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

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AndrewTech

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Northern Imperium of America

The Battle for Detroit

Reports from across the battle line pile in to Imperium High Command. Ian looks over the recent reports and casualty status "Its a stalemate General.." he turns to the man "The enemy may have numbers and local advantage, but reports show they are making no movements or maneuvers against the battle line...Send the message to our Reserve troops and deploy the 6th and 8th Battalions here.." he gestures to the map "We'll attack their exposed flank..try to keep it a surprise. Perhaps our boys could provide a distraction?" he looks up at his Royal Guard, the Guard stands at attention "Fox Company is ready for our Master & and Chief's orders Sir!"

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((MAP ACTIONS)) The 5,000 or so remaining Militia (RED LINES) are to continue holding their own except for the Right Flank which is being reinforced by the Imperium Royal Guard, consisting of 400 troops armed with Combat Armor and Military Grade Assault Weapons. ((The Imperium Guard is the small black lines on the LEFT)). Once the Left Flank is reinforced they will engage the enemy army in mass while the Center holds its ground, heavy casualties are expected. Once the left flank commences its assualt the TRUE attack will commence on Detroit's armie's exposed Right Flank, an attempted Surprised attack in hope to break or surround the enemy, They are ordered to take no Human or Ghoul Prisoners. ((MOD PLZ))

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((Can't edit..Quick correction, Imperium Guard is reinforcing the Right FLANK not the LEFT. The LEFT is the 2,000 Military troops that are commencing the True Flank, while the Left is the distraction. It wouldn't let me edit the post...))

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NIGHTCAST

Gratian pulls his knife from it's sheath. As the blade bites into the skin, the red juice pours from the cut. He cuts into it again, and pops the slice into his mouth. It's been a long time since he was able to enjoy a piece of fruit like this. He sits back, and enjoys the flavor, before wiping his hands, and looking at the scout report dropped off earlier today. The report states that two settlements were found, one occupied by humans, numbering around 5000, who were immediately hostile, and the other occupied by mutants, numbering around 2000, which the scouts didn't approach, as the sounds of two nearby raider camps fighting drew their attention. Each raider camp was around 200 men strong.

Gratian popped another slice of fruit into his mouth, and picked up his pen. He wrote a quick memo to Sherbea, asking her to set up a diplomatic envoy to the mutants, asking them to join the Nightcast, in return for the equipment and supplies they could provide. He then writes up a memo for Jaques, to send a team of three to keep an eye on the Human town. He then prepares a message for Baldir-Blackfoot to send all 1000 tribal warriors for an attack against the warring raider factions, with the goal of capturing as many as possible alive. Finally, he sends a message to Tyrom to begin construction of a wall around Gratia, and a wall around Argen.

ACTIONS

1. Sent a diplomatic envoy of fifteen mutants, to the mutant town, asking them to join with the Nightcast, and gain access to supplies, and stronger numbers to defend themselves. ((MODPLZ))

2. Send a team of six nightkin to keep an eye on the human town, working in shifts, in pairs. ((MODPLZ))

3. Send all 1000 Tribal warriors (Combat Armor, Hunting Rifles, Pistols, Knives) to attack and capture as many raiders as possible. ((MODPLZ))

4. Begin construction of a wall around Gratia, using 1000 Mutants, and 1500 Humans. ((MODPLZ))

5. Begin construction of a wall around Argen, using 1500 Humans. ((MODPLZ))

ARMOURY

300 Alien Weapons (33 in Nightkin hands)

Combat Armor (Human Only)

Hunting Rifles

Pistols

Knives

POPULATION

33 Nightkin

362 Fertile Mutants

2145 Generic Mutants

1000 Tribal Warriors

3000 Tribal Workers

1000 Tribal Civilians

MAP: http://imgur.com/sZqk1S6
 

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Mr. House

 

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   Mr. House encounters extreme success in his goals; following his invasion of Zion, he incorporates a couple thousand Mormons on the basis that he accepts their religious beliefs and allows them to retain their faith. He has no qualms with religion, and he leaves them be. Soon, the tribal forces swell and he decides that this large army must be tested. He prepares scout teams to fan out and discover territories for conquest.

 

   HELIOS One is quickly secured, and power is diverted to the Strip to that neon will finally shine. In addition, the White Glove Society finish repairing New Vegas. The new capital of Mr. House's republic is open for business, and the casinos are soon packed with gamblers and debters.

 

   The farms outside New Vegas are prepared for harvesting. All that is left is to scout some lead and run pipelines from Lake Mead.

 

Territory: 

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Mr. House says **** it and orders a mass invasion of the remaining counties in Nevada and Arizona. 

 

Actions:

  • Mr. House sends 1,000 units divided into eight divisions to scout the counties listed above. The divisions are divided into the Chairmen (Far Left Two), the Omertas (Next Right Two), White Glove Society (Next right Two), and the Mormons (Far Right Two).  ((Mod)). 
  • 300 Tribals search Freeside: cars, houses, sewers are looted for lead for the pipes needed for the farms. ((Mod)).
  • In HELIOS One, Victor searches for terminals and attempts to hack into DARPA and gather information on potential assets for Mr. House or his armies. Guns, base locations, vehicles, etc. ((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). 

8,300 Tribals: The 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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Children of the Wasteland

 

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     Dr. Willem Clark cracks a genuine smile; or the most genuine his decaying face would allow. Three-hundred soldiers returned with heaps of salvageable scrap, and the other two-hundred were busy negotiating with a new settlement of fellow Ghouls. A large portion of slaves were towed behind his soldiers. Perfect for upping production and deepening research.

     The doctor looks back to a photograph brought to him by a trusted janitor of the Reservation's third sub-level.

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     "Nuclear Nellie" is what some of his researchers were calling it. A cannon designed to fire a ten-megaton nuclear warhead up to thirty miles away. Given this picture, he assumes the weapon is capable of such a feat. Unfortunately, for now, the cannon, assumed to be a broken down artillery gun, is in extreme disrepair, and any ammunition for the thing is long spent in pre-war tests.

     Dr. Clark rises with a contemplative air, setting out of the Reservation's main, clandestine laboratory hidden deep beneath the scorched earth. In the shockingly pristine hall, a proven scientist greeted him excitedly, and almost expectantly. Clark could read him; fifty slaves went to Dr. Sebastian. Dr. Clark would let Sebastian pick the most healthy and virile of them, the others would go to laboring.

 

Actions

  • Begin repair and restoration of the nuclear-capable cannon "Nuclear Nellie"
  • Collect as much weapons-grade uranium from the Reservation as possible for production of nuclear warheads
  • Dedicate some more staff to Dr. Sebastian's project: creating Born Ghouls by a human host
  • Send a troop of 50 soldiers to the 200 held up at the Ghoul village
  • Attempt to convince the villagers to migrate to the Reservation - they can perform research and other meaningful jobs within the underground passages, or live a safe life on the walled surface. Either way, they are welcome as Children of the Wasteland; heirs of the Scorched Earth.
  • Try to assemble a group of Ghouls within the Reservation with experience in cattle driving
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MOD POST 



 


People's Resistance of Detroit

They agree to help you in the coming war, 500 of the mutants strongest warriors prepare to fight alongside you. However they mainly use melee weapons so guns will have to be provided for them.

Your scouts find some basic supplies from a superduper mart, such as food,water and medical supplies.

Your scouts manage to find a friendly town of wastelanders, they are open to diplomacy and neither seem too aggressive or too hostile.

Your scouts manage to find a town of wastelanders willing to join the cause, they number at only 300, with 200 militants and 100 civilians.

Your scouts manage to find a power plant, its abandoned with only a molerat or two inside. ( It will take 10 posts to repair it, should you wish to. )

Your scouts manage to find a small shopping district, it provides food,water and medical supplies.

Your scouts find a small rusted airplane, it could be repaired but that would take some time. ( 10 posts. )


BoneRush Mutants

Roughly 2000 Mutants going towards a town no matter how sneaky makes for poor tactics, as you are either spotted and they hide within their walls or the town is already abandoned by the time you arrive, just adding more numbers to the larger towns.

The research is somewhat of a failure, the prolonged contact with the FEV starts to make the researcher's sick. Even worse, they start to mutate with large cancerous tumors and abnormalities happening all over their body, the majority of them die. Proper research equipment may be required or maybe less squishy researchers. They lose the majority of their cognitive ability, behaving more like animals than humans. However this still may prove useful as their sense of touch is dulled quite a bit, making them more resistant to losing an arm or two. You gain 25 Senseless Abominations.

Lonestar Republic

Your scouts discover a shopping center, long since looted however. They only manage to find basic amenities such as food and water.

Your scouts manage to find a somewhat untouched liquor store, giving the booze to your troops would make them very happy.

Your scouts manage to find a fertile area in the wastes (As fertile as a place in texas can get) , that has attracted a small settlement of people number 150, 50 militants and 100 civilians. You may recruit these people if you so wish.

Your scouts manage to find an abandoned settlement, they take what little they can find from it and move on.

Your scouts manage to find a medium sized airplane ( Learjet 23) , your engineers are scratching their head at this more advanced airplane but they think they can get it working. (10 posts.)

Your scouts come across a crashed spaceship, they manage to find 300 space-age weapons. Your scouts note that your men will require training in the use of them.

Your scouts find yet another near empty store, taking what they can as to not return empty handed.

Your scouts find a wastelander settlement, they are open to diplomacy and are neither too friendly or hostile.

Your scouts find a military base, it's inhabited by a particularly hostile bunch of fanatics known as the “Brotherhood of Steel”. They seem to number in the hundreds.

Nightcast

The diplomats propose the idea to the ruling council in the town, this however escalates quite quickly and the diplomats soon find themselves at the start of a civil war, those for joining and those against.

The Nightkin in the town, no matter how sneaky they are find it hard to blend in. Being somewhat of an oddity among the humans there. They find it hard see any sort of unwanted activities within the town.

The Tribals win due to sheer numbers, the initial raider camp is stomped quite easily. Only taking minor losses of 50 tribal warriors. However the next camp somehow caught wind of the last attack the Tribal Warriors only managing to get there in time to kill a few.
These raids gain you semi-automatic weapons and pistols as well as a range of low-tier clothes. ( Merc Charmer Outfits and such.) You also manage to free 50 slaves from the clutches of raiders.

The construction of the walls around both towns goes swimmingly well, these should keep out the common wasteland danger.

Mr. House

The scavenging may take awhile, looking specifically for lead and separating it out may take some time. ( 5 posts. )

Victor manages to find nothing of use within Helios, seems the majority of useful information was on a need to know basis.


The Chairmen manage to find -

A small superduper mart, they get some basic amenities from the store such as food, water and medicine.

A find a wastelander settlement, they are open to diplomacy and are neither too friendly or hostile. Some among them seem impressed with the Chairmen’s swanky suits.

The Omertas manage to find -

They find fertile brahmin grazing land, a small settlement numbering 200 live here. 50 militants and 150 civilians. They are willing to join you.

They find yet another town, this town has heard of the riches in Vegas that await them and wish to join you. They number 1000, 650 militants and 350 civilians.

The White Glove Society manage to find -

A find a tribal settlement, they are open to diplomacy and are neither too friendly or hostile.

A tribal people that number 800, they seem to worship Mr. House as a god claiming that he is the house who is in the middle of the street, though the White Glove Society aren’t sure what exactly they are talking about. They gift you 1 car though it barely works, as well as requesting to join you.

The Mormans manage to find -

Finds an unexploded nuke. You may attempt to disarm and use later at your convenience, or you might accidentally blow it up and destroy your expedition, also rendering the said county uninhabitable for 20 game years. ( If you attempt to disarm it, it'll be a mod action.)

Yet another group of tribals wanting to join you, they however seem to be rather aggressive in their worship. 1000 of them offer to join you, they are all warriors.


 

Children of the Wasteland

Nuclear Nellie restoration goes somewhat well, while it now functions it doesn’t seem capable of holding much weight, possibly due to how it's in disrepair. You would need to find replacement parts to get it in full working condition.

No uranium is found at all, your scientists note that they are not nuclear physicists and would have no way to use it should they find some.

Dr. Sebastians project is not going well at all, however the only real results produced from it were a rumour spreading that it had worked and that Dr. Sebastian has produced three born ghouls in total.

You convince the ghouls the 200 ghouls to join you, however some do not seem happy about it. The population consists of 50 militants and 150 civilians.

You find 8 in total, one even claims that he owned a large portion of grazing land back in the day and is more experienced than anyone else out of the 8.

Imperium ( The Battle for Detroit )

The Imperium Troops find that there is little attention towards them, the majority of the defence force retreating to safer areas while suffering heavy losses of 1000 men. Imperium’s Commanders claim this is the turning point in the battle, while Detroit’s Commanders claim that they are losing to little tactful effort being put in by them.




 MOD POST 

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Knik Cossack Host

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((Green words need mod assistance))

Army

Regiment 1: 500

Gleb Pasternak: Plasma rifle, Chinese shocksword, riding reindeer

240: 10mm pistol, spears, riding reindeers

150: BB guns, spears, riding reindeers

70: Hunting rifle, spears, riding reindeers

20: American/Chinese assault rifles, spears, riding reindeers

12: Laser rifles, spears, riding reindeers

8: Laser pistol, spears, riding reindeers

-40 BB guns, replaced with 20 American/Chinese Assault rifles, 12 laser rifles, and 8 laser pistols.

 

Regiment 2: 300

114: 10mm pistol, on foot

65: Hunting rifle, on foot

43: Spears, clubs, sledgehammers, and knives, on foot

42: Shotguns, on foot

29: American/Chinese assault rifles, on foot

7: Laser rifles, on foot

-23 BB guns, replaced with 7 laser rifles and 16 American/Chinese assault rifles.

-13 10mm pistols, replaced with 13 American/Chinese assault rifles.

 

Regiment 3: 1000

471: 10mm pistol, on foot

184: BB guns, on foot

90: Hunting rifle, on foot

123: Spears, clubs, sledgehammers, and knives, on foot

37: Chinese and American sniper rifles, on foot

20: American/Chinese Assault rifles, on foot

10: VB-02 Vertibird, commander and armed troops, mostly on foot

-20 BB guns, replaced with 20 American/Chinese assault rifles

 

Regiment 4: 500

404: Spears,clubs, sledgehammers, and knives, on foot

83: BB guns, on foot

13: 10mm pistols, on foot

-96 Spears, clubs, sledgehammers, and knives, replaced with 83 BB guns and 13 10mm pistols to train with.

 

Gleb Pasternak

Gleb excitedly ran over as he spotted the two regiments returning from their search, grinning happily as they speak of their findings. The search party brought back a cart of assault rifles and an assortment of energy weapons. The total haul being forty-two Chinese assault rifles, twenty-seven American assault rifles, eight laser pistols, nineteen wazer wifles, one plasma rifle, and the greatest find of all, the shocksword of General Jingwei.

 

240

 

Gleb congratulated the regiments, gifting them with the newly found weaponry. Though without rest he began to describe to regiment 1 their next mission, to retrieve the crashed plane from the discovered crash site, then hopefully repairing it. He grinned at how well things were going up north, the progress from when they had first left the vault. Though he realized how crowded Anchorage had become, families spilling outside of the walls, teepees all around the concrete plains. Gleb mounted his reindeer and rode down to the most seemingly most populated area in the city, yelling out the announcement of land for the overcrowded people to live in ‘fresh’ air. The lands that are to be settled in are Denali county, Southeast Fairbanks county, and Fairbanks North Star county.

 

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Miroslav Krupin

Miroslav stared up to the newly repaired Space Needle proudly, he had decided to rename it ‘Krupin Tower’ mid construction, after himself. Regiment 3 had made the tower their base, mainly for the snipers to watch over Slantsy protectively. For most of the day the snipers searched the surrounding lands, keeping a watchful eye on the horizon and reporting any significant sightings to their higher ups. Though it had been relatively peaceful since the happenings in Douglass county, Slantsy awaited the next chance for action to regain the honor they had lost.


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NIGHTCAST

Gratian drops his head into his hands. "A civil war? We started a civil war in that mutant town!? Sherbea, what the **** were your diplomats doing!?"

Sherbea pulls out her fan, and start waving herself with it. "Well, excuse me. My diplomats did the best they could with a bad situation. The mutants didn't exactly trust them to begin with! We're lucky any sided with us at all!"

Gratian sighs and shakes his head. "I suppose we should count that as a blessing... Jaques, please tell me that we know something more about the human town..."

Jaques shakes his head. "Sorry, boss, but no such luck. No one seemed to come or go from the human town. We're still in the dark."

Gratian sits back in his chair, arms crossed. "This is ridiculous... Anything from Baldir, about the raider camps?"

Jaques tosses a note on the table. "This is it."

Gratian picks up the note, and reads through it quickly. "So, we didn't capture any raiders, but we freed some slaves? Son of a *****... Tell Baldir to begin training the slaves as new tribal warriors, to replace the one he lost."

Tyrom steps up, and prepares to speak. "Walls for Gratia and Argen finished. Good Quality."

Gratian nods, to show he heard, and begins writing up more orders for each of them.

ACTIONS

1. Continue to observe the Human Town, looking for potential points of entry, if it comes to war. Send 4 more nightkin, to make for smaller shifts ((MODPLZ))

2. Explore new territories, marked as such

http://imgur.com/IGKutLx ((MODPLZ))

 

3. Send 500 Mutants (Pistols, Hunting Rifles) To reinforce pro-nightcast mutant faction, in mutant town. If the 500 mutants are turned away, they are to return to their original posts ((MODPLZ))

4. Begin repairing factory within Gratia, so that production within it can begin as soon as a source of energy has been located (MODPLZ))

5. Train 50 slaves to replace 50 tribal warriors lost in raider camp assaults

6. Begin herding 3/4 of available brahmin towards Gratia, and the remaining 1/4 towards Argen

7. Re-equip all mutants with Semi-Auto guns

8. Give all Tribal Workers and Civilians new, low tier clothing, to use as they wish

POPULATION

33 Nightkin

362: Fertile Mutants

2145: Generic Mutants

1000 Tribal Warriors

3000 Tribal Workers

1000 Tribal Civilians

ARMOURY

300 Alien Weapons (33 to Nightkin)

Combat Armor (Humans Only)

Semi-Auto Guns

Low-Tier Clothing

Basic Starting Equipment

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MOD POST UPDATE 


Detroit Battle Report Status

Losses - Detroit Side

Reports from the Detroit come in and they are combed through, 500 men were lost in this battle, 100 managed to make it away from the battle, 300 men were severely wounded and cannot fight for a while (10 posts) , 100 were captured by the Imperium.

Losses - Imperium Side

Reports come from the Imperium, they lost 200 with another 100 be severely wounded.

Overall Battle Plan -  Imperium/Detroit Side

Detroit's military are held up in the city itself, if they wish to continue with this they can however it may prove unfavourable for them.

Imperium’s military assumedly would be closing the line around Detroit, aiming to cut the head off the beast.
They may continue with this though it may prove unfavourable for them.


 

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BoneRush Mutants

Following the Researchers Seemingly failed attempts to Develop the FEV a new idea arises in the Dread lords mind. "All of the humans who wished to be Blessed by the FEV must first help fix the Walls of the stronghold and then will bath in the Very Same FEV that made the Senseless Mutants." The Abominations inability to feel pain could be useful

 

Humans are to make the fortifications around the main Stronghold better and then be dipped in the New FEV strain's Vats ((mod Plz))

With the Humans all Gathered into one of the main towns the Army regroups and heads to the town the 750 Humans who want the FEV were at and begin building fortifications for a siege ((mod Plz))

BoneRush Population

Fertile Mutants 571

Mutants 3349

Super Mutants 80

Senseless Mutants 25

Standard Weapon and Armor Load-outs

Basic Mutant Soldiers are armed with Axes made from reshaped Scrap metal, Pistols, Shields made from Metal Doors, Cast iron Kitchenware Armor and Hunting Rifles.

Super Mutants are to be Armed  with Axes made from reshaped Scrap metal, Pistols, Shields made from Metal Doors, Cast iron Kitchenware Armor with Thick Leather Armor Underneath for added padding and protection. and the Military Grade Assault Rifles

The Senseless Mutants have Scrap metal tied to their bodies to help absorb gunfire better and when they attack the Humans the metal will cause more harm to them

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People's Resistance of Detroit

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The round table in which the leaders sat at was in chaos, papers cluttered about wildly as Detroit's best tacticians pointed and argued before scratching their heads. The mutants that had recently joined had already arrived, along with their leader, Tedmund. Tedmund had ordered his troops to join in with the conflict and had also been given military control over the new troops gathered from the exploration of Ohio. Several tacticians finally agreed on something, They decide to set up a spearhead formation out of the remaining forces with wings set at the side to make sure nothing gets past. This will be pushed forward in an attempt to push the enemy out of Detroit.  Tedmund is to split his men into two equal squads, these two squads will be the wings. The rest of the forces will be put into the main spearhead. The ghouls from the old hospital will again be put back out closely behind the formation, fully stocked with any medical supplies gathered from Ohio. Any guns and/or ammunition that the Mutants find on corpses are theirs to be kept as Detroit has no spare weapons to hand them. ((Mod Please))

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Red- Primary Spearhead

Black- Wings of Mutants and New Militants

Arrows- Direction in which group is heading

 

The scouts report back from their expedition, detailing the seemingly friendly group of wastelanders, the airplane, and the power plant. A diplomat is promptly sent into Ohio with instructions of explaining their current state with the Imperium and to ask if they would help or even join in with the effort. ((Mod Please)) Detroit also sends a group of mechanics to the small plane, it might just give them the edge needed in fending off their enemy. ((10 Posts))

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Oakland Raiders


The Great Khan looks his map on a particularly fine day, with an even finer glass of whisky to his side, taking the last sip of its glorious splendor as he proceeded down to the council chamber from a particularly long flight of stairs.

The council chamber had gone under some renovation since The Great Khan had last been in it, it’d be a sight that would make even the most hardened interior decorator cry. It now looked like a proper place were an Iron-Willed ruler would carry out their day to day business with all the comforts of Pre-War America, from the back when times.

After going through the orders with the Raider Leaders, The Great Khan would go back to his bed chambers to look at more outdated maps and drink whisky.

 

Oakland Raider General

 

Two BoS Bunkers
A Enclave controlled power plant and Bunker.
Two Wastelander towns.

The Bay Area has access to clean water, food and protection from
The Oakland Raiders have erected a fort in a nearby Military Base, “Fort Shellcock”.

 

Oakland Raider Population

 

18,900 Raiders - Humans / Ghouls
2,000 Veteran Raiders - Humans / Ghouls
100 Veteran Big Gun Raiders - Humans / Ghouls

1,000 Elite Raiders
 

4,400 Slaves
500 Engineers
1000 Civilians

100 Farmers  

 

Equipment

 

100 - Big Guns such as flamers

400 - Small explosives
25 - Repairable Cars


Actions

1. Scouts would be ordered to attempt to search, attempt diplomacy and conolnize the following provinces. The scouts number 800 men in each scouting group.
( Mod please. )

http://prntscr.com/8trt71

2. The Slave Engineers would attempt to fix the cars, halfway through the repairing process they’d be given freedom and full citizenship within the Oakland Raiders.
( Mod please. )

3. Elite Raiders would attempt to recruit locally and in the wider area, they would use the Radio to assist in this endeavour. They would be looking for both citizens and fighters. ( Mod please. )

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Knik Cossack Host

The plane is retrieved by some of your men, your engineers state that they could have it in working order soon enough. ( 10 posts. )

The colonizing will take up to (10 posts). Your people are thankful for providing them land.

The snipers positioned in the tower start to notice an influx of Black Bears - Yao Guai or as the Russian speakers call them Chernyy Medved, they come from the East of your borders and the few people who have come from that region claim that are wreaking havoc upon anything they can find.


Nightcast

While the walls themselves seem pretty strong, your nightkin notice that they neglected to make the walls quite as high around each of the the 4 watchtowers.The watchtowers are in each corner of the perimeter.

Your scouts discover and abandoned military base, in contains 25 flamers, semi automatic and automatic weapons as well as US Military Combat Armour.

Your scouts run into a group of  100 raiders, depending on how much men you sent out this may kill the expedition or injure them. Should they continue they find nothing else of use.

You find a group of tribals that have heard of your leaders exploits and claim him to be a god, they gift you 25 flame sticks (flamers) as well as offering themselves to join you.
They number 400 warriors, 400 workers and 200 civilians.

Your scouts discover a military base occupied by Enclave, they seem to be aggressive against mutants and take potshots at your scouting group.

Your reinforcement for the faction that wishes to join you proves to help them, however your men notice brutality in how they treat the opposing force. You will have the outcome soon. ( Next modpost. )

Your repairing of the factor continues. (10 posts from when it started, it will be complete )

BoneRush Mutants

The fortification of your walls go well however 100 of the slaves attempt a revolt and your mutants are forced to shoot them down, a grim reminder to their future which is now set in stone.

You’re mutants dip them without much discipline in waiting for them to turn or fish them out, after putting in 200 or so your dipping mutants have eventually learned that it takes time to make the Senseless abominations. This results in 200 ordinary mutants, the rest of the humans are made into 225 senseless abominations.

The humans begin on the fortifications a bit outside the town to avoid sniping. (This will take 10 turns.)


Oakland Raiders

Your scouts find a wasteland settlement with a population numbering 1000, their city is surrounding a waterhole.

Your scouts find a single rusted plane, your engineers think they could repair it soon enough. ( 10 posts )

Your scouts find a fertile brahmin grazing land, a small population numbering 500 are here. 200 civilians and 300 militants are amongst their population.

Your scouts find a military base, you find 25 Big Weapons as well as automatic weapons, semi automatic weapons and US Combat Armour.

Your scouts discover a factory, it's inhabited by 100 wastelanders who join you.

Your scouts find a wasteland settlement with a population numbering 1000, 500 militants and 500 civilians,  their city is surrounding a waterhole. They join you.

Your scouts discover a factory, it's inhabited by Brotherhood of Steel.

Your scouts find a military base, you find 50 Big Weapons as well as automatic weapons, semi automatic weapons and US Combat Armour.


Your scouts find a wasteland settlement with a population numbering 1000, their city is surrounding a waterhole.

It would take 10 turns to repair your walls.

200 raiders join you due to the efforts of the Elite Raiders and their radio host.

The Battle of Detroit

The Battle is pending on a response from the Imperium, a modpost update with be given when that has happened.


 

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NIGHTCAST

Gratian glanced over at his bed, wishing he was laying in it. He sighed, and glanced at the report on his desk. He picked up the stack from Jaques, and read through it.

The nightkin watching the Human Town, had sent a report that the walls around the watchtower seemed a little shorter than elsewhere. The nightkin scouts had discovered an abandoned military base, where they found 25 flamers, and some semi-auto and auto weapons. Shortly after, they encountered a party of 100 raiders, probably from the warring camps, but they avoided contact. They encountered a group of tribals, who had heard of the Nightcast, and worshiped our power. In the last scouted territory, they found a base occupied by the enclave. The nightkin turned tail and fled as soon as they saw the enclave, because the enclave had started shooting. Luckily, there had been no injuries.

Next, he grabbed Sherbea's report. The pro-Nightcast mutant faction had accepted our help, however, our men noticed that the mutants showed quite a bit of brutality towards their recent friends.

Tyrom's report was quick to read, as it just said the factory would be repaired within a few [posts].

Gratian sat back, and yawned. He needed to write new orders, but really wanted to get some sleep. He shook his head, and sat forward again. He grabbed his pen, and decided to write up some quick orders.

ACTIONS

1. Integrate the new Tribals into Baldir-Blackfoots units.

2. Send Mutants to claim and fortify the abandoned military base. (To be named FORT PAYTE)

3. Start replacing mutants weapons with semi-auto and auto weaponry.

UNITS

Nightkin: 33

Fertile Mutants: 362

Generic Mutants: 2145

Tribal Warriors: 1400

Tribal Workers: 3400

Tribal Civilians: 1200

ARMOURY

300 Alien Weapons (33 to Nightkin)

Combat Armor (Humans Only)

Semi-Auto Guns

Auto Guns

Low-Tier Clothing

Basic Starting Equipment

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The Alabama Confederation

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A new day dawns on a large portion of old Alabama as a cunning new leader named Maria Theresa came in with a plan to unite the ramble of the bands of survivors in previous Alabama and into a more unified state, declaring old Birmingham the new capital of the Alabama Confederation she soon set to work with some assistance from her commanders in creating defenses around the old city and the surrounding of it, make shift walls and watch towers being constructed in the most strategically defend-able positions around the town with men equipped with snipers and other various weaponry manning them, this also starting to happen in the two other minor cities of Huntsville and Montgomery. Meanwhile Maria orders for the three cities to be fully scavenged for anything usable along with the two military installations under the Confederacies control and scavenging parties would soon roam outside the borders of the new nation, mainly towards Atlantis in Georgia.

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(The red is where they're scavenging for anything usable, along with food, water or any kinda supplies, maybe any usable vehicles that might be capable of getting repaired...also a mass scavenging happens through the nation just to make sure nothing is forgotten, anything useful, MOD PLZ)

~Population/Workforce~

Workforce/Civilians: 12k

Military:

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Total: 8k

Equipment: Scavenged from the nations military bases and buildings/gun stores a portion of the military is armed with bullet proof vests, leather armor vest, Semi-Automatic's, Automatics and pistols along with a few explosives (Grenades).

Regiment 1: 3,000

450: Armed with hunting rifles, semi-automatic's, automatics(given to the units leaders) and bulletproof vests/leather vests

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2,550: Consisting of engineers(armed with grenades, pistols and medical supplies) and men armed with sharpened poles or lead pipes, wearing some leather vests.

Regiment 2: 3,000

450: Same as the previous regiment, armed with the military grade weaponry,

2,550: Consisting of men armed with the same sharpened poles, lead pipes, sledgehammers(or hammers) or knives, wearing welded together armor from ruined cars or broken metal objects.

Regiment 3: 2,000

100: Armed with hunting rifles and pistols, the least equipped military grade unit

1,950: Armed as well with sharpened metal pole, knives, hammers, sledgehammers 

The Scavenging parties are given the scavenged sniper rifles and hunting rifles along with wearing bullet proof vests or leather vests, the rest equipped with spears or bows.

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Summary of actions:

- Birmingham, Huntsville and Montgomery(mainly Birmingham) are undergoing defense building, water towers and sniper nests positioned around the most strategically defend-able places while make shift 'walls' are built: MOD PLZ

- Scavengers begin to search the entire land under the Confederacies control then moving out towards Atlanta searching for anything usable, from supplies(Food, water) and weaponry or any vehicles that could be repaired to use: MOD PLZ

 

 

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