ends they can't escape but on these bikes you can, cornering them for the killing.

"Do we have any prototypes of the Devastators? If we do, It'll be great to test out the kinks and give the Teks and Meks some great data for the enhanced tuning."

Otherwise whatever bikes we have now will work.
>>
Rolled 58 (1d100)

>>42280640
>>42280715
Raiding and training! Training and raiding!
>>
Rolled 70 (1d100)

>>42280715
>>42280640
This
>>
Rolled 96 (1d100)

>>42280715
This
>>
Rolled 84 (1d100)

>>42280715
RAID TIME SIR
>>
Rolled 77 (1d100)

>>42280715
sounds like a plan.
>>
>>42280867
"THAT'S WHAT I LIKE TO HEAR BANDIT"
>>
Rolled 72 (1d100)

>>42280715
The super soldier states they are but ordinary humans and he is no trainer. There isn't much he can do for them that wouldn't kill em all in the process. So our forces went out raiding and had yet more good success while doing so.

>>>>>Turn 19
>>>>>>>>A. Raid.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Salvage shit
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 2 resource. 1 loot.
>>>>>>Pop 1529
>>>>>>Military 1300
>>>>>>Food: Very Good
>>>>>>Water: Very Good
>>>>>>Morale: Good
>>>>>>Medicine: Very Good
>>>>>>Health: Good
>>>>>>Armaments: Average
>>>>>>Fuel: Great
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k).
>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>Materials: Supply 3. Drugs. Booze.
>>
Raid again but this time look for rare examples of technology. Maybe set an ongoing bounty for finding useful technology? Free night of booze for you?

Someone roll for me
>>
>>42280975
Finish the bio mek lab

Research our super bike some more
>>
Rolled 62, 9, 52, 85 = 208 (4d100)

>>42281099>>42281091
Rolling for both of us
>>
Rolled 17 (1d100)

>>42280975
"Thanks for being honest soldier.

Tell you what, you're that much better than the rest of us humans, and you damn better be, we got another assignment for yah."

Action - 1
Gather whatever data and interview you can from the last raid concerning motorcycle and vehicle combat and raiding, and give it to our Mek's to include in their research. Finish up our Devastator designs.

Have the Super Soldier ride out as an envoy and deliver the 1 Loot to the Tek-Bandits personally for further aid in research, and if he can, try and pick up a suitable gift for Ginny on the way.

"Try to chat her up, get to know her better. If she's really being tight-lipped, you could always try to break the ice by daring her into on a race. Which between her or the Super's the better driver.

Do this right you might get the right to ask her to come over for dinner."
>>
>>42281114
Only got one action for now, and I'd like to finish up the bikes first then we can finish the Bio-Lab.
>>
Rolled 37 (1d100)

>>42281131
Vote for devastators.
>>
Rolled 72 (1d100)

>>42281131
Rolling.

We should finish the biolab next turn and then research the brood samples.
>>
Rolled 35 (1d100)

>>42281131
Wine and dine
>>
Rolled 54 (1d100)

>>42281131
Vote
>>
>>42281214
Rolling and agreeing,
>>
Rolled 89 (1d100)

>>42281131
"I am not exactly human."

----
"...Whats wrong Soldier?"

"I am to try to get a date with this Ginny."

"Ah?"

"Yeah..."

"They don't know you ain't human much less don't have a clue?"

"Yes."

"Well you know i just HAPPEN to be amazin-"

"No."

"What you getting I am GREAT at it."

"...I think you have creepiness confused with whatever it is."

"Ah but you see I don't."

"How so?"

"You know WHY am I creepy?"

"nnnn-because you are?"

"No I CHOOSE to be creepy to be honest and not on the job. IF I am infiltrating...then I am not by any means creepy until the truth is revealed."

"So...how do I do this?"

"Well see you first start with..."

----

Super soldier dispatched. He brought a gift of some rare machinery and tried to get on her good side. It didn't work and she remained tight lipped she hardly even acknowledged the gift. So the super soldier tried to daring her into a race.

THAT finally got a rise out of her.

"What you think I am crazy trying to beat a super? What do you take me for?"

"Ah well...uhm...at least you finally responded I see."

"You...fuck you super soldiers are a weird bunch."

"Ah so how about coming over for dinner some time then?"

"...I am already seeing someone."

"Oh I uh see."

"This wasn't your idea was it?"

"Frankly no and how did you know?"

"Because I ain't ever seen a super soldier interested in such matters except for them converts and even then its a maybe, but you got the mark of V. There ain't ever been a V super soldier who was ever interested in anything remotely like that."

"Surprised you know about the V."

"Psht of course I know about the V marking. That shit represents the best of the best among super soldier rankings which isn't exactly suppose to officially exist per a say. Though from the looks of it you are in some bad shape."

"The Fall can do that to someone."

"Aye real shame...I would of loved to see what you could do if you were in good much less perfect condition. So why DID they send you over?"
>>
>>42281437
Because they want to merge the tribes
>>
>>42281479
This is actually true.
>>
Rolled 16 (1d100)

>>42281437
"Honestly I have no idea but my friend Conrad said its because they think i need to get laid and want to 'merge the tribes'."

"Can you even?"

"No."

"oh...wow that sucks."

"not really. After all I wasn't built for nor have the desire. So it doesn't really mean anything to me."

"...wow now your just making me feel even more sorry for you."

"What could I possibly be missing out on?"

"A lot."

"Reproduction and pleasure? I don't think so."

"Oh hell you poor poor bastard...okay I just can't take it anymore. We are gonna take you to someone I know who MIGHT be able to help. Fuck me your just too goddamn pitiful."

"I what pitiful?"

"Yeah your kinda like a big bad bad bad ass but broken puppy."

"puppy? Really?"

"Oh just shut up and follow me. Luckily for you I know a guy who specializes in these kind of fucked up things."

"Who?"

"My boyfriend."

"Oh...and i tried to hit on you."

"Yeah you and every other jack ass who wants a discount or some tek."

"What about you and him?"

"Actually it was the other way around time."

"So you wanted..."

"drugs but turned out his dick was better."

"So what it pump drugs?"

"I wouldn't be surprised because goddamn if it actually does so then technically I ain't clean then."

"You...your a bandit but a clean one?"

"Yeah like I said before his dick is better."

"Now I am concerned."

"Oh don't worry he MIGHT be able to fix you."

"I don't want to get fixed."

"Puppy you are just missing out on WAY too goddamn much trust me on this."
>>
>>42281631
Based Ginny.

I wonder if we could send something helpful to her boyfriend to, maybe look for some chemicals he can use.
>>
Rolled 17 (1d100)

>>42281631
>Rolling to see how successful the cybernetic cock augments are
>>
Rolled 84 (1d100)

>>42281706
Apparantely the implode
>>
So if Ginny's already taken, who are we supposed to give to our Super Stud?

...why do I now suddenly dread the fact that Conrad often refers to as "she"
>>
Rolled 78 (1d100)

>>42281631
"So what is this place exactly and why so far?"

"Because if he was easier to get to then I wouldn't get shit done."

"...Just HOW addictive is his dick?"

"On a scale of 1 to 10 a 100 will barely suffice."

"Ah what are doing back so soon and oh shit a super soldier..."

"Sweetie I need you to 'fix' him."

"...What did he do fuck a banshee?"

"No the opposite actually."

"Oh sexless?"

"Yup."

"...He is V marked do you have any idea how hard that is going to be?"

"He doesn't understand sex."

"I do understand sex its for reproduction and pleasure. I don't see what the big deal is."

"...I'll clear my schedule."

"See now your in GREAT hands. Bye bye now."

"So uh doc how do you plan to 'fix' me?"

"Well first I got to take a look at whats under the hood. If your lucky your body or brain has a good base to it."

"...and if it doesn't?"

"Well hermaphrodites are a thing too."

"I am becoming increasingly concerned."

"How about this while i am at it I will try to restore you a bit deal?"

"...Deal."

----
During surgery.

"Fucking hell what is even in this thing...well ain't no wait there IS some human elements in here...not the body but there is some traces in the brain. Oh fuck."

"Boss?"

"Super tech. SON OF A BITCH. He was made by super tech...oh my head...call my girlfriend."

"Why?"

"He isn't just organic."

"Understood Dok."

Sometime later.

"So what are we dealing with honey?"

"...Just take a look."

"Oh hell this is gonna be good. Wait he has the V mark...do you think he could be?"

"I heard they were all wiped out so I doubt it. No real surprise really after all he DOES have the mark."

"Yeah but take a closer look at the tech inside."

"...Mad tech?"

"Not just any ordinary kind we are talking Old World MAD SCIENCE technology. The thing is stuffed full of it."

"...Well how are we suppose to fix him?"

"Do you see any marks on the non organic stuff? I didn't tinker with it due to being outside my expertise."

"Yeah hold up a sec..."
>>
Oh, hello Genie's muse, it's glad to have you back.
>>
Rolled 38 (1d100)

>>42281794
"hm some corp tech...and oh shit."

"What is it?"

"Created by Volk of Clan-."

"No need to say the rest...this thing is actually a ...WHY did you bring it here?"

"How was I suppose to know it was functional still? I thought all the good super soldiers had their fail safes turned on wiping them out."

"Yeah but you forgot those MAD fuckers! Of course THEY would be the ones to forget about it."

"So what now?"

"...Now we dig deeper."

"What about the countermeasures?"

"Have who forgotten who we are? That would be a concern for anyone non bandit but for us we are all about the crazy..."

"Lets just finish this up so we can fuck already."

"yeah yeah...lets see here. Hm brain indicat-can't be."

COUNTERMEASURE SYSTEM ACTIVATED!

"YEah yeah bring on the MAD it ain't like were not used to that shit already."

"Lets see here the brain is...wait a second."

"What?"

"Heh well our job just got a lot easier. Anyway while i try to turn this on you try and do some repairs as well maintenance alright?"

"I can try but fucking hell this shit is a crazy long abused mess."

"Got to say I ain't ever seen such advanced madtech before."

"Of course you haven't this is old world from a infamous clan who specialized in it."

"Real pity they bit the dust during the Fall..."

"I would consider that a good thing could you imagine how much a nightmare this thing would of been with the proper care available to it?"

"Bah there is too much stuff requiring secret skills to do a whole lot of good..."

"Psht of course these things were designed with countermeasures in mind."

"...what did you just turn on?"

"Turned out those MAD sons of bitches included some unused stuff that was put in sleep mode. I am just waking up some of those sleeping systems."

"Sure that is a good thing?"

"Well it does keep bargain and should hopefully fix the iss-"

"Oh so he is male after all..."

"How is his humanity doing?"

"Body can't exactly be human and the brain is little better."
>>
>>42282026
>"Have who forgotten who we are? That would be a concern for anyone non bandit but for us we are all about the crazy..."
This is why Bandits are one of the best factions.

Every other faction shits themselves at the prospect of mad, crazy, and what must not be.

Bandits. . .embrace it.
>>
Rolled 29 (1d100)

>>42282026
"This thing left its humanity behind a long time ago assuming it was there in the first place..."

"So human based super soldiers...I thought they always had problems in regards to quality?"

"They did but we are talking MAD tech here and that clan was extremely advanced in making super soldiers. No real surprise they figured out a way."

"How can THAT thing be considered a way?"

"It looked humanoid and low grade didn't it? Who says that wasn't one of the goals?"

"...advanced infiltration measures....while maintaining such high combat potential. Fucking hell."

"They were said to be the best for a reason."

"But its V marked! You have to give up on something for the sake of strengthening something else you can't just make it...perfect."

"Who says its perfect?"

"I ain't ever seen or heard of such a high quality super soldier. It has toughness and strength to survive the Fall despite being the fucking center of it with virtually no maintenance! In addition to that it still has maintained such advanced stealth systems nobody thought it was any more then a low grade humanoid based super soldier especially given its appearance and strength..."

"Well you done cleaning stuff up?"

"Yeah tried to turn on a few sleeping or stealth systems too but we'll see. I did the best i could with what I could reach."

"Fuck my head hurts..."

"Well considering that was protected by and made with the most advanced mad tech in the Old World I would say we did very well for ourselves."

"Alright lets wake him up and have some fun."

----
Systems online.

Rebooting...

Modification detected....illegal. Failure to connect with CLAN Comms.

Compromised...nonconfirmed.

Detected Clan members in the vicinity. Clan extinction confirmed...correcting. Clan remnants noted.

Sleeping systems awoken.

Stealthed internal systems 1b through 3C activated.

Inability to acquire reinforcements and proper maintenance detected.

Entering Self Saver mode confirmed.

Activated BP System.
>>
Rolled 13 (1d100)

>>42282192
BP system override activated despite Self Saver mode. Suggested course of action.

Reestablish Clan.
Redemption.

Current noted objectives Soldier.

Secure Dr. Volk former acknowledge head V of SS.

Locate suspected Dr. Volk daughter.

Welcome back Soldier.

"How much power has been reactivated?"

"All power requirements have been kept minimal. Current systems outside primary and BP are inactive."

"Current power increase compared to last week?"

"25% increase."

"New awaken abilities?"

>Super Stealth

When activated enables a form of deep stealth on the hero.

"Very well...coordinates to base?"

"Hm...fuck really am far out. Well shouldn't take long to get back especially with my hard stealth systems back online...not sure how to feel these other changes."

----
Meanwhile back at base.

"What the fuck is taking the super soldier so long?"

"Ever thought about how bottled up he must of been?"

"...Wow i am amazed that woman can last so long."

"oh shut up that didn't happen."

"HOLY HELL when did you get here and become so sneaky?
>>
Rolled 100 (1d100)

>>42282307
Additional forces have joined us. Mostly a bunch of the usual riff raft.

>>>>>Turn 20
>>>>>>>>A. Raid.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Salvage shit
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 2 resource. 1 loot.
>>>>>>Pop 2113
>>>>>>Military 2000
>>>>>>Food: Good
>>>>>>Water: Good
>>>>>>Morale: Good
>>>>>>Medicine: Very Good
>>>>>>Health: Good
>>>>>>Armaments: Average
>>>>>>Fuel: Great
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k).
>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>Materials: Supply 3. Drugs. Booze.
>>
>>42282343
>Mostly a bunch of the usual riff raft.
>Rolled 100

Are you so sure?
>>
Rolled 37 (1d100)

>>42282356
The dice do indeed strongly disagree.
>>
>>42282364
So shall we wait for further writings or propose actions?
>>
Rolled 77 (1d100)

>>42282379
propose actions...need a new thread soon though.
>>
Rolled 11 (1d100)

>>42282343
Action - 1
Suddenly Super Soldier got really sneaky.
But Conrad was the sneaky one too!

I want to see exactly how sneaky both of them can be, and there's only one true way to find out!

We just had a new influx of newbies, and we've got our own old guard as is.

Let's have a bit of a friendly Heroic contest. A bit like hide and seak. Whoever can sucessfully sneak around the most people undetected while finding out as much about them as possible and point out the most interesting/unique or special members as possible wins.

Finding a hero in our base we haven't noticed counts as 1000 points.

Activate Super Sneaky.
>>
Rolled 50 (1d100)

>>42282452
Hehehe, vote.

>>42282392
Need one of us to make it?
>>
Rolled 53 (1d100)

>>42282343
>>42282392
E. Salvage shit

It was proposed a while ago but overruled in favor of scouting, now seems like a good time to see what we can salvage from the stuff in our immediate vicinity.
>>
Rolled 72 (1d100)

>>42282452
We need to do this.
>>
Rolled 66 (1d100)

>>42282464
Sure...I don't have a fitting pic.
>>
>>42282474
We have more bonuses to collecting resources from looting and raiding than we do salvaging, but now that we have mek's on our side to point out interesting bits of tech we could try it out.
>>
Rolled 66 (1d100)

>>42282452
Vote for sneaking shenanigans and looking out for heroes/talent
>>
>>42282493
Uh. . .neither do we! What might we be looking for?
>>
Rolled 61 (1d100)

>>42282452
Rolls
>>
Rolled 49 (1d100)

>>42282524
Something that fits the civ.
>>
File: Metro-Redux-Rev610.jpg (64 KB, 610x343)
64 KB
64 KB JPG
>>42282559
A bandit in the spire/megacity ruins
>>
Megacity ruins
>>
>>
>>
>>42282559
The metal armored Broodlings.
>>
A gas mask bandit watching the Super Soldier about to supreme shot some monsters and show the pleb how its done.
>>
Rolled 7 (1d100)

>>42282452
The one who won the sneaking competition was Creeper. As it turned out the masks allowed the bandits to see the super soldier so he got spotted a lot more. Meanwhile Creeper...was much harder to spot.

According to them the bandits who joined up were mostly gangsters and outcasts. So Creeper won...and when Creeper went to the nest it ran into a weird fellow.

"OH HELL THERE I SEE THIS CREEP IS YOURS YES!"

"...What are you doing here?"

"WELL YOU SEE THE BIOMEKS TOLD ME ABOUT THIS PLACE SO I JUST HAD TO SEE IT!"

"Why and why are you shouting?"

"Oh Sorry I was just testing the stresses the brood forces here can endure and its because I am a researcher."

"...A researcher who is naked and bathing in the assmiliation pool. How is that NOT killing you?"

"Oh well because I got this nifty shield here and I learned the hard way last time."

"...Last time?"

"Yup. Last time."

"...who are YOU and why are now wrestling with the worms...and winning."

"Well you see ere I am just taken some notes you see! After all you NEVER know when you run out of ammo and lose your knife!"

"...Can you please just leave."

"Not right now anyway you heard of the Sura'Zei?"

"Who?"

"Adopted brood creature who took care of me awhile back. Sorta owe the bitch a favor."

"Adopted?"

"Well infested? Maybe...honestly speaking she didn't look infested."

"Just who are you?"

"Ah my bad my name is-"

Acquired heroic unit

MAD Scientist Dr. Loz
Bonus Research
Bonus MAD

Traits
MAD

Abilities
Targeted Analyse: When activated and you successfully beat the DC the more you do so grants additional info on it.

Passives
Bad Brained: Sometimes there is just something wrong with yo head.
Lost and Lorn: Hero is easily lost and forever alone. Can be removed but only by an upgrade...
>>
more super soldier
>>
Rolled 77 (1d100)

>>42282730
>>>>>Turn 21
>>>>>>>>A. Raid.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Salvage shit
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 2 resource. 1 loot.
>>>>>>Pop 2113
>>>>>>Military 2000
>>>>>>Food: Above Average
>>>>>>Water: Above Average
>>>>>>Morale: Good
>>>>>>Medicine: Very Good
>>>>>>Health: Good
>>>>>>Armaments: Average
>>>>>>Fuel: Great
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k).
>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>Materials: Supply 3. Drugs. Booze.
>>
File: 1374997995111.jpg (290 KB, 1300x484)
290 KB
290 KB JPG
>>42282760
Still haven't seen anything yet? Trying to find some good images for new thread.
>>
Rolled 48 (1d100)

>>42282760
You know we never did finish up that Bio-Lab.

Let's do that.

Action - 1
"Ah, welcome Doctor, did you know you're just the person we need?"

Have Dr. Loz and our Bio-Meks construct the final Bio-Mek laboratory, under his supervision. A place where he can feel at home.

Preferably as home as possible because we want him to stay there so we're less likely to lose him.
>>
Rolled 21 (1d100)

>>42282816
Vote. Somebody better start the new thread soon.
>>
Rolled 89 (1d100)

>>42282816
Time for mad science
>>
>>42282760
Ginny and her Boyfriend perhaps?

Still nothing posted yet that sparks your interest as starting pic Genie?
>>
Rolled 80 (1d100)

>>42282816
"Oh is that so?"

Bio-Mek lab completed.

>>>>>Turn 22
>>>>>>>>A. Raid.
>>>>>>>>B. Try to improve the base
>>>>>>>>C. Try to improve Armaments
>>>>>>>>D. Research technology
>>>>>>>>E. Salvage shit
>>>>>>>>F. Scout
>>>>>>>>G. Explore
>>>>>>>>H. Your choice
>>>>>>Points: 1 resource. 1 loot.
>>>>>>Pop 2113
>>>>>>Military 2000
>>>>>>Food: Average
>>>>>>Water: Average
>>>>>>Morale: Good
>>>>>>Medicine: Very Good
>>>>>>Health: Good
>>>>>>Armaments: Average
>>>>>>Fuel: Great
>>>>>>Tech level: Low and Looted
>>>>>>Reputation: Gang
>>>>>>Infrastructure: Bandit Barracks. Medical Bay. Vehicle Bay. Engineering Bay. Armory. Private Quarters. Bosses Quarter. Drug Den. Drug Lab. Tek Lab. Tek Workshop. Ammo Press. Munitions Dump. Secret Storage. Secure Cells. Bandit biofuel Refinery. Bandit Bar. Tek Filtration Enviro system.
>>>>>>Defenses: Fortified Superstructure. Armor Plating. Tek Turret Network. Mono Wired Fence.
>>>>>>vehicles: Bandit Technical 50. Bandit bikes 100. Bandit Choppers 5.
>>>>>>Power: Nuclear Reactor. Fast Breeder Reactor. Tek Plasma Pumpa. Biofuel Generator.
>>>>>>Weapons: Pistols. SMGs. Rifles. Shotguns. Mortars. Machine Guns. Rocket Launcher. Knives. Scrap Blades. Scrap Ax. Crude Clubs.
>>>>>>armor: Bandit Wraps(abundant). Partial Bandit Armor(plentiful). Bandit Body Armor(average). Bandit Full Body Armor(rare). Bandit Power Armor(200 suits). Mad Masks(2k).
>>>>>>communications: Crazed Comms. Long Range Radio.
>>>>>>Materials: Supply 3. Drugs. Booze.
>>
Rolled 99 (1d100)

>>42282885
You are much better at finding good pics then I am. I think I have one that will suffice for now...its not all that great though.
>>
Rolled 4 (1d100)

>>42282903
>>>>>>>>E. Salvage shit
"You know, that one guy was right we have never actually bothered to salvage.

Raiding is fun, especially when we track the people who have the things we want, but with Salvaging we're on the ground actively looking for things of value. Bit different from looking from something specific you intend to grab to keeping your eyes peeled for something you might be missing."

Let's try our hand at salvaging. Maybe our Mek-Bandits will find a cool vehicle we can restore to working order, interesting tech we can use or give to the Tek-Bandits, or maybe something we've never even considered.
>>
>>42282913
Bandit with gas-mask.

If thread 404's just post with whatever image you think is best Genie.
>>
>>42282903
>>42282903
>>42282816
>Not naming him Dr. Erwin.
Come on now.

Also I vote we start research on the samples now.
>>
Rolled 44 (1d100)

>>42282949
Rolling. Might be the last from me for the night, good luck people.
>>
Rolled 71 (1d100)

>>42282995
Forgot to roll
>>
Rolled 24 (1d100)

>>42282995
I really was tempted anon I really was but I couldn't be quite THAT blatant and besides he has more than just that going for him.

Think of him as a crazy survivalist researcher who thinks the best way to understand the nearest zombie horde is by living among them.

Dude is just a TAD bit crazy.
>>
Rolled 48 (1d100)

New Thread >>42283044



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