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[RP Thread] Fallout: Echos from a Long Dead Land

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Northern Imperium of America

As the Imperium's new Commander & Chief finishes catching up on reports and details of the reconnaissance mission to Detroit he calls a meeting with several of his Senior Staff to discuss a plan. Whether they can gain the Local Human Tribes assistance is no concern, either way it'll be a full scale invasion, local assistance would only make their job a little easier. While the Minister of Foreign Affairs writes up a Diplomatic Parcel for the locals the rest of the Staff declared a new Census be made to assist in the organization of Civilian and Military efforts for the Invasion of Detroit.

Civilian Population: 320,000 Humans

Military

Imperium Royal Guard: 400 (armed with Assault Rifles, and Combat Armor acquired from Grayling Weapons Cache)

Imperium Army: 14,000 Active (Armed with Hunting Rifles, Pikes, and old age kevlar and heavy clothing)

Imperium Army Reserves: 3,600 (Armed with Pistols, Pikes and heavy clothing)

Imperium Conscript Militias 2,000 (Armed with variety of weapons, hunting rifles, crowbars, pistols.)

 

Several small teams are sent once more into the Detroit Area to make contact and attempt negotiations with the Local Human Tribes.

"To the Survivors and Local Residents of Detroit, The Imperium offers you this one chance to integrate with Imperium Society and Assist in the recolonization of Detroit under Imperium Law by Purging the infestation of Non-Human Lifeforms. While the Latter is not required the first is mandatory. For if you should refuse to integrate with Imperium Law you will be on the opposing side of the Recolonization Efforts. Your Safety is not guaranteed should this offer be refused." - Signed Imperium Commander & Chief Ian Ransford (MOD PLZ)

The Imperium Army is put into Standby as its Regiments run Drills and Training Scenarios every few days to prepare the men for the Invasion. Supplies and Manpower are being moved to the Southern Territory as the State prepares Logistically and Militarily for the Campaign Efforts. (MOD PLZ)

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Mod Post

Nightcast

 

The Nightkin sulk through the wastes. The first county they scour through is

devoid of civilized life. However, as the ten Nightkin move forward to the second county, they stumble upon the tribal settlement of Argen. The populace consists of little more than savages, bearing crude weapons; however, they are numerous in number and prove fierce in spirit. After witnessing the Nightkin's ability to cloak at will, the leader of Argen, Baldir Blackfoot, and his council are caught in a wave of religious zeal. The deities shamanist religion coincides with the Nightkin's abilities, and they begin to worship the scouting party as Gods, swearing fealty and service to Nightwatch. It is up to the Nightwatch leader to decide how to deal with this town.

 

As the scouting party presses on, they find nothing in the third territory they are destined to charter aside from mole rats and giant ants. Half of the party grows tired scouring the Oregon wasteland and elects to turn back to the warm comforts of Argen, where they are worshipped as gods. However, the scouting party's leader remains resolute and presses on to complete the travel. As they continue through the wastes, they seem to find little else, until a Nightkin motions to smoke in the distance. The band of 10 press on to find an abandoned spaceship.  The flying saucer is rife with all sorts of alien technology foreign to the Nightkin, however, the weapons cache in the storage depot reveals hundreds of alien weaponry; alien blasters and plasma rifles galore, enough to equip roughly 300 night kin. The quality of the weaponry is far superior to even Enclave energy weapons, with blasts incinerating through power armor with ease. The Nightkin haul back both the foreign alien technology and the weaponry to Gratia. All the intended scrap and street signs are left behind as to haul the far more valuable extraterrestrial technology. 

New Vegas

 

- Chairmen scouts

As the Chairmen trek north, they first stumble upon an abandoned Vertibird. The VB-02 Vertical Take Off and Landing craft is a boon to the Chairmen scouting party, who find it entirely operational. They scout ahead from the skies before moving forward with ground troops, taking stops along the trek to Utah. They see civilization as they move into the second tile explored and decide to land to interact with the settlement; much to their disappointment, they come across a hostile horde of Dead Legs. The Dead Legs skirmish with the Chairmen soldiers and unfortunately the Chairmen are sent to retreat, outmaneuvered by the numerous natives. Out of the four-hundred that took the expedition, only fifty return alive, managed back by foot or aboard the damaged Vertibird that barely sputters back to the strip.

 

- Chairmen locals

The Chairmen locals manage to successfully negotiate with various local factions. Freeside becomes committed to Houses' cause and provides some three-hundred militia to Houses' army. Better yet, the Chairmen win over local trade in the area. House is offered either a trade pact with The Gun Runners or Van Graff Energy Weapons, to supply the families of the Strip with better quality weaponry and armor.

 

- Omertas

The Omertàs are tasked with the delicate operation in conducting trade with the Boomers. However, their uncouth demeanor leads them to anger the natives. As tensions flare, one of the Omertà capos shoots at a Boomer, and a small scale battle emerges. The show of force of sending 1,000 Omertas to deal with the Boomers ends poorly, as over half of the force is decimated by the Boomer's superior technology. 600 Omertas return to the strip, 250 wounded, as they lick their wounds.

 

-Victor's security

Houses' ingenuity with technology proves yet again. Victor's mainframe has been adapted to hack through DARPA, a universal military netcode across the wasteland, enabling him to access to countless terminals. However, his ability is limited to information-gathering, unable to alter data or terminals, and has a luck component based on cracking the mainframe.

 

OAKLAND RAIDERS

 

- Battle of the Land / Scavenging

The Battle of the Land goes with mixed results. Whilst the urban sprawl of the Bay Area begins to be cleared, a fair deal of slaves are wounded or dead due to their lack of understanding in demolitions. Out of the 1000, 100 die and 200 face crippling wounds over the course of the months. However, their sacrifices are not in vain; the Bay Area's scrap is cleared to be used in a myriad of ways see fit by the Raider King. While no substantial military technology is found in the scavenging, medical supplies and various commodities are acquired, ranging from water, steel, tin, and concrete. 

 

- California conquest

A war band of nine-thousand raiders scouring the frontier is a sorry sight for any wasteland wanderer. The Raiders come across many unique sites as they spread their dominion.

 

- They first stumble upon a raider vault of Fiend junkies. After besting their leader in single combat, the splinter group of Fiends revere the Oaklands as their superiors, adding 1,000 Raider elites to their numbers.

 

- A detachment of 2,000 Oakland Raiders come across an irradiated zone and do not feel the radiation until days later; 800 Raiders die within two-months, and 500 others are left sickly over the years.

 

- The first party then stumbles upon a fertile Brahmin grazing ground. The local farmers do not resist the Raider occupation, letting them do as they wish in hopes of mercy.

 

- An abandoned military supply depot is found by the raiders. Inside, they find explosives and big guns comparable to old world military standard, ware often peddled by Gun Runners. They find enough gear to outfit 100 raiders with high quality big guns such as flamers and enough smaller explosives to outfit another 400 raiders.

 

- 1,000 Oakland raiders stumble upon an Enclave bunker at the southern most of their navigations. It seems heavily fortified and they decide to stay clear of it for the time being.

 

- Just north of the Brotherhood of Steel bunker is an empty waste. The raiders do not bother with it.

 

- The last site the raiders stumble upon is a power plant. They notice the Enclave standard over it and Enclave troops patrolling it. It seems they collect power from there. Whilst less defendable then the bunker, the raiders report that the Power Plant has  a notable garrison of 500 Enclave personal. While the number is not impressive, Enclave technology far surpasses that of the raiders.

 

 

 

 

 

Edited by Cracker
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Republic of Euron

 

All throughout the past few weeks, the senate has been in session. Senators from the capital New Naples to the most far flung trade post have gathered. The Old Guard managed to narrowly get their military strategy passed. As the Republic awaits news of their military endeavor, other issues and legislation is raised. Coming into this council was a new and fledgeling party. The patriots as they called themselves had managed to gain a few seats. They were recently or long past assimilated Americans. Their goal was to ensure that they got fair treatment in this European Republic. Votes were being tossed around, on various issues. Parties found themselves divided or together, and were working at various angles.

The first piece of hotly debated issues is soon raised. The patriots managed to pull together and issue a new proposition to the voting floor. They planned for any new American seeking to join the Republic to be granted citizenship. Citizenship is highly values in Euron, granting full protection and rights. Though most European's had it, poorer sorts and Americans generally don't. The patriots argued they could not alienate new Americans seeking to join, being a valuable source of labor and skill. Taking sympathy with their argument, the Young Bloods and Merchants vote to pass it. The Old Guard though stoutly against it wisely choses to help pass it. They had bigger issues to worry about.

Leading to the second bit, language. As many of the Republicans came from different back rounds, the languages are diverse and many. This could lead to problems, and miscommunication if translators are not present. So the Old Guard proposes a new state language. It would be mandatory to learn, and used as the primary language for documentation and government. As many of the European languages stemmed from it, Latin is proposed as the state language. The patriots voted against it, but the Merchants were all for it. It would resolve their need for a standard form of language to document. This would ensure smoother transactions and records. The Young Bloods are divided, but enough votes pass the legislation into law. Latin schools are drafted to be built. Soon everyone would take obligatory classes, primarily children.

A third problem more then legislation is discussed. Though not containing a high population, ghouls and mutants did live within the Republic. It was agreed they could be useful and therefore not just slaughtered. The patriots were glad to have an even lower caste then the Americans, and were all for prosecuting them. Old Guard members abhorred the mutants, and together the two parties proposed a plan. The ghouls and mutants would be divided into small groups and spread throughout the Republic. This would ensure they couldn't rise together in large numbers. From there they would enter labor gangs draining marshes or farm as tenants. If they worked well they'd be paid, and eventually gain their citizenship. It is passed by a small margin.

An Old Guard general, Brian Macgowan, is appointed head of the Republic's armies. He's an Irishmen who had a forceful personality. Rude, loud, loyal, and overall Irish, he was just the man their armies needed. Receiving shipments of uniforms and arms from mysterious merchants, the Republic Guard was taking a uniform shape. They were a semi-professional standing army now, drilling every day. Brian would wander from regiment to regiment, ruthlessly running the men through exercises. Doing it right along with them, the men at first hate him. But they soon grew a fierce loyalty to this man, ordering them about so confidently. A special brigade is founded. Called the Swamp Fighters, they are exactly what they're named. Some thousand men from all corners of the Republic. They live, work, or have fought in the brutal radiation swamps of Florida. Their expertise was invaluable. Directly under Macgowan, they were experts in the swamp. A further thousand raw recruits are added to their force. With not much experience in swamp fighting, they were there to learn. Though high casualties were expected, the recruits that survive will add to the valuable ranks.

Word finally arrives of Euron's various efforts. A troop detachment sent up middle Florida discovers a military base. The armed party moves in, and sets up a defensive perimeter. They search for what's inside it, and prepare to cart it all back to the Republic. A weary town is stumbled upon, and the armed party stays back. Instead a ambassador speaking Latin and an American translator are sent to parlay. A factory is also found, and engineers begin to set up it to produce weapons. A different town found on the west coast offers to join the Republic. The only catch is they want self government, but Euron Senators grant them that. They are also offered to elect members to hold seats in the Republic's senate. Tribals assimilated into the Republic recently lead them to a fresh water source. Pipes are planned to be installed, to bring the water back to New Naples. (mod please)

The small Euron fleet sent to scout the southern coast is attacked by pirates. After two of the five ships are sunk, they fend the raiders off. They continue on their way. One armed group contracts measles in the swamps. With no proper medicine on hand, the majority of them die off.

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Knik Cossack Host

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The officer's station within the vault had almost gave up on the place, over the years of restoring Anchorage they hadn’t much time to fix up the vault that had protected their families for so many years. A few of them were startled when they first heard the voice from the radio, they scrambled to write the words down as the man spoke. The officers quickly passed the message over to Gleb. He thought for a moment, deciding to send the remaining half of regiment one to search for the man across the northern wastes.

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((Mod please))

 

Miroslav looked to the skies, watching as the vertibird lands. He was startled for a moment, since he hadn’t seen one before. He ordered the new reinforcements to guard himself, instead of sending them to the border. The commander of troop 139 returned to Miroslav, returning with what they found in Douglass county.  Miroslav whipped out his pistol, shooting the commander in the head, killing him for insubordination.

 

The word of Douglass county slowly spread up north, soon reaching Gleb. Gleb ordered regiment 2 to travel south across the ice bridge and the wastes, to protect the county as long as they agreed to be annexed by the host.

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((Mod please))

He looked about his remaining forces, the only forces in Anchorage were the half of regiment 1. He ordered for 500 troops to be trained with melee weapons since they were out of rifles and pistols.

 

((Mod please))

 
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NIGHTCAST

Gratian hammers the final nail into place in the fertility center, and steps back to inspect his mutants handiwork. A messanger approaches him from behind. "Sir, Scout-Master Jaques has requested to see you."

"What does he need?"

"He merely said that it was vital you come see him immediately."

With a sigh, Gratian makes his way through the city, to the Scout Barracks. When he enters, Jaques quickly ushers him into his personal office. "Jaques, what is this about?"

Jaques grabs three envelopes from his desk. "Just read these. Believe me, you'll be happy."

Gratian grabs the three envelopes from Jaques, and reads them all. The first letter is from the Bonerush scouts, and confirms that the Bonerush leader, Garukiah is open to an alliance with the Nightcast, and that diplomats have been sent for negotiations.

The second envelope contains a report from the first two territories explored and claimed. The first county is held nothing interesting, but the second county held a tribal camp. When the nightkin had uncloaked to attempt to talk with them, they thought them gods, and they pledged allegiance to the Nightcast.

The third envelope held a report of the third and fourth counties. The third county, much like the first, was void of interest. However, the fourth county held the best prize of all: A crashed alien ship. The technology was insanely advanced, but the weapons we easier enough to figure out. Rather than collect signs, they took the alien weapons instead.

Gratian reread each letter before looking at Jaques. "This is all true?" Jaques, nods, grinning.

Gratian grins back. "Jaques this may just be a turning point for the Nightcast."

ACTIONS

1. Sends armed mutants to secure all new territories. Armed with an equal mix of pistols, hunting rifles, baseball bats, and knives.

2. Begins dividing Tribals into three groups: Warriors, for the physically fit. Workers for those who are neither strong enough to fight, nor smart enough to research. Civilians, for those unable to take care of themselves (such as ill, deformed, and young, as well as caretakers). (Tribals will remain at their camp until necessary to move them) ((MOD PlZ))

3. Send double mutant units to alien wreckage, to fortify it.

4. Send all willing fertile mutants into fertility center, to begin breeding. ((MOD PLZ))

5. Send scouts to search eastern territories http://imgur.com/h9TMkhI ((MOD PLZ))

NIGHTCAST POPULATION

Total: 7500

33 Nightkin

357 Fertile Mutants

2110 Mutants

5000 Human (Unclassed)

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Oakland Raiders

The Great Khan can't help but be pleased with how things are progressing but equally worried by the news, his council leave after each given their reports - What sounded like a bunch of fanatics and government officials, both relatively close. He'll have to attempt to find allies among the wastes should he decide to tackle them. 

However, enough thought on that. The Great Khan got up and went out to his balcony were the waiting masses of slaves and a few farmers were down below. A hush began along the crowd as he stepped out just barely into view, but it didn't matter if they could see him, it mattered if they could hear them. The Great Khan spoke into the awaiting microphone with a sense of pride he had never felt before, the bang of his voice could no doubt be heard all over the city. That and they had set up a intercom system anyway so it'd be hard not to hear. "My citizens, my soldiers, my workers -- My people! We stand at the dawn of a new era in our great lands, in a short time we have managed to do more than any other group out there and if this continues, we'll do more than any other group will ever do and with the help of you - My workers, we will see this through. You are what makes this nation great, you are what drives us on. Infact, rations will be tripled tonight and all who were injured in the work progress will be provided the best medical assistance we can offer. Free for any and all." With that the Great Khan would retire for the night, the cheers of the works following him.



In the morning, orders would be giving out to raider leaders of their tasks.

Oakland Raider General

There is a BoS Bunker, Enclave Bunker and a Enclave controlled power plant in area territory. 

Oakland Raider Population

19,200 Raiders - Humans / Ghouls - 200 sick
1,000 Elite Fiend Raiders
4,900 Slaves - 200 Injured
100 Farmers  

Equipment

100 - Big Guns such as flamers
400 - Small explosives

Actions

1. Oakland Council and The Elite Fiend Raiders are to attempt to working on improving the tactics and combat skills of at least 5,000 of the normal raiders.

2. Following provinces are scouted by 1,000 raiders each, they will then attempt to take over these territories.

http://prntscr.com/8r49kb

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Mr. House

 

2yjwp08.jpg

 

   Multiple failures causes Mr. House to shrink back and consolidate. He decides to focus his efforts on a united assault on Zion, so he gathers the remaining Tribals and forms a sizable army. The gather outside of the walls in mixed units, then trek out through the Northern pass using the maps gathered by the Chairmen who managed to survive, specifically the ones with knowledge of the ground from the skies that escaped on the Vertibird. A three pronged invasion assaults Zion, Securitrons spread thin among the lines to minimize losses of those units and supplement the armies to supressive explosive fire to repel the horde of Dead Legs. 

   His goal is still not Zion, despite its material abundance. He gathers a quick, smaller army of the remnants and ushers them to press south along the long 15 to HELIOS One with instructions to take and hold the facility. Victor is sent especially to see if he can find any terminals, and he is instructed to avoid combat. 

   Meanwhile, contact is made with the Gun Runners to see if steady trade and caravans can be formed. 

 

Territory: 

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Mr. House looks to expand East into Zion Valley and fortify his position as ruler of New Vegas. 

 

Actions:

  • 3,000 Tribals evenly spread out among the three houses with a supplement of 1,000 Securitrons invade Zion with the intent to hold it and assimilate the local tribes into New Vegas ((Mod)). 
  • 2,000 Tribals and 1,500 Securitrons, along with Victor, are sent to take and hold Helios One with the intent to direct power to New Vegas and Freeside. They will clear the road from new Vegas to Helios One. ((Mod)). 
  • Remaining Securitrons will police New Vegas. 
  • 1,000 Tribals are sent outside New Vegas to construct farms and establish pipelines from Lake Mead. 500 Securitrons are sent to protect the Tribals ((Mod)). 
  • All remaining Securitrons will police New Vegas. 50 Tribals will end to the 250 wounded Tribals ((Mod). 
  • Mr. House negotiates with the Gun Runners to see what they can supply his Tribals ((Mod)). 
  • Mr. House checks the progress on the Strip (I deviated about 1/3 of my Tribals to reconstruct the Strip last post). ((Mod)). 

 

Current Assets: 

3,500 Securitron Mark I: The Securitron Mark I comes equipped with a 9mm sub-machine gun, M-235 missile launchers attacked to their shoulders, and G-28 grenade launchers. To compensate, Mr. House has a limited number of these Securitrons, he is incapable of making more, and they cannot perform human roles such as building, fitting into tight spaces, or negotiating extensively (Victor is a special exception as his design is more personal and intricate). 

6,050 Tribals/250 Wounded: The 6,500 tribals are divided evenly among Mr. House's strip families. They have limited gear: pistols, machetes, and raider-esque gear (Merc, Veteran, Charmer outfits, etc). 

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“Repudiate the downtrodden, the oppressed, and the persecuted, but know well that the Children of the Wasteland shall inherit the Promised Earth.”

-Willem Clark

LANL photo.jpg

 

The Los Alamos Nuclear Facility is considerably less green than this photo, taken almost two centuries earlier, makes it out to be. Nuclear fire had scorched the land all around this secret place, but it seems the enemy only had a hunch on its location. Primarily underground based construction spared the subterranean rooms and everything in them, including forty souls pushed into the next step of evolution.

 

After about a decade of homemaking and decision making in the shaded corridors, the Ghouls emerged to the transformed surface. Dr. Willem Clark, a natural thrill seeker, set out eagerly with a dozen other of his comrades in search of allies and salvage. Clark partially found what he set out for, returning with none of his original companions, but five dozen new Ghouls who sought a safe place to live away from the deadly wasteland and the prejudice of others.

 

Dr. Clark’s return was celebrated by the remaining Ghouls at Los Alamos, for one, his strong ability to lead, and two, he had more than doubled their population. Clark couldn’t yet find respite, however, for he was deeply disturbed by the harsh treatment of his fellow Ghouls by “smoothskins”. His heart ached to make a difference, and from it came a zealous vigour as fiery as the bombs dropped a decade prior. He preached to his companions that the Los Alamos facility would be a sanctuary for all Ghouls and that Ghoulkind would be the rightful heir of the Promised Earth. His strong word, intoxicating charisma, and intelligence gained during the pre-war days made him the de facto leader of the Reservation.

 

Ghouls flocked to his banner over the years - defenses were erected, weapons were salvaged and assembled, and research resumed and even blossomed in the rocky heart of the Los Alamos wasteland. Under Dr. Clark, this continues to be all for the cause of protecting and advancing Ghoulkind.

 

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INFORMATION ON THE RESERVATION

 

A formidable wall surrounds the reservation made from destroyed jeeps, trucks, helicopters, metal sidings, and even old tank armor. It averages about ten feet high, meshed into the jagged hills and rocks composing the irradiated Los Alamos wasteland. Barbed and razor wire skirt the barrier.

 

The metal barricade allows a small courtyard, a trading post for outsiders. It is well stocked with weapons and ammunition supplied by the Reservation’s master gunsmith, Hank. Various other shops exist here, most prominently a slave trader’s. These facilities, as well as the whole perimeter, is nervously defended by watchtowers holding armed Ghouls. Traders of any type are always welcome, however.

 

The surface of the Reservation is a sprawling shanty of old hangars, tents, and pre-war buildings. Scores of Ghouls populate this shoddy town, all convinced of Clark’s message. At the center of this dirty place lies the entrance to the old secret facility, where research continues, weapons are made, and most things are hidden from the world above.

 

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RESERVATION ASSETS

                

                Ghoul noncombatants: ~10,000

                This is the population of Ghouls within the Reservation including surface and

                subterranean population. Some are better off than others, and most can be raised

                as a zealous militia to defend their home.

                Slaves (human)          : ~500

                These slaves perform basic labours and manufacturing duties. They are also

                considered highly disposable, being used as guinea pigs in research

 Feral Ghouls captive  : 150

                Some Ghouls do not retain their senses for some reason. They are brought in for

                research from the surrounding wastes or, in rare cases, subdued from within the

                Reservation.

.99

      

                Ghoul active military : 3,500

                This force of Ghouls is often tasked with scavenging or capturing slaves. They

                are mostly equipped with pre-war standard armaments including:

                Auto/Semi-auto service rifles, some pre-war, others manufactured

                Combat helmets and basic body armor mixed within ranks, officers favoured

                Various explosives based on personal choice- organization is not strict on arms

                

80

 

                

 

Clark’s special guard : 100

                This is a special core of Ghouls rarely seen on the surface. They are the result of

                decades of research and can be assumed to wield the Reservation’s best tech.

                Specifically trained, they hold:

                Pre-war automatic service rifles,

                Full body armor and combat helmets,

                Weapons adaptable to the situation, such as:

                pre-war sniper rifles, launchers, and any kind of experimental weapon

                developed ((and mod approved)).

                DEFENSIVE WEAPONRY

                The Children of the Wasteland are defensively oriented; most vehicles have

                been converted into the Reservation’s defenses or used in R&D projects.

                Gatling guns               : 5

                Two of these are permanently mounted to defend the Reservation’s main gate at

                the trading post, the rest, salvaged from helicopters, are stored away.

                Heavy machine guns  : 20

                These weapons, taken from pre-war vehicles, are large automatic weapons made

                for defense. Most in the Reservation fire .50 caliber rounds.

                Tank cannons              : 3

                These massive anti-armor; anti-everything guns have been placed in storage for future use.

All ammunition found on site has been stored away for them.

    

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  ACTIONS
  • 700 standard Ghoul soldiers are assembled
  • A unit of 500 soldiers is sent to the ruins of a nearby city, crossing two counties, to salvage vehicle parts, recruit Ghouls, and capture any low-threat humans (cyan arrow). They tow ten large carts, two for each subunit.
  • Subunits of 100 soldiers each are sent to neighboring counties to erect watchtowers at strategic points (yellow arrows). If possible, they will scavenge anything they find into their emptied carts after construction.

kxTJ33C.png

 

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Oakland Raiders

The Great Khan looks upon the handy work of the slaves, in general one could call their work amuator lacking grace and prefection thats needed for a capital city or professional army.
The Great Khan would come to the conclusion that some means of production need to be step up and with this in mind The Great Khan decrees that the “Battle for Industry” shall take place. During this one of many battles 500 of the most skilled mechanical know-how slaves who prove that they can fit the required knowledge will begin work as mechanics and engineers should they happen to prove useful in this endeavor they and their families are promised freedom. Another 500 slaves will convert warehouses into workshops, another 500 slaves will attempt to fortify the military base that was found previously and another 500 slaves will attempt to scavenge any vehicles they can in search for working cars or useful parts.


 

Oakland Raider General
 

There is a BoS Bunker, Enclave Bunker and a Enclave controlled power plant around Oakland territory.  
 

Oakland Raider Population
 

19,200 Raiders - Humans / Ghouls - 200 sick

1,000 Elite Fiend Raiders

4,900 Slaves - 200 Injured

100 Farmers  
 

Equipment
 

100 - Big Guns such as flamers

400 - Small explosives
 

Actions


1.  500 Slaves will convert local warehouses in the bay area to workshops, putting all tools and useful parts in a storage area. (Mod please.)

2. 500 slaves will attempt to fortify the military base that was found previously. (Mod please.)

3. 500 slaves will attempt to scavenge any vehicles they can in search for working cars or useful parts. (Mod please.)


4. 500 slaves will attempt to hone their skills in engineering and mechanical know how under heavy supervision of raiders. (Mod please.)

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Mod Post

New Orleans Confederation

Boats

- After months of toil, Orlean Engineers manage to create three heavy transport ships. Each able to hold an upwards of 100+ peoples, they easily navigate through the Gulf of Mexico, though transport beyond Florida is a considerable risk.

Scouting and Colonization

- No scouts return from the three northwestern tiles explored. Altogether, seventy-five forward units have been declared missing. Either a fearsome force had their way with them, or they were lured away. Either way, the Orleanian command grows concerned over this missing force.

- On the northeastern most point, the Orleanians encounter a small town of Dalleston. The local Dalleston militia and the scouts have poor relations, and the Dallestonians have no interest in cooperating with the Orleanians. Their welcome is cold and distant.

- South of Dalleston is a great scrapyard. While loaded with abandoned cars, steel, rubble, and various trinkets, it is guarded by a considerable raider force. Scouts estimate between 1,000-2,000 warriors altogether, and manage to escape any raider patrols. The scouts hear whispers that the leader of the scrapyard garrison is ambitious and disgruntled under raider leadership.

- South of the scrapyard is a hostile vault where the raiders seem to originate. These raiders seem to have inhibited the vault and utilize some of its pre-war gear. Some leaders are equipped with explosives found in the vaults such as flamers. The scouts aren't able to get an accurate read on the numbers, though they can say that that there are just as many, if not more, in the vault as the scrapyard. 

- The scouts south of the vault find a small tribe of Creole pagans. They plead and beg to the Orlean scouts for help against the raiders, and pledge support if they promise to rid the raider blight.

- South of the Creole pagan tribe, the scouts report a smoldering waste; the two tiles south of the tribe are all highly irradiated. 100 scouts report back as sick with radiation poisoning. 

- The southern most tile explored reveals a crash-landed vertibird. It has the seal of the Enclave, and two dead Enclave corpses are found in the plane. They wear Enclave gear, however, it is not fitted for any of the scouts to utilize. Their weapons can be recovered though, two plasma rifles, along with the vertibird, which seems to suffer minor damages despite the crash.

New World Wanderers

- Weapon modifications

Training begins well enough for the silent snipers. Only minor complications emerge, and it seems within the year they will be ready for deployment. One issue, however is supplies; there isn't enough sniper rifles or sniper ammo to accommodate for 100 snipers.

The buggies are considerably more quiet, though they are far from undetectable. Stealth boy technology and a research team would come invaluable in providing true stealth... 

- Scouting

To the north, the scouts report a great operational power plant. Inside is fuel and electricity, along with various technology to supply. However, it seems to be a base for Super Mutants. The scouts couldn't get a good read of the numbers, though they can confidently say there are more than 100 Mutants there.

To the west, the scouts see little more than empty wastes and small Brahmin grazing fields. It is a desolate land.

To the southwest, the scouts report a factory. It is unpowered though, as the Super Mutants control the plant which could power the factory to produce a myriad of goods, namely weapon rounds.

Bone Rush Mutants

- Bonerush scouting

The Bonerush mutants scouts encounter a chain of hostile settlements as they wander the Oregon waste. All have banded together in hopes of ending what they deem a super mutant threat. In total, three great towns and smaller villages yield together an army of 10,000 militia and soldiers, in hopes of ending the Mutant menace. 

South of the towns, however, is a tribe of humans who beg for the gift of FEV. They are in awe of the strength of mutants, and in religious fervor, seek to be 'blessed' by its aura. They number at roughly 750, though the scouts are dubious of their intent, given that they are so close to the anti-mutant coalition.

Between the towns and tribe is a small waste, filled with little more than abandoned shops and ghost towns.

- Bonerush defenses

The Mutants defenses are bolstered by their makeshift wall. However, the many unintelligent mutants ill-design the wall, leaving various points of security breaches and flaws. While it is sturdy against gunfire and assault, a keen tactician could easily abuse its weak points to cause havoc.

Northern Imperium

-Locals

 

- Virtually none of the local population takes to the Imperium's call to integration. Detroit is a lawless wasteland, its population consisting of raiders, mutants and ghouls. The few honest people that would have been in the city most likely would have fled to the Imperium long ago, and the remainder readies for siege, banded together in coalition led by the Motor City Mutants.

-Rallying

 

The Imperium drills run well enough, but its vast territory and bloat of soldiery leaves it unable to be as efficient as it may like in rallying a host together. Altogether, the Imperium can spare 2,000 trained soldiers and a reserve militia of 5,000 to take the city, the rest of its army tied down in trade and security on its borders. This force of 7,000 stands ready to take back the lost city of Detroit on Imperial command.

Knik Cossacks

-Defending Douglass

 

- The defense of the county proves disastrous for the Cossacks. The 1,000 Cossacks soon realize why the county needed so much defense; the local raiders were far beyond the normal fare. Equipped with pre-war weaponry, heavy explosives, and even a Fat Man, they decimated the Cossack garrison in a rain of hellfire and restored tribute to the denizens of Douglass. Out of the 1,000 garrisoned, only 300 manage to limp back to former Seattle to report the decimation of the guard. Another 300 have been captured, with a 100 wounded and 300 dead. It seems that the raiders must have gotten their weapons from a nearby military depot...but where?

-Melee training

 

- Melee training goes superb for the Cossacks. Already renowned survivalists, the Cossack pick up well to mastering melee weaponry in lieu of the weapons shortage. While unmatched for any soldiers with proper munitions, their proficiency with melee weapons may prove handy in ambush strikes or close quarters.

New Alaska

-Scouting 

 

The Vertibird sets off without a delay. As they head north from Ironside and beyond New Alaskan Sovereign Soil, they begin to see civilization in the Alaskan wastes. They first fly over a shanty-town of noticeable size; the scouts would report through their dispatch that their estimates dictate the population of the town to be around ~5000 peoples. They fly forward and note beyond the town, a series of scattered Inuit tribes. They seem to look up to the plane in utter marvel. Given their tribal status, it is difficult for the scouts to give an accurate report. 

 

The last uncharted strip of land before the Knik territory is where the Vertibird scouts see the wreckage of the aeroplane. As their command dictates, they land to scout through the rubble to look for technology or survivors. As the ten soldiers disembark, fear strikes their heart as they notice a sigil plastered upon the plane; a great E surrounded by stars.

 

The echo of steel against snow is heard at once as the ten soldiers are surrounded by five Enclave soldiers. Adorned in pre-war power armor and bearing plasma rifles, the Alaskan soldiery do not resist their demands. They take the party hostage and force the pilot and co-pilot fly the troops north. They land in a snowy bunker in Fairbanks North Star County, and the ten scouts are kept hostage with  their Vertibird 'reclaimed by the American government.' The scouts are tortured  but their resolve remains strong and do not deliver any of New Alaska's military secrets yet.  Unfortunately, the Enclave easily uncover the location of New Alaska from the emergency distress signal sent earlier.

 

Back in Ironside, a distress signal from the Vertibird flickers from around Fairbanks North Star County. It is the Vertibird's automated signal, programmed in cases of hijacking. General Chase would know that her Vertibird was in Fairbanks North Star, but she would have little knowledge of what fate befell her crew.

Will get rest later!

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ACTIONS

(Because I forgot to add this previously)

Collect all Fertile mutants (Current total fertile: 357) willing to enter fertility center for breeding purposes (All fertile mutants that don't wish to enter the center will be treated as none fertile units)((MOD PLZ))

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Kremsmünster

      Fritz Streuber, the newly elected Konig of Kremsmünster orders the clearing of a plant with the crude militia he constructed from farmers of neighboring communities. Armed with their assortment of guns, farm tools and determination they're successful. Settling into the surrounding area with hopes of bringing the aged, sleeping industrial giant to its feet they initiate their toil by stamping out the few twisted creatures persisting to roam the capital's lands such as ghouls.

Actions

-The Konig declares the formation of the Kremsmünster military, conscripting the following:

500 Men armed with a variety of larger guns like shotguns, rifles and assault rifles (( Mod please

100 Cavalry armed with sabres, clubs, swords and spears (( Mod please

200 Men armed with weapons such as bats, swords and clubs (( Mod please

500 men armed with small arms such as pistols, revolvers and BB guns (( Mod please

-15 working cars are to be salvaged and repaired from the surrounding wasteland (( Mod please

-Diplomats are dispatched in hopes establishing relations and achieving a defensive military alliance with New Alaska and the Cossacks

-Engineers are sent to investigate the state of the plant (( Mod please

SmbEC9Z.png

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Brian listens to the scouts reports as they return, ordering the buggies to return to the main force. He devises a plan in the privacy of his trailer, giving the men a few days to rest. As morning follows, he steps outside, looking around the large group. He moves to stand atop his trailer, looking down at them now as he nods, raising a hand for attention.

 

"My people. We stand here now, finding little, and low in spirit. Though I have good news. Scouts have reported back a power plant to the north, stocked and defensible. I believe we could form a home there, with power and water. Only problem is, some bunch of big green giants wants to keep it from us. You know what I say to that? I say pack up the tents boys, we're goin' to a big fight!"

 

He steps off the trailer to the screams of the crowd, moving to prepare his plan for action.

 

Actions:

 

-Bigboss moves the entirety of his group, combat ready northward toward the power plant, meaning to take it.

-His plan ready, he sends a detachment of 500 soldiers and 1 buggy forward, the rest of his force and vehicles flanking to the left and right of the factory a far ways. The 500 soldiers will stay a ways off over any sort of flatland or height advantage, and begin shooting to draw them out. As soon as the mutants exit safety, they are to send off the buggy to notify the others that they have come out. The attack will then commence as a full on frontal assault.

 

Forces:

 

24 Warbuses- 1 No engine.

30 buggies- 1 sent ahead.

2460 Raiders- 500 sent ahead.

30 Elite Raiders

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