- Location
- California
As much as I care for the well being of our work force this is 40k where menials are expendable so I say repair the defenses or repair the production lines.
You don't need to add anything to the Policy options right now, I'll give it more options if a policy is in a winning plan-[]Pay: How much do you pay these workers?
--[] 3x the pay of a standard menial (Danger pay)
The cost is per dice assigned, so it would really be -800 B-mats all combined
Same but at least get the house cap up because of this [Insufficient Housing]- (10% chance to lose 1 unhoused Security shift a turn.) like to have a 10% every turn to lose 1 security kinda shit, we only have 5 military personal for now and 40k everyone suffer so i really don't want to turn to luck in the dice for our armed boysAs much as I care for the well being of our work force this is 40k where menials are expendable so I say repair the defenses or repair the production lines.
Same but at least get the house cap up because of this [Insufficient Housing]- (10% chance to lose 1 unhoused Security shift a turn.) like to have a 10% every turn to lose 1 security kinda shit, we only have 5 military personal for now and 40k everyone suffer so i really don't want to turn to luck in the dice for our armed boys
Might as well add up the modifiers for the Plan: New start-up
(Let me know if i missed a modifier, i think only Genius applies for these rolls)
Both industry actions get a +60
60/150 +3d for refurbish line
60/100 +3d for refurbish quarters
Maintenance workshop gets +40
40/200 +2d for maintenance
Watch posts gets +40
40/25 dc +2d for watchposts
So once we start getting some income, could we maybe hire some gangers from the other lvls to hunt some mutants for us?
You could do that, or you could hire more guys from your PMC who are better trained and equippedSo once we start getting some income, could we maybe hire some gangers from the other lvls to hunt some mutants for us?