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Rolled 90 (1d100)

After dealing with the aftermath of the mutant escape. The resistance under your control went out scavenging. Stumbling upon another another resistance group and a live TV broadcast. It was decided to approach the other resistance group for a join mission. In this case the targeting of alien supply runners. Which while successful was a very hard fight and most of our forces will never walk away from the battlefield. We lost so many and the survivors are in pretty bad shape.

The Resistance while stuffed with the loot is undergoing a crisis due to simple lack of manpower and inability to easily move our loot to our base. So far all the wounded and loot are hiding out at a safe house. Currently resting and trying to lay low.

The base meanwhile is nearly empty if it weren't for the presence of noncombat personnel and the fact that those posted at the college have returned to help fill the gaps.

What do?
>Start moving the loot back
>Try to deal with alien countermeasures
>Rest and recruit
>perform research and repair
>Other?
>>
Rolled 8 (1d100)

>>1840538
old thread
>>
Rolled 68 (1d100)

>>1867223
>Rest and recruit
We must fill up our ranks before anything else
>>
Rolled 42 (1d100)

>>1867223
>Rest and recruit
Hm... for sure we need to recruit.

If possible I want to send the mysterious armorer and mechanics to take a look at the loot. If there is no safe path. We wait till we have more members. Then once they get to the loot. We can see what's safe to bring back to back. Then work on a research site for the vehicles. Don't want to risk the base.

Posting of link for the notes. To get new people up to speed on knowing what we got. https://docs.google.com/document/d/1Jk_XWdo50va1HyL9ax7EJM7xuYlRHzAh-056KdYnLfk/edit?usp=sharing
>>
Rolled 28 (1d100)

>>1867267
>>1867280
Vote
>>
Rolled 42 (1d100)

>>1867280
Da, more people required
>>
Rolled 24 (1d100)

>>1867476
>>1867280
double meaning of life, truly a wondrous time

>If 1 we find the rides are all linked to a depressed AI
>>
>>1867477
24 is the reflection of 42....what witchcaft is this
>>
Rolled 52 (1d100)

>>1867280
"Say why is it that we are always the ones having to go recruiting."

"Well since we did such a lovely job last time I guess everyone be fond of us our work."

"You mean when we accidentally got high and lost track of time for...like a week?"

"Yeah the same time we found that talking mutant and seduced an alien?"

"Yes to all of that. Can't believe nobody believed us until that other mutant started talking."

"So what's gonna happen this time?"

"Who knows but this time its urgent we fill the ranks and we have old Rex with us to boot! I say we are already off to excellent start. I mean we even have these drugs the good doctor prescribed for us so we could still go out and heal up at the same time."

"You sure its safe to take them? I mean...he did sorta go bit insane."

"Brilliant he is brilliant not crazy. A damn shame everyone calls him Crazy and not a Genius he really truly is!"

"Fine then but I fucking swear if this ends up anything like last time..."

"Oh come on have some faith!"

Over a week later...

One of the recruiters wakes up groggy in a padded cell. Getting up he knocks on the door and demands to be let out. In response a grating is opened where an ugly mutant pokes its head through and speaks "QUIET or no rations for you," then slams shut the grating.

"...Oh god not again," he mumbles as he sits down against the wall. "Why did we take those drugs...WHY...and where the fuck am I?"

Meanwhile in a certain alien installation...

"Oh sweetie...I uh...um...wasn't it suppose to be a uh...one night stand," asks another recruiter to alien.

In response the alien gestures and speaks into a translator.

"Oh...right of course. See I am here now as promised? So busy makes it uh...difficult to to get away from work and spend time together."

The alien agrees.

"Yes...um...you...wouldn't happen to know how i got here exactly now would you? I really...really don't remember much."

In yet another part of the city around the same time a recruiter was wandering aimlessly through some nearby ruins while being followed by a long train of recruits. He is clearly trying to...appear that he knows exactly where is going and that he totally knows who they are that are following him.

Until finally one of the rookies speaks up and says "you don't know where we are do you?"

"...If I am to be perfectly honest. That started being true awhile ago. I never ranged so far when it came to recruiting before," the recruiter smoothly explained. "Say...none of you would happen to know the location of the Foromo Mall now would you?"

"...The Foromo Mall is located in the next city over."

"Say wha-", then the recruiter managed to stop himself thinking...Fuck no wonder I couldn't tell where I was no matter how much I wandered. How the fuck did I end up in the next city over god only knows how many kilometers away while on foot no less...shit.

>>1867479
heheheh.
>>
Rolled 29 (1d100)

>>1867490
The last recruiter meanwhile was getting eaten by a monster plant...thing. As the master of said plant is petting it nicely and spoke," How many times are going to keep bothering me?"

"What the fuck are talking about what the hell did I ever do to you? I was a recruiter alright no need to feed me to your fucking pet monsters."

"Says the person who without fail bothered anyone and everything desperately looking for recruits."

"Well duh what you want the alien fucks to win? For humanity to never get our home back?"

"You make it sound like I should care."

"Oh crap don't tell me your one of those Traitors."

"Traitor because I actually see the potential of things everyone else overlooks or think are abominations?"

"See this is why you would be the PERFECT fit for our group! We been looking into the mutated flora and fauna. Trying to see what new potential applications we can find for them. We creating medicine , new fuel sources, and yes even weaponry!"

"...Is that so? Why not try to reverse engineer the alien technology?"

"Heh why should we obsess with some of that when we literally got this whole new world full of biotech to investigate?"

"...How can I be sure your not like those other reistance groups with their obsession of alien technology?"

"Because...our name is the Fey Resistance."

"...Fey?"

"Eh what better with all the kinds of tricks we can cook up eh?"

"...I'm letting you down now."

"Oh goodie...say you wouldn't happen to know what happened to the rest of my fellow recruiters do you?"

"One went off to 'recruit the mutants'. Another said he was going to look into alien allies, and the last..since you had this city covered he was going to look around out of town."

"...Fuck. Am I really the only one who was sane..."

"I am not sure I would describe you being the sanest one given you went to antagonize just about...everyone you possibly could."

"Well it worked didn't it? uh right?"

"How would I know much about those you recruited? Though if I were you I wouldn't show my face around the city anytime soon."

"Why?"

"Any who didn't join you started calling them 'traitors of humanity'."

"Ooh...yeah I could see your point."

"I do hope your...organization doesn't disappoint."

"Hah you kidding we been searching for a...uh...plant tamer? For awhile now."

"Plant Tamer?"

"...I honestly have no idea what to call your profession."

Meanwhile back at base there were now a bunch of rookies just waiting to die or grow stronger. Including a strange assortment of...specialists.

Acquired 28 Rookies.
Acquired 2 Botanists.
Acquired 2 Researchers.
Acquired 2 Tamers
Acquired 2 Medics.
Acquired 2 Engineers.
Acquired 2 Gunsmiths.
Acquired 2 Mycologists.
Acquired 1 ???

Your currently missing all but 1 of your dispatched recruiters.

What do?
>Try to find your missing recruiters
>Perform research/repairs
>Recover and recruit
>Go on a mission
>Other?
>>
Rolled 52 (1d100)

>>1867507
>Try to find your missing recruiters
I think we should definitely do this, I'm not 100% sure on whether we should do it now or later. I'm going to go with now.

>Other?
Did we get those generators? That was kind of the reason we approached the hardcore resistance group despite their fearsome reputation, right?
>>
Rolled 55 (1d100)

>>1867540
You did indeed get the generators. Including some solar panels.
>>
Rolled 63 (1d100)

>>1867540
Recorvery time and send the best wingers we've got never leave a man behind...or something like that
>>
Rolled 90 (1d100)

>>1867540
May as well. Give time for the new people to settle in.

Then we bring people in to look at the loot.
>>
>>1867507
Hm... Probably best to ask which are non-combat for notes.

Unless I'm still guessing right.

Combat
Acquired 2 Tamers
Acquired 2 Medics.
Acquired 2 Engineers.

Non-combat
Acquired 2 Botanists.
Acquired 2 Researchers.
Acquired 2 Gunsmiths.
Acquired 2 Mycologists.

Acquired 1 ??? ( I want to say something
Witty but all I got is, poison ivy?)
>>
>>1867572
yeah im wondering, is it some kind of sentient plant

>>1867490
im also glad the mutants arent just braindead zombies but rather have some kind of motivation on their own zombies are just such boring enemies
>>
Rolled 65 (1d100)

>>1867572
They are not combat engineers.

>>1867540
"So let me get this straight. One of the recruiters went straight towards one of the most dangerous and alien infested construction sites. While the other went straight to a mutant hub. While the last one simply left the city entirely...

"And they all did this...alone? asks the officer.

"uh...yeah," admits the recruiter with the strangest recruit yet.

"And uh...who are you?"

"Oh me? I am Mori Knox and just here to have a look."

"...That does not explain the giant plant monster with you."

"Oh him? He's a big softy."

"...Who can move and ate literally all the mutants that tried to get in your way."

"Well he may be a big softy but he's an rather overprotective one."

The officer looks over to the recruiter who merely shrugs.

"I...why now? All you morons had to fucking do was stop by survivor groups and grab some people. How the FUCK did it turn into heading into alien and mutant central. Who the fuck knows what the hell the last managed to get himself into. You know what the worst part is?"

"..."

"YOUR NOT EVEN VERY GOOD AT IT!"

"Now have the mutant lovers come in next."

"Uh yeah sure," says the recruiter hurriedly rushing out and shortly after came in the surviving mutant lovers.

"Yo Boss heard you were asking for us."

"I need you to stop by the mutant hubs and figure out which one has the recruiter wandered into. Probably dead so you don't need to go very far but I do need confirmation on him being dead."

"...Please tell me your joking."

"Afraid not. One of the recruiters went to recruit mutants."

"...Recruit mutants?"

"Yes."

"...and he went to the mutant hubs to do that?"

"Afraid so."

"...ugh...yeah fine we can poke around. Really hope your not expecting us to bring back any remains."

"I just need proof of death."

"Got it."

"On your way out bring in the sabuteur who has returned."

"Roger."

"Now please PLEASE tell me you have some good news."

"I found out a lot sir and someone beat us to the punch."

"Hm...how so?"

"Traitor camps are rife with sabotage. Their ranks have even already been infiltrated."

"Oh...how did you find all this out?"

"I uh...got busted, but not by the enemy."

"Oh you best have a damn good story because I swear if the alien bastards or the race traitors caught onto you..."

"Look there is this de facto network of spies and saboteurs infiltrated the traitor ranks. Turns out its real deep too...and they have a very big problem."

"Ah fuck of course there had to be a catch."

"The catch is their best spy who climbed the highest is about to get caught because he's getting sponsored into the Interdependent Forces as an Officer. Which means the aliens wanna poke around inside his head...see the problem here?"

"Big problem yeah."

"Exactly but if we can somehow figure out a way to save him then we would have a spy connected directly to the alien forces. This was the one thing the infiltrators have never managed to pull off. The Holy grail as it were.
>>
Rolled 21 (1d100)

>>1867601
"And this is our problem...how?"

"When I got caught it was by their network. They gave me an invite and training. Its why I been so...busy. Once they found out I was with well...us they were very eager to help out. As they put it I was very vital to establishing a relationship between these forces."

"...Do you trust them?"

"They're double agents and the only allies we have on the other side. It doesn't matter were stuck with them either way."

"True unfortunately."

"Anyway they been reaching out like crazy because they don't wanna lose their best spy and they are hoping the resistance groups have have a solution."

"Its all about loyalty yeah? So all that needs to be done is to make it so the test is unnecessary..which is why they need our help isn't it?"

"...Afraid so," sighs the saboteur. "You already guessed their plan. They wan-need fall guys and to cause a large enough of a scene. That the aliens change their mind about the mind probe."

"...and if it all fails the probe still happens?"

"It would be a huge blow to the network and an even bigger blow to our mutual cause. Not to mention how difficult its been to have a spy climb that far up without being caught."

"What would we get in return?"

"Their thanks...but seriously they got a lot of intel to offer, recruits in the form of disillusioned traitors and their own specialists. Hell they even got a lot of stolen supplies and stashes full of goodies."

"Sounds like their rich."

"High risk high reward situation for the network. They try real hard to be connected to as many resistance groups as they can and even go out of their way to train resistance fighters who belong to those groups."

"All for the great cause huh?"

"Exactly."

"Problem is I don't like their lack of allegiance."

"The network started off as an Alliance formed by resistance fighter spies and saboteurs. Over time it became its own thing entirely as they discovered cells inside in the traitors and independent agents. The Alliance then turned into a network as it aimed to connect everyone together and became increasingly disconnected with the resistance groups due to their very different circumstances."

"Well not sure ho-...actually they would happen to know about certain alian construction sites?"

"Wouldn't be hard to find out. What do you need to know?"

"We lost a recruiter who was last seen heading there. Apparently trying to recruit aliens to our cause."

"...Oh that's not good."

"Indeed. I need you to find out whatever you can about the situation with him and give the info to some people squad I am sending out to investigate. They will be the sneakier sort and good at scouting/covering a lot of ground, but I need some solid leads and intelligence before sending them in."

"In that case the network may offer their services in more then just plain info. It wouldn't be very difficult for them to arrange some manpower to help out."
>>
Rolled 90 (1d100)

>>1867605
"That would be greatly appreciated. It is difficult to admit that our stealth forces are rather...make do more then I would like."

"It's not a problem sir. We lost a lot of people. We could request some trainers from them. They often lend people out for that sorta thing."

"Very helpful now aren't they?"

"According to their mission statement that is the entire point. Help the Allies Who Resist and Inhibit our Enemies as Much as Possible. Words they live by."

"Very well then, you may leave but call in the messenger."

"Aye sir."

"Ah we have a message...of a message of a message."

"Huh?"

"Let me explain in more detail. Bloody Brigade base here was contacted by another bloody brigade base in a neighboring city to pass on a message relating to a certain apparently very lost recruiter. Who apparently in is urgent need of a ride home."

"hm finally good news very well then."

Forces have been dispatched and will return with their results next turn.

What do?
>Try to find your missing recruiters
>Perform research/repairs
>Recover and recruit
>Go on a mission
>Other?
>>
>>1867614
>>Try to find your missing recruiters
>>
Rolled 85 (1d100)

>>1867641
>>1867614
Sorry, I'm tired
>>
Rolled 49 (1d100)

>>1867614
>Perform research/repairs
Well before we work on transport aka make the alien vehcials work for out distance recruits.

Mori Knox, since you are here to look around I'll try not to ask to much of ya. Tho I'm curious to know if those plant monsters of yours can be grown into transports of some sort. The idea of using plants in that why intrigues me. Because I think we could hide with it better. Tho if we can only have say a bush shield to cover bikes that's fine as well.

Oh yeah and with new people perhaps they bring you inside into plant bombs. Quick covering of floors for silent footsteps, making these shrapnel plant grow properly and quickly, entanglement, and so much more.

---

We'll need alien armor and weapons, if possible for that spy saving. Plus a good plan for how to prove their "loyalty".

I imagine getting their heavy weapons operators up and going again will help. l as well.
>>
Rolled 80 (1d100)

>>1867614
Meanwhile among the armorers...

"So we all heard about how those bloody brigade bastards managed to make crude armors from alien materials. The question is how. I can't figure it out. None of our tools fucking work on the stuff."

"That's because your using human tools," states the mysterious armorer. "If you want to work alien materials you will require their tools."

"Heh and make sense of alien technology?"

"You any idea how hold the hammer is? Yet even now we still use it. All you have to do is find the alien analog. Like these, This is my toolkit from before I left. Noticed how much its all alien? Find tools like these and then try it. The engineers are generally the best ones to look for."

"You sure this will work?"

"Of course. I been making armors like the Bloody Brigades for a long while now. Truth is the hardest stuff to work is the damned alien armors. Trying to adjust them for humans is hell. Breaks to easy and too hard to work. Bot armor is easier but heavy as shit. In terms of protection however its on the top. Alien armor crudely modified for humans is quite balanced and more importantly light. Traitor armor is a bit better then human armor but more importantly it is able to resist energy weapons. Which human armor can't do for shit. Human armor for obvious reasons is only any good for ballistic purposes."

"Another interesting type of material to work with is the mutated bio materials. Very bizarre and exotic, but if your lucky you can find stuff that can shrug off a Gauss rifle blast pointblank and is light as a feather. Mutants, monsters, and hell even plants can possess quite the miraculous materials. More importantly its all organic biotech. We don't have to struggle to recycle, reuse, or reverse engineer the alien alloys, but it does come with problems. First of all due to the mutagens its very unpredictable every fucking time. Secondly trying to get the materials can be just as risky or more dangerous then getting alien alloyed materials in the first place."

"...You have any armors made from those organic exotic materials? asks an armorer."

"I do. Some of them are priceless in quality. One of my favorites is this suit of light armor that was somehow still able to keep its chameleon effect. Its been tested to shrug off Gauss blasts and energy cannon shots. Sadly I only got the one and its obviously one my greatest most priceless of treasures."

"That...that's insane. How the hell do you know all this stuff anyway?"

"I was an armorer for the traitor forces. However to pass the time and make some extra money. I did work for the Arenas. Armored up monsters, mutants, and other combatants. Was able to test all my experimental armor designs I wanted in the lower matches. Was able to harvest materials from the bodies and make requests to traitor patrols to get me stuff. Then I had the misfortune of running into your recruiters and make a bet with them that i lost."
>>
Rolled 81 (1d100)

>>1867794
indeed get up and running
>>
Rolled 54 (1d100)

>>1868728
"Yeah I wonder-," begins with an gunsmith shows up out of nowhere and grabs the strange armorer.

"..."

"...Welp guess its time to go through the alien gizmos try to find those tools. Don't forget to grab his toolkit. That way we have something to compare what we find to."

In the impromptu gun range and weapon station.

"So...why am I needed again," asks the Armorer.

"Simple we need an armor to test our weapons. Also we heard you knew some stuff relating to our specialty..."

"Ah the records I have hm? Those are pricey."

"You don't help out and then we tell the boys not to go out of their way to get any stuff you request."

"...Harsh. Fine all my records I have from are on this flash drive."

"Including their weakpoints yeah?"

"For the traitor armor sure. Aliens went cheap on the armor. Its why its only a bit above human gear and most the fact is reliant entirely on the fact that it at least resists energy shots."

"Why would they give that kind of armor to traitors when humanity didn't have any energy weapons worth a damn?"

"How would I know. Let me guess your still stuck on those traitor weapons yeah?"

"..."

"Sore spot I see. Find let me tell you something special. The rounds for traitor guns have a battery, energy cartridge, and the actual bullet yeah? What if I told you that energy cartridge just like the battery when broken would melt down and create the energy bolt that infuses into the bullet itself."

"...Sounds awfully advanced."

"That's because it is. See the whole point to traitor weaponry was to introduce the advanced concepts of weaponry. Which included Gauss and Energy, but they got lazy combined it all together with a gunpowder round. That energy cartridge when it breaks causes the energy blast to form and disolve everything but the bullet itself. Hence why they don't drop any casings..."

"The chamber itself is strangely wiped clean. No scratches or markings on the bullet..."

"Bingo. Its all thanks to that energy blast. Making traitor guns traceless by our standards."

"How do you know this despite being an armorer?"

"...I'm an armorer I was well acquainted with the gunsmiths and supply guys."

"Then what's the key to the energy part of the bullet..."

"Tell me have you ever opened it after seperating it all out?"

"no way and eat an energy blast..."

"Hm I see," says the strange armorer as he picks up a dismantled energy cartridge..and proceeds to drop it.

"NOO-wait a second...nothing happend but...it broke."

"Yup."

"...The energy cartridge is harmless when separated from the rest of the round itself?"

"What did you think the battery was only meant for the bullet? It is also the key to trigger the energy cartridge itself. That and the gun itself."

"...Well if we take it apart...what is this stuff. Some kind of strange ozone smelling gas, small amount of powdery substance, and some strange alien gizmos."

"Could it be...plasma," asks a researcher to the armorer.

"Bingo," confirms the armorer.
>>
Rolled 20 (1d100)

>>1869466
The partial melting of the bullet. The flawless barrel...the strange burns. It was plasma...a plasma cartridge...but...how?"

"Now that is something even traitor gunsmiths haven't figured out."

"And to think here I thought it was some kind of pulse or ionic based. They actually used fucking plasma...anyway we can reverse engineer this?"

"No idea. Plasma cartridges are something even the aliens had a hard time figuring out, but what I heard. They had a hell of a time combining Ballistic and Energy weaponry...until they used plasma. So despite the difficulty of creating a mini plasma cartridge they still did it anyway, because they need to introduce to the traitors the concept of energy weapons in an nice easy beginner package."

"How the fuck is fucking plasma cartridge beginner basics?"

"Don't know but like electricity in order for the...plasma to be formed it needs to be introduced to energy. In this case from the battery itself in order to cause the transformation."

"But...but there is no battery left...fuck no wonder we missed it. As we assumed it was solely for the Gauss effect."

"Partly true so you were half right."

"Do we have any hope of reverse engineering the plasma tech from it?"

"Most unlikely, before I left we were told that laser weapons were going to be handed out to the infantry soon. While from our tech boys I heard they were about to be given ion or pulse something or another for the bots and vehicles."

"...but no plasma?"

"Not yet. I heard rumors the aliens were waiting for something...something they were building before they would do that, but I would still watch out for their lightning guns."

"Lightning guns?"

"Yup. Nasty things that can somehow adapt to your location. Getting around cover even turning corners. Then after it hits you it bounces off and hits another...and another...and so on."

"Fucking hell that is nightmarish."

"I heard from the patrol boys the aliens have those kinda weapons around their construction sites and bases. I heard they were cooking something else too that was plasma related. Can't say I know what though. I only ever heard about those lightning weapons."
>>
Rolled 39 (1d100)

Just waiting on 1 more to back mine or others to vote, I think.

I'm still thinking it's best we get transport up to bring our boy and friends home. Then we get to so what our forces find out. So ether we get a plant to chauffeur us or get the loot check over.
>>
Rolled 48 (1d100)

>>1867794
Yeah, sure
>>
Rolled 24 (1d100)

>>1867794
"Ha...if only it were that simple. Thanks to the inherit randomness of the mutagen you never know what you will end up with. And trying to selectively breed for it is hell. Even asexual reproduction carries a lot of mutation and clones always differ from each other. The only thing I have...found is what matters is the goal and to ignore how you get there. What matters is the result."

"Now moving plants are tricky as they can't easily draw nutrients and water as those who are root bound. Makes them rare and nasty. Animals have the advantage when it comes to moving and surviving."

"Sadly these means that the plants that do move tend to be quite the predatory bunch. Except for the migratory species."

"Migratory?" asks a researcher.

"Imagine if you will a plant that can't get any sun or not enough water. What if it could rip itself out of the ground and find a better spot to live? That is what they do problem is them moving is the exception and not the norm. With the predatory moving plants which try to keep up with their prey.

"Now to breed big plants enough to serve as transports. Its going to take a LOT of nutrients and water. On top of somehow getting a hold of the right mutated specimens in the first place. I can think of a few plants that might work. There is the Floating Bell, Shamble Vine, Spring Hill Hulks, and Rooting Branch Terrors on the top of my head."

Explosive plants have been planted. Including one that Mori introduced called Cherry Bomber. Apparently its seed pods are explosive and the leaves are sharp.

Repairs have been performed. Most of the wounded are now back on their feet with only a few needing a bit more time to recover. Meanwhile for research botanists and mycologists have made an interesting breakthrough. They have found by pairing certain fungi and plants together greatly increases their performance. Particularly brutal example being with the explosive bush. A type of fungi when introduced to the roots will coat the roots and sprout mushrooms. The mushrooms are explosive and more importantly toxic. When they go off or the plant does the mushroom causes the roots and the shrub to explode along with it. Resulting in a larger and much more powerful blast.

Meanwhile the armorers have constructed some suits of armor and repaired others. We now have Alien bot armor available to us. While its very heavy it offers superb protection.

Meanwhile the gunsmiths and non combat engineers have made a breakthrough regarding robot weapons. They figured out how to make them less bulky. Reducing the size of the heavy weapons and more importantly unlocking smaller sized robot weapons for our other troops. Sadly they are heavy and awkward to use

Chemists thanks to new compounds found in mutated wildlife have cooked up toxic grenades and explosive plant grenades are now available to us. Courtesy our botanists and most importantly us to a plant with explosive seed pods. Sadly production is currently quite limited...
>>
Rolled 3 (1d100)

>>1870485
What do?
>Upgrade infrastructure
>Recruit
>Perform research/repairs
>Go on a mission
>Other?

Your rookies are in bad need of some action so they can stop sucking so hard.

Supplies are running low...with medical being exhausted.

We have gotten word about the missing recruiters. Our forces sent to poke around in the alien construction sites have found where the recruiter went. Apparently he went to visit his lover and then headed off to a reputed alien research facility that went awry. Our forces attempted to follow but encountered a jungle in the mountains in a windless strangely windless valley. The 'jungle' was actually former forest that had been completely overtaken by some kind of rampant mutant fungus. Even the ground itself was completely coated. As for the monsters and mutants...they were infected by the fungi too. Even aliens were found infected by the Fungi.

Our squad there is asking whether or not they should press on or fallback...

>Y/N?

Meanwhile our mutant lovers have found proof our moron of a recruiter is still alive. Survivors spotted him heading into a mutant hub while shouting about parlay and wanting to meet their leaders. The mutants swarmed him...but didn't tear him to piece. He got dragged off to who knows where. Fools are currently trying to find him in the hub but it will be risky to search all their hives there and avoid the smarties at the same time. Do it anyway or call them back?

>Y/N?
>>
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>>1870489
>Supplies are running low...with medical being exhausted.
Then let's just (FINALLY) finish herbal medicine research. And from now finite and limited alien medicine will only be used on gravely injured people, while everyone else will get herbal medicines.
>>
Rolled 78 (1d100)

>>1870493
we're goin herbal lads
>>1870489
ChemGenie?
>>
>>1870489
Also
>Your rookies are in bad need of some action so they can stop sucking so hard.
Can't this be fixed with daily exercises and training?
>>
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>pic related is the last thing alien leader will see before being swallowed whole and digested by a man eating plant
>a cold emotionless face of fairy resistance soldier
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>>1870489
>>1870501

>Our squad there is asking whether or not they should press on or fallback...
Nope the fuck outta there

>Do it anyway or call them back?
Leave it to their own disgression
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>>1870489
>We have gotten word about the missing recruiters. Our forces sent to poke around in the alien construction sites have found where the recruiter went. Apparently he went to visit his lover and then headed off to a reputed alien research facility that went awry. Our forces attempted to follow but encountered a jungle in the mountains in a windless strangely windless valley. The 'jungle' was actually former forest that had been completely overtaken by some kind of rampant mutant fungus. Even the ground itself was completely coated. As for the monsters and mutants...they were infected by the fungi too. Even aliens were found infected by the Fungi.

Our squad there is asking whether or not they should press on or fallback...
Don't go just yet, simply take a sample of the fungi and bring it to our base
>Meanwhile our mutant lovers have found proof our moron of a recruiter is still alive. Survivors spotted him heading into a mutant hub while shouting about parlay and wanting to meet their leaders. The mutants swarmed him...but didn't tear him to piece. He got dragged off to who knows where. Fools are currently trying to find him in the hub but it will be risky to search all their hives there and avoid the smarties at the same time. Do it anyway or call them back?
Do it
>>
Rolled 33 (1d100)

>>1870489
>try to negotiate with the mutants
maybe we can pay them to give our recruiter back or maybe even work together
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Rolled 70 (1d100)

>>1870526
>>
Rolled 4 (1d100)

>>1870489
>Jungle people.
Get an escort ready and have some the plant and fungi people take a look at the jungle stuff. Once we know more we can move in.

>Mutant.
We can always try the same thing he did and hope to God you don't die. Yet since we have no idea if that will get what we need. I guess we'll have to put a sign up and hope they can read.

Then just hide out and study them for a bit.

>Upgrade infrastructure
Work on the herbal out put. We have some healing stuff already researched. I'm sure new friends can help with more. Just need to get the infrastructure ready for it and improve ability to craft stuff.

The rookies I just will have to be give weapons and armor. Then we'll got from some training. Get them use to the weight and see if any standout for particular Weapon types.
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Rolled 65 (1d100)

>>1870505
Rookies are Xcom level bad and you don't have any proper trainers/training grounds. Sadly they are also the most basic unit to acquire in the game. Good news is they are also very replaceable. A Rookie who levels up on the other hand can turn into more powerful classes from the very beginning. Basically they got a lot of potential but they are weak as shit.

Looks like anons wanna know the result of the recruiter rescue before coming up with a proper action. Fine.

Troops in fungi land acquired a samples of the fungi before withdrawing hurriedly.

Meanwhile the troops near the mutant hub of raised up a sign and are hiding out waiting to see what happens...

In a nearby padded cell. A very bored and hungry recruiter(sure as shit ain't about to touch what the mutants call 'food'). The cell door slide suddenly gets pushed back. Expecting to see a mutant face...instead there was a human wearing strange armor.

"Well...well...well. Looks like your friends have come for a rescue and can you believe they actually want to 'negotiate' with us mutants?"

"...You sure as shit not a mutant."

"Oh then how can I live among them so openly?"

"...You have me there."

"Tell me shall we invite those guests inside," smiles the mysterious man.

"Hell no you let them go! They got nothing to do with this and its my own fault I took all those drugs..."

"Hm...why should I?"

"Because don't you wanna leave a good impression on the only assholes in this god forsaken city who are going out of their way to be nice to you mutants?"

"...Excellent point. I will admit."

"Now what are you?"

"Question answered for a question answered. Lying means no more playing. Do you want to play?"

"Fine," chokes out the recruiter.

"I am...a mutant tamer I suppose...but something more. I don't just take them I can also live among them. Now for my question...who are you with?"

"A resistance group."

"Ooh...desperate times call for desperate allies hm?"

"My turn again. Why team up with the mutants?"

"Because they are for the future. They can adapt better then anything and thus their survival is certain."

"With that logic why aren't you sucking up to the monsters and mutated plants?"

"Nuhuh...no breaking the rules I get to ask a question first then you can too. Now why do you need mutant allies?"

"...Because the aliens are just that strong. As I look at it we have a mutual enemy. All I needed to do was find a mutant who was actually willing to talk. Instead I ended up with you."

"Bad luck for you then as for your question. I haven't bothered because they are...as you know it to be much less diplomatic."

"Bullshit most would say the same about the mutants."

"Hm...well yes but the mutants have smarties yes," says the strange man with a smile.

"...You....you teamed up with a Smarty?"

"My question first before I give you an answer. How could we possibly benefit by aligning ourselves with a resistance group?"

"...We have much to offer each other."

"Such as?"
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Rolled 73 (1d100)

>>1871333
"First you must answer my question."

"Dirty but fine. Yes I did team up with a smarty."

"Trade. Assistance. Info. You know the good stuff."

"Your expecting an awful lot from the mutants given how so few of them are smarties. Fewer still are the smarties who don't completely hate humanity."

"Then how about we make a bet. If I win you join our cause."

"And if I win?"

"I'll tell you about a smarty smart enough to break out of a holding area, somehow triggered all new mutations in its brethren, and stole equipment knowing of their use."

"Ooh...sounds like such a lovely specimen. What is the wager then?"

"Hm," smiles the recruiter. "If I can show proof that the normally monsters and plants can be friendly then I win. If I fail you win."

"I accept that wager. So how will this play out?"

"If you don't release me to prove it I am gonna need a radio...and those guys out there will need to be safe."

"Ah...clever. Very clever, fine here is a working radio," says the mysterious man after dropping one through the slate.

"I do hope your prepared to lose," says the recruiter after picking up the radio and tuning it to the right frequency.

The Traitor Turncoat Armorer has disappeared, but not before leaving a note behind saying he was going to visit a friend and Knox is headed to the mutant hub with a pet plant.

Anons still need to decide on a
>What do?
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Rolled 73 (1d100)

>>1871375
>Normally hostile monsters and plants

Forgot to the word hostile...
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>>1871375
>Upgrade infrastructure
Work on the herbal out put. We have some healing stuff already researched. I'm sure new friends can help with more. Just need to get the infrastructure ready for it and improve ability to craft stuff.
And this too:
>>1870493
>>
>>1871384
do i understand correctly that we entered negotiations with the mutants ? if yes,
>>1871407
i support upgrading infrastrucutre
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>>1871407
>>1871414
Glad to see y'all backing. But my follow Fey Resistance fighers. We need to trest our luck as well.

(I would roll, but I already did for that action. Tho a 4 isn't much.)

>>1871375
Glad to see there was someone who could read signs in the mutants.
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Rolled 52 (1d100)

>>1870532
Work has begun creating two new fields full of medicinal plants and fungi. After they are harvested the chemists have derived means of creating medicine out of it. Some of which is even stronger then our best human medicines. A few even compare to the peculiar alien medicines.

Gained Two Small fields(medicinal). One plant and one mushroom.

Our medical supplies are starting to stabilize, but our docs still need medical tools and proper sanitation equipment to be restocked.

Meanwhile some of our botanists and mycologists are very confused over some new findings. Somehow a few mutant plants and mushrooms have been...hybridizing. Some mushrooms underground meanwhile have revealed themselves to actually be plants. But somehow they mutated into something that could survive without light.

Meanwhile near the mutant hub. An armorer rides a monster with someone unknown heading to where the squad nearby.

"Is it really such a good idea to get so close to a mutant hub? Places are crawling with mutants and even with my pets it wont be easy to get away should any trouble start."

"It wont be a problem. They just need proof for something or another. All I know is if we win we get the recruiter back."

"Oh...same ones whom you made that bet with and lost to?"

"Yup."

"You know its not nearly as fun without you. I don't like dealing with those traitor armorers. Only you ever went out of way to test stuff at the stadium."

"What can I say I made a bet that I lost and joined the resistance."

"sounds like your screwed."

"Very. Only thing we got going for us is homeground advantage and the aliens being a bunch of lazy assholes."

At the squad itself Mori is already there and they carefully approach the mutant hub to present their proof.

"So...what if the mutants attack," asks Mori noticing the scattered hordes of mutants eyeing their position.

"Then we die. Don't know why we are waiting around here for. We already got the proof since Mori is here," mutters a resistance fighter.

"The recruiter said to wait till the armorer shows up then we go present ourselves the proof."

"...Am I the only one who thinks this is utterly insane? I mean the kind of crazy that supposedly genius chemist would be into," mutters a resistance fighter.

"Look those recruiters pulled off some bullshit last time so why can't they pull off anymore of it? Ah there the armorer is...on top of a tame monster. Son of a bitch I thought he was just an armorer."

Thus the squad moved out and the mutants moved out of the way. Allowing them to approach. After awhile the doors of the hospital swung open and out came two people. One of which is the recruiter with a shit eating grin and the other has bitter expression on their face.

"...Not just a tame monster or a plant, but both...fuck I lost after all."

"Yup so let me be the first one to say welcome to the Resistance!"

"Ugh...just follow behind me. The mutants here aren't hostile to me around here. Just stick close."
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Rolled 39 (1d100)

>>1871941
"I can't say the same for the mutants elsewhere however."

"Why not?"

"Mutants have different smarties among them. Its not like I can get acquainted with them all."

"But why the hospital?"

"For the same reasons why everyone else avoids them like the plague."

"So how good are you with mutant diplomacy?"

"Mutants don't quite work like that. The dumb ones follow the smart ones. The smart ones really don't like humans....and they really aren't that smart yet."

"So how did you do it?"

"Simple. I tamed the dumb ones just like how the smart ones do it. After that I was able to convince the smart mutants that I am one of them. How else could I not be if I live among them and even got my own horde?"

"...So you tricked the smart mutants into thinking your a fellow smart mutant...by being a mutant without being an actual mutant?"

"Pretty much."

"...That...just...wow. So fucking insane its actually brilliant. No wonder nobody else has figured that one out yet. How the hell did you even conceive of such a plan?"

"Now that is a trade secret I'm afraid."

What do?
>Upgrade infrastructure
>Recruit
>Perform research/repairs
>Go on a mission
>Other?
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Rolled 49 (1d100)

>>1871965
Good, good.

So that leaves saving our alien boy and out of town recruit.

>Perform research
To that end we need to work on the alien vehicles. Since plants are unlikely.

>Go on a mission
Then while the vehicles get worked on. We can start live training our people. Since we medical gear that gives us something to look for while training. Not sure how long we have till that spy needs to be saved. So hopefully we can ready our boys in time.

---

Hm... 28 Rookies. Any new classes unlocked for us? If nothing new thinking like 6 Heavy Gunners, 4 Grunts, 2 assaults, 2 mutant fools (if possible), 1 mutant trickster, 2 combat engineers, 1 ranger, 2 Scavengers. Assuming we can do this much with the loot.

I'm wondering if we can make Druids, like 2. They can go in and literally plant things. They'll work with our new Botanists & Mycologists researchers. End up with some fun tricks to weaken the enemy for us.

Leaves 6 over. Maybe 2 pyros and then let the other 4 rookies level up?

---

I wonder when we should try talking to that lab guy who has mutants around as pets. Tho we would likely need lab gear to trade.
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Rolled 82 (1d100)

>>1871965
I think our best bet is to figure out a way to save that high ranking spy, and in that case, research some of the alien stuff we have.
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Rolled 73 (1d100)

>>1872750
The spy network said >>1867605 "They wan-need fall guys and to cause a large enough of a scene."

So my thought was we train our boys up to make a large scene. Get them to be ready for a big fight and possibly our debut to the aliens. Which will be fun (painful).
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>>1872877
Well more proper debut. Since we don't know if that alien offer with the first traitor group got away alive.
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>>1871941
>armorer with a tamed monster
Wait where did he come from? I'm getting confused. Can someone give me the list of all plant/mutant/monster people which exist so far ?
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>>1873862
Yeah it's at the top. In my notes.

>>1867280
You can view them anonymously and make comments if necessary. Say if there is wants for me to add.

I think I just need to add the mutant tamer. Which I'll do tomorrow. As for the monster taming armor. That is Our Mysterious armor/ traitor armor. Unless i thought wrong and it's the buddy there were with.

Unless Genie has one they wish to give out.
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Rolled 78 (1d100)

>>1872238
Druids are indeed now an option. Tamers have also been unlocked but you lack their specializations(for now...).

Mutant type classes require special materials. Otherwise it will be fine. The druids meanwhile require a mixture of monster and plant materials to create. So you need to kill some monsters if you wanna create druids. For the lowest class of druid the requirements for monster materials is very low.

Anons will need to confirm the classing the rookies up.

>>1872877
What a great way to kill off a bunch of worthless troops and upgrade the surviving fodder into something worthwhile...

>>1873862
The strange armorer invited a friend of his who is a monster tamer and went to see him. You did not however recruit that particular person.

Only reason your ending up with such strange recruitment is due to the weird ass roll combos whenever recruiters get sent out...so it results in you recruiting some real weirdos.

>>1873885
The Mutant Master is wearing his own peculiar armor. Made from a mixture of mutant hide and looted armor bits. With hooded helmet on he looks very much like a mutant.

The mysterious armorer used to make monster armors for his friend's arena monsters.

Mozi is actually wearing a strange coat and clothing that appears to be made from plant material. While wearing a helmet that is...actually just a potted plant. Several times a day the potted plant that changes according to being inside or outside, weather, time, and if its a new day or not.
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>>1871941
> lack of proper sanitation equipment
Alcohol out of plants could work as a substitute
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Rolled 16 (1d100)

>>1874198
Think more gloves and surgical gowns. You gotta replace them after every use.
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>>1874198
>>1876173
Restaurants would have stupid amounts of latex gloves cleaning supplies and aprons/smocks not perfect but the best we can get short of hitting a place with ass loads medical supplies
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Rolled 27 (1d100)

>>1874080
Hm I'll change up my vote on the mission then. I want to get us some druids, urban, wild or any other type to start out.

>>Perform research
>To that end we need to work on the alien vehicles. Since plants are unlikely.

>>Go on a mission
Get the newbies trained/monster mat hunt and out of the way store looting. Since the city is less likely to have monsters, iirc. We can grab make do supplies from out in the boonies stores. Like fishing line to stitch wounds, gloves, gowns, and so on.

----

Same troop load out >>1872238.
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Rolled 98 (1d100)

>>1876513
Support
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Rolled 62 (1d100)

>>1876513
im here im alive and i support this
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Rolled 21 (1d100)

>>1876513
Well we figured out why we couldn't use them. The vehicles have a special kind of lock. You don't have the key they don't work. Problem is we can't for the life of us figure out just 'what' that key is. Not even dissecting the pilot's body gave us a clue.

The vehicle itself has some kind of reactor providing a power source. We can't decipher what it is, but its powerful enough that it can power the turret with nigh infinite ammo. Investigating the reactor we found some kind of port. Two to be precise. One allows us to remove the reactor from the vehicle. While the other removes some kind of cell from the reactor causing it to deactivate. Unknown what substance it contains.

The vehicle itself relies upon some kind of hover system. A seemingly much simpler version then the one we found on the flyer. The hovering from what we can tell requires a vast amount of power. Enough so it even makes a dent in the energy stores of the vehicle itself. From what we could figure after taking apart one of them is...well somehow they figured out how to create a repulsion field. Our researchers theorize that it either repulses gravity or more interesting proposition when it does so only when it detects a surfaces to repulse from. Not gravity in of itself.

We tested this by knocking one of the hovercrafts on its side by putting on a lot of weights...when it was disconnected from the surface an interesting thing occurred. It deactivated. Until it detected a wall in which case it reactivated itself reorienting itself as it pushed itself away from it until it was once more hovering over the floor.

Our researchers were rather dumbfounded over how it was able to detect this change and adjust accordingly even without a pilot present.

Which was one of them stated that maybe...the vehicle had some sort of AI in place...and if that were a case couldn't we get it to function by bypassing the pilot system and instead make the AI do it?

Sadly we know even less about the alien AI then the aliens themselves.

For defenses we have found that besides it possessing alien alloyed armor it also carries a rather large shield generator hooked up to the reactor. Making it impossible to run out of juice and the key is causing the shield to overload. It can only halt so much damage before it short circuits...unless we caught the power.

A saboteur who knows of the weakness could if they get close enough cut power entirely from the shields. Much easier to accomplish then severing power from the hover modules or the controls.

Which was when one 'genius' decided to see about this AI theory by disconnecting the pilot controls from the vehicle and seeing what would happen. The result was the vehicle attempted to leave and go back on its original course. Requiring us to destroy some of the hover modules to immobilize the vehicle.

On the plus side we DID confirm there was some kind of AI on board.
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Rolled 87 (1d100)

>>1877600
There is some debate over whether or not its possible to create our own jury rigged vehicles by removing key systems from the alien vehicles to make our own versions.

Most of the newbs have converted into soldiers before being sent out on a monster hunt in the city outskirts.

"Why do we two also have to go," complains Mozi to the mutant master.

"Well...look at this way. We are clearly expected to be a babysitters."

"Yeah but why us? Why not those other guys?"

"Because many of them are still recovering from their injuries."

"...You're really no fun."

"Fun is for when trouble occurs. This is the boredom that is between states of 'fun'. The tedious requirements that we have to abide by until the real fun begins."

"and now you're making too much sense."

"Who do you think will be more effective at killing monsters. The newbies and you or me and my mutants."

"Hey why do I have to end up their side they suck! I could totally do it on my own!"

"How many pet plants did you bring along?"

"...You and your mutants suck. I think we are going to win and not your lousy mutants."

"Is that so? Willing to stake a gamble on the results?"

"Gamble what? Not like either one of us have something the other wants."

"...I would like a seed packet for mutant hive flora and yes I do know you have some."

"...well then what about me? What do you have that I could POSSIBLY want?"

In response the mutant master points at a particularly strange mutant that had plants growing out of it.

"...Deal."

"Alright you lousy bastards we are NOT going to lose to a bunch of fucking mutants in killing shit. You hear me? We are gonna kill ALL THE FUCKING MONSTERS AND LEAVE NONE LEFT FOR THEM!"

"...Too late for that," coughs the officer as he gazes at the mutant pack on the hunt. Already taking down monsters.

"FUCK! Hurry it up you losers! I swear if we fucking lose I am gonna seed your beds with horribly annoying bumps and your sheets with shit that badly itches."

"Yeah we really can't afford to lose to the mutants, the guys back at base really aren't gonna ever let us live this down..." admits the officer.

Despite the best efforts of the human troops. They all lost to one man and his pet mutants. Just as the officer admitted the guys back at base never did let those newbs forget how they lost to a bunch of fucking mutants.

Who knew how to operate on their own hunt so well. That the Mutant Master was seen sitting on a fold out lawn tree and sipping martinis he somehow brought along. Unfortunately the mutants were terrible about leaving stuff behind...so the mutant master had to get off his lazy ass and make sure they didn't just eat everything. Thus much to Mozi's joy he got stuck babysitting a bunch of mutants instead of the far more reasonable humans.

thus in the end the side that brought back more usable material was actually the humans, but the mutants slew more monsters. The mutant master got his seed packet for purposes unknown.
>>
Rolled 13 (1d100)

>>1877605
Sometime later miserable shrieks were heard from the newbie quarters and officer housing. As Mozi went through with the threat. Meanwhile in a seemingly deserted nearby building a bunch of mutants were huddled together over a large pile of monster flesh and refuse from the harvesting.

"Eat up my darlings, grow big and strong," mutters the mutant master watching. "Hey make room for the new guys," he howls cracking a whip and sending mutants shrieking away. Allowing new mutants to get a bite to eat.

"Hm...your not one of my pets," says the mutant master lashing out with his whip on at a new mutant and pulling him towards him. "A mutant fool...what is your kind doing here? This place is for mutants."

"Yet here you are...tell me how did you get them to accept you despite showing your humanity? Even the new mutants you gathered aren't showing signs of hostility," coughs the fool while rubbing at his soon to be new scar.

"Hah...unlike your kind I do not need to hide my humanity from them. For as far as they are concerned I am mutant."

"See...that's the thing though your clearly not. We heard of mutant tamers...but your something else aren't you? Those mutants...they aren't just tame. They're something else."

"Oh why of course I am this...mutant tamer," smiles the mutant master lying.

"That you aren't," says a trickster coming out of the shadows. "We have seen evidence of mutant tamers...but you are not one of them. They tame but you...your something else aren't you?"

"Who says i am not just a particularly great tamer hm?"

"Because they aren't tame, drop your disguise fool," he instructs. The fool in turn dropped his disguise and suddenly the mutants turned hostile as the trickster hid. When they tried to advance on him forcing the mutant master to step in the way. To scare the mutants off.

"...What is it your after mutant lovers? I grow tired of your games and trickery."

"And we grow tired of your lying."

"Let me give you fools a lesson. Fools fool...I am no Fool. So how could they be fooled by me?"

"...Really that's your fucking response?"

"If you can figure out the answer then even out you fools will be able to trick even a Smart Mutant. Now leave before I change my mind. I have much work to do with now with well fed they just become. I don't need you loathsome ilk in the way of my work."

What do?
>Upgrade infrastructure
>Recruit
>Perform research/repairs
>Go on a mission
>Other?
>>
Rolled 70 (1d100)

>>1877612
>Go on a mission
Let's find an engineer who worked on Gauss stuff
>>
Rolled 10 (1d100)

>>1877612
Hm it would be great if it's like the zombies and it's a force of will thing. Tho I'm wondering if they added something to their body to make them a little bit mutant.

>>1877725
We do need more mission to get our boys ready. So Gauss Engineer and may as well go find a Electrician as well.

Also get two druids made side we have the part.
>>
Rolled 63 (1d100)

>>1877725
Sounds good
>>
Rolled 23 (1d100)

>>1877725
"Weren't the people who worked on Gauss weapons all military and hence exterminated with extreme prejudice by the aliens?"

"Well...yeah but hopefully not all of them. Maybe if we get lucky some contractors survived the purge. Meaning we might be able to find someone."

"...This sounds like a terrible idea."

"Not as terrible as the one those poor bastards followed after grabbing that former traitor armorer. Apparently they be thinking one of them might be in their ranks."

"Huh I stand corrected we are indeed better off then those poor bastards. So where are we going exactly?"

"Offices belonging to one of the companies. We gotta find records."

"...In office buildings crawling with mutants?"

"Yup."

"...Damn it so we gotta break into mutant hives to search for obscure records that may or may not even be there?"

"Afraid so."

"...Well a lot of us are going to die."

"Probably, but that is what we got the noobs for."

"...If that was suppose to make feel better it did the exact opposite."

Investigating the traitor forces reveals information related to traitor vehicles that are suppose to be a long time in coming. Apparently they are gonna be equipped with Gauss weaponry. Problem is the only suspected engineers with the know how are located in a building site. Well guarded by both traitor and alien forces.

Meanwhile some of our people were stuck attacking mutant hives located in office building. Using up a vast amount of our explosives in trying to clear them out. Pyros were stuck on the outskirts keeping additional mutant reinforcements back. The operation is not going to be a short one. The mutants are deeply entrenched in their hives and we are forced to clear them out room by room.

The rest of the dispatched forces are poking around the construction site. Trying to figure out how they are gonna manage the break in and kidnapping.

What do?
>Focus on the build site
>Focus on the mutant hives
>Upgrade infastructure
>Perform research/repairs
>Go on a mission
>Other?
>>
Rolled 88 (1d100)

>>1879992
>Focus on the build site
>>
>>1877612
Holy shit that was painful to read
>>
Rolled 55 (1d100)

>>1879992
>Focus on the build site
>>
Rolled 15 (1d100)

>>1879992
>Focus on the build site
Since they have alien forces and we are split. More energy to this group should keep them alive.

---
Did the druids get created? Wanted to be sure for planing.
---

So scouts get us info about the out side and ,maybe, have a saboteur try to get a closer look. Not sure if we can get in with that spy network's help.

So with druid help we can place some plant traps and have a group raid one side to bring as much attention as they can. Then send a team to snatch and run on the engineers and maybe some secondary objective gear.

Assuming the information we can gather shows we can do it. If we need to go pure stealth then we place traps as we move a small team in. Then we'll have the retrieval team ready for when it goes hot.
>>
>>1879992
Everything good Genie?
>>
Rolled 7 (1d100)

>>1881071
inclined to agree..if ive not already
>>
>>1885513
Hopefully our scouting will shine some light on paths to take. Need area info for some tactics.
>>
Rolled 70 (1d100)

>>1880122
>>1880119
Dub dubs and an 88 to boot. I know I shouldn't roll but fuck it vote.
>>
Rolled 56 (1d100)

>>1880121
I was half asleep. Writing always goes to shit around then. Problem is I still gotta do that last action so anons can figure out what to do while I am KO.

>>1880119
>>1880122
"So why did the recruiter insist on coming along with the saboteur" asks one of the soldiers.

"How the fuck am I suppose to know he came withe reinforcements...though come to think of it isn't he the one with the alien girlfriend?"

"No way. I thought that was just a rumor...wait why are they heading straight for the gate? I thought they were suppose to sneak in oh god we're fucked..."

Meanwhile two people ignored the aliens and confused traitors staring at them. Even the AI was shocked into a stupor at this strange development. As they walked right up to the gate. One of the men meanwhile talked to a traitor.

"Hey I am here with my bodyguard for the guide."

"...Guide?"

"Yeah I was told I wasn't allowed to walk around inside without a guide. So where the fuck is he."

"Uh sir...we...don't have any one on our schedule for such a thing?"

"Really," says the recruiter arching an eyebrow. "Please scan this card again and make a few calls."

"Hm...alright I'll just pass this over to the alien."

Shortly after the traitors and aliens suddenly got into a fierce debate before one very sweaty traitor guard turned guide came back. "Ah sincerest apologies I had no idea you were one of the human reps selected by the Galactic Companies. So uh...this way."

"Ah what about the rest of my escort?"

"Oh they sure they can...totally come to. I will admit we thought they were gonna send a fellow alien and not one of us humans! Sincerest apolagies for the mix up..."

The saboteur started to wave in the hidden troops...most of whom were very confused and held position. A few however came out and were amazed at how they were ignored as they just...walked right in.

"No problem. No problem now I was told that the delays were finally fixed or is this ongoing for this project?"

"Ah unlike the material problems for our more advanced facilities. This place is designed to produce vehicles for our human auxiliary elements. In this case the problem came with finding enough qualified personnel. Despite our efforts to reduce the requirements we still required Gauss familiarized engineers and those with laser technology. As they were most in line with human understanding. Requiring the least education before standards would be met. Only problem was many of those experts were military or government and when the purged happened we lost most of them. It took time meanwhile to find the rest so we were forced to make do with finding less qualified persons and training them with the new human Auxiliary forces," explains the guide. "Hence the reason for the delays different from our other sites...if you wouldn't mind me asking but what is with the peculiar disguises your security forces possess?"
>>
Rolled 11 (1d100)

>>1887540
"Unfortunately ever since the primary forces have withdrawn. Security on this world is most...poor and we do a lot of travelling. We have found that by disguising ourselves to appear like the native forces goes a very long way," smoothly explains the 'bodyguard'.

"Oh that makes sense. Unfortunate how that is still true but do not worry. Once we get this new facilities up and running that will no longer a be a problem!" Inists the human guide. "Now this way. As you can clearly see we are very close to making this facility operational. Soon our brand new vehicles will come pouring out. Made by humans for humans in the new regime. Glorious is it not?"

"Uh yes...now you wouldn't mind if we had a word with some of the native experts in charge of this facility? We would like to perform some...interviews."

"Oh that wont be a problem. Just gotta request permission from the Commander and we'll let you borrow an office. So long as you of course put some good words in for us with the companies..."

"Ha that will not be a problem," smiles the recruiter. "If we find someone we like I can assure you will be well compensated."

"Well...do keep in mind we need to have enough personnel to run the facility. So within reason of course."

"No problem...no problem at all."

Meanwhile outside the facility traps are laid and forces get into position.

"Remember the plan once we get the signal begin the attack. We need to create an opening so we can acquire the engineers before withdrawing."

A few hours later...

"What the hell is taking them so long? Did they get caught? I thought they were just going to scout."

"If they got caught do you really think they would of left the rest of us alone? Who knows what's going on."

Finally they emerged when a change of orders were sent.

"Change of plans...we are going to attack our guys coming out and take away the engineer with him. The rest of you attack the facility has planned and keep their forces distracted. So adjust your positions and remember to make it look good."

The operation was an astounding success mostly due to the guards for the engineer being our own forces. The forces attacking the facility kept their forces occupied long enough for our forces to hit the engineer escort and withdraw safely with the target in hand. By the time the facility troops moved in to to 'reinforce' our own forces the kidnappers were long gone.

What do?
>recruit
>Focus on the mutant hives
>Upgrade infastructure
>Perform research/repairs
>Go on a mission
>Other?
>>
Rolled 92 (1d100)

>>1887603
Well then... glad our alien recruiter made it back fine. I guess we better send a message to our out of town recruiter that it will be a bit longer till we get transport ready.

Hm... I want to say pull out the office people since we got the traitor. Yet we still have to when them over.

>Focus on the mutant hives
Better to have a back up and more engineers the better. Plus mutant mats. and training.

Then our base boys can get to work befriending the new guy and working on transport for getting the out of town newbies.
>>
Rolled 93 (1d100)

>>1887716
support
>>
Rolled 54 (1d100)

>>1887716
Support
>>
Rolled 41 (1d100)

>>1888341
>>1887716
"Well good news is we got reinforcements incoming."

"WOOHOO," cheers the exhausted and hard pressed troops.

"Bad news is...the largest wave of reinforcements is far out. The only reinforcements we have coming in right away is gonna be small."

"BOOOO!" Yells the soldiers in sheer disappointment.

"Well let's get to it lads keep at those fucking muties!"

"There is way too fucking many of them and we're running out of bullets. Not to mention we long ran out of fucking grenades. What are we suppose to know to do beat them to death with our fists?"

"We still got the pyros right?" Asks a soldier.

"Should of brought more frigging pyros..." mutters another soldier under his breath.

"We can't afford to use pyros inside the hives lest we burn the documents we are trying to find. Now those of you who have shit aim. Time to introduce you to melee combat."

"You can't be fucking serious..."

"Oh I am. Even put together some scrap metal shields. Not hard to come up with melee weapons. Now here is what we are gonna do you...those who have shit aim keep the mutants off your allies behind you and try to kill the mutants while your at it. The rest of you are to kill the mutants at will as per usual. Hopefully the reinforcements have brought with them a lot of ammo and grenades."

Sadly they were to be disappointing in terms of ammo but more boom was acquired. As most of it had been sent the other way for the other operation. The reinforcements joined up with the current forces and kept on pushing through the hive.

The pyros meanwhile were trying to figure out how they could keep burning the other mutants off without setting all the hives on fire and the reinforcements who joined them dug in. As they realized now the hornets nest has been properly kicked.

The troops inside the hive meanwhile had no idea what was waiting for them as they struggled to finally complete the mission and return home. Instead as they finished the remaining mutants off and headed outside for a breath of fresh air. The only air they found was of slaughter and burning flesh. With hordes of mutants were pushing in from as their numbers swelled and the smell of death continued to attract more of them over.

"...Well fuck so much for our break. God I really hope that huge reinforcement wave can save our asses here."

Not far away the remaining forces soon realized something had gone wrong if the large numbers of mutants rushing to the attacked hive and sounds of combat from there were anything to go by.

What do?
>Flank the mutants and attack
>Charge
>Try to lure them away
>Find another way around
>Other?
>>
Rolled 25 (1d100)

>>1891437
So a few questions.

Did we win the traitor engineer over and, if so, can the get our transport usable faster?

Anyone free to make better melee gear for the boys with crap aim? We can get some Knights Templar up in here.

For Mori Knox or any of our plant people, got any plants good around fire or will our current druids be fine to plant in ash and mutant bodies? We got need to place Cherry Bombers and other plants that can hurt the large numbers. I also wonder if there is any hungry plant monsters that want to take on the mutants.

I guess final question would be area info. I assume we got choke points to make use of. A cleared building or two for high advantage.

Hm thoughts for unit use. I think it will pay off to limit the heavy gunners till the mutant heavies show up. We'll want people ready to drop them.

So unless those mutants rushing into the hives are here to help. We'll likely have to prep for what I assume will be hive guards. I wonder if that means we'll need the super chemist to ready the anti stealth gun.

Current troops:
[Experienced] 1 assault, 1 scout, 1 ranger, 1 medic, 1 sniper, 1 mutant fool, 1 mutant trickster (Josh), 1 engineer

[Green] 1 Officer [Bad Ass], 1 Saboteur, 1 scout, 1 sniper, 1 assault, 1 grunt, 1 engineer, 1 mutant trickster, 4 Rookies, 2 Tamers, 2 Medics.

6 Heavy Gunners, 4 Grunts, 2 assaults, 2 mutant fools, 1 mutant trickster, 2 combat engineers, 1 ranger, 2 Scavengers. 2 Druids, 2 pyros

Mutant master

Plus what our alien recruiter got.

I'll have to think more on this later, to tired.

Final thoughts for the list is we use the tricksters and fools to slow down incoming viva messing with the marked routs they use. Tho until we crack the hint the mutant master gave us. I doubt this will effect the smart mutants to much.
>>
Rolled 42 (1d100)

>>1891437
I'll start a new thread tomorrow. Had to do a bunch of crap today so I am tired. Just consider this the intro into the big fight that will occur beginning of next thread.

>>1892089
Yup. The 'interviews' was just to find a cover to find someone willing to join the rebels. The traitor engineer is someone experienced with Gauss so no not really.

Melee weapon users is most useful against mutants and monsters for obvious reasons.

There are certain aggressive plants that are known to sprout in flesh and ash is fertilizer.
>>
new thread >>1896296




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