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Rolled 64 (1d100)

Last time your training trip went awry, you met a mutant sharkman with his mermaid girlfriend possible wife, and you discovered the horrors of bandit bitches. That required you to flee for your life from your old place of residence and hideout among a bunch of bandits where they would least expect you. You did so by taking a caravan founded by your employer to the bandit base. After that you took up a new class known as the Lost by a fellow Lost who provided you your very first lead on the organization whom stole your memories.

Which unfortunately involved stranding you in the middle of an unknown city and expected to make your way back to the base. Which you had no idea where it was located. Fun stuff got stranded in the middle of the night with nowhere to go as everything woke up that went bump in the night. Ran into two bot forces trying to kill each other. Had terrible luck finding a hideout before finally resorting to a mostly empty building while hiding under a pile of undead rubble and bone. Which you accidentally animated along with a very angry spirit swarm during a moment of enlightenment regarding necromancy. Also luck lotta luck.

Finally the next day after getting yourself very very lost...you find yourself back at the right base. There you were handed a lead and the other Lost left in the attempt to become Found. There you encountered a hellish training trip due to be unaware of the day of the work referred to as 'hellday'. Which involved charging through very dangerous areas and running very far very fast. It certainly improved your combat capalility even if you ended up starving and collapsing into exhaustion. Only awaking the next day when you discovered you were under attack by lawbringers.

Also a potential future mission involving infiltration. During the attack you managed to make a difference even! Mostly by unleashing a certain spirit swarm on the sneaky soldiers who attempted to capture the ship you were on. That is where you find yourself now struggling to keep control of the spirit swarm during its bloodthirsty rampage.
>>
Rolled 5 (1d100)

>>887351
The spirit swarm has since migrated over to other ships and after realizing their plan went to shit. The paramilitary attacks are withdrawing. Having underestimated how well equipped the bandits were and the fact they had a necromancer among them.

That is where you find yourself now fighting to keep the spirits under control as they attempted to continue its bloodthirsty rampage.

What do?
>Let it chase after the paramilitary
>Force it to come back
>Send it back to the ruined cityscape
>Let it run wild
>Other?
>>
Rolled 58 (1d100)

Old Thread:>>871345
>>
Rolled 15 (1d100)

>>887367
>Let it chase after the paramilitary
Until it's satisfied or they muster enough resistance to drive it back.
>>
Rolled 29 (1d100)

>>887367

>Send it back to the ruined cityscape
If they keep following the paramilitary may set a trap to take it out.
>>
Rolled 74 (1d100)

>>887367
>Send it back to the ruined cityscape
>>
Rolled 53 (1d100)

>>887367
>Force it to come back
>>
>>887367
3 to have it back at city scape 1 to have it force back to us
I'll add myself to the back to city scape to make

I'll add the discord here for 24 hours

https://discord.gg/kFpF2

Keep in mind collaborative thoughts in my mind are welcome but collaborative actions are meant for the thread per dice ruling.


Seriously we want a what if but a fight against each other
>>
Rolled 44 (1d100)

>>887788
>>
Rolled 69 (1d100)

>>887439
>>887474
You decide to send it back to the ruins albeit with much screaming and anger as it didn't like the fact the paramilitary survivors were getting away. Still you managed to force it to obey and no doubt it will be taking its anger out whoever it can find in the ruins. Preferably monsters or zombies...at least you think its heading in that direction. The spirits seem to take most pleasure in quantity then quality.

Probably because its smart enough to realize its more likely able to keep killing if its prey aren't strong. So after banishing it back you noticed there were much cursing about how poorly equipped the paramilitary are. You aren't sure what they are bitching about. They are garbed in good stealth cloth and...wait there isn't hardly any power armor among them. Fucking hell no wonder the bandits are bitching.

Still their guns aren't half bad oh come on there is hardly any energy weapons to boot. They are like budget stealth soldiers...definitely strange for paramilitary types. You have met them before they are very fond of excellent gear. Its unusual to see them get so cheap...especially since they were willing to field their combat cyborgs who aren't.

What do?
>Get to looting
>Go see Captain Cull
>See if there is anything suspicious they ARE sneaky after all...
>See what's going on around you
>Other?
>>
>>887829
>See if there is anything suspicious they ARE sneaky after all...
THEN
>Go see Captain Cull
>>
Rolled 85 (1d100)

>>887829
>See if there is anything suspicious they ARE sneaky after all...

After that
>Go see Captain Cull
>>
Rolled 78 (1d100)

>>887846
>>887829
Forgot to roll
>>
Rolled 60 (1d100)

>>887829
>>See if there is anything suspicious they ARE sneaky after all...
All cheeki breeki like.
>>
Rolled 12 (1d100)

>>887829

>See if there is anything suspicious they ARE sneaky after all...

Sounds like they might be a gov't remnant-cum-advanced paramilitary stage.

>Go see Captain Cull

I would like to loot, but we're getting kind of close to Looter exceeding Scavenger as our main class so we probably shouldn't. Not if we still want to do Captain Cull's plan for infiltration anyway.

Which sounds like a really good plan to me. Good combat training, good combat psi/magic training, and a psi-mage related reward when we come back to boot.
>>
Rolled 83 (1d100)

>>887849
You decide to double check the rest of the ship not trusting the fact that it could be quite...that easy. You personally refuse to believe it. After all these guys are pros. Your guys thought they were out thinking the paramilitary but was that in fact true?

Considering what happened you know it isn't and don't believe it could possibly be 'that' easy. Turns out you were right as you headed down into the guts of the ship. Mostly because you noticed bot bodies and blood...fresh blood. Deeper in you saw a shoot out go on between bots wielding automatic multi barreled shotguns linked to ammo box...man talk about the most brutal meanest looking shotguns you have ever seen. Were blasting them off along with a flamethrowers and arc projectors at...well you weren't honestly sure, but given the burst of energy shooting out every once in the while from seemingly nowhere you realized you all had a problem.

The bots knew something was there but they weren't good enough to figure out where exactly given their wild firing. But considered they were using AoE attacks they clearly weren't stupid. Meanwhile on the way here while you found only a few power armored bodies you saw even more bot ones. The fighting was intense in the guts of the ship and due to the sounds of weapon's fire from the ship weaponry and the enemies own deadly silent weapons things were not going well.

The best weapons you saw among the bots were laser miniguns and the odd overcharged ionic cannon. The enemy meanwhile were using purely deadly and quiet energy weapons. If it wasn't for the light streams or burst of energy you never would of known it was even there. Worst still you couldn't see a thing about them and neither could the bots.

Good news is your flanking them and the heavy fire of the bots has done a nice job at obscuring your approach.

What do?
>Shoot wildly in that general direction
>Get close maybe the stealth tech their using will fail if your close enough
>Unleash your powers
>Time to wake up some dead the undead ain't easy to hide from
>Other?
>>
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Rolled 2 (1d100)

>>888117
>Time to wake up some dead the undead ain't easy to hide from
I mean....They left us plenty of materials to work with...
>>
Rolled 48 (1d100)

>>888131
Vote
Does seem like the wisest course of action. We need to stay in cover though.
>>
Rolled 99 (1d100)

>>888131
Supporting
>>
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>>888221
Bless you and your dice
>>
Rolled 6 (1d100)

>>888117
>>Time to wake up some dead the undead ain't easy to hide from
Wake me up inside.
>>
Rolled 79 (1d100)

>>888221
Spooky scary undead it is.

I gotta find myself some better zombie music I don't got shit for Zs.

https://www.youtube.com/watch?v=q6-ZGAGcJrk&ab_channel=TheLivingTombstone

You decide its time to wake up some dead. You know some of the undead are especially sensitive to the presence of the living. So after finding some of the paramilitary soldier undead you began to cast your magic. This time it was much easier...and when you were casting a spell you noticed something interesting. You could feel the fague presence of the dead minds...which you decide to split off some magic with a bit of psi towards that part while you animated the rest. You had no idea what the result would be...especially after you kept feeding it and noticed another barren emptiness...which you weren't sure what to do with it, but as you took a closer look you realized that is where the soul went. Once you realized you could send psi energy to the mind by using your magic as a rough guide...you got curious. What would happen if you channeled the psi into the rest of the body?

So you tried it out and noticed the bodies start to twitch and spasm uncontrollably. Fearing if you kept it would the bodies would break you lessened the flow which caused a bit of twitching as the bodies...were like great sponges for your magic. You felt drained as you kept on animating them.

Then you felt the presence of the other dead...bandit dead you realized as you diverged some flow their way. Increasingly so as the paramilitary undead began to 'fill up' as it were. You also felt another...strange presence within some of the bandit undead. You couldn't figure out what it was...so you diverged some magical energy its way to see how it would react. Instead of acting like a sponge however...it began to outright devour your magic even snapping at you as it kept on eating. When it snapped though you were going to cease it until you saw what it was...

Special Undead Potential.

These bodies...they carried potential! Far beyond then what you dealt with before and you recalled what you knew. Some were cursed to rise as a different kind of undead. Like ghouls with their longing for flesh...so you kept on feeding it. As it fed you attempted to bind it to your will. This was...much harder then you anticipated however you discovered as is fed on your magic it became easier to bind. Even as the bodies began to animate and rise up...they did not come back out as normal undead.

Oh no.

There were ghouls among and other kinds of undead you did not know. Sadly for the rest of the bandit and other paramilitary dead. You had largely exhausted yourself by pumping up the special paramilitary undead with their power armors and the unusual dead with special potential. Strangely enough you didn't find any of that potential among the paramilitary...and you find yourself wondering how it forms.
>>
Rolled 56 (1d100)

>>888300
Still despite your exhaustion you still had enough to trigger the reanimation process and had plenty of psi to spare to ensure they 'awoken' properly. Ever since you advanced into a proper necromancer and advanced your psi magi this has proven to be MUCH easier then it used to. You could tell you were growing stronger and more skilled with what you had just managed. Previously you struggled to just animate a score of slightly smart weak skeletons. Now you just animated special undead and plenty more ordinary but smart undead.

Gained 1 dozen of Ghouls. Green.
Gained 1 dozen of unidentified special undead. Green.
Gained 24 Paramilitary Stealth Soldiers Zombies. Green.
Gained 36 Bandit Pirate Zombies. Green.
Gained 9 Awakened Paramilitary Spec Ops Stalkers. Green.

New Undead Identified.

Stalker
Created by infusing lots of magic and psi if you want increased intelligence into an corpse who had much experience with stealth and fighting. Stalker undead are renowned for their vicious hatred of the living and hunt them like prey. Not for eating no...but for sport.

You see they are remarkably intelligent undead and are far more 'advanced' then typical Hunter type undead. Hence their rarity but deadliness.

If a Stalker is properly awakened they will be able to call upon the skills of their last life making them much more deadly then their usual kin. An awakened Stalker is not a proper undead with all their memories however as that recalls even more in depth skill and magics to draw out.

Stalkers prefer to operate as in groups and will gather together into packs if they are not awoken or proper squads if they are. Stalkers are renowned for their agility, strength, toughness, and intelligence. Being widely considered one of the worse undead you could ever encounter not just because of all of that. But due to the stalking and relentlessness. Hence their name. Which makes them very feared and notorious.

You have gained your first multiclass unit!

In exchange for a experience penalty they have a much wider selection of skills, talents, and stats. They are Paramilitary Stealth Operators and now Undead Stalker.

You can now create more stalkers should you find the right corpses. You do not know how to create stalkers from other corpses and should you do so they will not have the ability to be awaken properly.
>>
Rolled 88 (1d100)

>>888351
Correction the undead you awakened are Stealth Ops Stalkers.

After awakening the undead that you realize with a bit of horror were proper Stalker undead. A very feared and infamous example of undead with a fondness for 'hunting' and killing. The stalkers for their soon gather themselves up and after some muttering they come up with a plan as some of their number split off...to flank the enemy from yet another side. After the ones who stayed checked over themselves as they drew their beads.

Unlike the bots however...you could clearly tell with that strange glimmer in their eyes that somehow they 'saw' their former comrades and within their eyes you could also sense a smoldering loathing for the living...as well as twisted excitement. Meanwhile the rest of the undead you could sense were heading in your direction. The ghouls meanwhile being the fastest along with some of the other unidentified undead.

Once the stalkers were properly position...that was when you saw them open up. You knew they hit their targets not by the screaming but by faltering stealth fields and shields with bodies hitting the floor. The bots meanwhile after finally figuring out where they were exactly brought their weapons to bear with disturbing speed and some weapon swapping occurred as they too ripped the paramilitary operatives to shreds.

You were expecting the Stalkers to gloat over their kill...instead they dragged the bodies over to you and after grabbing some supplies from the corpses. They solute you before they vanished in mid air and you could sense them...continuing their hunt in the rest of the ship.

You actually find yourself feeling bad for the poor paramilitary bastards. They had no idea what was coming for them...their former comrades replaced with vile undead stalkers who began to hunt them down.
https://www.youtube.com/watch?v=04F4xlWSFh0&ab_channel=emimusic

The rest of the undead you could feel them heading deeper into the ship as well. The bandits noticing all the undead commotion...realized that something was up and also headed down or entrenching themselves near the entrances. Which is where most your undead halted when you asked them if they could easily find the stealthed ones. Some of the more unusual undead confirmed they could while the rest went back. After that they joined in the hunt...which you have the feeling wont be too long.

What do?
>Go see Captain Cull
>See if you can keep up with the Stalkers
>Unite with your other undead
>Start looting
>Other?
>>
>>888404
>Go see Captain Cull
We better let him know about the situation below deck
>>
Rolled 14 (1d100)

>>888404
>Start looting
>>
Rolled 62 (1d100)

>>888519
I think by now he knows, and I'm sure he'll be happy that the situation is being dealt with by our undead.
>>
Rolled 100 (1d100)

>>888404
>Unite with other undead
We need to regroup, we don't need loot we needed to learn to fight and I think we did good, gmwe should get our undead to stand in formation and wait for orders from comander Cull
>>
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>>888574
...or we can do this...
>>
>>888574
I'm hoping my typo of "gmwe" leads to some sort of non combatant smart philosophical zombie "gmwe the great language reader" he spent his life away from battle and tried to learn every language known to "earth" which considering outsiders and such is a lot, he is as useful as say c3po but he and Amy strangely get eachother.
>>
>>888574
You decide that it is not the time to loot. No...it is the time to regroup and train! BUT first you should get your undead to stand in a neat formation and await orders from Commande-I mean Captain Cull!

So that is what you did. Headed to the deck and ordered your undead into formation. Oddly enough they were already standing in formation when you got there and they were surrounded by some very confused looking bandits. With an undead paramilitary zombie standing in front saluting in before going back in line. Right on time too as it turned as Captain Cull came down and had a double take. At seeing all the undead zombies standing in a neat attention and somehow looking clean professional despite the...mess that they were in.

"Awaiting orders Captain," states the zombie who had given you a salute. For some reason you decide to call him Gmwe.

"Hm good...very good. So has the problem in the lower deck been dealt with?"

"That it has," wheezed out a Stalker...okay you could of SWORN there was nobody there previously. Seriously how did he...no they all do that. Somehow they snuck into the formation and it look like they were always there to begin with right under the nose of Captain Cull. Which you knew they weren't.

"Most...impressive. I hadn't realized you were such a powerful necromancer...Slate."

"I uh just got lucky..."

"No excess loot hm...so you rushed here?"

"Best to be standing in attention and waiting to learn how to fight properly Sir!"

"I see...well they are awfully green aren't they?"

"Afraid so Sir."

"Except for those guys over at the end...that look hm true proper kills those ones."

Yeah those are stalkers so that doesn't surprise you one bit.

"Very well...guess I'll teach you some things in regards to command and formations."

"Thank you Sir!"

That was how you got lectured about commanding, formations, and basic tactics. By the time you were finished the ship had already docked and you were let go. Somehow you noticed the stalkers disappeared in the middle of training...only to appear near the end without anyone but you noticing. Truth be told if you hadn't shared a connection you wouldn't have either. Those things are amazingly sneaky. You could easily tell the fighting had been earlier today. Given all the bloodstains, new bullet holes, corpses, rubble, and wrecks that were still being dealt with.

What do?
>See what you can find
>Time to explore
>So...where the hell are you going to put all your undead
>Your hungry
>Other?
>>
Rolled 71 (1d100)

>>888691
>Time to explore
then
>FOOD
>>
Rolled 97 (1d100)

>>888691
>purchace "lodging" for our units, seeing as they are tireless I guess we just need an empty field with the tirelessness and all. Maybe we should ask Gmwe what the ideal lodging would be for our units. Also I would recomend endless fortifying, why not it's not like they tire, traps and such and many bunkers I feel like undead thrive in bunkers because as long as they have ammo they can and will fight
>>
Rolled 70 (1d100)

>>888691
>>See what you can find
We'll need some kind loot. So we can get ammo for our crew and a mask to make sure our face is hidden.
>>
Rolled 21 (1d100)

>>888781
Supporting with where are we putting all these undead?
>>
>>888781
Supporting this
>>
>>888691
"Gmwe you are to be my left hand man, I have a bodygaurd out of the bone monstrosity, my right hand and he out ranks you but you currently carry the third highest position in my personal platoon. I need you to organize and help turn my current undead forces into real fighters, I will provide the currency and means to supply, I expect you to come to me with any Need of provision or simply anything groups needs or struggles with, you would be a general were this an army but for now I hope you accept the ranking as "third in command" congratulations on the promotion, remember my leader is Cull so anything he says you aught do, consider us piers for the sake of simplicity as we may move out in the near future or be forced into a black op and act autonomously. Now state your current skills and former memories, we need to know about your past and your cooperation will provide the intel we may need to get the whole paramility under your command"
>>
Rolled 32 (1d100)

>>888781
"Undead lodgings," mutters a bandit when you asked a group of them enjoying some street food. "I don't think we got any undead do we?"

"Nah not that I heard we never got a necromancer."

"Aye...but wait remember the undead Ghoul Boss?"

"Oh yeah! Go talk to Ghoul Boss Wax he is the only one around here who deals in undead."

"So where is he then," you ask.

"Hm...Corpse Ditch. Just follow the bodies and smell of rot."

Well as it turns out those directions were completely correct. Corpse Ditch as it was aptly named...was a mass graveyard. For bandits nobody liked, slaves, and enemy dead. There you saw a congregation led by a ghoul who was munching on a human arm while giving a sermon. He did so before a bunch of coffins which you assumed given the crowd of bandits before it are the bandit dead who people actually cared about. In the Corpse Ditch meanwhile you could see ghouls like the ones under your control as well as those whom you guess are Rad Ghouls are feasting when not dragging more bodies over to throw in. For some reason you even saw some zombies munching on corpses inside...some very bloated zombies at that. After waiting awhile the ghoul finished the sermon and walked over to you.

"Let me guess...your the necromancer right?"

"Yup. Got any places for the undead?"

"What do you take me for a Rad Ghoul? Nah don't bother answering that."

"So you do the undead boss then?"

"Technically no...I am just the oldest necrotic ghoul who didn't go insane from hunger. So I got stuck handling all their rotting asses. The undead boss is the wraith known as the Wrecker who has a thing for possessing bodies and...defiling them. While inside it mind you."

"...Wow."

"Yeah nasty guy. So nobody listens to him and instead follow Deadman."

"Deadman?"

"Yeah guy who sorta refused to die...repeatedly. Nothing more then a bunch of bones held together by the hardwork of some doks and Teks at this point. He became boss ever since he well...actually managed to beat the Wrecker and people liked him more so yeah he is now the boss."

"So...where can I put the undead?"

"You see the old hill over there overlooking the sea covered in tombstones with the temple? That is where the undead are. Those who like graves sleep in them, others take the catacombs beneath the temple or inhabit the temple itself. Problem is though...you got an awful lot of undead with you. Not sure if there is enough room for that many undead..."

"Then what am I suppose to do?"

"There IS some space beyond the second wall that we are preparing to expand into to. You take a building over there and its yours when the next wall comes up or you could ask the Zed Ken if he has room."

"Ken?"

"Yeah resident zombie lover...which I think MIGHT be literal."

"Oh god no..."

'His place is on the other side of the ditch this side is the undead."

"How do I know I am there?"

"The chained up zombies mostly. There is a marked path to his place. If you got any zombie problems he's the man."
>>
Rolled 40 (1d100)

>>888921
"So my options are...Ken, this place, hill, and beyond the second wall?"

"Pretty much. There aren't too many undead due to how hard it is to animate properly with out one such as yourself to help out."

"If this is your half and your all tireless why don't you spend time fortifiying?"

"Who do you think helps fortify all the time? Especially underwater against all those fuckers underneath the waves? We do mostly."

"No shit?"

"Yeah because its underwater obviously hard to notice, but we do try."

"So no available bunkers?"

"Hah...no. Might be some underground ones...or maybe the Tek's built one. You would have to ask them. Some of them are rather obsessed with building things. Otherwise...well there really isn't many undead here...well at least until you came. No doubt there will be others showing up...aw nuts I don't wanna get mind controlled. Dealing with hunger is bad enough."

"Say Gmwe you know any ideal lodging would be?"

A very confused zombie Gmwe looks your way before shrugging in confusion before pointing to the corpse ravine then a skeleton then a bandit at him before shaking his head. You get the impression that he is trying to say that they are all too fresh to know anything.

"HAH wow its been awhile since I seen one of those."

"One of what?"

"Never saw an unusually smart zombie before?"

"...Not directly and not an undead one."

"Sometimes the animation process grows awry or maybe they were TOO fresh. Others claim if they got turned into an infected zombie they will be a Smartie. Basically that is an officer zombie."

"Officer Zombie?"

"They are the ones other zombies follow hence officer and them not being complete idiots led to them being called 'smart zombies'. Rare creatures most prefer to spend the time animate stronger undead then get lazy with producing one of them. Usually you see them out in the wild wandering aimlessly with their zombie pals or under the command of a quantity loving necromancer. Fun fact you probably don't know. Special undead like that...reduce the cap you can safely control."

"...Really?"

"Yup. Its called the Chain of Command effect. It works by the undead...being under the control of an undead you personally control. Thereby indirectly allowing you to control the undead that the other undead controls and so on. Not as effective as direct control but useful enough as is."

"Shit no wonder necromancers can control so many guys..."

"There are other ways to boost your control limit like magical items and other things. I don't really know about those other things."

>>888865
The unusually smart zombie looks at you in confusion before salutes you. Which some of the other zombies mimic...poorly.

"...Soldier trained for stealth. Memories...not really there."

"Holy shit you could actually speak what the hell was up with earlier?"

"..."

"...You may speak," you say realizing the problem.

"Did not have permission to speak."

"Then...you may speak when spoken to."

"Understood."
>>
Rolled 52 (1d100)

"Gentlemen you are a light infantry division, therefore you have two speeds, casual and double time, unless a new officer appears consider yourselves at ease. I look forward to work with you all"
>>
Rolled 75 (1d100)

>>888956
"So what are your current skills, former memories, your past, and previous cooperation?"

"Was trained as a sneaky soldier...consider a trainee not given the full equipment. Memories are not really there...bits and pieces. Jumbled...makes no sense."

"Your past and cooperation?"

"...Not borne paramilitary joined up to bring...order. Due to survivor life knew how to be sneaky...was good at it. Put into stealth training and then sent out on missions. When considered worthy would be given power armor and such."

"So you do remember a bit?"

"Have memories...attached to skills. Little else..."

Damn that is probably due to how you animated them.

"Your past cooperations?"

"...Survivor. Paramilitary...undead bandits?"

"What intel do you recall?"

"...Faces...emptiness...hunger..."

"...Fuck how did you end up with hunger? I thought I took care of that?"

"...We are undead...no mind...no will. No soul...wish to fill void...well voids. Thus we hunger...thus we are attracted to the living like moths to the flame. For they possess what we no longer have...we want it back. We NEED it back...so we follow...in anger we lash out. We kill...feast upon the ruin...trying to not feel hallow. To not feel empty...so empty...so hallow. So much void...so little warmth. Nothing to fill it...other zombies are mostly mindless. They are like automatons trying to fill the void...but they are morons. Feed they do...which does not work. Hence their mindless rage and constant bemoaning of their fate...of their misery."

"...So why do you not feel the need to feed?" Damn that was unexpectedly deep.

"I do feel the need to feed...I just know better. Flesh will not fill the void. Neither will bone or blood...for the void exists in us all. I remember as a living person...I too felt hallow...felt empty. But back then I had...natural urges to fill the void...to help forget the hollowness...now those urges are gone. I now think clearly...no distractions but in exchange new voids."

...Fuck did you somehow end up with a faulty zombie?

That was when you heard clapping as a guy who was walking...his pet zombies? "Well said...very well said. Much like the conversation I had with a smart zombie...wait your rotter. Damn and here I thought I finally got to see another Zed."

"Let me guess your the Zed called Ken?"

"Yup! So I see you have heard of my gloriously esteemed self."

"Oh piss off," says Wax the ghoul.

"Oh come on Waxy don't be like that..."

"Go back to fucking your zombies...or ghoul girlfriend? Or is she a actually smart zombie? How does that work anyway?"

"Why the fuck does everyone think I am a zombie fucker," complains Ken seemingly obvious to the naked formerly attractive female zombies he is walking.

"..."

"..."

"..."

"What?"

"You say that...yet they are naked," points out Gmwe.

"You any IDEA how hard it is to dress them? Fucking hell man give me a break."

"...They are still naked."
>>
Rolled 98 (1d100)

>>888982
"What do think would be more disturbing a bunch of filthy naked zombies or well dressed ones who are well taken care of?"

He actually has a bit of a point.

"Nice try," says Wax. "The ghoul Nesha would LOVE it for you two to spend some more...quality time together. So few have appreciation for loving and the Hunger all of that."

"FUCK YOU THAT WAS ONLY ONCE! How was I suppose to know she was ghoul?"

"...gahahah. Really? The location...the 'food' and her company?"

"I...I honestly thought it was romantic scenery all things considered and she didn't mind having ghoulish friends."

At this point the nearby bandits are dying from laughter and even you are having a hard time keeping it contained.

"So...pray tell the new guy. What is your excuse for the Smart Zombie?"

"Oh fuck you all."

At this point the bandits were now laughing so hard they no longer had the strength to hit or roll on the ground as well as were out of air but still laughing despite the lack of oxygen.

"...Smart Zombie?"

"Oh yeah...fucked a smart zombie and everything," says Wax.

"Well...isn't that honestly kind of impressive? He didn't turn into zombie and lived to tell the tale."

"Oh you don't know the story...long story short he finds and falls in love with a 'zombie whisperer'," cackles a bandit while trying to not burst into laughter again.

"Fuck you at least she was hot..."

"What about the fact you kept seeing her even AFTER finding out the truth!" At that point the bandits who had barely recovered were now once more laughing so hard they were falling on the ground rolling and running out of air.

At this point while hilarious as as all hell and even you couldn't stop yourself from cracking up...dude had some big fucking balls of pure steel man.

Finally after awhile the laughter once more died down and you noticed some rad ghouls showed up with wheel barrows. They had a few bandits with them including a young ghoul woman who upon noticing what was going on approached Ken. With a ghoulish sharp toothed smile gave him a kiss on the cheek while wrapping her arms around him before purring into his ear but JUST loud enough for others to hear "Hey lover...I wouldn't mind sharing you with your zombie girlfriend..."

At this point the bandits once more burst into laughter so hard they ran out of air as you realized the woman...was the ghoul Nesha. Ken meanwhile looking like he was about to die from fright as the ghoul...rubbed herself up against giving him a nice LOONNNGGGG lick while winking at the bandits. Even the other rad ghouls with her couldn't help but crack up.

What do?
>Rescue Ken for a place for your undead
>Try to find the Deadman
>Go to the hill
>Time to explore
>Other?
>>
Rolled 39 (1d100)

>>889018
>>Rescue Ken for a place for your undead
let's rescue that poor guy, he seems alright. who are the bandits to judge anyway? with all their orgies, drugs and so on they aren't really less weird.
>>
Rolled 84 (1d100)

>>889018
>Rescue Ken for a place for your undead
If it helps we have a smart zombie after us some where
>>
Rolled 69 (1d100)

>>889018
>Other?
Roll on the floor laughing but then dust ourselves off and pat I'm on the shoulder make some rigermortis joke and move on to...

>Time to explore
Maybe there in a nice basement or buried bunker here anyway, let's find out. Never know may have some loot in it
>>
>>889060
Sshhhh remember were not letting people know we use PSI only a MAGI
>>
Rolled 80 (1d100)

>>889018
>Rescue Ken for a place for your undead
>>
Rolled 70 (1d100)

>>889064
I concur. Wander til we find what we need. Probably beyond the 2nd wall but we'll take what we can get.

Also apparently all this talk and the dice are going to let us find somewhere that puts our undead...in the mood.
>>
Rolled 29 (1d100)

I think I'll switch >>889112 to backing this>>889118, let's wander
>>
Rolled 37 (1d100)

>>889065
Are you saying we are not sexy? How could a zombie not want this. (I said nothing. How dare you imply I would say what should not be said.)
>>
Rolled 19 (1d100)

>>889018
Supporting 69
>>889064
>>
Rolled 25 (1d100)

>>889064
>>889060
So 3 and 3 its a tie!

Gotta wait for a tiebreaker then...
>>
Rolled 54 (1d100)

>>889824
I vote for
>Rescue Ken
>>
>>889824
>Rescue Kevin
>>
Rolled 20 (1d100)

Might as well
>Rescue Ken

Just to make sure, is Psi-magi a special fused class, meaning training in psi increases its rank, and vice versa (Training magic -> Rank up -> Psi up), even if just a little bit?
Either way, our sojourn with the lawbringers will be fruitful in training in other magics and/or psi.

Slate Stone, the New World Man
https://www.youtube.com/watch?v=sQRShD0xuAk
>>
Rolled 82 (1d100)

>>889824
Save the kev
>>
Rolled 7 (1d100)

>>889060
You decide to rescue Ken the guy who fucks those who wish to eat him. Figuring by doing so you could hopefully get a place to stash your undead. Fortunately the bandits after having got their laughs wandered off and the ghouls grabbed some corpses before leaving too. However the one known as Nesha was not so easy to escape. Still you managed to persuade her to hit on him somewhere else with better odds.

"Hah wow that was a close one...fucking ghouls man."

"So you do wanna fuck her...just tell her I am sure she would be interested."

"Do you think I am a death wish?"

"..."

"Well uh...so maybe I gotta work on my tastes."

"Hey man I didn't say anything but you got balls...and don't worry I too have smart zombie problems."

"Really?"

"Yup."

"Well at least you know...you aren't a psion then you would be REALLY fucked."

...Well shit. Goddamn smart zombies. "Well uh...you wouldn't happen to have some spare room for some undead now would you?"

"Huh...well yeah I do. I don't get to keep too many zombies in city walls and all. I might be the local zombie expert but my pull isn't that great. Good enough to get a sweet pad though for zombie research."

"Zombie research?"

"I study zombies. Have a small lab and everything. Sometimes I go out get more zombies or to help with raids or other zombie related difficulties. For undead well there is plenty of room where I am at. Watch out for zombies though. I do keep them leashed but if your not careful you could get into the area where they can reach you still."

"...So basically zombie guard dogs?"

"Exactly. They are REALLY good at it too!"

"So what can i do against a smart zombie since you apparently...study them."

"Honestly depends on the type your dealing with. An Infested Brood Smart Zombie for instance are very hard to kill if they are aligned with an Infestation Colony. A smart zombie with a typical infection vector however are pretty normal and relatively weak. Psi zombies...well they are all smart truth be told only acting a bit lobotomized at times. Now the other ones you gotta watch out for are the mutagen smart zombies. shroom zombies meanwhile...honestly weird creatures I been studying up on. Get hit with spores you get infected and turned into a zombie. They lobotomize you pretty good I ain't found a smart shroom zombie quite yet but that has been my newest project. I had to stop researching the brood zombies because they are damn near impossible to contain. Even worse then the mutagen zombies."

"That...is a lot of different kinds of zombies."

"Most of which were purposefully engineered by the way. Clearly meant as a nasty bioweapon. So what type your dealing with?"

"...The zombie tower forming kind? I think there might have been mutated zombies among them...I don't really know."

"Zombie tower huh? That means your either dealing with an Infested Zombie or Mutagen Zombie. Possibly Psi zombies."

"Nah they weren't nearly that smart."

"In which case its one of the first two."
>>
Rolled 74 (1d100)

>>889917
"Which sucks for you man those are some of the worst kind you could be dealing with."

"So what can I do then?"

"Find out if the smart zombie is solo or not. After that your best chance is to hunt it down before it hunts you. Since your not a psion you should have an easier time with that."

"And if your a psion?"

"...Well I do hope you get help then. Smart zombies of both kinds like that are very sensitive to psions."

"Any tactics to kill it?"

"Try to use its numbers against you. Smart Zombies...most of them prefer numbers. Since your a necromancer kill the zombies and animate them. Try to find the smart zombie among them and finish it off. Wont be easy though smart zombies really like to hang back so if things go to shit they have a much easier time fleeing...there is a problem with that strategy though."

"What is it?"

"A smart zombie cannot be too far from its horde or its control will weaken. So a smart zombie cannot stay too far away. Another thing is most smart zombies...are only smart they rarely come with other mutations, but this does mean they have an easier time to disguise themselves. One of the biggest reasons smart zombies are so hard to find after dealing with their horde is their ability to melt away into zombies or other groups like survivors by donning a disguise."

"...Doesn't that mean it can come at me secretly?"

"Not their style. Unless your dealing with an especially mutated smart zombie who can endure taking the risks. You gotta be aware smart zombies are very cowardly. Hence the horde tactics and hanging back. They are however smart."

What do?
>Check out Ken's place for settling your undead there
>Go out exploring
>Get some food
>Time for training
>Other?
>>
Rolled 42 (1d100)

>>889938
>check out ken's place
>make sure to tell gmwa to call us if he starts trying to experiment on them
>tell ken not to experiment on then or you are going to add him to the group or worse, get that ghoul chick after him
>>
Rolled 67 (1d100)

>>889938
>Check out Ken's place for settling your undead there

>>889946
I think our zombies are safe, as they are of the undead kind
>>
Rolled 52 (1d100)

>>889949
Indeed. Even if he did, it'd probably be the good kind of experiments. Wonder if he has a clue what our special undead might be though; if he can't help us on that front, I think we should track down Deadman and ask him about it.
>>
>>889938
> melt away into zombies or other groups like survivors by donning a disguise
Uh, any way to discover them by interactiing (talking)?

I'm afraid our stalker infiltrated TSO's convoy and then the camp. It wouldn't be the first time (see mutant pool and Angelvoice damsel)

A good thing we intuitively know our undeads, and they'd easily detect a living zombie.
>>
Rolled 6 (1d100)

>>890033
As explained, that's quite unlikely. But I approve of wanting to make sure.
>>
Rolled 59 (1d100)

>>889938
>>Check out Ken's place for settling your undead there
>>
Rolled 59 (1d100)

>>890000
I think we should check out our special undead ourselves first.Give it a shot you know? I tend to think we just don't know what they are because we haven't taken a good look at them just yet.

Also we need to leave Gmwe standing orders that he's the boss of the platoon. When not otherwise occupied he is to train and have any undead under his command train too. They should look into training mixed unit tactics, training under our Undead Stalkers for fighting and sneaking, and they should notify/request with us regularly for permission to go outside the base and train fighting in conjunction with McScream and Sundered Bone.
>>
Rolled 63 (1d100)

>>890378
I generally agree with the instructions, in conjunction with >>888865

We can take a shot at looking at the undead ourselves, but I believe we simply lack the knowledge. We may be able to find the answer in our books, particularly the psi necromancy one, but remember there's still a lot we don't know.

Or ask AMY.
In fact
"Hey AMY, do you know what these special undead I created from dead bandits are?"
>>
Rolled 7 (1d100)

>>890435
I see where you're coming from, but at the same time the attempt to identify the undead ourselves before looking for outside help is what I'm getting at, as a learning experience type thing. Investigate them first ourselves, see what we can find out (and get exp for doing so), then go to someone we think might know.

We're bound to find unknown things that we can't consult an expert about at some point. Might as well practice our appraisal skills, you know?
>>
>>890463
>>889938
I support this plan of action.
>>
Rolled 32 (1d100)

>>890517
>>890463
After we check out Ken's place.

>>889946
>>889949
>>890000
>>890254
I think we have consensus to check out Ken's place.
>>
Rolled 5 (1d100)

>>890537
Agreed
>>
Rolled 16 (1d100)

>>890537
>After we check out Ken's place
Naturally.
>>
Rolled 83 (1d100)

>>889949
You decide to go with Ken to see if the place would work out for your undead. So you followed him back to his places and noticed a carefully marked path. Good thing to as when you both went along it zombies charged at you but were caught by the chains holding them and they couldn't reach within the marked path. Ken didn't even seem to notice while you on the other hand nearly shat a brick. You knew what was coming but somehow it still ended up scaring the shit out of you. The zombies however seemed to ignore your own zombies. They did however take note of the Stalkers who followed you on the trail. Apparently they did not like them but the feeling was mutual given how a stalker grabbed a zombie and threw it away one handed.

Fucking hell those things are strong...zombies are renowned for their strength and toughness. You never seen someone toss one aside like a toy with one arm.

"Damn son those special undead of yours are mighty strong," notes Ken not caring about what happened to a zombie.

"They are Stalkers."

"Stalkers? Holy shit you really are a necromancer any idiot can raise some zombies but something like those? Now THAT takes some skill."

"Yeah...I guess I swear I got lucky though. The bodies were amazingly well suited to being developed into a Stalker undead. Wait how do you know raising zombies is easy?"

"...I might have dabbled in necromancy sadly I had fuck all talent for magic including necromancy so I gave up. I DID have some fun studying undead zombies. You know there are multiple ways to create zombies? Some of them are like automatons who just stand there doing nothing until orders. Others on the other hand have a deep hatred for all living things. Yet both are undead zombies...so why can they be so different? Mighty interesting stuff. Turns out even the simplest magics can have great depth hidden within."

After that you saw the an open area...which was surprisingly empty. There on the other side buried by a bunch of rubble and somewhat collapsed buildings is marked crudely with graffiti depicting zombies and hazard signs.

"Welcome to the Zombie Nest...I swear I am THIS close to developing a proper hive," claims Ken.

"No shit?"

"Yeah no shit. If I can just get a damned breakthrough regarding how zombie hives are formed I could finish the process."

"What is with the rubble and partially collapsed buildings everywhere?"

"Got wrecked during the fall but you'll be amazed at what intact goodies are inside and it pretty much had a built in maze. With some zombie labor i was able to connect them all and reinforce it. Place is a goddamn deathtrap of a maze turned zombie nest. The hole over there with those spores leaking out of it but surrounded by flames? That is where the shroom zombies are. Nasty things with their spores but I have studied them pretty well. I even am figuring out why they so rarely churn out smart zombies despite their unusually high intelligence."
>>
Rolled 11 (1d100)

>>890640
"The doorway on the other side meanwhile leads to the crypt. I store the bodies and undead zombies in there. Do not go inside...some of those zombies are unusually fast and REALLY good at sniffing out the living. I had to lock them up because they kept on breaking through the chains...usually by damaging themselves in the process. I tried using a crazy holding coat for the insane but...it just didn't have the same fear factor to it."

"And yes the big pile of rubble and partially collapsed buildings is the Nest and my place of residence. If you go inside...well make sure you have a guide. You take the wrong turn and you'll run into a lot of zombies who are VERY happy to see you!"

"Your...insane aren't you?"

"Nope. Otherwise i would be in crazy town. I just got big balls is all."

"Yeah I swear you might even compete with this one guy I knew who went out of way to fuck bandit bitch bosses."

"...Now that guy has some fucking balls. Let me guess he is dead?"

"Nope he lived to tell the tale."

"Damn...that has gotta be some massive fucking pair of balls on him. Talk about a bad ass."

"Yeah I am not sure how he pulled it off either. Your undead can stay in the crypts or the nearby area if you want. Undead zombies don't mind other undead. The infected ones though might get hostile. Depends really not sure why or how they decide to become hostile to other zombies. Weird thing."

"But hey if you help me with my hive problem I got some notes on undead zombies you might like."

"...I don't like the sounds of that."

"Yeah I know its a bit much but trust me on this. You get a hold of those notes and you can do some very nice upgrades on your zombies. I just need more info on hive zombies and samples if possible."

"You got a pretty nice place Ken you have any more Zed bandits with you?"

"Afraid not...well a few. They are usually out helping with raids though. If you wanna work for them volunteer for zombie herd duty. Technically I am kinda...the support Zed and Boss. We ain't many but we have enough to organize a raiding party."

"Anyway follow me through here. Whatever you do don't go down a side passageway. I even lost zeds in here before."

"Why live here though?"

"We are Zeds zombies are our thing you know? So we live here with them...learning. If you ever wanna practice against Zeds just stop by. Quite a few bandits visit us for zombie combat training."

"I might need to take you up on that...you happen to have any for Smart Zombies?"

"That I do. Afraid they ain't all proper horde controllers though."

"...Smart zombies who don't control hordes?"

"Yeah people think they are a myth...we know better. They exist alright...but the smart zombies who are controllers? Hate them with a burning passion as only the heroics of their kind can control the other intelligent and berserking type undead."

"They stay with us...only because they help our bandit forces kill smart zombie horde controllers."

"...I could definitely use their help."
>>
Rolled 79 (1d100)

>>890720
"That wont be easy. See they ain't exactly the friendly or helpful type. Only reason why they can stay is due to me speaking for them. They don't wanna be out there in the city by their lonesome you see. They'll get hunted down by the controller type smart zombies. I was able to 'persuade' them to our cause. They help me with my research and dealing with smart zombie led hordes that come at us."

"So why wont they help me?"

"Killing smart zombies puts an even bigger target on their back. Apparently there is some kind of strange internal conflict matter among zombies. So they only kill them when they have too as to lay low as much as possible. So good luck talking them into it."

At this time you entered the...nest properly. You could hear the moaning, sniffling, and movement of zombies all around. Echoing. Some of the passages went through rooms, doors, and hallways.. Others were dug out reinforced tunnels. After a little while...you entered the labs. You could tell by the equipment, dissected zombies, and zombies held in cells. Here you saw your first smart zombie who was inside the cells feeding the zombies and examining them. Eventually they came out after you heard one of them make a strange shriek. You nearly jumped when more of them came out of the passages and nearby rooms.

They were a small group some of which were clearly mutated forms.

"Who is this," asks a smart zombie who stands in front.

"Guy with a smart zombie problem,"

"Ah...troublesome, but you ain't dead yet so clearly you hadn't angered one of my kind but a horde controller right?"

"Yeah...how did you know?"

"Otherwise you would be dead right now. Controllers are cowardly and like to prepare a great horde before striking out. They are typically weak too. Hence the hiding behind their hordes...beware a brave controller. Very dangerous...second only to their heroic kin."

"Brave? As in...say charging into a great clusterfuck without much preperation?"

"Exactly. Unless they had overwhelming strength."

"...Fuck. Hopefully its not one of those...maybe."

"Anyway," butts in Ken. "He is the necromancer with the new zombies so don't kill them."

"Necromancer? No wonder a smart zombie has a it out for you. heh."

What do?
>Take a closer look at the dissected zombies
>Look at the weird zombies in cages
>Ask the smart zombies something
>Zombie Training Time
>Go back to do something else(what?)
>Other?
>>
Rolled 26 (1d100)

>>890800
>zombie training time
Gotta get those rotting muscles buff
>>
Rolled 19 (1d100)

>>890800
>Take a closer look at the dissected zombies
>Look at the weird zombies in cages
>Other?
You know, in this environment I really think we have a good shot at identifying our special undead. Attempt to do so learn all the secrets, and ask Ken if he has any instruments or devices, notes or ideas that might help.
>>
Rolled 15 (1d100)

>>890800
>Zombie Training Time
>>
Rolled 22 (1d100)

>>890826
Agreed, backing this

>>890817
I think that's training to fight zombies. Our zombies will train on their own time without the need for our supervision.
>>
Rolled 93 (1d100)

>>890826
>>890845
You know, we should ask Ken if there's any secret to how biological zombies stay preserved, and if there's a way to apply it to our zombies to keep them from deteriorating.
>>
Rolled 21 (1d100)

>>890378
The Stalkers had become Bad Ass and ranked up to Regular by the way.

>>890435
"I identify 4 Bone Horrors, 2 Wraiths, 4 Flesh Rippers, and 2 Deep Rotters.

"That is what exactly?"

"Bone Horrors have their bones twisted and like...'collecting' additional Bones to themselves. Nasty creatures that unlike most other skeletal type undead are actually strong and tough. They can climb very well and their more advanced kin can even fly once they become powerful enough."

"Flesh Rippers have pronounced growths in their skulls and hands turned claws. To a lesser degree their legs are also effected and their torsos become bloated but bent. They have a fondness of adding 'meat' to their guts and rip the flesh off their foes. The 'meat' they collect they use to enhance themselves...but more importantly to repair other undead."

"...How?"

"Vomiting and ripping chunks out of themselves to patch up other undead with. Their vomit is deadly to the living but it boosts the undead. Bone collectors can also repair other skeletal undead...but not as well. Flesh rippers are oddly good at stitching up other fleshy type undead. While removing the flesh of the living...in a very excruitating manner. You see they claim flesh is best when fresh. Preferably right off the bone."

"Deep Rotters meanwhile are a very gross undead from the watery graves. They are utterly bloated and link vile fluids. When slain they explode...very violently and they are fond of tearing explosive chunks out of their selves which regenerate themselves with a strange fluid membrane. Their touch is very corrorisive to both metal and living flesh. When not lobbing their 'grenades' from afar they also attack with spewing or infecting other undead with noxious diseases that help them recover and spread crippling diseases with their attacks which also fester with rot with terrorifying speed like their attacks do."

"Whatever you do NOT let them touch you. Whether by fluid or anything else. Unlike the other rotters these ones...are very well watery. Makes them very good at range but clumsy poor melee fighters. Don't let that fool you into getting close their touch...is something to be feared just as much as their membrane covered fluid explosive chunks. Not to mention the foul aura that surrounds them at all times. Which not even water can so easily wash away unfortunately."

"When fighting them your actually best off using fire or chemicals."

"Wraiths meanwhile are ghostly undead common that like to feed upon the living and possess their bodies. Their touch spreads a deep chill which sucks away at your body and soul. As well as slowing the mind. When weakened enough they'll try to hijack your body for a time. At least until it falls apart on them. Wraiths are not very good a possessing but they crave that temporary feeling of life the most. Even when stolen or so weak."
>>
>>890898
Neat, we even got some wraiths without specifically trying.
>>
Rolled 74 (1d100)

>>890976
Ghost type undead isn't exactly rare uncommon sure but not outright rare.
>>
Rolled 95 (1d100)

>>890995
Well yeah, but it's just nice that we've got enough experience to be able to raise them at all.

I feel like our Stalkers are likely to spawn a hero before we become a hero. Which would be...interesting, anyway.
>>
Rolled 45 (1d100)

>>890800
>>Zombie Training Time
>Zombie Training Time
We shall learn how to fight dead with undead. Plus learn about the other types of zombies. Less our stalker finds us with more than just a tower.
>>
Rolled 93 (1d100)

>>890800
>Take a closer look at the dissected zombies
>>
Rolled 3 (1d100)

>>891013
They acquired Bad Ass because they mopped up the entire ship on their own.

yes they deserved it, also got enough experience to rank up even with hybrid penalty. Now that they are Bad Ass they will be much harder to kill. Technically they got even more plot armor then you right now.

>>891021
You decide to try out the zombie training. Which turned out was a bit of an below average experience. You didn't really learn much besides the usual shoot in the legs or head, because zombies are a bunch of tough bastards who can eat many rounds to the torso before going down. Even longer if you shoot them in the arm. The smart zombies meanwhile laugh at your poor performance stating you'll end up zombie chow.

You were naturally not brave enough to do the melee training option and thought who would be insane enough to willingly get into melee with zombies? Turned out bandits were. You felt terrible seeing the bandits willingly putting themselves in melee range during the practice. You for one stayed back. You also saw some interesting stuff with bandits using zombie disguise kits to move about them undetected or move along with them. Tricky business...very dangerous too because if they find you out they'll tear you to bits.

What do?
>Take a closer look at the dissected zombies
>Look at the weird zombies in cages
>Ask the smart zombies something
>Zombie Training Time
>Go back to do something else(what?)
>Other?
>>
Rolled 63 (1d100)

>>891111
>Take a closer look at the dissected zombies
Perhaps a scholarly approach to learning about zombies is more our speed
>>
Rolled 27 (1d100)

>>891146
Sounds good
>>
Rolled 10 (1d100)

>>891146
At least for now.
>>
Rolled 82 (1d100)

>>891111
>Take a closer look at the dissected zombies
>>
Rolled 32 (1d100)

>>891146
Lets hit the books.
>>
Rolled 6 (1d100)

>>891146
You decide to take a closer look at the zombies. Honestly your not entirely sure what to make of most of them. In some corpses you saw increased muscle mass, and others strange armor growths covering up their internals. Some were badly misshapen. You eventually noticed a bit of a pattern though. All the zombies had strange veiny growths all over their tissue and those veins were separate from the heart. Instead they led to a different organ...an organ that didn't originally belong to the body. It was nestled carefully in the upper tissue behind the shoulder blades and ribs never would of seen it if the zombie wasn't taken apart so heavily. You saw similar 'nodes' that existed in the other corpses. What was strange however was sometimes the location varied a bit and you have no idea what those nodes do.

What do?
>Look at the weird zombies in cages
>Ask the smart zombies something
>Ask Ken something
>Zombie Training Time
>Go back to do something else(what?)
>Other?
>>
Rolled 9 (1d100)

>>891250
>Ask the smart zombies something
Ask about nodes
>>
Rolled 59 (1d100)

>>891250
>Ask the Smart Zombies something
"So why would I be dead already if it were one of your kind coming after me?

Also why do you the Controllers seek to kill you?

Further what makes a brave controller so dangerous?"
>>
Rolled 14 (1d100)

>>891250
>>Ask the smart zombies something
What are you doing tonight?

Any tips for the next time I train?
>>
Rolled 9 (1d100)

>>891250
>Look at the weird zombies in cages
>>
Rolled 53 (1d100)

>>891257
"That is what makes a mutagen zombie a mutagen zombie. Most mutant zombies carry that node inside them. Not many mutant zombies don't have one...see there is only so much you can plug into a virus when it hijacks the body to cause changes. So what if you deposited a nasty little growth like that inside them? Brood Zombies don't have it and there are mutant strains that don't need a node but most do. Node made it much easier to cause mutation."

>>891264
"We take risks. We don't need hordes. We are rare."

"We are too smart cannot control. Controllers HATE that fact. They are control freaks."

"A brave controller knows how to take risks. Knows how to make do. Doesn't need to hide behind hordes and is much better at leading them. Nasty things a Brave Controller is, but rare only heroic controllers be rarer. Brave controllers also keep berserk zombies with them."

>>891276
"Aim better. Know the tricks. Know the patterns. Know how to get close and live."
>>
Rolled 46 (1d100)

>>891299
>>891250
>Train melee against the smart zombies
"Should we really try that against you smart zombies and our Stalkers first though?"
>>
Rolled 45 (1d100)

>>891317
Damn it would've been nice if that was a crit.
>>
>>891250
>>Zombie Training Time
Round 2

Watch their movements and time the attacks.
>>
Rolled 50 (1d100)

>>891331
vote
>>
Rolled 26 (1d100)

>>891317
"We do not fight like zombies. As for the stalkers...they would kick your ass. Being most difficult to face..."
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Rolled 73 (1d100)

>>891331
I miss the auto input for dice.
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Rolled 20 (1d100)

>>891331
You mean we're going to try training again, but this time taking advice and deliberately stating a way to improve our results?

We may just make it in the post-apoc yet.
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Rolled 79 (1d100)

>>891340
Good news for anons who enjoyed the Fungeon. I finally figured out how to continue it!

Except this time it will be called the Family Fungeon. I realized all that was required is a timeskip and you would have the option to switch perspective with other characters including Vek.
>>
Rolled 82 (1d100)

>>891349
Yup.
>>
Rolled 59 (1d100)

>>891351
So long as the meta plot doesn't get wrecked it should be fine...

Now for some small squad combat rules it works like this.

Hp isn't actually health it represents troops. For every -1 hp you lost one. Defense is by Dodge and Armor. Armor allows you to resist damage equal to its rating. It will however be damaged with every direct attack reducing its overall rating. Indirect attacks do not damage armor. Dodge if successful allows you to ignore damage or partly resist it similar to armor.

Infantry and other small units have the best dodge score. The bigger you are the greater the dodge penalty BUT the more armor you can mount on and more bonus health you have.

Health is separate from HP. Health represents the condition of the troops within and resulting penalties. Medics are able to improve health and can roll a save to keep a HP from dropping replaced instead with a wounded modifier.

Special attacks exist that can bypass armor and dodge. Such as AoE attacks penalize dodge. While armor piercing gives a penalty for armor resist.

Shields are special they basically count as extra health and armor. While it can have other special effects. When a shield is struck it will absorb a part of the damage thereby reducing the strain to the armor should it be penetrated(such a shield piercing rounds for instance). Should a shield hold will lose 'charge' in this case think of it as extra bars of health. A shield will 'break' should it run out of charge. A shield can once per a full recharge negate a kill shot. In exchange however the shield will break automaticly even if its fully charged. Beware Kill Shots that can bypass shields as that means the shield wont be able to block it.

movement is done by actions which in turn is done by Turns. A turn is when you give orders both sides will impliment their orders at the same time. If your faster you get to go first unless your on hold. If your on hold you will automaticly go first in an exchange should it occur but they will not being able to do anything else.

Speed is measured by unit Type+Exp+Gear and is equal to Dodge. This means while larger units are slower they are tougher and can hit harder. Especially deadly combo should they be put on hold allowing them to react first. Problem is if they are on hold...they wont be able to do anything else.

Attacks is done based upon weapon+Exp. This means yes veteran units are HELL of a lot deadlier then a non veterans and good gear can make a world of difference.

Commands and organization is based upon your Leadership. The higher it is the easier time you have ordering more elaborate maneavuers and you can command more troops in bigger bulk. A low level officer would struggle to order squads around. While a heroic general can move entire armies. Someone who takes the lead but DOESN'T have a command skill will only be able to order them as a loose mob with very basic orders. Command skills are EXTREMELY important.
>>
Rolled 22 (1d100)

>>891462
Even if your a tactical genius if you don't know how to command your troops properly you wont be able to do much...which is why Advisers exist.

Beware if your wounds get maxed out on a unit. Should maxed wounds occur you lose a 1 hp no save allowed, but afterwards its refreshed...with a -1 penalty for each loss 1 hp. Should it occur again it will refresh but this time with no penalty additional penalty so it acts like a full refresh.

Now here is why recovery units are so important they are able to block HP loss and heal wounds. Meaning your troops will last a hell of a lot longer should they be well taken care of.

Wounds are bad. They give the unit penalties an they stack up causing HP to be reduced.

Beware HP losses that aren't pernament. If the trooper isn't take care of properly then the loss is forever. Certain attacks are able to directly bypass this crippling effect and make recovery impossible. As in straight to death.

Now attacks are based upon Unit type+Weapon+Skill and can have special modifiers.

Special modifiers can easily occur. Terrain for instance will ALWAYS have a modifier attached to it. Units can either get boosted or penalized by the terrain.

After a battle you will have to pay Upkeep to your forces. Which represents pay, maintenance, refueling, resupply, and repairs. So on and so forth.

Upkeep is also paid on a large turn basis.

Beware the fact should your armaments, fuel, and such level drop too low which all together represented upkeep in a civ. Your not a civ so you don't have that problem instead its represented by Supplies in a smaller but more detailed form. Should you be out off or running low on something you'll be penalized or worse crippled. No spare parts for instance after a battle will mean you can't repair your gear and vehicles. Which if they were downed properly...means losses can be pernament.

I actually had this since the Civ but it was MUCH bigger scale and simplified. As a smaller scale game you actually get to see some of the details that hide in the background of civs...I spent a lot of time perfecting this. Its a big reason why wars and battles were so common. Was due to the Genie perfecting this system...

So I will give an example. Imagine if your in a fortified position and your troops are on hold. This makes it so they will auto attack anyone who gets into range...and if you consider the bonus fortified modifiers. Its why such battles can quickly become a huge bloodbath.

Because unless otherwise ordered defensive units will put themselves into 'hold' position. Its also why if you had given them orders they will not get the benefit of Hold making them a weakpoint but if they covered properly this isn't too much a problem. Hence why its important to have units on hold near units that are busy doing an action.

Because their auto attack will interrupt the enemy! Thereby giving the busy unit more time to respond. Very important detail you shouldn't overlook at all.
>>
Rolled 59 (1d100)

>>891537
Despite the Genie's fondness of rule of cool Genie system does an amazing job at a somewhat realistic simulation.

...Which was a huge pain to figure out.

Seriously though war was awful trying to find rules for when combining some rule of cool with a lifelike approach.

So correction its less 'realism' and more 'lifelike'. Which is tricky to put together when you want a taste of realism but rule of cool too. Fucking nightmare to balance that shit I tell you.

>>891537
Unless otherwise stated units have skills according to their class. I thought about putting together a detailed list but honestly it quickly got out of hand. So I scrapped that idea and replaced it with MODIFIERS! Way too much paperwork trust me on this.

So a class offers a bonus to modifier to any assorted skills that are RELATED to that class. Engineer units for instance get a nice juicy modifier bonus to all things Engineering. You can get extra bonuses by specialization...in exchange for a penalty OUTSIDE that specialization.

Remember modifiers are what effects the rolls good or bad. So do your best to stack the modifiers into your favor as much as possible and reduce the bad ones as much as possible.

I have previously gone over stacks and combos which are important to keep in mind, but the truth is they too are basically just offering modifiers albeit with some interesting effect.

Troop forces by the way if you were wandering are considered a stack and their organization ALSO counts as stack. Organized is good as it offers a bonus to your stacks...or penalty should they not be organized properly. Even a squad is a stack albeit a very small one.

Heroes are unique in that despite being a single unit stack they are considered powerful enough to wreck the biggest stacks aka armies.

Armies are literally the result of organization+different troop Stacks=Combo=Army. In other words army is just a fancy and short way of saying multiple typed organized units combined together form into/result as an Army.

Hah...what a pain to explain but since we are getting into small scale combat i had to go over it. Enjoy your deadly cool XCOM style fighting but with bigger foes/different enemies.
>>
Rolled 1 (1d100)

>>891593
Now Bad Ass while basically plot armor outside of Luck. Is represented in game terms by a auto save against a Kill shot and wound resistance. Hence why they are ACTUALLY so hard to kill.

Now an upgraded killshot can bypass it basically counts a free bonus save against Killing blows and wounds.

Heroes can even more beefed up version.

Yes in game it can become a bad habit of countering each other forming an endless loop unless one finally manages to beat the other. The thing is though I made the rule the further up it goes the rarer it is. Thereby reducing the likelyhood if something so insane.

>>891331
>>891348
You decide to watch the movement of the zombies and time their attacks. Now that you are paying active attention to this. You feel like an idiot after realizing just how predictable the mindless zombies. Seriously its so predictable it hurts you deeply to your core over the fact you somehow missed this fact.

The only exceptions beside being the smart zombies are in fact the mutated ones. Who due to their mutations are a bit more unpredictable but after watching them awhile...they too have a mindless pattern but has extra variations. Some of their attacks are very hard to notice or very fast. Hence why even if you knew it was coming there was a possibility you wouldn't be able to make it anyway.

You have gained a bonus modifier against Zombies as you have finally started to notice their mindless predictibility.

What do?
>Look at the weird zombies in cages
>Ask the smart zombies something
>Ask Ken something
>Go back to do something else(what?)
>Other?
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Rolled 32 (1d100)

>>891725
>Look at the weird zombies in cages
And after that, if our undead will be alright here, I think we've spent enough time here for one day. Maybe report back to Captain Cull then.
>>
>>891725
>Ask the smart zombies something
Talk about the one following.
>>
>>891725
>>Look at the weird zombies in cages
Tell me friend, why do kids love cinnamon toast crunch.
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Rolled 29 (1d100)

>>891782
....
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Rolled 61 (1d100)

>>891768
"Smart Zombie Stalking you hm? Well you ARE a necromancer."

"What the hell is that suppose to me."

"Your mere existence pisses off them off because you can use their numbers against them. Due to them being a bunch of cowardly little shits who hide behind big hordes...naturally they are going to hate you. A lot. After all your able to use their own tactics against them! Most infuriating hahah I will admit I DO like your style necromancer."
>>
>>891828
Do you want to meet Pearly White?
>>
Rolled 13 (1d100)

>>891841
I'm certain you mean our undead of bone and ruins, but you might want to be a little more clear on that.
>>
Rolled 24 (1d100)

>>891903
Where you thinking they were hitting on them as well?
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Rolled 87 (1d100)

>>891912
Nah. But I suppose that it is, as with many statements, the obvious way in which it might be misinterpreted. then he comes back and says he really WAS hitting on them

I only made the connection because in the last thread someone, them I guess, suggested Pearl as the name for our new undead of ruins.
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Rolled 57 (1d100)

>>891725
>>Go back to do something else(what?)
Go back to the Lost Trainer and ask for more training in combat, maybe get an Bandit Trainer to help if he suggests. We need to get good at fighting ourselves. unless we are going the route of pic related?

Kill everyone, go home, masturbate
>>
Rolled 63 (1d100)

>>892331
I would not be surprised if boss put a kill chip in us... Is boss really just gathering an army and breeding badass units and heroes to serve?
>>
Rolled 1 (1d100)

>>891828
>Go back to captain cull, get more training on command and start prepping gmwa for advisor duty
>>
Rolled 34 (1d100)

>>892399
well the good news is we are going to get good at this....the bad news is we are not going to enjoy it.
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Rolled 7 (1d100)

>>892407
That's going to be some harsh command training, and it's obvious from here why.

"So let me get this straight, you fuckwit of a necromancer. You thought it was a good goddamn idea to make a FRESH, GREEN, officer SMART ZOMBIE your fucking advisor? That's got to be the dumbest shit I've ever heard, you think that goddamn green as bamboo zombie is better at tactics than you are?

You know what? Heh heh heh. Fucking fine, we'll let him be the adviser, as for you...well I'm going to show you what it means to be responsible for the Command side, and you won't get to sleep or eat until you get it right to MY satisfaction."

Then also Gmwe rightfully freaks out because we gave him advisor responsibilities right out the gate.
>>
>>892399
That makes two 1s and one 100 I've rolled so far.

1 to seduce the witch in the healing pool
1 to train our commanding and prep gmwe for advisor duties
100 to summon our wraith to fuck with bandits

Wait, genie do you count the whole rolling three ones in a game turns the third into a critical or do you do it per thread?
>>
Rolled 67 (1d100)

>>892479
It'd per thread. Or if we get 3 1's attempting the same action.

And it certainly isn't counted on a basis of the same person rolling.

>>892420
Yeah, that kind of was a fundamental misunderstanding. Advisors are for ideas, strategy, and planning; commanders like Sergeant Gmwe are good at commanding.
>>
>>892508
Oh well I tried atleast
>>892420
Yeah I didn't think it through
>>
Rolled 46 (1d100)

Noticed no one's archived the recent threads, so I just archived #5

>>892399
So what will our command be specialized in? Probably undead, but could you imagine how big a bonus to leading psi magi in combat we could get, if only we could actually get a decent number of them together?
>>
Rolled 7 (1d100)

>>891725
Command training Hellday edition: electric boogaloo
>>892399

>>892678
At the moment, our psi is secret. Subtle use could work, but right now it's the basis of command we're strengthening.
>>
Rolled 1 (1d100)

>>892685
Well, of course we won't get our specialization right now, but I don't think we'll want to stop trying to get better at command after this. Even if it's a tertiary priority to psi necromancy and personal combat, we're about to suffer to get the basics under our hat.
>>
Rolled 50 (1d100)

>>891725
>>892399
>>892731
Well that is three ones

>>892508
So now does it count?
>>
Rolled 22 (1d100)

>>892765
>1
I think so. Now we just need an 81 to integrate it with our psi necromancy.
>>
Rolled 70 (1d100)

>>892731
>>892399
God dam two 1's this training gong to end us and then bring us back to end us again.
>>
>>892808
Hell Day's older, meaner brother.
>>
>>892868
So, given by this gang's Mama?
Killing with kindness.
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Rolled 90 (1d100)

>>892808
But I thought if 3 ones were rolled it negated?
>>
>>893008
IIRC, The third one counts as an opposite roll (Crit Fail <=> Crit Success) that cannot be negated.
>>
>>893008
The Qm's roll does not count for that. Same if we faith point them.
>>
>>893065
Aw... I was really hoping hardcore.
Okay hell days older brother It is
>>
Rolled 34 (1d100)

>>893008
A 1 on training is good, it's just extremely painful. Which fortunately we do not have to feel firsthand.
Still hoping for that 81
>>
>>893028
Bad choice of words, I meant flipped it or what you said
>>
Rolled 59 (1d100)

>>892399
>>892731
"Well...good news is you ARE gonna learn to how command! Bad news is...its going to be extremely shitty experience even worse then hellday by a lot. So...this might take me a bit of time figuring out how the hell two 1s are gonna work on the same action.
>>
Rolled 69 (1d100)

>>893427
Tactical Training Trip Hellish Conditions Raid and Siege.

Command Training Hellish Conditions aka Crazy Herding and other Volatile forces.
>>
>>893530
He throws us into the wasteland with 5 shitty bandits, get back alive and with all 5 bandits alive to, use undead to protect VIPs and so on.
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Rolled 63 (1d100)

>>893530
"Well first things first...to learn how to command properly. I'll go over tactics too since your dumb enough to have a Green Zombie as an adviser. Some THEE stupidest shit i ever heard. And i am a bandit I have seen some REALLY stupid shit."

"First things first raiding and sieging bandit style."

"After that is good old fashion arts of command."

"...Why are we standing before the crazy town?"

"Because kid," says Captain Cull with a large sinister smile. "IF you can handle Crazies under your command then you can handle ANYTHING!"

"NNOOO-,"

Acquired Bandit Crazies
Acquired Bandit Rabble
Acquired Bandit Oddities
Acquired Undead Troops(your own)

Seeing the variety of forces standing before you...you soon realize that Captain Cull must really hate you. You never seen such a sorry band of fucks ever in your life. I mean LITERALLY the best guys you got...are zombies and crazies. LITERALLY. They are a bunch of mismatched bandit rabble that would make gangsters feel good in comparison and weirdos even by bandit standards. You do realize that the weirdos includes the few other undead like the Ghouls.

"In this operation," continues Captain Cull. "You will be allowed to have the bandit book but you will be ordering the other low ranking bosses. They are the ones who handle the small units. Your job is to order them all together."

"...If have to be shitting me. I BARELY even know the tactics for low level command!"

"Exactly. The officers you'll find are very helpful improving your own commanding even if you ARE a worthless pile of shit."

"...Fine so who are we to attack-" Oh goddamn it Captain Cull as that big fat fucking smile again. How could it get any worse?

"You are to raid a mutant warrens, a paramilitary patrol base, some tribal nomads, another bandit base, and best of all some bots!"

"...LITERALLY ALL THE WORSE POSSIBLE ENEMIES FOR BANDITS!"

"Exactly and after that I have another mock up siege prepared for your pleasure!"

"...Oh god we are so fucking dead."

"The siege is gonna be quite simple...you are to hold out against a horde of zombies, monster swarm, undead upsurge, and outsider army."

"Anything else?"

"You are to also defend a collection of slaves from their would be liberators! While on the move...hah."

"...," you start to feel tears leak out of you upon realizing just how utterly fucked your situation is. This...this is gonna make training day feel a like a fucking vacation in comparison. Soon after that your 'raiders' were sent out and you were following a map to your first target.

You do you hit first?
>Mutants
>Paramilitary
>Tribals
>Bots
>Bandits

What are your orders for the attack?
>>
Rolled 62 (1d100)

>>893815
>bots
Guys as far as siege goes I'm not 100% the only experience I've had was in a 2e home brew where I accidently turned bandits to spear wielding warriors and we basically spearwalled everything.

Actually that may work
>summon pearly white and have him create cover in a semi circle fashion of our attack point
>order bandits and those undead that are not equipped with melee to give covering fire
>have the undead who throw parts of themselves throw those parts as a artillery barrage
>after a few tosses send in Melee bandits and undead to cause distraction for our stalkers to flank
>>
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Rolled 60 (1d100)

>>893863
Like this
>>
Rolled 31 (1d100)

>>893863
ill just support to keep things moving
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Rolled 94 (1d100)

>>893863
Veteran anons are familiar with the nuanced tactics and strategies in Genieverse.

Otherwise your best bet is historical and modern warfare. Magic and psi exists thing is though a lot of it just represents a more 'modern' adjustment. Like battle magi being treated like artillery or sending magical messsages aka WW radioman.

Stuff like that isn't hard to decipher. It gets a bit more tricky when you consider the more special magical changes like healers and nature magic completely fucking the terrain.
>>
Rolled 46 (1d100)

>>893815
>Bots
Then loot them, next the paramilitary to get new gear
>>
Rolled 27 (1d100)

>>893815

>>894042
>>893945
>>893863
Reminder and addition use AMY to made their lives hell, go for subtle glitches then when they catch on go for one big hack and finish them. She is a good AI
>>
Rolled 63 (1d100)

>>894091
Good idea
>>
Rolled 63 (1d100)

>>894091
Well hell you come up with the tactics, I'm kit veteran at all I'm greener than the green giants dick
>>
>>894091
Wait I completely misread what you had said, sorry for the dick baggery anon. I support using Amy
>>
Rolled 36 (1d100)

>>894091
>>893863
You order your forces to advance with using your other special undead to create cover for your gunners. The rest of the bandits meanwhile pushed forward...slowly. Your forces were at a damn near draw with the bots. The fighting was so neck to neck and both sides are taking losses which are quickly mounting up.

Behind the bot lines meanwhile you could hear the rumbling of a factory and a bots dragging away their fallen for repairs or melting down to create new bots.

...you on the other hand don't have that option. If this keeps up this attack is going to be a bust. Your artillery undead are also having a dampened effect due to the whole metal not being as infectious as proper meat.

Your stalkers meanwhile are attempting to sneak in. Which they do so barely as they creep closer for a flank before opening up catching the bots by surprise. Unfortunately even your stalkers can only do so much damage given their lack of number.

What do?
>Keep pushing
>Retreat
>Full frontal assault
>Standstill shootout
>Other?
>>
Rolled 24 (1d100)

>>893815
>Tribals
Eeeggghhhh...how horrifying.

I am going to actually disagree with the consensus and say go for
>Bandits

If that gets selected I'll write up a plan. However, bots is current consensus and it needs a more solid plan.

Pearly White you need to initiate the assault on the opposite side of the rest of us with support of the Bandit Crazies, Bandit Rabble, our undead forces (sans Stalkers, ghouls, and any Speedy Undead we have) and Gmwe.

"Gmwe, you will command the undead. Rabble Officer, you have primary command over here, order Gmwe and the Crazy Officer to have their forces support you as needed. However as soon as I issue the order to retreat primary command falls to Gmwe and you must both exercise your utmost ability to control your forces and follow his orders.

Now, onto the proper plan. You fellows are to be a distraction. Be loud and colorful and do your best to aim for their supply depots to make it look legit."

Pearly White, we recommend you hook up with the Bone Horrors and provide mobile cover for our forces as they advance. The Bone Horrors out to be able to heal you as you use your...abilities to defend our troops.

Aaand, fuck the action went ahead on through and now everything's fucked.
>>
Rolled 56 (1d100)

>>894215
>Other?
Bandit officers, what are your names, abilities, areas of expertise and troops' fortes?
>>
Rolled 92 (1d100)

>>894241
Anon...your troops are the shittiest possible rabble Captain Cull could find. While throwing in the crazies and weirdos for the simple purpose of fucking with you.

Your officers are also shit being barely able to command a small gang of bandits. Basically think of them as squad leaders.

So there really aren't any areas of expertise or fortes. Except the weirdos and crazies. One of which is mad and the other...does in strange things like magic.
>>
Rolled 56 (1d100)

>>894215
>>Other?
The Zulu bull strat.

We pull our main central force back and have the Stalkers go silent so it looks like we are falling back, then when they move to chase or consolidate we have the two horns (two flanking forces) close in and eliminate a vastly larger force in a small space of time in a three way crossfire.

While this is happening the Stalkers will be able to engage and sabotage the factory which the rest of the force then moves on.
>>
Rolled 84 (1d100)

>>894215
>Other?
Crazy Officer, we need you to advance under cover fire from the Bandit Rabble (Bandit Rabble Officer, you're in charge of this) and create an opening for our ghouls and other speedy undead to invest themselves into the enemy lines. Go on and go crazy on them.

Deep Rotters, throw up a miasma barrage of the stickiest sludge you can summon. Your objective is to create a 'smokescreen' that will obscure our Crazies' advance from the bots' sensors and also stick to the sensors of any bots that try to advance through it and act as spotters. Bonus points for when our speedy undead punch through to melee, get it all over themselves, and then it wreaks havoc on bot systems.

As a side note, we will know if they're networked or not based on whether any bots try to advance past the miasma to act as spotters. If they do then, artillery undead, your objective is to disable them and our Stalkers should extract them back to our lines where AMY can get a direct access to their network and fuck with them.

Pearly White, you and the Bone Horrors should coordinate together to provide landscape cover for our advancing forces, and when the time is right you and McScream should cooperate to breach their walls or whatever to allow the ghouls and other melee fellows in.

All other units, including Gmwe are on standby to try to prevent any bot counterattack that may be brewing. McScream, if you aren't needed to breach the defenses then you're also on standby. If any flyers show up we're going to rely on you to possess them and shoot down the rest then wreak havoc among the defenders.
>>
Rolled 40 (1d100)

>>894257
Superb, just the sort of working material we needed to raid all these excessively fucking hard targets.

"We thank you for this opportunity, Captain Cull, and welcome any more you might provide us in the future."

>>894283
There is, by the way, an overarching plan here but we need to see if the first step works out first or not.
>>
Rolled 30 (1d100)

>>894298
>>894283
ok ill change to support you if your confident. Do not fail us anon.
>>
Rolled 16 (1d100)

>>894308
I mean, I'll do my best but no promises aside from giving them as hard a fight as we can.
>>
Rolled 10 (1d100)

>>894359
Also I'll only be up til about 9. So hopefully anons collect together before then.

>>894308
>>894278
The only problem is that the Bots have no real reason to pursue, seeing as we're raiders but we haven't actually grabbed anything.

I really would've liked to hit...any of the other targets before bots though. Could've collected more undead to supplement our forces and throw up a screen for the bandits to move in under. They may the worst rabble ever but they're still bandits so they can still Attack/Loot in the form of RAID.
>>
Rolled 75 (1d100)

>>894470
My attack plan goes as follows

>1) Bots
because we're here. Loot what gear we can in preparation for the next fights.

>2) Tribals
If we beat them press gang some into working for us...atleast for a time. Reaminate what we can and claim their wierd gear

>3) Bandits
as above

>4) Paramilitary
Same again hopfully overwhelm them with our combined forces. Loot as much as we can in the best condition we can

>5) Mutants
if they have been watching they will have heavily adapted to be ready for us, this is when we pull out all the looted and para gear and change things up to even the field. Res what we can ready for the horde mode.
>>
Rolled 54 (1d100)

>>894687
I'll support
>>
Rolled 23 (1d100)

>>894283
Anyway, continuing...

Step 1 Failure: Fuckit, this is a bust. Retreat under cover of a BONESTORM courtesy of us, Pearly White, and the Bone Horrors dosed up with toxins from the Deep Rotters beefing it up.

After we retreat animate anything and everything we can to cover our retreat or cover our losses. Hopefully They won't be expecting it and they'll animate among their forces and fuck shit up while we make our getaway. Loot what you can on the way out.

Step 1 Success:
Step 2: Advance our forces into the area of disarray caused by the melee undead and Bandit Oddities.

We primarily want the Rabble to move up, and initiate RAIDING. The crazies should already be in an advanced position, and should attempt to spread havoc as much as possible. Pearly White and melee undead forces are to begin RUINING defenses so that we can make our getaway with less harassment than our entrance had.

Stalkers take this opportunity to slip in and identify if possible:Power Facilities and Vehicle Facilities (hangars in particular) in that order of priority. If a power facility is identified then McScream should be moved up and attempt to possess the powersource/powerstream and taint it/overload it and connected devices. If a vehicle facility is identified then McScream should move up to it and attempt to possess as many vehicles as possible, which we will attempt to make our getaway with if they're suitable. Otherwise they'll serve to cover our getaway.

Remember McScream warning us that he is too many and too powerful for possessing bots just yet? Heh heh heh, it sure would be good.

For a power facility, Stalkers should proceed with time-delayed sabotage of the generation or distribution (distribution is probably an easier target to weaken for it to fail later. Everyone would think to check the generator, but not so many think to check the lines going from it out to everything). If a vehicle facility is identified then they should plant remote-detonated explosives (AMY's got some SmartMines, if we don't have anything else on hand) on the fuel reserves. If the fuel reserves are fuel/power cells then try to nab a few too.

Gmwe and co. act as our reserve/reactionary force. It's likely the Stalkers and McScream will need assistance at some point so that's likely to be their action.

For our part we should try to create necrobots out of the bot fallen if possible. Doesn't matter if they're feral or under our control they just need to not be going right back to the factories to be thrown at us again. However, if necrobots are beyond our ken we should settle for buffing our undead.

Step 2 Failure: Use Step 1 extraction plan, but improve with McScream possessions all over the place.

Step 2 Success: All forces dedicate to RAID. Grab what you can and then make our getaway while the diversionary tactics we set up with the Stalkers, McScream, and others last turn. Deep Rotters cover the retreat with slime.

Hopefully that would all work.
>>
Rolled 25 (1d100)

>>894283
>>894734
reconfirming my support.
>>
Rolled 29 (1d100)

>>894687
I fear the Tribals, because god only knows Genie is just waiting to show them off. He's never shown a proper group of them properly kicking ass, I fully expect them to make our forces rout...which will be our disorderly force control Command Training.

On the upside they should turn into some mean undead if we can manage to kill any of them.

>>894687
Good basic plans, though obviously lacking in details because we don't have specifics on any of the targets.

You should keep in mind, though, that we're raiding not engaging in outright battle. Hit HARD, hit FAST, rinse and repeat step 1 and 2 but replace "Hit" with "Loot" and "Run".
>>
Rolled 18 (1d100)

>>894283
>>894734
Jesus anon. I'll go with this
>>
Rolled 91 (1d100)

>>894734
The fact that you referred to him as pearly white has me behind this 100%
>>
Rolled 6 (1d100)

>>894802
>>894776
>>894753

Hopefully it goes well, I'm down for the night.

Good luck anons
>>
Rolled 58 (1d100)

>>894283
>>894734
>>894770
Sounds goo man.

>>894808
Thanks, luck is all I have to contribute at the moment. So here's hoping for an 88 to make sure any necromancy we do goes off without a hitch.
>>
Rolled 10 (1d100)

>>894734
>>894283
You order the undead to march forward with the crazies. The crazies ignoring getting shot at charged forward as if they were the undead who cared not for so called injuries. Then again they probably couldn't even tell.

As they advanced the deep rots revealed a vile fog like substance that began to expand and cover the undead. The crazies somehow managed to outrun the substance straight into robot lines where things suddenly didn't go so well for them.

Pearly While meanwhile threw up more defensive landscape while the Bone Horrors started to launch explosive bone balls and shoot jagged bony bullets that looked very painful.

After realizing the bots were tad...occupied with the crazies being well...crazy. Our other troops proceeded to advance quite rapidly. Hauling ass and firing into the bots. At this point the raid started to go down. While the stalkers vanished into a few of the facilities. Reporting the discovery of drone hangar and big bot garage. Power wise they think it might be deeper in closer to the factory which is churning out ever more bots. Who then proceed to engage our forces from afar.

Sadly the Stalkers failed to find the fuel storage within the garage and the big bots were starting to wake up. So they ran very far away very quickly. Knowing the big bots would be able to unleash much more powerful detection means and bigger guns.

Your attempts to animate dead bots have proven futile.

What do?
>Raid
>Retreat
>Charge deeper in
>Hold Position
>Other?
>>
Rolled 79 (1d100)

>>895031
>Other?
Stalkers try to sabotage the drone hangar before regrouping to flank the bots engaged with the crazies.
MC Scream, think you can possess the big bots? Use them to cover us.
Animating dead bots may be hard for us because they have nothing for our psi to latch onto. But nothingness is the key to psi-magic, so maybe if we try again we'll get a flash of insight?
>>
Rolled 99 (1d100)

>>895031
>Raid
Grab what we can and run the fuck away really fast. preferably we get tailed into the other bandits...let them take care of one another.
>>
Rolled 18 (1d100)

>>895031
>Other?
Hold position and start grabbing any loot we can. Once the big bots start coming out retreat and try to lure them into attacking one of other targets.
>>
Rolled 81 (1d100)

Oh well, so much for sleeping.

>>895031
>Other?

McScream you know your abilities. Do you think you'd do better possessing a swarm of drones or a single Big Bot? Whichever you think would be better...do that. I suggest the Big Bot, myself. While it's in the garage, bust up all the equipment before the rest of them can wake up.

Stalkers, Paramilitary Stealth Soldier Zombies (under Gmwe), go out and identify high-value loot. You're just the identifiers, report back (I assume we can psionic link with at least Gmwe without much trouble or being noticed) and I'll direct the Rabble or Crazies to grab it. Opportunistically sabotage anything that would help the bots bring more forces to bear as you go along, long-range defensive weapons, long-range sensor installations, and anything else that might cause us trouble on our retreat are high-value sabotage targets for the Stalkers or loot targets if they're small enough.

Bandit Rabble and non-ghoulish Bandit Oddities are assigned to Raid/Loot duty. Take the targets our stealth forces identify.

Ghoulish Oddities, our remaining undead forces, and Pearly White are on WRECKING duty. We need to make a ruins of the area we're going to extract from. It'll give Pearly White a bonus for getting us out and slowing down pursuit. Flesh Rippers and Bone Horrors practice your craft upon any dead bandit forces of ours and try to keep the undead patched up. We'll show the Rabble what a necromancer will do to them if they're so foolish as to DIE while out looting under our command.

Bandit Crazies are our reactionary force. We'll try to make their AI understand that it's probably better to just let us make our sting and extract rather than have our crazies flit around and ruin everything.

If all goes well this turn then next turn we'll extract while having McScream cover us in his possessed Big Bot or Drone Swarm.
>>
Rolled 11 (1d100)

>>895302
>>895255
these work well together, it's just a well thought out raid after all
>>
Rolled 69 (1d100)

>>895311
>Rolled 11
On a post ending in 11
>>895255
>Rolled 99
On another dubs post linked to a dubs post which rolled dubs supporting dubs.
>>
Rolled 27 (1d100)

>>895302
Alright, switching to this from >>895117

>>895323
And you got the 81 I've been hoping for. I get that we probably won't have much time to try casting but would've been nice to add something like
>Try to animate any remains the bots may have just left laying where they died.
Since they may not consider it worth the effort to clean up the bodies and bones of humans and others that trespass/die on their territory.
>>
Rolled 81 (1d100)

>>895355
The Flesh Rippers and Bone Horrors will probably salvage anything like that, but also animating any corpses lying around is part of the exit-without-loot-carriers-getting-shotup strategy so I wanted to leave them be for now.
>>
Rolled 37 (1d100)

>>895366
...It's a cruel joke I tells ya.
Well I can't complain, since my suggestion wasn't explicitly psi necromancy rather than regular necromancy.

But I do explicitly want to use some psi necromancy.
>>
Rolled 82 (1d100)

>>895302
>>895366
Hey, you rolled 81 twice And i like your plan..
>>
Rolled 35 (1d100)

>>895379
Although I am okay with not using psi necromancy if it means following the plan.

To be perfectly clear, I totally support >>895302
Just use our powers, if at all, in enacting the plan, and definitely not in any way that would detract from our contribution to the plan.
>>
Rolled 84 (1d100)

>>895480
You know, if the Tribals kill all the bandits then we could....nah, then word would spread, and be from a reliable source and we're not supposed to let that happen.
>>
Rolled 38 (1d100)

>>895302
"We suck at possession...will not work...well."

Mcscream wanders into the garage...where you hear some explosions and see a McScream screaming while running away. Following right behind it climbing over the rubble, through the flames, and smoke. You saw large hulking bots with active weapon systems preparing to fire into your forces.

Stalkers and paramilitary zombies spot few things of interest. Which turns out to not be as valuable as what the bandits somehow managed to loot in the meantime. They were able to sabotage a little but were soon on the run. As sensors spotted the stalkers and guard bots started firing at the stealth zombies.

The undead as ordered start damaging the surroundings. Pearly White meanwhile unleashes the most devastation with great waves it sends through the earth and craters it makes with blows. Causing quite a lot of damage. Rippers and horrors meanwhile start totake apart dead bandit forces.

Bandit crazies attempt to delay the incoming bandits...which went very very poorly. Bandit crazies suffered massive losses as drones took flight, big bots blasted them, and bot reinforcement waves advanced forward. On the plus side they DID buy a little time...not much admittedly but something. The remaining crazies were not stupid enough to stay put and are retreating. Those who WERE in fact that stupid soon died.
>>
Rolled 12 (1d100)

>>895528
Ah forgot

What do?
>Retreat
>Counterattack
>Hold position
>Charge onward
>Other?
>>
Rolled 3 (1d100)

>>895534
>Retreat
I don't think we want the bone rippers and flesh tearers putting themselves in danger trying to recover the bodies, so just freakin' animate them, giving them a second chance (sort of) to escape with the rest of us.
>>
Rolled 86 (1d100)

>>895534
>>Retreat
Whelp, I think it's time to pull out with what we got. The longer we say with out our own support the worse this will get for us.
>>
Rolled 39 (1d100)

>>895528
>Retreat
Pearly White cover us such as you can, you just created your domain, now help us through it and hurt them through it. It'll be good experience. Don't risk yourself though.

Damn bots.
>>
>>895534
>>Retreat
Withdraw....and grab what you can
>>
Rolled 62 (1d100)

>>895580
You send the order to retreat and your guys desperately run away. Dodging bullets, bots, and explosions. The big bots in particular were killer especially with the reinforcement waves of their smaller kin. As they push out in a counterattack your own forces ran for their very lives. You took some losses on the way out not as much as you would of thought, but as it turned out the bots unlike the living weren't that interested in chasing you down.

Which saved quite a few lives as your troops regrouped a ways away.

Next Target?
>Tribals
>Bandits
>Paramilitary
>Mutants

Also

Orders?
>>
Rolled 24 (1d100)

>>895632
>Orders
Patch ourselves up as best we can. Redistribute ammunition and supplies such as we can, and generally prepare for the next target.

Can we get a description of the base we're gonna hit before we hit it?Hard to plan when all we know is that we're hitting X group...unless it's the not knowing that's the point.

"What did we learn, troops? Go on now, if you can't guess then I'll tell you...

WE LEARNED THAT BOTS ARE SHITTY RAID TARGETS."
>>
Rolled 17 (1d100)

>>895632
>Tribals
We will run out of ammo at some point. SO lets steal some monster gear.

This time lets do what Andy would do. Study the fuck out of out target.

Stalkers could hunt animals and we can attempt trade. Learn from other tribals and then hit our target.
>>
Rolled 12 (1d100)

>>895662
Well, we could try scouting.

>>895669
Do we really have time for that? Making nice with other tribals, I mean?

>>895632
>Bandits
Orders: This >>895662
But also send the Stalkers to scout before we attack.
Also tell everyone to keep an eye out for dead bodies, along with everything we'd normally keep watch for. Maybe we can slightly replenish our losses.
>>
Rolled 17 (1d100)

>>895730
Hmm, scouting is always necessary. I don't actually know why I thought we couldn't except that it's not an option listed.

Which is probably just because we lack any military training or experience.

Hopefully our Stalkers can survive scouting the Tribals. Living targets, even super hardcore ones like the tribals should be much easier for them to deal with and stay ahead of.

We should remember to have something in the waiting to cover our retreat on this one. They'll definitely pursue us, so we'll need to either lose them somehow or drag them into unfamiliar terrain.
>>
Rolled 94 (1d100)

>>895730
We don't have to do much to learn a something. Just try to trade and see what gear they have and if they make us some. We could learn even more.
>>
Rolled 63 (1d100)

>>895632
>>Tribals
Get the jump, set the place on fire burn them to the ground and get out nice and fast
>>
Rolled 48 (1d100)

>>895752
Maybe keeping Pearly and MC Scream waiting in the wings to cover our escape route would be a good idea.

>>895767
It'd be a great idea if we were a civ, but it's just a shitty raiding party doesn't seem like something we want for a trade attempt. Especially with someone as hard to trade with as the tribals.

Guess we can see if we can even find other tribals.

I suggested going after bandits since they have ammo that can be stolen and aren't as organized as the paramiltary. But yeah, let's try to be friends with tribals. It's a terrible time to do it, but I have been wanting to do it.
>>
Rolled 30 (1d100)

>>895632
>Tribals
We should go FAST this time. Its either HARD or FAST with bandit tactics. Going Hard didn't work that well with the bots.
>>
>>895669
>>895772
>>895808
Tribals win so what are your orders for going in?
>>
Rolled 32 (1d100)

>>895848
Have our undead charge into the tribals to distract them while we support them. The bandits should then sneak in and quickly LOOT the place and retreat. Our stalkers should prowl around the area and deter any flanking or ambushing attempts by the tribals.
>>
Rolled 5 (1d100)

>>895848
Is there a river they use for their water?
If not, is there any other body of water nearby?
>>
Rolled 50 (1d100)

>>895805
What? Just because we are not a civ doesn't mean people with not do small trade with us. If fact that would make them less likely to think we are trying to pull something. Plus the tribal stuff we learned from the witch should help.

I didn't want bandits do to ammo. Fighting bandits means we would have to out gun them.

>>895848
Our orders should be scouting and studying the target. We need info and to know what we should look for. The undead maybe able to see living better. Doesn't mean the tribals don't have tricks for the undead.
>>
Rolled 49 (1d100)

>>895907
You don't really know where the tribals are besides a rough idea that Captain Cull told you.

There is the bay which the city surrounds.
>>
Rolled 2 (1d100)

>>895927
Fine, let me rephrase that motherfucker:
It would be a good idea if we weren't a SHITTY RAIDING PARTY
Band Crazies,Bandit Weirdos, Undead, and the shittiest Bandits who haven't died yet. Yeah, real fucking trustworthy group we've got here!
I'm sure the tips we got from an Outcast Witch will endear them to us too!

However I agree with your orders.
>>
>>895950
If it helps I'm not really gun ho about the trade. It's just a thought for baiting tribals. We done it before in civs with a mound of monsters. We could try the same to get some kinda idea of who we are dealing with.
>>
Rolled 58 (1d100)

>>895965
It's not just the fact that we're bandits and undead, it's also that even if someone wanted to trade we would be extremely incompetent at it.

We're going to use ammo anyway, and if we're trying to outgun anyone it means the raid has gone wrong.

Anyway, I think we should send Stalkers to scout, as they actually have some inclination to stealth unlike crazies and rabble. Under cover of night if possible. However they will be under orders not to engage yet.
>>
Rolled 65 (1d100)

>>896016
Also the fact that if we could kill a bunch of monsters, we'd be better off reanimating them and sending them against the tribals.
>>
Rolled 11 (1d100)

>>896016
The trade is just to get them out into the open. We don't want money. We want info viva seeing them first hand. If we get gear out of it, that's even better.

We did it with the bots for a bit. Thank god we left the turn after it.

>>896031
If we could control them, maybe.
>>
>>896058
No, I meant so incompetent our men would hand over their guns for pieces of fruit. Poisonous fruit.
We got crazies and rabble remember?

We really don't have anything to trade, and trying to control undead monsters would be better than trying to use their corpses as tribal bait. We don't even have to outright control them if we can just nudge them in the right direction.

Although if we do use monster corpses as tribal bait, and they fall for it, we could then animate the dead monsters.
>>
>>896095
Eh bandits can handle some crazy drugs. Poisonous fruit would probably do little.

That we could.
>>
Rolled 61 (1d100)

>>896116
...You're kind of missing the point of why that would be a bad trade.
>>
Rolled 64 (1d100)

>>896122
Lies. We can throw the fruit at people or grown our own for later.
>>
Rolled 30 (1d100)

>>896116
...Its best not to get into bandit drug tolerances. Suffice it to say the only things that can outdo a bandit is a mutant. I mean for fucks sake they literally modified their rides to run on their booze stills(or maybe its the other way around). Bandit biofuel is notoriously drinkable(in a bad way). Even paramilitaries and other advanced factions who heavily mod their people would be hard pressed to outdo bandit bad habits. From drinking, to taking drugs, to more very bad habits.

Bandit Drugs are admittedly the best cheap drugs in the wasteland. They make drugs more then just recreational use. Bandits make an INSANE amount of drugs...its to such an extent if it wasn't for people distrusting bandit drugs then even the megacorp remnants would feel their bottom lines hit.

That doesn't mean other factions don't use bandit drugs. Truth is their drugs is a thriving black market commodity. Especially their 'special' drugs like combat substances that would normally cost a fortune can be gotten for cheap even with black market price hikes. Admittedly the drugs are 'bandit drugs' but that doesn't mean they are bad quality.

As a lot of bandit drugs are actually manufactured by the Teks and Doks who supply their forces with them. Some bandits are so good at drug manufacture that they even trade with other bandits using the stuff. Its just the drugs that DON'T come out of a Dok's drugstore or Tek's workshop are the kinda stuff you shouldn't trust.

The bandit Dok's have practically turned doping into an artform. One of which bandits utilize heavily.

If your a in a bind it doesn't hurt to have your bandit forces pump themselves up using drugs. Truth is that is one of the most dangerous things about bandits. Their willingness is to pump themselves up using drugs and dirty tactics are the norm among bandit forces. Hence why they are even troublesome for the Paramilitary assholes to deal with.

Bandits ain't no joke. Sure they ain't the best but they can get awfully close by playing dirty hard enough.
>>
Rolled 8 (1d100)

>>895848
Actually, before we go in let's take a few moments to take stock of the forces Captain Cull gave us. Maybe we'll discover some hidden badasses. If not we can at least probably get a better idea of what the oddities can do.
>>
>>896165
Fun fact

Bandit Booze/Biofuel is also an amazing antiseptic. Antifreeze, Firestarter, and even paint thinner!

Its a VERY adaptable substance! See extremely strong booze that would make moonshine look weak.

When drunk it should be done so after being diluted especially should it be Super Grade which is used in bandit vehicles that require a much...stronger fuel. Such as aircraft. Yes bandits have even figured out how to make their planes run on their booze.

Nasty stuff but bandits have long modified their vehicles to handle the substance and even figured out how to make it even STRONGER! So strong you could literally fly on the stuff...hahah admittedly the higher end stuff they tend to cut with other substances for flight. Same it true for drinking so as to make it more palatable.

Some bandits DO drink it straight. Usually the veterans are the ones who can handle it and its often considered a test for noobs is to (try) drinking the pure stuff.

>>896207
The weirdos have stuff like magic and psi. Basically Captain Cull made sure you had SOMEBODY with actual skills.

This includes Dok and Tek stuff too its just...well not that great(you think he would of been able to persuade the Pros to go with you? HELL NO you ain't that good).

The Crazies have...MAD. Its always a gamble but that isn't always a bad thing...

The rabble are well...rabble. Around the level of bandit gangs but some would argue weaker because they try to get into the bigger bandit bands for safety. They are the lowest quality of bandit troop that can be produced. Thing is though they can be upgraded/promoted into something actually useful. Hence why Cull sent them to you. Normally he is the one who does the Culling but he figured why not take out two birds with one stone?

Even bandit gangs at least know how to do small unit tactics.

Ever wonder why he is called Captain Cull? Its because he is the icy heart evil bastard who does the culling of the bandit forces. He ain't a drillmaster but something worse. At least a Drillmaster wont try to outright get you killed.

Hence why he is called Captain Cull or Culling if your feeling brave/dumb.
>>
Rolled 52 (1d100)

>>896222
Ah this was me.
>>
Rolled 89 (1d100)

>>895632
Odd thought. We know the basics of scavenging like a tribal. We were told there is plants to help with psi and I believe magic.

So thinking we change orders for a sec. Send some stealth undead to still scout. We should scavenge for some plants to aid our people.
>>
Rolled 46 (1d100)

>>896116
>>896132
kek
Maybe that's how the tribals convince them they want it, it'll get them high and they can plant the seeds to get "infinite" drugs.

But seriously, seems like everyone else is asleep. Only other suggestion is to charge in, and we really need to stop charging in blind to things if there's any way it can be avoided.

>>896294
Sure. I don't think we actually have a good idea of what to look for, but it'd be nice. Maybe we could at least find something useful, even if it doesn't help with our powers.

What if we sit our guys down for a lesson in something? Magic might be beyond the rabble, in terms of them learning it within the time we have right now, but maybe the guys who already know something about magic could use a crash course in necromancy? Or try to teach anything we know really.
>>
>>896328
SOUNDS GOOD. I SUPPORT YOUR DECISION AND ARGUEMENT.
>>
Rolled 45 (1d100)

>>896328
supporting i guess i aint got nothin better and im too drunk to think otherwise
>>
Rolled 58 (1d100)

I got an idea.

Near the start of our adventure, we found that a paramilitary was trading away a bunch of stuff that wasn't up to their high standards, while by survivor standards it was all excellent.

So, when it's time to raid the paramilitary, what if we figure out where they keep the "defective" stuff and rob that? It's sure to be less heavily guarded than their real armory.

Also, is the paramilitary we're supposed to raid the same one that attacked us earlier? I should think not as raiding them before we infiltrate them would be completely ass-backwards.
>>
Rolled 35 (1d100)

>>896224
So the ideas are to...parlay with the tribals for trade? Which is very risky.

Another is for trying to scout ahead while using your Stalkers? Which is also very risky.

Anything else?
>>
Rolled 42 (1d100)

>>898607
There's this plan
>>895897
How risky is this one?
>>
Rolled 78 (1d100)

>>898636
There is a reason why bandits hate fighting tribals the most outside the groups with bad reps. They are very tricky strong fighters with little worth looting.

Its not a bad plan given how tough undead are and their senses.
>>
Rolled 56 (1d100)

>>898746
I've had some time to think about it, and it finally occurred to me that it might be best to simply do this as quickly as possible.
So I think I'll actually change my vote to >>895897
Instead of my proposal of scouting ahead. Pearly may be out of its element, but its still tough as hell, right? And the other undead should do well too.
>>
Rolled 9 (1d100)

>>898789
Zombies are the toughest basic undead you can get.

skeletons are the most agile basic and can really haul ass like you would not believe.(not having flesh holding them back really makes a difference at the cost of strength and toughness)

Ghosts are the smartest basic. Which makes them very tricky to handle especially given their nature.
>>
Rolled 38 (1d100)

>>895897
I concur with makign this a "In and Out before they can respond" operation. They've invented forms of long range communication and such I'm sure, but they're not going to be as instantaneous or detailed as modern means. Hitting them as fast as we can and running away takes advantage of this fact (and it's pretty much the only advantage we can leverage against tribals on their home turf.)
>>
Rolled 30 (1d100)

>>895897
Fuckit changing to this, alot simpler
>>
Rolled 72 (1d100)

>>895897
You give your orders. The undead are to charge into the tribals to provide a distraction. While the bandits are to sneak in and loot as quickly as possible before running like hell. The stalkers meanwhile will be on interference duty. Hopefully this works out.

Honestly it could of gone a lot better or been a lot worse all things. Your people took some losses but they actually got out of there in time. The worst of which was the tribal warriors in pursuit picking off your troops. Once they realized the zombies were a distraction they came after the rabble carrying the loot. The stalkers did what they could but frankly they were more then a little outnumbered.

Still you got away...with some losses. Overall it could of been a lot worse or a lot better. Really could of swung both ways.

Next Target?
>Mutants
>Paramilitary
>Bandits

Plans for the next engagement?
>>
>>898984
>Mutants
>>
Rolled 94 (1d100)

>>898984
>Paramilitary
I was thinking we might do well to kite some zombies/monsters to them when we attack. But we don't want to get caught between monsters and paramilitary defenses.
So what if we try to find a place with a lot of flyers and have MC Scream get them to go to the paramilitary camp? Chasing or being chased, whichever it can do.

Then when we raid we prioritize armaments, naturally. If there's any way any of our guys can find where they keep "defective" materiel, that'd be awesome. Stalkers will try to infiltrate, then do the best with whatever they can reach.
>>
Rolled 57 (1d100)

>>899049
Sounds like a good enough plan to me. Hopefully this evolves into a detailed multi-stage thing with more info on our target so we can formulate specific tactics.
>>
Rolled 92 (1d100)

>>898984
>Mutants
What do we know about their environment and the mutations of these particular voters.

Otherwise the general strat would be possibly similar to what we just did with the Tribals. However on the way out maybe set a fire or something so the Mutants have to return home to deal with it rather than pursue. When we do run head towards the Bandits but then divert and lay low, let the Angry Mutants attack the Bandits.
>>
Rolled 97 (1d100)

>>899069
I like the plan, excellent two-for-one though I have a few ideas to make it even better. I think we should hit the paramilitary first to try to have plenty of bullets when we face the mutants.
>>
Rolled 93 (1d100)

>>899093
My plan regarding the Paramilitary is to kite the bandits to them who will think we kited the Mutants to them.

Also depending how the bandits and mutants go we can res a bunch of them and swarm the paramilitary
>>
Rolled 23 (1d100)

>>899069
>>899021
Or we can do this, whatever.

>>899093
Hell, with these rolls we might be able to jack some basic rides from the paramiltary. Which would really help us outpace the mutants when they chase us.

>>899106
Or we can do this, whatever.
>>
Rolled 3 (1d100)

>>899061
Paramilitary is a typical patrol base. Walls and turrets with a few buildings inside. Has an active shield generator to cover the entire place as well. Possibly a few backups.

Problem is the troops there are gonna be expecting trouble after all its a patrol base and they'll be prepared.

Mutants are based in a warrens. Mean tight spaces and maze like terrain. Not much is known because its underground.

Bandit's are based in a tower they are attempting to convert into their use. Meaning lots of goodies but at the same time they'll be knowing they are a target and they have a lot of time to see/shoot at due to the tower.
>>
Rolled 97 (1d100)

>>899113
Wonder if Pearly can make a tunnel? That might be good for the bandits.

>>899106
I don't think any of the groups are going to be keen on giving chase for very long.
>>
Rolled 24 (1d100)

>>899190
Well if you do things to deliberately piss them off...
>>
Rolled 46 (1d100)

>>899069
Support
>>
Rolled 5 (1d100)

>>899069
>>899278
Yeah, let's do this.
>>
Rolled 78 (1d100)

>>899069
"Alright lads now here is the plan we are gonna bumrush them, loot, and do as much damage as we can. On the way out retreat towards the bandit target we were given. We are gonna try to fool the mutants into thinking they are the ones behind it. So they'll attack them and make our lives much easier. Understood?"

The bandits charged forward into the warrens where you heard chaos of fighting...and explosions. Quite a few explosions. Shortly after that you saw bandits with loot hauling ass towards the bandit base. It took a little while but eventually the mutants came out in pursuit but ended up losing them when they got closer to the bandit base. The mutants than proceeded to regroup...and charge at the bandit base.

Thus resulting in another fight as your own forces regrouped and recuperated while watching the show. Lots of gunfire, explosions, screams, curses, and other signs of conflict soon arose from the tower.

What do?
>follow the mutants in
>Just keep watching
>Prepare to assault
>Wait till the mutants leave then move in
>Wait till the fighting dies down then mop up
>Other?

You didn't suffer very man losses this time by the way...which is amazing as this was suppose to cost you the most guys.
>>
Rolled 15 (1d100)

>>899435
>follow the mutants in
Let's keep up the momentum, do another hit, grab, and run.

The last 1 I rolled counted as the second one right?
>>
Rolled 77 (1d100)

>>899435
>Just keep watching
Wait for it...wait for it... Once the anarchy starts if we have a heavy weapon do something that will let the Mutants into the Bandits tower. Then we head in grab what we can and back the fuck out. We must not wait for the attack to end or the Bandits will prep and turtle up.

We then lay low and wait for things to settle, reanimate some dead for special undead and recoup our losses before finally moving towards the military....
>>
Rolled 7 (1d100)

>>899476
>>899435

This is technically more...sorry about that....
>follow the mutants in
>>
Rolled 14 (1d100)

>>899476
>>899481
>77
>7
I agree with jackpot.
>>
Rolled 50 (1d100)

>>899488
Not just for that reason, it's just a funny coincidence.

So, heavy weapon. Don't know if we have one of those, but we could try to fire a big energy blast at them. We aren't supposed to reveal we're a psi mage, but how obvious is it if we do a blast of combined opposed energies? Would it just look like a kamehameha we launch through unknown means?
>>
Rolled 30 (1d100)

>>899488
>88 post
checked
>>
Rolled 71 (1d100)

>>899476
>>899472
>>899435
Do it, support
>>
Rolled (1d00)

>>899476
Supporting
>>
Rolled 91 (1d100)

>>899571
Ducking mobile bs
>>
Rolled 75 (1d100)

>>899476
As the mutants is it turned out didn't need any weapons...mostly because they were strong enough to throw vehicles and tear holes into buildings with their bare hands. The mutant assault was strong and it took a lot before taking one down. The bandits were feeling the pain but after awhile and a lot of bullets they were able to push the mutants back. The mutants after letting their anger out proceed to return back to their warrens. Leaving some very confused bandits behind wondering why the fuck it all just happened.

That was when your guys slipped through ambushing the bandits and looting. You meanwhile got close enough to start animating the undead. Doing your best to snap the mutant corpses and whichever had special potential. Which proved harder to figure out then you realized. You weren't able to tell if the a bandit had special potential until you started to directly animate the corpse, then you could feel it. Problem is there are frankly a lot of corpses.

What do?
>Keep pushing with the assault you know the best loot is deeper in...
>Grab loot and run
>Concentrate on undead raising
>Retreat
>Other?
>>
Rolled 69 (1d100)

>>899637
>Concentrate on undead raising
>>
Rolled 59 (1d100)

>>899637
>>Grab loot and run
>>Concentrate on undead raising
this is a leadership and combat raining from a double 1...I aint goin in there hell no.
>>
Rolled 39 (1d100)

>>899637
>Grab loot and run
>Concentrate on undead raising
Don't stay too long. Let's get this training wrapped up. Bring what undead we can while the lads loot then bail.
>>
Rolled 64 (1d100)

>>899660
>>899692
>>899706
Seems we're on the same page. Nice when we can reach consensus so easily.
>>
Rolled 85 (1d100)

>>899761
You decide to hang back letting the rest of the bandit forces loot while you animate some mutant zombies and other bandit undead. After grabbing the undead you wanted you gave the order to retreat.

There your bandits pulled back grabbing whatever they could get their hands on and regrouped a distance away. Now the only thing left is the paramilitary patrol base...

What are your orders?
>>
Rolled 9 (1d100)

>>899831
Ok...this is gonna be hard given that they are a patrol base. That means scanners, that shield along with multiple back ups. Fire points and turrets.

Ok so heres the plan...

>Stage 1
We trip their systems, over and fucking over, have a random zombie or two walk in and set off the alarm, do this over a period of time until their reactions slow because, they think it's another bullshit few zombies, hell if we're lucky they'll mute it.

>Stage 2
Send in the hrode from one side while our Cloaked undead approach from the other. Once the fighting starts get inside and blow as many generators as we can at once and bring down their defenses.

>Stage 3
once it's hit the fan and the defenses are getting fucked up Stalkers try to cripple their vehicle bays and get the fuck out. Use zombies to staurate their network.

>Stage 4
The majority of the bandits move in and loot while the rest provide cover fire and fall back support along with the now back Stalkers.

Have the Zombies disperse and only reclaim our own best ones...asuming there are some left.
>>
Rolled 25 (1d100)

>>899902
Well it's better than I had planned so I'll support it. Wonder how our looting has been going or what ranks we'll get since this is training.
>>
Rolled 86 (1d100)

>>899902
Support
>>
>>899902
Shine on you crazy son of a bitch
>>
Rolled 4 (1d100)

>>899944
And here is the dice
>>
Rolled 76 (1d100)

>>899902
Rolling with this.
>>
Rolled 21 (1d100)

>>899902
Dam glad there is people who can plan for fights. Keep on kicking butt during this training.
>>
Rolled 18 (1d100)

>>899902
After sacrificing some zombies as a distraction you were able to figure out where the perimeter detector limits were. After awhile though the paramilitary started getting irritated enough that they sent some guys to take a look. Which worked great for you since now there wasn't quite so many of them. So you ordered the undead to approach as a horde from one direction while the cloaked ones came from another.

That was when shit hit the fan when both groups of undead came under fire. Apparently the paramilitary were well enough equipped to detect the cloaked ones. Thereby they were unable to sneak inside.

Orders?
>>
Rolled 97 (1d100)

>>900064
Shit.

Hit them with everything we got!
Magic, Psi, Special Undead, whatever the Crazies can come up with!
>>
Rolled 58 (1d100)

>>900079
Have you already forgotten that we aren't supposed to show that we can use both PSI and MAGIC?

Unless we can kill all the survivors we shouldn't be using our Psi powers here.
>>
Rolled 38 (1d100)

>>900064
Bandits, hit hard and fast we are going in hard and fast. Zombie horde stall those others. The Stalkers now slightly relieved by the Bandit reserve (half our bandits) shall move in and make that place go dark, kill the generators and power.

the remainder of our bandits move up with the horde and use them as cover as we shred that outsider force. Once dealt with grab their shit and bring it back.

Meanwhile lads fighting on the other side provided the Stalkers get in and achieve their goal, get in there kill and take what we can then bail.

Our two forces are to head out in seperate directions and then regroup near our home base before checking for a tail and then heading home. Leave the Militry gear out until it's checked for bugs and trackers.
>>
Rolled 100 (1d100)

>>900079
No PSI buddy.

>>900092
I'll go for this. Keep up the plans anon.
>>
>>900101
OH SHIT STALKERS PULLED IT OFF!
>>
>>900101
fuck yeah gimmi dat loot.
>>
Rolled 60 (1d100)

>>900090
Have you already forgotten that those sent with us included BOTH psions and magi?

>>900101
I DIDN'T MEAN US USING IT PERSONALLY

But thank fuck. This is going to be good.
>>
>>900101
Inb4 stalkers are heroes first.
>>
Rolled 87 (1d100)

>>900092
You order your bandits to hit and fast. Which unexpectedly they actually managed to pull off with flying colors. Then again those who weren't worthless are probably long dead by now so the guys who are left...are good.

The zombies meanwhile did a good job at stalling the enemy while the stalkers moved in successfully starting their sabotage efforts. With a flash the shields were down and you could even see the power flickering. Causing the turrets to either shutdown or move slowly.

That was when the remainder of your bandits moved up behind the zombie horde as you took out the forces that had left their base. Taking their shit bringing it back.

Meanwhile the rest of your forces pushed into the bandit base killing as they went grabbing what they could before bailing. You all knew it was only a matter of time for the paramilitary reinforcements to show up.

So you split off into separate directions before regrouping near your base. There you encountered an impressed Captain Cull.

"Well well...you brought back both more loot then I was expecting AND more guys. Good thing too because your gonna need them. Your next assignment as i told you before is to hold out for two weeks on your own. Due to your unexpected success I will give you an extra 2 two days to find a place to your entrench yourself in. This means in total I am giving you 72 hours to prepare yourselves however you choose to do so and the loot you have acquired you get to use. Trust me your going to need it. Find a good spot to dig in...and then the fun is gonna start!"

"Good luck bandits...and undead your gonna need it!"

Objective Find a place to fortify
Once place is found fortify and last 2 week.

Reward?
End of Hellish Training Trip.

What do?
>Take a break to recover
>Start exploring to find a place to entrench yourselves
>Go raiding you need more loot and supplies
>Try to recruit your gonna need more bodies
>Other?
>>
Rolled 68 (1d100)

>>900217
>Start exploring to find a place to entrench yourselves
First things first, we need to find a good, defensible place where we can hold up for 2 weeks.

Hopefully this is where our skill as a Survivor and a Lost will come in handy.
AMY can probably help us with this.
>>
Rolled 79 (1d100)

>>900217
The living can rest and try to recruit people around the base.

The other members of our crew are to find a good place.

From there thinking we raid the places Mc Scream saw to gear up. With a good place and supplies we can build up.
>>
Rolled 65 (1d100)

>>900277
Supporting. We should also read our bandit book to see if there are any tips for handling a siege.
>>
Rolled 48 (1d100)

>>900277
Okay

I think sometime before the siege starts we need to look over our loot, maybe trade some of it for things more useful to our situation
>>
Rolled 85 (1d100)

>>900217
>>Start exploring to find a place to entrench yourselves
Stalkers find me a defensible position, preferably somewhere high and with a water supply and choke points. Maybe the top of a mesa or something I dunno.

>Other?
Bandits we have enough bodies, what we need now is equipment. Buy up what ammo and food you can we'll need it.

>Other?
Go through our loot and once we have a location set up scanners, and turn the entire area around it into hellscape, i'm taking pit falls, flame traps, oil bombs, sling traps fucking everything. Maybe we'll get luck and have a radar system from the paramilitary or a shield generator from our loot.

>Personally
Look through the book of bandit for ideas. Set up perimeter controls and most importantly shifts.
>>
Rolled 8 (1d100)

>>900364
I like this, combines all our ideas pretty well.
Support.
>>
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Rolled 88 (1d100)

>>900364
Yeah. AMY could help the stalkers search as well.
>>
Rolled 17 (1d100)

>>900364
Support
>>
Rolled 27 (1d100)

>>900364
"High place...high place."

"Don't forget water supply and choke points."

"...Where the fuck are we suppose to find all of that?"

"Tower connected to working water supply," answers one Stalker.

"...Tower yes....Tower...in a city."

"That is a lot of towers."

"...So how do we narrow the list?"

"We find tower...surrounded by rubble and still standing. Let us see them coming...and Bonehead can warp the terrain after all."

"Good idea but how do we find one that isn't taken?"

"...That is a problem."

"Hm...maybe we do construction site instead?"

"Oh...that could work. So long as the buildings aren't near finishing...not like its long term just enough to fight yes?"

"Indeed...I do believe we have a plan. Hm yes? Unless anyone has anything else to add?"

"We...need to remember water. Keep close to river or underground where the water supply is still functioning. So no rampant machine areas."

"...Hm yes...tricky that. Closer to bot areas should work? They are good with keeping the infrastructure in their areas....somewhat functional at least."

"Yes...they don't care for undead and we don't care for them!"

"Plus they don't mind bandits...as much. We check bot places first."

"Got it got it...I have feeling we are forgetting something though. Something important..."

"Me too."

"Same here."

Ammo and food purchased in exchange for some of the loot.

Stalkers later came back with 4 possible locations. They are as follows

>Tower in ruin near river and coasts. Surrounded by rubble and wreckage.

>Construction project on some distant hills. Has a nearby creek flowing.

>Construction project in city area near bot turf.

>Ruined tower in city area near bot turf.

>Keep searching

As it turned out you nabbed more then a few paramilitary scanners and even a few bandit tek ones. Shield generators have been found within the paramilitary loot. You have 2.

Bandit book actually has quite a lot about sieges both in defense and in attacking. It goes into surprise detail about traps, expected strategies, defense installations, and more.

So you decide to study up on how bandits handle sieges. At least the basic stuff in the book anyway...oh what you would give for a more advanced book of bandit.
>>
Rolled 92 (1d100)

>>900904
>Tower in ruin near river and coasts. Surrounded by rubble and wreckage.
I want the shield generators working in shifts, always have one in reserve. Obviously have to in the heart of the tower for optimal cover, or top if it's a dome.

The surrounding environment, i want rings upon rings of traps, i want range markers for rapid target acquisition, i want jammers scattered and buried all over the place with bomb fail safes. I'm talking 100 meter markers all the way out to 600.

Take what wreakage we can from the surrounding area and rubble and lock ourselves the fuck in, i want piles of rubble rigged to blow to fill choke points if they should be overwhelmed, THEY ARE GOING TO WISH THEY WERE DEAD BEFORE EVEN FACING US!

Scout the ruins, ensure they will be no flanks or suprises, collapse tunnels if we must.

And finally, Finally I want a secure route, stealthy as fuck to keep our path to the river clear. We have two days, more than enough time. Work out shifts, 6 hours front line, 6 hours, reserve and gap filling 2 hours to eat and chat and 10 to rest.

Gentlemen, it is beginning. Let them come.
Dad was a Spec OP observation and recon Sargent, finally a chance to use what he taught me
>>
Rolled 96 (1d100)

>>900904
>Traps

Bandit traps are made for one very simple purpose entertainment. Cruelty without killing and gory ends. Both is meant to intimidate the enemy and cleverness of traps is greatly encouraged among bandits. Bandits are in truth very good with traps as it takes a bit big in both their strategies for ambushing, combat, raiding, and defense. Over the years bandits have come with a truly dizzying variety of traps with endless ingenuity and purpose. Anywhere from crippling a caravan to taking down a paramilitary super tank.

Due to the sheer number of traps and their bandit usage. We cannot go over them in detail in this book and you should instead seek to attain a bandit trap cookbook. What you should be aware of is the common purposes for bandit traps. They are used both offensively, defensively, both sneaky and honest. To bandits some of the best traps possible are those you know are traps but go into anyway.

Bandit traps are meant to cripple or kill. For bandits consider the usage of traps critical no matter how powerful or weak they are. Traps can mean the difference between life and death. A successful raid or going broke. Over the years countless traps have been designed both elaborate and simple.

A bandit trap field is of such terror that even paramilitary, mutants, ,bots, other bandits, and zealots would hesitate before going into it. Which is a problem given how all bandits are smart enough to trap their places and even set up traps throughout their turf. Unlike the traps within their turf however bandit base traps have a critical weakness.

Bandits still need to go in and out. Not all of them can memorize the often elaborate maze that is the field. Which means for those who attack bandit bases...there is only one way. Which is itself a trap. A trap that bandits love because of how enticing it is and how everyone falls for it everytime.

The truth of the matter is that 'pathway' that is 'safe' isn't. Its actually a bandit Turbo Killzone and the reason for why assaulting bandit bases can be such a brutally costly task.

meanwhile the bandit traps in their turf have a series of purposes. Alarm. Kill. Sabotage.

Sabotage traps are put in routes where people take to help with attacking transports and caravans. Alarm traps are put wherever bandits need to keep an eye out. Kill traps are for dangerous areas like areas crawling with zombies or monsters.

Kill traps are designed in such a way to use the menace to their advantage and somehow keep bandit bases mostly safe so long as they keep maintaining their traps and building new ones to deal with the smarter threats.

Sabotage traps too have to be regularly moved and changed. Often bandits will use a lot of traps and attacks to 'encourage' certain routes that are more to their own advantage. So long as they don't harass the users of it too much they'll stick to the path.

Bandits are also known to use traps with their armies. Using ruses, baits, and ambushes feature heavily.
>>
Rolled 1 (1d100)

>>900927
Yeah!
>>
>>900950
RULE OF FUCKING THREE BITCHES
>>
Rolled 47 (1d100)

>>900950
You legend, you just gave us a grand victory, this place is gonna be epic.

>Inb4 yet another nat 1
>>
Rolled 6 (1d100)

>>900927
You'll be surprised how often that stuff comes in handy, also now I am worried for the stuff I mentioned. Someone like you might be able to realize some of it to a degree. It ain't fun when someone can figure that sorta thing out and wonder how the hell you know those sorta things. Genie had an interesting life. The bad kind of interesting...but fuck trying to explain that. Quite a bit of my stuff is sorta ripped off from my experiences with certain things but refurbrished and heavily changed so as to create plausable deniability. Combat Cyborgs for instance whose personality quirks are based off a particularly type of people I actually knew would fit it to insane perfect degree. You think i bullshit some of that kinda stuff and characters completely? Afraid I ain't that good. Its a real pain in the ass when they keep turning out to be fucking perfect for different roles and things though. Seriously one day someone is gonna put it together and laugh their fucking asses off or shit some bricks. Because yup its totally coincidental and pure dumb luck. Nothing more to some of the things and people the Genie writes about. Nope.

those combat cyborgs psych profiles are 100% bullshit and no form do they resemble a certain type of people that actually exist.


>>900950
...rule of three engaged.

So lets see here...you fail so hard you succeed.

...oh god i just realized what happened. Fuck.
>>
Rolled 32 (1d100)

>>900973
Did the Stalker leader level up into becoming a commander and take control?

It's ok Genie, I love what you right because im able to understand it, relate on a few minor levels, but some parts more than others... My dad is one of those people who didn't wanna leave but he knew his body couldn't take it, now he's full on self destruct, all the rest of his unit bar 1 guy have self destructed and died, it's hard watching your old hero destroy himself. But Anyways, Genie, i'd buy you a beer or donate to you anytime. Love your work and stay awesome...short version...my dad would be a Cyborg
>>
Rolled 77 (1d100)

>>900948
Bandit Attack Sieges.

When it comes time for bandits to attack a fortified position bandits respond quite simply with BEEFY!

Raiding unsurprisingly features most heavily the importance of SPEEDY!

For sieges its BEEFY that shines Both defensive and offensive.

When bandits attack a position what comes to bear is the following, numbers, dirty tactics including chemicals and plagued corpses shot into the enemy base. Among other filthy tactics. Numbers in particular is what features most heavily in bandit assaults, because when you get down to it numbers is what the bandits got. So bandit assaults feature a lot of heavily armored and armed bandits deploying dirty tactics and weapons while drugging themselves up before charging forward in a very big nasty but surprisingly organized mob. Hence why even paramilitary's are careful when it comes to bandit assaults. For the simple reason that the bandits can afford a lot more losses then they can. When you consider the fact that its only during brute attacks like that the bandits deploy all their heavies they are truly a force to be reckoned with.

Even when fighting zealots who can help match their numbers. Bandits respond with dirty tactics and heavies. A bandit heavy soldier or bandit siege soldiers as they call them bear heavy armor and weapons against the enemy. Commonly equipped with toxic rounds and grenades. They are also heavily drugged and include frequent 'mods' inducted into them by Dok's. While they can't take on a paramilitary soldier a group of them can. Which is the problem because they like all bandits so very rarely operate alone.

When you got to lower quality fighters the difference becomes even more pronounced as bandit siege are a very nasty foe to go up against and they work in groups.

Interesting enough bandit siege soldiers also work as the primary defenders of bandit sieges. Where their experience both ways pays off the most. Bandit siege soldiers rely upon traps and dirty weaponry even counterattacks.

>>900979
The Stalker leader didn't rank up. They are just...very intelligent. Hence why they can figure stuff out like that. Your zombies will improve a bit like that but honestly not by a whole lot. Zombies are not noted for their smarts.

See that is the problem. Some people DO catch onto it. Admittedly only a few certain kind of people can realize the that special hidden depth that is indeed there. Which truthfully only exists because the Genie lived a shitty but interesting life. It sucks how much that sorta stuff tends to bleed over though even if I try to avoid it whenever possible. But sometimes I have to include simply because refusing to do so would deeply damage the setting itself which my professionalism and love for it can't allow. So i do my best just to obscure instead. Only good thing about it is most people don't see the hidden depth but some do and its those types of people the Genie has to worry about encountering.
>>
Rolled 100 (1d100)

>>901008
Most with bandit sieges would expect their lighter Speedy Raiders to engage in such tactics. They are only half right. In truth when bandits prepare for siege the very first thing they do is kick out most of their raiding forces. These raider forces will take the lightest bandit vehicles and rely upon raiding to supply themselves. Meanwhile they will engage and attack the incoming enemy whenever possible in speedy assaults...which they don't really stop.

By the time the attackers come to the siege half the time they never make it because their supply lines get torn to shreds by the massive number of raiders. If they do carry on regardless the lightest bandits and their rides are mostly gone. Leaving the Beefies to take over. Which is something you don't want to face. Bandit heavies or 'beefies' have rich experience in sieges both defensive and offensive. They even counterattack the enemy or hide behind their extensive defenses that are put up with insane speed that only bandits can manage. For the simple reason that beefies don't raid as much as the speedies so what do they do instead? Build defenses and attack bases.

That is the life of a bandit heavy. Sure sometimes they come along raids because sometimes you need heavies but truthfully you don't really need a whole lot of them lest they slow you down too much. So the bandit heavies spend a lot of time working on the defenses improving their understanding with constant practice and experience building exercises. For bandit sieging both attacks and defenses Beefies are constant requirement.

Even in active armies of the bandits the heaviness of the beefies is critical to keep a balanced army that can more easily adapt to problems. Its just they like the speedies don't really shine. Their time to shine isn't the raids but the sieges. For bandit sieges you gotta have the Beefy otherwise known to non bandits as the 'Heavies'.

Many assume bandit heavies are in fact male. Which isn't correct. In truth most bitches among the Heavies are actually the older female bandits or the Breeding Bitches. Its just their heavy armor obscures their female nature to a great degree. They like other bitch bandits are not to be trifled with as in one case they are old in which case...well only the bad asses live to reach an old age among bandits. Otherwise they are a Mamma Bear no matter how you look at it bad bad news.

For this reason bandits actually fear Beefy much more then Speedy Bitches. As well as those with enough experience with bandits to realize the terror that is the 'Heavy Bitches'. Heavy Bitches are best deployed on two things that may differ from male bandit heavies. Older female Bitches should be considered Bad Asses and sent to where you need the bad asses aka the heaviest or most desperate fighting. The Breeding Bitches meanwhile are best to keep them to the rear or defensive where they especially shine.
>>
Rolled 63 (1d100)

>>901023
The reason for breeding bitches is for a simple reason. When they see their comrades fall before them...it does an amazing job at pissing off the Momma Bear. Hence why they are never to be sent in first. Much less effective that way. Defensive meanwhile they also do an even more amazing job for the above reason as well as to protect their offspring. A Breeding Bitch in defense is such a terror as to make even Older bandits keep their distance.

Bandit heavies are notoriously hard to take down and they really pack a punch. Their weakness however is their speed...problem is their taste of sieges makes it very hard to use it against them. They know this fact and leverage it heavily. Hence why bandit heavies are in truth more feared then the lighter Speedy bandits.

Its also sometimes and falsely assumed the heavy bandits are the richer and older ones. This is false bandit heavies are made up of the bandits are lean more toward the Beefy Bandit Doctrine. Payment wise bandit forces are smart enough to keep their besiegers/defenders well paid. If you don't you don't last long as the Heavies will leave and then you'll get fucked if you stay put. Speedies meanwhile do a good job paying for themselves and prefer to base themselves in places with plentiful Beefies for safety.

While bandits give each other shit of 'which is better' Beefy or Speedy. In general you'll see a preference for mobile bandit raiders for instance are Speedy dominates over Beefy for obvious reasons.

As for bandit medium units...its a common joke that a medium bandit is either a transition from Speedy to Beefy or the other way around. If they aren't a filthy noob that is who don't know better. Hence why mediums among bandits are actually...quite rare. Most are transition from one to the other and most of the rest are noobs. There IS however the exception...the super skilled, Elite, and filthy rich bandits. The super skilled who can utilize both perfectly will take up Medium. The Elite typically are the ones like that the most. Meanwhile Rich bandits who can afford the very best...can afford to be medium and not have a clear weakness. Both types are naturally quite rare among bandit kind.

But the exception does deserved to be mentioned.

>>900927
Now the bandits are about to fail so hard...they somehow succeed instead.
>>
Rolled 48 (1d100)

>>900927
The shield generators turn out to be the kinds which can exist through ground making it useful against underground threats as well. Bandits didn't realize it until they noticed the very neat tiny slice through physical object it made. Upon seeing this and bandit Tek shields they got an...idea. How they managed you aren't sure, but the bandits somehow figured out to have one shield while deactived be fed and boosting the other shield. Creating a strange loop which made two different yet enhanced shields. While the other shield...was still be held in reserved. At first you thought they turned them both on so you were mad until you took a closer look...and realized it really wasn't active. Just had been 'modified' by bandit tek.

traps meanwhile the bandits got out of hand. They...sorta forgot they were only suppose to trap the surrounding environment. They somehow included air and underground traps while trapping the tower too. Weirdest part is somehow the traps don't activate on friendlies and those that can are somehow known marked without giving it away.

Jammers meanwhile were a mix of bandit Tek and paramilitary which were rigged to self destruct should it become necessary. Markers were also included to help sight guns and artillery.

The bandits also used Pearly White to create barriers and to lock you in. With the choicier bits used as shrapnel for booby traps and to fill in choke points when they are lost. The ruined tower as it turned out...was at one point fortified during the Fall. Then it got reclaimed and fortified again before being lost then abondoned when your guys overtook it. You discovered it was in truth a Megacorp tower and had...built in paranoia level built in defenses. Or so the bandits claimed and said they could get it working. Which you thought impossible as none of them had that skill.

So the bandits did it the bandit way...by using themselves as bait and setting up a trap to fool the tower into activating again. Against all fucking odds it worked. The tower fooled into there being threats once more started to painfully bring itself back to life.

Meanwhile as it turned out the bandits at gone a little overboard with the building a secret route with tunnels...and well turns out there is like an entire network of them now. They also collapsed any other tunnels they found while they scouted and dug around discovering some they didn't know about. You thought they would been happy with just that...but apparently they are now busy adding bunkers into said tower network. Claiming it would be a waste of tunnels if you didn't have bunkers included.

How they did this all in 24 hours you will never know.

48 Hours left.

What do?
>Fiddle with the Megacorp building
>Recruit some more troops
>Purchase more supplies/equipment
>Continue building defenses
>Other?
>>
Rolled 60 (1d100)

>>901051
>>Fiddle with the Megacorp building
Us and AMY do this

>Continue building defenses
Undead and Bots do this

>Recruit some more troops
>Purchase more supplies/equipment
Bandits do this
>>
Rolled 32 (1d100)

>>901065
Supporting
>>
Rolled 37 (1d100)

>>901065
Support and goodnight
>>
Rolled 14 (1d100)

>>901065
Supporting
>>
>>901051
Now is the time you need to come up with defensive strategies anons.

Captain Cull even told you what to prepare for...now I am going to crash. This will give you the time you need to discuss it.
>>
>>901253
You will need to plan at least ONE strategy against a foe per a foe.

So GET TO PLANNING ANONS YOUR VERY LIVES DEPEND ON!
>>
Rolled 49 (1d100)

>>901253
>>901257
Bah this was me...
>>
Rolled 30 (1d100)

>>901260
....never had that happen before.
>>
Rolled 69 (1d100)

>>901257
We should get our bandits to see if any of the locals know anything about the armies we are going to face.

Zombies - Fire, Traps, use the bandit weirdos who know psi as bait. Use our heavy elements to elimate any smart zombies.
Monsters - Fire, Traps, Drugged/Poisoned bait. Try to herd them into the zombies, outsiders or bots.
Undead - Convert/Negotiate with them.
Outsider - Swarm them with our undead and just try to make it a war of attrition.

What are we even facing for the outsider army? Demons, aliens, horrors?
>>
Rolled 66 (1d100)

>>901270
Good idea anon
>>
Rolled 91 (1d100)

>>901270
Not sure dealing with the undead will be that easy, we're only a green necromancer after all.
I think it should definitely be Plan A for dealing with them, but supposedly they're going to come looking for a fight and we need to be ready to give them one.

Are all zombies actually sensitive to the presence of psi? Like, to the point that using psions would somehow be better than other types of bait?

Good news is the Outsiders are the only ones guaranteed to be intelligent (I think).
Rather than swarming them, we let them come to the swarm. We should have our undead ready to engage anything that makes it inside the tower.
We should indeed try to make it a war of attrition, but that means making them break against our defenses.
I think the Outsiders are a combination of conventionally demonic and "Lovecraftian" stuff. In this case probably/hopefully more the former.
>>
>>901257
What foes are we facing again?
>>
>>901311
>>901311
I have an idea, we call captain cull up and ask him how much it would cost to hire a lot more rabble? He needs them trained and we a Could have LOT of dead bandits to necromance zombies or skeletons are better than rabble and we can make those
>>
>>901398
We could probably raise as ass load of dumb ones out of the rabble, in the middle of enemy the siege camps for that matter we don't even need to control them, let the undead do their thing
>>
Rolled 13 (1d100)

>>901398
Problem is cull gave us the troupe he did to train with and the amount because of the two 1s we rolled.

But I mean we can hope
>>
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1.93 MB
1.93 MB GIF
>>900950
>>
>>901410
Surely he has more people he wants to punish we can pay him a discounted rate so he can just sending them here, he wins twice
>>
>>901410
It's very important we use our loot to pay for reinforcements by buying more rabble from cull himself we are actually doing this in the spirit of the contest, we could hire any Mercs we want, genie just infodumped how useful heavies are in a siege so we could go around culls back and get some but I think I would rather keep to the spirit of the test and get whatever he wants to sell us
>>
Rolled 96 (1d100)

>>901423
Like I said, I'm not opposed to this idea I welcome it.
>>
Remember anons when in a siege stay rested, engage the enemy before they are at your walls, use sappers, attack from flanks or behind time to time it forces them to slit their forces or diverts some. Keep food and rest up, patrols and the like. Disapline is key, we will mold these fools into a well oiled machine, boss will be proud.

Did the range markers and all that other stuff get set up? Did we fiddle with the tower...are they our nanites Corp?
>>
Rolled 1 (1d100)

>>902023
>Are they our nanites Corp
Oh my, that is actually a very good question. We could get ALL the techs if we could get the nanite pool rejuvenated.

>>901051
>Fiddle with the Megacorp building
AMY and we should do this. See if there's any indication our nanites belonged to this corp as well as trying to get the defenses and such online.

>Other?
Gmwe, you and your stealth zombies, the Stalkers, and McScream are in charge of tunnel security. Make them your home and prepare to defend them from all takers.

Bandits should continue fortification work, including working on bunkers in the tunnels. We would also like to make a special request: Baitboxes scattered throughout the defenses in a network. It's pretty simple: take a remote-opened sealed box, stuff it full of meat/food, put a Bandit BOOMBAITBOX in it, seal it up and put it somewhere that wouldn't really be of interest to an attacker unless it attracted their attention for some reason.

Come the assault we can activate these baitboxes individually in order to direct the movement of our less intelligent foes to our own ends.

Pearly White, work with the Flesh Tearers, Bone Horrors, and Deep Rotters. Add your own touches to the defenses, I anticipate the Deep Rotters will be especially proficient at improving the lethality of traps.

Tomorrow we will purchase food, medicine, and combat drugs as well as recruiting.
>>
Rolled 51 (1d100)

>>902165
Goddamn but the 1s are fierce this thread.

We should maybe burn fate on this.
>>
>>902175
Ehh fuck it, let's let it slide
>>
Rolled 91 (1d100)

Maybe we can challenge reality with a 100

>>901410
Get us more bodies
>>
Rolled 14 (1d100)

>>902175
Yeah, a fate point might be the best route
>>
>>902165
Fate point it or things could go rather bad. We then have one day to fix what breaks.
>>
Rolled 23 (1d100)

>>902554
>>902470
>>902180
I mean, it might not actually be all that bad depending on how it goes. Sometimes 1s on htings like this can actually fuck up the enemy worse than it fucks us up.

...But I do tend towards burning fate due to us fiddling with the Megacorp stuff.
>>
>>902631
Well when it comes to training yes, but we're about to be sieged, although it's training it's live.
>>
Rolled 90 (1d100)

>>902165
So fatepoint?

Y/N?
>>
Rolled 15 (1d100)

>>902956
Never! I want the 1's to roam free. ( So they will keep taking their break from me. ) Also because I want this tower to awaken the hidden back up corps have.
>>
Rolled 88 (1d100)

>>902996
...Anons actually remembered that part?

Fucking corps and their paranoia(no really corps are paranoid as hell about each other for obvious reasons). Side effect of the corp shadow war. Good news is it boosted the quality of corp goods, construction, and services.

Not because they want to mind you but because they know the good stuff is harder to sabotage then the cheap stuff.
>>
Rolled 71 (1d100)

>>902956
Fuckit, I choose N
>>
Rolled 11 (1d100)

>>902956
Ni!
>>
Rolled 14 (1d100)

>>902165
And ya didn't even mention the crazies. This could've been great if we'd made any of this a MAD action. In all seriousness though it was a great post, the 1 is just bad luck

Anyway, as for strategy, for the zombies we should probably do things mainly by the book. The Bandit Book.

>>902996
Rolling for popsicle corp secret security
>>
Rolled 80 (1d100)

>>903013
Alright No fatepoint it is then.

>>902996
You were right congrats you woke up the backup systems. After this I will start a new thread. Since we halfway to falling off and around this time is when we lose the most anons.

>>902165
Sadly the nanites were not of the megacorp who created this tower.

The undead fail miserably with tunnel security. As it turns out tunnels are bad for utilizing their strength in numbers which caused a lot of problems. The undead were forced to retreat into the bunkers where the bandits lied and wait. Tunnels are now compromised until we dig out the monsters who have made them their new home.

Bait boxes worked a little TOO well. We have detected incoming zombie and monster forces who have been lured over. Meanwhile the bandits have screwed up some of the underground defenses and have to start over.

the undead meanwhile as it turns out cannot into defenses. Maybe its due to their literal braindead or empty skulls. If they weren't undead them screwing around with the traps would of killed them. As is we have traps that now require repairs due to their fuckups.

You and Amy meanwhile decided to fiddle with the megacorp tower. Which had...some very nasty consequences. As it turned out the tower wasn't as dead as you both had thought. There were back up systems....back up systems you sorta accidentally activated and they were not friendly.

WARNING
Tower is in lockdown and hostile. Backup Megacorp systems are online but they ain't friendly.

Your forces are now locked outside the tower.

You and Amy meanwhile are locked inside the awakening megacorp tower...
>>
Convince the tower Ai if there is one that we are security sub contractors here to defend the tower from an incoming assault
>>
Rolled 21 (1d100)

>>903374
Maybe we should let AMY do the talking if there's an AI involved.
I mean, not like it'd scare the other AI into awakening a Black AI or anything. Because AMY is sane.
>>
Rolled 29 (1d100)

>>903381
Let Amy do the talking
>>
Rolled 77 (1d100)

>>903421
New Thread.

Don't forget to archive!
>>
Rolled 45 (1d100)

>>903381
For sure have ANY help. We can start talking and be honest. There is a wave of endless shit coming this way for two weeks. Since this tower is in line of fire we made the decision to awaken the corp's back ups. We don't want anything other to live through this and I'm sure the Corp wants nothing getting to their tech or secrets.

We don't have to be friends, but I'm sure we know more about the new world enemies than a recently awakened AI or any people.

So we help eachother and then we depart or keep working together if that is more profitable after words.
>>
Rolled 59 (1d100)

>>911272
I think our fusion is starting to grow, while we don't necessarily use it in a physical blast we've been using it via our necromancy. The very reason we've been able to gain so many smart and special zombies is due to our ability to raise the dead (magic) and "pump" the body with psi as seen in this post from the last thread.
>>888300
I think we're on a good path for necromancer given our abilities, we may not be one who commands a horde and cast crazy crazy spells. No were seem to be more of a pseudo military merc group, we command and fight.

But all that being said I do agree we should get some more training to our psi and magi abilities.



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