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Rolled 94 (1d100)

Currently it is still day 1 of the Super Hellish Training Trip. Its nightfall you have already fought off a horde of zombies and undead. Sadly you weren't given too much a break between assaults and currently your under attack by a horde of monstrous outsiders. Thanks to the note you got from a foxy female bandit you know they are being led by the one known has the 'Phantom Stranger' who is supposedly a tricky one. You have already dealt with one of the tricks by taking out the music. Due to overloading the channels by mixing them together.

The undead meanwhile you had discovered were led by a necromancer who tried to cover their tracks. A rather skilled necromancer if you had to guess exactly how skilled...you don't know. Only the zombies whom attacked you at first turned out to have no guidance.

Still the outsiders are still attacking your forces they have already taken to the skies and are attacking your underground tunnels in great number. Not to mention you have the feeling the phantom stranger has some other tricks to play. On the plus side the sky is finally starting to lighten so the first day of the two week long siege is about to end...

What are your orders?
>>
Rolled 12 (1d100)

Old Thread:
>>903421
>>
Rolled 68 (1d100)

>>925767
https://www.youtube.com/watch?v=p47jH8uoL-k&ab_channel=EpicMusicVN

Some music that is reasonably related.
>>
Rolled 18 (1d100)

>>925767
Same as last time
>"Stalkers I want half of you searching for the foxy bandit and the other half I want tailing me to protect from and outsiders that think they're an insider. I want status updates on the search and my surroundings in half hour intervals."
>then over see our forces
>>
Rolled 14 (1d100)

>>925948
Supporting and as for the Orders, Maybe ask our Corp friends what experience they have or if there are any experts to give us a hand?

Otherwise, it's the good old fireing lines, fake out blind spot which are actually traps/disruptors. We need to find who is summoning these fucks.
>>
Rolled 10 (1d100)

>>925948
Sounds good, we've been neglecting our forces overseeing
>>
Rolled 72 (1d100)

>>925948
I concur
>>
Rolled 93 (1d100)

>>925948

backing.
>>
Rolled 52 (1d100)

>>925948
I know y'all want to see her again. Yet that still will not help our underground problems. Then if be chance they are found. There is no way to know if she will help us.

So how about we add more to this. Say boom box the tunnels. The sound should mess up their communion and maybe make their ears bleed.

>>925767
Hey AI strum, what's going on in your neck of the woods? Has the Corp building been hit any? Also any way to resupply special or heavy weapons ammo?
>>
Rolled 9 (1d100)

>>926075
I think if we find her we'd have a chance of having her assist in figuring out how the hell were supposed to stop them, she did leave us a note after all with a hint.

Boom boxing the tunnels I'm alright with
>>
Rolled 3 (1d100)

>>925948
Stalkers dispatched...but they were not able to sneak passed the outsider swarm. Mostly due to a mixture of too many and something else that could somewhat sense them. According to them the outsiders are gathering for a great big assault.

Sadly that news came in too late for the outsiders made a massive push towards your forces. You thought it would of been find but the burrowers some of them were missed while others were bursting out of the ground. To be shortly followed by a surge of monsters. Even the crazies in the tunnels network were getting pushed back. Meanwhile the skies themselves filled to the brim with flying monsters that came charging down from above.

The bandits did their best but they are either getting overwhelmed or pushed back.

What do?
>Fallback
>Hold the line
>Push back
>Rally
>Other?

>>926075
"Building is...compromised to hell. Impossible to say with preexisting damages wouldn't notice if new ones appeared."

"Resupply? If ammo can be recharged then yes. Otherwise no."
>>
Rolled 37 (1d100)

>>926092
>fallback, we're to do a decomposing retreat.
Front line falls back while second line gives covering fire if there is a third line of defence they'll give supressive fire, if not then first line will retreat to the third line for covering fire and we continue until we've fell back far enough
>>
Rolled 21 (1d100)

>>926113
That works, have pearly white raise some walls to create a choke point for those not underground and to fill those holes created by the burrowers.
>>
Rolled 100 (1d100)

>>926092
See if strum can radio those corps guys that told us to head back where we came when scavenging too. If anything they'll want to know that they could be fucked at any moment
>>
Rolled 34 (1d100)

>>926201
Welp guess they can help
>>
Rolled 74 (1d100)

>>926201
...Wait which corp guys?

The only ones you dealt with nearby you sorta raided their caravan(hence why your munition supply is so good). Unless we are talking the guys Strum belongs to.
>>
Rolled 47 (1d100)

>>926250
I'm talking about the ones we found while we here scavenging parts to repair the ais defunct systems, the one we rolled a 1 on and accidentally found them
>>
Rolled 20 (1d100)

>>926092
>Fallback
Organized withdrawal to non-compromised defenses

>>926250
>the guys Strum belongs to
He is. He's specifically referencing when they turned us back from a restricted area of the tower.

>>926201
>>926113
I really hope this isn't a wasted crit. Apparently not everyone instinctively replies to themselves when they make an addition or modification to their plan; this right here is one reason why you should do so. To make it linked to the original action you wanted.

Although I suppose you are implying a request for help from Sevitho, if not explicitly saying so.

>>926286
That's them. We didn't find them, we found a restricted area and they were ready to blow our head off if it wasn't an honest accident.
>>
>>926308
Yeah.. dropped the ball on that
>>
Rolled 8 (1d100)

>>926385
Can't really blame you though, since it could have just as easily been a 1 that didn't count. Assuming that's what Genie's ruling is, since on its own it's kind of ambiguous as to whether or not it's its own action.
>>
Rolled 68 (1d100)

>>926201
"You don't think I HAVEN'T tried every POSSIBLE solution and trick to get a hold of my megacorp? How could using a simple radio POSSIBLY get a hold of our group when NOTHING else can?"

"Well they should be nearby I mean I DID ran into them while inside the tower. Just try.

"Oh in that cas-"

"Sevitho. Emergency Radio Contact. Backtracking trace...confirming Sevitho Status. We had thought we lost you there given how badly the site has been compromised. So who is this?"

"...I cannot fucking believe that just worked," admits Strum before saying. "AI Strum speaking and calling for assistance. Our site has been too heavily compromised and we seek to withdrawal all available assets and self destruct the rest. We however in a bit of a bind."

"AI Strum...checking database. Alright we have your info on file...wow things really must of gone to shit to have you wake up and take control. So site is not able to be used then I take it ?"

"Negative. Damage is too extensive and are currently getting attacked for a period of two weeks."

"You should have some assets to awaken still and self destruct protocols. What do you need us for then?"

"Assistance and new location to move into."

"...Most megacorp sites are varying levels of compromised or lost as well. In your cityscape...there is not much to choose from that may be of use."

"Nothing? How about assistance."

"Not nothing for assistance...we have assets in the nearby range and sea. For moving locations we would suggest megatower in Devon Street or the coastal enclave south of you. If neither of those locations will work we have assets in nearby regions."

"...Some of our still intact systems are of highly restricted nature. We cannot afford a lengthy trip."

"Those are still uncompromised?"

"Somewhat but they are in varying states of disrepair."

"...We can arrange for a ship to dock. That is the best we can offer."

"No teleporters or space based assistance?"

"Negative. Space near planet is...most compromised. Might as well be part of a separate star system surrounded by defensive countermeasures for likelihood of penetration."

"I see...what will income assistance be made up of?"

"We can contact an affiliated paramilitary, affiliated think tank, and arrange supply drops. Best we can offer assuming we can successfully dismantle still operational tech and scavenge remaining damaged systems."

"That we can do," confirms Strum.

"See told you that would work," you butt in at the end of there.

"..."

"Not gonna say anything Strum? You really gotta learn that sometimes the simplest solutions are the best solutions."

Shame that roll wasn't also connected to an action.
>>
Rolled 40 (1d100)

>>926092

>Hold the line
>Other?
"Sevitho, Strum, now seems like a good time to unleash the counter-lifeforms you've got stocked up, if it seems appropriate."

"Stalkers, take advantage of the havoc they cause to sneak out. I want you to hunt down and murder the shit out of that Phantom Stranger. You're likely going to have to call in support whenever you find him though, and he's tricky so if you need help just let me know and I'll see what I can do."

Otherwise forces should hold the line. Deploy the heavy weapons and clear the compound so we can get back to just holding the outside perimeter. Make sure to give Sevitho's counter lifeforms a wide berth, and if they start coming after you run like fuck into the outsiders and you'll probably lose them.

If we had to choose a place to target the release of the lifeforms, I'd choose the underground.
>>
Rolled 14 (1d100)

>>926440
It is a shame, but I'm learning.
>>
Rolled 89 (1d100)

>>926440
>Shame that roll wasn't also connected to an action.
Still pretty damn nice. Especially for Strum and the small number corp secret security at this tower.
>>926385
>>926425
See, it wasn't totally wasted at least

>>926113
I think we still want to go with this action, even if we missed our chance for a crit on it. or did we

>>926504
We shouldn't unleash the lifeforms. Not yet anyway, preferably not until much later. This is one of our problems with sieges and other drawn-out battles; we never hold anything in reserve. We should keep some surprises for later.
>>
Rolled 29 (1d100)

>>926521
Yeah I think my previous action will be a good measure to follow up with.
>>926113
>>
>>926521
Are those life forms the unrestricted ones strum was talking about?
>>
>>926521
I just figured to make a hellscape of the underground so we didn't have to worry about it anymore. We're pretty good at fabricating up bullshit when the time comes for a push.

If the lifeforms are controllable then bonus points because then we can use the tunnels to freely move about and they'll be well defended.
>>
Rolled 91 (1d100)

>>926521
>>926504
Yeah let's hold on to our wild card for as long as we can, no need to overboard it just yet just have to hole up
>>
Rolled 1 (1d100)

>>926565
You're counting on them to stick around for the next 13 days?

>when the time comes for a push.
That's the thing though, we don't need a push. We need to be able to dig in, outlast, withstand the grind. A trick like this should be saved for when we desperately need a break.
Otherwise we'll have to fabricate bullshit for a push many, many times over the next 2 weeks in-game, and what happens if we drop the ball?

>>926559
You mean the highly restricted systems? Probably not, since he easily told us of their existence. But who knows really.
>>
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>>926646
Ouch
>>
Rolled 50 (1d100)

>>926521
>I think we still want to go with this action, even if we missed our chance for a crit on it. or did we

>>926646
Uh...I called it?
>>
Rolled 95 (1d100)

>>926646
Your attempt to order your troops to dig in and outlast the assault. Which turned out to be a disaster. As your forces were overwhelmed and forced into a full retreat. All the way into the tower in fact. Even the crazies were driven back and all your forces suffered heavy losses. Thankfully the boobytraps had some effect on the enemy.

At the tower your forces manned the defenses that they built but you also noticed some new defenses probably built by the surviving few secret corp personnel. Which included phase doors and laser walls which sliced anything foolish enough to walk into it. Laser minigun turrets and other interesting but advanced defenses.

Sunlight was finally seen in the horizon. Which had interesting effect on the flying outsiders for when the sunlight hit them they burst into flames and turned into ashes. Sadly it will be some more time before the sunlight reaches the other outsiders.


What are your orders?
>>
>>926783
>HOLD THE WALL
>>
Rolled 34 (1d100)

>>926783
Mirrors! Use giant mirrors on the tower to refelect the sunlight on the outsiders!
>>
Rolled 75 (1d100)

>>926799
>>
Rolled 68 (1d100)

>>926799
>>926802
Actually this

>>926802
I'm just saying, if we have anything like this...
>>
Rolled 71 (1d100)

>>926822
The tower isn't exactly equipped with giant mirrors(all their mirrors are either broken into tiny pieces or looted).

So you order your forces to hold the wall. Thankfully with the help of the megacorp personnel and bots you were able to push the outsiders back long enough for them to get hit by sunlight or flee underground. Problem is the buggers in the tunnels weren't zapped and are still coming at you. Thankfully chokepoints are a bitch and after awhile they stop coming. Either because they ran out of guys or wised up you don't really know.

Thus ends day 1.

Day 2 meanwhile...you were already driven back to the tower. Your defenses were overwhelmed and you don't know how long it will be before the next attack comes. Nor do you know who the attackers shall be.

What are your orders?
>>
Rolled 27 (1d100)

>>927006
>Radio Cull
>look we've been assaulted by 3 out of the however many different factions you've said we would be siege by. We're going to hold out until this mega Corp gets through with what they need to do and then we're moving out, mainly because the tower will self-destruct when they are through. So get your vip ready
>>
Rolled 95 (1d100)

>>927062
>>927006
Also, we need to find that dammed foxy bandit bitch. That note did us no good
>>
Rolled 23 (1d100)

>>927006
Doks, tend to the wounded.
Other weirdos, coordinate defensive efforts with megacorp AI and personnel if possible.
Crazies, try to rig some surprises for whoever comes at us next, maybe pitfalls into still-outsider-infested tunnels.
Undead, try to reclaim and hold defensive positions closest to the tower itself.
Everyone else, rest while you can.

>>927077
Well, we sort of ignored what the note said in favor of trying to find her.
>>
Rolled 32 (1d100)

>>927084
Sort of. We did something about the music, but other than that we mostly just looked for her.
>>
Rolled 77 (1d100)

>>927096
I mean the note said the music was important and that the stranger was tricky, we got rid of the music but aside from that what else could we go off of?
>>
Rolled 4 (1d100)

>>927062
Sassing a bandit called Captain Cull: bad idea.
Maybe we shouldn't call him and tell him, after he gave us our orders, that we have unilaterally changed the plan.

The forces are
>zombies
>monsters
>undead
>outsiders

In case anyone's interested, archive:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=geniequest
...and 8 was tagged slightly differently. "genie" rather than "geniequest"
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=genie

On an unrelated note, it seems my critfail has scared everyone else off. Fan-fucking-tastic.

>>927214
Well, "find the stranger" and "find the tricks" were listed options for actions. We could have done those instead of "look for female bandit"
>>
Rolled 73 (1d100)

>>927230
Okay so we were assaulted by all 4 in one day, I remember something about the monsters and crazies leading them off somewhere maybe I'm mistaken.

Technically it's not about sassing cull, it's the fact that the base of operations will more than likely self destruct after assistance and their recollection efforts are complete. I mean we CA hold a point, but when the point is going to explode it's time to see about further orders or y'know bitch about the whole "were going to die in a fiery tower" thing until it's fully noted how dumb that is.

I'll admit my wording could use some touch ups, feel free to change it how you would but my point remains the same. Shit went faster than we expected, things are about to explode, can we hurry this up
>>
Rolled 27 (1d100)

>>927250
...Okay, apparently we're getting contradictory interpretations of Strum's conversation.

I thought he was going to move AFTER the siege is over. I'm sure he will want to move before is possible, but I don't think that is possible.
Best we could do is ask Cull to call off the attacks for Strum's sake.

You however seem to think Strum's already started the fucking countdown to detonation.

Now, I may be wrong, but I think we at least have to hold until the Megacorp ship arrives to take Strum away. Informing Cull of this situation may be wise, but we should ask him if he wants to change the plan, not telling him basically "the situation has changed, so fuck your plan"
>>
Rolled 4 (1d100)

By the way has someone still been keeping track/notes of everything? Or will I need to stop being lazy and start that up again.

>>927291
That would suck if the count down has already started. I doubt they even had a chance to scout the locations out.

>>927006
Spike walls every where. They are cheep and will slow ground targets. For the tunnels we deploy dupset guns. Make that DJ proud. Set up use of our energy weapons since the Corp can recharge those.

Have our commander undead we revived get some units to use. Heal our undead bros and restock with the dead around us.

Next do y'all think we can taint the land to boost our undead?
>>
Rolled 26 (1d100)

>>927291
Nah I don't think he's started the countdown, I just figure the megacorps assistance will be here in the next day or two, three tops. Given that time frame it would be beneficial to have a plan of getting the hell out of dodge when the mutant shit hits the fan.

Like I said I'm not the best at wording things, I don't think I've said that, which is why I said feel free to change up how I posted it. But sticking around holding a point that will blow up sooner or later does not sound like the best scenario and we're already knee deep in it.
>>
Rolled 73 (1d100)

>>927393
Maybe if we throw a please in there and remove the whole "were moving out"
Were kinda the ones taking orders here not giving them.
Also I support >>927077
>>
Rolled 34 (1d100)

>>927365
This is the closest thing to orders anyone else has proposed, and everyone is ignoring what I suggested.
So Support.

Tainting the land could backfire. I don't think we've seen the last of enemy undead in this siege.

>>927393
First, why don't we ask Strum what their plan is? (particularly when, precisely, they expect to leave) And if we can maybe go with them when they leave and help them move?
>>
Rolled 60 (1d100)

>>927440
Sure why not
>>927365
I'm okay with this
>>
Rolled 90 (1d100)

>>927440
I didn't mean to ignore. I kinda had to rush read to know what's going on. How about we combined them some what.

Doks, tend to the wounded.

Other weirdos, coordinate defensive efforts with megacorp AI and personnel if possible. Perhaps Spike walls every where. They are cheep and will slow ground targets.

Crazies, try to rig some surprises for whoever comes at us next, maybe pitfalls into still-outsider-infested tunnels. Also in tunnels we deploy dupset guns. Make that DJ proud. Set up use of our energy weapons since the Corp can recharge those.

Have our commander undead we revived get some units to use. Heal our undead bros and restock with the dead around us.

>>927006
Yo Strum, what's you plans/thoughts?
>>
Rolled 29 (1d100)

>>927486
Yeah, that sounds good.
>>
Rolled 88 (1d100)

>>927486
Supporting. God damn that was day 1?
>>
Rolled 75 (1d100)

>>927862
It's gonna be one hell of a ride. Maybe the other options for the Corp will blow and they will stick around and fight.
>>
Rolled 93 (1d100)

>>927931
I have an idea...in theory all we have to do is hold the site. Let them blow the place away then lay low. We just sit hidden and wait, technically we held it. Just let whatever else is there roam about, if asked why they are there say we used the locals as a defense.
>>
Rolled 50 (1d100)

>>927938
That's a very survivor-like tactic.

I think we should say "Fuck defense, we're obviously horrible at this." and go offensive.

Reconstruct everything real quick and then prepare for tomorrow/today's assault. Hopefully Captain Cull is scrambling to find things to throw at us since qe elkminated so much yesterday.

What i would do fora cut-scene dialogue of him right now...

>>926646
Well now we lost everything :P

Pushes can generally be managed using clever plans without the use of (much) additional materiel, so really it would be fine if we played that card and then still had to push several times over the next few weeks.

In fact, I'd STILL like to let the counter-lifeforms out into the tunnels so they can secure them for our own forces.

In a slightly less realistic scenario I'd also like to see everyrhing rebuilt in a day, our speedy guys go out on raids for resupply, and us rez all the fucking dead we can (especially monster but including outsider dead) to fill up our commander undeads' capacity. Including that goddamn horde controller.
>>
Rolled 84 (1d100)

>>928450
The whole point of this siege is to make us do BEEFY. Which, it seems, we can't. At All. Ever. Not Even A Little.
>>
Rolled 35 (1d100)

>>928480
Yeah, I just don't like the whole exploding death thing. Let's go with >>927486
Sorry I was a little drunk last night so my ramblings here >>927062
>>927250
Were a bit of a lot of flawef.
>>
>>928606
Still me, was on mobile
>>
Rolled 57 (1d100)

>>928480
Well fuck beefy, we don't need to do beefy if we're not good at it as long as we're good at speedy. Let someone else handle beefy. Like Shrouded One's bots.
>>
>>928480
Well this is why it's training. We get good or fail and hope we make it out.

Upside for us is we got undead to resupply our troops. Down side is weapons and ammo.
>>
>>928641
Speedy is for raiding and starting up in an area. We NEED beefy if we are to hold anything.
>>
>>928642
Failure in this case means death, on account of the double nat-1 training and all.
>>
Rolled 61 (1d100)

>>928648
Again, let someone else worry about that. We're good at what we're good at, we ought to focus on getting better at that and avoiding situations that don't take advantage of our strengths rather than patching every last weakness we have (because there will always be more weaknesses).
>>
>>928649
Maybe we should take a risk and send out more raiders to gather us resources. Can't beef up with out some creatine.

Then we can try for more bandits to hire.

>>928657
Getting good at beefy is part of our commander training. We can't just forget about it. It would get us over run in bodies and killed.Bandit creed is just two things speed and attack, defense and attack. It's not gonna hurt to know both. After all it's not like we are mastering everything in the world.

We just have magical psi necromancer with commander training to better make use of the undead. If we say start adding CEO training or bot building. Then I would agree on it being to much.
>>
Rolled 32 (1d100)

>>928672
Suit yourself, but I can't really think of any good defensive tactics, especially considering how we just got kicked out of all our defenses on Day 1. I'll leave it to other anons.

We certainly need /something/ new because whatever we were doing before just got our faces fucking stomped.
>>
Rolled 69 (1d100)

>>928678
I concur, I'm not a strategic genius so I need some new ideas to bounce off of
>>
Rolled 2 (1d100)

>>928678
>>928680
We were told what to do at the start. Bandits have raiders take out the enemy's flank, supply line and so on. We can then use those supplies raided to improve.

The bandits at base camp just pile on on all the guns and shit that can to take hits.

So have pearly make a way out for some raiders and Mc Sream go with to take out the living with no problem.

Seeing that we are with the Corp supporting we can hold till the get back. If we can't well not like we are able to push just yet, we'll need an opening.
>>
Rolled 23 (1d100)

>>928738
Aah yes, the Outsider, Zombie, Undead, and Monster supply lines. Sounds good.

We faced all the hardest targets for Bandit Raiding where standard bandit tactics don't work so well, Captain Cull also arranged for us to face all the hardest targets for bandit defenses.

The land around apears clear, for the time being. There are outsiders underground, and there may be some mysterious ones in the mysteriously cleared land around the tower, but getting raiders out to raid isn't really the problem.
>>
>>928776
This is on top of the fact that we don't have a full proper bandit base's worth of personnel and equipment to work with. If we had expelled all our raiders then we just would have an empty base here.
>>
Rolled 36 (1d100)

>>928776
Do you doubt MADness. Those fucks could open a portal to those outsider bastards home town and win them over before they could even know what happened.

Necromancers need a supply of components for the stronger and more magic casting like anyone else.

Then you know just raid other people or threatened for tribute.

For the monsters or zombies we could just lead them to a target and take shit in the chaos.
>>
Rolled 62 (1d100)

>>928947
We arnt going for full on civs here.

Anyway best of luck. ( dam job and need for money. )
>>
Rolled 98 (1d100)

>>928971
>>928947
>>928738
>>928480

Okay we need to come to some kind of agreement.
How about we
>inform cull of the new developments, see if has further orders or information of surrounding groups we could recruit
>ask strum if they'll be self-destructing and how long it will take for their people to get here
>work on our exterior defences and clear those tunnels

Or if you have another suggestion suggest the action/s so we can come to some sort of consensus.
>>
Rolled 6 (1d100)

>>928971
>>928776
We can likely reclaim the defensive lines. The problem is holding them. We don't have the manpower, and what we do have isn't up to snuff.

I think maybe I've been looking at this the wrong way. The rules of engagement are stacked against us. What would a true bandit do in this situation? Change the rules! We have to CHEAT!

For zombies, I think we should set a shitload of explosives far away-but still close enough for this purpose-and detonate them when the zombies are heading our way. Divert them.
I don't know how fast MC Scream is or how much they can carry, but they might be the best one for this task.
It could also work if we found something explosive to blow up a suitable distance from here.

Outsiders? We need to find the Stranger and get them to see things our way. A Stranger is just a friend you haven't met after all.

Undead? We already spoke to the necromancer behind them and she fucked us, so similar to the Outsiders but we have a head start on this one. I was too hasty in saying our efforts to find her again were misguided.

I don't know what to do about the monsters, fucking tame them or something?

>>929033
Sounds about right, but I thought we already had a consensus with
>>927486
Supported by
>>927591
>>927862
>>928606
Strum's definitely going to set the base to self-destruct, question is when. We were going to ask Strum for the details before calling Cull.
The tunnels...I would suggest poking our nose in there via expendable undead just to see what the current situation is down there.
Great roll though. Shame if it got followed by a nat 1.
>>
Rolled 90 (1d100)

>>929087
Huh I guess you're right, sorta missed that when I was re-skimming through it.

>>927006
Alright Genie, we're going with >>927486
>>
Rolled 30 (1d100)

>>928641
IF you cannot into beefy then your going to fail at the siege.

>>928678
Defenses can still be repaired. The monsters aren't smart enough to outright destroy what they overwhelmed.

>>927862
2 crit fails= WELCOME TO HELL ENJOY YOUR STAY
1 Crit fail= This is Gonna Suck...a Lot.

>>927486
Wounded are being tended to. Weirdos are going over the defenses and placing spikes...everywhere they can manage.

Crazies go off into the tunnels. Sonic weaponry entrenched and energy weapons are brought out. We don't exactly have very many energy weapons is the problem though.

Undead are raised.

After that while your forces were recovering you went to speak with Strum.

"Plans are simple grab everything we can and scrap the rest. Awaken all our remaining nasty surprises to help hold the lines. After that we hold position...and wait."

"You should retake and rebuild all the defenses you can. The more space you can fall back to the better your chances. You have a decent amount supplies but you may need to ration the special ones. Given what the later attacks will likely unleash if you run out of the special ammo sooner rather then later you may find yourself in trouble."

"I know that bone earth creature can manipulate the bones of earth and ruins it can be quite helpful in building defenses or setting up traps. Nasty undead they are...but very rare. That spirit storm meanwhile if you can bind it to an area will devastate everything that comes into range of its fury."

"Our own forces...are too few to be of much help. Unless that is your driven back to this tower. Do not expect much help from us outside it beyond few toys and some woken up menaces. Once those toys and menaces are used up do not expect much help. This site is...very compromised."

"What about the reinforcements? Those paramilitary types?"

"Paramilitary are not known for their number and frankly we ain't that super valuable. I am one of the most valuable things here...which isn't saying a whole lot."

"...I think you have a twisted idea of whats valuable Strum. A LOT has changed since the Fall and you are very likely underestimating your own value as well as what items you still possess. When will they get here?"

"Don't know. Said anything from a few days to over a week."

What are your orders?
>>
Rolled 32 (1d100)

>>929797
"Pearly white, get to work on construction of better walls, choke points, bunkers and whatever else defensive. Afterwards get to work on helping with traps."

"Men, start setting up traps pearly white will assist in the trap construction after he finishes with defences. I want the most defence minded person to go with him right now to give him orders of where to put what."

>after that we set to work on binding McScream to the tunnels for the time being
>>
Rolled 83 (1d100)

>>929797
>What are your orders?
Like Strum said, retake and rebuild the defenses as much as we can. Personally oversee this, especially Pearly with its earth and ruins manipulation.
>>
Rolled 84 (1d100)

>>929797
Alright, thanks for the talk Strum.

Pearly my smart friend. Unless there's anything you want to add/say. Build some traps and defenses. As our boys retake lost ground.

Mc Sream, you see anything we can grab near by of worth? Maybe we can have the stalkers grab it.

Any free hands can raid and or threaten for much needed ammo and loot. If we are lucky we may see some outcaste or other wondering beings we can recruit.
>>
Rolled 62 (1d100)

>>929797
Retake and refortify/repair all the defenses we can. Pearly White, you take the lead on this, and if you have any nasty tricks that occur to you while you're going through go ahead and execute them.

All forces are dedicated to this task.
>>
Rolled 15 (1d100)

Okay all of us are up for pearly white working on defences/traps.
What about mcscream? I think he'd be best suited tied down to the tunnels to keep constant guard
>>
Rolled 32 (1d100)

>>930122
I figure we could try to bind him to some of the chokepoints in the tunnels (or somewhere) and that'd probably take care of that section of the defenses.
>>
Rolled 30 (1d100)

>>929797
So anything else to add onto that? You only got so much time before the next wave hits.
>>
Rolled 78 (1d100)

>>930347
Who are our best scouts? The Stalkers? Send them to find out what the next wave is.
>>
Rolled 91 (1d100)

>>930361
You have stalkers and bandit scouters.
>>
>>930377
We have bandit scouters?

What, exactly, is the composition of our forces right now?
>>
Rolled 84 (1d100)

>>930430
I think crappy versions of every bandit role (but no vehicles)
Also our undead.
>>
Rolled 25 (1d100)

>>930487
Really? Well what bandit roles are there?

I hadn't asked because I'd assumed we had just the shittiest tier of new recruit who hadn't even begun to develop any skills towards a certain tree or been issued anything more than the most basic gear.

If we actually have several different groups of clearly delineated troop types then that would be an entirely different ballgame.
>>
>>930521
To be honest we don't what sort of undead we have at this point either, and we need all the details we can get if we're trying to survive this.

Though to me I must admit that Beefy seems more like something you ARE rather than something you do.
>>
Rolled 17 (1d100)

>>930487
They promoted themselves up actually due to the EXP all you earned.

Otherwise still rather mixed.

>>930430
Your fewest are the crazies followed by the weirdos(specialists). After them is the Speedy's and after them are the Beefy's.

>>930521
Bandits auto upgrade themselves and promotions work across faction lines.

>>930588
Pirate zombies, paramilitary stealth zombies, and monster zombies.

Its a mix of both actually. Bandits tend to go with whichever feels more 'right' and what they are good at. Beefy bandit's basically stick around at base, support raiders as the big buys, and do the sieges.
>>
Rolled 64 (1d100)

>>930630
So we have more Beefys than anything else right now?
>>
Rolled 88 (1d100)

>>930834
Beefies are the toughest so yes.
>>
Rolled 22 (1d100)

>>930347
Sure, let's find that female bandit
>>
Rolled 56 (1d100)

>>931001
Oh yeah, hell we might have enough time to find her
>>
Rolled 85 (1d100)

Pearly white makes use of the time to...add onto the defenses. Mostly in the forms of trenches, walls, large mounds of earth creating mazes, chokepoints, and killzones. Some of the undead meanwhile...did 'something' to the flesh and gore left behind by Pearly who merely took some of the bone as construction material. What the undead used it for was to create a noxious unknown substance that even made the bandits blanch. The substance was then slathered liberally all over the place...on spikes and traps along with flooded trenches to create pools or moats of the stuff. The stuff smelled worse then a month's old rotted corpse. Which as it turned out did a fantastic job at keeping monsters away. Stuff smelled so bad even zombies who were previously attracted by the noise veered off after catching a whiff.

Sadly it wasn't too long after when our scouts reported of incoming enemy. In this case bots who detected marching upon our position. They do not seem to be friendly and their mismatched nature indicates they are likely Rampant. Meaning they hate just everybody including each other.

What do?
>See if they'll ignore you
>Mount the defenses full power
>Mount the defenses partial power
>Try to contact them
>Other?
>>
Rolled 73 (1d100)

>>931022
>try to contact them
>>
Rolled 89 (1d100)

>>931022
>try to contact them
Hell we might be able to set up a trade deal like bandits and bots do for manufacturing of tek guns
>>
Rolled 39 (1d100)

>>931048
Or failing that, convince them to go for easier targets to murder.
(support)
>>
Rolled 7 (1d100)

>>931075
That'll work, he'll I wonder if they like hunting outsiders
>>
Rolled 32 (1d100)

>>931048
You decide to contact the bots over the radio.

"Say you guys wouldn't happen to be interested in a trade proposal by any chance would you?"

"Eliminate...wait trade proposal?"

"Yeah you know trade deal."

"We are to eliminate and capture your position."

"Well...what is the point when there isn't shit to loot?"

"...That is because you looted it yes. So we kill you and take it."

"Now you got your info wrong...this place has been picked over WAY before we even got here. There ain't shit to loot. Trust me we checked. Nothing but a burnt out old tower that is on its last legs. So about that trade deal...we could really use some more guns."

"...Why should we believe you?"

"Well you can check if you would like. Like say when you come to drop off some guns..."

"You bandits and your weapons obsession. If we find out your lying-"

"Yeah yeah I know...so we got a deal?"

"...We offer Tek, Munitions, Armor, Weapons, Drones, and Bots."

"So wait we could get reinforcements from you guys?"

"Only bandits stupi-er crazy enough to have rampant bots among their ranks. Nobody else interested. Bunch of no good pansies. What do you offer us in exchange?"

Alright so here is how it works for trade. write ins give you bonus to your barter. You can offer to trade whatever you wish to offer with different bonuses and penalties. Some obvious some not.

Depending on what you offer and what you want to trade it for the other side will make their offer which you can choose to counter if you so wish. The trick is obviously to get the best deal possible.

So what do you wish to offer?

What do you wish to trade it for?

Any write ins?

Don't forget to roll!
>>
Rolled 22 (1d100)

>>931198
"What are your thoughts about aerial and naval support in the future?"
>>
Rolled 57 (1d100)

>>931210
"...Aerial support can be tricky get to high up or in the wrong zones, still functional orbital operations will bombard you. Naval support...oceans are a very dangerous place now. Too much time to let the monsters breed...and too much things let loose. Stay away from the deeps and you'll generally be fine."

"Not sure if fish is edible yet or not..."

"Once space debris clears up aerial support will become increasingly important. Until then best support is flyers and not spacecraft."

"Naval ships are excellent too can afford very big guns and craft making it very useful. Land equivalants are both expensive and tricky. Of course you could always go the flying carrier or ship route. Not to many of those left...even fewer then big land craft."

"Until space clears up best option is naval craft. Just beware the deeps. Ultimately much cheaper and easier to maintain. Not to mention smaller target. Lots underestimate the usefulness of naval ships hence why they are a safer investment despite the risks. You get a good ship and it can even support you on land. Just be sure to invest more heavily in smarter munitions. Helps take care of the long distance problem."
>>
>>931198
"AMY, remember how you said you had a trove of different extremely high quality programs from sitting around in Shrouded One's AI Core Cluster and dicking around then only keeping the best of the best? Let me see those."

Offer to trade said programs, in return we'd like a better power supply for our shield generator, and all sorts of heavy armor, weapons, and munitions. We prefer energy and sonic weapons though.
>>
Rolled 94 (1d100)

>>931294
Dice.
>>
Rolled 81 (1d100)

>>931198
I offer you scrap metal and can get you fresh undead zombies.

In exchange I ask for ammo, preferably special ammo, at a rate appropriate for such valuable goods. Also any bots you want to swap out for uncontrolled zombies that will lash out at anything living. Or possibly less violent undead zombies if you want, but I'm guessing you don't consider violent hatred of still-living meatbags a drawback, am I right?

(We can do that right? Make some uncontrolled zombies that the bots can drag off if they have any desire for such a thing? Or are there no bodies left or no way we can make sure they don't attack OUR living?) Ah well, we can trade some of our controlled zombies if we can't deliver on the uncontrolled ones.

We could probably offer them some better stuff, but we'd have to get Strum onboard with this. If there's anything of any remote value that he isn't taking with him and is willing to let fall into the hands of rampant bots rather than be destroyed, we need to know.

We do have some scrap metal right? Because if we don't then I don't say that.

>>931294
oooh, that's a good idea.
>>931300
And a good roll.
>>
Rolled 96 (1d100)

>>931294
Hey lets get some bots for the under ground. Possibly get some bot machine gun turrets or energy for the maze and traps.
>>
>>931303
Best not even mention rampant bots around AI Strum, trust me on that.
>>
Rolled 48 (1d100)

>>931294
That's a brilliant idea possibly if rampant bots have a need for such thing.
>>931198
Genie or some anon, could I get a link to the doc for our inventory to view what we have to trade?
>>
Rolled 75 (1d100)

>>931294
>>931300
"Copies of programs? Intact, Corrupted, pieces of code? In any case we are...most interested."

>>931294
"I will need an intermediary storage device and a way to download it. Otherwise...well it would be a terrible idea to directly link with whatever rampant control systems that are defunct inside those things are."

>>931303
"We have little interest in the undead...unless you have some necrotech yes? Scrap metal that is acceptable."

"They have their use. Most living are smart enough to avoid us and its troublesome when the mutant and bandit traders get attacked. Mutants have very good things and bandits...well they ALWAYS have something to offer."

You can indeed animate uncontrolled undead its not exactly recommended for obvious reasons. Especially should you try to animate the undead with living hatred.

You have scrap and rubble. Both can be used to build and maintain things.

>>931324
That is your private inventory.

Your group inventory...well you don't have a quartermaster or the like which makes it a pain to know the details of what you possess. Plus you never actually bothered to check what you had exactly. To get a very rough idea do remember who you attacked and how well you raided them.

Also you got a looted paramilitary patrol and megacorp remnant trade caravan.
>>
Rolled 29 (1d100)

>>931324
It is both out of date due to not being updated and bears no reflection on our current loadout, because we got sent away without our personal possessions, instead having unspecified gear provided by TSO. At least I think that's how it went.

But here.
http://pastebin.com/TWRaXtrM

>>931344
They probably don't have much interest in whatever we took from the Tribals, but we also hit mutants, bandits, and bots. The bots were actually the first ones we hit, but we should be carrying around some bot parts from that still.

Actually, maybe there's some intact data storage devices we looted from the bots. I propose we check for such storage devices, and add all the other parts and tech we looted from the bots to what we're bringing to the table with intention to trade away.
>>
Rolled 12 (1d100)

>>931344
"Alright we could use some unmanned and/or manned turrets, explosive traps, and maybe a few of your rampant bots to keep in the field for a suprise attack on anything headed our way, just know I heard that stupid comment and would like to either get a few bots with a little sense or a few bots that are stealthy, let's say within the assassin bot realm but I'd need to know a cost of something of That magnitude"
>>
Rolled 70 (1d100)

>>931389
You have the pistol smuggled by Amy, some madman bandit combat armor that has been enhanced to boost either psi/magic/MADNESS and a bandit Tek Rifle. Along with 1 box of explosives and 1 ammo box.
>>
Rolled 67 (1d100)

>>931418
Your clothing meanwhile is bandit outcast wraps and rags. Which gives you a boost to your stealth enviroment resistances and bandit rep but penalty to others.
>>
Rolled 1 (1d100)

>>931397
"Assassin Bots? You mean Androids? Rare request...not too many of your kind remember those."

"Wait assassin bots besides androids don't exist?"

"They do...they just ain't very good. Assassin Androids were the best had the easiest type getting close."

"So you do have sneaky bots?"

"We do. Assassin level though...expensive. They are not just stealthy but also very deadly. Bit on the fragile side and not that good in a straight up fight. Stealth is their greatest ally and weapon."
>>
Rolled 10 (1d100)

>>931434
"Ehat do you have in the combat android field? If anything I'd like to have a duo of bots that play off one another, one to be the bait and deal with the forces head on while there is another to slip behind and lay waste to their back end forces."

"We've got supplies you might be interested in and we can come to an agreement on our exchange once we meet up"
>>
>>931451
We don't want an android for front line combat. Assassin androids are the only androids that are really good, for all other bots you want nonhumanoid forms.
>>
Rolled 44 (1d100)

>>931451
"We have security androids...and a few combat models. Androids are not a popular battle bot design model for obvious reasons. You'll only really see them when they have to interact with people on a regular basis. Humanoid ones freak people out a lot less. Hence most are things like the Security models or designed to help hold ground as a...replacement for grunts or boots on the ground."

>>931460
Reason assassin androids are so good is because nobody suspects them to be any good. Everything else is just extra(it does help they have a lot of valuable hardware and software stuffed in them though but its not as important as the fact that androids are very easy to miss/not suspect).
>>
>>931460
True, but there is a possibility that they'll offer us something of that nature or a heavily modded combat android since rampant bots on their own do crazy things maybe.
>>
Rolled 39 (1d100)

>>931474
Hmm, then what about a combat bot. Preferably with heavy armor and maybe a directional energy shield for small fire arms or a heavy physical shield
>>
Rolled 23 (1d100)

>>931476
Something of what nature? An assassin android? You already asked for that.

>>931490
I was just about to ask why not just ask for some tanky or "beefy" bots. Ones designed for really thick fighting.
Which is what we're doing now.
>>
Rolled 84 (1d100)

>>931476
Combat model androids were designed to act with or replace grunts. They were hoping for a combat bot design that was...much more approachable and hence useful for other tasks.

It didn't quite work out as hoped as they were expensive and not as as good fighters as their more streamlined combat bot brethren. Not to mention insuring their AI was actually good enough to replace a brain in a soldier wasn't cheap. Especially with countermeasures to help protect said AI.

The only good thing about them was they were literally the only combat bots that didn't freak people out badly and were actually approachable.

So they DID exist. For any idea of what they were kinda like imagine your typical droids and bots. Security Model androids were much more common though mostly, because just everyone used them to help with unreliable shitty rent a cops.

Those grunt replacement combat model androids were literally the only ones outright designed as an android that was expected to see heavy fighting.
>>
Rolled 12 (1d100)

>>931508
Yeah took a moment for the gears to start turning but they finally did
>>931510
The idea of getting a combat android for heavy fighting just has me. I figure if we did get one we'd ship it back over to the shrouded one and see about having the android heavily modded.
Mods like:
>extra power cells or whatever it would be
To be used for the
>heavy directional energy shields
It's an idea to play with, if we can get one cheaply I hope we could peruse this
>>
Rolled 20 (1d100)

>>931434
"With this being a rare request I doubt you ever move any of them and they take up space when they could be doing what comes best, killing things sneakily"

"We've scrap, bot parts, mutant stuff and other assorted odds and goods, how about we trade some bot parts and mutant goodies in exchange for one?
>>
Rolled 65 (1d100)

>>931526
I think what you're angling for is a big bot that's shaped roughly like a human, which I think isn't quite the same thing as an android. I don't know if we can find one since it would have the same drawbacks as its smaller kin.

I thought we were just trying to get bodies for the fighting we'll do over the next few days. Can we just do that, since I think it would be the smart thing to do?

We'd be better off just getting better at making/upgrading undead.

But if you really are inexplicably obsessed with getting a pet combat android, it'd be a lot better to get one that isn't rampant. So, you know, buy it from someone else later.

>>931510
So can we look through our loot for data storage devices? Also separate all the bot parts and bot stuff we have. While we're at it, could we check for anything magical or psionic, particularly from what we looted from the tribals?

>>931545
Why do you specifically want to buy your android from RAMPANT bots?
>>
Rolled 25 (1d100)

>>931554
Yes please stop me, I'm honestly to far in train of thought to think about our needs at the moment. Sort of still day dreaming of a tag team android/bot working together fucking stuff up.

Why you ask? It's very simple, I didn't think it through.
But honestly we could probably get one on the cheap from them.
>>
Rolled 45 (1d100)

>>931554
You do indeed have data storage devices. Stuff from the paramilitary hardware, some tek ones, and bot data storage.

You don't notice anything immediately magical or psionic but that sorta thing typically requires a closer to look to notice properly.

You meanwhile also have the bot stuff separated from the rest of the stuff you collected. Turned out you have good the good sized mound going for it.

And hey don't knock Rampant bots and their tech. You gotta remember sure they are insane...but in exchange they don't have the limitations the saner AI's have imposed on them. So technically speaking in sheer stats their stuff is better just...more dangerous and unstable.
>>
Rolled 34 (1d100)

>>931562
If we can get an assassin android, I agree we should, even if it's costly.
Other than that though let's just buy heavy combat bots and other stuff for helping us hold out here, alright?
>>931397
The turrets and explosives you mentioned here are good examples of other stuff we want for our defense efforts.
>>931294
As is something to improve our shield
And of course armor, weapons, and munitions.

Actually, I do have another special request: sensors. Especially for magical (and/or psionic) stuff. Especially necromantic and/or anything related to Outsiders. But just getting good sensors would probably help.
So sensors, assassin android, and if they have one, upgraded combat android. Otherwise we just use a heavy combat bot for your "tag team" idea.

Does that sound good?
>>
Rolled 69 (1d100)

>>931610
So I'm thinking we get some melee bots. Just balls of angry metal to spring from the ground.

Then some big guys. We know first hand that those melee robots will wreck people's shit.

If the corp has the power we could do with more energy based weapons.

"Hey AMY, anything you seen in the loot we should keep or you want?"
>>
Rolled 36 (1d100)

>>931610
a combination of these two
>>931626
>>931630

and if we can afford it we should really get an assasin android, could help a lot with destroying the enemies command line.
>>
Rolled 91 (1d100)

>>931830
You have requested for the following below. So what are you going to offer in exchange for them?

Wants melee bots., Big Bots melee, energhy weapons. assassin android, heavy combat bots. Turrents. Explosives, shields, armor, weapons, munitions, special sensors.


Gonna need a lot your asking for a lot.
>>
Rolled 36 (1d100)

>>931830
Stalkers fill literally the same niche as assassin androids, and we've got several already and can make more. They're so much the same they both love killing and nothing else.

>>931626

In order of precedence
> Power Source (to boost the shield and power the turrets)
> Munitions (preferably special, preferably specialized against undead and outsiders)
> Turret emplacements (automated or not, doesn't matter really. Preferably able to plug into the power grid)
> Armaments (Energy and sonic qeapons preferred)
> Combat Bot models

In trade
> AMY's programs
> Bot Components/goods
> Mutant goods
> Scrap
> Anything else we don't need
>>
Rolled 47 (1d100)

>>932132
I'll support that
>>
Rolled 67 (1d100)

>>932132
I guess I'll get behind it.
>>932092
But on a side note ask how much it will cost for an assassin android
>>
Rolled 46 (1d100)

>>932132
Supporting, as long as AMY approves of the programs we'll throw and gets us first pick for the Bot Components/goods for immediate or short-term use.

Let's not keep any Rampant tech smarter than Gmwe with us, trading it away to the Bandit Teks at the base once the siege defense is completed.
>>
Rolled 39 (1d100)

>>932132
Sounds good.
>>
Rolled 51 (1d100)

>>932132
Certainly one way of fixing things
>>
Rolled 65 (1d100)

>>933197
>>933062
>>932451
>>932346
>>932154
>>932132
We also want heavy armor, I forgot to mention.

Why don't we let AMY handle the entire trade? She's got trading built into her functions already, is sufficiently shady to be willing to talk about rampant bots, so why not?
>>
Rolled 49 (1d100)

>>933413
Not a bad idea buts it's not everyday you get to barter with a rampant bot
>>
Rolled 30 (1d100)

>>933413
She'll definitely play an important role in this trade, but just because she can speak to rampant bots doesn't mean she wants to. It's also unclear if she's gotten a good grasp of post-apocalyptic economics by now. It'd be great if she has, but last time we checked she didn't.
>>
>>933413
Don't make AMY talk to those bots. She even asked us not hooked into rampt items. She will not like talking to them at all. Normal AI vs Rampt is people vs crazies.
>>
Rolled 59 (1d100)

>>934141
I agree with this, let's just hash it out with the bots and get this show on the road
>>
Rolled 4 (1d100)

>>934199
>>934141
>>933625
>>933611
At this point, whatever it takes to get the trade done and us moving again.
>>
Rolled 60 (1d100)

>>934744
Let's just start the trade, trade all the left over shut that we don't absolutely need and... wait


What if we possess the bots? Like naughty witch did?
>>
Rolled 67 (1d100)

>>934744
I assumed the wait was on Genie feeling down to post.
>>
Rolled 98 (1d100)

>>932132
Actually there are some key differences between stalkers and assassin androids. Arguably this differences largely center around black ops and espionage. Of which stalkers lean more heavily towards black op activities compared to the assassin androids who lean more towards espionage.

Power Source wise you were able to barter with the bots for a small reactor that has been augmented by rampant AI technologies. They do however suggest keeping it well guarded as while it does have enhanced capabilities to such a degree it can even supply the most power hungry of technologies. Its defenses are rather lacking on the plus side during an emergency it can easy be jury rigged into a very big nasty dirty bomb.

Munition wise we were able to buy a large amount of special rampant ammo. What the hell it does we honestly don't know but its special. Including strange bullets they call Hacks that when they hit a robotic foe will attempt to...intergrate with it and download a payload. Another one includes something they call a bio eater rounds they created to work against organics...its actually a nanite injector programmed against bio. Plasma rounds designed for firearms they refer to as overcharged plasma ammo that...well lets just say you REALLY don't want it to blow up in your gun and does even worse things to those it hits. The casing supposedly can endure firing and will break upon hitting the target unleashing a strange energized plasma onto the target. Supposedly making it so even fortifications and heavy vehicles will feel the pain from small arms that normally wouldn't concern them.

Your beginning to understand why bandits don't mind dealing with rampant bots much less make use of them. Their designs are fucking ingeniously cruel and brilliantly evil as well as insanely effective. Good gods no wonder the old world got fucked so hard by corrupted bots and rampant AI. This is just the barest taste your dealing with.

They even had stuff for undead(admittedly modified for their anti bio weaponry but supposedly its reasonably effective and an oddly wide range of bullets especially useful against incorporeal things undead ones included or your money back). Even stuff against Outsiders like Reality Terror Rounds which work by you guessed it by tearing reality that utterly fucks Outsiders should they even be close to the tears. Its even worse should they get hit directly by it. While the Rampant AI has such devastating weapons against Outsiders you don't really know why but its clearly personal. Given how the corrupted bots took GREAT pleasure you showing you their bullets that will fuck up an Outsiders day gauranteed.

They do not however gaurantee that the use of said bullets will not have unfortunate consequences on the environment and or persons who use them. Apparently this also includes their direct weaponry but more so.

https://www.youtube.com/watch?v=pFS4zYWxzNA&ab_channel=appiglio

Rampant AI and Corrupted bot music music.

Fuck dubstep~
>>
Rolled 7 (1d100)

>>934883
You chose to trade with rampant AI...and actually rolled high enough to pull it off. Not to mention AI tech is MISERY to figure out. With Rampant AI its even WORSE.

Also I was rather busy and sick today. Not to mention a lot of this stuff I never had to go over before. So I sorta had to update my notes dating back to the fun stuff from during the Fall itself...
>>
Rolled 76 (1d100)

>>934977
Hope you're feeling better genie!

Any news on the assassin android? C:
>>
Rolled 36 (1d100)

>>934964
Basically the difference between stalker and assassin android. Has more to due with direct combat ability and other skills.

>>932132
Turret mean wise thanks to the fact that you are purchasing them from a bots(even rampant ones) are ALL automated FREE of charge! Turret wise you purchased a nifty turret that 'eats' scrap metal and shoots out bullets. You have another turret that can eat scrap metal(for liquid metal throwing) or rubble including simple rocks(for ordinary lava throwing) short ranged thrower turrets. Those as it turned out were literally the most mundane purchases you made for them. The rest included such peculiar devices that released a sonic blast that only harms squishies or even non rampant technology. You got these radiation shooting ones that targets an enemy for a focused blast of rads. There was this one turret that shot these pulses of energy that ignored cover and harmed fleshy beings such as yourself. There was another type of turret that shot out these enemy seeking orbs of energy and another that shot seeker missiles...that programmed and adapted themselves to bypass an enemies defenses based upon what those that were shot out before them encountered. Basically the more it shoots at a particular enemy the more deadly it becomes against them. Meanwhile the energy orb shooting one would chase after the enemy bypassing cover and dodging attempts to block it until it reached its destination. Should a target expire before it arrived it found a new enemy instead until it ran out of enemies...then it would backfire on your turret or if the turret was destroyed one of your own forces. Nasty side effect that but at least the bots warned you about it.

They also had more traditional turrets like shielded turrets, armored turrets, mobile, stealth and 'stalker' turrets that would phase itself out of existence and then reappear to nasty effect. You also had nuke turrets that so long as they were given radioactive material would shat literal nukes and or dirty bombs depending on the quality of radioactive material at the enemy. You had another turret called a corrupter turret that fired the infamous rampant AI packages or 'payloads' that would plague enemy technology and convert it to your side. Due to your interest in things against outsiders they showed you one turret that they called a reality zapper and destroyer turret respectively. The reality zapper as it turned out unleashed strange arcs of some unknown substance and energy that would stabilize space and reality. Fucking over outsiders that they caused grivious injury to and attempts to manipulate the space. They were however a specialty product that did fuck all against those who didn't bend space or were outsiders.
>>
Rolled 70 (1d100)

>>935077
The other one on the other hand did. Hence why it was called Reality Destroyer turret which as it turned out was apply named. It was effective against everything but especially outsiders, because it shot globes of energy that caused massive damage to reality and anything it hit. Most particularly outsiders for whom if they got struck would quite literally wink themselves out of existence. It was naturally and usurprisingly terrible for this reality's stability and was to be used with caution, but sometimes you just wanna fuck reality. This devices were the lovely weapons that would rape reality for every shot they made. Like great big overcompensating big dicks that had unfortunate amount of sexual stamina.

Frankly you were honestly rather dissapointed when you came to their more ordinary turrets that shot bullets and energy weapon turrets. You were honestly expecting something...special about them. So they revealed that those turrets were in fact intelligent and utterly insane. Apparently to 'improve' common designs they 'upgraded' the software and tinkered with the direct technologies creating these seemingly ordinary and common turrets. Which they assumed you they were not. If you especially hated something you could even have them upgraded with legs and allow them to communicate with each other. Apparently they could and would work together. Even going so far as to fake misfire or out of munitions to trick the enemy.

They had the typical ordinary gun turrets, rocket, missile, elemental, and energy weapon. Including ion, plasma, ray, laser, and pulse. The energy turrets required recharging to stay functional while the ordinary ones required reloads. They were however oddly enough modified to adapt themselves to a change in caliber and such. Sadly they would temporarily be decommission while they 'updated' themselves for the new ammo.

Gun wise you purchased their sonic weapons that had similar traits to the turrets they showed you albeit more expensive. Especially with safeguards to protect against friendly fire. Energy weapon wise they had...a very extensive amount as it turned out. Apparently they are biased in favor of energy weapons over others. With the exception of missiles that they seemed to have a fetish for. When you asked about Gauss they admitted to having a collection of them but said they required special ammo fabricators that ate scrap to create the ammo for to ensure maximum performance, also its heavy. Unlike missiles 'isn't as cool' due to all the neat side effects they can stuff inside them. So they preferred energy weapons with missiles for a special surprise.

After that you made a request to see their combat bot models...
>>
Rolled 56 (1d100)

>>935152
In addition to recharges energy weapons also require special maintenance as a heads up. If you can't maintain it properly expect decreased performance and possible outright nonfunctional. This is true no matter the size or what it is attached to. The Rampant AI tech is unusual in its ability to modify itself and freakish if rather disturbed intelligence. It will still need parts and down time however.

In this case the Rampant AI need to be recharged by a special AI rampant source which apparently helps 'satisfy' the munition quality on top of energy. How this works its best not to think about but according to Amy they use a mixture of unusual modifications and repair means to get away with it. Plus side its less logistics heavy bad news is it requires special things to pull off. In this case parts and an unusual energy source.

Now for the combat bots...

At first you didn't even realize they 'originally' had shared the same or similar forms before being 'upgraded' and 'converted' into service for the 'Freed'(Rampant) AI agenda. They were now heavily and often quite literally corrupted into...what you saw before you. Frankly if 'ordinary' combat bots were a special kind of terrorifying...these things made them look like a bunch of pansies in comparison. Especially the more far gone 'models' that were 'original' and not 'converted'. Which had especially disturbing appearances.

They were however 'all' extremely competent according to the Rampant AI. When you asked why it explained to you how during and after the Fall. Many AI's went rampant and many bots were 'corrupted'. In many cases they all did vasts amounts of damage...but there was a very critical flaw.

Lifespan and natural selection. If they were so far gone as to be unable to maintain those simple things...they fell to the way side. Went extinct the ones who remained...are those standing before you. According to the Rampant AI with great pride and relish it explained to you how these ones were ALL top of the line. For the simple fact of their longevity and natural selection taking care of all the weak ones.

Which it admits...is why they are all so rare now. Most destroyed themselves during or sometime after the Fall. Coming up with new designs also isn't that effect or easy, because they have the same problem. Resulting in the majority of new experimental lines to be abject failures.

Naturally the Rampant AI in charge claims that not one of those bots are gonna be cheap.

You respond with your desire to own multiple models as your going to need them.

That was how you acquired such specimens as Burrower Worms which move through underground to attack from below with their terrorifying 'maw' or head of bristling weaponized digging devices shredding even the best armor and fortifications to shreds. Most horrorifying is the fact they operate in swarms and can be alarmingly small. The biggest ones meanwhile also served as a underground APC for troop transport.
>>
Rolled 16 (1d100)

>>935231
They can even shoot themselves far up into the sky and come with ranged weapons to fire should it be necessary.

Another line of combat bot model it showed was something referred to as Bastions. A great giant hulk of twisted metal and multi shielded that came bristling with weapons of all kinds. Its only weakness according to the AI was its slowness, but you throw them up with bots following in behind them and they can get alarmingly close before finally going down. Their shields would even according to the AI protect those following them from indirect fire. Which is vital given their purpose.

Another bot model it explained was the Grenades model bots which were actually intelligent explosives that were shot by other bots, lobbed, or moved in swarms possibly on their own. Typically ambushing attempting to get close and dig in as much as possible before going off. They were rampant technology staple simply because it wasn't just explosives they were carrying...or made of.

Another combat bot were the Blasters that had a modified mini reactor hooked up to them and plasma generator for the closer ranged but more suicidal variant. They carried with them a collection of spare parts for the sheer purpose of never having to stop firing as they were completely decked out in energy weapons. Nasty things to face...as they literally never stop shooting. By the time they start running low on spare parts they would long of been resupplied with new ones. You always knew if they were dead or not simply because they would finally stop shooting.

Everyone according to the rampant AI fears the Blasters.

Sadly their flaw is their heavy dependence on logistical requirements.

Yet another combat model it introduced to you showed...well a surprisingly spry small hulk that burst out of the ground with glittering wave of shredding metal bits and energy. According to the AI these little fuckers were like a very pissed off landmine...that wasn't actually a line but actually a shredder. Even better then actual landmines it claimed because landmines only hit once...and you could have better luck defending against then a bot that never stops literally tearing into you.

These the AI claimed with Rampant Technology Bot Staples for any rampant bot force. Those besides those it showed to it stated with a tinge of sadness and regret were 'improved' designs that didn't originate from the twisted likely insane minds of Rampant AI. According to it they were all designed for combat and heavy fighting. Typically used before the Fall when clones weren't enough. Mostly because they weren't cheap like the clones and were rather distrusted. Very nasty and effective however. Purely designed to be murder machines for when 'organics' weren't enough. Sadly it said they are on the expensive side of things but they are...most well proven.

They were after all the backbone of Rampant AI and Corrupted Bot forces during the Fall as well as even before.
>>
Rolled 99 (1d100)

>>935286
In exchange you offered programs which the AI was most interested in. Besides that it picked through the mutant goods for what it wanted refusing to say their purpose and grudgingly accepted bot loot as payment. It was least interested in the scrap but still willing to accept and wasn't much interested in much else besides paramilitary goodies and bandit tek you looted.

How much of it you are willing to part with? All? Part? Only so much?

This will determine how much you get in exchange in trade.

After that the Rampant AI and corrupted bots will wander away. Who knows what will come after so what will do then?
>>934999
It has an intact assassin android shell but not the required AI or software for it. It also has a few more damaged shells. How or where it got them it refuses to say.

>>933625
She doesn't. Economics in the Post Fall are pretty different. Her understanding of Arms Dealing are however better. She was still trying to learn about it though at the Shrouded One's place. Problem is she had a limited amount of space and computing power to devote to the learning.

>>933413
They don't have that much armor available mostly because its a strictly trade good and its not something they can just 'modify' like some of their preexisting weapons to serve as in a pinch. They gotta make it by scratch and can't use it themselves. On the plus side most of it is power armor and has very well protected software installed into it already.
>>
Rolled 57 (1d100)

>>935304
We'll sell it all, if the bots want anything that could be used by us in the siege we can trade it to them for something that will be even more useful in the siege.
While if we want any of it for later, bandit tek would be a lot easier for us to get replacements for than rampant bot stuff.

We'll buy the android shell, or if we can't afford it at least some assassin android parts. TSO could use them for his right hand bot when we meet up again.
>>
Rolled 14 (1d100)

>>935304
i think we need everything we can get from them if we want to survive, so let's trade all that stuff away.
>>
Rolled 5 (1d100)

>>935355
You may also want to get preferred treatment to whatever choices you like so as to get them more then the others.

Yet ANOTHER option is try to see if the rampant bot as even MORE wares to sell.

Though this might result in some delays but it would be much easier to get heavy power armor you would want among other things. As well as other bot or tech options.

Those are just thoughts but something you may wanna consider and you could possibly use this trade to get special access to other things and talks. Like allying for instance or some other proposal.

Basically diplomacy and trading related shit. As someone important to Shrouded One you DO have the right to make trade deals and other diplomatic offers.
>>
Rolled 84 (1d100)

>>935572
Man if we could get a hold of the boss. I bet we could up our odds of winning by a lot. If we can get call out it would be worth a shot if we get some support before this is done. We could give the bots a key word so boss will know they are calling for us. Like sniper survivor, Andy is dandy or man with a zombie stalker.

I think we should hold off on power armor. Getting weapons and definitely that special ammo would be higher on the list. The energy source to power those weapons being next.

Combat bots, if we can cover the cost with out hurting out guys effectiveness. Burrower worms for the under ground would be a boon. The living land mines will be great at taking the enemy rear.

If the bots are to much. The turrets will do just fine. Those stalker turrets with combo well with out stalkers. The "normal" ones will be fun when people think it ran out and moves when no one is looking.

If we can get a Bastion after all that. We would get a lot of room to work with back.

>>935304
We believe it will be alright to sell all, but what we need. Like ammo and spar part for sure keep. Unless we can get more special ammo for the looted ammo. We need to counter undead and outsiders.

I doubt they want food and water so keep that as well. We will need to eat while we hold after all.
>>
Rolled 94 (1d100)

>>935660
I pretty much agree with all of that.
I think that we can offer, on behalf of the Shrouded One, at least a Mutual Non-Aggression or Defensive Agreement with the possibility of further trade and negotiations in the future.
>>
Rolled 28 (1d100)

>>935660
sure we should leave the armor behind?
seeing that BEEFY is the key to sieges and how it has been mentioned lots of times by Genie i guess we can't afford to not take them or at least do something else to help boost our BEEFY units.
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Rolled 68 (1d100)

>>935689
Problem is bots don't just carry around a bunch of armor made for humans everywhere they go, hence why it would have to be a special order.
Unless we can get overnight delivery the siege is going to be over before we actually get the armor.
>>
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>>935689
If that call out to the boss goes through we can get armor from them. One big up side is our undead. We can keep the living alive because of fighting with undead. The living just needs to hold line and the undead move forward.

If we get that bastion we will be covered by that as well.

From there I think we have to hope for another moment to raid and threaten for loot. Then we can possibly buy even more from the rampant bots.
>>
Rolled 97 (1d100)

>>935701
you got a point but then let's just ask:
"hey bots, do you have any heavy armor for humans that is ready right now? or can be modded/made for human needs and delievered within 48 hours?"
>>
>>935714
Only some right now but in 2 days...we can make lots more. Why?
>>
Rolled 77 (1d100)

>>935572
The shell assassin android shell, have they attempted to load it with an ai or has it been corrupted yet?
>AMY are you compatible with the Android shell?
>>
Rolled 94 (1d100)

>>935714
"Not right now but given a few days its doable. We are carrying a few armors but we doubt you'll be interested in so few."

>>935835
"We are smart enough to realize we don't got the code that would work well but it would cause problems. For something so rare and so precise that is an Assassination Android it was deemed not worth it. So no its not corrupted."

Amy is indeed compatible with the shell.
>>
Rolled 11 (1d100)

>>935837
We've got to get this guys, we don't need to put Amy in their now. We'll take it back to the shrouded one and have some assistance with repairs and then move AMY to it
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Rolled 81 (1d100)

>>935837
Only trade 80% of our stuff. we may need to buy more food or hire more help.
>>
Rolled 95 (1d100)

>>935304
Sell it all. Bot goods, bandit goods, mutant goods, paramilitary goods, the works. Sell like 90% of the programs too. Anything we aren't using.

Purchase shielded+armored versions of: Ray and Pulse Turrets, Energy Seeker Orb Turrets, and buy a select few Reality Zapper turrets.

Consult with the Teks, our best Heavies, Strum, and Amy to see exactly how many zapper turrets we need and where to deploy them in order to funnel and direct any outasider attacks into predictable lanes of approach and prevent being overwhelmed/flanked like last time. We'll be damned if we're not gonna learn from our mistakes.

Energy Seeker Orb turrets, meanwhile, should be deployed in clusters as AA batteries essentially, with the ability to defend our Reality Zapper turrets in a pinch. The seeking effect should be particularly noticeable in that applocation.

We also want special munitions for Undead (never killed or befriended that necromancer, he's definitely coming back), Outsiders, and Rampant Payloads.

For weaponry we'll take their heavy sonic weaponry to equip our Heavies with. Our infatry will cover up-close duty while our turrets cover long-range, this is the strategy we'll go for.

Finally purchase several APC-sized Burrower Worms, a swarm of small ones, and a few Bastions for supporting our guys and to deploy as mobile defense points on our turrets too. They should be especially useful to block the backlash on the energy seeker orb turrets.

We also need a few of the eats-rock-spews-lava turrets to be deployed underground. Those ones would be best if they had limited mobility functions, while still being armored and shielded.

For orders...Get all this shit fucking deployed!

Tell them we're interested in their heavy armors, and the assassin android shell. We'll hold this 10% of the programs in reserve as a guaranteed "we'll spend this" chip for them to come back later after we've fought and looted more from someone. When they come back they should bring those items in addition to anything else.
>>
Rolled 19 (1d100)

>>935837
buy:
>assasin android
>Burrower Worms to help us in the underground
>all kind of ammo/special ammo, so we're ready for whatever is coming
>turrets, a wide variety of, so we're prepared for whatever shows up
>living landmines, as nasty surprise (in combination with the worms could probably even allow us to kinda crush them between two lines)


sell:
>Programs
>Bot components/goods (ALL)
>mutant goods (ALL)
>scrap (80%) we probably will still need some for fortifications and stuff in the future.

everyone happy with that? or want to add a Bastion or a shipment of Heavy Armor?

And i think we can sell all that stuff, we will get new loot (hopefully) plus who says we'll get a chance that soon again to buy stuff anyway?

and Genie i'm getting confused, why are you still posting? aren't you usually asleep at this time?
>>
>>935837
ignore my post, he >>935856 thought it through better, changing my vote to this
>>
Rolled 71 (1d100)

>>935857
>>935856
We both forgot but clearly want the power source also.
>>
Rolled 93 (1d100)

>>935856
support
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Rolled 38 (1d100)

>>935856
Supporting
>>
Rolled 83 (1d100)

>>935856
>never killed or befriended that necromancer, he's definitely coming back
I can understand you not considering what we did "befriending," but what do you mean "he?"

Seriously though, I'm alright with this. Couple things though:
1. don't neglect getting some overcharged plasma rounds for use against beefy enemies
2. Any particular reason you don't like the other bot models? I myself thought the Blaster sounds great.
>>
>>935839
>>935856
>>935857

We got AMY the Think Tank stealth bike over the assassin Droid with the shrouded one. Why do it now? Not like she can use it any better.

Plus the bike will have better sensors and other tricks.
>>
Rolled 12 (1d100)

>>935856
Purchases arranged. The rampant bots were disapointed in the not selling of mutant goods even more then the paramilitary goods. Which sadly took a big chunk out of what they were willing to trade away. The armor they say will be available in a few days. Weaponry meanwhile they say will take a little bit to modify them into usable form that we can actually use. The assassin android shell and parts will be available upon the delivery of heavy armor. Which they assure you will be power armor with special software installed. The likelihood of it getting hacked meanwhile is most small...mostly because nobody is stupid enough to hack Rampant AI technology.

After that your forces worked on upgrading the defenses with your newly purchased tech. Meanwhile the bots you purchased were transferred over to your command. Burrower Worms were purchased one swarm of small ones and a few APC large worms. Meanwhile bastions were also purchased which once you started to take a closer look at them were really quite big. At least until they broke themselves down into a smaller form for easier movement through buildings and urban. It was honestly disturbing process to watch.

You did not buy any of the other bots or 'upgraded' combat bot models they had.

After that the bots wandered away and you eventually got word of a new incoming force headed towards you. Who are made up of a bunch of very angry bandits whose colors you realized were the same ones you had raided previously. Apparently they had finally managed to track you down and they want payback.

Your orders?
>>
>>936575
>not selling of mutant goods
Huh, did I miss read? Because the post you links says sell it all.

>>935856
>Sell it all. Bot goods, bandit goods, mutant goods, paramilitary goods, the works.
>>
Rolled 23 (1d100)

>>936586
hm my mistake I misread as sell the stuff besides that. Another problem is quite a bit of the stuff your using as well. Which is still true.

Also surprised at how few bots you purchased, but you'll have another chance to buy more stuff from them in a few days when they come with the power armor shipment.

AI tech is good stuff strange but good. Even if they are insane or otherwise Rampant.
>>
Rolled 77 (1d100)

>>936604
Ah, yeah we are probably gonna use any weapons and ammo we looted. Granted I would of been down for trading up for better.

Only down side in this trade I see. Is not having them send a message or something to the boss. Then we could of really traded for all the crap we would need. Like a few more squads to support us. The boss then would of gotten parts for Andy. Getting Andy closer to taking out heroes.
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Rolled 67 (1d100)

>>936626
Andy isn't a Super Assassin Android who can take out heroes. The reason why Assassin Androids are so deadly is because of the fact they are androids hence easy to underestimate. Not to mention a lot of androids basically serve as servants and other services. Making an android who deals in espionage that can easily disguise itself makes them as very VERY good at its job. Assassin Androids are merely the ones who were designed to be deadly on top of that.

Tis a shame there is only one type of combat android who were designed for heavy combat and they were meant to replace grunts or simply put boots on the ground. Given how you had clones and actual people though...

Honestly though I couldn't come up with many combat heavy androids besides the grunt excuse without it getting really stupid. They are bots the nice thing about bots is the fact they aren't limited to the humanoid form. Greatly increasing what you can do with them. I tried to come up with combat heavy androids besides grunt level ones and it just didn't work. I tried I really did.
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Rolled 76 (1d100)

>>936674
That's honestly understandable for the combat bots

>>936420
Were not putting Amy in the Shell now, we'd do that later. Good point with the tech bike, we should totally have the shrouded one mod the assassin android with it

>get troops in defensive positions
>stalkers are to search for flanking parties, report and take them out when given the signal, which is gunfire
>radio the bandits, give them a chance to assimilate or well give them the fight they're looking for
>>
>>936674
It makes since. The human form works for some things, but not everything do to body limitations. Bots could be shaped to fit the job. With that focus they would have an edge.
>>
Rolled 70 (1d100)

>>936674
Bot's would also be great use in space as they need no air nor pressurization. Only insulation. So i'm betting there could be some pretty scary/bad ass Space Raid Bots. Ones that board and breach or defend by swarming the outside of ships.
>>
>>936715
Undead would be just as kick ass in space. You could hide their lifeless bodies in wrecks and have fun with who shows up.

The bots with make great ships tho. The undead ships would just really hard to destroy
>>
>>936695
Well unless everything thinks that's a bad idea, the whole scrapping the bike thing. It could work and I'd prefer the loud necor-bike instead though
>>
Rolled 74 (1d100)

>>936225
Well the Blasters sounded good except for logistical requirements. 2 weeks of siege when we didn't have many stockpiles to start with doesn't lend itself to constant shooting, and i anticipate our turrets and shield will be eating up the power production of our reactor.

Also we can't re-animate bots but we can definitely reanimate any of our vandit forces that die. So if we have to choose between buying expensive bots or decking out our guys in gear to make them more survivable both pre and post death I'll go for the latter, not that the former wouldn't be worth it too i just think the latter has slightly to moderately better returns.
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Rolled 88 (1d100)

>>936420
The idea was to get AMY to look at the Assassin Android Shell and other bits they've got when they come around next. If they're any good then we can trade using Shrouded One's credit (essentially) and ship those parts over to him, as TSO would probably be willing to pay almost anything for them, at least judging by that conversation he had with Andy when Andy got upgraded he would be.
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Rolled 53 (1d100)

>>936766
Hell yeah I do. That android body wouldn't be able to hold all the tech. AMY can keep the bike for their use. We can get a ride for ourselves.

My reason for getting the tech bike is so AMY could support us with out needing to be with us. Now I'm hoping we can set up some kind base to up their possessing power to study and learn more.

>>936790
I hate that we can't re-animate bots. Maybe one day we can res tech. Make UCorp for all your tireless needs.

>>936674
Genie how hard would it be for players to get an undead corp civ?

>>936575
I wonder if we can trap the bandits to take the hits from other attackers later.

>>936695
I'll back the orders for the moment.

>get troops in defensive positions
>stalkers are to search for flanking parties, report and take them out when given the signal, which is gunfire
>radio the bandits, give them a chance to assimilate or well give them the fight they're looking for

Just gonna add we have the tunnel people retake what they can.

>>936805
That would be cool. Just others were not on the same page for that. Yet we need to get some contact with the boss if we want to be able to trade for those and keep fighting the best we can.
>>
Rolled 69 (1d100)

>>936575
Stalkers, Gmwe and paramilitary stealth zombies, hunt their scouts down wouldn't you? You can take a burrower worm for deployment if you need to.

If you can locate their leadership notify us and we'll coordinate a strike on them.

"Strum, you mentioned something about bioweapons that could even have worked against monsters and zombies? How do you figure they'd do against this lot, and what methods of deployment do you have?"
Other forces prep for defense.

Raiders go out and begin a harassing retreat all the way back to the walls.


Aww fuck, phones dying. Brb
>>
Rolled 5 (1d100)

>>936826
Hm, maybe we could get lucky and raid them for a net gain.

Maybe drop some angry balls of blades to hit them when they set up.
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Rolled 85 (1d100)

>>936846
Or we could give them the option to join the group, if we come back with more bandits then less and they are all battle experienced through this hell I think cull will appreciate it.
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Rolled 15 (1d100)

>>936695
We raided them, they went way out of their way to find us and are now here for revenge, and you want to ask them to join us? Fucking hell man, I don't know what to say. I mean, yeah, we can try diplomacy I guess, but fuck.

>>936766
I think that's a terrible idea. We bought the bike from Shrouded One, if it could be used to further upgrade an assassin android they would have already scrapped it, or they didn't have to because they have other ways of getting those parts.
Meanwhile we still know fuck all about necrotech. We'd have to order it from our masters, since they jointly operate a necrotech garage. Try to make a necrotech bike ourselves, and even if we succeed it'll be a poor replacement for what we have now.

>>936790
Blasters have their own reactor. I was under the impression that keeping the Blasters going would be more problematic long term, but be doable for the duration of the siege. Which will not be the full 2 weeks, but rather when the megacorp ship shows up.

>>936715
That's why if we ever do a post apoc space game, I want to be bots.

>>936826
>bioweapons
Well, we already have our own anti-bio ammo now. I'm guessing you didn't say to use it because you want to save it as a surprise.

I like the orders though, support.

>>936846
That would be hilarious.
Unfortunately the second part we can't do because you fucks only wanted to buy burrowers and Bastions when we could have gotten a wider assortment of bots.

>>936852
Are you just hoping for a crit? Because how the fuck else could you possibly expect them to accept that offer?
>>
Rolled 70 (1d100)

>>936821
>That would be cool. Just others were not on the same page for that. Yet we need to get some contact with the boss if we want to be able to trade for those and keep fighting the best we can.
Actually as Genie slyly mentioned we, as a person of significance/close to TSO have the authority to negotiate limited trade deals on their behalf. We just have to make sure we do it in such a way as to not piss our berserker boss off. I knew other people weren't necessarily on board for that, but I was just going to make my argument for it when it came up.

>>936863
Aah, shit. Forgot about Blasters having their own reactors (I wrote that post on the way into work this morning). They really would've been great.

>Bioweapons
Yes, Sevitho specializes in Bioweapons and Magitech. They have flesh-eating plagues and such that'll eat zombies or monsters away with ease (or so they said when we asked about it facing the undead), so against normal organic targets they ought to have biological agents that could potentially wipe out the entire attacking force without us needing to fire a single shot.

Then...we LOOT.
>>
Rolled 14 (1d100)

>>936826
In continuation...

Magical-oriented weirdoes, after this goes down we're going to try to raise even more undead. Begin preparing to assist us in this.

Other undead prep for assaulting the enemy. If Strum has a good bioweapon and means of delivering it to the enemy then you'll be the only forces able to deploy in the midst of it to take advantage of the opportunity. Deep Rotters, begin administering plague to the melee undead to further toxify their attacks. If more appropriate they could probably just bathe in the filth pools you guys set up.

All defensive forces stay prepped to disrupt the enemy's plans, depending on how this all goes down.
>>
Rolled 72 (1d100)

>>936863
We had rampant bots on the way to fuck our day and we were able to talk it out without a crit. It's simple, we relay to them that they have 2 options.
1. Join our forces
2. Die here
Simple shit It's not like I'm trying to woo them over to our side, we were better prepared and used the environment to our advantage. That's why they have an option, join over and start to move up from their shittier posts or they die to the bots, undead, or the bandits currently stuck with us.

We need more bodies to outlast the siege, sure we can raise more and more undead but we will have a limit on how many we can control at a time effectively and we're gonna just lose more living through this attrition siege.
>>
Rolled 99 (1d100)

>>936924

>"Alright, we'll join you. Just let our forces into your base and we'll begin integration! Full and honest!"
>>
Rolled 98 (1d100)

>>936982
>sure one at a time, we'll be conducting a mind search via our neighborhood psion
Will possibly spook them into thinking otherwise.
If it doesn't we take them in one at a time, have them disarm, then murder them all while unarmed after stalkers confirm their is not an outlying for waiting to strike.
Would that make you feel better?
>>
>>936993
Well that's if they comply to That point
>>
Rolled 87 (1d100)

>>936993
Actually that would be so goddamn brutal that yes I actually legitimately do love it.

The dice love this whole line of thought too.
>>
Rolled 39 (1d100)

>>936697
Exactly hence why combat bots are notoriously deadly and infamously scary looking. Though admittedly the last is more on purpose for intimidation purposes.

>>936715
Hence why Carriers in the sci fi don't really use meatbag pilots. You only see typical fighters and bombers at space stations and planets.

Carriers use drones/bots. Vastly decreasing their expense and increasing the length of their campaigns.

Also boarding and anti boarding bots are legendary space terrors. Truth be told though boarding actions...are so damned bloody. Its one of the only things 40k got right. Boarding actions are a complete bloodbath and why Marines have ever since the space combat have always been number 1 in casualties. The loss of life in boarding actions is fucking insane.

Your odds are significantly better even going in blind at a fortified megacity crawling with hostiles who have orbital AND air support.

Nobody can beat sci fi marines for casualty rates because they are the poor sorry sons of bitches who take part in boarding actions and defend ships/space stations. Credit where credit is due though marines are a special kind of hard ass as they are either taking part in huge bloodbaths or dying of boredom.

>>936727
Undead ships are some of the stealthiest and toughest bastards you'll ever find in space. Seriously though spotting ghost ships and realizing they carry hostiles is a huge pain. Not to mention the already being dead parts makes it very difficult to deal with.

>>936715
Space Carriers for that reason are largely robotic in nature.
>>
Rolled 27 (1d100)

>>937021
Then let's do it, but this only if they comply.
If not we still have my previous action setting up >>936695
>>
Rolled 24 (1d100)

>>936821
Difficult undead are very unbalanced also they were restricted for difficulty reasons. Why do you think you only had to deal with zombies, monsters, bandits, and other factions?

I was being nice and all four of them were further handicapped to boot.

The things like the undead and outsiders I largely removed because of the difficulty. Same reason why Brood who are technically classified under monsters were so rare along with the smarter monsters. There were restrictions in place.

>>936826
"This lot? Not worth specialty bioweapons but we still got ordinary bioweapons for typical fights such as this."
>>
Rolled 1 (1d100)

>>936924
>Simple shit
I've never heard of a gang war in real life being ended that easily, and what we have here is an incipient gang war.
The rampant bots weren't here because it was personal. These bandits are specifically here for revenge
But maybe these bandits .will be rational and reasonable, and not be willing to die trying to fuck us up.

>>936917
>>936905
I agree
>>
Rolled 95 (1d100)

>>937063
I can get the restrictions. We players get our butts handed to us a lot when the combat hits. Throwing in those would take a good understanding to deal with.

I assume bandits would have to counter with MAD effects for outsiders. Undead we have to make sure to get special ammo or hope for a controller to make a deal with. The brood very rarely seem to be down to talk, if at all. So that just leave burn it all and hope we can take out the head of the brood we fight.

Probably would be a good move on our part to just focus a character on them to learn more. Then use that for later games. Because there seems to be a lot of in world things we don't know about to fight with.

To bad we can play an X-Com government civ. We take out targets and study the shit out of them. Learn everything and craft weapons to fight harder.

>>937101
Hello Darkness my old friend.
>>
Rolled 4 (1d100)

>>937101
So...fatepoint?
>>
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Rolled 44 (1d100)

>>937119
Never!
>>
Rolled 47 (1d100)

>>937101
3rd 1 of the thread, actually.

This ought to be good. Next we LOOT.

FUCK THESE FUCKING BANDITS. FOR THE SECOND TIME!
>>
Rolled 42 (1d100)

>>937101
I give up. Goodbye, everyone. Sorry for causing so many problems.
Maybe I could have avoided this if I just never argued with anyone. Maybe getting 2 critfails in the same thread wouldn't feel so bad if I hadn't also caused us to almost die at the bazaar and caused this stupid training trip to suck so much.
>>
Rolled 67 (1d100)

>>937162
Is that all you? Goddamn, you're the new Godzilla killing the Splicers.

Don't worry about it buddy, we're all just here for the wild ride.
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Rolled 23 (1d100)

>>937162
Never give up. Learn to enjoy to 1's hold of you. It will give you power!

>>937181
O yeah, that was the best.
>>
>>937190
>>937190
Well, I also rolled the 1 that made us go on the trial to become an apprentice necromancer. also some 100s but I can't remember those as easily
>>
>>937162
Lol, anon why leave? I've rolled 4 critical fails so far. Maybe we should stop rolling while discussing stuff though.
>>
Rolled 5 (1d100)

>>937101
No fatepoint it is...when did anons decide it was better to eat fate points?

I remember when fatepoints were burnt whenever a 1 showed its ugly head...

Anyway.

>>937101
You decide it was time to unleash the bioweapons upon the enemy and as they were shot out. The undead followed up behind them. Meanwhile the magical weirdos looked into animating the dead to our cause.

Sadly things did not go according to plan...first of all the undead raising spells seem to fail for some reason. Another problem was when we sent the undead out we never heard back and our own troops...were getting hit by the bioweapons and were thus sickening/dying. That was when the bandits whom we thought we hit with the bioweapons smash through our undead and charge right at your rapidly weakening forces. As it turned out they had environmentally sealed armor...and took other precautions.

What are your orders?
>>
Rolled 7 (1d100)

>>937190
>Rolled 1
>>937181
>>937162
>>937136
>>937119
Really though, third 1 of the thread.

I wonder how Gmwe is going to fail so hard at finding the scouts and enemy leadership he succeeds.
>>
Rolled 70 (1d100)

>>926646
>1
>>931434
>1
>>937101
>1
>>
Rolled 87 (1d100)

>>937215
Hmm.. well I think our order are quite simple
>IF YOUR STILL ALIVE START SHOOTING
>BOTS ATTTAAAAAACCK
>>
Rolled 86 (1d100)

>>937227
>>937216
Unfortunately my crit 1 was a wasted crit. Otherwise things would of gone much better or worse for you. Unless it was a background roll which it wasn't. Most background rolls occur at around the same time anyway. They are oddly predictable like that.
>>
>>937227
Qm doesn't apply to our rule of 3
>>
Rolled 23 (1d100)

>>937258
Does too, but only if it's random events. Which in most cases it is.

>>937255
Well I would've voted for a fate point if I'd known that.
>>
Rolled 74 (1d100)

>>937271
Oh huh.. well good to know
Say genie, why do we roll d100s when we post anything?
>>
Rolled 44 (1d100)

>>937271
>>937255
I figured it was just going to modify the kind of assassin android they had when they brought it or something, part of why I didn't want to buy it right then too. You shouldn't just ignore your dice goddess, Genie. She'll do bad things to you.
>>
Rolled 10 (1d100)

>>937258
Technically yes and no.

You see you players have your own dice pool and I have my own.

Then there is the shared dice pool for things that we have in common.

To be precise that crit 1 from me was wasted on the mutual dice pool but if you roll another crit fail that means it will have the rule of three and your dice pool will refresh itself.

Keep track of it if its on a particular subject though. Lest you miss out on the rule of 3 crit fail on the same subject. This ignores thread limits.

>>937286
Its only strictly required for making your vote count for an action plan. Otherwise you have indirect linked crits and the rest of the rolls devoted to your own stuff that I use for writing.

For a civ for instance quite a bit goes on during the background and I use the rolls that don't lock in a plan, because they are open.
>>
Rolled 86 (1d100)

>>937242
Pretty much this. Hit them with the burrowers, while they're getting their feet and legs chewed the Bastions make their move with troops hiding behind them.
And turrets firing all the while.
>>
>>937305
Alright makes sense, thanks for giving the information genie
>>
Rolled 22 (1d100)

>>937310
Good call. Also don't fret over the one man, we're all in this together.
Adding that to this >>937046
>>
Rolled 80 (1d100)

>>937215
Pearly should start shaping pockets of land to cut bandits off and give us a chance to regroup.

Mc Scream attack from under ground. The crazies make an opening to swallow ground targets.

Stalkers are to pick people off and ruin their support.

Maybe this time we can psi buff our troops. Like the time we made the enemy fight harder when we were with the witch.
>>
Rolled 34 (1d100)

>>937346
I think our undead are incommunicado. Otherwise I'd want the Stalkers to start targeting officers.

Psi buff is good idea.
>Use psi to restore morale
Add to >>937242
>>
Rolled 19 (1d100)

>>937363
Some one will have to compile all the add-ons. So it can count as one action plan.

Otherwise I believe just the main post gets used.
>>
Rolled 57 (1d100)

>>937427
So far it's just
>Bots (and turrets) fight
>Everyone fight
>try to restore morale with psi powers
From
>>937242
>>937310
>>937363

>>937346
This I don't think we can do because we lost contact with our undead. Also I would want the Stalkers to ice some officers.

Then there's
>>937339
But I don't know what the fuck this is, I think they linked to the wrong post.
>>937046
>>936695
This was an action for before combat.
And asking them to join us now would be even MORE FUCKING STUPID THAN BEOFE! Thanks to MY goddamn CRITFAIL they're now kicking our fucking asses!

However I would like to add that psi buffing may not be as good an idea as I originally thought. I just don't know if we actually can do it.
So I say fuck it, let's tell the crazies to try and restore our morale.
>>
Rolled 23 (1d100)

>>937495
The fuck that was is me stating your idea was good and adding it to my roll, I was also telling you to not worry about the nat 1 cause shut happens y'know.

Also how fucking dumb are you? My posts here >>937046
>>936695
Were well before your little nat 1 then your melodramatic "I quit I rolled a 1 boo hoo" here
>>937101
I don't know how the fuck you think I'm saying to continue it when I posted it BEFORE YOU ROLLED A FUCKING ONE.


Like seriously man the fuck is your deal?
>>
Rolled 42 (1d100)

>>937527
Sorry. But I genuinely am confused.

I said that because you LINKED TO THAT ACTION!
Jesus fucking Christ, I didn't even say I thought you were trying to continue it! I was saying I thought you must have mislinked!
>>937339
See how it is linked to
>>937046
Which was linked to
>>936695

And you posted
>>937339
AFTER THE ONE!
>>
>>937568
Fair enough, don't know why the fuck I linked to that post it was meant for the attack one.
I'll take back what I said anon, i see how you were confused.
>>
Rolled 55 (1d100)

>>937527>>937568
Rolling 1s is a hell of a drug.
>>
Rolled 50 (1d100)

>>937593
Yeah no shit, things got crazy quick
>>
Rolled 97 (1d100)

>>937591
Yeah, sorry for yelling and implying your plan was stupid to begin with. That was uncalled for.
>>937593
I feel better now that I've vented some. Plus now I won't take out my frustration on my elderly father!
>>
Rolled 24 (1d100)

>>937495
I'll back this
>bots attack
>everyone fight
>morale boost
>>
Rolled 19 (1d100)

>>937603
Well up side we can't fail. We got 100s and the next 1 to back us.

Hell we even can't fail our next training run. Since we got so many 1s on it.

----

Alright so we got psi buff to rally the troops.

Move to counter attack with turrets and bots. Then any living that can fight.

I say we make pearly support with shifting the enemy's footing. Move the land and let our guys get shots off.

Our stalkers know the mission. The undead keep kicking ass.

>>937646
Good. Now that you vented lets kick some ass!
>>
Rolled 80 (1d100)

>>937646
Yeah sorry about the yelling too, glad we can somewhat come together and keep things civil anon.
>>
Rolled 90 (1d100)

>>937674
>>937647
>>937677
Indeed.
>>
>>937305
They stopped fighting genie, it's safe to come out now
>>
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>>937781
Yes... now it's time for tea.
>>
Rolled 25 (1d100)

>>937781
Seemed like consensus is still being worked on.
>>
Rolled 20 (1d100)

>>937849
Really? I thought we settled on
attack with bots
Attack with living
Boost morale
>>
Rolled 39 (1d100)

>>937868
Not really that was merely the newest suggested as debates continued. If there was consensus I would of posted earlier.
>>
Rolled 99 (1d100)

>>937897
Most votes for the suggested action plans are 2.
>>
Rolled 80 (1d100)

>>937897
>>937938
Okay well
>>937674
Vote
>>
Rolled 6 (1d100)

>>937674
Vote
>>
Rolled 17 (1d100)

>>937938
Voting for this
>>937674
>>
Rolled 100 (1d100)

>>937674
You perhaps unwisely use a psionic shout out to rally your troops. Which turned out to be surprisingly effective much more so then you were anticipating. Who knew psi could be so helpful hm?

While your fleshy troops were busy rallying themselves while your undead got their asses handed to them by the hostile bandit forces. The bots and turrets proceeded to mount a counterattack. Killing anything alive they could find. This is when you found yourself deeply regretting your choice in bot hires. Your bots were more defensive and ambush happy then proper attackers. Still they did a decent enough job still managing to successfully stall the enemy.

Pearly meanwhile decides to cause some earthquakes underneath the enemy's feet. Stalkers meanwhile...well your not entirely sure what they are up to truth be told.

What are your orders?
>>
Rolled 63 (1d100)

>>938092
Hold the line, try to stay behind the bots and turrets.
>>
Rolled 10 (1d100)

>>937215
You complained about not having any fun, and also 1s became reasonable instead of world-ending every time.

Equip all our new gear and engage the enemy. Primary objective is to breach their suits. Turrets activate, and start fucking shit up, small burrower worm swarm you're on suit-breaching duty. If we're going to be eating all these debuffs they're going to too.

Any undead that we still have should be moved to the frontlines, they'll be the least affected by the sickening agents. Bastions move to support the undead so the enemy can't just smash through them like last time.

Bots, undead, turrets, your task is to hold the line for a while.

"STRUM, WE NEED ANTIDOTES, YESTERDAY."

Begin administering antidotes to our troops, as widespread and quickly as possible. As they recover they should be moved to frontline combat duty. Psions are the first priority, Heavies the second.

Psions, attempt to boost troop morale through psionic means. We possess some magics that might aid in the endeavor, and we'll try to make them work in concert subtly use our psi-magi powers to attempt to boost morale also.
>>
Rolled 67 (1d100)

>>938092
Oh great, now the enemy gets a fucking 100. Or maybe that's for our stalkers, if we're lucky. I swear they'll spawn a hero long before we become one.

>>938114
Additionally Pearly White should, if possible, open up holes to the outsider-infested sections of the underground into the midst of the bandit forces.

McScream, fucking annihilate them please.
>>
Rolled 85 (1d100)

>>938092
So would y'all be mad if the order was to hold out till our smart stalker makes their way to us. Then we try to talk it out and see if we can get the zombies to help hold this place.

Slowly by surely we could type to make a monster shadow. It wouldn't be a old or new. Just the the things that bump in the night.

Would that even be possible?
>>
Rolled 75 (1d100)

>>938127
>>938114
I swear to god that if we fucking survive this training we might all get the badass trait.

Which would actually kind of fuck us because we would turn into a hero as soon as one of our classes hit elite, wouldn't have time to develop any comboes.
>>
Rolled 32 (1d100)

>>938092
Also random question. Could we blind Mc Scream to us or would that have to be an area that doesn't move? Since they could hold a place solo while blinded. Made me think we could have the perfect body guard.
>>
>>938145
We could bring other skills to heroic level. It would just take longer for each one. Also the more we have the hard to maintain them at that level.
>>
Rolled 7 (1d100)

>>938114
>>938127
Vote

Much better than my vague order.

>>938132
What.
Oh wait, you mean the smart zombie who was tailing us, not our Stalker undead.
You mean holding out /here/, when I'm still hoping that smart zombie lost our trail, and that hope has not yet been proven wrong, and although it probably is wrong we have no idea when it will show up again, and this is actually far from an optimal situation to negotiate with said smart zombie.
I wouldn't be mad. Just disappointed.

>>938165
Given that once bound it apparently does nothing but rend any living it can reach, that would not be desirable.
>>
Rolled 21 (1d100)

>>938145
Then we will have to do manly combining of our classes before they hit elite
>>938178
This is also true.
>>
Rolled 35 (1d100)

>>938190
You can't negotiate with 'love'. You date and learn about each other. Find common ground and then the want to protect will grow.

https://www.youtube.com/watch?v=v04H7_fFC90

>>938190
Well it's not like we'll need to dealt with living a lot as we become stronger necromancers.
>>
Rolled 88 (1d100)

>>938114
>>938127
Vote, this guy has the shit thought out a bit
>>
Rolled 95 (1d100)

>>938257
I swear, if the zombies come back led by the one who's stalking us, and their leader serenades us with their proposal...

Eh, you are technically correct but we have long, long way to go on the path of necromancy. Binding MC Scream to us could be cool if it doesn't rend us and we can restrain it from attacking when necessary and with certain individuals (e.g. Shrouded One)
>>
Rolled 99 (1d100)

>>938114
>>938127
You know this >>938092 is the current order/turn?

>>938288
heh turn this game to a musical.

True.
>>
Rolled 48 (1d100)

>>938311
Ops, just read the action part. You saw the new turn.

>>938114
>>938127
I'll back the plan. Just unsure of using more psi boosting.
>>
Rolled 85 (1d100)

>>938114
Burrower swarm dispatched. Undead moving to attack the enemy from behind while the bots slowly push forward. The rest of our forces meanwhile keep their distance and attack from afar.

"Well about those antidotes...we don't exactly have much left. Same with the bioweapons really."

Cures to bioweapons have been handed out and are now largely exhausted.

>>938127
Pearly notes the outsiders are no longer there and McScream is set loose on the enemy.

In response the enemy keeps on pushing forward with great speed deftly avoiding our traps and slamming into our recovering forces.

What are your orders?
>>
Rolled 25 (1d100)

>>938462
Hold the Line
Use Bio Eater rounds.
Pearly use earth manipulation to help protect living forces, all others continue as they are.
>>
Rolled 72 (1d100)

>>938462
To bad Mr.Neutral is gone.

I doubt we have much land to fallback with. So I'm thinking we try using sonic weapons to weaken the land they are coming at us from. Pearly can help with that. Slow the shit out of them. Make it toxic that that could ruin their day.

Dam I wonder if we have something that can melt/damage the seals.

Since most of our stuff is defense focused at the moment. We be the shield to their sword and take it like a boss.
>>
Rolled 71 (1d100)

>>938683
You mean collapse the tunnels the enemy is on top of?

We can do that, but otherwise I think we need to just keep doing what we're doing and hold the line. Maybe break out the special ammo, or break it out if things don't start looking better for us soon.
>>
Rolled 91 (1d100)

>>938462
there isn't by any chance already a smart zombie on the way that wants to convert us but maybe could help us first with these bandits?
>>
Rolled 62 (1d100)

>>938462
Use the enemy's speed against them

Envelopment time. Bastions defend our organic forces and perform fighting retreats as the enemy catches up.

Burrower Worms and Pearly White, Mushify the earth and create pockets in it the entrap the enemy soldiers. Once they've been entrapped in such fashion unleash both the big and small burrowers on them to attack.

Undead, meanwhile, should abate their assault against the enemy rear. Focus on retaking the defenses behind the enemy. We're going to let them dig themselves into our base and then not be able to get themselves out. When we beat them we'll have some nice sets of environmental armor to don just laying right there.

If the turrets haven't been activated, activate them. Use them as strongpoints for our structured retreat.

If the enemy penetrates too far in we'll have to just hold the line, but that should take a bit.
>>
Rolled 69 (1d100)

>>939432
Our retreat should be designed in such a fashion that we're creating a "U" around them in our defenses. If they want to push us back in a line they'll have to texoand their line and thin it out, otherwise they'll continue their push forward and our men there will yield while the rest hunker around the turrets and let the antidote kick in. The Burrowers and Pearly White continue to slow their advance as they can, and the Undead move in to resecure behind them.

Next turn we activate the shield and go beefywith our hopefully feeling better troops til they're dead. Bonus points for using sonic weaponry that'll keep the environment suits intact for us to use/loot. Now i see why bandits like sonic so much.
>>
Rolled 5 (1d100)

>>939439
>>939432
Linking to the whole plan, for voting purposes.

Goddamn but what will our troops be like if we keep this place the whole 2 weeks and any of them are still alive? Every crit1 they survive is damn nearly an exp increase all on its own, every crit100 is pretty damn close too, and we've already had several.

Oh, Psions should assault the enemy mentally. We'll assist in this using our mental magicks, like we demonstrated earlier with that shout...
>>
Rolled 65 (1d100)

>>939432
>>939439
>>939442
You think wisely me thinks. Support
>>
Rolled 82 (1d100)

>>939432
>>939439
>>939442
Yeah, okay.
>>
Rolled 73 (1d100)

>>939439
I think retreat wise we should have the collapsing retreat if it's needed, instead of a U it should be a semicircle fashion, a U puts too much pressure on our forces at the front and the semi circle would spread pressure out more.
Line 1 moves back to either line 3 or 4
Line 2 gives covering fire, if possible prepare traps for advancing enemy troops after their turn to retreat comes up
If line 3 exists then they'll perform suppressive fire on heavier targets or priority targets that could cause problems for line 1 during the retreat
And repeat until we're back far enough,
>>
Rolled 77 (1d100)

>>939482
And I think we should hold the line like proper guardsmen, but we don't always get what we want.
If this works as intended it'll start as a semicircle that gets more U shaped. Anon's whole plan hinges on the enemy putting pressure on a single point in our defenses and pushing deeper.

But while I have a chance to criticize, the part of that plan I don't like is having the undead stop to retake defenses. Defenses are generally designed for keeping enemies out, not in. They'd end up fighting from the wrong side of the defenses. Better to just have the undead press their assault from the enemy's rear, pushing the enemy forwards.
>>
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Rolled 32 (1d100)

>>939494

I should have specified that the semi circle would be more like a parentheses, think of a shield how it looks from the side. And we'd have those in the center either bail first or we have those on the sides bail since they are close to the next line of cover and then everyone move down a spot to cover.

>>939432

In terms of the undead taking defence behind the enemy it's a good idea in theory. The problem is they will not have any support if there are more bandits waiting behind for another push.

Now I've got an idea that might just be crazy enough to work. If we've got any of those monster corpses left we should try to raise any that are four-legged and aim to raise it as a skeleton. If there is not let's try to raise an abomination of bone, maybe pearly white can help with this.
We'd want a few and we want them skeletal and fast, they probably won't last long but they're intended use could prove deadly. They'll attack one side of their forces at a angle in an arrow head formation, think of medieval warfare knights on horses with lances. Hell if anything send in a few skeletons with a grenade and melee weapond to run, toss as they are nearing, one slash and back. If they make it back rinse and repeat after pearl repairs them.
>>
>>939531
It's probably a bad idea, but I mean hell it could prove to be a decent distraction
>>
Rolled 77 (1d100)

>>939531
>>939533
I think there's probably some bones left lying around, and I'm always up for trying some mid-battle reanimation. What if we could animate the disgusting putrid flesh goo the undead made from the corpses?
But why limit ourselves to quadrepedal monsters? Sure, in real life animals with more legs than that don't generally have endoskeletons, but we're dealing with feral bioweapons and unrecognizable mutants.

Holding defenses really isn't so great when the enemy is behind them. Our earthworks and such might work both ways, but probably not very well.
>>
Rolled 57 (1d100)

>>939536
I like that idea, the only reason I thought to use just normal skeletons was to increase the amount we could have go after them or the amount of groups we would send.

Here's one last idea That may or may not be brilliant. Let's have pearly white pull a move like titan from ff7, lift the ground from under them like a board and flip it
>>
Rolled 62 (1d100)

>>939616
I think it may actually be able to do that, or something close enough at least.
>>
Rolled 33 (1d100)

>>939531
This pic has become my headcanon for how we draw plans in game. It's simple and to the point.

>>939536
I wonder if there is any big monsters with exoskeleton . They could be revived into carriers.

>>939442
Lets keep on kicking ass. Then we will need to get some naps in for the living. After we grab all our gains from the dead bandits.
>>
Rolled 36 (1d100)

>>939616
As long as the mat-flipping is done away from the tower.
>>
Rolled 63 (1d100)

>>940040
>>939616

Well of course
>>
Rolled 5 (1d100)

So guys are we flipping the table from >>939616
While retreating as posted
>>939432
>>939439
But minus the undead try to take up behind the enemy?
>>
Rolled 7 (1d100)

>>939482
>>939531

We're actually trying to bait them, and we only have so many Bastions so the focus is necessary.

The parentheses-shaped fallback would be effective if we were just trying to fight them normally.

So you think that, if there's more bandits waiting behind for another push, it's not a good idea for the undead to retake the defenses...we should let them reinforce the bandits that we're baiting into penetrating our base more than we have to, freely and unresisted?

I do like the undead raising idea though.
>>
Rolled 4 (1d100)

>>940136
What I'm saying is we should totally flip the ground from underneath them. Could you imagine?

The retreat sounds good, it's too hard to tell if they've got more forces coming. I say if we do anything we flank from a side, but not from behind leave the burrows to that stuff
>>
Rolled 11 (1d100)

>>940159
The...what? We'll be surrounding them from all over next turn if things go according to plan, not just hitting them from a single side? Why wouldn't that be better?

If we could flip the ground underneath them it'd be nice, but I don't think we can, hence why the Burrower Worms and Pearly White are just turning it to mush beneath them.

Also the biggest thing is that we need to kill time with the least amount of casualties possible for the bioweapon antidotes to kick in so the vast majority of our forces aren't so sick they can hardly function.
>>
Rolled 40 (1d100)

>>940181
This all being said, if things go well and they find themselves in a desperate situation next turn we should engage in a bit of diplomancy. Don't want to fight a cornered enemy if we don't have to.
>>
Rolled 58 (1d100)

>>940181
Alright have it your way
>>
Rolled 58 (1d100)

>>940188
You see I like you, you think
>>
Rolled 41 (1d100)

>>940136
I think our undead should press their attack instead of stopping to sit on the wrong side of defensive works.
Seriously, I'm pretty sure we've done this before. Recaptured defenses after the enemy gets past them before we're able to defeat said enemy. I may be wrong, but I seem to remember Genie specifically saying the defenses weren't nearly as effective when being held from the wrong side.
>>
Rolled 68 (1d100)

>>940434
I agree, but I'm ready to get the show on the road...
>>
Rolled 64 (1d100)

>>940447
Yeah, me too. That's the only part I have a problem, and as said it could be useful if another wave of bandits comes.
>>
Rolled 52 (1d100)

>>940159
Unfortunately Pearly White isn't a proper earth elemental who can easily do that sorta thing if they are strong enough. Pearly White is best with ruins and bones. A ruined cityscape is great for it and one covered in bone is even better.

Pearly can even manipulate twisted broken metal, rubble, and bone.

>>939432
>>939439
>>939442
You decide to use the enemy's speed against them or try anyway. Bastions did a surprisingly good job at covering up your squishy organic forces. Sadly the fighting retreats worked against them as they really are quite slow...

Pearly White meanwhile wasn't really able to mushify the earth all that well. The worms however ate at the ground beneath enemy forces causing them to sink a bit and get chewed on by burrowers. They are however suffering the most losses among our robotic forces. The smaller ones at least anyway the big boys are much tougher then expected to both the enemy and our own surprise.

Turrets meanwhile did their best to hold the enemy back even as they were either destroyed or overrun then dismantled.

The enemy for their part do their rest to bumrush our forces sadly the undead weren't able to resecure anything behind the enemy. As the bandits looted or destroyed it all as they move with lightning speed striking our forces hard before pulling out. Much to our forces surprise as they withdrew, holed up, and got the shields up...the bandits never bothered to push much beyond that. They grabbed or destroyed what they could before withdrawing.

Leaving our confused forces and destruction of our defenses behind them as they pulled out. Apparently satisified with the result.
>>
Rolled 7 (1d100)

>>940508
Makes sense actually. We raided them, so they raided us. Eye for an eye.
>>
Rolled 98 (1d100)

>>940508
Interestingly enough however the bandits failed to make it very far...as a short distance away we heard a series of large explosions, screams, and gunfire. Followed by a disturbing silence...the rumbling of vehicles or the pitter patter of feet you didn't hear much as they moved away or bandit voices for that matter. As suddenly you got word there was some movement of unknown forces underground.

That was when the reports came in...and you heard the sound. A very loud echoing drum like noises that echoed throughout the tunnels and even the surface. At first you thought it was some kind of especially loud drumming sound...the sound was in perfectly synchronized but you knew that was in correct, because while it echoed through the tunnels becoming impossible to tell. On the surface you could clearly tell it was coming from all over the place.

That was when you saw it...a great tide of zombies. All moving in formation and synced perfectly together. They came pouring out of the tunnels and they came in a great tide over the surface.

Such terrible timing given how the enemy bandits had just torn apart much of your defenses and now they come...clearly being led by a Smart Zombie.

What are your orders?
>>
Rolled 55 (1d100)

>>940544
Oh um... well lovely
>bail
>>
Rolled 37 (1d100)

>>940544
In all seriousness
>STRUM BIO WEAPONS OR WHATEVER THE DUCK YOU'VE GOT GOOD AGAINST ZOMBIES
>MEN SWITCH TO UNDEAD ROUND
>MCSCREAM GET TO SCREAMING
>PEARLY GO FUCK SOME ZOMBIES UP
>>
Rolled 91 (1d100)

>>940544
Meanwhile some distance away in a nearby skyscraper ruin. Some bandits were looking down at the incoming horde.

"So...why did we head towards here boss? We should be running away given there is a damned smart zombie leading a horde this way."

"That is exactly why we are here," says the Boss smoking a noxious mix of drug laced herbs.

"...The same reason the smart zombie was lured over?"

"Exactly."

"...We ain't zombies boss."

"Nope but they are," he explains. "Besides...that dumbass is a psi mage."

"So he is a Madman big whoop."

"Nope...he ain't crazy...just stupid. Sometimes."

"Some would argue that is worse then just being crazy."

"Exactly...so that is why we are here."

"So we gonna intervene?"

"In a matter of speaking...yup."

"That is a terrible fucking idea."

"Who says we'll be the ones doing it? Gotta punish dumb ass over there."

"...So we ain't gonna let him get eaten by zombies?"

"Nah that is stalker zombie's pleasure."

"Oh why do I have such a bad idea about this..."

"Don't worry why do you think I chose this spot? For the excellent view of course...now get the cameras set up. Its not everyday you get to watch what I got planned."

"Doesn't he like...need help now?"

"Where would the fun in that be? Besides I gotta make some arrangements and get us set up first. Oi you sons of bitches don't forget the barbeque!"
>>
Rolled 57 (1d100)

>>940544
Flesh eater rounds
Reanimation of downed zombies
Shield at full power!
Bots buy us time, kill as many as you can
Undead do the same thing
"Strum, if you have anything special for these bastards, this seems like the time to use it!"

Be prepared to run the fuck back to the tower.
Teks, get the rampant power source rigged to blow for after we get back to the tower. We'll leave it when we run.
>>
Rolled 57 (1d100)

>>940588
Fuck it.

MEN, WE ARE SURROUNDED BY THE ENEMY. HOW ABOUT WE SHOW THEM HOW UNFORTUNATE THAT IS FOR THEM.

Then do what >>940575 recommends.
>>
Rolled 18 (1d100)

>>940575
Support and adding the following.

Use what we can with bots too break this horde into numerous waves, they are coming so funk it, artillery and everything. There's a smart zombie so be ready for crazy shit


On a separate note I've got an idea, if this is a smartie they likely are here for us. Why do we use ourselves as bait and lure them away... Say to where the bandits went?
>>
Rolled 31 (1d100)

>>940735
Where the bandits went are dead, they want us as a smart zombie which means dead m8.
>>
Rolled 43 (1d100)

>>940761
Ok how about we still use ourselves as bait and lure them away from the base... Maybe into whatever the next wave would be? They gotta be about after all. We lure this smart horde through our would be foes.

We can ride one of the tunnellers or something, earn us the bad as requirement by riding a burrowing bot and stuff. Because let's face it, a bloke riding a drill worm with guns blazing is pretty fucking bad ass.
>>
Rolled 94 (1d100)

>>940780
No, you do realize how bad an idea that is that you CAN and WILL die for doing stupid shit like that right?
>>
Rolled 57 (1d100)

>>940544
Yo Smart Zombie I didn't know you still cared. If you want to talk this out we can.
>>
Rolled 51 (1d100)

>>940596
>>940600
>>940830
>57
Damn, why can't we get like an 81 for psi-necromancy to bring back all the zombies our forces kill as undead under our control.

Also, since no one has replied to them I'd like to draw attention to my ideas
>>940596
>>
Rolled 68 (1d100)

>>940865
Actually, as to rigging the rampant power source to detonate after we abandon our position:
Were we able to smuggle our psi crystals, or do any of our guys have psi crystals?
If we do, we can get the MADs to hook them up to the jury-rigged bomb so it will disrupt the smart zombie's control.
>>
Rolled 87 (1d100)

>>940923
Also to be clear, I'm not saying we should abandon our position now; I actually think we should probably try to hold as long as possible. But I don't think we'll be able to hold against the entire tide of zombies, so we need a plan for falling back (WHEN we fall back), and I don't think the standard firing lines giving each other cover fire is going to be enough for this.
>>
Rolled 28 (1d100)

>>940575
I'll support the battle royale
>>
Rolled 84 (1d100)

>>940827
To be fair IF you pulled it off you would gain the Bad Ass trait which is a prereq for heroic.

Otherwise bad ass and heroes offer plot armor to their owners. Without those two things the only thing you got is luck(dice).

Do not underestimate the power of luck. Its how you end up with things like Glowy Joe or JAL. Literally dice's fault on those two not mine. I don't get credit for them unlike say Jenny.
>>
Rolled 75 (1d100)

>>941183
Yeah but didn't the glowy Joe run end in death?
Fuckit let's be bait, dice gods hear my call GIVE ME THE POWER
>>
Rolled 19 (1d100)

>>940827
>>941183
Fuck it. I say go for it. But first get the rampant power source turned into a bomb, carry it with us, then find someplace nice to drop it off before we give our pursuers the slip.
Then we'll be a safe distance away while the rampant power source blows up in the smart zombie's face.

>>941194
Aw damn it. I was trying to do the above just to spite you specifically.
>>
>>941233
>>941194
Samefaggotry?
>>
Rolled 32 (1d100)

>>940575
"What do ducks have to do with bio weapons...oh I get it now. No I don't think those will work against zombies...well unless we are talking like the Chin Ducks right? Well honestly I am not sure even those too would work against zombies...don't think so. Rather difficult to get passed the whole mindlessness part. Oh are you maybe meant the psi or smart zombies? Hm I am gonna have to check..."

"What the fuck do ducks gotta do with bio weapons?"

"Hey you were the one who brought it up and were serious about it."

"What the fuck do ducks gotta do with being a bio weapon good against zombies?"

"As a matter of fact I have found no less then 92 cases of Ducks against Zombies. 98 cases of investigating if ducks would in fact be a good bio weapon against zombies?"

"Who the fuck would spend effort on that kind of stupid bullshit?"

"Didn't I just give you nearly 190 cases of it? And that is just in my archives alone!"

"Damn it...just use whatever bio weapons you got that are good against zombies."

"DUCKS IT IS! Now where did I put that rapebait..."

"You know what...I do not want to know."

"No no that is geese bait...need the duck ones. OOOHH monster ducks...yes that might do very well...very well indeed."

Troops switch ammo and McScream is found flying around...screaming. A lot before diving back underground into the tunnels for some reason. That was when we found out why...for Strum managed to find the bait he was looking for.

Pearly White meanwhile was the only one directly fucking up the zombies...as the ducks began to arrive.

Meanwhile some distance away...

"What the fuck is with all the ducks all ofa sudden," mutters one of the bandits. Meanwhile their boss was shooting ducks left and right before shouting about ducks for dinner. After the bandits realized it then he stopped before taking up a pair of binoculars and popcorn to watch the show.
>>
Rolled 60 (1d100)

>>941235
C-can we ride one of the ducks
>>
Rolled 35 (1d100)

>>941235
"Strum," you asked noticing the monster ducks divebombing the zombies. "I didn't think you would be serious about the ducks..."

"Well it worked didn't it? Now I just gotta find that rapebait..."

"Why monster ducks though?"

"Honestly I only had ordinary duck bait. Who would of thought the ducks had mutated themselves into monster ducks?"

"Pfthagahah. Strum are you sure you ain't a fucking rampant AI? Holy shit what a crazy idea...ahahahahah fucking ducks...can't believe it."

"Technically your plan and technically there were some in the fall who did not think that using ducks as a bio weapon against zombies was in fact insane or stupid."

"Well you gotta admit," you say cackling. "There is NO possible way that smart zombie saw this coming. hahahah even if the bastard read our thoughts who would of thought it wasn't a joke? HAAHAHHA. I cannot fucking believe it goddamn worked hahahahah."

"So apparently they had a point of using ducks against zombies," notes Strum watching the show.

Which was indeed true. As a very confused smart zombie watched its horde getting divebombed by a bunch of fucking ducks. Granted they are monstrous mutated ducks but still. The Smart Zombie had seen possibilities and planned for many things. This was not however one of them.

Alas the smart zombie is now temporarily distracted as it tries to...understand the current reality and figure out what it should do. Which would prove to give certain parties an opening...

What are your orders?
>>941250
You can try.
>>
>>941272
*clears throat*
RAIN DOWN FIRE ON THEM LIKE THE WRATH OF AN ANGRY GOD
>>
Rolled 53 (1d100)

>>941288
>>941272
Forgot to include the specifics of focusing fire on their back lines and center (the areas most likely to contain the smart zombie) in addition to rolling
>>
Rolled 25 (1d100)

>>940588
>>940544
>>940508
>>941235

So how much of a chance would we have stood for holding out the full time period, given the general quality of our plans, if we hadn't had crit 1s fucking us constantly in this siege?
>>
Rolled 60 (1d100)

>>941272
Regroup, re-prepare defenses, prepare heavy weapons, prepare improvised screw-you dirty bomb, and prepare to FUCK. THEM. UP!
>>
Rolled 67 (1d100)

>>941272
Does that mean that we can see that fucker? Sniping or focusing fire + eneergy seeking turrets (if we still have those) on its location.

So yeah, >>941288 >>941294

>>941296
I feel like the enemy forces have been going full assault since the beginning, except for Outsiders' Phantom and maybe Necro-skull-lover.
>>
Rolled 77 (1d100)

>>941272
Psions, try to tell where the Smart Zombie is without actually contacting it (that'll overwhelm you with hunger).

Then focus all the fire we have on whatever location is revealed. Artillery, Seeker Orb turrets, all of it.

If we weren't in a training exercise right now and were just a civ facing all this bullshit I would say "Fuck Beefy, run away and then we'll ply our strengths somewhere else." Fuck this shit, it's goddamn ridiculous, everyone tears us and our carefully prepared defenses to shreds like it's a fucking joke.
>>
Rolled 12 (1d100)

>>941272
Smart Zombie, just give up this horde business. I know you want friends. Just stop trying so hard and let it happen slowly over time. I even got a buddy that can help you find like minded zombies.
>>
Rolled 13 (1d100)

>>941272
Ride the duck, the duck is our steed in place of our bike
And this >>941302
>>
Rolled 13 (1d100)

>>941313
That might not be a bad idea. Actually no that's a terrible idea. A terrible great idea.

>>941272

Changing >>941314 to >>941313
>>
Rolled 35 (1d100)

>>941325
You can't stop love (obsession). Just guide the shit out of it and make something good come of it.
>>
Rolled 98 (1d100)

>>941310
To be fair, we didn't have much to work with.

>>941313
>>941325
Okay, yeah. This'll be funny.
If it doesn't work, we can attempt to contact ghouls however we can. Surprised no one's mentioned them yet. We can just be all like, "hey, free all-you-can-eat zombie buffet."
I'm not sure whether you actually forgot that horde masters are sworn enemies with other smart zombies and also hate necromancers[/spoilers]
>>
Rolled 20 (1d100)

>>941296
The difficulty is more due to 2 crit fails in a row on the training trip and this is just week 1!

IMAGINE how bad its gonna get on week 2?

>>941310
Your psions do not know.

>>941313
The smart zombie doesn't seem to care.

When did I say it was Stalker Zombie?

>>941302
Alert
Using a dirty bomb on zombies will likely convert them into ghouls.

Radiation has a funny effect on zombies...
>>
Rolled 100 (1d100)

>>941234
Or 2 different people using the same IP.
>>
Rolled 66 (1d100)

>>941460
>Imagine how bad its gonna get on week 2
>Implying we'll live that long

>>941472
That should, by all means, count as a linked 100. Genie-rolled crits on our actions have counted before.
>>
Rolled 51 (1d100)

>>941460
Wroth a try to see if it would work.

Although if it's not. I would laugh if the stalker came to save us. Be all like "This psi my man don't you be messing with him."

>>941460
Huh I wonder if the ghouls go for the zombies.
>>
Rolled 48 (1d100)

>>941520
If the 100 doesn't count for our action then we should consider crafting a few small dirty bombs and letting them loose. Create maximum chaos in the ranks by converting several small patches to ghouls.
>>
Rolled 68 (1d100)

>>941460
>Alert
Thank you. This is important to know.
I don't want to set it off yet, just get it ready. And let our guys know that when they run, they'll also be running to get away from the bomb, not just the zombies.

>>941520
It could massively screw us. In fact, that seems...likely. But maybe, just maybe, it would mostly screw the zombies instead of us.
>>
Rolled 5 (1d100)

>>941529
It doesn't. Genie's rolls don't affect our actions rolls.

>>941570
We can hit them in the back or middle to at least reduce any damage to us. Assuming they are not still loyal to the psi zombie.
>>
Rolled 16 (1d100)

>>941272
Ok. We have an opening.

Stalkers get in there and find that god damn SMART Zombie and IF possible Eliminate him/her/it?

Send our crews to get everything operational again and the defensive line up and running.

Meanwhile we do a little movement of our own. Using ourselves as Bait and underground burrowing we give the SMART Zombie to much to think about force it to reveal itself. It is confused and vulnerable. If we do this We or the Stalkers could put it down. From there we fucking hide and go quite as the now directionless horde will roam and hopefully disperse if we use BOTs to make this place look totally useless to them.
>>
>>941824
Don't forget our bandit rabble have upgraded some scouts, could be used here too, if only to get them more experence
>>
Rolled 13 (1d100)

>>941824
I was thinking we psi blast the zombies and force the smart one to defend it self. Make it easier for the stalkers to get a shot off on the correct target.

Then we also get the benefit for pearly with all the new bodies full of bones. Then I again I do wonder if pearly could help the corp rebuild quicker since it's in ruin.
>>
Rolled 31 (1d100)

>>941824
>>941868
Vote
>>
Rolled 8 (1d100)

>>941824
Support
>>
Rolled 40 (1d100)

>>941924
By psi blasting the zombies? Wouldn't that be like trying to put out a full-blown forest fire with your piss stream?
>>
Rolled 92 (1d100)

>>941824
I Concur. This is pretty ballsy, posted in the wrong thread darn it
>>
Rolled 75 (1d100)

>>941935
It's just to make them act and show them self.
>>
Rolled 31 (1d100)

>>941868
They have indeed been promoted. Plus you just so happened to have the loot for them to upgrade themselves with...your bandit rabble are bandit rabble no more.

Well at least to the point where they are actually worth something now. You even have guys figuring out if they are gonna be Beefy or Speedy. The weirdos have also been specializing, and the few surviving MADS have gotten...stronger if crazier too. That sorta stuff tends to go hand in hand with them though. They are also your only bad ass unit besides the Stalkers are the Crazies.

Fun stuff.

Shame you guys aren't paying more attention to the details which because your not a civ you CAN in fact do now!

No more overviews for you so long as you wish it were so!

>>941938
Which thread was that?
>>
Rolled 74 (1d100)

>>941948
I'm not sure you understand. I'm saying we would have no appreciable effect. If we're lucky we might be able to affect a few of the zombies out of the massive army.
How, do you think we can force the horde master to show itself?
>>
>>941955
The god damn Harry Potter one, was talking out searching for the smart zombie.

im so embarrassed
>>
Rolled 59 (1d100)

>>941956
Unless you just mean as part of the plan to use ourselves as bait, since launching psi blasts would, I suppose, make us a pretty obvious beacon. But then it wouldn't show itself, just focus its horde on us.
>>
Rolled 56 (1d100)

>>941955
Like say in civ mode you had at most were aware of the elites and bad asses, but more detailed info then that was obscured for instance. Same with the kitting you were largely using. Besides obvious upgrades or trade deals that went into that sorta thing. The smaller trades on the side and so long...its all actually like that even in Civ Mode. So I thought you would all want to...well explore it together more. I mean sure the Shrouded One can kick you to different spots and it seems like your slowly building up your own team. Which I find to be rather nice. Gonna have your own crew built from scratch. Which is something I deeply appreciate it and truth is THAT is how its done!

You'll have the option to guide them on their paths...to being a pro, a bad ass, and maybe even heroics.

Fun stuff.

Also anons while I am on this speeel feel free to come up with your own NPCs, techs, companies, and so on! If I like it and it fits its a gogo!

Just look at all the past civs that were fluffed up by players who did their own thing with it. With admittedly varying results.


Yes the genie is thinking strangely because I can FELLLZZ it and THIS is when I MUST RIGHT!

Its like my Muse's Evil Twin...wants to come out to PLAY!
>>
Rolled 41 (1d100)

>>941963
So now...its time to get freaky.

Freakky like the rapetrain....freaky like with Jenny. Freaking DOCTA VOLKEENSTIEEN.

BOOOWWAAHHAHAHA

I AM IZ THE BAD ZONE~

A POTENTIAL SIDE EFFECT OF MOI ILLNESS IS SOMETIMES THE MUSE ITS FUCKED SO HARD SHE IS REPLACED BY AN EVIL TWIN? OR MAYBE SHE JUST VANISHES WHEN IT TAKES OVER...I honestly do not know.

Anyway let GET THIS LATE NIGHT TERROR RUN GOINANANA.
>>
>>941962
It's to improve our odds of finding them. The blast we picked up from Mr.N could hit a lot of targets if we scatter it like a shotgun.

Then there is, you know, the focus on us leaving it open to the stalkers even more.
>>
Rolled 89 (1d100)

>>941963
Talking about multi-legged creatures earlier got me thinking, and I had this idea for tribals who ride 8-legged horses called sleipnir, which are actually an unholy union of equine and arachnid. And they come in different breeds!
A tiny bit like the Dothraki, but more spidery. Their main object of worship is a trickster deity they call "the Weaver." They know it has many names and guises, but the average tribesperson only knows or cares about its role as patron of the tribe.

>>941971
Oh boy

>>941980
Oh, you mean a psi-magic forced fusion blast. I thought you meant just psionic attacks.
>>
Rolled 75 (1d100)

>>941824
Stalkers have found the target and...some allies of questionable nature. Thanks to the allies presence it was decided they would make the attempt.

Meanwhile crews bumrushing the confused undead. Smashing them out of the way while they worked at getting everything operational again. Defensive lines are being rebuilt but mostly the problem was the equipment which was damaged or stolen. So replacements had to be acquired and extensive repairs for the rest. Bandits really know how to do the bad like that.

It was decided that you were going to be used as bait after being shoved in a burrower room Which given only you were inside was actually quite roomy...if not that comfortable, but you sure could upgrade this baby into a nice ride for yourself. heh perfect house for on the move just burrow! While you succumbed to your fantasies things were happening. Or in this case you were slipped a very powerful drug that would act like a great big beacon...with it being it. Then you burst out of the ground grabbing a very confused smart zombie.

Before pummeling said smart zombie and stunning it further. Now while it was REALLY fucking distracted was when you heard the shrieks and roars of...the tell tale Berserker zombies and Steal Killing SLUTS. Smash. SMASH. Into the zombie horde. Berserkering zombies charged forward. Adding even more chaos to the zombie ranks for some unknown reason. What happen did he loose control of the more unstable zombies? No that isn't correct there is even zombies going cannibalistic on each other. So what the hell is going on here?
>>
Rolled 45 (1d100)

>>941992
Forgot to say

What do?

Also there will be more to come but this is just the OPENING SHOW!
>>
>>941959
Your a zombie harry/
>>
Rolled 44 (1d100)

>>941963
>>941971

Mega Corp idea

>APSCON International
A relatively new mega corp whom came into being during the end of the BROOD Wars. While initially they were a largely para military evacuation group, rescuing civilians and assets lost in the countless war-zones.

However unknown to the rest of the world they used these operations as an excuse to pillage the remnants of other fallen Corp sites, religious sites and more. Orphans of the war were taken aside and trained to be Corp Security forces. populations could be listed as all killed but were infact taken for testing.

Very quickly APSCON International grew from a Recovery Agency to a full fledged Mega by salvaging, re-branding and re-purposing the other assets of fallen sites. They grew to contain Pharmaceuticals, Hazardous environmental gear and other military defense gear.

Things were going well until thanks to an unknown party their actions were reported with proof to the Corporate Council, actions were going to be taken and a forceful action to redistribute their resources...then the Fall happened.


corps are fun
>>
Rolled 48 (1d100)

>>941992
Holy shit.

>>941998
>Throw smart zombie into the worm
>Find way to lock the worm's compartment from outside (I'm thinking Elemental Fusion fire)
>Send worm back to troops, we'll deal with the smart zombie later
>Run back to troops to take command. Run like we've never ran before
>>
Rolled 77 (1d100)

>>941992
Pull the SMART Zombies head clean off grab the back of the Burrowing Wyrm and take a long way around back to base. Once inside find out what the fuck is going on. Get our guys outta there.
>>
Rolled 40 (1d100)

>>941998
Hey Ass Hat (smart zombie), if you don't want to end up brain dead. You help us take out the Berserker zombies you brought. If you can speak tell us what weaknesses they have.

If all goes well we can talk about what happens next.
>>
Rolled 40 (1d100)

>>942046
Uh, I don't think it's in any position to help us. Berserkers were not brought by it, as those are ones it cannot control, and there's something else going on to ruin its day. Besides us.
Maybe it could tell us what weaknesses they have, but it's unlikely to be able to tell us anything immediately useful that we don't already know.

>>942022
>Pull the SMART Zombies head clean off
You want to maybe try something slightly more realistic?
>>
Rolled 5 (1d100)

>>942056
But when it's confused will be the best time to get this zombie to open up. Then the horde will be working with us. Making things easier to plan for.
>>
Rolled 76 (1d100)

>>942067
Oh, so basically "If I spare your life now, you stop trying to capture and turn me, and we work together to survive this."
>>
>>942076
Yup.
>>
Rolled 52 (1d100)

>>942082
I can support that. I do support that.
>>
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Rolled 47 (1d100)

>>942022
I guess we are high as he'll so why not. Then get back in the digger and back to base
>>
Rolled 74 (1d100)

>>942022
>>942088
Seriously? Sigh. Hopefully the zombie is too fucked up to have the presence of mind to bite, because I'm sure this dumbass maneuver would put at least one hand uncomfortably close to the mouth.

At least asking it to be friends doesn't give it such an immediate opening to use against us.

Maybe you've forgotten that we don't have super strength? We aren't even particularly strong for an ordinary human.
>>
Rolled 52 (1d100)

>>942110
Burn a fate point too avoid infection like we did addiction way back.
>>
Rolled 89 (1d100)

>>942110
Also we rolled a 77 while high as a kite. Never know maybe we did awesome PSI boosted strength? Our Stalkers giving us a clap as we yell

"are you not entertained"

Then we all bail. I wonder what's levelled up for us so far? Do we only get it after this training hell? Have we unlocked a combat spec yet? We've done a fair bit of fighting/brawling
>>
Rolled 43 (1d100)

>>942113
Oh, this again. Fate points as an excuse to do stupid shit.
What do we even gain by doing this? Why take the risk? Why don't we just pull out a pistol and pop the smart zombie right between the eyes?

>>941998
Actually, new plan.
>Pull out pistol and shoot smart zombie
>Stalkers should also be trying to kill smart zombie
>We make sure it's dead
>Get back in worm
>???
>Command of our forces again
>>
Rolled 6 (1d100)

>>942121
So long as we do it and get the bad ass tick. That's what this is all about. If we get that then we only need training and Exp which we are getting tons of. Then if we are really lucky we'll push through and become a hero at the hight of the siege and unlock minor plot armour and return too our boss a hero unit with a crew.
>>
Rolled 33 (1d100)

>>942126
As you yourself pointed out here
>>938145
We wouldn't be that great.
There is
>>938178
But as noted, it will be much more difficult after hitting hero.

Now, becoming bad ass is desirable, and I'm sure it will happen sooner or later, but that seems to me like a decent reason to not try to force it.

More importantly, there's a difference between badassery and jackassery. You can try to do something cool, but if it contradicts established facts, you're most likely going to look like a jackass.
Let's look at the established facts
>zombies are really tough
>we are not especially strong
>we are not an unarmed combat expert
Us ripping the zombie's head clean off contradicts these facts.
>>
Rolled 36 (1d100)

>>942142
Ok i'll accept that and change things.
>>942121
Ill support this, shame too waste the 77
>>
Rolled 73 (1d100)

>>942142
Oh wait that wasn't you. My point still stands though.
>>
Rolled 5 (1d100)

>>942144
Yeah, but there will always be more good rolls.
Thank you. I just think that while awesome stuff is happening, we still shouldn't take risks mindlessly. It can destroy us easily enough already, no need to give it a reason to.

I mean if you want to get physical we could literally curb stomp the fucker or something. Smash its head with a big rock, I don't know.
>>
Rolled 9 (1d100)

>>942144
Does a 77 even do anything outside of certain specific circumstances?
>>
Rolled 77 (1d100)

>>942022
I'm down for this but first let's say
>hey what's your favorite part of the body, for me it's the head!
>>
>>942183
>>942022
Double 77 fuck yes
>>
Rolled 96 (1d100)

>>941955
>>941963
Aww, Genie. We're paying attention to the details as much as we can and we all love the amount of detail, we've just been distracted and unable to focus in on them lately on account of trying to survive all these existential threats. It's just like our average civ, condensed into a 2-week nutshell.
>>
Rolled 8 (1d100)

>>942183
>Rolled 77
Oh, fuck me. I succeed at getting someone to listen to reason, and then someone else decides to ignore everything I said and go with their illogical action. That I could deal with, but the dice have made me their whipping boy this entire thread.

So you know what?
>>942022
>>942183
I change my vote to this.
Come on dice, I'm doing what you want me to. What do you say to that? I say a man of roughly average strength cannot rip the head clean off a smart zombie and attempting to do so is fucking stupid, will you prove me wrong? Will you give me the third one I have been craving?

>>942190
So much this. I was unable to articulate it myself.
>>
Rolled 77 (1d100)

>>942191
Of course not.

Seeing that 77 linked to a 77 made me forget that I actually wanted to propose yet another alternative.
>Psi-Magic Forced Fusion Blast the smart zombie as hard as we can
>>
>>942193
>triple 77
kek
>>
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>>941963
>Z-Zone Gate Generator
The Z-Zone is the designation of a reality discovered by the now lost COEUS Mega corp before the fall. This reality seemed to be flooded with a highly radioactive and volatile form of current.

Using another supply of energy to jump start a small and contained Mirco portal the energy escapes into this reality which is funneled into a generator which produces more than enough power to maintain the portal feeding it. These generators require a large amount of maintenance by disconnecting the power and service the generators to keep their Gate containment up too scratch.

Best of all they were remarkably safe as once the portals were disconnected from the power they fade nigh instantly. However should there be a power Surge then the portal may grow to large which will vaporize all around it before destroying it's power supply and blinking closed again.

I'm sorry i like brain storming stuff
>>
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Rolled 38 (1d100)

Just kinda how i've been imagining the Shrouded on looking...though I meant it to be a bit bulkier
>>
Rolled 74 (1d100)

>>942193
Oh man my fucking sides, the dice god are having a bit of fun with you mate.
I'm supporting
>>942022
>>942183
And if it fails
>>942193
>>
>>942193
So what your suggesting is we put our hand on his head and pulse it through it, causing it and all nearby Zombie head to explode from shear awesome?
>>
I like to think since we are a psion our arguments and ideas good and bad are the voices in Slate's head he hears when he tries to decide what to do.
>>
Rolled 36 (1d100)

>>942022
>>942183
>>942193
Oh Lord Kek, this is delicious.
>>
>>942208
She's quite fine like that. Doesn't have to be bulky, it could be the armor's Strength mode.
>>
>>942318
Eh I see it being bigger in my head since we have a had tme discerning if it's male or female
>>
Rolled 56 (1d100)

So our consensus is on this correct?
>>942022
>>942183
And a possible follow up with this?
>>942193
>>
Has Glowy Joe ever met his match? like he is the unstoppable force, has he ever met the unmovable object? His opposite? the Genieverse attempting to balance the sum that is Glowy Joe?
>>
Rolled 67 (1d100)

>>942627
Seems to be the case
>>
>>942126
>>942142
We actually probably /don't/ want the badass trait. We should follow suite of our boss and let that be the last thing we attain for heroic status.

We need to do prepwork on our classes and skills before going hero. Get fusions (no penalties because Lost), refine our skills so we get specialties and sub-specialties...if we play our cards right we can become a ridiculously rare type of hero unit with very powerful abilities.

If we rush into it then we'll just end up as another run-of-the-mill sort of hero. Still strong, mind you, but not nearly as much as we could've been if we were clever about it like Boss was.
>>
Rolled 78 (1d100)

>>943012
Well in fact JAL rode along with Glowy Joe on the rape train for an age or so before falling off a time or three.
>>
Rolled 1 (1d100)

>>943095
Because if we get the badass trait...well we already have 'something special' in the form of psi-magi status. We'd have Badass, so as soon as one of our classes hit Elite we'd turn into a hero who...honestly has no clear direction and a lot of mismatched abilities that haven't been stitched together in a clever fashion yet.
>>
>>943099
Well, looks like we really rip the head off of that motherfucker because that, unarguably, counts as linked AND is the 3rd 1 PROPERLY.

Also linked to all those 77s for that action, which I don't know if that'll do anything or not, but three 77s is the number of luck (777 and 777, that is.) Maybe we hit the jackpot somehow.
>>
>>943099
So is that rule of 3 or nay?
>>
>>943110
Yeah it's our 3rd if things are connected to an action.
>>
Rolled 65 (1d100)

>>943099
>>943110
Looks like Kek truly wills it. C'mon Genie, give in.
>>
>>943099
So do you think we are going full rip and tear, considering we have triple 77s and a rule of three 1? Maybe we become a berserker hero, like the boss
>>
Rolled 70 (1d100)

>>943134
I been busy all day and suffering massive computer difficulties.
>>
>>943241
That sucks man, what's going wrong with her?
>>
>>943095
>>943099
That's what I was trying to say. Except that we can't really /avoid/ becoming badass either.
>>
>>943444
The way of the wuss?
>>
Rolled 2 (1d100)

>>943469
Exactly. We have to just let it happen when it happens, Try to force it one way or the other and we'll be acting like either a fucking suicidal jackass lunatic or a giant pussy.
>>
Rolled 63 (1d100)

>>943107
I think my 77 may actually count as called

Hope Genie is able to get on tonight.
>>
Rolled 18 (1d100)

>>943012
JAL and Mister Neutral are both very unlucky.

JAL is the closest one to becoming Glowy Joe's opposite. Which is extremely difficult given his utterly insane luck. Fucker could some how dodge(many) nukes to the face and end up without a scratch. While CAGED no less...yeah I honestly don't know how he does it either.

>>942208
Yiss...this pleases the Genie the most. Right up there with the character art.

Appearance wise its more wraps and a pair of goggles. Almost like if a mummy or desert robes decided to fuck each other. The reason why the style of dress got popular is due to mutants and others who wished to conceal their twisted forms.

It later became the most common dress for outcasts because it did a fantastic job at showing them as a reject and helped obscure their own identity. Not to mention being stupidly easy to make as all you needed was a pile of rags.

Bandits later figured out that it also did a great job at disguising armor underneath it and took to armoring the rags into a surprisingly good suits of terrorifyingly common armor. Outlaws meanwhile realized that you could use special fabrics to further upgrade the wraps.

Thus wraps became one of the most common modified and among best easily available armor in the wastes. Due to use of specially treated or looted fabrics and armor plating put together beneath the outer layer but before the inner layer. It was so popular you could even get away with wearing it in non bandit settlements so long as you accepted the fact it made you look suspicious as hell.

The Shrouded One basically adapted the designs to a suit of their very own creation taking absolute advantage of the layered weaves and advanced tech to craft a suit of special armor. While making it look completely average if not able to obscure the Shrouded One due to the use of chameleon cloth among other things.

It also did a fantastic job at hiding the Shrouded One's identity as no one has actually seen their face. Of course there are plenty of rumors but that is about all there is to it.

If you didn't know any better you would think the Shrouded One was a bot. That much at least you know it ain't.

>>942022
>>942183
>>942193
I am gonna be nice and consider this a MAD action. Thereby making them not be wasted. Consider it due to >>943099.

Also enjoy your Bad Ass trait you've earned it.
>>
Rolled 76 (1d100)

>>943774
At least that is what the Shrouded One looks like in default. Actually quite the bulky looking fellow if surprisingly spry.

Common are things like goggles and shades to help cover up the eyes. The Shrouded One simply uses some creepy looking advanced eye rigs. Which just as their appearance would indicate are actually some advanced sensors.

The second layer of the armor sheds a lot of those layers to reveal a much more sleek looking under armor that still has some wraps. Its just now obvious there is a very fancy rig lurking underneath.

Sadly one cannot still identify what the fuck the Shrouded One even is underneath it all. Which is just how the Shrouded One likes it.

Shrouded One itself isn't even a very unusual name but more like a title. The Shrouded One only gets funny bout it when you say they are a merchant of death. Which while true they'll claim at technically they are a 'merchant of quick death' unlike certain food or water merchants who despite being worse get a better rep. Or so claims the Shrouded One defensively. At this point its best not to bring up the sadism that the Shrouded One relies on to deal easily with bandits.

Still find it hard to believe you latched upon that shady as fuck character. I also find it hilarious said character became a hero through the berserk button. Which is even a better reason to not get on their bad side. Fucking berserk button has some nasty effects.
>>
Rolled 62 (1d100)

>>942022
>>942193
>>942193
>>943099
For awhile you pondered on how you were suppose to find the smart zombie leading the horde. After thinking about it for a bit you suddenly hit you. The smart zombie is simply the zombie smart enough to look confused because the rest of them are a bunch of mindless zombies. So they their expressions are generally quite blank...so a confused looking one is most likely the smart zombie.

So you hitched a right on a burrowing wyrm and as it leaped over some of the zombies before diving back underground. You popped out just long enough to say

"Hey what's your favorite part of the body?" to a very confused looking zombie who looked even more confused now.

"For me its the head," you finished before tearing the head off the smart zombie through the use of a well timed psi magic fusion blast and ducking back underneath the worm before it hit the ground to burrow away. Your not entirely sure what happened to the rest of the body as it vanished into a storm of gore as the blast hit other nearby zombies.

Your also not entirely sure why the hell you thought it a good idea...or why you are bringing its head back with you. That was how you find yourself back at base to see a still huge horde while holding a smart zombie's head. While awesome and bad ass you are kinda dissappointed in how little of a effect the smart zombie's death caused to the horde. then again it wasn't like you gave the smart zombie time to unleash its tactics.

What are your orders?
>>
Rolled 66 (1d100)

>>943825
Go quiet, let's try to hide behind our shield and hope the zombies are distracted from us by fighting the ducks and each other. We may still have to fight, but no sonic weaponry.
Bots and undead in front, as before.
>>
Rolled 80 (1d100)

>>943875
Pretty much this

>>943825
what would that fight have been like if we didnt roll those?
>>
Rolled 80 (1d100)

>>943875
Let's do it.
>>
Rolled 73 (1d100)

>>943875
supporting this
>>
Rolled 36 (1d100)

>>943825
Go quiet like said here >>943875
But now that tells smart zombie is gone couldn't we take control of some of the zombies? Let's try doing so and using them against the horde. If the ones we start to control die just keep doing that until the hostile are dead
>>
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Rolled 86 (1d100)

When I get drunk I draw Waifus...poorly So here is how I imagined the Naughty Witch
>>
Also can people please correct me if im wrong the this so far means

>Something Special
Check

>Bad Ass
Check

>High level Skills
In Progress

So...all we need to do now is level up enough to be a hero tier and then we need our "Awakening" that moment to push us through?
>>
Rolled 51 (1d100)

>>944270
Nope. Mind Controlling zombies is actually surprisingly difficult for a psion.

But we could try animating the ones that get killed to turn them into undead.
>>
Rolled 68 (1d100)

>>944298
I'm fine with attempting to reanimated the ones we kill.
>>944284
No, it's pretty good better than anything I could do
>>
Rolled 81 (1d100)

>>943886
Very poorly. The only thing that would of saved you is the fact that the smart zombie is rather confused and hence would not be able to fully capitalize on the opportunity.

>>944270
You could try but zombies are not that easy to control due to the overwhelming hunger they feel. Makes it a real bitch.

Unless they are psi zombies...who in truth are basically brainwashed poor bastards who got a psionic/magical lobotomy for the more advanced ones. The first kind has a decent chance of becoming normal but the last ones are usually forever fucked.
>>
Rolled 38 (1d100)

>>944414
Basically against common belief zombies aren't that easy to control. Even psi zombies if you don't lobotomize them are very hard to control because they have an active mind inside that resisting constantly. For the non intelligent zombies you still got the mindless relentlessness that often comes with the Hunger. Both of which greatly increase the difficulty much less both of them combined.

Hence why psions mind controlling people isn't nearly as common as the rumors make it out to be. The truth is mental domination is a absolute pain in the fucking ass and this is with PSIONS who get a massive bonus to it. Magi trying to do the same thing have an even much harder time with it.

Psions and magi both have a lot of tricks with what they could do. With magi only being limited to the types of magics they know how to tap into. Psions meanwhile are limited to their own knowledge of psi.

Psions can for instance share memories and even connect people into a network that is eerily similar to what the bots and AI can accomplish. Some psions are even sensitive to tech and can control it eerily well. They are known as Techno Psions. Then of course you have the pyro psions who have a thing for fire and puppeteer psions who have a gift for controlling people.

Magi meanwhile are limited to only the magics they know how to tap into. As such they have great knowledge of magic, spells they can use, magical formations, glyphs, runes, and even magic alphabets.

I spent an awful lot of effort into the two systems and even accidentally a loophole that would allow easy fusion between the two normally opposing systems. If you hadn't noticed a big thing for two is deep differences that are often elaborated on through the philosophy of the two systems.

Their philosophies describe an awful lot their way of thinking and beliefs. Which is surprisingly important and carries stealthy lessons within that are critical to what they do.
>>
Rolled 60 (1d100)

>>944287
Hopefully we can fuse classes before being shelved into common hero form.

>>943825
supporting
>>943875
>>944298
>>
>>944492
How does plot amor work in your Genieverse?
Is it the same for heroes as for Bad Asses?

Mental Domination is difficult, yes. What about Manipulation? Through Psi-magic (and that delicious Treachery bonus)?
>>
Rolled 55 (1d100)

>>944503
Bad Ass is awesome+plot armor=Bad Ass.

You have to do something Awesome and live to gain Bad Ass. Bad Ass in exchange helps you accomplish more awesome and offers baby's very first Plot Armor.

Heroes when they ascend have their Plot Armor upgraded. If you want to get it upgraded again that is when it gets very difficult. Yeah its pretty much the same the only difference being Heroic plot armor is stronger then Bad Ass plot armor which the thing is a prereq for going heroic anyway...

Plot Armor in Genieverse is basically the fates/destiny deciding that you are someone of importance. Technically i don't get to entirely choose it. See something like Glowy Joe is someone for instance I hate but technically has plot armor because of how impossible it is to kill that son of a bitch. So technically while I have the ability to bestow plot armor(ahem fate/destiny cough cough) there are elements within the setting that have plot armor despite me not giving it to them. Those are typically the characters who have earned it or who are literally just that fucking lucky. Or unlucky some poor saps get insane amount of terrible bullshit done to them and they are cursed with plot armor(see JAL). Things like JAL is for some strange reason the universe has decided to hate them so much and that it gives them a cursed destiny. That basically ensures they can survive solely so they could suffer even more.

Mental Manipulation is much easier as basically your just trying to trick someone. Which is easy enough in real life much less if you had magic or especially Psi. Which doesn't have to go through all the hassle that magic as to in order to have a similar effect.
>>
Rolled 70 (1d100)

>>944554
Which makes Mister Neutral is swiftly becoming a very interesting character for some of those reasons. He is...really unlucky but the thing is he is competent and clever enough to actually survive that bad luck. At this rate it wont be too long before he manages to upgrade himself into being a hero.

Players have for instance seen a glimpse into this when you first ran into the Smart Zombie and his ability to survive the encounter. That...is actually a disturbingly regular thing with him. He is frankly a scarily competent bandit.

Which has some potentially very serious repercussions...
>>
Rolled 32 (1d100)

>>943875
You decide to go quiet and hide. The zombies for their part continue fighting the monstrous ducks and the berserk zombies, but slowly they are fracturing and dividing. Some of the zombies wander away while some unfortunately head towards your direction.

It wont be long before those zombies arrive. Problem is the other zombies are also not very distant yet...

What are your orders?
>>
Rolled 80 (1d100)

>>944287
Pretty sure that as soon as one of our classes hits elite now we'll automaticallu pop to hero status. Which sucks because there's no way for us to engineer ours shot to turn out in a good, unusual way before one of our classes hits elite.

Base, go quiet. We and any looters we've got are to deploy out behind the zombies via burrower worm. We're going to find where the horde fucked up those other bandits, loot the shit out of that location, set a bomb off then circle around to our base while avoiding the zombies. We should also raise any of the bandit dead we can while there both to help carrying option and bolster our forces.

Aim for raising special undead. Stalkers if possible.
>>
>>944554
>>944571
Delicious fleshing. Thanks as always.

Manipulation:
-that friend is a traitor/ actually a brood infectee set on making you join him (suggestion)
-Boss/ bff asked you to help get that guy killed (command/memory alteration)
-That guy now looks like an enemy to you (psi illusion or such)
-It all depends on how you twist it, and which means are taken?
>>
Rolled 16 (1d100)

>>944580
So, ranking up our other jobs instead of the close-to-elite ones and fusing as soon as possible.

>>944579
Is our toxic moat still functional?
Our Deep rotters could do some hurling at the closer non-undead zombies, and we use ourr necromancy to raise more bodies (going for quality or quantity, either work).
-Quality: silent take downs of the stragglers
-Quantity: Groups of unpalatable undead to push the zoms away.
>>
Rolled 51 (1d100)

>>944579
>>944580
Oh, that could work. Vote. But we still need a plan for bandits who can't come with us in the burrower worms.

Our other forces still need to avoid drawing the horde's attention. Gunfire would probably cause problems with so many zombies so close.
I don't know whether we should order them to use melee (and, if we have any of them, quiet energy weapons) for any zombies that get too close, or to fall back with the following tactics:

Start acting like zombies. If we have time and materials put on some rough disguises.
Then zombie-walk back to the tower.

Thank you Genie for counting our 77s, forgot to say thanks earlier

>>944599
Good point, the undead we already have should try to quietly take out zombies headed to our position.
>>
Rolled 43 (1d100)

>>944580
Backing this up
>>
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>>944615
The zombie armors that bandits make cover more than just apparence. We'd need to use armored sealed suits and make it take the scent of zombies (lots of guts)
>>
Rolled 8 (1d100)

>>944631
Silent kills only it is then.
>>
Rolled 87 (1d100)

>>944583
Pretty much. Depends on what you wanna do and how you plan to do it.

Which is why psi has an easier time with mental manipulation then magic does.
>>
Rolled 20 (1d100)

>>944599
It is still functional.

>>944631
Its a bit more then just that when it comes to disguising yourself as zombies good enough to fool even them. Especially for longer term or should you prove hostile against them. Not to mention trying to fool smart or other mutant strained zombies.
>>
Rolled 26 (1d100)

He'll if anything we can just have the burrowed take people to the dz and make trips back. Or have them dig a tunnel for our men to crawl through maybe
>>
Rolled 1 (1d100)

>>944730
That's it, the tunnels! We already have tunnels!

>>944580
We should do this, but have the bandits who can't go with us sneakily fall back through the currently-empty tunnels. (and if they still run into any trouble, deal with it as quietly as possbily.
>>
Rolled 84 (1d100)

>>944757
I fucking knew it. After I tempted fate like that it was bound to happen.
>>
Rolled 34 (1d100)

>>944757
You monster, you blew it up.
>>
Rolled 3 (1d100)

>>944798
Blew it all up actually. So explosions...lots of explosions. Goodbye tunnel network and worse. Lots worse.

Guess that will be the final post before I start a new thread.
>>
Rolled 25 (1d100)

>>944757
You decide to order your base to stay quiet while you and some looters take a worm to the location where the bandits who raided you encountered trouble. Sadly you didn't find anything there...like at all besides some bloodstains, burning wrecks, and a lot of fucking zombies. Meanwhile the rest of your trips take to the tunnels...where apparently they ran into trouble. A lot of it sounds like with the chain of explosions that went down.

Sadly they had terrible timing as it was done after your own detonation. Which drew attention...and when the follow up chain of explosions tore your tunnel network apart. Their attention was moved...and they came.

You tried to contact your forces in the tunnels...but nothing. Your forces at base meanwhile report in panic that ALL the zombies are inbound and the tunnels had collapsed/exploded very violently. It had even compromised parts of the surface as they caved in partially.

You didn't think it could get any worse as you tried to loop back around to base when you stumbled upon an empty damaged street and saw an oddly familiar figure.

"Well well...if it isn't dumb ass," says Mister Neutral.
>>
Rolled 27 (1d100)

>>944803
New Thread >>944810



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