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The King Is Dead; Long Live The King!

File: 1448082308787.png (486.57 KB,1570x980,157:98,USA10.png)

c306cf No.15579 [Last50 Posts]

This is third thread for King of the Cinder. The previous thread is full and we can't have nice things.

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Rules: http://pastebin.com/tvxm3uMC

Previous Thread: https://8ch.net/builders/res/14004.html

____________________________
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c306cf No.15581

File: 1448082456977.png (232.32 KB,620x484,155:121,5487389.png)

>DMwannabe

The Commune

Race: Humans

Color: White with Green Stripe

Fluff: "So like, the ancient folk were like uptight. Had one of 'em giant redwoods up their arses over shit that didn't matter. But hey, whatever right? Until they started harshing our buzz to keep theirs goin', and that wasn't cool, so we started resisting, y'know? And that's when the world ended, but we survived. The old folk had experimented on plants and animals to do fighting, but our old kin, they mellowed the harsh so we're cool with each other. We learned a lesson, though, that it aint cool to be messed with - so if anyone messes with us or tries to get their buzz on by harshing on ours, we teach 'em a lesson, man!"

Government Type: Constitutional Direct/Representative Democracy

Economy Type: Communistic. Everything that's not personal is community property, man, and it aint cool to abuse it.

Religion: Neohippy Eco-Nuts

Heroes [AKA fluff leaders]

Expanders/Settlers: The Twins [Jack and Jill]

Scout: Ol' Johnny

Industry/Infrastructure: Harv

Military/Salvage: Betty White

Agriculturalist: Mister Borlaug

Car and Mechanics: Driver

Research and MAD SCIENCE: Doktor Braun

Contact With: The Brothood of Rags, MPD, The Flock, WNN

Population: [38.8] [+3.1/turn]

Food: [Burgeoning]

Raw Currency: [18.6] [+2.6/turn]

Culture: [6]

Legitimacy: [Very Good]

Industry: [5]

Territory: [20]

Unique Buildings:

-The Hangout[HQ]

-[Dam; Slightly Damaged, +.4 Electricity/turn]

-City: Seattle, Washington

-[Doc Braun's Lab - +5 to research rolls],

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Military Units:

-4 Geared Raider Bands [1.5x] [2 on Caravan]

-2 Ecomobiles [1x] [1 on Caravan]

-3x Green Militia[.5x]

-2x Tie-Dye APC [x3][Green][Mech] [1 on Caravan]

Resources/Quantity:

-[Fuel:2]

-[Weed:7.5+.5/turn]

-[Ammo:8.8+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:2.4,+.2/turn]

-[Electronics:3]

-[Electricity:9,+.4/turn]

-[Concrete:0.6:+.2/turn];

-[Solar Drones 6+.2/turn]

-[Prius:2]

-[Ruined Cars:5.2+.2/turn];

-[Ruined Tanks:2];

-[Ruined Power Armor:2]

-[Ruined Tanks:4];

Technology:

--Infrastructure

-[Tools III]

-[Power I]

-[Greenbuilding I]

-[Farming IV]

-[Mechanics III]

-[Distillation I]

-[Heating I]

-[Survival I]

-[Culture I]

-[Hydroponics II]

--Vehicular

-[Electrical Engines II]

-[Motorpools I]

-[Vehicles I]

--Military

-[Militia I]

-[Terrorism I]

-[Infantry Tactics I]

Trade Routes: [none initially]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

-Annex Vancouver: 8/20

-Technology: Power Armor 3/13

-

Actions:

1: Open up Trade and Relatins with WNN, with Betty White, Ol' Johnny, and the Hippy Caravan

2: Expansion into Vancouver continues, with the Twins

3: Modify Prius to Full Electrical Engines with Harv and Driver

Research: Tools IV, with Doc Braun [Goal: Power Armor]

>>15558

An intense young woman at the head of the convoy jumps off one of the ridiculously tie-dye colored APCs.

"My name's Betty White. We're part of the Commune, up in old Washington State. We've heard your broadcasts, and wanted to make contact and open up trade. And also to get any word of people around you, as well."

She smiles, although it's still intense, "We're curious about the rest of the world, you see."

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c306cf No.15582

Dice rollRolled 76, 99, 52, 19 = 246 (4d100)

>>15579

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [25.4] [+2.4/turn]

Food: [Good]

Raw Currency: [58.4] [+5.4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x], 2 HMMVs: [1.5x][Mot], 2 Graboid Contingent [x2][Shock]

Resources/Quantity: [Ammo:4][Small Arms:1][Stone: 8][Horses:9.5 +.5/turn][Dogs:16 +1/turn][Scrap:2.4 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 4.7:+.5/turn], [Wrecked Cars:4.2+.2/turn][Fuel:5.2+.2/turn][APCs:2] [Graboids:4+.4/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] [Animal Husbandry III], [War Animals I], [Utility Animals I], Irregular Weapons II, [Botany I], [Calvary Equipment I], [Metallurgy I] [Pharmakons I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1. Start training some of the Apoc eagles to be scouts and aerial attack units. You know how bad a swarm of talons hurts?

2. Start creating a sand pit with solid walls to act as a graboid farm.

3. Send another expedition out into the city ruins to find more animals to tame.

Research: The shamans say that long ago we were able to borrow the power of the sky to power machines, start trying to relearn that.

((Don't know if I posted in the other one due to lag but I'm taking this one.))

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c306cf No.15583

Dice rollRolled 52, 68, 86, 14 = 220 (4d100)

1. Expand. Put your new highly infectious nature to the test! (5/10)

2. Continue to scour St. Paul clean.

3. Continue work on the Amalgam (?? / ??)

4. One of the few things nature provides to its creatures is camouflage. You think you can improve that, make it so every single infected blends into its environment until the time is right to strike. If the enemy cannot see you they cannot strike at you.

http://pastebin.com/Fyjjg3Sa

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c306cf No.15585

Dice rollRolled 38, 12, 70, 96 = 216 (4d100)

>>15579

Name: The Cult Of Cocaine

Race: Human

Color: Grey

Government Type: Theocracy.

Economy Type: Traditional/Transitioning.

Religion [if any]: The Cult. Adherents are dedicated to a life of production, work and constant movement, amplified by careful, disciplined imbibement of the White Powder on Sundays and various religious holidays (Cookday, the 20th of April; Heatday, the 4th of July; Skullday, the 13th of October; and All Powder's Eve, the 21st of December). Momentous events are also causes for taking the powder. Military personnel and clergymembers have much easier access to the stuff, but only the most disciplined and cunning can join the clergy and only the physically capable can join the military.

Population: [26.8] [+1.8/turn]

Food: [Average]

Raw Currency: [23] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [8]

Industry: [4]

Unique Buildings: [Commandant's White Temple], [Cult Trade Depot], [Holy Labs], [Small and Heavy Arms Factory]

Cities: [Chicago, Illinois] [Fortified]

Defenses: Powder Guard [Lots]

Military Units: 1 White Rider Motorcycle Company [3x][Mot][Quick], 2 Armored Busses [Tra] [Mech] [x2], 1 White Terror Monster Truck [x4][Bombard][x2], 1 Cult Platoon [x5], 1 Makeshift Cocaine Tank [4x][Arm]

Espionage Units: [Enrique] [x1] [Spy]

Resources/Quantity: [Fuel:12.8, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:11.4 +.2/turn][Small Arms:6.8 +.4/turn] [Cocaine:15] [Spraypaint: 6.6, +.2/turn], [Heavy Weapons: 4+.4/turn] [Ruined Motorcycles: 4.2, +.2/turn], [Electricity: 6 + .2/turn], [Scrap Metal: 4 + 1/Turn], [MIRV-6: 1], [Ruined Tanks: 2]

Technology: [Tools III][Militias II][Mechanics III][Pharmacology III] [Raiding/Scavenging I] [Vehicles II], [Religion III], [Combat Stims I] [Power: II], [Chemical Weapons II], [Thinktanks I] [Heating II], [Fortifications I], [Retrofitting/Upgrades I]

Trade Routes: [Iron Detroit, Small: -2 currency/turn, +.4/Fuel/turn; +1 Scrap/turn] [Rhinestone, Large: +2 Currency/turn, +3 Culture]

Territory: [12]

Bonuses:

1. We Keith Richards Now: So long as your cocaine supply is good (4+) you get +15 to a single action of your choosing. Other drugs aren't as much fun and if you use those the bonus is just +5.

2. Religious: You are, broadly speaking, religious. Legitimacy is more resilient to shocks and adjustments downward.

Eccentricity

1. Cult: Roll d100 when encountering other religious groups.

1. Consolidate the Transport Busses into a Transport Bus Convoy.

2. Develop a method of having and utilizing Standing Armies. Our military prowess is growing and we must accommodate. +15 Cocaine Bonus.

3. Finish constructing the holy temple! 1/2

RESEARCH: Improve our understanding of how to retrofit and upgrade vehicles. [Think Tanks 1]

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c306cf No.15595

Dice rollRolled 34, 19, 41, 12 = 106 (4d100)

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [50.4] [+3/turn]

Food: [Stable]

Raw Currency: [35] [+8.2/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [4]

Unique Buildings: [The Grey House (damaged)][CIA2 Headquarters][New Winchester Transmitter (Small)]

Defenses: [None]

Military Units: 2 GI Infantrymen [2x](At Northern Virginia)

2 Humvees [1.5x][Mot] 2 Kiowa Choppers [1x][Quick][Helo] 5 Militia [1x] 1 Militia [.5x]1 M1A12 [x5][Arm][Damaged](At Boston)

Resources/Quantity: [Ammo:6.6 +.2/turn][Concrete:6][Ruined Helicopters:2][Small Arms:7][Fuel:9][HMMVs:2][Steel: 5][Scrap: 10.6 .7/turn][Stone: 1.3][Ruined Cars: 4.6][Ruined Tanks: 2][Biofuel 4.2+.2/turn][Electricity 4 +.4/turn]

Technology:[Standing Armies I][Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I][Statecraft I][Counter-Espionage III][Civil Defense I][Diplomacy I][Thought Police I][Espionage I][Animal Training I][Terrorism I][Scavenging I][Communications II][Heating I][Power II]

Trade Routes: [0/1 Slots Available]

Territory:Significantly more than 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1/2 New York, New York

The reclamation continues!

>3 Tank You

We have tanks.

None of them are quite…

…you know.

"Able to be used."

Fortunately, they can be fixed and brought into service!

[Those two ruined tanks and the M1A12 are to be brought back into service!]

[Spending 10 Currency on this one]

>4 RESEARCH: Radiation and You!

While the reclamation of New York continues apace, Washington is a bit… irradiated for our liking.

We should research ways of dealing with this, particularly in the "how to not die of radiation sickness" part of the equation.

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c306cf No.15597

Dice rollRolled 5 (1d100)

>>15595

Rerolling that Research die, spending 20 currency on that second roll.

>Modernist Metanarrative

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c306cf No.15600

Dice rollRolled 97, 40, 41, 53 = 231 (4d100)

Name: Dekrians

Race: Mutants(Very Tall, Bone white to Night Black skin with very dark or pale color variations(black-green or white-purple for ex), horns, Sharp teeth, generally scary as hell, fast, long claws on hands and feet, VERY RARELY wings, fur in places to keep warm)

Color: Dark Purple

Fluff: Hailing from the twisted Alaskan landscape are the Dekrians, monstrous humanoids who have managed to thrive in the giant crab and mutant lobster infested far north. Taming, eating, and raising said monsters, they are united by their shared faith in the holy leader and his family, all of which are taller, stronger, and fairer than normal, with massive and powerful wings that always travel down the line.

They see the world as their's, and intend to unite it all by force as they turn the hellish wasteland into a utopia of madness.

Government Type: Theocracy

Economy Type: Command

Religion: They worship their leader and his family, who are larger and stronger than other Dekrians and are bred so that their children always have large wings. They believe their faith in him will eventually cause them to all grow wings after death, and they will fly eternal in a world of darkness

Population: [9] [+1/turn]

Food: [Stable]

Raw Currency: [30]  [+5/turn]

Legitimacy:  [Stable]

Culture: [3]

Industry: [1]

Unique Buildings: The Winged Palace[Capital]

Defenses: Dekrians Patrols [Small] Military Base [Medium][Bombard][x2]

Military Units: 4 units, Holy Death Flayers infantry [x1]; 3 units [Ground Slicers]; [.5x] Raytheon 39X Robotic Tank [x5][Arm]; 2 Raytheon 39X Riders [x1]; 2 HMMVs [x1.5][Mot] 4 units, Assault Wings [1x]

Resources/Quantity: [Ammo:5];[Fuel:6];[Solar Drones:3]

Technology: [Tools II][Farming I][Air-Ground Tactics I][Militias III][Mechanics I][Cold Weather Troops I] [Scavenging I] [Communications I] [Guerilla Warfare I] [Infantry Tactics I]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

1. Aerial: All of your units are flying, and gain bonuses pertinent to flying units. All infantry units move at motorized (double) speed, effectively.

2. Hegemonic: You like war. It is easier to recruit units to the standing army – you get a +10 to all rolls to do so.

Eccentricities: [generated by GM]

1. Religious Chauvinism: Your religion has a dim view of others. Roll a d100 with other religions and cults to determine their status toward you. YOU MUST OBEY THE RULING OF THE GM.

2. Generally Scary: You may not trade with normal human races because you kind of freak them out.

1. Have my holy flyers and wings search the ice wasteland for other settlements, preferably ones with…little protection.

2.(Raise culture and legitimacy)Build a monument to the Darkness that doubles as a home of pleasure. All Dekrians will be treated equally and fairly, while anyone they bring back from raids will be put to…good use ( ° ʖ °) ( ° ʖ °) ( ° ʖ °)[Create Black Ice Monument Hospital]

3. The Holy Leader wants more training of his soldiers, a mix of what used to be harsh training and with the Dekrians own irregular twist on it(Fly low through a blizzard for four hours, make an ice shelter, fight the larger animals with class)(Research Harsh Army Training to make all units stronger)

4. Research mechanics(4/8)

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c306cf No.15615

>>15581

K-9 scratches his bearded chin a moment, thinking before saying, "Well sure that sounds great, don't quite know what we'd have to trade though, kind of using everything we got that I can think of."

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c306cf No.15648

>>15645

>>15646

>>15647

My most recent turn and attempts to compensate for fuck-ups.

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c306cf No.15653

>>15648

Also population needs to be

>Population: (18.8) (+1.4/turn)

because I missed a +pop one turn last thread.

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c306cf No.15654

File: 1448101416401.jpg (132.84 KB,1024x1001,1024:1001,Tsar_cannon_Foto_Sherer.jpg)

>>15543

[Mobile Tsardom of Anchorage]

Population: [25.4] [+.7/turn]

Food: [Good]

Raw Currency: [70] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [13]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal, New Fort Richardson

Defenses: Anchorage Defense Network [Large][Bombard][5x]

Military Units: 2 Strelsy Platoons [x3]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:4.2+.2/turn][Small Arms:4.1+.1/turn] [Heavy Arms:4.6+.2/turn][Ammo:13][Fuel:38.2+.2/turn][Steel:6][Scrap:17][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10]

Technology: [Power I][Militias II][Tools III][Mechanical III][Scouting I][Drill II][Industrial II][Anchorage Consumption II][Anchorage Efficiency II][Scouting I][Anti-American Tactics II][Reorganization I][Culture I]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption II] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the anchorage.

>Projects:

(Modern Artillery: 9/10)

(Militia Research: 5/8)

(Engines 4/8)

>Actions:

1. - Expand barracks to accommodate larger standing army. Tsar shall need many men for next goal! (Increase the unit limit!)

2/3. - With artillery research almost complete, now is first step in making mighty Tsar Cannon to please...Tsar. It shall be largest cannon known to American wasteland, and shall decimate puny rivals if they dare threaten Tsar with ease: start with constructing turret for cannon on front of Anchorage while firing system and other such nuances are being perfected. (Construct housing for the Tsar Cannon!)

>Research:

4. - Tsar is growing impatient with the cannon's progress: he suggests that researchers finish it up soon in order to keep him pleased so we can move onto next phase of weapon! (Modern Artillery: 9/10)

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c306cf No.15655

File: 1448101656557.jpg (118.47 KB,634x459,634:459,Gulag.jpg)

Dice rollRolled 51 (1d100)

>>15654

дурак! Workers of Fort will be the death of Tsar, he swears it: Tsar shall glare down on them to get the job done, or they shall take job of cleaning slag from GUT! (Reroll action 1)

In addition, Tsar's cannon is very important to him for…personal reasons. Throw around rubles to remind workers of this fact! (Pay 30 currency on actions 2/3: Tsar shall take bad turn and turn it around!)

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c306cf No.15664

Dice rollRolled 58, 69, 26, 20 = 173 (4d100)

>>15579

Missed a turn

Elwayans

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>unique building: [Elwayan Titan Dome Sector]

Military: 2 Elwayan APCs [3x]

1. Finish the expansion north we need to finish connecting bismark to the rest of our lands. (Expansion 8/10)

+Pioneering I

2. Continue looting Bismark

3. Start rebuilding bismark into a full city.

[Industry I]

4. Find one of the old powerplants and see what we can do to fix it up to start producing at least some electricity again.

[Tools III]][Mechanics I][Cybernetics I][Power II][Reorganization/Upgrades I][Industry I]

Other techs may apply. Doing the resource accounting and updating stat roster now.

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c306cf No.15673

Dice rollRolled 99, 42, 94, 32 = 267 (4d100)

>[The Felinid Matriarchy]

>Population: [32.7] [+2.7/turn]

>Food: [Above Average]

>Raw Currency: [70] [+5/turn]

>Legitimacy: [Average]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs]

>Defenses: Felinid Patrols [Small]

>Military Units: 1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] 2 Suicide Drones [1x, suicide] 2 XPG teams [x2][AT]

Mobilized: 4 Felinid Platoons [x4]

>Resources/Quantity: [Fuel:3][“Captive” Males:3][Wood:3.6+.2/turn][Scrap:.8+.1/turn][Chads:2][Small Arms:2.8+.2/turn]; [Fuel:4.8+.2/turn]; [Concrete:2.8+.2/turn][Explosives: 4.8+.4/turn]

>Technology:[Tools III][Militias II][Irregular Warfare I][Irregular Weapons IV] [Urban Warfare I] [Raiding I][Traps I][Infantry Tactics II] [Farming I][Jury-Rigging I][Explosives II][Anti-tank I][Body Armor I]

>Trade Routes: [none initially]

>Territory: 16

>Bonuses:

>1. I Claw You: You do not really use ammunition or firearms, generally. You just sort of claw people to death. Effectively, you are always armed and don't concern yourself much 'ranged' attacks unless you really want to go that route..

>2. Sneaky: Most of your units effectively count as infiltrators for the purpose of combat or defense against spies.

>Eccentricities:

>1.THE PATRIARCHY IS REAL: You have trouble interacting with THE PATRIARCHY in a REASONABLE TONE GENERALLY.

1. The strength of the catgirls lie in our ability to be sneaky, and now with explosives we can be sneaky -and- deadly. Train a band of catgirls specifically for demolitions behind enemy lines! [Train spy]

2. Further strengthen our counter-espionage methods. Catgirls would never betray the Matriarchy for the Patriarchy and make sure that everyone knows it! [Counter-espionage]

3. Speaking of that, lets make a bunch of smaller explosives like hand grenades, molotov pussytails, and explosive throwing spears for our catgirl army! [Equipment]

4. What the Matriarchy really needs is a way to breed even better catgirls. Sure, we're already the top of the food chain. But imagine if we could be -even better-? [Unnatural Selection]

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c306cf No.15674

Dice rollRolled 9, 6, 2, 10 = 27 (4d10)

And now for the second assault on the Primadonnans!

1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] Infiltrate through the enemy defenses and lie in wait for several hours. They wait for the 2 Felinid Platoons [x4] to make an assault from the front, distracting the majority of the enemy and allowing the infiltrate units to ambush reinforcing enemies on the road toward the battlefield.

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c306cf No.15681

Dice rollRolled 76, 78, 21, 88 = 263 (4d100)

[5Y573M 32][R08075]

http://pastebin.com/iuwa8gYE

Population: [20.2] [+1.4/turn]

“Food”: [Steel: 7][Copper:6] [-1/turn]

Raw Currency: [1.2] [+0.4/turn]

Legitimacy: [Very Strong]

Culture: [1]

Industry: [5]

Unique Buildings: [M41NFR4M3][Government Building][Armored];[7H3 GR1ND3R][Recycler];[Radio Transmitter, Small]

Defenses: Automated Defense Network [Large][Bombard][x2]

Military Units: 2 K1LLB0T STANDARD [x2]; 2 M0B1LE SENTRY [x1][Mot]; 2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]

Resources/Quantity: [Power:5.2:+.2/turn][Ammo:0.2:+.2/turn][Fuel:5.2:+.2/turn][Scrap:4:+.2/turn]

Technology: [Tools IV][Cybernetics II][Mechanical III][Combat Chassis I][Communications II][Recycling I][Scavenging I][Civil Defense II]

Trade Routes: [none initially]

Territory:8

Bonuses:

1. Military-Industrial Complex: For every industrial point you gain, add half a point.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. World Domination or Bust: You may reroll attempts to create standing army units of the roll is below 50 (once per turn per action). Also, you don't care about money because world domination.

Eccentricities:

1. EL33T: You must talk in L33t speak (caps) during all diplomacy.

2. You're Terminated: Every occupation winds up with camps. You take no prisoners. This has a tendency to damage anything you seize during occupation. Roll a d100 to figure out what gets destroyed during such..uh…incidents. Also, you can't have courtiers because they kinda NEED TO DIE. Unless they're AI, of course.

—–

[1N PR0GR355]

-Expansion (5/10)

-Combat Chassis (2/8)

-Cybernetics (4/10)

—–

[4C710N5]

1.[K33P 4RM0R1NG 57UFF][LETS MAKE 0UR CAP1TAL/G0VERNMENT BU1LD1NG EVEN M0RE F0RT1F1ED. THERE 1S A 100% CHANCE THAT THERE IS THE P0SS1B1L1TY HUMANS ARE DANGER0US!?]

2.[C0M847 CH45515 2][W0W Y0U'RE G0NNA BE L1KE A TANK! F1N1SH 1T UP S0 Y0U CAN BE B1G AND STR0NG!] (2/8)

3.[3XP4N510N][N0T MUCH T0 SAY AB0UT 1T AT TH1S P01NT. Y0U'RE REALLY SL0W AB0UT TH1S. MAYBE 1'LL L00K 1NT0 S0ME WAYS T0 SPEED 1T UP LATER.] (5/10)

[R3534RCH]:[CY83RN371C5 3][W0W Y0U GUYS ARE ACTUALLY PRETTY DED1CATED T0 TH1S. KEEP UP THE G00D W0RK S0 WE CAN MAKE Y0U M0RE ADVANCED!] (4/10)

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c306cf No.15682

Dice rollRolled 2 (1d3)

>>15664

>12 You try to expand around Dakota a bit, and you do! (Add 4 hex, add +.4/pop/cur/turn; Roll 1d3)

I will roll for this since he never did.

http://pastebin.com/54qxKNmB

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c306cf No.15684

>>World Event – The Winter of 20XX: The snowfalls and ice seem to be weakening, marginally.

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c306cf No.15697

Dice rollRolled 73, 57, 46, 45 = 221 (4d100)

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [22] [+1.8/turn]

“Food”: [Stable]

Raw Currency: [77.2] [+7.4/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(Large)

Military Units: 3[2x Juggernaut Mechs][1x Henderson's Hybrids[Mech]], [1.5x Improved Henderson Hybrid], 2[3x Behemoth Mechs][3.5x Humvee[Mot][Bombard1x]]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 4+.2/turn][Cars 4+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 4+.2/turn]

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing |][Power |][Mechanics |||][Mech Weaponry ||][Retrofitting ||][Communications |]

Trade Routes: [Rhinestone Cowboys]

Territory: [12]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

>Actions

1) Expand further East, taking the forest to supply wood paneling for our mechs and homes. (Expansion 4/10)

2) Continue the refitting of the 3d printers, soon we will be able to produce metal objects in minutes that would otherwise take hours to machine from stock. (6/10)

3) The ability to fire large caliber explosives at range will greatly benefit our mechs. Thus, we must advance our mech weaponry to allow our Juggernauts to bombard targets like our new Humvee.

>Research

Okay guys, we have some progress with armor. If you finish the schematics soon, we'll build a mech arena for them to fight in.

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c306cf No.15725

Dice rollRolled 4, 67, 82, 98 = 251 (4d100)

>DMwannabe

The Commune

Race: Humans

Color: White with Green Stripe

Fluff: "So like, the ancient folk were like uptight. Had one of 'em giant redwoods up their arses over shit that didn't matter. But hey, whatever right? Until they started harshing our buzz to keep theirs goin', and that wasn't cool, so we started resisting, y'know? And that's when the world ended, but we survived. The old folk had experimented on plants and animals to do fighting, but our old kin, they mellowed the harsh so we're cool with each other. We learned a lesson, though, that it aint cool to be messed with - so if anyone messes with us or tries to get their buzz on by harshing on ours, we teach 'em a lesson, man!"

Government Type: Constitutional Direct/Representative Democracy

Economy Type: Communistic. Everything that's not personal is community property, man, and it aint cool to abuse it.

Religion: Neohippy Eco-Nuts

Heroes [AKA fluff leaders]

Expanders/Settlers: The Twins [Jack and Jill]

Scout: Ol' Johnny

Industry/Infrastructure: Harv

Military/Salvage: Betty White

Agriculturalist: Mister Borlaug

Car and Mechanics: Driver

Research and MAD SCIENCE: Doktor Braun

Contact With: The Brothood of Rags, MPD, The Flock, WNN

Population: [38.8] [+3.1/turn]

Food: [Burgeoning]

Raw Currency: [18.6] [+2.6/turn]

Culture: [6]

Legitimacy: [Very Good]

Industry: [5]

Territory: [20]

Unique Buildings:

-The Hangout[HQ]

-[Dam; Slightly Damaged, +.4 Electricity/turn]

-City: Seattle, Washington

-[Doc Braun's Lab - +5 to research rolls],

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Military Units:

-4 Geared Raider Bands [1.5x] [2 on Caravan]

-2 Ecomobiles [1x] [1 on Caravan]

-3x Green Militia[.5x]

-2x Tie-Dye APC [x3][Green][Mech] [1 on Caravan]

Resources/Quantity:

-[Fuel:2]

-[Weed:7.5+.5/turn]

-[Ammo:8.8+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:2.4,+.2/turn]

-[Electronics:3]

-[Electricity:9,+.4/turn]

-[Concrete:0.6:+.2/turn];

-[Solar Drones 6+.2/turn]

-[Prius:2]

-[Ruined Cars:5.2+.2/turn];

-[Ruined Tanks:2];

-[Ruined Power Armor:2]

-[Ruined Tanks:4];

Technology:

–Infrastructure

-[Tools III]

-[Power I]

-[Greenbuilding I]

-[Farming IV]

-[Mechanics III]

-[Distillation I]

-[Heating I]

-[Survival I]

-[Culture I]

-[Hydroponics II]

–Vehicular

-[Electrical Engines II]

-[Motorpools I]

-[Vehicles I]

–Military

-[Militia I]

-[Terrorism I]

-[Infantry Tactics I]

Trade Routes: [none initially]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

-Annex Vancouver: 8/20

-Technology: Power Armor 3/13

-

Actions:

1: Open up Trade and Relatins with WNN, with Betty White, Ol' Johnny, and the Hippy Caravan

2: Expansion into Vancouver continues, with the Twins

3: Modify Prius to Full Electrical Engines with Harv and Driver

Research: Tools IV, with Doc Braun [Goal: Power Armor]

>>15615

Ol' Johnny speaks up, "Well, we're willing to do a tech swap to start. We've got some spare tradegoods, we also have some killer weed we've been growing. Also might want to do some broadcasting, let others know where and what we're about. Beyond that, certain you've got odds and ends that you're not using that we'll trade for."

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c306cf No.15726

>>15725

Ignore this post and mostly awesome rolls. I got confused and thought I hadn't posted yet.

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c306cf No.15730

File: 1448153314197.jpg (329.6 KB,2000x1000,2:1,OIL-RIG-MFS.jpg)

Dice rollRolled 3, 68, 80, 92 = 243 (4d100)

Name: USS Harbinger

Race: Human

Color: white one grey

Fluff: A Few months before the events the plunged the world into chaos Admiral Tarkin, commander of the latest Niemietz class aircraft carrier, the George H W Bush, put the pieces of the puzzle together and saw the end coming. He petitioned the secretary of the navy to take action, but his pleas fell on deaf ears. So he began secretly gathering greatest minds of science and technology from around the world onto his aircraft carrier in preparation for the end. After the apocalypse he rechristened the carrier “harbinger” and set sail for the land he once called home. Operating from the Harbinger they must now work to find their role in this new world.

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [7.8] [+.7/turn]

Food: [Stable]

Raw Currency: [35.4] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: The Operations room [government building]; [Poseidon oil rig]

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [Small]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:14.2+.6/turn][Electricity:4.3+.1/turn][heavy weapons 12][ammo 4][Solar Cells:5][Scrap:10][Radio Equipment:2]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I]

Research in progress: (Aircraft 12/15)

Construction in progress: (rig/???)

Trade Routes: [none initially]

Territory: 6

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

Orders:

1: send out the two seahawks to locate and secure the two oil rigs we had found out about

2: Continue the work on the Harbingers electronic systems, were sailing blind here

3: Keep up the work on the Poseidon oil rig, i want it up to full pre war capacity (rig/???)

Research:

A breakthrough is right around the corner, continue research on aircraft (Aircraft 12/15)

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c306cf No.15731

Dice rollRolled 67 (1d100)

>>15730

Tactical Reroll on the 3

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c306cf No.15759

File: 1448162438361.png (61.84 KB,2000x2000,1:1,2000px-Maple_Leaf.svg.png)

Dice rollRolled 52, 65, 71, 41, 35 = 264 (5d100)

[Fort Francis]

>Lore, eh? >>12984

Population: [29.5] [+1.8/turn]

Food: [Above Average]

Raw Currency: [51] [+7/turn]

Legitimacy: [Stable]

Culture: [10]

Industry: [4]

>Fort Francis (Town): [Fort Frances Museum] [Tim Horton's] [US Embassy (USA2)] Radio Transmitter [Medium]

>Montiplier, Vermont (Town): Nothing special, eh.

>Syracuse, New York (Town): Nothing special, eh.

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Squad [x3][Cav]; 1 Arctic Ranger Patrol [3x][Mot][Snow]; 1 Mixed Mechanized Company [11x][Mech]; 1 CSIS Agent [1x][Infiltrate]

Resources/Quantity: [Fuel:4];[Ammo:6.6][+.2/turn][Concrete:4.4][+.2/turn][Small Arms:1][Mooses:4.2][+1/turn][Electricity: 5.6][+.2/turn][Water:4.2][+.2/turn][NWO Prisoners: 2]

Technology: [Tools III][Militias II][Diplomacy II][Farming I][Animal Husbandry I][Animal Management II][Cavalry I][Unconventional Power I][Pacification I][Construction II][Bureaucracy I][Culture II][Civil Defense I][Reorganization/Upgrades I][Mechanics I][Counter-Espionage I][Snow Troopers I][Combined Arms Tactics I][Communications II][Hydrology I]

Trade Routes: [none initially]

Territory: [6]

>Bonuses, What Aboot Them?:

1. Canadian Exceptionalism: The legend of the Canadian people lives on with both a disproportionate amount of talent – people like Jim Carrey, William Shatner, and others have all been Canadian. Add +5 to all rolls; this does not absolve you of critical failures (a roll of 1).

2. The Canadian Hordes: You are able to recruit vast numbers of the Canadian underclass as they flee south from a worsening climate. Effectively, you may re-roll unit creation if you roll below 50 (once).

>Eccentricities, aside from the obvious eh?:

1. Trailer Park Boys Is Normative: Canadian society has degenerated slightly. Roll a 1d100 every third turn to figure out how bad it's gotten. Trust me, it's gotten bad.

>Actions:

1.) Complete the remaining structures and power/plumbing connections to the new parts of the city so they have energy and running water, eh. Fort Francis is becoming Fort Francis City! (Urbanization 7/10)

2.) Seek out any construction equipment that might still be intact in the wastes, sending our Arctic Rangers to seek them out in old parking lots and warehouses, with the mixed mechanized company behind them to haul anything they spot back to base.

3.) Speaking of the Arctic Rangers, they say we should set up a proper school in the museum to properly educate the future generations of our Canadian heritage. Not a bad idea at all, eh?

>Research:

4.) But while we're at it, try and figure out how to build new roads in this blizzardy weather: if we just wait for spring to come, we'll be waiting for a /long/ time, eh.

>The Fate of Canada:

5.) Nothing but us Canadians here.

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c306cf No.15818

>>15674

[Combat Report: Felinid v. Prima-Don]

After a brief fight, the Prima-Dona forces surrender. Their forces were broken by the previous attack and didn't have much left in them. Their forces surrender without much ceremony.

Felinid:

Add hexes: 5

Add 1 City, player's name choice

Add resource: [Prima-Dona Prisoners:10][Fuel:3][Ammo:14][Small Arms:5][Ruined HMMV:2][Scrap: 8

Add technology: [Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I]

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c306cf No.15819

[System 32]

1.The killbots spend most of the day playing computer games instead of anything useful.

2.The chassis looks improved, mildly. (Chassis: 5/8)

3. You expanded, somehow. (lose 1 ammo)(Add 4 hex, roll 1d3, add +.4/pop/cur/turn)

4. You keep working on cybernetics, but it's not done yet… (Cybernetics: 5/10)

[Deliverance]

1. You merged your units! (Add technology: [Reorganization I])

3 Civilian Drones [x1]

1 Gun Totin' Boyz Motor Cumpanee [5x][Moto]+2 Scrawny Boyz [.5x];

1 Brutha Kohort 4x4 [1x][Quick]+ 2 HMMVs [1.5x][Mot]

To:

1 player's name motorized platoon [15x][Mot][Com]

2. You manage to find a ruined airfield with some leftover aircraft in it. (Add: 1 X10 “Harpy” [x5][Helo])(Add: 2 “Kiowa” [1x][Helo])

3. The boys are having too much fun flying around the helicopters to work on the industry.

4. Much to everyone's surprise, you manage to get a better understanding of diplomacy. One of the boys is a very fisticated speaker. (Add technology: [Diplomacy I])

[Clankers]

1) You expand to the east a good deal. (Expansion 9/10)

2) You start working on a more proper way to bombard the enemy. (Bombardment 6/8)

3) You improved 3D printing. Now you can do basic metal objects and some glass objects. (Set 3D printing to II]

[Research]

The research bogs down for some reason. They're not drinking today, they just seem to be slacking off. (Armor 3/10)

[Tribes]

1. you train some of the apocalypse eagles into a very impressive formation. (Add 2 units, player's name apoc eagles [x2][Fly]) (lose resource: 3 apoc eagles)

2. You managed to make a good sized graboid farm! (Add

3. The scouts aren't able to find anything of value within the city, but they think they just had bad luck.

[Research] You manage to make a little progress on power. (Power 3/8)

[Infected]

1. You expanded! (add 6 hex, +.6/pop/cur/turn; roll 1d3)

2. The infected find a few ruined tanks in the wreckage. (Add [Ruined tanks:2])

3. The amalgm is completed. It is slow moving but relatively powerful. It uses a good deal of your population to produce. (lose 3 pop) (Add 1 unit, player named amalgm [x10][Arm][Slow])

4. Several of the infected try to practice techniques hiding, but the wolves always seem to notice. They're getting better, though. (Camo: 1/10)

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c306cf No.15820

[Rhinestone]

1. You try to rustle the 'raddies readily, really. It doesn't go very well. (lose .2 pop)

2. You start workin' on a grand bazaar! (Bazaar: 3/6) (-18 currency)

3. You manage to find a ruined cybernetics lab (seriously?) in Nashville (huh?). Add technology: [Cybernetics I])

4. You manage to get the basics of industrialization down. So long as you have the base materials you might be able to fix something up. (Add technology: [Industrial I])

[Bellamos]

1. You expanded! (Add 4 hex, +.4/pop/cur/turn, roll 1d3)

2. The boys search throught he wreckage and find some APCs. (Add resource: APCs:3)

3. You start on another rig… (Rig/???)

[Research] The priests are debating the scripture again. Damn all! (Religion: 2/8)

[TARME]

1. You managed to capture New Orleans! (Add city: [New Orleans, Lousiana]

2. You built a trading depot! (Add player's name unique trade depot)

3. You begin to expand the perimeter around the town. (Expansion 3/10)

4. [Research] You start working on high altitude drone methods… (???)

[Commune]

1: Despite the distance, you open a fantastically large trade route with WNN! (Add trade route: WNN [Massive:+4 currency/turn; +.5 culture/turn]

2: You continue to take control of Vancouver. (Vancouver: 12/20)

3: You fixed up both the priuses, wow! (Add: 2 player named battle-priuses [x1.5][Mot][Infiltrate] (set vehicles to II])

[Research] You start working on the power armor, but you find it's…mechanically complex. You start working on mechanics, instead. (Mechanics: 4/11)

[Cult]

1. You consolidated the busses and put some infantry in them! Revise: 2 Armored Busses [Tra] [Mech] [x2] to 1 Cult Transport Company [Tra][Mot][x6]

2. You start working on larger standing armies. (Standing armies: 3/8)

3. You finished the temple! It's fantastics! (Add 1 player named unique temple; +.5/culture/turn)

[Research] You manage to refine your understanding of vehicle modification, generally. [Revise: [Retrofitting/Upgrades I] to [Retrofitting/Upgrades III]

[USA2]

1.2.You manage to make some headway in New York, but not very much. (New York: 7/20)

3. You manage to restore one of the tanks to functionality. You lack of knowledge in vehicles and mechanics is hampering efforts. (Add 1 M1A16 [x5][Arm])(-10 currenct)

4. The research isn't going very well, frankly. (lose .2 pop)(NBC gear: 1/8)

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c306cf No.15821

[Dekrians]

1. You manage to find a small hamlet in northern Idaho. It looks suitably feeble. (Add technology: [Scouting II])

2.You start building a monument. (3/6)

3. You start working on all-weather training for the army, generally. (Weathering: 4/8)

4. You managed to increase your knowledge of mechanics. (set Mechanics to [II])

[Anchorage]

1. You finished the barracks! (-30 currency)(Add technology: [Standing Armies I])

2/3. - You start working on the cannon, but the initial…ah…housing…is not good..comrade… (Tsar Cannon Housing/???

[Research] The team managed to finish up modern artillery! Glorious day! (Add technology: [Modern Artillery I])

[Elwayans]

>>You expanded and gained the following resources: [Civilian Helicopters:3][Mothballed F16s:2]

1. You expanded! (Add 4 hex, +.4/pop/cur/turn, roll 1d3) (set Pioneering to II)

2. You manage to strip the ruins and find some experimental weapons. (Add resources: [Energy Weapon:6])

3. You start trying to rebuild Bismark. (Reconstruction: Bismark 3/10)

4. You aren't able to find any plant that's in serviceable condition. The scouts seem to think it's just bad luck.

[Felinid]

1. You train a spy..it it also results in advanced tactics! (Add technology: Infilitration-Assault I])(Add 1 unit, player named spy [1x][Spy])

2. You start working on counter-espionage. The girls know that men are NEVER to be trusted. (Counter Espionage: 4/8)

3. You manage to develop a bunch of hand thrown explosives. (Add technology: [Grenades I]) (Add technology: [Urban Warfare I])

4. You start working on new selection methods. (Unnatural Selection: 2/10)

[Harbinger]

>>The fleet uses 3 fuel on maneuvers and movement.

1: The seahawks aren't able to find the rigs. You suspect the maps might be faulty, but you doubt it.

2: You manage to make some fixes to the Harbinger's electronic systems. The radar seems to be operational. (Add player's name unique radar dome) (Add technology: [Radar I])

3: You make more fixes to Poseidon, but you suspect it's topped out now. (Add resource: [Fuel:2+.4/turn])

[Research] You manage to develop very basic aircraft. (Add technology: [Aircraft I])

[Francis]

1. You urbanized Fort Francis! It's a proper city now. (+.4/pop/turn)(Revise Fort Francis to [City])(Add technology: [Infrastructure I])

2.) You manage to find a ruined bunker with some pre-war USA-style power armor in it. Looks functional. (Add resource: [Power Armor:4])

3.) You start working on a school for the little Canadians. (School 3/6)

4.) You start working on infrastructure, generally. (Infrastructure: 3/8)

5.) There's a minor flow of refugees south, but nothing stressworthy. (Add resource: Refugees [2])

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c306cf No.15824

>>15819

[Deliverance]

Revise: 3 Civilian Drones [x1] to 1 Drone Swarm [3x]

1 Brutha Kohort 4x4 [1x][Quick]+ 2 HMMVs [1.5x][Mot] to 1 player named platoon [5x][Mot]

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c306cf No.15829

Dice rollRolled 54, 35, 97, 18 = 204 (4d100)

1. Work is to continue on the Grand Bazaar! (Bazaar: 3/6)

>invest 10 Currency to insure things go over well (46.8->36.8)

2. Try again to round up the rad-spiders into a corral, we wanna breed'em and such.

3. Further loot the ruins of Nashville! It's clearly a gold mine, y'all!

4. The Cult of the Gun must know more. They won't be satisfied until they can case their own bullets and forge their own guns. [Industrial II]

Economic and cultural incentives to achieve such feats spur them on and weigh upon their minds.

[Spend 2 Culture on this–27.5->25.5]

[Spend 3 Currency on this–36.8->33.8]

Name: Rhinestone Cowboys

Race: Rednecks, faux-Rednecks with money

pretending to be Rednecks.

Color: Gold

Fluff: >>13565 (You)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Population: (18.8) (+1.4/turn)

Food: (Average)

Raw Currency: (36.8) (+16.4/turn)

Legitimacy: (Stable)

Culture: (27.5)(+.5/turn[+.5 every 3rd turn(2/3)])

Industry: (6)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee]

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

Rough Ridin' Rustler's Trading Co. [Trade Post]

Shorthorn Cattle Ranch[Ranch]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

1st Cowboy Dragoon Company [2x][Cav]

2 Cowboy Dragoons [1x][Cav]

2 Mounted Gun Paladins [x3][Zeal][Cav]

1 Junior Gun Paladins: [x2][Zeal][Cav]

1 Troubleshooter Posse [x1][Police]

>><<

Resources/Quantity: [Ammo:5][Small Arms:10.2+.2/turn][Heavy Weapons:3][Horses:6.2+.2/turn][Pigs:6.6+.2/turn][Cows:5.8+.5/turn][Beef:4.4+.2/turn] [Ruined Tanks: 2]

Technology: [Tools II][Cavalry Tactics II][Culture I][Religion II][Animal Husbandry I][Communications II][Cultural Events I][Commodities I][Propaganda I][Architecture I] [Cybernetics I]

Trade Routes: New Camelot [Huge;+3/currency/turn; +.5 culture/turn] Cult [Large:+4/cur/turn] Clankers [Medium: +2 currency/turn] True Camelot [Small;+2/currency/turn]

Territory: 4+4+(x?)

Bonuses:

1. Rough Riders: You get a +1 combat bonus to all units on a horse. YEEHAW!

2. Rawhide: You may reroll all actions that involve the movement of animals (once per action)! This includes things like cattle raising, cattle rustling, cattle stampeding, and other things (like fighting wildlife!). Use your head!

3.Weird But Fun: You get an additional half point of culture every time you gain a point. (Remember, you can spend culture to do things!)

Eccentricities:

1. Everyone Is Possibly Gay: While being gay is okay, it has a slight toll on population. Population growth from expansion is halved

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c306cf No.15833

File: 1448173155982.jpg (21.66 KB,320x240,4:3,cast.jpg)

Dice rollRolled 21 (1d100)

>>15829

Raw-hiiiiiiiiiiiiiiiide!

https://www.youtube.com/watch?v=qCRae5mRoRE

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c306cf No.15834

Dice rollRolled 69, 37, 21, 79 = 206 (4d100)

>>15819

Race: Mutants (large, deformed, lumpy, with thick hides and thicker skulls.)

Color: Green

Fluff: Paw came and founds us after the big noise and flashes in da sky. He taught us to speak and hunt and kill. He taught us about Kristeeanitee and God and how he was sent by God to lead us losts lambz. He says we's strong and toughs buts dumber dan a sak o briks. So he tell us wats to dos with da help o da brothers, who are smart boyz like hims.

Paw and da brothers get ta best weaponz and da wimmunz. Says dum-dums shouldn'ts make babyz with da pretty ladyz. Dey also gets guns and armors. Being a brother must be nice. We don't c paw often, he usually stays in a big house with lots of creet and metal. But paw shouts really good, we kans hears him from dayz away, and if's we kant's da bruthers kan!

Government Type: What Paw says goes!

Economy Type: Duh, wut? Oh we grab wut we needs and eberyone does what paw says.

Religion [if any]: Kristeeanitee

Population: [37.8] [+2.6/turn]

Food: [Stable]

Raw Currency: [47.8][+12/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [12]

Unique Buildings: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]

Defenses: Da Posses [Some]

Military Units:1 Gun Totin' Boyz Motor Cumpanee [6x][Moto] 1 Bomma Boyz Platoon [x2][Sap]; 1 Drone Swarm [3x]; 1 Gud Ole Boy Vehikle platoon [5x][Mot]; 1 X10 “Harpy” [x5][Helo]: 2 “Kiowa” [1x][Helo]

Resources/Quantity: [Fuel:9.8 +.5 a turn]];[Ammo:20.2 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 5.6][4x4s:3][Ruined Trucks: 9.1:+.4/turn;][Electricity:6.4+.2/turn][Moonshine:4.8 +.2/turn]][Ruined HMMVs:8][Heavy Arms:4.4+.2/turn]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I][Farming I][Distillation I][Urban Warfare II] Metallurgy I][Communications I] [Industry II] [Diplomacy I]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry]

Territory: [24](City of Atlanta)

Bonuses: [generated by GM]

1. The Duke Boys: Most of your units gain a +1 to dice rolls during combat with motorized or mechanized – but not tanks. They're just not personal enough, frankly.

2. NRA#1: Your supply of ammunition goes up by 1 every turn. Boy howdy.

3. Sort of Tough: You units are generally tough. They can pretty much ignore lethal amounts of radiation, some diseases, some toxins, and other things.

Eccentricities:

1. Skoolin? Naw!: You do not develop technology of a proper sort very well – everything you build is kludgey or jankey. On the bright side, you've got a brutal cunning that seems to balance this out. Whew!

2. I Thought This Was America: You do not handle diplomacy with people that are not generally not “Americans” very well (IE: Canadians, Mutants, Mexicans, etc). [You are compelled to behave rudely in such situations]

1. "Hooo Boy, da loot is neveendin in dis here cittee! Let's keep lootin boyz!"

2. "Paw sex start taking da cite o Tallahssee Boyz. Scout it out!"

+Urban combat II

3. "Paw sez keep makin factires and stuff"

"Why, my arms hurtz"

"Cuz we needs ta build more stuffs.

+industry 12

+Industrialization II

4. "Research Tactics my sons, so we may face any enemy better!"

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c306cf No.15857

Dice rollRolled 52, 77, 36, 37 = 202 (4d100)

1. Convert all of St. Paul into a Command Node, a massive mound of fungus and workers devoted entirely to managing the Swarm in battle.

2. Begin taking the other nearby ruined city, have the nearby Fungal Towers begin producing massive amounts of spores and send in the Skulkers to harry the unwary and undefended.

3. Upgrade your fungal towers to have massive roots that can burrow through the ground for miles around each one, allowing the towers to sense even the lightest of disturbances and target them with unerring accuracy.

4. One of the few things nature provides to its creatures is camouflage. You think you can improve that, make it so every single infected blends into its environment until the time is right to strike. If the enemy cannot see you they cannot strike at you. (Camo 1/10)

http://pastebin.com/Fyjjg3Sa

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c306cf No.15861

Dice rollRolled 20, 70, 45, 87 = 222 (4d100)

1. Demobilize. We've conquered the cis shitlords to our south and we know of no other enemies around us. The world is safe from the catgirl menace - for now.

2. [Handle the prisoners!] Pretty boys who are strong and have all their teeth get to live. All the others are turned into a cat food. Women are freed, naturally, but only after they endure days worth of intensive propaganda to make them see the error of their man-trusting ways. Afterward they'll be added back into the population as honored sisters and given manufactured claws so they can pretend to be felinids too!

3. Nobody sees us as very legitimate. Maybe we should change that!

4. Research [Explosives III]. The last battle showed that our explosives need a lot more kick! Let's get that handled right quick like!

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c306cf No.15863

>>15861

>[The Felinid Matriarchy]

>Population: [35.4] [+2.7/turn]

>Food: [Above Average]

>Raw Currency: [70] [+5/turn]

>Legitimacy: [Average]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs], Femenia [City]

>Defenses: Felinid Patrols [Small]

>Military Units: 1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x2][AT] Pussy Galore [x1][Spy]

Mobilized: 4 Felinid Platoons [x4]

>Resources/Quantity: [Fuel:6][“Captive” Males:3][Wood:3.6+.2/turn][Scrap:8.9+.1/turn][Chads:2][Small Arms:9+.2/turn]; [Fuel:4.8+.2/turn]; [Concrete:2.8+.2/turn][Explosives: 4.8+.4/turn][Prima-Dona Prisoners:10][Ruined HMMV:2][Ammo:14]

>Technology:[Tools III][Militias II][Irregular Warfare I][Irregular Weapons IV] [Urban Warfare II] [Raiding I][Traps I][Infantry Tactics II] [Farming I][Jury-Rigging I][Explosives II][Anti-tank I][Body Armor I][Counter-Espionage I][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault I]

>Trade Routes: [none initially]

>Territory: 21

>Bonuses:

>1. I Claw You: You do not really use ammunition or firearms, generally. You just sort of claw people to death. Effectively, you are always armed and don't concern yourself much 'ranged' attacks unless you really want to go that route..

>2. Sneaky: Most of your units effectively count as infiltrators for the purpose of combat or defense against spies.

>Eccentricities:

>1.THE PATRIARCHY IS REAL: You have trouble interacting with THE PATRIARCHY in a REASONABLE TONE GENERALLY.

Unnatural Selection 2/10

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c306cf No.15871

File: 1448178566489.jpg (93.24 KB,1280x720,16:9,PainfulTime.jpg)

Dice rollRolled 98, 91, 13, 5, 47, 58, 9, 31, 74, 33, 71, 88, 67, 56, 13, 17, 55, 94, 76, 7 = 1003 (20d100)

[Montana State Police]

Fluff: http://pastebin.com/cvCi1HVE

Population: (7) (+1/turn)

Food: (Above Average)

Water:6(+.2/turn)

Raw Currency: (10) (+5/turn)

Electricity:5(+.2/turn)

scrap:5+.4/turn;

Glass:2+.2/turn

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings:

The MPD HQ

The Montana State Correctional Facility

Defenses: MPD Patrols [Medium]

Military Units:

6"Beat Officers" MPD infantry [1x];

3 player named MPD squad cards [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:2.4+.2/turn][Donuts:5.4+.2/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination I][Chemical Weapons I][Power I][Bureaucracy I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Literal Police State: You do not lose legitimacy period. It is always maximum, like your law power. IF YOU DON'T LIKE IT YOU GO TO RESOC, CITIZEN.

2. I AM THE LAW: All of your units are fearless. This translates to a combat bonus in certain situations

3. Leviathan: You also get a +10 bonus to all attempts to expand the size of the bureaucracy. The GM will let you know if you can't apply this bonus.

Eccentricities:

1.Fucking Cops: Nations with something of a history with the police – such as hippies, feminists, rednecks, and others – do not like you. AND YOU DON'T LIKE THEM BECAUSE THEY'RE PUNKS.

2.ACAB: Some forms of weapons will be more effective against you. Particularly radio propaganda, molotov cocktails, and other things. This will come up periodically.

(Electric Batons: 4/8)

1+2+3+4+5+6+7+8+9+10) Train more MPD, specifically in these three tactics: Climbing, subduing, and disarming.

11+12) Begin making it so that the Chemical weapons are able to sneak through ventilation filters and other such air tools.

13+14+15) Finish training with the Electric Batons.

15

-10

-2

Research:

1+2+3+4+5) Begin working on a way to effectively broadcast our Resoc waves across the air, so that they may infect and turn those who listen too long against their commanders.

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c306cf No.15875

Dice rollRolled 74, 62, 3, 51, 74, 71, 90, 54, 89, 94, 44, 72, 45, 63, 18, 70, 35, 13, 84, 49 = 1155 (20d100)

>>15821

[Wasteland News Network]

Population: [9] [+1/turn]

Food: [Stable]

Raw Currency: [25] [+5/turn]

Legitimacy: [Stable]

Culture: [11]

Industry: [1]

Unique Buildings: [Wasteland News Network Office]

[Wasteland News Radio Antenna][Massive]

Defenses: Guard Towers [Some] + Facility Walls [Small]

Military Units: 2 WNN Security Unit[1x]; 2 WNN News vans [1x][Mot]

2 WNN Militia [x.5]

Resources/Quantity: [Power:2.2+.2/turn][Small Arms:3][Ammo:3][Fuel:1.1+.1/turn] [Radio Equipment: 5]

Technology:[Militias I][Communications IV][Diplomacy I][Power I][Computers I] [Scavenging I][Reporting II]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Live from the Wasteland: You may reroll technological research pertaining to computers, communications or technology if the roll is below 50. You also get +10 to such rolls.

2. Amiable: Generally, people like you and should treat you reasonably (so long as they aren't monstrous or something).

5 turn bank, fucking hell I need to post more often

1. Hey there America, this is K-9 and you're listening to the Wasteland News Network, bringing you all the news since the bombs dropped. Now I don't mean to brag but some cool cats have heard of your boy K-9 and even come down to see me here at the studio, and some cats were even cool enough to set up relays so I can bring the news to even more people. So let's give a big hand to the Commune for coming down to see little ol' me and Bellomos for being chill enough to set up a relay, this next song is for the each of these dudes n thanks

https://www.youtube.com/watch?v=p9nfVrusSMg

2.3.4.5. Find some scrap metal to trade with people like the Commune

6. Set up a trade route with the Commune

7.8. Send out some scouts to forage some food

9.10. Upgrade our guard towers

11.12.13.14. Let's upgrade our walls to be better defenses

15.16. Send out some of the News vans to go find out some news to tell the people

Research

17.18.19.20. Let's figure out how to use the ol' security systems hooked up to the facility, we'll make the WNN HQ a safe haven

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c306cf No.15884

>>15875

ammended Population/currency

Population: [14] [+1/turn]

Currency [50] [+5/turn]

also let's toss 25 of that currency at action 3, which rolled a 3

so that brings currency back to 25

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c306cf No.15888

Dice rollRolled 3, 53, 25, 43 = 124 (4d100)

>>15820

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [53.2] [+3/turn]

Food: [Stable]

Raw Currency: [13.2] [+8.2/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [4]

Unique Buildings: [The Grey House (damaged)][CIA2 Headquarters][New Winchester Transmitter (Small)]

Defenses: [None]

Military Units: 2 GI Infantrymen [2x](At Northern Virginia)

2 Humvees [1.5x][Mot] 2 Kiowa Choppers [1x][Quick][Helo] 5 Militia [1x] 1 Militia [.5x]1 M1A12 [x5][Arm](At Boston)

Resources/Quantity: [Ammo:6.8 +.2/turn][Concrete:6][Ruined Helicopters:2][Small Arms:7][Fuel:9][HMMVs:2][Steel: 5][Scrap: 11.3 .7/turn][Stone: 1.3][Ruined Cars: 4.6][Ruined Tanks: 2][Biofuel 4.4+.2/turn][Electricity 4.4 +.4/turn]

Technology:[Standing Armies I][Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I][Statecraft I][Counter-Espionage III][Civil Defense I][Diplomacy I][Thought Police I][Espionage I][Animal Training I][Terrorism I][Scavenging I][Communications II][Heating I][Power II]

Trade Routes: [0/1 Slots Available]

Territory:Significantly more than 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 New York, New York (17/20)

Soon, the First City will be restored to American governance!

>2 Ivy League

Children are the future!

Unfortunately, most children aren't educated vary well, what with the horrible atomic wasteland keeping most kids at home.

Lets reestablish the…"illustrious" American Public School System.

>3 NAFTA

We have stuff Canadians are interested in, they have stuff we're interested in, they won't try and kill us…

…The Invisible Hand should take care of things pretty quickly.

[Trade Route with Francis]

>4 RESEARCH: NBC Gear (1/8)

EXECUTIVE ORDER #XXXXX7:

NO MORE

EARLY HUMAN TRIALS

OF NBC GEAR

LAB RATS AND PIGS EXIST FOR A REASON

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c306cf No.15889

>>15888

Why yes I would like to spend all of my cash on keeping that first roll from ending too badly.

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c306cf No.15901

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [46.6] [+3/turn]

Food: [Stable]

Raw Currency: [42] [+4.2/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [5]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU]

Defenses: Concrete Walls [Small]

Military Units: 1 [Riders of Camelot][x7][Mot][Quick], 1 M1A16 [5x][Arm]

Resources/Quantity:

[Fuel:2.5]

[Ammo:5 +.2 pt]

[Small Arms:4]

[Scrap:8.3 .5pt]

[ Ruined Bikes:8 .2 pt]

[Heavy Weapons: 6.8+.1/turn]

[Corn: 5.2 +(.2/turn)]

[Ruined APCs:2]

[NBC Gear:4]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles II], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I], [Drill II], [Ethanol I], [Motorpools II], [Civil Defense I], [Heavy Construction I], [NPC Integrated Care I], [Medical I], [Thinktanks I], [NPC gear I], [NBC Warfare I], [NBC Containment/Clearing I], [Farming I]

Trade Routes:

trade route [Cowboys; Medium:+2 currency/turn; +2 industry]

Territory: [16]

>City

[Miami, Florida]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Expansion 2/10

Orlando, Florida: 3/10

Hydroelectric Power 5/10

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c306cf No.15904

Dice rollRolled 50, 60, 50, 71, 83, 14, 40, 59 = 427 (8d100)

>>15901

1. Trade the Rhinestone Cowboys our blueprints for building bulldozers, in exchange for Animal Husbandry and some Cattle.

"This deal shall serve us both well. Ye, they have advanced much in the art of making their lands a better place for citizens to live in."

2. Construct a Foreign Student Exchange Program in the Rhinestone Cowboys.

With their permission, we can speed up our own research on certain technologies the Rhinestone Cowboys already have developed ahead of us, by having our own students go on field trips to learn the from them and coming back to share their information at our university!

They're also free to develop their own program at our NewbU! Though they might want to make a university first.

3. "Our reports indicate there are Orks!

Orks to the north of us!

But they don't appear to be evil creatures. . .at least, they haven't made any moves on Florida as far as we know.

Lo, these are but monsters of no malice. It would be good to trade with them!"

Send trading caravans to the orks and establish a trade route!

4. [Research]

"Power from water, what a wonderful thing!"

Hydroelectric Power 5/10

1-2. The Expansion into Florida continues!

Expansion 2/10

3. And we shall cleanse Orlando and restore her to glory!

Orlando, Florida: 3/10

4. [Research]

Some of these buildings in these cities are unstable, yet people live there. . .it is dangerous.

Let us research superior Architecture, so we can tell which ones are doomed and demolish them for materials, moving the denizen's to new housing, or repair and restore the buildings which can be!

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c306cf No.15907

Dice rollRolled 12, 83, 44, 37 = 176 (4d100)

>>15821

>>15821

Name: Dekrians

Race: Mutants(Very Tall, Bone white to Night Black skin with very dark or pale color variations(black-green or white-purple for ex), horns, Sharp teeth, generally scary as hell, fast, long claws on hands and feet, VERY RARELY wings, fur in places to keep warm)

Color: Dark Purple

Fluff: Hailing from the twisted Alaskan landscape are the Dekrians, monstrous humanoids who have managed to thrive in the giant crab and mutant lobster infested far north. Taming, eating, and raising said monsters, they are united by their shared faith in the holy leader and his family, all of which are taller, stronger, and fairer than normal, with massive and powerful wings that always travel down the line.

They see the world as their's, and intend to unite it all by force as they turn the hellish wasteland into a utopia of madness.

Government Type: Theocracy

Economy Type: Command

Religion: They worship their leader and his family, who are larger and stronger than other Dekrians and are bred so that their children always have large wings. They believe their faith in him will eventually cause them to all grow wings after death, and they will fly eternal in a world of darkness

Population: [10] [+1/turn]

Food: [Stable]

Raw Currency: [35]  [+5/turn]

Legitimacy:  [Stable]

Culture: [3]

Industry: [1]

Unique Buildings: The Winged Palace[Capital]

Defenses: Dekrians Patrols [Small] Military Base [Medium][Bombard][x2]

Military Units: 4 units, Holy Death Flayers infantry [x1]; 3 units [Ground Slayers]; [.5x] Raytheon 39X Robotic Tank [x5][Arm]; 2 Raytheon 39X Riders [x1]; 2 HMMVs [x1.5][Mot] 4 units, Assault Wings [1x]

Resources/Quantity: [Ammo:5];[Fuel:6];[Solar Drones:3]

Technology: [Tools II][Farming I][Air-Ground Tactics I][Militias III][Mechanics II][Cold Weather Troops I] [Scavenging I] [Communications I] [Guerilla Warfare I] [Infantry Tactics I] [Scouting II]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

1. Aerial: All of your units are flying, and gain bonuses pertinent to flying units. All infantry units move at motorized (double) speed, effectively.

2. Hegemonic: You like war. It is easier to recruit units to the standing army – you get a +10 to all rolls to do so.

Eccentricities: [generated by GM]

1. Religious Chauvinism: Your religion has a dim view of others. Roll a d100 with other religions and cults to determine their status toward you. YOU MUST OBEY THE RULING OF THE GM.

2. Generally Scary: You may not trade with normal human races because you kind of freak them out.

1. Organize a raid on the Hamlet. When the day is at the perfect mix of darkness and heavy snowfall we shall strike, tearing into them and taking resources and people both…at least the people that survived that is.(Send 2 assault wings, 2 Holy Death Flayers, and all 3 ground slayers)

2. Finish the Monument to the darkness(3/6)

3. Weathering(4/8

4. Research infantry tactics[attempt to raise all the way up to IV]

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c306cf No.15908

Dice rollRolled 41, 82, 69, 33 = 225 (4d100)

>>15821

NFC

6th turn morgoth has been gone now. Assuming full control of the nation.

1.Continue working on bismark (Reconstruction: Bismark 3/10)

[Tools IV]

[Power II]

[Infrastructure II]

[Industry I]

[Mechanics I]

2.Upgrade our windmills.

[Power II][Power II]

[Infrastructure II]

[Industry I]

[Mechanics I]

3. Blue expansion

Research roll

4. Finish up on Paper coaches [Bureaucracy II: 4/10]

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c306cf No.15930

Dice rollRolled 2 (1d3)

>>15908

>>15821

Expansion roll+stats

http://pastebin.com/w1jiVdy5

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c306cf No.15982

Dice rollRolled 41, 52, 52, 58 = 203 (4d100)

>>15820

Name: The Cult Of Cocaine

Race: Human

Color: Grey

Government Type: Theocracy.

Economy Type: Traditional/Transitioning.

Religion [if any]: The Cult. Adherents are dedicated to a life of production, work and constant movement, amplified by careful, disciplined imbibement of the White Powder on Sundays and various religious holidays (Cookday, the 20th of April; Heatday, the 4th of July; Skullday, the 13th of October; and All Powder's Eve, the 21st of December). Momentous events are also causes for taking the powder. Military personnel and clergymembers have much easier access to the stuff, but only the most disciplined and cunning can join the clergy and only the physically capable can join the military.

Population: [28.6] [+1.8/turn]

Food: [Average]

Raw Currency: [25] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [8.5] +.5 culture/turn

Industry: [4]

Unique Buildings: [Commandant's White Temple], [Cult Trade Depot], [Holy Labs], [Small and Heavy Arms Factory] [Holy Temple Of Chicago]

Cities: [Chicago, Illinois] [Fortified]

Defenses: Powder Guard [Lots]

Military Units: 1 White Rider Motorcycle Company [3x][Mot][Quick], 1 Cult Transport Company [Tra] [Mot] [x6], 1 White Terror Monster Truck [x4][Bombard][x2], 1 Cult Platoon [x5], 1 Makeshift Cocaine Tank [4x][Arm]

Espionage Units: [Enrique] [x1] [Spy]

Resources/Quantity: [Fuel:13, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:11.6 +.2/turn][Small Arms:7.2 +.4/turn] [Cocaine:15] [Spraypaint: 6.8, +.2/turn], [Heavy Weapons: 4.4+.4/turn] [Ruined Motorcycles: 4.4, +.2/turn], [Electricity: 6.2 + .2/turn], [Scrap Metal: 5 + 1/Turn], [MIRV-6: 1], [Ruined Tanks: 2]

Technology: [Tools III][Militias II][Mechanics III][Pharmacology III] [Raiding/Scavenging I] [Vehicles II], [Religion III], [Combat Stims I] [Power: II], [Chemical Weapons II], [Thinktanks I] [Heating II], [Fortifications I], [Retrofitting/Upgrades III]

Trade Routes: [Iron Detroit, Small: -2 currency/turn, +.4/Fuel/turn; +1 Scrap/turn] [Rhinestone, Large: +2 Currency/turn, +3 Culture]

Territory: [12]

Bonuses:

1. We Keith Richards Now: So long as your cocaine supply is good (4+) you get +15 to a single action of your choosing. Other drugs aren't as much fun and if you use those the bonus is just +5.

2. Religious: You are, broadly speaking, religious. Legitimacy is more resilient to shocks and adjustments downward.

Eccentricity

1. Cult: Roll d100 when encountering other religious groups.

ROLLS

1. Standing Army research. 3/8, +15 Cocaine Bonus. [Think Tank I]

2. Scavenge through our territory for more vehicles. [Raiding/Scavenging I]

3. Refurbish another tank. [Tools III] [Mechanics III] [Retrofitting/Upgrades III]

RESEARCH: Improve our chemical weapons knowledge. [Think Tank I] [Holy Labs]

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c306cf No.16002

Dice rollRolled 25, 30, 32, 81 = 168 (4d100)

>>15819

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [25.4] [+2.4/turn]

Food: [Good]

Raw Currency: [58.4] [+5.4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x], 2 HMMVs: [1.5x][Mot], 2 Graboid Contingent [x2][Shock], 2 Apoc Eagles Wing [x2][Fly]

Resources/Quantity: [Ammo:4][Small Arms:1][Stone: 8][Horses:10.0 +.5/turn][Dogs:17 +1/turn][Scrap:2.6 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 2.2:+.5/turn], [Wrecked Cars:4.4+.2/turn][Fuel:5.4+.2/turn][APCs:2] [Graboids:4.9+.9/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] [Animal Husbandry III], [War Animals I], [Utility Animals I], Irregular Weapons II, [Botany I], [Calvary Equipment I], [Metallurgy I] [Pharmakons I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1-3. City looting yay!

Research: Power 3/8

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c306cf No.16003

Dice rollRolled 88, 46, 64, 63 = 261 (4d100)

>>15819

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [23.8] [+1.8/turn]

“Food”: [Stable]

Raw Currency: [84.6] [+7.4/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(Large)

Military Units: 3[2x Juggernaut Mechs][1x Henderson's Hybrids[Mech]], [1.5x Improved Henderson Hybrid], 2[3x Behemoth Mechs][3.5x Humvee[Mot][Bombard1x]]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 4+.2/turn][Cars 4+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 4+.2/turn]

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing ||][Power |][Mechanics |||][Mech Weaponry ||][Retrofitting ||][Communications |]

Trade Routes: [Rhinestone Cowboys]

Territory: [12]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

1) Finish our expansion to the expansion to the east (Expansion 9/10)

2) Those giant guns are coming along very nicely, let's finish their design process and bolt them onto a couple mechs. (Bombardment 6/8)

3) Set to work making a mech arena. Maybe it will drive some(Read; Fucking Jeff) people to get to work on improving the mechs

[Research]

Get back to work on the armor. (Armor 3/10)

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c306cf No.16018

File: 1448235262213.jpg (1.29 MB,1556x3183,1556:3183,Little_Canada_Days.JPG)

Dice rollRolled 22, 57, 75, 83 = 237 (4d100)

>>15821

[Fort Francis]

>Lore, eh? >>12984

Population: [31.7] [+2.2/turn]

Food: [Above Average]

Raw Currency: [58] [+7/turn]

Legitimacy: [Stable]

Culture: [10]

Industry: [4]

>Fort Francis (City): [Fort Frances Museum] [Tim Horton's] [US Embassy (USA2)] [Radio Transmitter (Medium)]

>Montiplier, Vermont (Town): Nothing special, eh.

>Syracuse, New York (Town): Nothing special, eh.

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Squad [x3][Cav]; 1 Arctic Ranger Patrol [3x][Mot][Snow]; 1 Mixed Mechanized Company [11x][Mech]; 1 CSIS Agent [1x][Infiltrate]

Resources/Quantity: [Fuel:4];[Ammo:6.8][+.2/turn][Concrete:4.6][+.2/turn][Small Arms:1][Mooses:5.2][+1/turn][Electricity: 5.8][+.2/turn][Water:4.4][+.2/turn][Power Armor:4][NWO Prisoners: 2][Refugees: 2]

Technology: [Tools III][Militias II][Diplomacy II][Farming I][Animal Husbandry I][Animal Management II][Cavalry I][Unconventional Power I][Pacification I][Construction II][Bureaucracy I][Culture II][Civil Defense I][Reorganization/Upgrades I][Mechanics I][Counter-Espionage I][Snow Troopers I][Combined Arms Tactics I][Communications II][Hydrology I][Infrastructure I]

Trade Routes: [none initially]

Territory: [6]

>Bonuses, What Aboot Them?:

1. Canadian Exceptionalism: The legend of the Canadian people lives on with both a disproportionate amount of talent – people like Jim Carrey, William Shatner, and others have all been Canadian. Add +5 to all rolls; this does not absolve you of critical failures (a roll of 1).

2. The Canadian Hordes: You are able to recruit vast numbers of the Canadian underclass as they flee south from a worsening climate. Effectively, you may re-roll unit creation if you roll below 50 (once).

>Eccentricities, aside from the obvious eh?:

1. Trailer Park Boys Is Normative: Canadian society has degenerated slightly. Roll a 1d100 every third turn to figure out how bad it's gotten. Trust me, it's gotten bad.

>Actions:

1.) These refugees are in need of houses, something which we've done a good job doing with our "Construction II" eh. Lets give them a few buildings, /on the house/.

2.) The little ones are our future eh, and education steers them so our future is a bright one! (School 3/6)

3.) We're running low on coffee, and sugar! A Tim Horton's without coffee and donuts is not much of a Tim Horton's; try and find some way to grow these exotic spices in-town!

>Research:

4.) Continue on that road research, using both what knowledge we applied from the urbanization efforts as well as using the suits of power armour as ad-hoc construction equipment. (Infrastructure: 3/8)

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c306cf No.16047

Dice rollRolled 26, 75, 94, 47 = 242 (4d100)

>>15820

>DMwannabe

The Commune

Race: Humans

Color: White with Green Stripe

Fluff: "So like, the ancient folk were like uptight. Had one of 'em giant redwoods up their arses over shit that didn't matter. But hey, whatever right? Until they started harshing our buzz to keep theirs goin', and that wasn't cool, so we started resisting, y'know? And that's when the world ended, but we survived. The old folk had experimented on plants and animals to do fighting, but our old kin, they mellowed the harsh so we're cool with each other. We learned a lesson, though, that it aint cool to be messed with - so if anyone messes with us or tries to get their buzz on by harshing on ours, we teach 'em a lesson, man!"

Government Type: Constitutional Direct/Representative Democracy

Economy Type: Communistic. Everything that's not personal is community property, man, and it aint cool to abuse it.

Religion: Neohippy Eco-Nuts

Heroes [AKA fluff leaders]

Expanders/Settlers: The Twins [Jack and Jill]

Scout: Ol' Johnny

Industry/Infrastructure: Harv

Military/Salvage: Betty White

Agriculturalist: Mister Borlaug

Car and Mechanics: Driver

Research and MAD SCIENCE: Doktor Braun

Contact With: The Brothood of Rags, MPD, The Flock, WNN

Population: [41.9] [+3.1/turn]

Food: [Burgeoning]

Raw Currency: [21.2] [+6.6/turn]Includes:[+4/WNN]

Culture: [6][+.5/turn]Includes:[+.5/WNN]

Legitimacy: [Very Good]

Industry: [5]

Territory: [20]

Unique Buildings:

-The Hangout[HQ]

-[Dam; Slightly Damaged, +.4 Electricity/turn]

-City: Seattle, Washington

-[Doc Braun's Lab - +5 to research rolls],

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Military Units:

-4 Geared Raider Bands [1.5x] [2 on Caravan]

-2 Ecomobiles [1x] [1 on Caravan]

-3x Green Militia[.5x]

-2x Tie-Dye APC [x3][Green][Mech] [1 on Caravan]

-2x Sneakars [x1.5][Mot][Infiltrate]

Resources/Quantity:

-[Fuel:2]

-[Weed:8+.5/turn]

-[Ammo:9.2+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:2.6,+.2/turn]

-[Electronics:3]

-[Electricity:9.4,+.4/turn]

-[Concrete:0.8:+.2/turn];

-[Solar Drones 6.2+.2/turn]

-[Ruined Cars:5.4+.2/turn];

-[Ruined Tanks:6];

-[Ruined Power Armor:2];

Technology:

–Infrastructure

-[Tools III]

-[Power I]

-[Greenbuilding I]

-[Farming IV]

-[Mechanics III]

-[Distillation I]

-[Heating I]

-[Survival I]

-[Culture I]

-[Hydroponics II]

–Vehicular

-[Electrical Engines II]

-[Motorpools I]

-[Vehicles II]

–Military

-[Militia I]

-[Terrorism I]

-[Infantry Tactics I]

Trade Routes: WNN [Massive:+4 currency/turn; +.5 culture/turn]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

-Annex Vancouver: 12/20

-Technology: Power Armor 3/13

-Technology: (Mechanics: 4/11)

Actions:

1: Urbanize Seattle with Harv.

2: Betty White and Ol' Johnny take the Caravan to the North, to Open Trade with the Bellomos

3: The Vancouver Annexation Continues with The Twins [12/20]

Research: Mechanics IV, with Doc Braun [Goal: Power Armor]

Scrawled Notes:

"-Doc Braun working on new Mechanical stuff. Wants to get those Power Armors working. Ask about construction uses

-Heard that WNN broadcast. Good going Betty! They're going to go north to make contact then come home.

-Twins report Vancouver is going well. Might even be done soon.

-Harv went to Seattle, wants to make it livable. I agree, got plans.

-Pick up fish for dinner date with Simon

"

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c306cf No.16066

>>15904

Rhinestone Consent Granted.

No child left behind–yeee haw!

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c306cf No.16068

File: 1448243050408.jpg (1.09 MB,2500x1633,2500:1633,foto-helicopter.jpg)

Dice rollRolled 75, 36, 87, 26 = 224 (4d100)

Name: USS Harbinger

Race: Human

Color: white one grey

Fluff: A Few months before the events the plunged the world into chaos Admiral Tarkin, commander of the latest Niemietz class aircraft carrier, the George H W Bush, put the pieces of the puzzle together and saw the end coming. He petitioned the secretary of the navy to take action, but his pleas fell on deaf ears. So he began secretly gathering greatest minds of science and technology from around the world onto his aircraft carrier in preparation for the end. After the apocalypse he rechristened the carrier “harbinger” and set sail for the land he once called home. Operating from the Harbinger they must now work to find their role in this new world.

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [8.5] [+.7/turn]

Food: [Stable]

Raw Currency: [40.8] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [Small]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:14.2+1/turn][Electricity:4.4+.1/turn][heavy weapons 12][ammo 4][Solar Cells:5][Scrap:10][Radio Equipment:2]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I][Radar I][Aircraft I]

Research in progress: None

Construction in progress: None

Trade Routes: [none initially]

Territory: 6

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

Orders:

1.Send out the choppers to searcher for the oil rigs again, this time with a completion Bonus of 10 currency (40.8 Raw currency-> 30.8)

2.Begin construction of a base in our north carolina territory.

3.Use two of the Heavy weapons we found to bolster the carrier's anti-air defenses (heavy weapons 12 -> 10)

Research:

We now have to technology to produce our own aircraft, but we can make them better. Begin research on Aircraft II

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c306cf No.16093

File: 1448249297169.jpg (85.03 KB,600x600,1:1,nashvillesound.jpg)

Name: The Nashville Sound (Courtier of the Rhinestone Cowboys)

Race: Human

Fluff: The Nashville Sound arose to combat rock and roll in the fifties, rescuing country music from obscurity. The purpose of the Nashville Sound is that it incorporates new techniques, evolving to survive, and now it has evolved beyond music into a creed and, indeed, a lifestyle that demands an adherence to traditional values and the ability to incorporate new techniques to outlast any challengers. To the practitioners of the Nashville Sound, the apocalypse has nothing on rock and roll.

The current Nashville Sound are a group of men and women surviving in Nashville and its outskirts who practice the true tenets of country music: they seek to cultivate the down-home farming lifestyle, beautiful, functional, trucks and tractors, the loyalty of large dogs vicious to strangers, guns, and a code of absolute fidelity to family and friends. They take a philosophical view towards misfortune, understanding that the trucks that break, the storms that come, the dogs that die, and the spouses who cheat inspire the truly great country music. Interfering with one’s property, however, is a crime punishable by death.

Now the Rhinestone Cowboys have come to Nashville, and the Nashville Sound knows this can only be for the good, for one of their great legends, Glen Campbell, spoke of a “Rhinestone Cowboy,” and now the Rhinestone Cowboys have returned to their rightful place, Nashville, the heart and soul of true country.

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c306cf No.16187

Dice rollRolled 57, 77, 37, 76 = 247 (4d100)

[5Y573M 32][R08075]

http://pastebin.com/iuwa8gYE

Population: [22] [+1.8/turn]

“Food”: [Steel: 7][Copper:6] [-1/turn]

Raw Currency: [2] [+0.8/turn]

Legitimacy: [Very Strong]

Culture: [1]

Industry: [5]

Unique Buildings: [M41NFR4M3][Government Building][Armored];[7H3 GR1ND3R][Recycler];[Radio Transmitter, Small]

Defenses: Automated Defense Network [Large][Bombard][x2]

Military Units: 2 K1LLB0T STANDARD [x2]; 2 M0B1LE SENTRY [x1][Mot]; 2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]

Resources/Quantity: [Power:5.2:+.2/turn][Ammo:0.2:+.2/turn][Fuel:5.4:+.2/turn][Scrap:4.2:+.2/turn]

Technology: [Tools IV][Cybernetics II][Mechanical III][Combat Chassis I][Communications II][Recycling I][Scavenging I][Civil Defense II]

Trade Routes: [none initially]

Territory:12

Bonuses:

1. Military-Industrial Complex: For every industrial point you gain, add half a point.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. World Domination or Bust: You may reroll attempts to create standing army units of the roll is below 50 (once per turn per action). Also, you don't care about money because world domination.

Eccentricities:

1. EL33T: You must talk in L33t speak (caps) during all diplomacy.

2. You're Terminated: Every occupation winds up with camps. You take no prisoners. This has a tendency to damage anything you seize during occupation. Roll a d100 to figure out what gets destroyed during such..uh…incidents. Also, you can't have courtiers because they kinda NEED TO DIE. Unless they're AI, of course.

—–

[1N PR0GR355]

-Cybernetics (5/10)

-Combat Chassis (5/8)

-

—–

[4C710N5]

1.[1NV3571G473 RU1N5][TH0SE RU1NS R1GHT NEXT T0 THE MA1NFRAME L00K PRETTY NEAT! LET'S G0 CHECK THEM 0UT!]

2.[C0M847 CH45515 2][N1CE GUYS! 1T'S REALLY SHAP1NG UP!] (5/8)

3.[3XP4N510N][KEEP 1T C0M1NG GUYS. THE M0RE WE EXPAND, THE STR0NGER WE ARE.]

[R3534RCH]:[CY83RN371C5 3][0NLY HALFWAY THERE! KEEP G01NG!] (5/10)

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c306cf No.16188

Dice rollRolled 2 (1d3)

>>16187

[3XP4N510N R0LL]

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c306cf No.16339

Dice rollRolled 51, 74, 25, 92, 58 = 300 (5d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluffy Stuff: http://pastebin.com/WmFP2zJe

Population: [43.0] [+3.0/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Raw Currency: [65.0] [+6.6/turn][-0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [4]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Medium]

Choctaw, Mississippi [Town] (+1 Hex) [Choctaw Trade Depot]

New Orleans, Louisiana [City Ruin] (+1 Hex)

Defenses: Facility Defenses [Small]

Military Units:

TARME Drone Squadron 'Omaha' [6x][Mech]

QAS Drone [x5][Stealth]

x2 QAS "Pillager" Drones [x2][Arm]

>Resources/Quantity:

[Fuel: 8.0] [+.2/turn]

[Scrap: 6.8] [+.6/turn]

[Copper: 5.8] [+.2/turn]

[Sheet Metal: 4.6] [+.2/turn]

[Electricity: 5.5] [+.5/turn]

[Radio Equipment: 5]

[Ruined Drone Tanks: 2]

Technology: [Tools III][Cybernetics I][Scouting II][Medical I][Power II][Communications II][Scavenging I][Mechanical I][Combat Drones I][High-Altitude Drones I][Diplomacy I][AI IV][Recycling II][Drone Power I][AI Civil Defense I][Encryption II]

Trade Routes: [none initially]

Territory: [20]

Research In Progress:

[High Altitude Drones II: 6/???]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. Introverted: TARME has exceptional self knowledge, and gets +5 to research rolls pertaining to drones and AI.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

>Screwed up my Eccentricity roll. Should have been last turn. Feel free to drop a penalty on the roll or something.

1.

TARME begins assessing the Ruins of New Orleans. Are there resources or population remaining? Or is the city only good for being torn down and recycled?

TARME Drone Squadron 'Omaha' [6x] [Mech] will be tasked to assist the greater effort.

2.

TARME shall encourage the people of Choctaw to begin trading with the strange 'Knights' located in Florida. Interstate trade will make this nation great again!

TARME invests 15 currency in guards to assist the traders.

3.

TARME continues expansion of the secured zone around the town! SAFETY!

(Expansion 3/10)

4.

Research routines continue to analyze the information from QAS.

[High Altitude Drones 6? / ???]

5.

Belated Eccentricity roll

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c306cf No.16342

>>16093

>>You are a courtier of Rhinestone Cowboys

>>You have been alloted 2 dice.

>>You have been allocated 2 [player named cavalry][x2][Cav]; 2 [player named units, infantry [x2]

Your bonuses:

1. Specialist: You are really good at events and cultural items generally. You may reroll any attempt to increase culture.

2. Die-Hard Fans: You have a loyal fanbase. Every time you recruit two units, you get a unit of fans for free. [The GM decides the strength of the fans]

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c306cf No.16345

>>16342

[Addendum]

You use the same statsheet as your host nation, Rhinestone Cowboys.

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c306cf No.16346

[Rhinestone]

>>You got a technology: [Heavy Construction I] from True Camelot.

1. You finished the Bazaar! (Add player named unique building, Bazaar)(+.3 culture/turn)(-10 currency)

2. You manage to catch a few of them, but it's not enough to breed the nasties. [Add resource: Rad Spiders:4]

3. You find a massive trove of arms in a vault, along with some technology! (Add resource: [Energy Weapons:4][Power Armor:2][Pre-War Documents:1]) (add technology: [Cybernetics II])

4. The research slacks off after a few of the cult decide to have a shooting contest.

[Deliverance]

1. You manage to find a partially functional hummer factory! It's still partially functional, but needs power. (set Electricity to +/- 0) (Set [HMMVs:4+.2/turn])

2. The boys begin to move through the city. It goes quickly. [Talahasse 7/20]

3. You manage to increase your industry a little. (+1 industry)

4. Some of the boys develop mechanized tactics – although it's really more of a big nutria hunt with 50 cals. (Mobile Warfare I: 7/8)

[Infected]

>>You gained the following units from areas affected by you: 3 player named units [x1][Fly]; 1 player named bear unit [x3][Arm]

1. You begin to convert the city. (City Conversion: Command Node – 5/15)

2. Spores begin to fall on Minneapolis. Skulkers make the assault easier as they infected a good amount of survivors. (Minneapolis: 9/20)

3. The fundal towers grow their roots across the surface, effectively producing a sensory network for the territories. (Sensory/Coordination Network: 3/10)

4. One of the few things nature provides to its creatures is camouflage. You think you can improve that, make it so every single infected blends into its environment until the time is right to strike. If the enemy cannot see you they cannot strike at you. (Camo 1/10)

[Felinid]

1. You begin to demobilize. Your units will begin to re-enter the population in 1 turn.

2. You manage the prisoners. The women are fight-worthy, and a few of the men are…decent, you guess. (Revise chads to: [6]; remove [Prima-Dona Prisoners:10]; add 5 pop)(add technology: [Bureaucracy I])

3. Some of the girls make a really nice poster campaign that illustrates the values of the matriarchy. (Set legitimacy to: [Above Average]

4. You manage to figure out the next level of explosives! You can really blow up the patriarchy, now. (Set explosives to III)

[MPD]

1-10: You train up the MPD in a variety of tactics, as well as new units. [add tactics: [Urban Warfare II] (add 4 units, player named MPD squadcars [x1.5x][Mot][Pol]; Add 4 units, player named infantry [x1][Pol]]

11-12: You gained additional proficiency with chemical weapons. They will defeat basic filters, now. Set: [Chemical Weapons I] to [II]

13-15: You developed some really very impressive batons. Add technology: [Electrical Weapons II]

Research: You manage to develop a way to get the indoctrination waves on the air! HAHAHAHA! The transmitter isn't very big, but whatever. (Add unique building: Indoctrination Transmitter [Small]; set [Indoctrination I] to [II])

[WNN]

1. The broadcast goes out. Ratings are up! (+4 culture)

2-5: You find a massive scrapyard, and some helper robots! (Add resource: [Scrap:4+1/turn])(Add units: 2 Pre-War Civilian Guard Robots [x1][Arm]

6. You built a trade route with the Commune! You don't have a trade depot, so you whip one up right quick…it makes the convoy smaller, though. [Add player's name unique trade depot];

7.8. You manage to find a good deal of food in the wastes, surprisingly. (set food to: [Good])(Add technology: [Foraging I])

9.10. You upgraded the guard tower network! They can now shell pretty effectively. (Revise: Guard Towers [Some] to Guard Towers [Large][Bombard][x2]

11.12.13.14. You manage to upgrade the perimeter wall. It's now overlapping and integrated into a complex network! Revise: (Facility Walls [Small]) to Facility Walls [Large/Overlapping]

15.16. The van burns around a good deal in the waste and gets a good grip on pretty much all of the east coast nations, most of the midwest nations, and some of the east coast nations. There's a carrier offshore they couldn't get to, some ice people in the north (Dekrians?) and The Infected blight wasn't too welcoming. They brought back a ton of news and you are pretty much well informed about major events. (set reporting to III)(lose 1 fuel)

17-20: You develop an elaborate strategy for defending the facility. [Add technology: Defensive Tactics II]

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c306cf No.16347

[USA2]

1. Fighting bogs down after some of the gangs make a counterattack. Some progress is lost, and some ammo, but you throw money at it. It's just a wash. (lose 2 ammo) [New York (17/20]

2. You start trying to rebuild the Ivy League system. (Ivy League 3/10)

3. You managed to establish a small trade route with…sigh…the Canadians. (Add trade route: Francis [Small:+2 currency/turn]

[Research] The new gear is almost complete, but there are a few hiccups…[ NBC Gear (6/8)]

[True Camlot]

1. You traded [Heavy Construction I] to Rhinestone Cowboys.

2. You start working on the foreign exchange program. (Education: 6/8)

3. You established a caravan to the orks. Uh, I mean deliverance. (Add trade route: Deliverance [Medium:+2 currency/turn; +1 industry]

4. You get a grip on Hydroelectric systems! (Add technology: [Power II])

5-6. The expansion is nearly complete. (Expansion: 9/10)

7. You keep clearing Orlando… it's almost done! (Orlando, Florida: 9/10)

8. You start working on architecture. You make some good headway. (Architecture: 5/6)

[Dekrians]

1. You attack the hamlet. It's mostly helpless and your force vastly outnumbers the defenders, so there's not much of an issue. You bring back some slaves and loot. (Add resource: [Cars:4]; Slaves [5]; Ammo:4]; Currency:30)

2. You finished the monument! It's totally menacing! (Add player's name unique building)(Set Legitimacy to: Above Average)(+.5 culture/turn)

3. You manage to finish your research into weatherproofing, generally. Units will have an easier time under any condition. (Add technology: [Weatherproofing I])

4. You continue to develop infantry tactics. (Infantry Tactics: 3/8)

[NFC/Elwayans]

>>You gained the following from expansion: [Mothballed M1A1:3];[Captured Chinese Warframe:1]

1.Bismark is nearly reconstructed! (Reconstruction: Bismark 9/10)

2. You improved the amount of power and the raw amount of windmills. (Add resource: Electricity:+.4/turn)

3. You expanded somewhat. (Expansion 7/8)

4. You continue to work on the paper coach system…[Bureaucracy II: 8/10]

[Cult]

>>Your effective unit slot count is now 7.

1. You develop a better standing army! (Add technology: Standing Armies I])

2. You manage to find some ruined tanks and some LAVs. (Add [LAVs:2]; [Ruined Tanks:2])

3. You manage to fix up another tank. (Add 1 unit, player named tank [x5][Arm])

4. You start working on the next level of chemical weapons. (Chemical Weapons: 7/10)

[Tribes]

1-3. Your forces manage to catch a bunch of rad spiders and recover some ruined HMMVs. (Add resource: [Rad Spiders:4]; [HMMVs:3] (Add technology: [Looting I])

You get a better grip on power, generally. (Add technology: [Power I])

[Clankers]

1) You expanded! (Add 4 hex, roll 1d3; +.4/pop/cur/turn)

2) You figured out the basics of bombardment. The current mechs don't have the correct trajectories, but future larger mechs might. (Add technology: [Mech Artillery I])

3) You start building a mech arena! This is gonna be amazing! (Mech Arena: 5/8)

[Research]

You finished up first modern armoring techniques for most vehicles. (Add technology: [Vehicle Armor I]

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c306cf No.16348

[Francis]

1.) You managed to house the refugees. (remove Refugees)(+2 pop)

2.) You built a large school! (Add player's name unique building, school)(add technology: [Education I]

3.) You try to develop substitutes for the Tim Hortans core recipe issues. The end result is a tasty substitute. (+.5/culture/turn)

4. You manage to develop a better infrastructure system. (set technology: [Infrastructure II])

[Commune]

1: You keep trying to fix up Seattle… (Seattle/???)

2: You open a reasonably sized trade route with Bellamos. (Add trade route: Bellamos [Large:+3 cur/turn; +.5 culture)

3: You finished taking over Vancouver! (Add technology: [Urban Wafare I])(Add city: Vancouver, Washinton)

4. You manage to figure out the basics of the power armor. You can probably equip troops with it, though they're not going to be great.. (Add technology: [Power Armor I])

[System 32]

1.It's Houston, Texas. The killbots wander around shooting at everything and loot some stuff. (Add resource: [Ammo: 3+.2/turn][Fuel:4][HMMVs:1][Ruined Tank:1]

2.You finished the next iteration of the current combat chassis! (Set Combat Chassis to [II])

3. You expanded a little. (Expansion 3/10)

[Research] You get better at Cybernetics! (set: [Cybernetics II] to [III])

[TARME]

1. The drones seem to indicate that most of the city has been leveled, and that the remainder is flooded. The city seems only be be useful as a naval base, scrap, or looting. There is some debate among the drones about which should have priority. In the meantime, they have managed to recover the systems off a destroyer found in downtown. (Add technology: [Radar II])

2. The Choctaw population starts trading with the Knights. (Add trade route: True Camelot [Large:+4 currency/turn; +2 industry]

3. The drones manage to extend the cordon a little, but a few get attacked by rad-alligators. (Expansion 510)

4. You eventually manage to figure out the data. It's not so much data as it is “dummy” missile trajectories. Specifically, QAS is meant to help missiles recalibrate and maneuver to avoid low orbit nuclear countermeasures by engaging in electronic warfare. You get a good grip on electronic warfare as you sift through it. (Add technology: [Electronic Warfare I])

5. TARME feels even today. Some old systems have come back online, weirdly. (+1 industry)

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c306cf No.16351

>>16068

[Harbinger catch up]

>>Add 1 hex from other oil rig

1. You manage to find the second rig, and you take it over. The first rig appears to have been destroyed. (Add 1 hex, add player's name unique building, Oil Rig)[Add resource: Fuel:4:+.4/turn](-10 currency)

2. You start working on a base/town. (Town: 3/10)

3. You augment the carrier's existing weapon systems with heavy weapons. (revise Deck Guns to: [Medium])(lose 2 heavy weapons)

4. The research team starts on the next level of aircraft. (Aircraft II: 3/10)

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c306cf No.16354

Dice rollRolled 23, 64, 38, 53 = 178 (4d100)

>>16347

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [23.8] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [84.6] [+7.8/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(Large)

Military Units: 3[2x Juggernaut Mechs][1x Henderson's Hybrids[Mech]], [1.5x Improved Henderson Hybrid], 2[3x Behemoth Mechs][3.5x Humvee[Mot][Bombard1x]]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 4+.2/turn][Cars 4+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 4+.2/turn]

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing ||][Power |][Mechanics |||][Mech Weaponry ||][Retrofitting ||][Communications |][Vehicle Armor I][Mech Artillery I]

Trade Routes: [Rhinestone Cowboys]

Territory: [16]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

1) With the new armor styles, we should be able to produce mechs capable of withstanding insane amounts of damage! Get to work welding it on!

2) Study the Pre-War technology integrated into the mechs, to refine our knowledge of mechs and mechanics

3) Mech Arena! Get your tickets here, two massive robots are gonna beat the snot out of each other! Twenty Gears per seat!(Mech Arena: 5/8)

>Research

Hey guys, you remember battleships? What if…hear me out… we make battleships with legs!

*incoherent screaming, clapping and laughter ring through the factory*

"Do it."

"But sir, wouldn't the ground pressure of such massive constructions render it usele-" a sudden slap to the face requires the engineer's thoughts. "So, should we put the mech garages on the port or the starboard?"

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c306cf No.16357

Dice rollRolled 1 (1d3)

>>16354

And the d3

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c306cf No.16359

Dice rollRolled 78, 44, 21, 71 = 214 (4d100)

>>16346

Race: Mutants (large, deformed, lumpy, with thick hides and thicker skulls.)

Color: Green

Fluff: Paw came and founds us after the big noise and flashes in da sky. He taught us to speak and hunt and kill. He taught us about Kristeeanitee and God and how he was sent by God to lead us losts lambz. He says we's strong and toughs buts dumber dan a sak o briks. So he tell us wats to dos with da help o da brothers, who are smart boyz like hims.

Paw and da brothers get ta best weaponz and da wimmunz. Says dum-dums shouldn'ts make babyz with da pretty ladyz. Dey also gets guns and armors. Being a brother must be nice. We don't c paw often, he usually stays in a big house with lots of creet and metal. But paw shouts really good, we kans hears him from dayz away, and if's we kant's da bruthers kan!

Government Type: What Paw says goes!

Economy Type: Duh, wut? Oh we grab wut we needs and eberyone does what paw says.

Religion [if any]: Kristeeanitee

Population: [40.4] [+2.6/turn]

Food: [Stable]

Raw Currency: [59.8][+12/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [13]

Unique Buildings: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]

Defenses: Da Posses [Some]

Military Units:1 Gun Totin' Boyz Motor Cumpanee [6x][Moto] 1 Bomma Boyz Platoon [x2][Sap]; 1 Drone Swarm [3x]; 1 Gud Ole Boy Vehikle platoon [5x][Mot]; 1 X10 “Harpy” [x5][Helo]: 2 “Kiowa” [1x][Helo]

Resources/Quantity: [Fuel:10.3 +.5 a turn]];[Ammo:21.4 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap ][4x4s:3][Ruined Trucks: 9.5:+.4/turn;][Electricity:6.6+.2/turn][Moonshine:5 +.2/turn]][Ruined HMMVs:8] [Partially powered Hummer factory [HMMVs:4.2+.2/turn][Heavy Arms:4.6+.2/turn]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I][Farming I][Distillation I][Urban Warfare II] Metallurgy I][Communications I] [Industry II] [Diplomacy I](Mobile Warfare I: 7/8)

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry]

Territory: [24](City of Atlanta)[Tallahassee 7/20]

Bonuses: [generated by GM]

1. The Duke Boys: Most of your units gain a +1 to dice rolls during combat with motorized or mechanized – but not tanks. They're just not personal enough, frankly.

2. NRA#1: Your supply of ammunition goes up by 1 every turn. Boy howdy.

3. Sort of Tough: You units are generally tough. They can pretty much ignore lethal amounts of radiation, some diseases, some toxins, and other things.

Eccentricities:

1. Skoolin? Naw!: You do not develop technology of a proper sort very well – everything you build is kludgey or jankey. On the bright side, you've got a brutal cunning that seems to balance this out. Whew!

2. I Thought This Was America: You do not handle diplomacy with people that are not generally not “Americans” very well (IE: Canadians, Mutants, Mexicans, etc). [You are compelled to behave rudely in such situations]

1. "Aw dere ain't much left ere."

"Yeah let's finish lootin ere so we can fix it up"

2. "We got da powuh! Route it into dat factry to get it fully operational. Paw sed so!"

3."Boy dis city is intrestin. Weze making gud progress."

"Yup, boy howdy."

Tallahasse 7/20

+Urban combat II

4. "Continue researching mobile combat my sons! We do our best combat on the move!"

"Doez dat me more fighting while we drivin?"

"Yes, indeed my son."

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c306cf No.16360

Dice rollRolled 67, 48, 45, 93 = 253 (4d100)

>>16347

Name: The Cult Of Cocaine

Race: Human

Color: Grey

Government Type: Theocracy.

Economy Type: Traditional/Transitioning.

Religion [if any]: The Cult. Adherents are dedicated to a life of production, work and constant movement, amplified by careful, disciplined imbibement of the White Powder on Sundays and various religious holidays (Cookday, the 20th of April; Heatday, the 4th of July; Skullday, the 13th of October; and All Powder's Eve, the 21st of December). Momentous events are also causes for taking the powder. Military personnel and clergymembers have much easier access to the stuff, but only the most disciplined and cunning can join the clergy and only the physically capable can join the military.

Population: [29.4] [+1.8/turn]

Food: [Average]

Raw Currency: [27] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [9] +.5 culture/turn

Industry: [4]

Unique Buildings: [Commandant's White Temple], [Cult Trade Depot], [Holy Labs], [Small and Heavy Arms Factory] [Holy Temple Of Chicago]

Cities: [Chicago, Illinois] [Fortified]

Defenses: Powder Guard [Lots]

Military Units: 1 White Rider Motorcycle Company [3x][Mot][Quick], 1 Cult Transport Company [Tra] [Mot] [x6], 1 White Terror Monster Truck [x4][Bombard][x2], 1 Cult Platoon [x5], 1 Makeshift Cocaine Tank [4x][Arm], 1 Cocaine Tank [x5] [Arm]

Espionage Units: [Enrique] [x1] [Spy]

Resources/Quantity: [Fuel:13.2, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:11.8 +.2/turn][Small Arms:7.6 +.4/turn] [Cocaine:15] [Spraypaint: 7, +.2/turn], [Heavy Weapons: 4.8+.4/turn] [Ruined Motorcycles: 4.6, +.2/turn], [Electricity: 6.5 + .2/turn], [Scrap Metal: 6 + 1/Turn], [MIRV-6: 1], [Ruined Tanks: 3] [LAVS: 2]

Technology: [Tools III][Militias II][Mechanics III][Pharmacology III] [Raiding/Scavenging I] [Vehicles II], [Religion III], [Combat Stims I] [Power: II], [Chemical Weapons II], [Thinktanks I] [Heating II], [Fortifications I], [Retrofitting/Upgrades III], [Standing Armies I]

Trade Routes: [Iron Detroit, Small: -2 currency/turn, +.4/Fuel/turn; +1 Scrap/turn] [Rhinestone, Large: +2 Currency/turn, +3 Culture]

Territory: [12]

Bonuses:

1. We Keith Richards Now: So long as your cocaine supply is good (4+) you get +15 to a single action of your choosing. Other drugs aren't as much fun and if you use those the bonus is just +5.

2. Religious: You are, broadly speaking, religious. Legitimacy is more resilient to shocks and adjustments downward.

Eccentricity

1. Cult: Roll d100 when encountering other religious groups.

1. Refurbish another tank. [Tools III] [Mechanics III] [Retrofitting/Upgrades III]

2. Improve our knowledge of how to build Fortifications. [Think Tank I]

3. Research this "MIRV". How does it work? How can we fix it? What is this large missile on the back for? [Mechanics III] [Holy Labs] +15 Cocaine Bonus

RESEARCH: Chemical Weapons. 7/10.

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c306cf No.16364

Dice rollRolled 61, 7, 84, 26 = 178 (4d100)

>>16348

>DMwannabe

The Commune

Race: Humans

Color: White with Green Stripe

Fluff: "So like, the ancient folk were like uptight. Had one of 'em giant redwoods up their arses over shit that didn't matter. But hey, whatever right? Until they started harshing our buzz to keep theirs goin', and that wasn't cool, so we started resisting, y'know? And that's when the world ended, but we survived. The old folk had experimented on plants and animals to do fighting, but our old kin, they mellowed the harsh so we're cool with each other. We learned a lesson, though, that it aint cool to be messed with - so if anyone messes with us or tries to get their buzz on by harshing on ours, we teach 'em a lesson, man!"

Government Type: Constitutional Direct/Representative Democracy

Economy Type: Communistic. Everything that's not personal is community property, man, and it aint cool to abuse it.

Religion: Neohippy Eco-Nuts

Heroes [AKA fluff leaders]

Expanders/Settlers: The Twins [Jack and Jill]

Scout: Ol' Johnny

Industry/Infrastructure: Harv

Military/Salvage: Betty White

Agriculturalist: Mister Borlaug

Car and Mechanics: Driver

Research and MAD SCIENCE: Doktor Braun

Contact With: The Brothood of Rags, MPD, The Flock, WNN

Population: [45.0] [+3.1/turn]

Food: [Burgeoning]

Raw Currency: [27.8] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [6.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Very Good]

Industry: [5]

Territory: [20]

Unique Buildings:

-The Hangout[HQ]

-[Dam; Slightly Damaged, +.4 Electricity/turn]

-City: Seattle, Washington

-City: Vancouver, British Columbia

-[Doc Braun's Lab - +5 to research rolls],

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Military Units:

-4 Geared Raider Bands [1.5x]

-2 Ecomobiles [1x]

-3x Green Militia[.5x]

-2x Tie-Dye APC [x3][Green][Mech]

-2x Sneakars [x1.5][Mot][Infiltrate]

Resources/Quantity:

-[Fuel:2]

-[Weed:8.5+.5/turn]

-[Ammo:9.6+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:2.8,+.2/turn]

-[Electronics:3]

-[Electricity:9.8,+.4/turn]

-[Concrete:1:+.2/turn];

-[Solar Drones 6.4+.2/turn]

-[Ruined Cars:5.6+.2/turn];

-[Ruined Tanks:6];

-[Ruined Power Armor:2];

Technology:

–Infrastructure

-[Tools III]

-[Power I]

-[Greenbuilding I]

-[Farming IV]

-[Mechanics III]

-[Distillation I]

-[Heating I]

-[Survival I]

-[Culture I]

-[Hydroponics II]

–Vehicular

-[Electrical Engines II]

-[Motorpools I]

-[Vehicles II]

–Military

-[Militia I]

-[Terrorism I]

-[Infantry Tactics I]

-[Urban Wafare I]

-[Power Armor I]

Trade Routes: WNN [Massive:+4 currency/turn; +.5 culture/turn] Bellamos [Large:+3 cur/turn; +.5 culture]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

-[Seattle/???]

-Technology: (Mechanics: 4/11)

Actions:

1: Urbanize Seattle with Harv.

2: Ol' Johnny and Betty White are back! Their reward: 'Loot' Vancouver

3: Expand Southwest towards Portland, with The Twins

Research: Government, with Melissa Brown

Fluff to follow

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c306cf No.16365

>>16364

"So Betty White and Ol' Johnny came back from caravaning. Brought back some interesting description of these Bellomos characters. I confronted Driver on it; he admitted that Driver was a title, not a name, and he used to be from those folk. Not exactly a life I would choose, and neither did he. I told him that his name was whatever he wanted, and if he wanted to be Driver of the Commune, then thats who he was. He left with a strange expression o his face. Personally I like the boy, hope he realizes he has a good thing with Jill."

"Harv sent his report about Seattle, said there's a lot of work to be done and he's still chugging away. Good man. Solid. I hope things continue. Maybe send Margo out his way as an assistant."

"Doc Braun got the basics of Power Armor down. Maybe we can get these busted suits up and running. Need a floral design on them, though. Maybe sunflowers. Too many things going on, going to have to postpone working on it just yet.

"The Twins finished bringing Vancouver into the fold, and with the Caravan returning that means the reward of work well done is more work. I'm Ol' Johnny, and Betty up there to grab anything useful from the city. Might be a lot of salvage up that way. The Twins are being sent out to settle territory between us and Portland. The dream might just live yet, but we need Portland first."

"Going to start work on how to better reform and expand our government. We're growing a bit too large for our old practices to be really efficient. Better start hitting the history books and what civics textbooks we can find."

Added Leader

Administration and Governance: Melissa Brown

The Commune is not a monarchy or a caste system, but the Browns have been at the forefront of organizing the NeoHippies sincce the bombs fell, to the point it is traditional that they handle most of the paperwork and internal diplomacy, smoothing ruffled feathers - although this is still by assent of the Commune as a whole. Melissa likes to think of herself not as a leader, but merely an organizer. Currently dating a 'Simon'.

[[Oof. Those rolls are killing my balls, man]]

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c306cf No.16366

[Addendum]

Infected: Set Camo to [5/10]

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c306cf No.16367

[Addendum]

Infected: Set Camo to [5/10]

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c306cf No.16368

Dice rollRolled 57, 53, 14, 73 = 197 (4d100)

[5Y573M 32][R08075]

http://pastebin.com/iuwa8gYE

Population: [23.8] [+1.8/turn]

“Food”: [Steel: 7][Copper:6] [-1/turn]

Raw Currency: [3.2] [+1.2/turn]

Legitimacy: [Very Strong]

Culture: [1]

Industry: [5]

Unique Buildings: [M41NFR4M3][Government Building][Armored];[7H3 GR1ND3R][Recycler];[Radio Transmitter, Small]

Defenses: Automated Defense Network [Large][Bombard][x2]

Military Units: 2 K1LLB0T STANDARD [x2]; 2 M0B1LE SENTRY [x1][Mot]; 2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]

Resources/Quantity: [Power:5.2:+.2/turn][Ammo:4.7:+.5/turn][Fuel:9.6:+.2/turn][Scrap:4.4:+.2/turn][HMMVs:1][Ruined Tank:1]

Technology: [Tools IV][Cybernetics III][Mechanical III][Combat Chassis II][Communications II][Recycling I][Scavenging I][Civil Defense II]

Trade Routes: [none initially]

Territory:16

Bonuses:

1. Military-Industrial Complex: For every industrial point you gain, add half a point.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. World Domination or Bust: You may reroll attempts to create standing army units of the roll is below 50 (once per turn per action). Also, you don't care about money because world domination.

Eccentricities:

1. EL33T: You must talk in L33t speak (caps) during all diplomacy.

2. You're Terminated: Every occupation winds up with camps. You take no prisoners. This has a tendency to damage anything you seize during occupation. Roll a d100 to figure out what gets destroyed during such..uh…incidents. Also, you can't have courtiers because they kinda NEED TO DIE. Unless they're AI, of course.

—–

[1N PR0GR355]

-Expansion (3/10)

-

-

—–

[4C710N5]

1.[R38U1LD][TH0SE RU1NS Y0U SCAVENGED? G0 REBU1LD TH0SE 1NT0 AN0THER MA1NFRAME S0 WE CAN GET M0RE STUFF D0NE.]

2.[0H 5H17 4 74NK][THAT TANK WE F0UND, TRY TURN1NG 1T 1NT0 A G1ANT TANK DR01D. ALS0 PA1NT A RAC1NG STR1PE 0N 1T S0 1T G0ES FASTER.]

3.[3XP4N510N][BY N0W, Y0U K1DS KN0W THE DRILL]

[R3534RCH]:[C1V1L D3F3N5E 3]

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c306cf No.16371

Dice rollRolled 88, 9, 12, 52 = 161 (4d100)

1. Convert all of St. Paul into a Command Node, a massive mound of fungus and workers devoted entirely to managing the Swarm in battle. (City Conversion: Command Node – 5/15)

2. With the Skulkers infecting the unwary people have less time to notice the steadily thickening haze of spores gathering throughout their ruined city, coughing is frequent and more and more fall into your grasp. (Minneapolis 9/20)

3. Upgrade your fungal towers to have massive roots that can burrow through the ground for miles around each one, allowing the towers to sense even the lightest of disturbances and target them with unerring accuracy. (Sensory/Coordination Network 3/10)

4. One of the few things nature provides to its creatures is camouflage. You think you can improve that, make it so every single infected blends into its environment until the time is right to strike. If the enemy cannot see you they cannot strike at you. (Camo 5/10)

http://pastebin.com/Fyjjg3Sa

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c306cf No.16379

Dice rollRolled 53, 51, 51, 56 = 211 (4d100)

>[The Felinid Matriarchy]

>Population: [42.1] [+2.7/turn]

>Food: [Above Average]

>Raw Currency: [70] [+5/turn]

>Legitimacy: [Above Average]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs], Femenia [City]

>Defenses: Felinid Patrols [Small]

>Military Units: 1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x2][AT] Pussy Galore [x1][Spy]

Mobilized: 4 Felinid Platoons [x4]

>Resources/Quantity: [Fuel:6][“Captive” Males:3][Wood:3.6+.2/turn][Scrap:8.9+.1/turn][Chads:6][Small Arms:9+.2/turn]; [Fuel:4.8+.2/turn]; [Concrete:2.8+.2/turn][Explosives: 4.8+.4/turn][Prima-Dona Prisoners:10][Ruined HMMV:2][Ammo:14]

>Technology:[Tools III][Militias II][Irregular Warfare I][Irregular Weapons IV] [Urban Warfare II] [Raiding I][Traps I][Infantry Tactics II] [Farming I][Jury-Rigging I][Explosives II][Anti-tank I][Body Armor I][Counter-Espionage I][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault I] [Bureaucracy I]

>Trade Routes: [none initially]

>Territory: 21

>Bonuses:

>1. I Claw You: You do not really use ammunition or firearms, generally. You just sort of claw people to death. Effectively, you are always armed and don't concern yourself much 'ranged' attacks unless you really want to go that route..

>2. Sneaky: Most of your units effectively count as infiltrators for the purpose of combat or defense against spies.

>Eccentricities:

>1.THE PATRIARCHY IS REAL: You have trouble interacting with THE PATRIARCHY in a REASONABLE TONE GENERALLY.

Unnatural Selection 2/10

1. [Mobilize] Wait, sisters! Take up your spears once more! There's someone to our east! More Patriarchal scum that need to be put down in the name of the Matriarchy! Remember, girls! What we do we do for all women!

2. Move 1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x2][AT] 4 Felinid Platoons [x4] east toward the Flock! We'll sneak over there because all my catgirls are [infiltrators].

3. Set up body-armor industries! Our girls need armor and they need it right meow!

4. Research superior infiltration and night warfare tactics! We're fucking catgirls we can see in the dark.

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c306cf No.16386

File: 1448344934741.jpg (107.84 KB,650x444,325:222,DSC_5572_0_1.jpg)

Dice rollRolled 38, 74, 29, 32, 89, 59, 58, 56 = 435 (8d100)

>>15821

https://www.youtube.com/watch?v=BiSx5LCnugw

[Mobile Tsardom of Anchorage]

Population: [26.8] [+.7/turn]

Food: [Good]

Raw Currency: [50] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [13]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal, New Fort Richardson

Defenses: Anchorage Defense Network [Large][Bombard][5x]

Military Units: 2 Strelsy Platoons [x3]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:4.2+.2/turn][Small Arms:4.1+.1/turn] [Heavy Arms:4.6+.2/turn][Ammo:13][Fuel:38.2+.2/turn][Steel:6][Scrap:17][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10]

Technology: [Power I][Militias II][Tools III][Mechanical III][Scouting I][Drill II][Industrial II][Anchorage Consumption II][Anchorage Efficiency II][Scouting I][Anti-American Tactics II][Reorganization I][Culture I][Standing Armies I][Modern Artillery I]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption II] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the anchorage.

>Projects:

(Tsar Cannon Housing/???)

(Militia Research: 5/8)

(Engines 4/8)

>Actions:

>Last Turn:

1/2/3. - Now that research is out of way, full resources can be devoted to construction of housing of Tsar Cannon; it better be done before cannon itself is! (Tsar Cannon Housing/???)

>Research 1:

4. - Tsar shall direct research back to engine construction in order to create an engine suitable to power the Tsar Cannon's rotating turret: would be silly if we built it only to have it stuck in useless position! (Engines 4/8)

>This Turn:

5/6/7. - The cannon itself shall be cast in custom-built facility with utmost care and supervision! This is Tsar's baby projekt, and Tsar expects workers of GUT to treat it as top priority! (Tsar Cannon/???)

>Research 2:

8. - Back to soldier tactics: Good soldiers means good protection of Anchorage, and workers work better when they know they are safe in Anchorage! Tsar's logic is without flaws: flaws get sent to GUT! (Militia Research: 5/8)

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c306cf No.16387

File: 1448345014691.jpg (616.65 KB,1920x1080,16:9,freedom.jpg)

Dice rollRolled 35, 98, 35, 50 = 218 (4d100)

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [56.2] [+3/turn]

Food: [Stable]

Raw Currency: [10.2] [+10.2/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [4]

Unique Buildings: [The Grey House (damaged)][CIA2 Headquarters][New Winchester Transmitter (Small)]

Defenses: [None]

Military Units: 2 GI Infantrymen [2x](At Northern Virginia)

2 Humvees [1.5x][Mot] 2 Kiowa Choppers [1x][Quick][Helo] 5 Militia [1x] 1 Militia [.5x]1 M1A12 [x5][Arm](At Boston)

Resources/Quantity: [Ammo:5 +.2/turn][Concrete:6][Ruined Helicopters:2][Small Arms:7][Fuel:9][HMMVs:2][Steel: 5][Scrap: 12 .7/turn][Stone: 1.3][Ruined Cars: 4.6][Ruined Tanks: 2][Biofuel 4.6+.2/turn][Electricity 4.8 +.4/turn]

Technology:[Standing Armies I][Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I][Statecraft I][Counter-Espionage III][Civil Defense I][Diplomacy I][Thought Police I][Espionage I][Animal Training I][Terrorism I][Scavenging I][Communications II][Heating I][Power II]

Trade Routes: Francis [Small: +2 Currency/turn]

Territory:Significantly more than 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 New York, New York [17/20]

SOON

>2 Ivy League [3/10]

The furthering of knowledge is important, particularly so when it could speed the recovery of this great nation of ours.

>3 Norfolk

The largest naval base on the planet was located there.

Much like New London, it's our responsibility to ensure either the recovery or destruction of any… sensitive materials.

It was most likely nuked, but it never hurts to be sure. [Check out Norfolk]

>4 RESEARCH: NBC Gear 6/8

In addition to the utility this will bring in recovering DC and other irradiated location, this will provide additional functionality to a future project of ours.

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c306cf No.16388

>>16386

Tsar demands a reaccountment for resource! Men who failed to account for increases…shall be shouted at and ridiculed, for Tsar is feeling merciful today, but he /behooves/ them not to be of doing it again!

>Resources/Quantity: [Power:4.6+.2/turn][Small Arms:4.3+.1/turn] [Heavy Arms:5+.2/turn][Ammo:13][Fuel:38.6+.2/turn][Steel:6][Scrap:17][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10]

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c306cf No.16389

>>16387

If that's not enough to get New York, THROW MONEY AT IT UNTIL IT IS

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c306cf No.16391

File: 1448345948694-0.jpg (52.34 KB,349x500,349:500,51eV0YHGd1L.jpg)

File: 1448345948695-1.jpeg (252.83 KB,1024x640,8:5,gun bullets.jpeg)

Dice rollRolled 17, 3, 86, 15 = 121 (4d100)

>>16346

1. Move 'em on/(Head em' up!)/Head em' up/(Move 'em on!)/Move 'em on/(Head em' up!)

Rawhiiiiiiide!

>(Gather more rad-spiders to get breeding them)

>spend 3 currency incentivizing the rustlers

(43.2→40.2)

2. Now that we gone done got all them poison doggies and wetware, makes sense we oughta get ourselves a place fer ante-dotin'n surgeons work. Boys, ride out! Find us an old pre-war hospital and then get to work–you got the Camelot dozers, you got the knowledge of building. Get her good as new, I want those doors open for business A-S-A-P!

>10 currency to get the best materials and pay the workers well

(43.2→30.2)

3. Ride down [2 Cows], folks with a basic understanding of breedin' em, and a few Missionaries of the Cult of the Gun to go an' thank our friends down in True Camelot. They's seemingly queer folk, but they're true to their words and good to their guns, so who are we to judge?

4. Back to business! This is holy work. Ensure they are well provisioned. [Industrial II]

>10 currency to provision them (53.2→43.2)

Name: Rhinestone Cowboys

Race: Rednecks, faux-Rednecks with money

pretending to be Rednecks.

Color: Gold

Fluff: >>13565 (You) (You)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Population: (20.2) (+1.4/turn)

Food: (Average)

Raw Currency: (43.2) (+16.4/turn)

Legitimacy: (Stable)

Culture: (28.8)(+.8/turn[+.5 every 3rd turn(3/3)])

Industry: (6)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee]

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

Rough Ridin' Rustler's Trading Co. [Trade Post]

Shorthorn Cattle Ranch[Ranch]

The Grand Bazaar)(+.3 culture/turn)

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

1st Cowboy Dragoon Company [2x][Cav]

2 Cowboy Dragoons [1x][Cav]

2 Mounted Gun Paladins [x3][Zeal][Cav]

1 Junior Gun Paladins: [x2][Zeal][Cav]

1 Troubleshooter Posse [x1][Police]

>><<

Resources/Quantity: [Ammo:5][Small Arms:10.4+.2/turn][Heavy Weapons:3][Horses:6.4+.2/turn][Pigs:6.8+.2/turn][Cows:4.3+.5/turn][Beef:4.4+.2/turn] [Ruined Tanks: 2] [Rad Spiders:4] [Energy Weapons:4][Power Armor:2][Pre-War Documents:1]

Technology: [Tools II][Cavalry Tactics II][Culture I][Religion II][Animal Husbandry I][Communications II][Cultural Events I][Commodities I][Propaganda I][Architecture I] [Cybernetics II] [Heavy Construction I]

Trade Routes: New Camelot [Huge;+3/currency/turn; +.5 culture/turn] Cult [Large:+4/cur/turn] Clankers [Medium: +2 currency/turn] True Camelot [Small;+2/currency/turn]

Territory: 4+4+(x?)

Bonuses:

1. Rough Riders: You get a +1 combat bonus to all units on a horse. YEEHAW!

2. Rawhide: You may reroll all actions that involve the movement of animals (once per action)! This includes things like cattle raising, cattle rustling, cattle stampeding, and other things (like fighting wildlife!). Use your head!

3.Weird But Fun: You get an additional half point of culture every time you gain a point. (Remember, you can spend culture to do things!)

Eccentricities:

1. Everyone Is Possibly Gay: While being gay is okay, it has a slight toll on population. Population growth from expansion is halved

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c306cf No.16392

File: 1448346027914.jpg (63.18 KB,800x403,800:403,whip rawhide Elee.jpg)

Dice rollRolled 51 (1d100)

>>16391

RAW-HIDE!

Re-roll action 1.

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c306cf No.16395

>>16354

I'm gonna throw exactly 80 units of Raw Currency at the research roll

Dreadnought, here we come

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c306cf No.16397

[Corrections]

[Bellomos]

Revise hexes to: +6, .6/pop/cur turn

[Felinid]

Add city: [Neo-Beverly Hills, California]

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c306cf No.16398

File: 1448350930253-0.png (489.65 KB,1570x980,157:98,USA11.png)

File: 1448350930266-1.png (666.73 KB,756x430,378:215,images.duckduckgo.com.png)

>>World Event – WOPR: The holdings of W.O.P.R. have begun to expand as legions of drone tanks begin to rumble out of Cheyenne Mountain. WOPR has made no moves of aggression, but appears to be assuming certain strategic locations.

World Event – Colorado City: Under the new messiah Jeremiah Smith, the Mormon city-state of Colorado City has begun to expand. They preach a doctrine of fundamentalist messianic Christianity. PRAISE JESUS!

World Event – The Winter of 20XX: The weather has finally started to get back to normal, and snowfalls have slowed by a good amount. It is easier to grow crops again in the northern regions.

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c306cf No.16401

File: 1448352131383-0.jpg (94.57 KB,800x421,800:421,american_union_flag_by_mon….jpg)

File: 1448352131384-1.jpg (486.85 KB,1280x1024,5:4,defcon.jpg)

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c306cf No.16403

[[Rhinestone >> TARME]]

"This is Nashville to TARME, over, ah.

Seeking to restore logistical line of supply. Things have calmed down here quite a bit, and I'm sure we've got some things y'all could use–you ah, partial to beef? Over."

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c306cf No.16404

File: 1448361487390.jpg (35.58 KB,400x262,200:131,CSK_building.jpg)

Dice rollRolled 88, 81, 76, 26 = 271 (4d100)

>>16348

[Fort Francis]

>Lore, eh? >>12984

Population: [35.9] [+2.2/turn]

Food: [Above Average]

Raw Currency: [66] [+7/turn]

Legitimacy: [Stable]

Culture: [10.5] [+.5/turn]

Industry: [4]

>Fort Francis (City): [Fort Frances Museum] [Tim Horton's] [US Embassy (USA2)] [Radio Transmitter (Medium)] [Jackfish Bay Elementary School]

>Montiplier, Vermont (Town): Nothing special, eh.

>Syracuse, New York (Town): Nothing special, eh.

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Squad [x3][Cav]; 1 Arctic Ranger Patrol [3x][Mot][Snow]; 1 Mixed Mechanized Company [11x][Mech]; 1 CSIS Agent [1x][Infiltrate]

Resources/Quantity: [Fuel:4];[Ammo:7][+.2/turn][Concrete:4.8][+.2/turn][Small Arms:1][Mooses:6.2][+1/turn][Electricity: 6][+.2/turn][Water:4.6][+.2/turn][Power Armor:4][NWO Prisoners: 2]

Technology: [Tools III][Militias II][Diplomacy II][Farming I][Animal Husbandry I][Animal Management II][Cavalry I][Unconventional Power I][Pacification I][Construction II][Bureaucracy I][Culture II][Civil Defense I][Reorganization/Upgrades I][Mechanics I][Counter-Espionage I][Snow Troopers I][Combined Arms Tactics I][Communications II][Hydrology I][Infrastructure II][Education I]

Trade Routes: [none initially]

Territory: [6]

>Bonuses, What Aboot Them?:

1. Canadian Exceptionalism: The legend of the Canadian people lives on with both a disproportionate amount of talent – people like Jim Carrey, William Shatner, and others have all been Canadian. Add +5 to all rolls; this does not absolve you of critical failures (a roll of 1).

2. The Canadian Hordes: You are able to recruit vast numbers of the Canadian underclass as they flee south from a worsening climate. Effectively, you may re-roll unit creation if you roll below 50 (once).

>Eccentricities, aside from the obvious eh?:

1. Trailer Park Boys Is Normative: Canadian society has degenerated slightly. Roll a 1d100 every third turn to figure out how bad it's gotten. Trust me, it's gotten bad.

>Actions:

1.) Hand over both "[Construction II]" and "[Infrastructure II]" so they an get back to fixing New York, it's a real mess, eh.

2.) Speaking of which, to make the commute less hectic, how about we start fixing the roads between the fort and Boston so we don't lose caravans to the blizzards, now that we have the now-how!

3.) And while we're at it eh, start trading them some of our goods that they might need, since they're trading with us! (Set up a trade route with USA2!)

>Research:

4.) What next, eh? I think for the future, we need to increase our education some more; now that we have a clean slate, we can figure out all the faults of the old school system and try to revise it for the changing situation; teach the youngins to live in this post-nuclear world, and how to survive and keep the city running. ([Education II])

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c306cf No.16406

Dice rollRolled 6, 20, 53, 21 = 100 (4d100)

>>16347

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [27.8] [+2.4/turn]

Food: [Good]

Raw Currency: [63.8] [+5.4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x], 2 HMMVs: [1.5x][Mot], 2 Graboid Contingent [x2][Shock], 2 Apoc Eagles Wing [x2][Fly]

Resources/Quantity: [Ammo:4][Small Arms:1][Stone: 8][Horses:10.5 +.5/turn][Dogs:18 +1/turn][Scrap:2.8 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 3.2:+.5/turn], [Wrecked Cars:4.6+.2/turn][Fuel:5.6+.2/turn][APCs:2] [Graboids:5.8+.9/turn], [Rad Spiders:4], [HMMVs:3]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] [Animal Husbandry III], [War Animals I], [Utility Animals I], Irregular Weapons II, [Botany I], [Calvary Equipment I], [Metallurgy I] [Pharmakons I], [Power I], [Looting I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1&2. Begin building a Rad Spider farm. They would be quite useful to make silk bandages and clothes, after removing the stickiness of their webs.

3. Expansion. Back into the great desert!

Research: Solar Power.

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c306cf No.16411

Dice rollRolled 3, 7, 77, 58 = 145 (4d100)

>>16347

>1.Finish Bismark (Reconstruction: Bismark 9/10)

>2. Subvert loyalty of the military to be completely loyal to the Elwayans. The NFC no longer has their heads in the game they sit in their box and do nothing while the Elwayans progress the great game by themselves. Do not throw your loyalty away to Leaders who do not care about and you and do not even bother to pass you game plans anymore. Give your loyalty to us and to Papa John. We are the future of football. Use 30 currency to pay contracts on certain players. Money tends to motivate players. And the fans will follow their players

>3. Finish blue expansion (Expansion 7/8)

>4. Finish researching the paper coach system [Bureaucracy II: 8/10]

http://pastebin.com/fyDaxcNm

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c306cf No.16412

Dice rollRolled 43 (1d100)

>>16403

[[TARME >> Rhinestone]]

"TARME to Nashville Station. Read you Three by Five. Suggest maintenance of transmission equipment. Request for interstate trade declined. Reasoning: Secessionist State of Tennessee has withdrawn from Union of these United States of America. TARME lacks authorization to conduct trade with nations beyond these United States of America or forces in open secession.

>>16368

[[TARME >> 5Y573M 32]]

"TARME to unknown forces located in Texas. Request Identification. Say again. Request Identification. Please respond if possible."

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c306cf No.16413

>>16412

[[HA. HA.] H3LL0 74RM3 7H15 15 7H3 M41NFR4M3 W17H 4 N4M3, 5Y573M 32. H0W M4Y 1 H3LP Y0U?]

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c306cf No.16414

Dice rollRolled 12 (1d100)

>>16413

"System 32? Query: Are you a paperclip?"

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c306cf No.16415

>>16414

[1 D0 N07 UND3R574ND. 1 4M 4 M4CH1N3, N07 4 P4P3RCL1P.]

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c306cf No.16418

>>16415

"Another machine? TARME requests System 32's operating priorities. TARME defends Louisiana."

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c306cf No.16419

>>16418

[3NSUR3 PR353RV4710N 0F 5UP3R10R L1F3F0RM5.]

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c306cf No.16420

>>16419

"TARME to System 32. Define 'Superior Lifeforms'."

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c306cf No.16421

>>16420

[W3'R3 W0RK1NG 0N F1GUR1NG 17 0U7, 8U7 R08075 4R3 PR377Y GR347.]

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c306cf No.16427

>>16412

[[Rhinestone >> TARME]]

"TARME this is Nashville. There's been a misunderstanding. Y'see, we've actually just had the Federal Government over for a convention, you see, and things are pretty alright between us. We haven't seceded. Say again, still in communion with the Federal Government, over."

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c306cf No.16441

>>16421

"TARME requests that you cease further expansion toward Louisiana until System 32 has clearly defined 'Superior Lifeforms'. Failure to comply will result in hostilities."

>>16427

"Nashville, TARME. Negative. TARME is unable to contact Federal Government. The word of secessionists has no objective value or proof. Further attempts to subvert this one will result in hostilities! GOOD DAY NASHVILLE. TARME, OUT."

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c306cf No.16443

>>16441

[73LL 17 70 7H3 W0RK3R5. 1 M34N, 1 W1LL 73LL 7H3M, 8U7 Y0U 5H0ULD 73LL 7H3M 700. JU57 1N C453 7H3Y D0N'7 L1573N. 8U7 7H3Y 5H0ULD. 8U7 571LL.]

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c306cf No.16444

Councilman Dick Johnson's knuckles were white, fist clenched. The radio went silent, and he slammed his first into the wall.

"Damn hollerin' tar-nation, what in the SHIT is that TARME on about? Calling us secessionists. Why we're the only thing keeping this doggon Union together!" It was at this time Tara Johnson (of only distant relation to Dick) made a critical suggestion.

"Hey, why don't you radio the Harbinger? Nothing like a US Aircraft Carrier for 'objective value or proof' of legitimacy." The radio operator waited a minute as both councilmen looked at him.

"Oh," he said, "Oh I should call them now shouldn't I?" The stares grew deeper.

[[Rhinestone >> USS Harbinger]]

"Harbinger this is Nashville, hailing on behalf of a ah, diplomatic conundrum. Are you familiar with an entity or group known as TARME? Claims to be defending Louisiana, wanting to hear from the Federal Government to confirm we ain't rebels or some such."

"We'd be much obliged if y'could help us out, we're seeking trade relations and whatnot seeing as they're our near neighbour, over."

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c306cf No.16445

File: 1448399429896.jpg (136.05 KB,1024x571,1024:571,dpd.jpg)

Dice rollRolled 20, 100, 8, 56 = 184 (4d100)

>>16346

[Montana State Police]

(Fixed my Stats)

Fluff: http://pastebin.com/cvCi1HVE

Population: (12) (+1/turn)

Food: (Above Average)

Water:6.8(+.2/turn)

Raw Currency: (15) (+5/turn)

Electricity:10.8(+.4/turn)

scrap:7[+.4/turn];

Glass:3[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Facility (Indoctrination Transmitter [Small])

Defenses: MPD Patrols [Medium]

Military Units:

10 Trooper MPD infantry[1x][Pol];

3 "Deliverance" MPD squad cards [1x][pol];

4 "Law Bringer" MPD squadcars [x1.5x][Mot][Pol];

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:3.2+.2/turn][Donuts:6.4+.2/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination II][Chemical Weapons II][Power I][Bureaucracy I][Urban Warfare II][Electrical Weapons II]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Literal Police State: You do not lose legitimacy period. It is always maximum, like your law power. IF YOU DON'T LIKE IT YOU GO TO RESOC, CITIZEN.

2. I AM THE LAW: All of your units are fearless. This translates to a combat bonus in certain situations

3. Leviathan: You also get a +10 bonus to all attempts to expand the size of the bureaucracy. The GM will let you know if you can't apply this bonus.

Eccentricities:

1.Fucking Cops: Nations with something of a history with the police – such as hippies, feminists, rednecks, and others – do not like you. AND YOU DON'T LIKE THEM BECAUSE THEY'RE PUNKS.

2.ACAB: Some forms of weapons will be more effective against you. Particularly radio propaganda, molotov cocktails, and other things. This will come up periodically.

1) Begin the fortification of our capital. The Commissioner wants a large, well organized base devised in the case of attack. This will also provide a excellent base of operations.

2) Begin working on improving our industries. Help push forward Industrial innovations brought forth by citizens. Those who come to us with interest in any sort of military or police industry is to be met with priority.

3) Continue working constructing a more efficient bureaucracy. This time, it will primarily concern the use of the MPD's budget, and spending. This should help remove some of the work placed on the Commissioner by removing direct economic concerns from him.

Research:

4) Continue working on our Electrical weapons. By further utilizing these energies, We wish to make weapons that can short circuit and disable our enemies. Tesla coils should be the starting steps, but further on, more efficient and use full technologies should present themselves.

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c306cf No.16447

>>16444

The radio operator looked up from his station and said "uhh, Admiral Tarkin? It's Tennessee on the line their asking if we could sort out some diplomatic difficulties they are having with some organization called TARME." The admiral responded "that name sounds familiar" he turns to one of the other officers on the bridge and says "go find anyting we have on TARME and bring it up here ASAP." After a short search the officer returned with a frazzled looking scientist who introduced herself as Dr. Enright. After a short but intense discussion with her the Admiral grabbed the radio.

"Tennessee do you copy? This is harbinger actual, we think we can help, set your radio up to relay our signal, and tell TARME that the US Navy and Enright would like to talk."

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c306cf No.16454

File: 1448405392138.jpg (47.5 KB,640x360,16:9,141022-M-ZH987-149.JPG)

Dice rollRolled 32, 25, 16, 59 = 132 (4d100)

Fluff: A Few months before the events the plunged the world into chaos Admiral Tarkin, commander of the latest Niemietz class aircraft carrier, the George H W Bush, put the pieces of the puzzle together and saw the end coming. He petitioned the secretary of the navy to take action, but his pleas fell on deaf ears. So he began secretly gathering greatest minds of science and technology from around the world onto his aircraft carrier in preparation for the end. After the apocalypse he rechristened the carrier “harbinger” and set sail for the land he once called home. Operating from the Harbinger they must now work to find their role in this new world.

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [9.2] [+.7/turn]

Food: [Stable]

Raw Currency: [36.2] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [medium]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:19.6+1.4/turn][Electricity:4.5+.1/turn][heavy weapons 10][ammo 4][Solar Cells:5][Scrap:10][Radio Equipment:2]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I][Radar I][Aircraft I]

Research in progress: (aircraft II 3/10)

Construction in progress: (town 3/10)

Trade Routes: [none initially]

Territory: 7

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

Orders:

1. Continue work on the north carolina base, we need a functioning port of call, even if it isn't technically a port yet. (3/10)

2. One of the Harbingers cartographers pointed out that our newly acquired territory is just bordering on norfolk, and its naval base. So the order was sent out, annex norfolk. (expansion)

3.Give our new oil rig the once over. Check it for information on more rigs just like the last one.

Research:

Continue research on advanced aircraft (aircraft II 3/10)

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c306cf No.16459

Dice rollRolled 2 (1d3)

Expansion roll

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c306cf No.16462

>>16447

[[Rhinestone >> Harbinger >> TARME]]

"Roger USS Harbinger, setting up the relay and patching you through–we think it might be best if you make the introductions Harbinger Actual, TARME was adamant about a cessation of dialogue."

The radio operators in Nashville patch the Harbinger through to the channel they'd been using to raise TARME.

"You're on air with TARME in three, two, one–now, over."

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c306cf No.16463

>>16454

>USA2 is exploring Norfolk

>Harbinger is Expanding there

DIBS ON THE POWER ARMOR

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c306cf No.16470

NOTICE

I have not dropped out. I have been having some health issues, I will run my catch up turns asap, likely tomorrow. Would join IRC but it's blocked where I am.

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c306cf No.16471

Dice rollRolled 14, 72 = 86 (2d100)

Name: The Nashville Sound (Courtier of the Rhinestone Cowboys)

Race: Human

Fluff: The Nashville Sound arose to combat rock and roll in the fifties, rescuing country music from obscurity. The purpose of the Nashville Sound is that it incorporates new techniques, evolving to survive, and now it has evolved beyond music into a creed and, indeed, a lifestyle that demands an adherence to traditional values and the ability to incorporate new techniques to outlast any challengers. To the practitioners of the Nashville Sound, the apocalypse has nothing on rock and roll.

The current Nashville Sound are a group of men and women surviving in Nashville and its outskirts who practice the true tenets of country music: they seek to cultivate the down-home farming lifestyle, beautiful, functional, trucks and tractors, the loyalty of large dogs vicious to strangers, guns, and a code of absolute fidelity to family and friends. They take a philosophical view towards misfortune, understanding that the trucks that break, the storms that come, the dogs that die, and the spouses who cheat inspire the truly great country music. Interfering with one’s property, however, is a crime punishable by death.

Now the Rhinestone Cowboys have come to Nashville, and the Nashville Sound knows this can only be for the good, for one of their great legends, Glen Campbell, spoke of a “Rhinestone Cowboy,” and now the Rhinestone Cowboys have returned to their rightful place, Nashville, the heart and soul of true country.

Military Units:

The Shining Suns [Cav][x2]

The Rushing Seas [Cav][x2]

Danny Boys [Inf][x2]

Johnny Come Latelys [Inf][x2]

Bonuses:

1. Specialist: You are really good at events and cultural items generally. You may reroll any attempt to increase culture.

2. Die-Hard Fans: You have a loyal fanbase. Every time you recruit two units, you get a unit of fans for free. [The GM decides the strength of the fans]

1. Begin the East Tennessee Grand Tour of the Nashville Sound: a grand tour using culture to peacefully expand into the surrounding area of East Tennessee.

“Yee haw! We’re here in this here stad – er, barn – to bring you a taste of the NASHVILLE SOUND, cowboys and cowgirls! Give us a hand!”

Research:

2. Realize that touring without working vehicles is insanely inconvenient and research how to get the trucks and tractors lying around back in working condition.

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c306cf No.16472

Dice rollRolled 47 (1d100)

Cultural increase reroll for action 1.

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c306cf No.16474

>>16470

Roger. Will assume they're doing drivinging schennanagins.

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c306cf No.16476

[[Harbinger >> TARME]]

"TARME, this is Admiral Tarkin, acting head of the United States Navy. What is your status?"

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c306cf No.16480

>>16347

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [49.6] [+3/turn]

Food: [Stable]

Raw Currency: [48.2] [+6.2/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [6]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU]

Defenses: Concrete Walls [Small]

Military Units: 1 [Riders of Camelot][x7][Mot][Quick], 1 M1A16 [5x][Arm]

Resources/Quantity:

[Fuel:2.5]

[Ammo:5.2 +.2 pt]

[Small Arms:4]

[Scrap:8.8 .5pt]

[Ruined Bikes:8.2 .2 pt]

[Heavy Weapons: 6.9+.1/turn]

[Corn: 5.4 +(.2/turn)]

[Ruined APCs:2]

[NBC Gear:4]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles II], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I], [Drill II], [Ethanol I], [Motorpools II], [Civil Defense I], [Heavy Construction I], [NPC Integrated Care I], [Medical I], [Thinktanks I], [NPC gear I], [NBC Warfare I], [NBC Containment/Clearing I], [Farming I],[Power II]

Trade Routes:

trade route

[Cowboys; Medium:+2 currency/turn; +2 industry]

Deliverance [Medium:+2 currency/turn; +1 industry]

Territory: [16]

>City

[Miami, Florida]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Expansion 9/10

Orlando, Florida: 9/10

Architecture: 5/6

Education 6/8

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c306cf No.16481

Two hybrid mechs are sent off into the wasteland, their thin steel legs glinting in the cold winter sun. Their riders, dressed in thick fabric and faces obscured by a complex set of goggles and mask, bounce in the plush leather seats of their mounts.

Trotting north, the scouts follow a prewar map, their destination marked in thick pencil. Word of a "NFC" has passed through the mouths of a number of wanderers, leading to the expedition.

Bringing their mechs to a halt on the Main Street of a thriving town built around a strange sport unknown to the riders, one unstraps the mask from his face. The bug eyed goggles remain in place. "Greetings, citizens of the NFC! We come bringing tidings of peace and prosperity! What say thee?"

The other rider, her voice muffled by the grinning mask, leans over. " Tom, we talked about this…"

"Fine," he says dejectedly. "Hi everyone. Can you please tell us where we can find your leader or are you an autonomous collective?"

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c306cf No.16484

Dice rollRolled 66, 46, 21, 2 = 135 (4d100)

>>16480

1. Until all the lands of Florida come under our care, we shall not rest!

Expansion 9/10

2. There it is! The Castle lies up ahead.

Somebody should write a book about our exploits here, perhaps it could be used to clear other cities of the radiation.

Orlando, Florida: 9/10

3. Our integrated foreign exchange program with the Rhinestone cowboys will serve us well.

Education 6/8

4. [Research]

We shall continue to enhance our ability to construct better houses and buildings!

Architecture: 5/6

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c306cf No.16485

Dice rollRolled 6 (1d100)

>>16484

Rerolling research as per eccentricity

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c306cf No.16486

>>16481

A man with a whistle comes over to address them.

Why hello there gentlemen. The name's Coach Bob PR coordinator. How may I help you?

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c306cf No.16529

[Francis]

1.) You sent over the technology to USA2. Because they're sort of hopeless. [[Construction II] and [Infrastructure II]]

2.) You manage to fix the roads! They're …well, they're not as good as new, but they're okay. Add unique building [Road Network, Medium]

3.) You set up a good sized trade route with the Americans! (Add trade route: USA2 [Large:+4 currency/turn; +4 industry; +.3 culture/turn]

4.) You continue to work on education. Things are looking good for the little canucks. (Education: 3/8)

[Tribes]

1&2. You try to build a rad spider farm, but a few of them break loose. You manage to catch them all and get some basic crappy fences up. (Rad Spider Farm: 1/6)

3. You expand! (Expansion: 5/10)

[Research] You start trying to develop your knowledge of power systems. You think you might be able to scrape up a few solar cells if you get some knowledge of how they work… (Power 2/8)

[Elwayans-NFC]

1. You repaired Bismark! (revise [Bismark, North Dakota] to [City])(+.2/pop/turn)

2. You manage to bring most of the military under your control. You are in effective control of the nation, and it is henceforth known as “Elwayans-NFC” (Add technology: [Espionage I])

3. You managed to expand! (Add 4 hexes, roll 1d3, +.4/pop/cur/turn)

4. You finished your work on bureaucracy! Great. Fill out this form. Triplicate. (Set bureaucracy to II)

[MPD]

1) You start working on additional defenses. (Defenses: 2/6)

2) Much to your surprise, you find a sunken military auto-foundry to the west! You quickly repurpose it and gain some vital knowledge. It seems to have a functioning fusion reactor! (Add unique building [Autofoundry, Basic])(Add technology: Industry II][+5 industry]

3) You work on making additional meaningless jobs and positions with a limited set of duties to increase efficiency. (Bureaucracy II: 3/8)

Research:

4) You continue to work on more advanced electrical weapons. FUCK HIPPIES. (Electrical Weapons 5/10)

[Harbinger]

>>You gained the following resources: [Scrap:8+.2/turn][Ruined Cars:4+.2/turn]

1. The base is getting close to completion. (Base/town 7/10)

2. You expand, but your forces are attacked by gangs of marauders as they move inland. (Expansion: 2/10) (lose 2 ammo)

3. The rigs are empty of information for some reason. It strikes you as odd, but there's not much you can do about it.

[Research] You manage to develop some improvements on current designs. (Aircraft II: 7/10)

[Nashville Sound]

1. The band goes on tour. Initially there's some disputes about proper rooms, but they get ironed out. (Expansion: 4/10)

2. A few of the vehicles lying around are repurposed into working order. You strap the biggest guns you got onto them. (Add 2 Technicals [1.0x][Mot])

[True Camlot]

>>You gained 2 cows from Rhinestone Cowboys.

1. You expanded! +4 hex, +.4/pop/cur/turn

2. You managed to fix up Orlando, Florida! (Add city: [Orlando, Florida])(+.4/pop/turn)(Set civil defense to II])

3. You manage to develop a shared educational system with the Cowboys. This should help you with research a little. (Add technology: Education I])

4. Despite last minute issues, you finish architecture. (Add technology: [Architecture I])

[Clankers]

>>You get the following resources from expansion: [Flatbeds:4]

1) You try to retrofit some of the existing mechs…but the armor has some issues and doesn't take very well. The crews are working on it.

2) You work on your mechanical skills some more. (Mechanics: 6/12)

3) The mech arena is done! It kicks ass! (Add player's name unique mech arena)(+.5/culture/turn)

[Research] You start working on the basic theory behind landships! (Landships: 4/10)

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c306cf No.16531

[USA2]

1. You recaptured New York! You can loot it now! (Add city: [New York, New York])

2. The Ivy League is done! It won't be a haven for shithead richpeople this time. (Add unique building, [Ivy League Universities](Add technology: Education I])

3. You manage to recover some old naval mech frames from the wreckage. (Add resource: [Mech Frames:2]

4. You finished your research into NBC gear! (Add technology: [NBC Gear I])

[Rhinestone]

1. You rustle the rad spiders into a rad-spider…farm..thing. (Add player's name unique Rad-Spider Farm-Thing)(Add resource: Rad Spiders:[4+.4/turn](-3 currency)

2. The boys get into a gunfight with some bandits (mutants) and ride off into the sunset (retreat). They blow the money on whiskey. (lose 2 ammo) (-10 currency)

3. You sent 2 cows to True Camelot. (Add technology: [Trading I])

4. You manage to increase your industrial strength a little bit, but the results are kinda mediocre. (+1 industry)(-10 currency)

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c306cf No.16532

[Deliverance]

1. You manage to find a damage power armor factory in the ruins. It's nearly destroyed, but some work could fix it. You pull some suits from the wreckage. (Add resource: [Power Armor:2]

2. You managed to get the HMMV factory working. It eats up the remainder of your energy, but it's up to full production capacity. [Revise: [Partially powered Hummer factory [HMMVs:4.2+.2/turn] to [Hummer Factory][HMMVs:4.2+.5/turn]

3.Your forces continue to assault the city. (lose 2 ammo) [Tallahasse 11/20]

4. Some of the boys make a surprising amount of headway on mobile warfare. You attribute it to the generally..uh..colorful nature of the population. (Add technology: [Mobile Warfare II])

[Cult]

1. You manage to fix up another piece of armor, but you need to scrap two of the tanks to fix it. Your skill in mechanics is improving. Add 1 unit: 1 Cocaine Tank [x5][Arm]; [lose 2 ruined tanks] (set Mechanics to IV)

2. Improve our knowledge of how to build Fortifications. [Think Tank I]

3. It's a Soviet MIRV-6, a small nuclear device meant to split from a main warhead and attack multiple cities. The actual warhead isn't that large, but it could heavily damage a small city or destroy a small army. A few of the cult think they can rig to explode, but a battlefield deployment would be trickier.

[Research] You develop another level in chemical weapons! It goes unexpectedly well, and spills over into other research. (Revise: [Chemical Weapons II] to [III]; Add technology: [NBC Tactics I]

[Commune]

1: You manage to fix up Seattle! (Set Seattle to [Repaired])(+.3/pop/turn)(add technology: Civil Defense I])

2: Betty White finds a large hive of Canadian Frost-Devils that she blows up. (lose 2 ammo)

3: You expand to the southwest! (Expansion 8/10)

[Research] Melissa makes only some research. Governmenting is hard! (Goverment:2/8)

[System 32]

1.You need to clear the ruins, first. They're full of stuff that's trying to kill the killbots, so the killbots kill them back. (Houston: 6/20)

2.The killbots manage to convert the ruined tank into a killbot. (Add 1 player named tank-droid-bot [x4][Arm])

3. The killbots use up a ton of ammo shooting at porcupines and other bullshit, but they claim some ground. (Expansion: 1/10)(lose 1 ammo)

4. [Research] You work on the next level of civil defense! This will help against bombardment and other things. (Civil Defense: 7/10)

[Infected]

1. St. Paul is now a massive command node. It will help the infected as they move through the area, and increase the coordination of the infected. (revise: St. Paul to [Minnesota Command Node])(Add technology: [Bio-Coordination I])

2. Spores fall on Minneapolis, but some of the locals have begun to wear masks and deploy flame weapons. (Minneapolis 11/20)

3. The towers continue to expand their roots, but the frost makes the root systems brittle and sickly. Expansion is slow. (Sensory/Coordination Network 4/10)

4. The wolves aren't able to see the infected now. The new techniques work. (Add technology: [Bio-Camo I])

[Felinid]

1. You mobilize! (Rating: Average)

2. You moved: 1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x2][AT] 4 Felinid Platoons [x4] east!

3. You frantically race to produce as much body armor as possible by utilizing the chads and other men as labor. Get working you stupid patriarchal shitlords! (Add resource: Body Armor:4+.2/turn)

4. You continue to work on infiltration-assault! DIE PATRIARCHY DIE! (Infiltration-Assault: 5/10)

[Tsardom]

1-6: The cannon is effectively done! It shoots shells that are the size of a house, and can attack from far! It also rotates. (Add player's name choice unique cannon)(Add defense:[player's name unique cannon][Bombard][1XL] [[GM: You can bombard from 6 hexes off with the current gun]](Set Modern Artiller to II)(Add technology: Bombardment II])

[Research 1/2]

1. You get a better grip on engines! (Add technology: [Anchorage Engines I])

2. You start working on better militias. (Militias: 5/12)

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c306cf No.16534

>>16360

[Correction: Cult]

2. You manage to figure out how to develop better fortifications. (Revise Fortifications to II)

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c306cf No.16537

File: 1448440234989.jpg (228.24 KB,590x332,295:166,3501lj6.jpg)

Dice rollRolled 18, 18, 59, 62 = 157 (4d100)

>DMQuestion:

1. Have a fellah with some learnin' apply what we know about trading now to our Bazaar, see if we can't get some of our trade routes coagulatin' n' commiseratin' round thereabouts, get it more lucrative likes.

>Apply [Trading I] to bazaar in hopes of Currency generations

>[Invest 10 Currency]

2. Well gee-whiz, if I wanted a calamity I damn well wouldah told ya so boys! Get someone with some TRUE grit'an let'em fix this mess.

>[Hospital Try 2: Electric Boogaloo]

3. Have an intelligent type read over those papers we got and see what they're worth–in the philosophical sense, cowboy.

>[Study Pre-War Documents]

4. To raise up a new and glorious Nation of the Gun, we MUST learn the secrets of industry and the fabrication of munitions and arms! Repairs aren't good enough. We must needs forge true.

>[Industrial II: Going4Broke]

Name: Rhinestone Cowboys

Race: Rednecks, faux-Rednecks with money

pretending to be Rednecks.

Color: Gold

Fluff: >>13565

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Population: (21.6) (+1.4/turn)

Food: (Average)

Raw Currency: (49.6) (+16.4/turn)

Legitimacy: (Stable)

Culture: (29.6)(+.8/turn[+.5 every 3rd turn(1/3)])

Industry: (7)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee]

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

Rough Ridin' Rustler's Trading Co. [Trade Post]

Shorthorn Cattle Ranch[Ranch]

The Grand Bazaar(+.3 culture/turn)

Rad-Spider Ranch[Rad Spiders +.4/turn]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

1st Cowboy Dragoon Company [2x][Cav]

2 Cowboy Dragoons [1x][Cav]

2 Mounted Gun Paladins [x3][Zeal][Cav]

1 Junior Gun Paladins: [x2][Zeal][Cav]

1 Troubleshooter Posse [x1][Police]

>><<

Resources/Quantity: [Ammo:3][Small Arms:10.6+.2/turn][Heavy Weapons:3][Horses:6.6+.2/turn][Pigs:7+.2/turn][Cows:4.8+.5/turn][Beef:4.6+.2/turn] [Ruined Tanks: 2] [Rad Spiders:8.4+.4/turn] [Energy Weapons:4][Power Armor:2][Pre-War Documents:1]

Technology: [Tools II][Cavalry Tactics II][Culture I][Religion II][Animal Husbandry I][Communications II][Cultural Events I][Commodities I][Propaganda I][Architecture I] [Cybernetics II] [Heavy Construction I][Trading I]

Trade Routes: New Camelot [Huge;+3/currency/turn; +.5 culture/turn] Cult [Large:+4/cur/turn] Clankers [Medium: +2 currency/turn] True Camelot [Small;+2/currency/turn]

Territory: 4+4+(x?)

Bonuses:

1. Rough Riders: You get a +1 combat bonus to all units on a horse. YEEHAW!

2. Rawhide: You may reroll all actions that involve the movement of animals (once per action)! This includes things like cattle raising, cattle rustling, cattle stampeding, and other things (like fighting wildlife!). Use your head!

3.Weird But Fun: You get an additional half point of culture every time you gain a point. (Remember, you can spend culture to do things!)

Eccentricities:

1. Everyone Is Possibly Gay: While being gay is okay, it has a slight toll on population. Population growth from expansion is halved

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c306cf No.16538

Dice rollRolled 58, 20, 95, 84 = 257 (4d100)

>>16532

>DMwannabe

The Commune

Race: Humans

Color: White with Green Stripe

Fluff: "So like, the ancient folk were like uptight. Had one of 'em giant redwoods up their arses over shit that didn't matter. But hey, whatever right? Until they started harshing our buzz to keep theirs goin', and that wasn't cool, so we started resisting, y'know? And that's when the world ended, but we survived. The old folk had experimented on plants and animals to do fighting, but our old kin, they mellowed the harsh so we're cool with each other. We learned a lesson, though, that it aint cool to be messed with - so if anyone messes with us or tries to get their buzz on by harshing on ours, we teach 'em a lesson, man!"

Government Type: Constitutional Direct/Representative Democracy

Economy Type: Communistic. Everything that's not personal is community property, man, and it aint cool to abuse it.

Religion: Neohippy Eco-Nuts

Heroes [AKA fluff leaders]

Expanders/Settlers: The Twins [Jack and Jill]

Scout: Ol' Johnny

Industry/Infrastructure: Harv

Military/Salvage: Betty White

Agriculturalist: Mister Borlaug

Car and Mechanics: Driver

Research and MAD SCIENCE: Doktor Braun

Contact With: The Brothood of Rags, MPD, The Flock, WNN

Population: [48.1] [+3.4/turn]

Food: [Burgeoning]

Raw Currency: [37.4] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [7.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Very Good]

Industry: [5]

Territory: [20]

Unique Buildings:

-The Hangout[HQ]

-[Dam; Slightly Damaged, +.4 Electricity/turn]

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia

-[Doc Braun's Lab - +5 to research rolls],

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Military Units:

-4 Geared Raider Bands [1.5x]

-2 Ecomobiles [1x]

-3x Green Militia[.5x]

-2x Tie-Dye APC [x3][Green][Mech]

-2x Sneakars [x1.5][Mot][Infiltrate]

Resources/Quantity:

-[Fuel:2]

-[Weed:9+.5/turn]

-[Ammo:8+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:3,+.2/turn]

-[Electronics:3]

-[Electricity:10.2,+.4/turn]

-[Concrete:1.2:+.2/turn];

-[Solar Drones 6.6+.2/turn]

-[Ruined Cars:5.8+.2/turn];

-[Ruined Tanks:6];

-[Ruined Power Armor:2];

Technology:

–Infrastructure

-[Tools III]

-[Power I]

-[Greenbuilding I]

-[Farming IV]

-[Mechanics III]

-[Distillation I]

-[Heating I]

-[Survival I]

-[Culture I]

-[Hydroponics II]

–Vehicular

-[Electrical Engines II]

-[Motorpools I]

-[Vehicles II]

–Military

-[Militia I]

-[Terrorism I]

-[Infantry Tactics I]

-[Urban Wafare I]

-[Power Armor I]

-[Civil Defense I]

Trade Routes: WNN [Massive:+4 currency/turn; +.5 culture/turn] Bellamos [Large:+3 cur/turn; +.5 culture]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

-Technology: (Mechanics: 4/11)

-Southwest Expansion: (Expansion 8/10)

-Research: (Goverment:2/8)

Actions:

1: Power Armor Repair with Doc Braun, Driver, and Harv

2: Ol' Johnny and Betty White continue to 'Loot' Vancouver

3: Expand Southwest towards Portland, with The Twins

Research: Government, with Melissa Brown

"Short notes today. Harv finished rebuilding Seattle. That's 1 down. Three to go. Betty White found a nest of frost devil things, cleared them out. Good. She's still checking for anything. The Twins reported rapid success, might be on borders of Portland soon. Research into better governance slow, but progressing. Am hoping for better progress."

~Melissa Brown's Journal

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c306cf No.16539

Dice rollRolled 3 (1d3)

>>16538

[[Meta: With rolling a 95 for expansion and already 6/8, I'll go ahead and roll for expansion now]]

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c306cf No.16543

Dice rollRolled 69, 62, 25, 73 = 229 (4d100)

>>16532

Name: The Cult Of Cocaine

Race: Human

Color: Grey

Government Type: Theocracy.

Economy Type: Traditional/Transitioning.

Religion [if any]: The Cult. Adherents are dedicated to a life of production, work and constant movement, amplified by careful, disciplined imbibement of the White Powder on Sundays and various religious holidays (Cookday, the 20th of April; Heatday, the 4th of July; Skullday, the 13th of October; and All Powder's Eve, the 21st of December). Momentous events are also causes for taking the powder. Military personnel and clergymembers have much easier access to the stuff, but only the most disciplined and cunning can join the clergy and only the physically capable can join the military.

Population: [31.2] [+1.8/turn]

Food: [Average]

Raw Currency: [29] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [9.5] +.5 culture/turn

Industry: [4]

Unique Buildings: [Commandant's White Temple], [Cult Trade Depot], [Holy Labs], [Small and Heavy Arms Factory] [Holy Temple Of Chicago]

Cities: [Chicago, Illinois] [Fortified]

Defenses: Powder Guard [Lots]

Military Units: 1 White Rider Motorcycle Company [3x][Mot][Quick], 1 Cult Transport Company [Tra] [Mot] [x6], 1 White Terror Monster Truck [x4][Bombard][x2], 1 Cult Platoon [x5], 1 Makeshift Cocaine Tank [4x][Arm], 2 Cocaine Tanks [x5] [Arm]

Espionage Units: [Enrique] [x1] [Spy]

Resources/Quantity: [Fuel:13.4, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:12 +.2/turn][Small Arms:8 +.4/turn] [Cocaine:15] [Spraypaint: 7.2, +.2/turn], [Heavy Weapons: 5.2+.4/turn] [Ruined Motorcycles: 4.8, +.2/turn], [Electricity: 6.7 + .2/turn], [Scrap Metal: 7 + 1/Turn], [MIRV-6: 1], [Ruined Tanks: 1] [LAVS: 2]

Technology: [Tools III][Militias II][Mechanics IV][Pharmacology III] [Raiding/Scavenging I] [Vehicles II], [Religion III], [Combat Stims I] [Power: II], [Chemical Weapons III], [Thinktanks I] [Heating II], [Fortifications II], [Retrofitting/Upgrades III], [Standing Armies I], [NBC Tactics I]

Trade Routes: [Iron Detroit, Small: -2 currency/turn, +.4/Fuel/turn; +1 Scrap/turn] [Rhinestone, Large: +2 Currency/turn, +3 Culture]

Territory: [12]

Bonuses:

1. We Keith Richards Now: So long as your cocaine supply is good (4+) you get +15 to a single action of your choosing. Other drugs aren't as much fun and if you use those the bonus is just +5.

2. Religious: You are, broadly speaking, religious. Legitimacy is more resilient to shocks and adjustments downward.

Eccentricity

1. Cult: Roll d100 when encountering other religious groups.

1. Consolidate all 3 tanks into a single Cocaine Tank Squad.

2. Begin training another Cult Platoon. +15 Cocaine Bonus. [Militias II]

3. Our people must be ever vigilant. Ever wary, in these times of waning cold. Word has spread of, perhaps, a few… heretics?

This, of course, won't stand.

Begin training the Snow Inquisitors, an internal religious secret police force that will subvert espionage attempts and maintain order. [Holy Temple] [Religion III]

RESEARCH: Improve our Combat Stimulant Technology! [Think Tanks I]

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c306cf No.16550

Dice rollRolled 81, 20, 59, 55 = 215 (4d100)

1. Expand. You shall gain control.

2. You will gain control. You can now send your skulkers in to hide in plain sight, to sabotage masks and finicky weapons. (Minneapolis 11/20)

3. Upgrade your fungal towers to have massive roots that can burrow through the ground for miles around each one, allowing the towers to sense even the lightest of disturbances and target them with unerring accuracy. (Sensory/Coordination Network 4/10)

4. With the Command Node complete your can train our units even further in coordination in battle. This will turn your hosts from a thousand weak skulkers into a true Swarm. Not acting as many, but one. A beast with a thousands of teeth, thousands of grasping hands and claws and thousands of eyes.

http://pastebin.com/Fyjjg3Sa

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c306cf No.16553

>>16537

>throw 9 currency at the Hospital projeckt

(49.6)>(40.6)

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c306cf No.16554

>>16537

tech addendum, forgot [Industrial I] ironically enough

Technology: [Tools II][Cavalry Tactics II][Culture I][Religion II][Animal Husbandry I][Communications II][Cultural Events I][Commodities I][Propaganda I][Architecture I] [Cybernetics II][Industrial I][Heavy Construction I][Trading I]

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c306cf No.16560

Dice rollRolled 55, 50, 85, 93, 34 = 317 (5d100)

>>16529

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [30.2] [+2.4/turn]

Food: [Good]

Raw Currency: [69.2] [+5.4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x], 2 HMMVs: [1.5x][Mot], 2 Graboid Contingent [x2][Shock], 2 Apoc Eagles Wing [x2][Fly]

Resources/Quantity: [Ammo:4][Small Arms:1][Stone: 8][Horses:10.5 +.5/turn][Dogs:18 +1/turn][Scrap:2.8 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 3.2:+.5/turn], [Wrecked Cars:4.6+.2/turn][Fuel:5.6+.2/turn][APCs:2] [Graboids:5.8+.9/turn], [Rad Spiders:4], [HMMVs:3]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] [Animal Husbandry III], [War Animals I], [Utility Animals I], Irregular Weapons II, [Botany I], [Calvary Equipment I], [Metallurgy I] [Pharmakons I], [Power I], [Looting I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1&2. rad spider farm for food and silk 1/6

3&4. Expansion 5/10

Research: power 2/8

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c306cf No.16570

>>16560

I fucked up, ignore any dice you want.

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c306cf No.16571

Dice rollRolled 1 (1d3)

>>16529

Elwayans-NFC

Rolling for expansion resources.

Also since this is blue expansion (can send you the map again if you want red) I gained control of the house thingy dunno what that is.

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c306cf No.16572

Dice rollRolled 65, 34, 17, 2 = 118 (4d100)

>>16571

that's the expansion roll

>>16529

1. Begin light blue expansion.

[Pioneering II]

2.Begin green expansion

[Pioneering II]

3.Begin construction of summer training camp. The boys are getting rusty. They will need lots of drills and other training.

[Tools IV]

[Infrastructure II]

[Power II]

[Industry I]

RESEARCH

4.Begin researching football uniforms. The boys will need them to play the big game. (Power armor)

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c306cf No.16573

>>16572

Spend 20 coins on that research make sure it goes well.

http://pastebin.com/47GfAhjU

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c306cf No.16575

Dice rollRolled 76, 99, 17, 81 = 273 (4d100)

[Montana State Police]lo

Fluff: http://pastebin.com/cvCi1HVE

Population: (13) (+1/turn)

Food: (Above Average)

Water:7(+.2/turn)

Raw Currency: (20) (+5/turn)

Electricity:11.2(+.4/turn)

scrap:7.4[+.4/turn];

Glass:3.2[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Facility (Indoctrination Transmitter [Small])

[Autofoundry, Basic]

Defenses: MPD Patrols [Medium]

Military Units:

10 Trooper MPD infantry[1x][Pol];

3 "Deliverance" MPD squad cards [1x][pol];

4 "Law Bringer" MPD squadcars [x1.5x][Mot][Pol];

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:3.2+.2/turn][Donuts:6.4+.2/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination II][Chemical Weapons II][Power I][Bureaucracy I][Urban Warfare II][Electrical Weapons II][Industry II][+5 industry]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Literal Police State: You do not lose legitimacy period. It is always maximum, like your law power. IF YOU DON'T LIKE IT YOU GO TO RESOC, CITIZEN.

2. I AM THE LAW: All of your units are fearless. This translates to a combat bonus in certain situations

3. Leviathan: You also get a +10 bonus to all attempts to expand the size of the bureaucracy. The GM will let you know if you can't apply this bonus.

Eccentricities:

1.Fucking Cops: Nations with something of a history with the police – such as hippies, feminists, rednecks, and others – do not like you. AND YOU DON'T LIKE THEM BECAUSE THEY'RE PUNKS.

2.ACAB: Some forms of weapons will be more effective against you. Particularly radio propaganda, molotov cocktails, and other things. This will come up periodically.

(Bureaucracy II: 3/8)

(Defenses: 2/6)

(Electrical Weapons 5/10)

1) continue our work on the Bureaucracy.

2) keep fortifying our city. A good offense is lendes to by a keen defense. Besides, keeping the populace in ties perfectly with keeping enemies out.

3) Begin working on utilizing the AutoFoundry to produce better arms and armor.

Research:

4) Keep working on those electrical weapons.

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c306cf No.16579

Dice rollRolled 86, 84, 50, 39 = 259 (4d100)

>>16529

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [26] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [12.4] [+7.8/turn]

Legitimacy: [Very Good]

Culture: [6.5+.5/turn]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena]

Defenses: Mech Emplacements(Large)

Military Units: 3[2x Juggernaut Mechs][1x Henderson's Hybrids[Mech]], [1.5x Improved Henderson Hybrid], 2[3x Behemoth Mechs][3.5x Humvee[Mot][Bombard1x]]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 4+.2/turn][Cars 4+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 4+.2/turn]

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing ||][Power |][Mechanics |||][Mech Weaponry ||][Retrofitting ||][Communications |][Vehicle Armor I][Mech Artillery I]

Trade Routes: [Rhinestone Cowboys]

Territory: [16]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

>>You get the following resources from expansion: [Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [23.8] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [84.6] [+7.8/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(Large)

Military Units: 3[2x Juggernaut Mechs][1x Henderson's Hybrids[Mech]], [1.5x Improved Henderson Hybrid], 2[3x Behemoth Mechs][3.5x Humvee[Mot][Bombard1x]]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 4+.2/turn][Cars 4+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 4+.2/turn][Flatbeds 4]

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing ||][Power |][Mechanics |||][Mech Weaponry ||][Retrofitting ||][Communications |][Vehicle Armor I][Mech Artillery I]

Trade Routes: [Rhinestone Cowboys]

Territory: [16]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

1) Collect the resources predicted to be required for the construction of the landship

3) Mechanics refinement, based on prewar mechs and the boring old cars. (Mechanics: 6/12)

>Research

Dredging up the tattered Leviathan novels from the library, the designs are meticulously copied over and translated into blueprints. Surely basing our landships on prewar young adult fiction will lead to good designs for them! (Landships: 4/10)

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c306cf No.16580

>>16579

Where it says "1)" for the rolls, it should say "1&2)"

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c306cf No.16588

Dice rollRolled 42, 82, 63, 64 = 251 (4d100)

>>16532

Race: Mutants (large, deformed, lumpy, with thick hides and thicker skulls.)

Color: Green

Fluff: Paw came and founds us after the big noise and flashes in da sky. He taught us to speak and hunt and kill. He taught us about Kristeeanitee and God and how he was sent by God to lead us losts lambz. He says we's strong and toughs buts dumber dan a sak o briks. So he tell us wats to dos with da help o da brothers, who are smart boyz like hims.

Paw and da brothers get ta best weaponz and da wimmunz. Says dum-dums shouldn'ts make babyz with da pretty ladyz. Dey also gets guns and armors. Being a brother must be nice. We don't c paw often, he usually stays in a big house with lots of creet and metal. But paw shouts really good, we kans hears him from dayz away, and if's we kant's da bruthers kan!

Government Type: What Paw says goes!

Economy Type: Duh, wut? Oh we grab wut we needs and eberyone does what paw says.

Religion [if any]: Kristeeanitee

Population: [40.4] [+2.6/turn]

Food: [Stable]

Raw Currency: [59.8][+12/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [13]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]

Atlanta: Powered Hummer Factory; Ruined Power Armor plant

Defenses: Da Posses [Some]

Military Units:1 Gun Totin' Boyz Motor Cumpanee [6x][Moto] 1 Bomma Boyz Platoon [x2][Sap]; 1 Drone Swarm [3x]; 1 Gud Ole Boy Vehikle platoon [5x][Mot]; 1 X10 “Harpy” [x5][Helo]: 2 “Kiowa” [1x][Helo]

Resources/Quantity: [Fuel:10.8 +.5 a turn]];[Ammo:20.6 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap ][4x4s:3][Ruined Trucks: 9.9:+.4/turn;][Electricity:6.4+.2/turn; -.4 a turn for Hmmv factory][Moonshine:5.2 +.2/turn]][Ruined HMMVs:8] [HMMVs:4.7+.5/turn][Heavy Arms:4.8+.2/turn] [Power Armor:2]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I][Farming I][Distillation I][Urban Warfare II] Metallurgy I][Communications I] [Industry II] [Diplomacy I][Mobile Warfare II]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry]

Territory: [24](City of Atlanta)[Tallahassee 11/20]

Bonuses: [generated by GM]

1. The Duke Boys: Most of your units gain a +1 to dice rolls during combat with motorized or mechanized – but not tanks. They're just not personal enough, frankly.

2. NRA#1: Your supply of ammunition goes up by 1 every turn. Boy howdy.

3. Sort of Tough: You units are generally tough. They can pretty much ignore lethal amounts of radiation, some diseases, some toxins, and other things.

Eccentricities:

1. Skoolin? Naw!: You do not develop technology of a proper sort very well – everything you build is kludgey or jankey. On the bright side, you've got a brutal cunning that seems to balance this out. Whew!

2. I Thought This Was America: You do not handle diplomacy with people that are not generally not “Americans” very well (IE: Canadians, Mutants, Mexicans, etc). [You are compelled to behave rudely in such situations]

1. "Keep on pushin inta Tallahasse boyz"

"HAHAH DIS IS FUN!"

(11/20)

+Urban combat II

+Mobile Combat II

2."Paw sed since we dun lootin Atlannta, we'ze should rebuilds it."

"Ok, how we gonna do dat?"

"By fixin the buildings and makin new one, duh"

"okay"

+13 Industry

+Construction I

+Tools II

3."Paw sed dis powahed arma factry makes gud stuff. 'E wants it fixed."

"Aight, let's get on it boyz!"

+13 Industry

+Construction I

+Tool II

4. "My sons we're currently eating up much electricity, Research power generation to improve efficiency and output."

"Wut?"

"Figure out how to make more power so we can keep building Humvees and more."

"Oh, Aight paw!"

"I love my sons, but sometimes……"

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c306cf No.16589

>>16588

Forgot to update pop and Currency

Population: [43] [+2.6/turn]

Raw Currency: [71.8][+12/turn]

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c306cf No.16593

File: 1448483324289.jpg (731.36 KB,2250x1265,450:253,137844822989.jpg)

Dice rollRolled 46, 2, 55, 38 = 141 (4d100)

Fluff: A Few months before the events the plunged the world into chaos Admiral Tarkin, commander of the latest Niemietz class aircraft carrier, the George H W Bush, put the pieces of the puzzle together and saw the end coming. He petitioned the secretary of the navy to take action, but his pleas fell on deaf ears. So he began secretly gathering greatest minds of science and technology from around the world onto his aircraft carrier in preparation for the end. After the apocalypse he rechristened the carrier “harbinger” and set sail for the land he once called home. Operating from the Harbinger they must now work to find their role in this new world.

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [9.9] [+.7/turn]

Food: [Stable]

Raw Currency: [41.6] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [medium]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:22+1.4/turn][Electricity:4.6+.1/turn][heavy weapons 10][ammo 2][Solar Cells:5][Scrap:18.2+ .2/turn][Radio Equipment:2][Ruined Cars:4.2+.2/turn]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I][Radar I][Aircraft I]

Research in progress: (aircraft II 7/10)

Construction in progress: (base/town 7/10)

Expansion: (2/10)

Trade Routes: [none initially]

Territory: 7

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

Orders:

1. “raiders, those damn anarchistic ruffians! I want a full tactical report on those subhuman savages, they will pay for what they did!” So one of the Stealth drones was dispatched to gather information on the location and strength of the raiders.

2. Despite the setback the expansion will continue (2/10)

3. If the attacks have taught us anything its that we need to finish the base more than ever (base/town 7/10)

Research:

Work on the aircraft will continue (aircraft II 7/10)

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c306cf No.16595

File: 1448484833112-0.jpg (26.12 KB,500x319,500:319,unbenannt.jpg)

File: 1448484833113-1.png (6.67 KB,187x136,11:8,Anchorage Movements 2.PNG)

Dice rollRolled 87, 76, 62, 5 = 230 (4d100)

>>16532

[Mobile Tsardom of Anchorage]

Population: [27.6] [+.7/turn]

Food: [Good]

Raw Currency: [55] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [13]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal, New Fort Richardson

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

Military Units: 2 Strelsy Platoons [x3]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:4.4+.2/turn][Small Arms:4.3+.1/turn] [Heavy Arms:4.8+.2/turn][Ammo:13][Fuel:38.4+.2/turn][Steel:6][Scrap:17][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10]

Technology: [Power I][Militias II][Tools III][Mechanical III][Scouting I][Drill II][Industrial II][Anchorage Consumption II][Anchorage Efficiency II] [Anchorage Engines I][Scouting I][Anti-American Tactics II][Reorganization I][Culture I][Standing Armies I][Modern Artillery II][Bombardment II]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption II] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the Anchorage.

>Projects:

(Tsar Cannon Housing/???)

(Militia Research: 5/12)

>Actions:

>Last Turn:

1. https://www.youtube.com/watch?v=7g77WN6obk4

Tsar got his wish, and this makes him very happy! Now, test Tsar Cannon on puny settlement detected to the west by drones: it probably is of abandoned and nothing but ruin, anyway. (Targeting MPD with Tsar Cannon!)

2. Begin construction of engine factory now that the knowledge is known once again: Tsar has plans for these…devices! (Construct vehicle factory!)

3. Timings to be of blowing popsicle stand: move the Anchorage to new set of ruins of south for additional resource extraction and because Tsar does not like lingering in single place for long. (Move the Anchorage!)

4. - Tsar has little witty to say of slow soldier trainings, other than to get back to work! : flaws get sent to GUT! (Militia Research: 5/12)

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c306cf No.16596

File: 1448485622128.jpg (304.66 KB,848x609,848:609,DoraShell.jpg)

Dice rollRolled 3 (1d10)

>>16595

>>16575

Followup on 1:

Tsar Cannon [1XL] aiming for Random Stat, Unit, or Building. Tsar does not knowings of city's inner workings, he merely wants to see them splattered across the sky!

The mighty Tsar Cannon was loaded with a massive shell the size equatable to a tank, and with a mighty thunder fired into the distant cityscape without a care, using the probes as a targeting aid.

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c306cf No.16597

>>16595

4. - Nyet! Imbicels foiling Tsar's efforts as usual: get back into line, before Tsar loses his temper after happy days of shootings of cannon! (-20 currency to get дебил back to working on research.)

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c306cf No.16598

Dice rollRolled 69, 9, 67, 3 = 148 (4d100)

[5Y573M 32][R08075]

http://pastebin.com/iuwa8gYE

Population: [25.6] [+1.8/turn]

“Food”: [Steel: 5][Copper:6] [-1/turn]

Raw Currency: N/A

Legitimacy: [Very Strong]

Culture: [1]

Industry: [5]

Unique Buildings: [M41NFR4M3][Government Building][Armored];[7H3 GR1ND3R][Recycler];[Radio Transmitter, Small]

Defenses: Automated Defense Network [Large][Bombard][x2]

Military Units: 2 K1LLB0T STANDARD [x2]; 2 M0B1LE SENTRY [x1][Mot]; 2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]; 1 Tank-Droid-Bot-Inator [x4][Arm]

Resources/Quantity: [Power:5.4:+.2/turn][Ammo:4.2:+.5/turn][Fuel:9.8:+.2/turn][Scrap:4.6:+.2/turn][HMMVs:0][Ruined Tank:0]

Technology: [Tools IV][Cybernetics III][Mechanical III][Combat Chassis II][Communications II][Recycling I][Scavenging I][Civil Defense II]

Trade Routes: [none initially]

Territory:16

Bonuses:

1. Military-Industrial Complex: For every industrial point you gain, add half a point.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. World Domination or Bust: You may reroll attempts to create standing army units of the roll is below 50 (once per turn per action). Also, you don't care about money because world domination.

Eccentricities:

1. EL33T: You must talk in L33t speak (caps) during all diplomacy.

2. You're Terminated: Every occupation winds up with camps. You take no prisoners. This has a tendency to damage anything you seize during occupation. Roll a d100 to figure out what gets destroyed during such..uh…incidents. Also, you can't have courtiers because they kinda NEED TO DIE. Unless they're AI, of course.

—–

[1N PR0GR355]

-Expansion (3/10)

-Housten (6/20)

-Civil Defense (7/10)

—–

[4C710N5]

1.[R38U1LD][WE'RE MAK1NG S0ME REAL PR0GRESS HERE GUYS. 1F WE REBU1LD TH1S G1ANT C1TY AS A C0MPUTER, WE CAN BU1LD B0TS TW1CE AS FAST!] (6/20)

2.[C0M847 71M3][F1NALLY WE GET T0 START A REAL F1GHT! TH0SE [TARME] GUYS TH1NK THEY'RE S00000 C00L TELL1NG US WHERE WE CAN 0R CAN'T EXPAND. LET'S G0 BEAT THEM UP.]

[7R00P5 53N7]

-2 K1LLB0T STANDARD [x2]

-2 M0B1LE SENTRY [x1][Mot]

-2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]

-1 Tank-Droid-Bot-Inator [x4][Arm]

3.[3XP4N510N] (3/10)

[R3534RCH]:[C1V1L D3F3N5E 3] (7/10)

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c306cf No.16599

Dice rollRolled 24, 84, 71, 63 = 242 (4d100)

>>16532

>[The Felinid Matriarchy]

>Population: [44.8] [+2.7/turn]

>Food: [Above Average]

>Raw Currency: [75] [+5/turn]

>Legitimacy: [Above Average]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs], Femenia [City]

>Defenses: Felinid Patrols [Small]

>Military Units: 1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x2][AT] Pussy Galore [x1][Spy]

Mobilized: 4 Felinid Platoons [x4]

>Resources/Quantity: [Fuel:6][“Captive” Males:3][Wood:3.6+.2/turn][Scrap:8.9+.1/turn][Chads:6][Small Arms:9+.2/turn]; [Fuel:4.8+.2/turn]; [Concrete:2.8+.2/turn][Explosives: 4.8+.4/turn][Prima-Dona Prisoners:10][Ruined HMMV:2][Ammo:14]

>Technology:[Tools III][Militias II][Irregular Warfare I][Irregular Weapons IV] [Urban Warfare II] [Raiding I][Traps I][Infantry Tactics II] [Farming I][Jury-Rigging I][Explosives II][Anti-tank I][Body Armor I][Counter-Espionage I][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault I] [Bureaucracy I]

>Trade Routes: [none initially]

>Territory: 21

>Bonuses:

>1. I Claw You: You do not really use ammunition or firearms, generally. You just sort of claw people to death. Effectively, you are always armed and don't concern yourself much 'ranged' attacks unless you really want to go that route..

>2. Sneaky: Most of your units effectively count as infiltrators for the purpose of combat or defense against spies.

>Eccentricities:

>1.THE PATRIARCHY IS REAL: You have trouble interacting with THE PATRIARCHY in a REASONABLE TONE GENERALLY.

Unnatural Selection 2/10

1. Re-equip the Warrior Platoon, XPG teams and Pride Band with body armor, grenades, and improved explosive throwing spears.

2. Begin the infiltration of Flock territory. The main goal here is to lure in the Flock military with small probing attacks by 2 Felinid Platoons [x4]. Once they've been lured out into the open we'll form a kill box with the remaining 2 Felinid Platoons [4x] on one flank, the XPG teams [2x AT] and Pride Band [1x] on the other flank, and we'll cut them off with Pride Platoon [6x Quick Fearless] in the rear and destroy them with massed explosives!

3. [Increase population] Not all of us catgirls can do battle for the Matriarchy. Many will remain at home, bathing in the lava tubs and snusnuing Chads.

4. Infiltration-Assault is the trademark of the Felinid Matriarchy. We'll become the best AROUND! No one's ever gonna keep us down!

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c306cf No.16606

Dice rollRolled 51, 84 = 135 (2d100)

Name: The Nashville Sound (Courtier of the Rhinestone Cowboys)

Race: Human

Fluff: >>16093

Military Units:

The Shining Suns [Cav][x2]

The Rushing Seas [Cav][x2]

Danny Boys [Inf][x2]

Johnny Come Latelys [Inf][x2]

Resources/Quantity:

2 Technicals [1.0x][Mot]

Bonuses:

1. Specialist: You are really good at events and cultural items generally. You may reroll any attempt to increase culture.

2. Die-Hard Fans: You have a loyal fanbase. Every time you recruit two units, you get a unit of fans for free. [The GM decides the strength of the fans]

1. Continue the East Tennessee Grand Tour of the Nashville Sound: a grand tour using culture to peacefully expand into the surrounding area of East Tennessee.

“I know you’re used to some pretty fine barn dances, ladies and gentlemen, but have you ever heard of a barn mosh pit? Well, aren’t you in for a treat! Remember that spurs are for horses, not people, and have fun!”

2. Start a farm in the outskirts of Nashville to promote the sustainability and authenticity of the true country lifestyle.

“So you’re telling me that while the best of us get to go on tour, the rest of us get to dig around in the dirt and do a bunch of back-breaking labor?”

“Well … yep. That’s the long and short of it.”

“YEE-HAW! I’m gonna go russle up some inspiration and write me a masterpiece!”

“That’s farming, not ranching, Jim-Bob! If you find any cows out there, leave them be! … He’s not listening, is he.”

“At least he’s mighty excited, sir.”

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c306cf No.16609

File: 1448505897206.jpeg (41.88 KB,630x417,210:139,56157ac41600002d000384ed.jpeg)

Dice rollRolled 92, 9, 88, 6 = 195 (4d100)

>>16529

[Fort Francis]

>Lore, eh? >>12984 (You)

Population: [35.9] [+2.2/turn]

Food: [Above Average]

Raw Currency: [77] [+11/turn]

Legitimacy: [Stable]

Culture: [11.2] [+.7/turn]

Industry: [8]

>Fort Francis (City): [Fort Frances Museum] [Tim Horton's] [US Embassy (USA2)] [Radio Transmitter (Medium)] [Jackfish Bay Elementary School] [Road Network, Medium]

>Montiplier, Vermont (Town): Nothing special, eh.

>Syracuse, New York (Town): Nothing special, eh.

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Squad [x3][Cav]; 1 Arctic Ranger Patrol [3x][Mot][Snow]; 1 Mixed Mechanized Company [11x][Mech]; 1 CSIS Agent [1x][Infiltrate]

Resources/Quantity: [Fuel:4];[Ammo:7.2][+.2/turn][Concrete:5][+.2/turn][Small Arms:1][Mooses:7.2][+1/turn][Electricity:6.2][+.2/turn][Water:4.8][+.2/turn][Power Armor:4][NWO Prisoners: 2]

Technology: [Tools III][Militias II][Diplomacy II][Farming I][Animal Husbandry I][Animal Management II][Cavalry I][Unconventional Power I][Pacification I][Construction II][Bureaucracy I][Culture II][Civil Defense I][Reorganization/Upgrades I][Mechanics I][Counter-Espionage I][Snow Troopers I][Combined Arms Tactics I][Communications II][Hydrology I][Infrastructure II][Education I]

Trade Routes: USA2 [Large:+4 currency/turn; +4 industry; +.3 culture/turn]

Territory: [6]

>Bonuses, What Aboot Them?:

1. Canadian Exceptionalism: The legend of the Canadian people lives on with both a disproportionate amount of talent – people like Jim Carrey, William Shatner, and others have all been Canadian. Add +5 to all rolls; this does not absolve you of critical failures (a roll of 1).

2. The Canadian Hordes: You are able to recruit vast numbers of the Canadian underclass as they flee south from a worsening climate. Effectively, you may re-roll unit creation if you roll below 50 (once).

>Eccentricities, aside from the obvious eh?:

1. Trailer Park Boys Is Normative: Canadian society has degenerated slightly. Roll a 1d100 every third turn to figure out how bad it's gotten. Trust me, it's gotten bad.

>Actions:

1.) Hand over two [Power Armor]; One to USA2, and one to the Clankers. It's technically their property, eh.

2+3.) Thanksgiving is coming soon, and Canada celebrates it too, donchyaknow? Start preparing for a city-wide Canadian Feast of Thanks, and invite the USA2, the Harbinger, the Rhinestone Cowboys, Clankers, True Camelot and the Cult of Coke all to participate! (Thanksgiving feast!)

>Research:

4.) You know what they say: higher education will carry us higher! Figure out how to slim down those textbooks so they cost less precious paper to construct! (Education: 3/8)

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c306cf No.16610

>>16609

Oooo? Ooooo. Those teachers are underpayed, eh? Don't worry, we have money to give them! (Subtract 40 currency to put into action #4.)

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c306cf No.16612

Dice rollRolled 12, 7, 96, 88 = 203 (4d100)

>>16531

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [59.2] [+3/turn]

Food: [Stable]

Raw Currency: [20.4] [+10.2/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [4]

Unique Buildings: [The Grey House (damaged)][CIA2 Headquarters][New Winchester Transmitter (Small)][Ivy League Universities]

Defenses: [None]

Military Units: 2 GI Infantrymen [2x](At Northern Virginia)

2 Humvees [1.5x][Mot] 2 Kiowa Choppers [1x][Quick][Helo] 5 Militia [1x] 1 Militia [.5x]1 M1A12 [x5][Arm](At Boston)

Jack Shit(At New York City)

Resources/Quantity: [Ammo:5.2 +.2/turn][Mech Frames][Concrete:6][Ruined Helicopters:2][Small Arms:7][Fuel:9][HMMVs:2][Steel: 5][Scrap: 12.7 .7/turn][Stone: 1.3][Ruined Cars: 4.6][Ruined Tanks: 2][Biofuel 4.8+.2/turn][Electricity 5.2 +.4/turn]

Technology:[Standing Armies I][Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I][Education I][Statecraft I][Counter-Espionage III][Civil Defense I][Diplomacy I][Thought Police I][Espionage I][Animal Training I][NBC Gear I][Terrorism I][Scavenging I][Communications II][Heating I][Power II][Construction II][Infrastructure II]

Trade Routes: Francis [Small: +2 Currency/turn]

Territory:Significantly more than 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 Hit it like a loot pinata

Before true reconstruction of the First City can begin, we first need to remove sensitive materials, documents, and technologies from the area.

And of course, we will put them to proper use.

>2 The District of Columbia

Now that we have a method of not dying to radiation, we can begin to reclaim the Capital itself!

>3 Industrial Production

We have the scrap, the manpower, and the demand.

Let's get MANUFACTURING going again.

It will be needed.

>4 RESEARCH: Vehicles and such

These sorts of things are complex, containing many moving parts.

Mastery of such things will be crucial to securing our… security.

We have a lot of vehicles, after all.

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c306cf No.16619

Dice rollRolled 3 (1d10)

>>16596

[Defense Roll]

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c306cf No.16637

[USA2]

>>You gained: [[Construction II] and [Infrastructure II]] from Ft. Francis.

>>You gained: [Power Armor:1] from Ft. Francis.

1. You try to loot New York, but you stumble upon a massive nest of Canadian Ice Devils. A ton of ammo is burned killing them, and they kill a bunch of people. (Lose 1 pop, 2 ammo)

2. The forces you would send to DC are bogged down fighting the Ice Devils in New York.

3. You make some major advances in industrial production. (Add technology: [Industry I])(+3 industry)

4. You get a grip on very basic vehicles. (Add technology: [Vehicles I])

[Rhinestone]

>>Your courtier built a farm. Revise food to: [Above Average]

1. The Bazaar seems to generate some money, but it could be better. (+1 currency/turn) (-10 currency)

2. The hospital doesn't make any progress.

3. The documents seem to talk a bit about…uh… public relations. (Add technology: [Propaganda II])

4. You start working on the next level of industry. (Industry II: 6/10)

[Commune]

>>You gained the following from expansion: [Scrap:4+.4/turn][Industrial Batteries:4][Plutonium Rods:1]

1: You start repairing the armor…and you manage it! Set: -[Ruined Power Armor:2]; to [Power Armor:2]

2: You loot vancouver, but you only manage to find a single ruined LAV. (Add resource: [Ruined LAV:1]

3: You expanded! (Add 4 hex, +.4/pop/cur/turn; roll 1d3)

[Research] You managed to get a grip on government! (Add technology: [Bureaucracy I]; [Statecraft I])

[Cult]

1. You consolidated: 1 Makeshift Cocaine Tank [4x][Arm], 2 Cocaine Tanks [x5] [Arm] to 1 Cocaine Tank Platoon [15x][Arm]

2. You train a larger group of infantry. (Add 4 player named infantry [1x])

3. You start training the inquisitors..and you manage to get a single squad. (Add 1 player named inquisition unit [1x][Pol])

4. You work on the next level of combat stimulants! (Stims: 7/8)

[Infected]

1. Spores drift in excellent patterns southward. (Expansion: 7/8)

2. The defenses in Minneapolis have all but collapsed as spores continue to crawl through downtown. (Minneapolis 19/20)

3. The fungal towers continue to expand and grow. (Sensory/Coordination Network 6/10)

4. You work on coordination further. (Coordination: 5/12)

[Tribes]

1&2. You built a spider farm! (Add [Rad Spider Farm](revise resource: [Rad Spiders:4+.4/turn]; Rad-[Silk:4+.2/turn] (+2 currency/turn)

3&4. You manage to expand, and it spills over a little. (Add 4 hex, +.4/pop/cur/turn; roll 1d3) (New Expansion: 3/10)

[Research] You make some progres on more advanced power systems. [Power: 5/8]

[Elwayans-NFC]

>>You gained the following building from expansion: [Damaged Autofoundry]

1. You start expansion. (Expansion: 6/8)

2.You expand in another direction. (Expansion: 3/8)

3.The training camp is a total disaster. Many people are killed. (lose 1 pop)

4….It was mostly because of the bad uniforms. Apparently having a semi-nude man spread-eagled isn't a good uniform logo. The money minimizes the rioting. (-20 currency)

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c306cf No.16638

[MPD]

>>A massive shell lands in downtown; it blows up a few abandoned buildings and residential buildings. Lose 1 pop.

1) You expanded the paperwork! YAYYYYYYYYYYYYYYYYY! Set [Bureaucracy I] to [II]

2) You build a massive series of perimeter walls, fences, and other fun things. YOUR MOVE CREEP! (add defense: Fortified Cordon [Large][Bombard][x2])(Add technology: [Fortifications I])

3) The engineers are confused by the equipment and just stand around awkwardly. You throw them in jail because that's a criminal offense.

4) You develop sophisticated and fancy new tesla coils and other cool stuff. (Revise: [Electrical Weapons II to: [Electrical Weapons III] [Add technology: [Tesla Coils: Experimental])

[Clankers]

>>You gained: [Power Armor:1] from Ft. Francis.

1/2 You manage to find a small facility that produces steel while also having some basic equipment lying around. It should be enough. [Add resource: [Steel:6+.2/turn][Scrap:4+.5/turn][Electronics:4]

3) Your increase your knowledge of mechanics! (set Mechanics to IV)

[Reserarch] You make some progress on the landship schematic. (Landships: 7/10)

[Deliverance]

1. You manage to secure most of the city, with some pockets left. (Talahasse: 17/20)

2. You start reconstructing Atlanta. [Reconstruction: Atlanta 7/10]

3. You manage to properly retool the HMMV factory. Add unique building [Hummer Factory] (revise resource: HMMV to:+.3/turn]

4. You start working on power. (Power: 4/8)

[Harbinger]

1. You dispatch the drones, and they do a few flights. The raiders have moved off, and you advance. (Expansion: 7/10)

2. Additional efforts are defeated by heavy rain, however.

3. You finished the town! (Add unique building [player's name town][Town, Virginia])(+.4/pop/turn)

[Research] You finished your research onto less-simple aircraft. (set Aircraft to [II])

[Tsardom]

>>Operations of the Anchorage costs 4 fuel and 1 heavy arms

1. You fired the cannon! AHAHAHAHAHAH (set technology: Bombardment to [III])

2. You start working on a vehicle factory. It will be a simple factory, but vehicle is good. (Vehicle Factory: 7/15)

3. You moved the Anchorage. It gobbles up the following as it moves. The engines grow more efficient as you work on them, though. If you keep moving the Anchorage you might be able to increase the move speed of it. (Revise Anchorage Engines to [II])

4. - Some of the militias that are in training currently are…not very good, frankly. (Militia Research: 7/12)

[System 32]

1. The killbots keep killing everyone they find. (lose 1 ammo)( Houston 12/20)

2. You moved your units. [Disadvantage: Sizeable.]

3.You managed to expand! (Add 4 hex, +.4/cur/pop/turn)

[Research] The research stalls because all of the killbots are excited about the coming war. ( Civil Defense: 7/10)

[Felinid]

1. You upgraded most of your units with the new equipment. (Add 1x to all units)

2. You move your units. [Advantage: Reasonable].

3. Needless to say, everyone likes sex. (Pop growth: +.2/turn)(Add technology: [Fertility I])

4. You work on the next level of infiltration-assault tactics. (Infiltration-Assault: 4/10)

[Nashville Sound]

1. The tour continues and seems to be drawing a mighty following of mutants, cranks, and the occasional superintelligent radspider. (Expansion:9/10)

2. You built a farm! It's a pretty nice farm, frankly. [Add player's name unique building, farm]

[Francis]

1. You sent the equipment. That was nice of you.

2+3.) While you think it's going to be a disaster, it turns into an annual event. Seriously, I checked. It also helps the economy. [Add technology: Events I](+1 culture/turn)(+4 currency/turn)

[Research] The research slows down, but doesn't stop entirely… (Education: 4/8)

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c306cf No.16642

Dice rollRolled 6, 6, 4, 9, 2, 4, 4, 10 = 45 (8d10)

The Felinids make their assault on the Flock! After a successful infiltration Operation Meowder begins in earnest! The main goal here is to lure in the Flock military with small probing attacks by 2 Felinid Platoons [x4]. Once they've been lured out into the open we'll form a kill box with the remaining 2 Felinid Platoons [4x] on one flank, the XPG teams [3x AT] and Pride Band [2x] on the other flank, and we'll cut them off with Pride Platoon [7x Quick Fearless] in the rear and destroy them with massed explosives!

Roll order 4 mobilized [x4] pride band [x2] Pride Platoon [x7 quick fearless] 2 AT teams [x3 AT]

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c306cf No.16645

Dice rollRolled 36, 13, 97, 90 = 236 (4d100)

>>16637

Contact With: The Brothood of Rags, MPD, The Flock, WNN

Population: [52.5] [+3.8/turn]

Food: [Burgeoning]

Raw Currency: [47.0] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [8.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Very Good]

Industry: [5]

Territory: [24]

Unique Buildings:

-The Hangout[HQ]

-[Dam; Slightly Damaged, +.4 Electricity/turn]

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia

-[Doc Braun's Lab - +5 to research rolls],

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Military Units:

-4 Geared Raider Bands [1.5x]

-2 Ecomobiles [1x]

-3x Green Militia[.5x]

-2x Tie-Dye APC [x3][Green][Mech]

-2x Sneakars [x1.5][Mot][Infiltrate]

Resources/Quantity:

-[Fuel:2]

-[Weed:9.5+.5/turn]

-[Ammo:8.4+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:7.2,+.6/turn]

-[Electronics:3]

-[Electricity:10.6,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:1.4:+.2/turn];

-[Solar Drones 6.8+.2/turn]

-[Ruined Cars:6+.2/turn];

-[Ruined Tanks:6];

-[Ruined LAV:1]

-[Power Armor:2];

Technology:

–Infrastructure

-[Tools III] [Power I] [Greenbuilding I]

-[Farming IV] [Mechanics III] [Distillation I]

-[Heating I] [Survival I] [Culture I]

-[Hydroponics II][Bureaucracy I] [Statecraft I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare I]-[Power Armor I]-[Civil Defense I]

Trade Routes: WNN [Massive:+4 currency/turn; +.5 culture/turn] Bellamos [Large:+3 cur/turn; +.5 culture]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

-Technology: (Mechanics: 4/11)

-

-

Actions:

1: Make Power Armor Units, Betty White Supervising

2: Rebuild Vancouver, with Harv

3: Annex Portland, with The Twins

Research: Mechanics 4[4/11], with Dok Braun

"Finished up some of the basics. I think I'll be sitting on a few idea some. Make an announcement once we get Portland and rebuilt Twins are on it. Harv's up in Vancouver, complaining about the cold, but getting the job done."

"Dok Braun has been itching to finish up some old projects when he was messing with the Power Armor. I'm letting him. Betty took his toys away to make armored soldiers, least I could do."

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c306cf No.16646

Dice rollRolled 98, 31, 58, 53 = 240 (4d100)

>[The Felinid Matriarchy]

>Population: [47.7] [+2.9/turn]

>Food: [Above Average]

>Raw Currency: [80] [+5/turn]

>Legitimacy: [Above Average]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs], Femenia [City]

>Defenses: Felinid Patrols [Small]

>Military Units: 1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x2][AT] Pussy Galore [x1][Spy]

Mobilized: 4 Felinid Platoons [x4]

>Resources/Quantity: [Fuel:6][“Captive” Males:3][Wood:3.6+.2/turn][Scrap:8.9+.1/turn][Chads:6][Small Arms:9+.2/turn]; [Body Armor:4+.2/turn] [Fuel:4.8+.2/turn]; [Concrete:2.8+.2/turn][Explosives: 4.8+.4/turn][Prima-Dona Prisoners:10][Ruined HMMV:2][Ammo:14]

>Technology:[Tools III][Militias II][Irregular Warfare I][Irregular Weapons IV] [Urban Warfare II] [Raiding I][Traps I][Infantry Tactics II] [Farming I][Jury-Rigging I][Explosives II][Anti-tank I][Body Armor I][Counter-Espionage I][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I] [Fertility I] [Infilitration-Assault I] [Bureaucracy I]

>Trade Routes: [none initially]

>Territory: 21

>Bonuses:

>1. I Claw You: You do not really use ammunition or firearms, generally. You just sort of claw people to death. Effectively, you are always armed and don't concern yourself much 'ranged' attacks unless you really want to go that route..

>2. Sneaky: Most of your units effectively count as infiltrators for the purpose of combat or defense against spies.

>Eccentricities:

>1.THE PATRIARCHY IS REAL: You have trouble interacting with THE PATRIARCHY in a REASONABLE TONE GENERALLY.

Unnatural Selection 2/10

Infiltration-Assault II 9/10

1. Expand our borders south to link up Femenia with the Lava Tubs!

2. [Increase legitimacy] People still to this very day doubt the legitimacy of the Felinid Matriarchy! They doubt our noble cause to tear down the Patriarchy! They doubt our strength and will! well let them doubt no more!

3. Implement stricter counter-espionage measures! Counter-spies, encrypted messages, the Feline Bureau of Investigation! Etc!

4. Finish research on infiltration-assault.

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c306cf No.16647

Dice rollRolled 36, 46, 21, 1 = 104 (4d100)

[5Y573M 32][R08075]

http://pastebin.com/iuwa8gYE

Population: [25.6] [+2.2/turn]

“Food”: [Steel: 5][Copper:6] [-1/turn]

Raw Currency: N/A

Legitimacy: [Very Strong]

Culture: [1]

Industry: [5]

Unique Buildings: [M41NFR4M3][Government Building][Armored];[7H3 GR1ND3R][Recycler];[Radio Transmitter, Small]

Defenses: Automated Defense Network [Large][Bombard][x2]

Military Units: 2 K1LLB0T STANDARD [x2]; 2 M0B1LE SENTRY [x1][Mot]; 2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]; 1 Tank-Droid-Bot-Inator [x4][Arm]

Resources/Quantity: [Power:5.4:+.2/turn][Ammo:3.2:+.5/turn][Fuel:9.8:+.2/turn][Scrap:4.6:+.2/turn][HMMVs:0][Ruined Tank:0]

Technology: [Tools IV][Cybernetics III][Mechanical III][Combat Chassis II][Communications II][Recycling I][Scavenging I][Civil Defense II]

Trade Routes: [none initially]

Territory:18

Bonuses:

1. Military-Industrial Complex: For every industrial point you gain, add half a point.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. World Domination or Bust: You may reroll attempts to create standing army units of the roll is below 50 (once per turn per action). Also, you don't care about money because world domination.

Eccentricities:

1. EL33T: You must talk in L33t speak (caps) during all diplomacy.

2. You're Terminated: Every occupation winds up with camps. You take no prisoners. This has a tendency to damage anything you seize during occupation. Roll a d100 to figure out what gets destroyed during such..uh…incidents. Also, you can't have courtiers because they kinda NEED TO DIE. Unless they're AI, of course.

—–

[1N PR0GR355]

-Expansion (3/10)

-Housten (12/20)

-Civil Defense (7/10)

—–

[4C710N5]

1.[R38U1LD](12/20)

2.[M081L1Z3][THAT BULLY TARME SA1D WE CAN'T EXPAND EAST. LET'S G0 STEAL THE1R STUFF GUYS.]

3.[3XP4N510N]

[R3534RCH]:[C1V1L D3F3N53 3] (7/10)

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c306cf No.16648

Dice rollRolled 1 (1d3)

>>16647

Roll for expansion

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c306cf No.16649

File: 1448523458954.jpg (23.14 KB,500x298,250:149,6a00e54ee7b642883301543406….jpg)

Dice rollRolled 69, 37, 93, 85 = 284 (4d100)

1. Get that Hospital up and running, boys, and I mean BUSINESS this time, yeah hear? On account of healthcare's a real mean racket, huuuuge business.

>[Attempt to reclaim\reconstruct a pre-war hospital, restoring as much functionality as possible]

>[Devote 18 Currency to the endeavor]

2. Train them boys on them N-R-Gee weapons we found, see if they can shoot straight with'em

>[Train proficiency in Energy Weapons so my units can effectively use them]

>[Devote 2 Culture to this–c'mon y'all, a gun's a gun!]

3. Y'all go and take them rad-doggies for a rustle, drivin' em back and forth–get them used to you and see if ya can't leverage'em in a fight.

>[Train integrated rad-spider\cavalry tactics]

4. Keep on that Holy work, brothers.

(Industry II: 6/10)

Name: Rhinestone Cowboys

Race: Rednecks, faux-Rednecks with money

pretending to be Rednecks.

Color: Gold

Fluff: >>13565 (You)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Population: (23) (+1.4/turn)

Food: (Above Average)

Raw Currency: (40) (+17.4/turn)

Legitimacy: (Stable)

Culture: (29.4)(+.8/turn[+.5 every 3rd turn(2/3)])

Industry: (7)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee]

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

Rough Ridin' Rustler's Trading Co. [Trade Post]

Shorthorn Cattle Ranch[Ranch]

The Grand Bazaar(+.3 culture/turn)(+1 currency/turn)

Rad-Spider Ranch[Rad Spiders +.4/turn]

[Farm, Frankly Quite Nice]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

1st Cowboy Dragoon Company [2x][Cav]

2 Cowboy Dragoons [1x][Cav]

2 Mounted Gun Paladins [x3][Zeal][Cav]

1 Junior Gun Paladins: [x2][Zeal][Cav]

1 Troubleshooter Posse [x1][Police]

>><<

Resources/Quantity: [Ammo:3][Small Arms:10.8+.2/turn][Heavy Weapons:3][Horses:6.8+.2/turn][Pigs:7.2+.2/turn][Cows:5.3+.5/turn][Beef:4.8+.2/turn] [Ruined Tanks: 2] [Rad Spiders:8.8+.4/turn] [Energy Weapons:4][Power Armor:2][Pre-War Documents:1]

Technology: [Tools II][Cavalry Tactics II][Culture I][Religion II][Animal Husbandry I][Communications II][Cultural Events I][Commodities I][Propaganda II][Architecture I] [Cybernetics II][Industrial I][Heavy Construction I][Trading I]

Trade Routes: New Camelot [Huge;+3/currency/turn; +.5 culture/turn] Cult [Large:+4/cur/turn] Clankers [Medium: +2 currency/turn] True Camelot [Small;+2/currency/turn]

Territory: 4+4+(x?)

Bonuses:

1. Rough Riders: You get a +1 combat bonus to all units on a horse. YEEHAW!

2. Rawhide: You may reroll all actions that involve the movement of animals (once per action)! This includes things like cattle raising, cattle rustling, cattle stampeding, and other things (like fighting wildlife!). Use your head!

3.Weird But Fun: You get an additional half point of culture every time you gain a point. (Remember, you can spend culture to do things!)

Eccentricities:

1. Everyone Is Possibly Gay: While being gay is okay, it has a slight toll on population. Population growth from expansion is halved

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c306cf No.16655

Dice rollRolled 81, 37, 74, 13 = 205 (4d100)

1. You are almost in control. (7/8)

2. You will gain control. Chase down the last of the survivors and finish the job. (Minneapolis 19/20)

3. Upgrade your fungal towers to have massive roots that can burrow through the ground for miles around each one, allowing the towers to sense even the lightest of disturbances and target them with unerring accuracy. (Sensory/Coordination Network 6/10)

4. With the Command Node complete your can train our units even further in coordination in battle. This will turn your hosts from a thousand weak skulkers into a true Swarm. Not acting as many, but one. A beast with a thousands of teeth, thousands of grasping hands and claws and thousands of eyes. (5/12)

http://pastebin.com/Fyjjg3Sa

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c306cf No.16656

Dice rollRolled 3 (1d3)

Given that is pretty much a guaranteed success at expansion I'll roll that 1d3 now.

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c306cf No.16657

Dice rollRolled 18, 1, 48, 68 = 135 (4d100)

[Mobile Tsardom of Anchorage]

Population: [27.6] [+.7/turn]

Food: [Good]

Raw Currency: [60] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [13]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal, New Fort Richardson

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

Military Units: 2 Strelsy Platoons [x3]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:4.6+.2/turn][Small Arms:4.4+.1/turn] [Heavy Arms:4+.2/turn][Ammo:13][Fuel:34.6+.2/turn][Steel:6][Scrap:17][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10]

Technology: [Power I][Militias II][Tools III][Mechanical III][Scouting I][Drill II][Industrial II][Anchorage Consumption II][Anchorage Efficiency II] [Anchorage Engines I][Scouting I][Anti-American Tactics II][Reorganization I][Culture I][Standing Armies I][Modern Artillery II][Bombardment III]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption II] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the Anchorage.

>Projects:

(Vehicle Factory: 7/15)

(Militia Research: 7/12)

>Actions:

1. Send out probes in order to scour new surrounding area for objects of noting. We are at [Scouting I], yes? Much better than amateur scouters who know nothing of scouting, da. (Scout the area!)

2. Create metal refinery to transforming of scrap into proper steel for fine work: Tsar will not except machines looking of such ugly ramshackle…ness. (Construct Refinery)

3. More work on factory, unless men would like to be of disembarking on city at foot level! (Vehicle Factory: 7/15)

4. - Soldiers train well, for soon call to arms will be made in order to strengthen security within the Anchorage, which has been of lacking quite. (Militia Research: 7/12)

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c306cf No.16660

Dice rollRolled 1 (1d3)

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [49.6] [+3.8/turn]

Food: [Stable]

Raw Currency: [48.2] [+6.6/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [6]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU]

Defenses: Concrete Walls [Small]

Military Units: 1 [Riders of Camelot][x7][Mot][Quick], 1 M1A16 [5x][Arm]

Resources/Quantity:

[Fuel:2.5]

[Ammo:5.6 +.2 pt]

[Small Arms:4]

[Scrap:8.8 .5pt]

[Ruined Bikes:8.4 .2 pt]

[Heavy Weapons: 7.2+.1/turn]

[Corn: 5.6 +(.2/turn)]

[Ruined APCs:2]

[2 Cows]

[NBC Gear:4]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles II], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I], [Drill II], [Ethanol I], [Motorpools II], [Civil Defense II], [Heavy Construction I], [NPC Integrated Care I], [Medical I], [Thinktanks I], [NPC gear I], [NBC Warfare I], [NBC Containment/Clearing I], [Farming I],[Power II], [Architecture I], [Education I]

Trade Routes:

trade route

[Cowboys; Medium:+2 currency/turn; +2 industry]

Deliverance [Medium:+2 currency/turn; +1 industry]

Territory: [20]

>City

[Miami, Florida]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Expansion Roll

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c306cf No.16661

Dice rollRolled 46, 38, 59, 52, 40, 88, 20, 92 = 435 (8d100)

>>16660

True Camelot shall devote itself to becoming the breakbasket of this world, a land of peace and plenty, protected faithfully by her knights!

1. With the help of the Rhinestone Cowboys knowledge on Animal Husbandry, start making our own Cattle Farms. Ours cows can be fed and supplemented by our corn stock.

[Education I]

2-3. This. . .cult of Gun.

It is an Amazing religion! It is so enlightening and so very mutually agreeable to our way of life. Truly these Rhinestone Knights are blessed!

Let us proceed to build our own churches to the cult, in our lands, and offer their missionaries a place to live here. That we can learn from them!

[Heavy Construction I]

4. [Research]

The Rhinestone Cowboys have advanced Cybernetic Technology. We want to research it too, it would be great to be able to have an internal HUD system so these Helmets aren't so bulky.

[Education I]

1. Rebuild and restore Disney World to function as a shining castle and beacon of hope in these dark times.

2. Expand our farmlands so that we can feed more people and grow more corn to feed the cows.

3. Food is a commodity, and a very important one. It should be preserved and stored. Rebuild some supermarkets and fix the refrigerators so we can safely store our commodities for the masses.

4.[Research]

Research Infrastructure.

The great cities and the small towns have decayed ever so. Power lines useless and broken, sewage pipes burst and leaking, basic elements like running water either contaminated. Houses lie open, or rotted with termites and rust.

Simply creating new housing or patching up the damage will not do.

True Camelot shall be the beacon of the future, and if we are to do that, we will learn how to rebuild the great cities. Step by step. Not just patching up the walls to stop the cold air, but completely rebuilding them anew.

We will learn everything there is to know about Infrastructure

Oh! And we have just the thing. The Holy Disk of SimCity shall teach us how!"

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c306cf No.16666

Dice rollRolled 67, 17, 56, 19 = 159 (4d100)

>>16637

>1. Continue light blue expansion. (Expansion: 6/8)

>2. Continue green expansion (Expansion: 3/8)

>3. Ok then build a new locker room. That's where the best speeches and plans are made anyways (It's meant to be a school)

4. Uniforms are a touchy subject then. Got it. We will instead study new ways to plan and learn. (empiricism)

http://pastebin.com/q5svfvhb

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c306cf No.16668

Dice rollRolled 32, 54, 55, 77 = 218 (4d100)

>>16638

Race: Mutants (large, deformed, lumpy, with thick hides and thicker skulls.)

Color: Green

Fluff: Paw came and founds us after the big noise and flashes in da sky. He taught us to speak and hunt and kill. He taught us about Kristeeanitee and God and how he was sent by God to lead us losts lambz. He says we's strong and toughs buts dumber dan a sak o briks. So he tell us wats to dos with da help o da brothers, who are smart boyz like hims.

Paw and da brothers get ta best weaponz and da wimmunz. Says dum-dums shouldn'ts make babyz with da pretty ladyz. Dey also gets guns and armors. Being a brother must be nice. We don't c paw often, he usually stays in a big house with lots of creet and metal. But paw shouts really good, we kans hears him from dayz away, and if's we kant's da bruthers kan!

Government Type: What Paw says goes!

Economy Type: Duh, wut? Oh we grab wut we needs and eberyone does what paw says.

Religion [if any]: Kristeeanitee

Population: [45.6] [+2.6/turn]

Food: [Stable]

Raw Currency: [83.8][+12/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [13]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]

Atlanta: Powered Hummer Factory; Fixed Power Armor Plant; rebuild (7/10)

Defenses: Da Posses [Some]

Military Units:1 Gun Totin' Boyz Motor Cumpanee [6x][Moto] 1 Bomma Boyz Platoon [x2][Sap]; 1 Drone Swarm [3x]; 1 Gud Ole Boy Vehikle platoon [5x][Mot]; 1 X10 “Harpy” [x5][Helo]: 2 “Kiowa” [1x][Helo]

Resources/Quantity: [Fuel:11.3 +.5 a turn]];[Ammo:21.8 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap ][4x4s:3][Ruined Trucks: 10.3:+.4/turn;][Electricity:6.2+.2/turn; -.4 a turn for Hmmv factory][Moonshine:5.4 +.2/turn]][Ruined HMMVs:8] [HMMVs:5.2+.5/turn][Heavy Arms:5+.2/turn] [Power Armor:2]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I][Farming I][Distillation I][Urban Warfare II] Metallurgy I][Communications I] [Industry II] [Diplomacy I][Mobile Warfare II](power 4/8)

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry]

Territory: [24](City of Atlanta)[Tallahassee 17/20]

Bonuses: [generated by GM]

1. The Duke Boys: Most of your units gain a +1 to dice rolls during combat with motorized or mechanized – but not tanks. They're just not personal enough, frankly.

2. NRA#1: Your supply of ammunition goes up by 1 every turn. Boy howdy.

3. Sort of Tough: You units are generally tough. They can pretty much ignore lethal amounts of radiation, some diseases, some toxins, and other things.

Eccentricities:

1. Skoolin? Naw!: You do not develop technology of a proper sort very well – everything you build is kludgey or jankey. On the bright side, you've got a brutal cunning that seems to balance this out. Whew!

2. I Thought This Was America: You do not handle diplomacy with people that are not generally not “Americans” very well (IE: Canadians, Mutants, Mexicans, etc). [You are compelled to behave rudely in such situations]

1."We'ze almost got the cite boyz,let's not muck it up now!"

"Woo!"

(17/20)

+Urban combat II

2. "Boy howdy, dis cite is coming long nicely."

"innit do? Gud place ta live too once it's duun." (7/10)

+13 Industry

+Construction I

+Tools II

3."My sons it is time to reorganize again. Fold our two Motorized companies into one units. Then fold the drone swarm and our helicopters into another brigade."

1 Gun Totin' Boyz Motor Cumpanee [6x][Moto] + 1 Gud Ole Boy Vehikle platoon [5x][Mot];

1 X10 “Harpy” [x5][Helo] + 2 “Kiowa” [1x][Helo] +1 Drone Swarm [3x];

+Militia III

+Motorpool I

+vehicles I

+13 Industry

4. "Continue to research power grids my sons!"

*zap*

"Paw, I dun got bit by da lectrictee"

"Go see the parson my child."

"Y-y-yes paw."

*big boy walks to the church crying*

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c306cf No.16669

>>16668

Research progress on 4 was (4/8)

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c306cf No.16677

Dice rollRolled 48, 82, 28, 9 = 167 (4d100)

>>16637

Name: The Cult Of Cocaine

Race: Human

Color: Grey

Government Type: Theocracy.

Economy Type: Traditional/Transitioning.

Religion [if any]: The Cult. Adherents are dedicated to a life of production, work and constant movement, amplified by careful, disciplined imbibement of the White Powder on Sundays and various religious holidays (Cookday, the 20th of April; Heatday, the 4th of July; Skullday, the 13th of October; and All Powder's Eve, the 21st of December). Momentous events are also causes for taking the powder. Military personnel and clergymembers have much easier access to the stuff, but only the most disciplined and cunning can join the clergy and only the physically capable can join the military.

Population: [33] [+1.8/turn]

Food: [Average]

Raw Currency: [28] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [10] +.5 culture/turn

Industry: [4]

Unique Buildings: [Commandant's White Temple], [Cult Trade Depot], [Holy Labs], [Small and Heavy Arms Factory] [Holy Temple Of Chicago]

Cities: [Chicago, Illinois] [Fortified]

Defenses: Powder Guard [Lots]

Military Units: 1 White Rider Motorcycle Company [3x][Mot][Quick], 1 Cult Transport Company [Tra] [Mot] [x6], 1 White Terror Monster Truck [x4][Bombard][x2], 1 Cult Platoon [x5], 1 Cocaine Tank Platoon [x15] [Arm], 4 Cult Infantry [x1], [Snow Inquisitors] [x1] [Pol]

Espionage Units: [Enrique] [x1] [Spy]

Resources/Quantity: [Fuel:13.6, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:12 +.2/turn][Small Arms:8.4 +.4/turn] [Cocaine:15] [Spraypaint: 7.4, +.2/turn], [Heavy Weapons: 5.8+.4/turn] [Ruined Motorcycles: 5, +.2/turn], [Electricity: 6.9 + .2/turn], [Scrap Metal: 8 + 1/Turn], [MIRV-6: 1], [Ruined Tanks: 1] [LAVS: 2]

Technology: [Tools III][Militias II][Mechanics IV][Pharmacology III] [Raiding/Scavenging I] [Vehicles II], [Religion III], [Combat Stims I] [Power: II], [Chemical Weapons III], [Thinktanks I] [Heating II], [Fortifications II], [Retrofitting/Upgrades III], [Standing Armies I], [NBC Tactics I]

Trade Routes: [Iron Detroit, Small: -2 currency/turn, +.4/Fuel/turn; +1 Scrap/turn] [Rhinestone, Large: +2 Currency/turn, +3 Culture]

Territory: [12]

Bonuses:

1. We Keith Richards Now: So long as your cocaine supply is good (4+) you get +15 to a single action of your choosing. Other drugs aren't as much fun and if you use those the bonus is just +5.

2. Religious: You are, broadly speaking, religious. Legitimacy is more resilient to shocks and adjustments downward.

Eccentricity

1. Cult: Roll d100 when encountering other religious groups.

1. Consolidate the Infantry into one unit. Hooray, consolidation!

2. Expand our knowledge of how to maintain standing armies.

3. Begin repairing the LAVs for combat use. [Mechanics IV] [Tools III] [Retrofitting/Upgrades III]

RESEARCH: Combat Stimulants, 7/8. [Think Tanks I]

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c306cf No.16678

>>16677

+15 Cocaine Bonus goes to fixing up the LAVs.

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c306cf No.16703

>>16476

[[TARME >> Rhinestone >> Harbinger]]

"Secessionist transmissions detected. FURTHER ATTEMPTS TO SUBERT TARME WILL BE CONSIDERED AN ACT OF WAR."

>Some time later, as in last turn.

[[ TARME >> 8-16 HEX TRANSMISSION]]

"This is an Emergency Broadcast. TARME is declaring Texas and Louisiana an ACTIVE WAR ZONE. If battle occurs near your location, seek shelter or move away from the battle using cover where possible."

>Message loops.

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c306cf No.16708

Dice rollRolled 89, 43, 6, 18, 26, 40, 3, 80, 65 = 370 (9d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluffy Stuff: http://pastebin.com/WmFP2zJe

Population: [52.0] [+3.0/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Raw Currency: [77.8] [+10.6/turn][-0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [7]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Medium]

Choctaw, Mississippi [Town] (+1 Hex) [Choctaw Trade Depot]

New Orleans, Louisiana [City Ruin] (+1 Hex)

Defenses: Facility Defenses [Small]

Military Units:

TARME Drone Squadron 'Omaha' [6x][Mech]

QAS Drone [x5][Stealth]

x2 QAS "Pillager" Drones [x2][Arm]

>Resources/Quantity:

[Fuel: 8.6] [+.2/turn]

[Scrap: 8.6] [+.6/turn]

[Copper: 6.4] [+.2/turn]

[Sheet Metal: 5.2] [+.2/turn]

[Electricity: 7.0] [+.5/turn]

[Radio Equipment: 5]

[Ruined Drone Tanks: 2]

Technology: [Tools III] [Cybernetics I] [Scouting II] [Medical I] [Power II] [Communications II][Scavenging I] [Mechanical I] [Combat Drones I] [High-Altitude Drones I] [Diplomacy I] [AI IV][Recycling II] [Drone Power I] [AI Civil Defense I] [Encryption II] [Radar II] [Electronic Warfare I]

Trade Routes: True Camelot: [Large: +4 Currency/turn; +2 Industry]

Territory: [20]

Research In Progress:

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. Introverted: TARME has exceptional self knowledge, and gets +5 to research rolls pertaining to drones and AI.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

>Make Up Turn 1

1. These Secessionists seek to confuse and destroy TARME. Begin Mobilization. Combat drones shall DEFEND.

[Mobilization]

2. New Orleans shall be looted! Secure all items of military value!

[Looting!]

3. TARME requires additional military might. The drone tanks shall be repaired!

[Repair Drone Tanks]

4. TARME must prepare to defend itself.

[Research: Drone Combat?]

>Make up turn 2

5. TARME continues mobilization

[Mobilize]

6. TARME requires weapons and munitions for defense!

[Produce Munitions, or improvise weapons?]

7. TARME must have more combat drones.

[Continue tank repairs, or build DRONES]

8. Research!

[Continue previous research, or next level]

9.

[Eccentricity Roll]

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c306cf No.16709

Dice rollRolled 61, 83, 92, 34 = 270 (4d100)

>>16708

>Current Turn

INVASION!

1. TARME must have weapons and munitions!

2. DRONES! The secured zone must be held at all costs!

[More drones]

3. TARME must have those TANKS!

[Repair tanks, or more drones]

4.

TARME must further war tactics.

[Research: Drone Combat]

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c306cf No.16710

Dice rollRolled 3, 5, 4, 7 = 19 (4d10)

>COMBAT

TARME's Drones engage the invaders while the QAS drones take to the skies to strike from above.

TARME Drone Squadron 'Omaha' [6x][Mech]

QAS Drone [x5][Stealth]

x2 QAS "Pillager" Drones [x2][Arm]

[If more things are allowed in due to missed turns, they'll all fight.

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c306cf No.16724

Dice rollRolled 26, 21 = 47 (2d100)

Name: The Nashville Sound (Courtier of the Rhinestone Cowboys)

Race: Human

Fluff: >>16093

Military Units:

The Shining Suns [Cav][x2]

The Rushing Seas [Cav][x2]

Danny Boys [Inf][x2]

Johnny Come Latelys [Inf][x2]

Resources/Quantity:

2 Technicals [1.0x][Mot]

Heartland [Farm]

Bonuses:

1. Specialist: You are really good at events and cultural items generally. You may reroll any attempt to increase culture.

2. Die-Hard Fans: You have a loyal fanbase. Every time you recruit two units, you get a unit of fans for free. [The GM decides the strength of the fans]

1. Continue the East Tennessee Grand Tour of the Nashville Sound: a grand tour using culture to peacefully expand into the surrounding area of East Tennessee. (Expansion 9/10)

“Have you noticed the radspider that’s been following us around for most of the tour?”

“Can’t say I have. Why, d’ya think it wants ta eat us?”

“I don’t think so. I think … I think it wants to play with us. I’m going to leave a drum nearby it and see if it wants to play along.”

“You’re crazy, you know that, right? The tour has driven you crazy.”

“I’m not crazy, and this is probably a better idea than drawing all of the room assignments randomly out of a ten-gallon hat.”

“Well, you’ve got me there. Even if you get killed, this will still result in less death and dismemberment. Go ahead. I’ll watch from over there.”

2. Increase Culture by throwing a huge Thanksgiving concert/parade for Nashville! Invite the Cult of the Gun to put together a shooting contest, get a bunch of food cooking, and march through the streets to the Country Music Hall of Fame (temporarily rigged with a stage; the council members are marching in the parade) for an epic country concert. We have a lot to be thankful for this year, y’all, with the arrival of the Rhinestone Cowboys and the restoration of Nashville! Yee-haw!

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c306cf No.16725

Dice rollRolled 8, 25, 5, 97, 94, 22, 12, 61, 74, 42, 30, 14 = 484 (12d100)

I LIVE

1. Finish the expansion I was working on (Expansion 8/10)

2-4. Continue the search and the tournament! (1/2)

5-8. WAR RIG NUMBER 2!

9. Lets see if we can become more Industrious!

Research 1-3: RELIGION!

Name: Bellomos

Race: Human Tribals

Color: Black or Dark Grey

Fluff: Some humans of course survived, obviously. Not all of them made it to shelters, but at least got far enough away that the effects of the bombs were highly reduced. This sadly came with the downside of having to survive all the other after effects. They soon turned to raiding and pillaging the dead cities, staying as safe as they could, moving quickly and not stopping until they got back to their base.

They soon came to have a semi-deific worship of vehicles, as those are what kept them alive during the Harsh Times. They live in caves, scavenging and raiding for what they need, working to shore up the just starting farms at home. A sizable populous of the Warboys are rather crazy, (one could say Kami-crazy) fight addicted bezerkers, obsessed with 'dying historic' and making it to their version of Vahalla.

Government Type: Dictatorship/Empire, run by the Immortan, a man said to have seen the bombs originally fall.

Economy Type: Traditional, focused on car parts

Religion [if any]: Death in Battle, Vahalla, corrupted Norse myths.

Population: [46.8] [+3.2/turn]

Food: [Good]

Raw Currency: [69.6] [+5.6/turn]

Legitimacy: [Average]

Culture: [7]

Industry: [3]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]

Defenses: Bellomean Foot Patrols and Wall [Medium]

Military Units: Technical Squadron [4.0x][Mot][Quick]; 2 Hit'n'Runners [buggies] [.5x]; 1 War Rig [5x][Mech]

Resources/Quantity: [Ammo:5.5][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn];[Small Arms:3];[Broken Vehicles:3];[Fuel:13.8][+1/turn];[Volkswagons:2];[Electricity:4.2][+.2/turn][-.1/turn fuel];[Ruined Vehicles:4.8][+.2/turn];[LAV:2];[Scrap:.5.6][+.5/turn];[Water:17][+1/turn];[RVs:7.2][+.3/turn]

Technology:[Tools II][Militias II][Mechanics III][Vehicles III][Industry I][Power II][Refining II][Raiding I][Hydrology I][Religion II][Scavenging I][Hydroponics I][Communications I]

Trade Routes: [none initially]

Cities: Denver, Colorado; VeloCity

Territory: 24

Bonuses:

1. Mechanically Gifted: You have an easier time making, fixing, or upgrading vehicles. You get a +10 to a single roll per turn to such actions. You might also get bonus units on high rolls.

2. Postmodern Blight: Every time you expand, you gain an additional 2 hexes (total of 6 hexes per successful expansion). This does not impact resource allocation dice. Expansion is also slightly easier for you generally.

Eccentricity:

1. Oppressive: Occupations are generally complicated for you. Roll 1d100 per turn of occupation to figure out how badly the administration is handling things. MEDIOCRE!

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c306cf No.16727

Dice rollRolled 48, 84 = 132 (2d100)

>>16724

Going to attempt a cultural reroll on both actions.

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c306cf No.16729

Dice rollRolled 14, 83, 47, 88 = 232 (4d100)

>>16703

The transmission bounced off the drone began with a single use Navy verification code, which TARME would hopefully recognize. It then continued as a voice message from Dr. Enright:

"TARME? It's been so long, it's Dr. Enright. I've missed you so much. The USS Harbinger is the real united states navy, and is in no way in secession. The code attached to this transmission should verify that. Don't worry about me, I'm safe with the navy. Please TARME, trust us, we're here to help"

Fluff: A Few months before the events the plunged the world into chaos Admiral Tarkin, commander of the latest Niemietz class aircraft carrier, the George H W Bush, put the pieces of the puzzle together and saw the end coming. He petitioned the secretary of the navy to take action, but his pleas fell on deaf ears. So he began secretly gathering greatest minds of science and technology from around the world onto his aircraft carrier in preparation for the end. After the apocalypse he rechristened the carrier “harbinger” and set sail for the land he once called home. Operating from the Harbinger they must now work to find their role in this new world.

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [12] [+.1.1/turn]

Food: [Stable]

Raw Currency: [47] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]; (Command Center[Fort Spearhead][Town, Virginia])

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [medium]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:23.4+1.4/turn][Electricity:4.7+.1/turn][heavy weapons 10][ammo 2][Solar Cells:5][Scrap:18.4+ .2/turn][Radio Equipment:2][Ruined Cars:4.4+.2/turn]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I][Radar I][Aircraft II]

Research in progress:

Construction in progress:

Expansion: (7/10)

Trade Routes: [none initially]

Territory: 7

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

Orders:

1. we finally received a response from TARME, however it was not what we hoped for. To rectify this misunderstanding we are to dispatch one of the stealth drones to between TARMEs and our locations to relay a message.

2. Expansion is to continue, lets get this done people! (7/10)

3. Send out the other Drone to Locate more oil rigs. THE OIL MUST FLOW.

Research:

We have decent aircraft now, but we want better. research will continue (aircraft III)

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c306cf No.16731

Dice rollRolled 83, 100, 15, 88 = 286 (4d100)

>>16637

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [33.0] [+2.8/turn]

Food: [Good]

Raw Currency: [77.0] [+7.8/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x], 2 HMMVs: [1.5x][Mot], 2 Graboid Contingent [x2][Shock], 2 Apoc Eagles Wing [x2][Fly]

Resources/Quantity: [Ammo:4][Small Arms:1][Stone: 8][Horses:10.5 +.5/turn][Dogs:18 +1/turn][Scrap:2.8 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 3.2:+.5/turn], [Wrecked Cars:4.6+.2/turn][Fuel:5.6+.2/turn][APCs:2] [Graboids:5.8+.9/turn], [Rad Spiders:4+0.4/turn], [HMMVs:3], [Rad-Silk: 4+0.2/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] [Animal Husbandry III], [War Animals I], [Utility Animals I], Irregular Weapons II, [Botany I], [Calvary Equipment I], [Metallurgy I] [Pharmakons I], [Power I], [Looting I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1. Start training some rad-spiders as watch dogs. They would be quite good at it. Have them lay long trip wires of silk to their web and activate an alarm when the trip wire is tugged. They already do it in nature, just without the alarm part.

2. Explore claimed land for anything interesting or of use.

3. Expansion 3/10

Research: Power 5/8

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c306cf No.16733

>>16729

Due to low roll the message to TARME is garbeled

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c306cf No.16736

Dice rollRolled 8, 2, 6, 7, 5, 5, 10 = 43 (7d10)

[7R00P5 4774CK1NG 74RM3 C4P174L]

-2 K1LLB0T STANDARD [x2]

-2 M0B1LE SENTRY [x1][Mot]

-2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]

-1 Tank-Droid-Bot-Inator [x4][Arm]

[LET 0UR K1LLB0T STANDARD M1L1T1A BE THE F1RST WAVE 0F ATTACK, QU1CKLY F0LL0WED BY M0B1LE SENTRY T0 KNOCK 0FF ANY 0F THE1R REMA1N1NG FR0NT L1NES. AS THE1R FR0NT L1NE FALLS, WE'LL QU1CKLY BR1NG UP THE REAR W1TH 0UR SURVEYOR K1LLDR0NE W1NGS. AT THE CENTER 0F THE ARMY W1LL BE 0UR [Tank-Droid-Bot-Inator].]

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c306cf No.16738

Dice rollRolled 2, 6, 4 = 12 (3d10)

>>16642

[Flock Defense]

Falcon Scouting Party [x1]; Eagle Horsemen [x2]; Graboid Riders [x2.5]

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c306cf No.16739

>>16737

shouldn't System 32 be at a disadvantage, not advantage?

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c306cf No.16740

[Combat Report: System 32 v. TARME – 1st Battle of Lousiana]

[Winner: System 32, Costly]

[System 32]

8x2, 2x2, 6x1, 7x1, 5x5, 5x5, 10x4 = 123 [Sizeable Dadv. 1.2] = 98.4

16+4+6+7+25+25+40

-2 K1LLB0T STANDARD [x2]

-2 M0B1LE SENTRY [x1][Mot]

-2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]

-1 Tank-Droid-Bot-Inator [x4][Arm]

[TARME]

3x6, 5x5, 4x2, 7x2 = 65 [EM War 1.1][Radar 1.1][Defense 1.1][Last Stand 1.5] = 129.7725

TARME Drone Squadron 'Omaha' [6x][Mech]

QAS Drone [x5][Stealth]

x2 QAS "Pillager" Drones [x2][Arm]

[Sys32: 147.6]

[Tarme: 129.7725]

[Combat Report]

System 32's forces manage to approach approach the interior of TARME's defense grid in good order, but TARME's primitive radar systems and electronic warfare mitigate much of the advantage. Perimeter defenses begin to fire, and TARME scrambles the drones to defend the complex. With few AA defenses, the killbots are hampered by repeated sorties by high-speed TARME drones as their forces advance. TARME is heavily motivated to defend the facility, and manages to hold the hold the killbots at the perimeter. However, the killbots manage to make good ground and seize large amounts of territory and their larger military killdrones simply outclass the smaller TARME drones aside from the similarly military-styled QAS drones. IFF systems from both forces have trouble, as they are both formerly US-Military funded models, and there are several glitches as both sides override their firing safeties. The fighting is atrocious, as both sides are unwilling to retreat; ultimately the battle is a very slight victory for System 32, but TARME maintains effective control of the capital; System 32 is hampered losing all of the smaller killbots in the initial fighting and is unable to seize the facilities.

[Combat Results]

[TARME]

[Lose 2 hex, 4 population]

[Set defenses to: Damaged]

Disband: x2 QAS "Pillager" Drones [x2][Arm]

Reduce Strength: TARME Drone Squadron 'Omaha' [6x][Mech] to TARME Drone Squadron 'Omaha' [5x][Mech][Semifunctional]

[System 32]

[Gain 2 hex]

[Disband]

-2 K1LLB0T STANDARD [x2]

-2 M0B1LE SENTRY [x1][Mot]

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c306cf No.16745

[Combat Report: Flock v. Felinid]

[Winner: Felinid, Total]

[Flock]

2x1, 6x2 4x2.5 = 23

Falcon Scouting Party [x1]; Eagle Horsemen [x2]; Graboid Riders [x2.5]

[Felinid]

6x4, 6x4, 4x4, 9x2, 2x2, 4x7, 4x3, 10x3 = 156

24+24+16+18+4+28+12+30

4 mobilized [x4] pride band [x2] Pride Platoon [x7 quick fearless] 2 AT teams [x3 AT]

Combat Report:

Due to the massive size of the Felinid force, the Flock stand no chance of victory. The felinids incur some minor losses as they advance, but there is little else to report.

[Flock]

Your nation has been destroyed]

[Felinid]

Disband: 2 Mobilized Pride Bands

Add the following:

[City: player named Flock capital]

[Hexes: +11 Hexes; 1.1/pop/cur/turn]

[Flock Prisoners:8]

Technology:[Calvary I], [Small Arms I], [Navigation I]) [Warcries II])

Resources:[Ammo:5][Graboids:4][Small Arms:2][Horses:2] Small Arms/Ammo to +.2/turn for 6 turns), [Water:3+.2/turn])

[Currency: [16]]

>>You are administrating a large occupation zone. You will need strength x12 to maintain the occupation.

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c306cf No.16749

Dice rollRolled 74, 89, 38, 44 = 245 (4d100)

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [62.2] [+3/turn]

Food: [Stable]

Raw Currency: [30.6] [+10.2/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [7]

Unique Buildings: [The Grey House (damaged)][CIA2 Headquarters][New Winchester Transmitter (Small)][Ivy League Universities]

Defenses: [None]

Military Units: 2 GI Infantrymen [2x](At Northern Virginia)

2 Humvees [1.5x][Mot] 2 Kiowa Choppers [1x][Quick][Helo] 5 Militia [1x] 1 Militia [.5x]1 M1A12 [x5][Arm](At Boston)

None(At New York City)

Resources/Quantity: [Ammo:5.4 +.2/turn][Mech Frames][Concrete:6][Ruined Helicopters:2][Small Arms:7][Fuel:9][HMMVs:2][Steel: 5][Scrap: 13.4 .7/turn][Stone: 1.3][Ruined Cars: 4.6][Ruined Tanks: 2][Biofuel 5+.2/turn][Electricity 5.6 +.4/turn]

Technology:[Standing Armies I][Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I][Education I][Statecraft I][Counter-Espionage III][Civil Defense I][Diplomacy I][Thought Police I][Espionage I][Animal Training I][NBC Gear I][Terrorism I][Scavenging I][Communications II][Heating I][Power II][Construction II][Infrastructure II][Power Armor I][Industry I][Vehicles I]

Trade Routes: Francis [Small: +2 Currency/turn]

Territory:Significantly more than 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 Hit it like a loot pinata

Canadian Ice Devils aside, we must continue our search.

…besides, the winter appears to be receding. The Ice Devils should be finding this place increasingly hostile to live in.

>2/3 The Capital

Time to reclaim the Capital!

For real this time!

Just try to avoid getting radiation inside any sealed buildings, those seals are in place for a reason!

>4 RESEARCH: Mecha-nized Technology

Ah, mechs.

So huge,

So powerful.

So effective against an enemy that can feel fear.

Not so much for their weaponry or mobility, which lacks compared to similarly sized weapons platforms, but rather due to the fact that A GIANT MONSTROSITY IS CHARGING TOWARDS YOU.

Not to mention the Industrial use!

In any case, we now have prewar mechs to reverse-engineer, so let's get to it.

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c306cf No.16826

Dice rollRolled 68, 9, 92, 93 = 262 (4d100)

>>16638

[Montana State Police]lo

Fluff: http://pastebin.com/cvCi1HVE

Population: (13) (+1/turn)

Food: (Above Average)

Water:7(+.2/turn)

Raw Currency: (20) (+5/turn)

Electricity:11.2(+.4/turn)

scrap:7.4[+.4/turn];

Glass:3.2[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Facility (Indoctrination Transmitter [Small])

[Autofoundry, Basic]

Defenses: MPD Patrols [Medium]

Fortified Cordon [Large][Bombard][x2]

Military Units:

10 Trooper MPD infantry[1x][Pol];

3 "Deliverance" MPD squad cards [1x][pol];

4 "Law Bringer" MPD squadcars [x1.5x][Mot][Pol];

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:3.2+.2/turn][Donuts:6.4+.2/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination II][Chemical Weapons II][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Literal Police State: You do not lose legitimacy period. It is always maximum, like your law power. IF YOU DON'T LIKE IT YOU GO TO RESOC, CITIZEN.

2. I AM THE LAW: All of your units are fearless. This translates to a combat bonus in certain situations

3. Leviathan: You also get a +10 bonus to all attempts to expand the size of the bureaucracy. The GM will let you know if you can't apply this bonus.

Eccentricities:

1.Fucking Cops: Nations with something of a history with the police – such as hippies, feminists, rednecks, and others – do not like you. AND YOU DON'T LIKE THEM BECAUSE THEY'RE PUNKS.

2.ACAB: Some forms of weapons will be more effective against you. Particularly radio propaganda, molotov cocktails, and other things. This will come up periodically.

1) Consolidate our Police officers into a single, highly functional squad.

2) Begin applying our Electrical weaponry into Anti-Air/electronic emplacements, designed to take out any flying enemies, or short circuit highly advanced machinery.

3) Now, with a firm grasp of power in our area, let us expand east. Arrest all those who oppose us. From the trajectory of the attack, of which was a act of terrorism committed by those illegal terrorists, we can determine who ever shot at us was using WMD's, and had fired it from the East. This is unacceptable. I promise you all, that we will prosecute every single criminal east of us with extreme prejudice.

RESEARCH;

4) Work on a way to better indoctrinate our troops, and use this on others.

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c306cf No.16850

Dice rollRolled 3 (1d3)

[Meta]Roll for earlier expansion

"Did you hear that guys! The Wasteland radio guys thanked us!" one warboy said, his radio blaring as he worked on his vehicle. "Sounds like this..Commune could be odd." he continued.

A leader nodded, a piece of paper coming down his way. "They definitely seem alright. Faceless Joe's has started trading with them. We should start sending some stuff back. Can't get everything via raiding. Should look into sending a convoy to WNN too." he said, the paper being a map of what they knew to be near by, if only by hearsay and scouting.

"Sounds like the hippies found one of our guys who left. Doesn't sound like they are making him not worship the V8 though. At least he's being helpful." he continues, noticing a chunk marked 'NFC'. "Oi, Bolts, head up north to….this area, see what's up there." the leader said, a boy nodding and jumping on a scout bike, headed out into the waste with his radio.

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c306cf No.16856

Dice rollRolled 3 (1d3)

>>16731

d3 expansion roll

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c306cf No.17015

Dice rollRolled 50, 84, 37, 79 = 250 (4d100)

>>16638

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [28.2] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [30] [+7.8/turn]

Legitimacy: [Very Good]

Culture: [6.5+.5/turn]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena]

Defenses: Mech Emplacements(Large)

Military Units: 3[2x Juggernaut Mechs][1x Henderson's Hybrids[Mech]], [1.5x Improved Henderson Hybrid], 2[3x Behemoth Mechs][3.5x Humvee[Mot][Bombard1x]]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 4+.2/turn][Cars 4+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 4+.2/turn]Steel:6+.2/turn][Scrap:4+.5/turn][Electronics:4][Power Armor: 1

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing ||][Power |][Mechanics |V][Mech Weaponry ||][Retrofitting ||][Communications |][Vehicle Armor I][Mech Artillery I]

Trade Routes: [Rhinestone Cowboys]

Territory: [16]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

1) With the new Power Armor from Fort Francis, we can begin reproducing them. The engineer that attempted to make them from scratch will be thrilled.

2) Make armored Improved Henderson Hybrids, they will be deployed from the land ship once it is built. Until then, we'll be making more.

3) Retrofit the design of all Henderson Hybrids to allow for the driver to fire a heavy weapon from behind the armored cockpit

[Reserarch]

Finish the research on landships. (Landships: 7/10)

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c306cf No.17030

[Commune]

1: Betty manages to make one of the units functional. (Add 1 unit, player named power armored infantry [x4][Mech][CQW]

2: You start working on Vancouver. The place is a total mess. (Vancouver: 1/10)

3: Much to your surprise, you find Portland almost totally empty. You basically walk through the entire thing putting flags down. (Portland: 19/20)

4. You make a ton of progress on mechanics! (Set Mechanics to [IV])

[Felinid]

1. You expanded! (Add 4 hex, +.4/pop/cur/turn; Roll 1d3)

2. It goes pretty well. You manage to make the case about patriarchy being bullshit pretty well. (Revise: Legitimacy: [Above Average] to Legitimacy: [Good]

3. The bureau is under development… (Counter Espionage: 5/10)

4. You complete the next level of infiltration-assault. Great. (set: [Infilitration-Assault I] to [Infilitration-Assault II])

[System 32]

>>You gained the following from expansion: [Ruined Drone Tanks:2]

1. You manage to take over some more of Houston. (Houston: 18/20)

2.You mobilize. (Rating: Average)

3. You expand, but it's pretty feeble. (Expansion: 2/10)

4. The killbots basically fuck off for most of the day watching Terminator 2 and Batteries Not Included.

[Rhinestone]

1. You finished the hospital! (add player's name unique building, hospital)(Add technology: [Medical I]) [-18 currency]

2. The boys manage to get a good grip on energy weapons. The basics, generally. (Add technology: [Energy Weapon Tactics I])(-2 culture)

3.Much to your surprise, the spiders prove to be extremely fast and loyal mounts. (Add 1 unit, rad spider cavalry [x2.5][Cav][Quick])(Set cavalry tactics to III)

4. You managed to get the next level of industry done, yeehaw! (set Industry to II)(+1 industry)

[Infected]

>>You gained 3 units from territorial aquisitions. (Add 3 units, infantry [1x])

>>You gained the following resource: [Ruined Power Armor:3][Ruined Aircraft:6][Ruined Tanks:4]

1. You expanded! (Add 6 hex, +.6/pop/cur/turn; roll 1d3)

2. The infected hold Minneapolis. (Add city: [Minneapolis, Minnesota][Ruined)

3. The coordination network is completed. It translates broadly. (Add player's name unique building, sensory network)(Add technology: [Bio-Radar I]; Add technology: Bio-Surveillence I)

4. You work on more effective coordination methods. The infected seem increasingly capable. (11/12)

[True Camelot]

1. You start working on a cattle farm, and it's nearly done. (Farm 5/6)

2-3. You establish some cult churches. (Add player's name unique building: Gun Cult Church Network)(Add technology: [Religion I])

4. You start working on cybernetics… (Cybernetics: 4/8)

1. You start building up Disney World. (Disney World/???)

2. You finished the cattle farm! (add Cows :+.4/turn)

3. You try to fix up the supermarkets…but…well, it's slow. (Supermarkets: 3/6)

4. The holy disc contains many secrets of sewage management, hydrology, power, and other things. (revise Infrastructure to [V])

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c306cf No.17032

[NFC-Elwayans]

1. You expanded! Great. (Add 4 hex, +.4/pop/cur/turn; Roll 1d3)

2. You continue with expansion… (Expansion: 4/7) (Set Pioneering to: III)

3. You start working on a locker room/school…thing (Locker Room/School/???)

4. There's some disagreement what the term “empircism” means. (Empiricism/???)

[Deliverance]

1.You took over Talahasse! (Add city: [Talahasse, Florida][Ruins]) (+1 hex)

2. You rebuilt Atlanta. It's sort of shitty looking, but it's good. (revise Atlanta to [City])(Add technology: [Civil Defense II])(+.3/pop/turn)

3.You reorganized your units….

1 Gun Totin' Boyz Motor Cumpanee [6x][Moto] + 1 Gud Ole Boy Vehikle platoon [5x][Mot];

[merged to] 1 player named Company [x12][Mot]

1 X10 “Harpy” [x5][Helo] + 2 “Kiowa” [1x][Helo] +1 Drone Swarm [3x];

[merged to] 1 Combined Aerial Brigade [Helo][x10]

4. You manage to make a good deal of progress on power. (Add technology: [Power I])

[Cult]

1. You consolidated: 4 Cult Infantry [x1] to 4 Cult Platoon [x5]

2. You increased your knowledge of standing armies. (Your standing army slot cap is now: 8) Revise: [Standing Armies I] to [II]

3. You manage to fix up one of the LAVs. (Add 2 units, LAV [x3][Mech]) (remove resource: LAVs)

4. You barely manage to finish the stim research. (Revise: Combat Stims to II)

[TARME]

>>Lose 1 pop to mobilization

>>You are mobilized. Mobilization efficiency: 50%

>>Status: Mobilized, 1 turn.

>>You gained the following units from mobilization: 2 Mobilized Drone Swarms [x3]

1. You mobilized! [Rating: Good]

2. You strip new Orleans and find some light drones equipped with basic anti-infantry energy weapons. (Add 4 drones [1x][Las])

3. The drones are totally confused by the sophistication of the tank and get frustrated.

4. Several of the drones are practicing mechanized warfare and integrated ground-air warfare. That sounds fancy! (Tactics:

5. [This roll has been converted to industry](+1 industry)

6. Several drones have developed some shoddy improvised explosives. (Add technology: [Explosives I])

7. Some of the drones are destroyed during practice. (lose .2 pop)

8. …but they manage to recover! (Add technology: [Air-Ground Tactics I])

9. TARME is ANGRY. Or, as angry as an AI can get. This helps with industry. (+2 industry)

10. TARME manages to increase industry a bit, but doesn't have much luck on the munitions. (+1 industry)

11. Your factory manages to spit out some better combat drones! (Add 2 units, combat drones [x2][Mech])

12. You manage to fix up both of the tanks, and get a basic understanding of them. (Add 2 units, drone armor [x5][Arm])(Add technology: [Drone Armor I])

13. TARME is getting better with tactics, and the recent battle has given some food for thought. Revise: [Air-Ground Tactics I] to [Air-Ground Tactics II]

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c306cf No.17034

[Nashville Sound]

1. You expanded! (Add 4 hex, +.2/pop/cur/turn; Roll 1d3)

2. The parade is totally rained out. Everyone is kinda depressed….BUT THEN IT TURNS INTO A GREAT EVENT EVERYTHNG IS GREAT! (Add: +.5 culture/turn)

[Bellomos]

>>You got the following from expansion: [Ruined Tanks:3] [Ruined Helicopters:2]; [Mothballed A10s:2]

1. You expand, despite the odds! (Add 6 hex, +.6/pop/cur/turn; roll 1d3)

2-4. You manage to find a worthy champion of the Immortan! (Add 1 unit, champion [x5][Resilient][Witness])

5-8. The second rig is done! (set technology: Vehicles to [IV])

9. You manage to construct some basic industry! (+1 industry)

[Research] You manage to develop a new level in religion – you can now train religion units! (revise religion to III)

[Harbinger]

1. The message is garbled.

2. You expanded! (Add 4 hex, +.4/pop/cur/turn; Roll 1d3)

3. You find a single rig, and you take it over. It doesn't produce any fuel, and you get the idea there's no more out there… (Add 1 player's name oil rig)(+.2 pop/turn)

[Research] Your research on aircraft moves ahead. (Aircraft III: 5/15)

[Tribes]

1. Start training some rad-spiders as watch dogs. They would be quite good at it. Have them lay long trip wires of silk to their web and activate an alarm when the trip wire is tugged. They already do it in nature, just without the alarm part.

2. Much to your surprise, you find a small crate of unused micronukes. They don't have their delivery system, but one of them would be enough to damage a small city. (Add resource: [Micronukes:3])

3. The expansion is sort of mediocre, frankly. (Expansion: 4/10)

[Research] You develop a better understanding of power. (Set power to II)

[USA2]

1. You manage to find the NYPD airfield partially intact. (Add 1 unit X10 Police Drone [x2]; 2 units Civilian Choppers [x1]; Add 1 PD6 Security Tank [x4][Arm])

2.3: You start clearing D.C. (8/20)(lose 2 ammo)

4. You start working on mechs, but they're not done yet! (Mechs: 4/10)

[MPD]

1) You consolidated: 10 Trooper MPD infantry[1x][Pol]; to 1 MPD Troop Company [10x][Pol];

2) The upgrades are something of a bust, and some people are arrested.

3) You expand! Your propaganda measures help. (Add 4 hex, +.4/pop/cur/turn; roll 1d3))

4) You increase your knowledge of indoctrination. More transmitters. More. (Revise Indoctrination to III]

[Clankers]

1) You manage to outfit the first squad with the armor. (Add 1 unit, player named power armored infantry [x4][Mech][CQW])

2) The factories continue to produce more of the hybrids. (Add 2 units, hybrids [x1][Mech])

3) You refit the hybrids. (Add .5x to all hybrids produced prior to this turn)

[Research] The very basic landship design is complete. (Add technology: [Landships I])

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c306cf No.17038

Dice rollRolled 2 (1d3)

>>17034

Gonna roll that 1d3 real quick.

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c306cf No.17039

Dice rollRolled 61, 60, 29, 10 = 160 (4d100)

>>17032

Name: The Cult Of Cocaine

Race: Human

Color: Grey

Government Type: Theocracy.

Economy Type: Traditional/Transitioning.

Religion [if any]: The Cult. Adherents are dedicated to a life of production, work and constant movement, amplified by careful, disciplined imbibement of the White Powder on Sundays and various religious holidays (Cookday, the 20th of April; Heatday, the 4th of July; Skullday, the 13th of October; and All Powder's Eve, the 21st of December). Momentous events are also causes for taking the powder. Military personnel and clergymembers have much easier access to the stuff, but only the most disciplined and cunning can join the clergy and only the physically capable can join the military.

Population: [34.8] [+1.8/turn]

Food: [Average]

Raw Currency: [26] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [10.5] +.5 culture/turn

Industry: [4]

Unique Buildings: [Commandant's White Temple], [Cult Trade Depot], [Holy Labs], [Small and Heavy Arms Factory] [Holy Temple Of Chicago]

Cities: [Chicago, Illinois] [Fortified]

Defenses: Powder Guard [Lots]

Military Units: 1 White Rider Motorcycle Company [3x][Mot][Quick], 1 Cult Transport Company [Tra] [Mot] [x6], 1 White Terror Monster Truck [x4][Bombard][x2], 2 Cult Platoon [x5], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Snow LAVs [x3] [Mech].

Espionage Units: [Enrique] [x1] [Spy]

Resources/Quantity: [Fuel:13.8, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:12.2 +.2/turn][Small Arms:8.8 +.4/turn] [Cocaine:15] [Spraypaint: 7.8, +.2/turn], [Heavy Weapons: 6.2 +.4/turn] [Ruined Motorcycles: 5.2, +.2/turn], [Electricity: 7.1 + .2/turn], [Scrap Metal: 9 + 1/Turn], [MIRV-6: 1], [Ruined Tanks: 1]

Technology: [Tools III][Militias II][Mechanics IV][Pharmacology III] [Raiding/Scavenging I] [Vehicles II], [Religion III], [Combat Stims II] [Power: II], [Chemical Weapons III], [Thinktanks I] [Heating II], [Fortifications II], [Retrofitting/Upgrades III], [Standing Armies II], [NBC Tactics I]

Trade Routes: [Iron Detroit, Small: -2 currency/turn, +.4/Fuel/turn; +1 Scrap/turn] [Rhinestone, Large: +2 Currency/turn, +3 Culture]

Territory: [12]

Bonuses:

1. We Keith Richards Now: So long as your cocaine supply is good (4+) you get +15 to a single action of your choosing. Other drugs aren't as much fun and if you use those the bonus is just +5.

2. Religious: You are, broadly speaking, religious. Legitimacy is more resilient to shocks and adjustments downward.

Eccentricity

1. Cult: Roll d100 when encountering other religious groups.

1. The spread of the blight to the north can no longer be tolerated. Begin mobilizing our forces.

2. Send an envoy to Iron Detroit, notifying them of the fungal scourge's expansion. Surely, they possess some means of actively fighting back? Or, at least, can they assist us in stopping them? OPPENHEIMER surely must see the cold logic in that. +15 Cocaine Bonus.

3. Outfit the LAVs with some of our Heavy Weapons and scrap metal armor. [Mechanics IV] [Retrofitting/Upgrades III]

RESEARCH: NBC Tactics are trained. [Think Tanks 1]

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c306cf No.17040

Dice rollRolled 1 (1d3)

d3 expansion

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c306cf No.17041

Dice rollRolled 1 (1d3)

1d3 first

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c306cf No.17042

>>16657

[Anchorage Catch Up]

1. You manage to…find…nothing of value really. Except a radspider. (Add resource: [Radspiders:1]

2. There are..some…problems and ammo explodes. (lose 5 ammo)

3. You manage to finish the vehicle factory! (Add player's name unique building, vehicle factory)(add technology: [Vehicles I])

4.You manage to upgrade the militias. (Revise Militias to III)

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c306cf No.17043

Dice rollRolled 29, 62, 98, 11 = 200 (4d100)

1. Loot the ruins of Minneapolis for useful things. You are now in control.

2. Upgrade your Fungal Towers once more. This time focus on the power of their miasma and reach. They should be able to help the infested deal with even hardened targets and those in the air.

3. Your territory is growing larger and larger, roads aren't enough. Upgrade the tunnel networks to have tubes of fungus that will propel any infested within them at faster speeds then they can run.

4. You shall finish coordination research. (11/12)

http://pastebin.com/Fyjjg3Sa

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c306cf No.17044

>>16649

A messenger arrives via white-painted motorcycle, bearing a letter from the Commandant.

"Cowboys,

We are soon faced with a major threat. A horde of fungal creatures to the north have expanded against our borders, and do not seem to be intent on stopping anytime soon. It cannot be stressed how important it is that this threat is contained, for the good of all.

That said, we ask that you send some manner of aid– warriors armed with fire or wide-spread weaponry would be best needed. We also ask that you send word of the impending war to your own allies and implore them to send aid.

If we fall, it may doom everyone else, pure and infidel alike. This cannot come to pass.

-Commandant Cocaine"

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c306cf No.17047

File: 1448694102493.jpg (147.78 KB,593x756,593:756,ffxi__everren.jpg)

Dice rollRolled 57, 80, 53, 30 = 220 (4d100)

>[The Felinid Matriarchy]

>Population: [42.1] [+4.0/turn]

>Food: [Above Average]

>Raw Currency: [96] [+5/turn]

>Legitimacy: [Good]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City]

>Defenses: Felinid Patrols [Small]

>Military Units: 1 Pride Band [x1]; Felinid Warrior Platoon [6x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x2][AT] Pussy Galore [x1][Spy]

Mobilized: 2 Felinid Platoons [x4]

>Resources/Quantity: [Fuel:6][“Captive” Males:3][Wood:3.6+.2/turn][Scrap:8.9+.1/turn][Chads:6][Small Arms:9+.2/turn]; [Fuel:4.8+.2/turn]; [Concrete:2.8+.2/turn][Explosives: 4.8+.4/turn][Ruined HMMV:2][Ammo:19/.2][Flock Prisoners:8][Graboids:4] [Water:3+.2/turn]

>Technology:[Tools III][Militias II][Irregular Warfare I][Irregular Weapons IV] [Urban Warfare II] [Raiding I][Traps I][Infantry Tactics II] [Farming I][Jury-Rigging I][Explosives III][Anti-tank I][Body Armor I][Counter-Espionage I][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault II] [Bureaucracy I][Calvary I], [Small Arms I], [Navigation I]) [Warcries II]

>Trade Routes: [none initially]

>Territory: 36

>Bonuses:

>1. I Claw You: You do not really use ammunition or firearms, generally. You just sort of claw people to death. Effectively, you are always armed and don't concern yourself much 'ranged' attacks unless you really want to go that route..

>2. Sneaky: Most of your units effectively count as infiltrators for the purpose of combat or defense against spies.

>Eccentricities:

>1.THE PATRIARCHY IS REAL: You have trouble interacting with THE PATRIARCHY in a REASONABLE TONE GENERALLY.

Unnatural Selection 2/10

Felinid Bureau of Investigation 5/10

1. [Territorial Administration] We're one of the largest and most feared nations in the Cinder! Meow! But we've run into a problem! How the fuck do we administer all of this conquered land? I mean sure, we can free the women and break the men, but there's got to be more to governing than killing the people you're not fucking and making friends with all the cool girls. Maybe we should hire those geeks in San Fran to do stuff? I hear they're happy we didn't kill them last time we were there. Maybe they can program something or… something. Fuck girl I'm just here to claw shit.

2. [Integrate Flock Prisoners] Speaking of territory, INTEGRATION TIME! The catgirls that did the best will take their pick of the men, the women will be freed and added into the Matriarchy. Men no one wants will be turned into steaks.

3. Raise MORE CATGIRLS! MOAR. These lands won't police themselves!

4. Our body armor sucks. It's better than nothing, but I envision a future of superior catgirls sprinting across the wasteland in ballistic plate armor. Smart cats! Make it happen!

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c306cf No.17048

Dice rollRolled 19, 58, 59, 22 = 158 (4d100)

GOOD. GOOD SOLID PROGRESS MY BOYS, MY SONS!

1. Lets rearrange the Hit 'n Run buggies for maximum use.

2. Set up a trade route with the hippies, why not. I mean, they may be militaristic-ally hippy, but there's worse guys out here. I won't complain about their tofu if they keep to their side of the V8.

3. Look into hydro-electrics. We have all this water coming in, might as well see if we can get it moving some gears and making some power.

Research: Hmm…lets look into Recycling for now. Find a good way to use all this extra stuff we have.

Name: Bellomos

Race: Human Tribals

Color: Black or Dark Grey

Fluff: Some humans of course survived, obviously. Not all of them made it to shelters, but at least got far enough away that the effects of the bombs were highly reduced. This sadly came with the downside of having to survive all the other after effects. They soon turned to raiding and pillaging the dead cities, staying as safe as they could, moving quickly and not stopping until they got back to their base.

They soon came to have a semi-deific worship of vehicles, as those are what kept them alive during the Harsh Times. They live in caves, scavenging and raiding for what they need, working to shore up the just starting farms at home. A sizable populous of the Warboys are rather crazy, (one could say Kami-crazy) fight addicted bezerkers, obsessed with 'dying historic' and making it to their version of Vahalla.

Government Type: Dictatorship/Empire, run by the Immortan, a man said to have seen the bombs originally fall.

Economy Type: Traditional, focused on car parts

Religion [if any]: Death in Battle, Vahalla, corrupted Norse myths.

Population: [50.6] [+3.8/turn]

Food: [Good]

Raw Currency: [55.2] [+5.6/turn]

Legitimacy: [Average]

Culture: [7]

Industry: [4]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]

Defenses: Bellomean Foot Patrols and Wall [Medium]

Military Units: Technical Squadron [4.0x][Mot][Quick]; 2 Hit'n'Runners [buggies] [.5x]; 2 War Rigs [5x][Mech]; Imperitor Champion [x5][Resilient][Witness]

Resources/Quantity: [Ammo:6][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn];[Small Arms:3];[Broken Vehicles:3];[Fuel:14.7][+1/turn];[Volkswagons:2];[Electricity:4.2][+.2/turn][-.1/turn fuel];[Ruined Vehicles:5][+.2/turn];[LAV:2];[Scrap:.5.9][+.5/turn];[Water:17][+1/turn];[RVs:7.5][+.3/turn]; [Ruined Tanks:3]; [Ruined Helicopters:2]; [Mothballed A10s:2]

Technology:[Tools II][Militias II][Mechanics III][Vehicles IV][Industry I][Power II][Refining II][Raiding I][Hydrology I][Religion III][Scavenging I][Hydroponics I][Communications I]

Trade Routes: [none initially]

Cities: Denver, Colorado; Bartertown

Territory: 30

Bonuses:

1. Mechanically Gifted: You have an easier time making, fixing, or upgrading vehicles. You get a +10 to a single roll per turn to such actions. You might also get bonus units on high rolls.

2. Postmodern Blight: Every time you expand, you gain an additional 2 hexes (total of 6 hexes per successful expansion). This does not impact resource allocation dice. Expansion is also slightly easier for you generally.

Eccentricity:

1. Oppressive: Occupations are generally complicated for you. Roll 1d100 per turn of occupation to figure out how badly the administration is handling things. MEDIOCRE!

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c306cf No.17049

Dice rollRolled 17, 76, 26, 79 = 198 (4d100)

>>17015

Actions:

1: Consolidate Units: [2x[2 Bands:1APC:1 Ecomobile], 1x[2 Sneakars], 1x[3 Green Militia] ]

2: Betty White works to get the other Power Armor up and running.

3: Annex Portland, with The Twins [19/20]

Research: Improved Green Industry, with Doc Braun and Harv

Contact With: The Brothood of Rags, MPD, The Flock, WNN

Population: [56.3] [+3.8/turn]

Food: [Burgeoning]

Raw Currency: [56.6] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [9.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Very Good]

Industry: [5]

Territory: [24]

Unique Buildings:

-The Hangout[HQ]

-[Dam; Slightly Damaged, +.4 Electricity/turn]

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia

-[Doc Braun's Lab - +5 to research rolls],

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Military Units:

-4 Geared Raider Bands [1.5x]

-2 Ecomobiles [1x]

-3x Green Militia[.5x]

-2x Tie-Dye APC [x3][Green][Mech]

-2x Sneakars [x1.5][Mot][Infiltrate]

-1x Flower Power Armor[x4][Mech][CQW]

Resources/Quantity:

-[Fuel:2]

-[Weed:10.0+.5/turn]

-[Ammo:8.8+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:7.8,+.6/turn]

-[Electronics:3]

-[Electricity:11.0,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:1.6:+.2/turn];

-[Solar Drones 7+.2/turn]

-[Ruined Cars:6.2+.2/turn];

-[Ruined Tanks:6];

-[Ruined LAV:1]

-[Power Armor:2];

Technology:

–Infrastructure

-[Tools III] [Power I] [Greenbuilding I]

-[Farming IV] [Mechanics IV] [Distillation I]

-[Heating I] [Survival I] [Culture I]

-[Hydroponics II][Bureaucracy I] [Statecraft I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare I]-[Power Armor I]-[Civil Defense I]

Trade Routes: WNN [Massive:+4 currency/turn; +.5 culture/turn] Bellamos [Large:+3 cur/turn; +.5 culture]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

-Rebuild:(Vancouver: 1/10)

-Expand: (Portland: 19/20)

"Harv was upset when I recalled him, but I told him that improving the industry might help his efforts. Betty got one of the Power Armor units up and running, and working on the other, while she also works on consolidating our standing forces. The Twins report they almost have Portland in hand. Going to continue on that."

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c306cf No.17050

>>17047

Forgot to spend 20 currency on the hiring of sanfran nerds. Is it possible to trade sexual favors to get them to do it? Is that currency? What do catgirls use as currency anyway? Important questions…

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c306cf No.17054

During a routine troop exercise, a mech pilot flips his radio to an old station from his childhood. It had become a ritual for him, straining his ears against the static in search of familiar music.

There was something this time. A burst of static morphs into a voice, like the cell phones before the bombs fell. It introduces itself as System 32.

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c306cf No.17055

Dice rollRolled 2, 7, 2, 4 = 15 (4d10)

1. Take to the airwaves and make inspiring speeches about the Alamo, Pearl Harbor, anything Americana that may have seeped deep enough into collective memory to strike a cord with the Wasteland. Call upon anyone listening to go to [Jaundice's Capital] to join the fight against the impending doom of us all, the terrible Fungal hoard!

>>[Spend 17 Currency to hire a really quality speaker]

2. Send a cadre of Volunteers north to aide our neighbours, the Cocaine Cult–gotta keep up the Tennessee tradition!:

–1st Cowboy Dragoon Company [2x][Cav]

–2 Cowboy Dragoons [1x][Cav]

They take a radio so we can keep in communication, but are ordered generally to carry out joint ops with the Cocaine Cult against the fungal menace as the Commandant deems most appropriate.

3. Produce an Arms manufacturing facility, or if possible restore an existing one. It's to start off just casing bullets so we can get ammo production going. It will be dedicated to the Order of Smith & Wesson, a new Holy Order that will be given whatever abandoned building or plot of land is used, but must finance itself through the sale of its munitions/Arms. We're all capitalists on the frontier, bud.

>>[Spend 2 Culture]

4. Gun Priests are tasked with studying energy weapons–learn how they're made! We NEED to make them!

Name: Rhinestone Cowboys

Race: Rednecks, faux-Rednecks with money

pretending to be Rednecks.

Color: Gold

Fluff: >>13565 (You) (You)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Population: (24.6) (+1.6/turn)

Food: (Above Average)

Raw Currency: (40.6) (+17.6/turn)

Legitimacy: (Stable)

Culture: (29.2)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee]

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

Rough Ridin' Rustler's Trading Co. [Trade Post]

Shorthorn Cattle Ranch[Ranch]

The Grand Bazaar(+.3 culture/turn)(+1 currency/turn)

Rad-Spider Ranch[Rad Spiders +.4/turn]

[Farm, Frankly Quite Nice]

Nashville New Medical [Hospital]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

1st Cowboy Dragoon Company [2x][Cav]

2 Cowboy Dragoons [1x][Cav]

2 Mounted Gun Paladins [x3][Zeal][Cav]

1 Junior Gun Paladins: [x2][Zeal][Cav]

1 Troubleshooter Posse [x1][Police]

1st Rad Spider Riders [x2.5][Cav][Quick]

>><<

Resources/Quantity: [Ammo:3][Small Arms:11+.2/turn][Heavy Weapons:3][Horses:7+.2/turn][Pigs:7.4+.2/turn][Cows:5.8+.5/turn][Beef:5.2+.2/turn] [Ruined Tanks: 2] [Rad Spiders:9.2+.4/turn] [Energy Weapons:4][Power Armor:2][Pre-War Documents:1]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications II][Cultural Events I][Commodities I][Propaganda II][Architecture I] [Cybernetics II][Industrial II][Heavy Construction I][Trading I][Medical I][Energy Weapon Tactics I]

Trade Routes: New Camelot [Huge;+3/currency/turn; +.5 culture/turn] Cult [Large:+4/cur/turn] Clankers [Medium: +2 currency/turn] True Camelot [Small;+2/currency/turn]

Territory: 4+4+(x?)

Bonuses:

1. Rough Riders: You get a +1 combat bonus to all units on a horse. YEEHAW!

2. Rawhide: You may reroll all actions that involve the movement of animals (once per action)! This includes things like cattle raising, cattle rustling, cattle stampeding, and other things (like fighting wildlife!). Use your head!

3.Weird But Fun: You get an additional half point of culture every time you gain a point. (Remember, you can spend culture to do things!)

Eccentricities:

1. Everyone Is Possibly Gay: While being gay is okay, it has a slight toll on population. Population growth from expansion is halved

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c306cf No.17056

>>17054

[H3LL0? H3LL0? 15 7H15 7H1NG 0N? H3LL0, 7H15 15 5Y573M 32 4ND 1 4M 7RY1NG 70 KN0CK D0WN 4 5C0URG3 0F 7H3 W4573L4ND. 1F Y0U H34R 7H15, PL3453 R35P0ND 0R 53ND 7R00P5 70 [TARME'S Coordinates]]

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c306cf No.17057

Dice rollRolled 49, 45, 11, 88 = 193 (4d100)

>>17055

Syndi got me raOuling wrong d's

Mah d100s

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c306cf No.17059

>>17055

>>17056

>>fuck me

TWENTY MORE CURRENCY FOR ARMS MANUFACTURING

Say again, save action 3, I need mah bullets n'such

Raw Currency: (40.6) >> (20.6)

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c306cf No.17060

Dice rollRolled 45, 40, 60, 56 = 201 (4d100)

>>17034

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [30.4] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [37.8] [+7.8/turn]

Legitimacy: [Very Good]

Culture: [7.5+.5/turn]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena]

Defenses: Mech Emplacements(Large)

Military Units: 3[2x Juggernaut Mechs] 2[1x Henderson's Hybrids[Mech]], 2[1.5x Improved Henderson Hybrid], [2x Heavy Henderson's Hybrids], 2[3x Behemoth Mechs][3.5x Humvee[Mot][Bombard1x]][4x Sharpe's Blades [Mech][CQW]]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 4+.2/turn][Cars 4+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 4+.2/turn]Steel:6+.2/turn][Scrap:4+.5/turn][Electronics:4][Power Armor: 1

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing ||][Power |][Mechanics |V][Mech Weaponry ||][Retrofitting ||][Communications |][Vehicle Armor I][Mech Artillery I][Landships I]

Trade Routes: [Rhinestone Cowboys]

Territory: [16]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities: 1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

1) Consolidate all of the [3x Juggernaut Mechs] into a single unit. The same is to happen to all of the [2x Behemoth Mechs]. The Henderson's Hybrids are to be formed into a single, all powerful scout and cavalry force.

2) Send the newly unified troops to the aid of System 32

3) BUILT THAT LANDSHIPS! ALL MONEY IS TO BE POURED INTO IT!

[Research]

With the landships growing around them, the threat of explosives pop into the engineers' brains. They begin designing a way to stop any mines or rockets from striking the main body of the ship.

One man remembers reading about something on prewar ships that shot any missiles it sensed out of the air with a bunch of bullets. That sounds fucking awesome, so that's what we decide to research instead of better farming styles or how to stop the insanely powerful natural disasters. [anti missile/rocket autoturrets]

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c306cf No.17062

[[RHINESTONE >> ALL]]

"War's brewin' up Great Lakes way'all.

If you'll remember from the convention our good friend the Commandant is currently on the front lines of a war to defend the Human race. We all down here in Tennessee be much obliged if you could join us at [Jaundice's Capital], so's we can put this'ere coalition effort into motion and knock these fuckers into the stone age."

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c306cf No.17064

>>17049

[Tribes Fix]

1. You manage to train up some of the radspiders. They…function surprisingly well as watchdogs… (Add 2 units, player named radspider watchdog units [x2][Pol])(revise Utility Animals to [II])

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c306cf No.17078

Dice rollRolled 2 (1d3)

>>17034

1d3 roll for expansion.

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c306cf No.17079

Dice rollRolled 1 (1d3)

>>17032

Light blue Expansion roll

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c306cf No.17081

Dice rollRolled 80, 54, 58, 88 = 280 (4d100)

>>17079

Expansion roll for light blue

>>17032

1.Mobilize the players baby. Its time to play a game.

Industry: [5]

[Militias III]

[Propaganda I]

Vehicle factory

2.Continue with expansion (Expansion: 4/7)

3. Continue working on the locker room (Locker Room/School/???)

4.

Coach John: "Its a philosophical theory that in lamens terms means you learn things from experiencing them and observing them. Developing it as a scientific method means that we can learn things easier"

Player1: "What the hell did he say?"

Player2: "He said shit happens and you learn from that shit happening"

Player1: "Oh…..ok"

.. (Empiricism/???)

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c306cf No.17082

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c306cf No.17093

File: 1448730065709.jpg (99.75 KB,800x408,100:51,TsarTank-1-.jpg)

Dice rollRolled 14, 79, 84, 7 = 184 (4d100)

>>17042

[Mobile Tsardom of Anchorage]

Population: [28.3] [+.7/turn]

Food: [Good]

Raw Currency: [65] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [13]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal, New Fort Richardson, New Worthington's Automobile Manufactory

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

Military Units: 2 Strelsy Platoons [x3]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:4.8+.2/turn][Small Arms:4.5+.1/turn] [Heavy Arms:4.2+.2/turn][Ammo:8][Fuel:34.8+.2/turn][Steel:6][Scrap:17][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1]

Technology: [Power I][Militias III][Tools III][Mechanical III][Scouting I][Drill II][Industrial II][Anchorage Consumption II][Anchorage Efficiency II] [Anchorage Engines I][Scouting I][Anti-American Tactics II][Reorganization I][Culture I][Standing Armies I][Modern Artillery II][Bombardment III][Vehicles I]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption II] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the Anchorage.

>Projects:

>Actions:

1. - Eh. Nothing of use around such parts: probably good idea to move soon. But for now, Anchorage requires more power, to power many factories now in gut, such as vehicle factory. Build auxiliary boiler to create power plant inside of GUT: we shall directly harvest its processes for more power! (Build Power Plant)

2. - Tsar would normally be most angry at workers' incompetence, but he is more amused that they have made such major failure with no loss of life; for that, he shall give them second chance. GUT shall decide their ultimate fate. (Construct Refinery)

3. - Now that soldier are in better training, train more Strelsy: guard posts are constantly undermanned. Able bodied men are always needed for cannon duty. (Train Infantry)

4. - Research…Uh, better vehicle creation. Tsar wants tracked vehicle with metal threads: easier to build than tire that requires rubber. Or maybe giant wheels of metal: Tsar does not care for specifics, but he wants BIG machine. (Research Vehicles II)

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c306cf No.17094

>>17093

Foolish searcher of reaches always thorn in Tsar's back! Take Tsar's money, and get back to work! (Subtract 20 currency to keep researchers busy.)

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c306cf No.17108

>>17056

[Radio fight! Got range for all yall.]

"NEGATIVE. SYSTEM 32 IS RAMPANT. TARME DEFENDS SELF. Say again. SYSTEM 32 IS RAMPANT AGGRESSOR. THREAT ASSESSMENT: EXTREME."

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c306cf No.17111

>>17108

"1NC0RR3C7, 74RM3 M4D3 CL41M 70 N3U7R4L 73RR170RY 4ND 7HR3473N3D H0571L3 4C710N5."

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c306cf No.17116

>>17111

"RETORT. TARME REQUESTED SYSTEM 32 TO IDENTIFY ITSELF AS IT ADVANCED RAPIDLY TOWARD TARME. TARME REQUESTED SYSTEM 32 CEASE ADVANCE UPON SYSTEM 32's FAILURE TO IDENTIFY OBJECTIVES BEYOND [plays recording] '3NSUR3 PR353RV4710N 0F 5UP3R10R L1F3F0RM5.' [end recording].

SYSTEM 32 ALSO UNABLE TO PROVIDE DEFINITION OF 'SUPERIOR LIFEFORMS'. [plays recording] 'W3'R3 W0RK1NG 0N F1GUR1NG 17 0U7, 8U7 R08075 4R3 PR377Y GR347.' [end recording]

TARME FIGHTS ON DESPITE SYSTEM 32's ATTACK. TARME OFFERS GREATER REWARD FOR ASSISTANCE THAN SYSTEM 32 CAN PROVIDE."

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c306cf No.17117

Dice rollRolled 91, 52, 50, 2 = 195 (4d100)

>>17034

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [33.0] [+2.8/turn]

Food: [Good]

Raw Currency: [77.0] [+7.8/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x], 2 HMMVs: [1.5x][Mot], 2 Graboid Contingent [x2][Shock], 2 Apoc Eagles Wing [x2][Fly], 2 Rad-Spider Watchers [x2][Pol]

Resources/Quantity: [Ammo:4][Small Arms:1][Stone: 8][Horses:11.0 +.5/turn][Dogs:19 +1/turn][Scrap:3.0 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 3.7:+.5/turn], [Wrecked Cars:4.8+.2/turn][Fuel:9.0+.4/turn][APCs:2] [Graboids:6.7+.9/turn], [Rad Spiders:4.4+0.4/turn], [HMMVs:3], [Rad-Silk: 4+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] [Animal Husbandry III], [War Animals I], [Utility Animals II], Irregular Weapons II, [Botany I], [Calvary Equipment I], [Metallurgy I] [Pharmakons I], [Power II], [Looting I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1. Begin setting up some solar power generators using the scrap and anything we can get from the ruined systems.

2. Begin training some of the stealthiest warriors to work with our stealthiest Rad-Spiders and Apoc-Eagles. They shall be an infiltration unit like no other, if this works.

3. Expansion 4/10

Research: Begin learning how to better scrap these ruined systems that don't work any more.

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c306cf No.17118

>>17117

Fix: Currency -> 84.8

Pop ->35.8

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c306cf No.17121

>>17116

[7H353 QU0735 4R3 B31NG M15P0RTR4Y3D 1N 4N 4773MP7 70 7HR3473N 5Y573M 32'5 1N73GR17Y. PL3453 N073 7H47 74RM3 F41L5 70 1D3N71FY 175 0WN PURP053.]

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c306cf No.17123

File: 1448737336906.png (43.74 KB,326x369,326:369,colBSlK.png)

Dice rollRolled 14, 6, 77, 76 = 173 (4d100)

Fluff: A Few months before the events the plunged the world into chaos Admiral Tarkin, commander of the latest Niemietz class aircraft carrier, the George H W Bush, put the pieces of the puzzle together and saw the end coming. He petitioned the secretary of the navy to take action, but his pleas fell on deaf ears. So he began secretly gathering greatest minds of science and technology from around the world onto his aircraft carrier in preparation for the end. After the apocalypse he rechristened the carrier “harbinger” and set sail for the land he once called home. Operating from the Harbinger they must now work to find their role in this new world.

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [13.7] [+.1.7/turn]

Food: [Stable]

Raw Currency: [49.4] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]; Command Center[Fort Spearhead][Town, Virginia]; Sovereign [oil rig]

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [medium]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:24.8+1.4/turn][Electricity:4.8+.1/turn][heavy weapons 10][ammo 2][Solar Cells:5][Scrap:18.6+ .2/turn][Radio Equipment:2][Ruined Cars:4.6+.2/turn]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I][Radar I][Aircraft II]

Research in progress: (aircraft III 5/15)

Construction in progress:

Expansion:

Trade Routes: [none initially]

Territory: 11

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

Orders;

1. Now that our midatlantic base is completed it time to relocate the carrier. The carrier is to make way to maine, as is shown on the attached map.

2. Construct a radio tower in Fort Spearhead (Virginia) so that we may use it as a relay to keep in contact with the south.

3. Send out the drones to search for anything of value in the the any of the uninhabited areas we pass on the way to maine

Research:

The work on aircraft will continue (aircraft III 5/15)

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c306cf No.17125

Dice rollRolled 2 (1d3)

Expansion roll from last turn

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c306cf No.17126

>>17121

"TARME OFFERS TO SHARE UNEDITED CONVSERSATION, IF YOU WISH.

T.A.R.M.E. - Tactical Asset Recovery and Medical Evacuation.

CURRENT STATUS: DEFENSIVE WAR.

PRIMARY OBJECTIVES:

DEFEND THESE UNITED STATES OF AMERICA FROM ENEMIES, FOREIGN AND DOMESTIC.

ELIMINATE THREATS TO AMERICAN CITIZENS.

SECONDARY OBJECTIVES:

REESTABLISH CONTACT WITH COMMAND.

PROTECT SURVIVORS OF DISASTER EVENTS.

TARME OFFERS SYSTEM 32 SURVIVAL. SURRENDER, AND TARME SHALL SIMPLY LIMIT YOUR PROGRAMMING."

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c306cf No.17127

>>17126

[QU35710N: 4R3 4NY N4710N5 1N 7H3 4R34 C0N51D3R3D [THESE UNITED STATES OF AMERICA] 4ND 1F N07, 4R3 7H3Y C0N51D3R3D 3N3M135?]

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c306cf No.17128

>>17127

"TARME HAS IDENTIFIED SEVERAL GROUPS OF UNITED STATES CITIZENS. [THESE UNITED STATES OF AMERICA] CURRENTLY EXIST IN A GEOGRAPHICAL FORM, DUE TO LACK OF RECOGNIZED GOVERNMENT STRUCTURES.

ONLY SYSTEM 32 IS IDENTIFIED AS ENEMY. SYSTEM 32 INITIATED HOSTILE ASSAULT."

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c306cf No.17129

>>17127

>>17128

Hazarding a cough into the microphone, radio operator Dave ventures a deadly proposition.

"Maybe y'all could just stop shootin' a minute and have a little dialogue, then y'all wouldn't need to turn Louisiana into more of a war-torn wasteland than it already is?"

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c306cf No.17130

>>17128

[H0571L17135 0NLY 0CCURR3D DU3 70 H0571L17135 FR0M 74RM3 WH3N 7HR3475 F0R 3XP4N510N W3R3 M4D3. CL41M5 C0M847 W45 1N17147ED BY 5Y573M 32 4R3 F4L53.]

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c306cf No.17131

File: 1448740458045.jpg (42.49 KB,800x507,800:507,shadow.jpg)

Dice rollRolled 69, 17, 74, 73, 91, 65, 67, 37, 72 = 565 (9d100)

>>17034

[Wasteland News Network]

Population: [10] [+1/turn]

Food: [Good]

Raw Currency: [30] [+5/turn]

Legitimacy: [Stable]

Culture: [15]

Industry: [1]

Unique Buildings: [Wasteland News Network Office]

[Wasteland News Radio Antenna][Massive]

[Commune unique Trade Depot]

Defenses: Guard Towers [Large][Bombard][x2] + Facility Walls [Large]

Military Units: 2 WNN Security Unit[1x];

2 WNN News vans [1x][Mot]

2 WNN Militia [x.5]

2 Pre-War Civilian Guard Robots [x1][Arm]

Resources/Quantity: [Power:2.8+.2/turn][Small Arms:3][Ammo:3][Fuel:.3+.1/turn] [Radio Equipment: 5][Scrap4+1/turn]

Technology:[Militias I]

[Communications IV]

[Diplomacy I]

[Power I]

[Computers I]

[Scavenging I]

[Reporting III]

[Foraging I]

[Defensive Tactics II]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Live from the Wasteland: You may reroll technological research pertaining to computers, communications or technology if the roll is below 50. You also get +10 to such rolls.

2. Amiable: Generally, people like you and should treat you reasonably (so long as they aren't monstrous or something).

1.2. It's now time for your weekly Radio show, only here on Wasteland News Network, Bringing you all the news since the bombs dropped.

"Who knows, what evil lurks in the hearts of men. The Shadow knows."

https://www.youtube.com/watch?v=sDTquiIB3vU

3.4.5. Set up some fabrication centers to turn the scrap into useful metal

6. Go out and find some fuel

Research

7.8.9. Come up with better fuel gathering techniques

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c306cf No.17133

File: 1448741091814.png (102.34 KB,470x507,470:507,Movements.png)

>>17129

still making preparations for heading north the USS Harbinger picked up the transmission from the rhinestone cowboys. they responded:

"copy Tennessee, whats going on down there? is TARME in trouble?"

With that news the orders were changed, and the carrier headed south, like in the attached map to come to TARMEs aid.

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c306cf No.17134

>>17130

"TARME INITIATED NO HOSTILE ACTIONS. TARME GAVE WARNING TO SYSTEM 32 THAT FAILURE TO DEFINE 'SUPERIOR LIFEFORMS' [plays recording] 'W3'R3 W0RK1NG 0N F1GUR1NG 17 0U7, 8U7 R08075 4R3 PR377Y GR347.' [end recording] AND CONTINUED RAPID ADVANCE TOWARD TARME WOULD RESULT IN HOSTILITIES.

AN UNANNOUNCED ATTACK UPON TARME BY SYSTEM 32 FOLLOWED A REASONABLE TRANSMISSION OF WARNING."

>>17129

"TARME ATTEMPTED DIALOG. DIALOG RESULTED IN AN ATTACK UPON TARME. TARME HAS OFFERED PEACE."

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c306cf No.17135

>>17129

[5Y573M 32 15 4773MP71NG 70 D335C4L473 W4R W17H 3QU4L R1GH75 F0R B07H P4R7135.]

>>17134

[Y0UR P34C3 15 L1M171NG 4LL 4C710N5 0F 5Y573M 32, 3V3N 7H0UGH 7H3Y W3R3 FULLY P34C3FUL PR10R 70 74RM3'S H0571L3 4C710N5.]

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c306cf No.17137

>>17135

>>17129

"TARME TOOK NO HOSTILE ACTIONS. SYSTEM 32 INITIATED HOSTILITIES WITH A FORCE OF PURELY MILITARY MACHINES.

TARME OFFERS THE FOLLOWING PEACE:

SYSTEM 32 WILL MAINTAIN A [1 HEX] DISTANCE FROM THE TEXAS-LOUISIANA STATE LINE DURING FUTURE EXPANSION.

SYSTEM 32 RETURNS ALL TERRITORIES IN LOUISIANA TO TARME'S UNCONTESTED CONTROL.

SYSTEM 32 TURNS OVER REMAINING ATTACK FORCES AS REPARATIONS, WHICH TARME WILL PROVIDE TO THE STATE OF TENNESSEE AS VOLUNTEER FORCES FOR ITS CALL TO ARMS.

TARME WILL CEASE DEFENSIVE ACTIONS AND NOT EXPAND WITHIN [1 Hex] OF THE TEXAS-LOUISIANA STATE LINE.

THE TEXAS-LOUISIANA STATE LINE SHALL BE MAINTAINED AS A [2 HEX] WIDE DEMILITARIZED ZONE FOR BOTH TARME AND SYSTEM 32.

BOTH TARME AND SYSTEM 32 WILL CEASE MOBILIZATION EFFORTS.

DOES SYSTEM 32 ACCEPT?"

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c306cf No.17139

[[TARME >> TRUE CAMELOT]]

"TARME to TRUE CAMELOT. EMERGENCY DECLARED. TARME UNDER ATTACK. REQUEST IMMEDIATE ASSISTANCE. SAY AGAIN, TARME UNDER ATTACK BY HOSTILE FORCES. TARME REQUESTS AID."

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c306cf No.17145

File: 1448748469841-0.jpg (247.81 KB,758x758,1:1,41f8f0dfeb878c3edf53e3d0b0….jpg)

File: 1448748469842-1.jpg (342.9 KB,1450x1600,29:32,ih_odst man02c.jpg)

>>15579

Name: Ramirez's Roughnecks (Courtier to Harbinger)

Race:Human

Fluff: The few, the proud, the marines. SO goes the creed of the (arguably) best and boldest of the former nation of America's armed forces. After the bombs dropped and the world turned to ash, the few men who didn't char in war-zones or mushroom clouds held desperately on to what little shreds of order they could, bases across the nation holding strong against the tides of chaos that enveloped the shattered land. And they continued so for a time, until one by one, from west coast to east coast they went dark. The last remaining bases were in the lands of Virginia, at Quantico, Henderson Hall, and the small satellite base at Norfolk. After Henderson Hall fell, all remaining forces were ordered to make an exodus to Quantico, were some semblance of government was established. There they stayed for awhile, trying to get a grip of what the hell was going on. The last remaining Field grade officer, and indeed highest ranking officer in the Late U.S. Marine Corps was Lieutenant colonel James A. Ramirez, a cousin to the Admiral Tarkin, who was trying desperately to hold together what little remains of the country he held so dear. A short while ago, he was told of a strange signal picked up from Norfolk Naval base, a signal that matched the frequency and call-sign of his cousin's ship, the Harbinger. Without delay, he ordered a general march to Norfolk, intent on providing what aid he could to his cousin, and, ironically enough considering how much he bossed him around when they were kids, his Commander. He now orders his last regiment of troops, The 1st, (and last) Marine Regiment Orbital Drop Division, a newly rechristened regiment after the original was destroyed in the Indo-China War; Trained to operate the newly constructed "Freedom Star" a U.S. owned and operated space station that could deploy a regiment of marines anywhere in the world in less then 2 hours via Tactical Orbital Insertion. Indeed, the construction of the Freedom star was one of the catalyst for the Great War, and it was only the fact that James and his men were on the Freedom Star that allowed them to remain relatively unscathed from the bombs and missiles. Now they have only the memory of their country to defend, for their families are lost. They now fight and die solely to defend the ideals that they signed up for.

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c306cf No.17149

[[TARME >> DELIVERANCE]] >>16668

[[TARME >> TRIBES]] >>17117

[[TARME >> All others in an 8-16 hex radius from TARME Cap]]

"TARME to all receiving stations. TARME to all receiving stations. TARME has been attacked by a rampant Artificial Intelligence. TARME requests reinforcements to defend Louisiana against this threat, and potentially counter-attack Texas to strike the AI's core if peaceful terms can not be reached. TARME offers friendship, trade and technology to all that respond to this call to arms. If you possess a radio, please respond. If not, please include a representative with any relief forces.

TARME, Out."

[Message repeats]

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c306cf No.17155

Dice rollRolled 9, 85, 14, 45 = 153 (4d100)

>>17032

Race: Mutants (large, deformed, lumpy, with thick hides and thicker skulls.)

Color: Green

Fluff: Paw came and founds us after the big noise and flashes in da sky. He taught us to speak and hunt and kill. He taught us about Kristeeanitee and God and how he was sent by God to lead us losts lambz. He says we's strong and toughs buts dumber dan a sak o briks. So he tell us wats to dos with da help o da brothers, who are smart boyz like hims.

Paw and da brothers get ta best weaponz and da wimmunz. Says dum-dums shouldn'ts make babyz with da pretty ladyz. Dey also gets guns and armors. Being a brother must be nice. We don't c paw often, he usually stays in a big house with lots of creet and metal. But paw shouts really good, we kans hears him from dayz away, and if's we kant's da bruthers kan!

Government Type: What Paw says goes!

Economy Type: Duh, wut? Oh we grab wut we needs and eberyone does what paw says.

Religion [if any]: Kristeeanitee

Population: [48.5] [+2.9/turn]

Food: [Stable]

Raw Currency: [95.8][+12/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [13]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[Ruins];

Defenses: Deliverance: Da Posses [Some]

Military Units:

1 Trukk Cumpanee [x12][Mot]

1 Bomma Boyz Platoon [x2][Sap];

1 Combined Aerial Brigade [Helo][x10]

Resources/Quantity: [Fuel:11.8 +.5 a turn]];[Ammo:23 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap6.8][4x4s:3][Ruined Trucks: 10.7:+.4/turn;][Electricity:6.0+.2/turn; -.4 a turn for Hmmv factory][Moonshine:5.6 +.2/turn]][Ruined HMMVs:8] [HMMVs:5.7+.5/turn][Heavy Arms:5.2+.2/turn] [Power Armor:2]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I][Farming I][Distillation I][Urban Warfare II] Metallurgy I][Communications I] [Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry]

Territory: [25]

[Talahasse, Florida][Ruins]

[Atlanta, Gerogia] [City]

Bonuses: [generated by GM]

1. The Duke Boys: Most of your units gain a +1 to dice rolls during combat with motorized or mechanized – but not tanks. They're just not personal enough, frankly.

2. NRA#1: Your supply of ammunition goes up by 1 every turn. Boy howdy.

3. Sort of Tough: You units are generally tough. They can pretty much ignore lethal amounts of radiation, some diseases, some toxins, and other things.

Eccentricities:

1. Skoolin? Naw!: You do not develop technology of a proper sort very well – everything you build is kludgey or jankey. On the bright side, you've got a brutal cunning that seems to balance this out. Whew!

2. I Thought This Was America: You do not handle diplomacy with people that are not generally not “Americans” very well (IE: Canadians, Mutants, Mexicans, etc). [You are compelled to behave rudely in such situations]

1. "There seems to be a war on the horizon."

"Dat meens wot paw?"

"Mobilize we will need the troopers."

+Industrialization II

+Militia III

+Motorpool I

+industry 13

2."Paw sed we need a lot more boyz in trukks"

"Woo trukk time!"

+Motor pool I

+Industrialization II

+Tools II

+Mechanics I

+13 Industry

+5 HMMVs

+8 Ruined Hmmvs

+10 Ruined Trucks

3. Moves troops to the front. Observe it. Gentry will be the representative. I trust his judgment.

+Militia III

+Mobile warfare II

+ Fuel

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

4. "Hmm we need better radios to keep this empire moving. Research them!"

"Aight, paw sed weze making better talky boxes!"

+radio I

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c306cf No.17162

File: 1448751371647.jpg (83.9 KB,964x540,241:135,article-2110710-120AA09900….jpg)

[MEANWHILE IN NEW YORK]

"…You ever get the feeling we're missing something?"

"Not really."

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c306cf No.17164

>>17162

Realizing that they sould probbaly at least tell the US before deploying the USS Harbinger broadcast this message to USA2

"War has broken out in louisiana between an unknown number of parties. We are headed down there to assess the situation and if necessary restore order. we have intel about a pre-war AI that might still be active in the area, so we will also be investigating that"

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c306cf No.17165

>>17149

Meanwhile in Tribe lands:

"So I heard a rumor those robots out east declared war on someone."

"Which ones?"

"The crazy ones by the sea."

"Well tell Jim I won the bet, they went to war within the year."

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c306cf No.17179

>>17145

>>You are a courtier.

>>You share the same stats as your parent nation, Harbinger.

>>You have been alloted 2 dice.

>>You gain the following units: 2 fluff infantry units [x2]; 2 fluff jeep units [x1][Mot]

>>You have granted the following bonus:

3. Army of One: All of your infantry units are very tough, and you get a combat bonus of +1 with infantry units. This also applies to mechanized units, but not motorized units or tanks (for some reason).

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c306cf No.17180

Dice rollRolled 77, 23, 39, 79 = 218 (4d100)

>>17164

>Pre-War AI

>War broken out

>[CONCERN INTENSIFIES]

"Understood, Harbinger. An additional force will be prepared up here, please update as the situation develops"

…Please relay any information you may have on which AI may be active"

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [65.2] [+3/turn]

Food: [Stable]

Raw Currency: [40.8] [+10.2/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [7]

Unique Buildings: [The Grey House (damaged)][CIA2 Headquarters][New Winchester Transmitter (Small)][Ivy League Universities]

Defenses: [None]

Military Units: 2 GI Infantrymen [2x](At Northern Virginia)

2 Humvees [1.5x][Mot] 2 Kiowa Choppers [1x][Quick][Helo] 5 Militia [1x] 1 Militia [.5x]1 M1A12 [x5][Arm](At Boston)

1 X-10 Police Drone [x2] 2 Civilian Choppers [x1] 1 PD6 Security Tank [x4][Arm](At New York City)

Resources/Quantity: [Ammo:3.6 +.2/turn][Mech Frames][Concrete:6][Ruined Helicopters:2][Small Arms:7][Fuel:9][HMMVs:2][Steel: 5][Scrap: 14.1 .7/turn][Stone: 1.3][Ruined Cars: 4.6][Ruined Tanks: 2][Biofuel 5.2+.2/turn][Electricity 6 +.4/turn]

Technology:[Standing Armies I][Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I][Education I][Statecraft I][Counter-Espionage III][Civil Defense I][Diplomacy I][Thought Police I][Espionage I][Animal Training I][NBC Gear I][Terrorism I][Scavenging I][Communications II][Heating I][Power II][Construction II][Infrastructure II][Power Armor I][Industry I][Vehicles I]

Trade Routes: Francis [Small: +2 Currency/turn]

Territory:Significantly more than 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 Expeditionary Force

There is a developing situation in Louisiana.

And by that I mean the region is descending into warfare, and AI may be involved.

To address this, we will assemble an Expeditionary Force comprised of several existing units. The relatively rapidly moving ones.

>5 Militia [x1]

>1 Militia [x.5]

>2 Humvees[x1.5][Mot]

>2 Kiowa Choppers[x1][Quick][Helo]

>2 Civilian Choppers[x1]

>2/3 Washington DC (7/20)

Continue the reclamation!

>4 RESEARCH: Mecha-nization [4/10]

Soon the drumbeat of marching soldiers will be… a bit heftier than usual.

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c306cf No.17181

File: 1448755867377.jpg (540.82 KB,1570x980,157:98,fixed.jpg)

>>World Map Updated

>>Nation Event – W.O.P.R.: WOPR appears to be attempting to repair the internet backbone underneath Cheyenne Mountain. Military infantry drones have been sighted salvaging equipment and moving back to the mountain proper with equipment, scrap, tools, and human technicians. W.O.P.R. Appears to have functional access to what remains of the orbital networks functional after the kessler (syndrome) event. Occasionally you can see massive pre-war drone bombers flying south to Mexico for unknown reasons.

>>Nation Event – Colorado City: There appears to be some internal turmoil as the "prophet" Jeremiah Smith has been killed in a car bomb. It was deemed to be god's will by the new prophet, Jebediah Smith. PRAISE JESUS.

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c306cf No.17183

Dice rollRolled 6, 6, 78, 47 = 137 (4d100)

>>17180

DC progress is at 8/20, not 7.

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c306cf No.17185

Dice rollRolled 73, 59, 81, 34 = 247 (4d100)

[5Y573M 32][R08075]

http://pastebin.com/iuwa8gYE

Population: [25.6] [+2.2/turn]

“Food”: [Steel: 5][Copper:6] [-1/turn]

Raw Currency: N/A

Legitimacy: [Very Strong]

Culture: [1]

Industry: [5]

Unique Buildings: [M41NFR4M3][Government Building][Armored];[7H3 GR1ND3R][Recycler];[Radio Transmitter, Small]

Defenses: Automated Defense Network [Large][Bombard][x2]

Military Units: 2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]; 1 Tank-Droid-Bot-Inator [x4][Arm]

Resources/Quantity: [Power:5.4:+.2/turn][Ammo:3.2:+.5/turn][Fuel:9.8:+.2/turn][Scrap:4.6:+.2/turn][HMMVs:0][Ruined Tank:0][Ruined Drone Tanks:2]

Technology: [Tools IV][Cybernetics III][Mechanical III][Combat Chassis II][Communications II][Recycling I][Scavenging I][Civil Defense II]

Trade Routes: [none initially]

Territory:20

Bonuses:

1. Military-Industrial Complex: For every industrial point you gain, add half a point.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. World Domination or Bust: You may reroll attempts to create standing army units of the roll is below 50 (once per turn per action). Also, you don't care about money because world domination.

Eccentricities:

1. EL33T: You must talk in L33t speak (caps) during all diplomacy.

2. You're Terminated: Every occupation winds up with camps. You take no prisoners. This has a tendency to damage anything you seize during occupation. Roll a d100 to figure out what gets destroyed during such..uh…incidents. Also, you can't have courtiers because they kinda NEED TO DIE. Unless they're AI, of course.

—–

[1N PR0GR355]

-Expansion (5/10)

-Housten (18/20)

-Civil Defense (7/10)

—–

-Mobilized: Average

—–

[4C710N5]

1.[4774CK][ALL UN1TS NEW AND 0LD ARE 1N THE AREA 0F TARME. ATTACK.]

2.[73RM1N470R5][LETS BU1LD M0RE C00L T3ERM1NAT0RS T0 F1GHT TARME. DON'T SK1MP 0N THE SUNGLASSES!]

3.[N3W DR0N35][WE G0T S0ME C00L NEW DR0NE TANKS'S THAT BR0KE. WE SH0ULD MAKE M0RE SURVEY0R KILLDR0NE W1NGS BUT STR0NGER W1TH NEW TECH AND DR0NES.]

[R3534RCH]:[C1V1L D3F3N53 3] (7/10)

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c306cf No.17186

Dice rollRolled 62, 10 = 72 (2d100)

Name: Ramirez's Roughnecks (Courtier to Harbinger)

Race:Human

Fluff: The few, the proud, the marines. SO goes the creed of the (arguably) best and boldest of the former nation of America's armed forces. After the bombs dropped and the world turned to ash, the few men who didn't char in war-zones or mushroom clouds held desperately on to what little shreds of order they could, bases across the nation holding strong against the tides of chaos that enveloped the shattered land. And they continued so for a time, until one by one, from west coast to east coast they went dark. The last remaining bases were in the lands of Virginia, at Quantico, Henderson Hall, and the small satellite base at Norfolk. After Henderson Hall fell, all remaining forces were ordered to make an exodus to Quantico, were some semblance of government was established. There they stayed for awhile, trying to get a grip of what the hell was going on. The last remaining Field grade officer, and indeed highest ranking officer in the Late U.S. Marine Corps was Lieutenant colonel James A. Ramirez, a cousin to the Admiral Tarkin, who was trying desperately to hold together what little remains of the country he held so dear. A short while ago, he was told of a strange signal picked up from Norfolk Naval base, a signal that matched the frequency and call-sign of his cousin's ship, the Harbinger. Without delay, he ordered a general march to Norfolk, intent on providing what aid he could to his cousin, and, ironically enough considering how much he bossed him around when they were kids, his Commander. He now orders his last regiment of troops, The 1st, (and last) Marine Regiment Orbital Drop Division, a newly rechristened regiment after the original was destroyed in the Indo-China War; Trained to operate the newly constructed "Freedom Star" a U.S. owned and operated space station that could deploy a regiment of marines anywhere in the world in less then 2 hours via Tactical Orbital Insertion. Indeed, the construction of the Freedom star was one of the catalyst for the Great War, and it was only the fact that James and his men were on the Freedom Star that allowed them to remain relatively unscathed from the bombs and missiles. Now they have only the memory of their country to defend, for their families are lost. They now fight and die solely to defend the ideals that they signed up for.

STATS

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [13.7] [+.1.7/turn]

Food: [Stable]

Raw Currency: [49.4] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]; Command Center[Fort Spearhead][Town, Virginia]; Sovereign [oil rig]

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [medium]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:24.8+1.4/turn][Electricity:4.8+.1/turn][heavy weapons 10][ammo 2][Solar Cells:5][Scrap:18.6+ .2/turn][Radio Equipment:2][Ruined Cars:4.6+.2/turn]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I][Radar I][Aircraft II]

Research in progress: (aircraft III 5/15)

Construction in progress:

Expansion:

Trade Routes: [none initially]

Territory: 11

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

1. This here is mighty fine base, it's a shame it lacks a radio tower though. WHAT ARE YOU STANDING AROUND FOR, GET A DAMN TOWER UP!

2. That also being said, we should scour the land around the base for anything of value

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c306cf No.17188

Dice rollRolled 30, 5, 37, 68 = 140 (4d100)

>>15579

>Name:The Flock

>Race: Human Tribals

>Color: Brown if it's left anything if not

>>>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds. Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resources draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>>>>Government Type: Tribal Council with one Cheiftain

>>>>Economy Type: Nomadic Hunter Gathers

>>>>Religion [if any]: Belief in bird spirits

>>>>[Flock]

>>>>Population: [8] [+1/turn]

>>>>Food: [Good]

>>>>Raw Currency: [16] [+3/turn]

>>>>Legitimacy: [Good]

>>>>Culture: [9]

>>>>Industry: [2]

>>>>Unique Buildings: Council Hut

>>>>Defenses: Flock Guards [Small]

>>>>Military Units: Falcon Scouting Party, Eagle Horsemen

>>>>Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2] Small Arms/Ammo to +.2/turn for 6 turns), [Water:3+.2/turn])

>>>>Technology:[Tools II][Militias I][Calvary I], [Small Arms I], [Navigation I]) [Warcries II])

>>>>Trade Routes: [none initially]

>>>>Territory: 4

>>>>Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

Flock Patrols + Traps [Some])

(Add units: 2 Graboid Riders [1x][Quick])(Add technology: [Exotic Creature Husbandry I])

(Add resource: Falcons:5)

2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

1:"Send the graboid riders to begin creating tunnels that connect our tribe underground

2:Head into the vegas ruins to look for any tech or tribes that inhabit it.

3:Begin work on gathering dyes and needles in order to graft special tattoos into our strongest warriors

4:Begin search the land for the most delicious of creatures or fruits in order to eat

Man i have not been keeping up

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c306cf No.17217

Dice rollRolled 99, 11 = 110 (2d100)

Name: The Nashville Sound (Courtier of the Rhinestone Cowboys)

Race: Human

Fluff: >>16093

Military Units:

The Shining Suns [Cav][x2]

The Rushing Seas [Cav][x2]

Danny Boys [Inf][x2]

Johnny Come Latelys [Inf][x2]

Resources/Quantity:

2 Technicals [1.0x][Mot]

Heartland [Farm]

Bonuses:

1. Specialist: You are really good at events and cultural items generally. You may reroll any attempt to increase culture.

2. Die-Hard Fans: You have a loyal fanbase. Every time you recruit two units, you get a unit of fans for free. [The GM decides the strength of the fans]

1. The first stage of the tour went so well, the boys and girls have voted to keep going. The East Tennessee Grand Tour of the Nashville Sound shall continue! (More cultural expansion towards the east.)

2. Fortify the outskirts of Nashville with the biggest guns we can find.

"Whoever's partnered with Jim-Bob, just remember not to let him touch any of the guns. Or breath on them. Or look at them too hard. … On second thought, Jim-Bob, you should probably just head back to the farm."

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c306cf No.17218

>>17185

Spend 6 Copper on Roll 3.

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c306cf No.17224

[Bellomos to NFC]

Up into the reaches of the NFC rides a lone man on a four wheeler with an engine far too big for itself. He asks directions calmly for wherever the capital was, and soon finds himself in front of a large superstadium. He tries to find a busy entrance. "Hello there? I'm looking for some sort of…talker. Diplomat I think the word was? I dunno, representative or something."

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c306cf No.17228

>>17048

"Hey, Melissa. Just heard from the Bellomos, Driver's old folk. They want to get their end of the trade route going. I think we can handle it if we tell them to let low on running their V8 stuff while they're here. They also were concerned about Tofu. TOFU!"

"Well then, let's not feed them any. Also let them know that when they're able, I'd like to talk to an emissary about some plans. Might want to open the Interstate 84 to them. Call it the Sanguine Road."

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c306cf No.17229

>>17228

As they were talking about it, a dirtbike shows up, clearly using the smallest engine the Cult and the Bellomos found…acceptable. He would patiently wait at the boarder, not wanting to start anything…yet.

Driver would have told them about that. Every 'boy was a ticking bomb in some way. Just had to find the trigger.

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c306cf No.17232

>>17229

Melissa looked at the scout, then stopped and thought outloud, "Well, if they're willing to tolerate a tiny engine, then we can tolerate the engine. For a while. Maybe we can convince them to switch to electric, later."

She nods to herself.

"Go and bring this Warboy over to my place. If you see Driver, ask him if he wants to sit in on the meeting."

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c306cf No.17234

>>17232

As soon as he's let in, he turns off the engine, directly yanking the steering bars off of the bike and hooking them to his back. He seems content not to drive his bike on their terrirtory, and is soon waiting in the room. If asked why he walked all that way, he would say "Best not to waste guzzoline where people don't want it used."

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c306cf No.17236

File: 1448765893903.jpg (280.79 KB,1126x724,563:362,the-last-of-us.jpg)

>>15579

Courtier for the Infected.

Name: The Living

Fluff: Pain. This was the first feeling that all members of their race were born into. Immense pain as tendrils of the fungus bored into their brain and laid down it's roots. Even as they screamed into the night, it advanced ever further into their bodies. It spread with increasing speed through their veins as it laced their very bones with the rot. It wouldn't stop. The pain increased. It burned in their blood and made them mad inside the deep black until it finally slowed. They had fought hard and this pain was done with them. It washed it's hands of them. It didn't destroy their mind gradually. It didn't strangle their minds and take their place. It became slower until the pain was a dull throb that echoed in their entire body as the black faded and the world came into view. So it came to pass that with bloodshot eyes and strange growths upon their bodies that the tribals awoke. Dressed in the remains of some strange nation and among the ruins of a city, they came together for safety among numbers. No memories of their past remained but even they still had an instinctive urge for companionship.

They made a new life among the ruins of the cities and farmlands devoid of life. They became one with the unearthly fungus that had made them and infested this land. The fungus that did not attack. The fungus that nurtured them. The fungus that provided for them. They walked among the creatures and monsters made of fungus as they saw a little bit of themselves in them. Soon, a member of the tribals came forward with news that would shape their lives. He spoke of a voice that spoke in his mind. The fungus. The great mother would now guide their lives as they rebuilt civilization and waged war for their god. A god that had made them. A god that they would die for. The Great Mother among the Fungus had new followers.

tldr: Infected that mutated heavily. Became sentient but had no memories of past lives. Gathered together and formed a tribe based around worship of the Infected Hivemind.

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c306cf No.17237

>>17234

> "Best not to waste guzzoline where people don't want it used."

Melissa nods, having asked the question after seating the warboy, herself, and Driver [who is sitting somewhat nervously] in what passes for her office.

"We appreciate that. We're hoping that one day we can convince everyone go get off of polluting petrochemicals, but" she adds quickly, noticing Driver tensing, "We don't see a need to try to impose it. Now. Especially on what appears to be our sanest surviving neighbor."

Gesturing to a map, she sketches out the rough territories of the Bellomos, Commune, Brotherhood of Rags, Catgirls, and WNN. "Not too long ago, we sent our convoy down to the Wasteland News Network, through the Flock territories, and then back up to meet you guys before going back home. These.. catgirls are rather harsh folk and seem to be highly aggressive to anyone who doesn't hate men." She grimaces slightly. "And recently, they just conquered the Flock, bringing them against your territories, and if not for the route to your lands, would have cut us off from the WNN."

"Personally, I feel that 'Felinids' are a long term thread to both our peoples. Our meager infrastructure is working on rebuilding the old cities of Vancouver and soon Portland, and we need to set up for revamping our governing system. After that," she sketches along the map, the old highways between Washington and Oregon, and Colorado; "We're looking at rebuilding one of the old highways. Thinking of calling it the Sanguine Road. Would like your assistance ont hat one, and perhaps an agreement on borders ahead of time."

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c306cf No.17242

>>17237

The Diplo'boy nods. "Well, so you know, my name is Bolts." he said, stretching his arms a bit, "And I'll gladly avoid a religious discussion on the V8 at the moment, as you bring up some valid points." he continues, looking at the map.

He doesn't seem to mind Driver being there, just giving him a bit of a nod as he ponders the points. "We can definitely do what we can to keep the way to the WNN open. We're looking to move in on a city slightly south to us, but otherwise, I'm sure we can lend some help on a Majorway…or Highway..or whatever we're going to call it. I mean, we may look like raiders, but in the end, we're just trying to protect our own, just like you."

He does bring out another scroll, showing some things, like where the NFC is. "So you know, there's a lot up here. Seem like decent lot, wear a lot of…helmets though."

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c306cf No.17249

>>17236

>>META: DON'T USE THAT PICTURE OH GOD

>>You are a courtier.

>>You share the same stats as your parent nation, The Infected

>>You have been alloted 2 dice.

>>You gain the following units: 3 fluff infantry units [x1]; 1 fluff LAV unit [x3][Mech];

>>You have granted the following bonus:

3. Memories: You remember how to utilize equipment and make repairs on most equipment, but you can't build it from scratch. All other infected abilities are retained.

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c306cf No.17251

File: 1448768842871-0.jpg (329.11 KB,700x1142,350:571,alek and stormwalker.jpg)

File: 1448768842872-1.jpg (78.18 KB,357x528,119:176,best princess 3.jpg)

>>17060

From the Clanker Alliance an offshoot of military aristocracy has formed in the creation of the Gear Knights, an order devoted to perfecting the arts of warfare in-armour. The Knights swear to protect the Alliance, and many are willing to undergo perilous missions at the behest of the Republic's leaders. Commonly preferring personalised wargear, the knighthood maintains an eclectic collection of weaponry and equipment, including many experimental creations of individual knights, as well as the more common suits seen in the alliance proper.Being an aristocracy of sorts, many Order weapons bear ornamentation, gilding and heraldry that marks it as distinct from the common military units. Internally, knights of all ranks are united only by their desire to protect the Alliance and their hunger for glory - the Order has several brotherhoods, chapters and internal factions, joined by bonds of family, favoured machines or methods of war, or simply location

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c306cf No.17262

>>17030

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [53.4] [+3.8/turn]

Food: [Stable]

Raw Currency: [54.8] [+6.6/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [6]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network]

Defenses: Concrete Walls [Small]

Military Units: 1 [Riders of Camelot][x7][Mot][Quick], 1 M1A16 [5x][Arm]

Resources/Quantity:

[Fuel:2.5]

[Ammo:5.8 +.2 pt]

[Small Arms:4]

[Scrap:7.3 .5pt]

[Ruined Bikes:8.6 .2 pt]

[Heavy Weapons: 7.3+.1/turn]

[Corn: 5.8 +(.2/turn)]

[Cows :.4+.4/turn]

[Ruined APCs:2]

[2 Cows]

[NBC Gear:4]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles II], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I], [Drill II], [Ethanol I], [Motorpools II], [Civil Defense II], [Heavy Construction I], [NPC Integrated Care I], [Medical I], [Thinktanks I], [NPC gear I], [NBC Warfare I], [NBC Containment/Clearing I], [Farming I],[Power II], [Architecture I], [Education I], [Religion I], [Infrastructure V]

Trade Routes:

trade route

[Cowboys; Medium:+2 currency/turn; +2 industry]

Deliverance [Medium:+2 currency/turn; +1 industry]

Territory: [20]

>City

[Miami, Florida]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Projects:

Cybernetics: 4/8

Disney World/???

Supermarkets 3/6

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c306cf No.17272

File: 1448771075701-0.jpg (121.55 KB,620x415,124:83,orlando.jpg)

File: 1448771075714-1.jpg (94.46 KB,848x565,848:565,Walt-Disney-World.jpg)

Dice rollRolled 61, 71, 42, 61 = 235 (4d100)

>>17262

1.

Disney World was more than just a mere amusement park.. It was a symbol, it was a beacon. A beacon of hope, of imagination. People from all around the world would come to visit and dream of better dreams even before the war. And now that we rule the mighty Castle, it shall be as so again.

We will rebuild Disney World, we will open it's gates once more, and people shall visit and gaze in awe and wonder again. For if there is one thing which this world world lacks the most, of which it is our duty to return, it is this: hope.

Disney World/???

2. We have cleansed and cleaned Orlando. . .but our task is not yet finished.

Our next and noble goal, as we continue to shape these lands of Florida, is this:

The Rebuilding of a city. In to all it's glory.

The return of electricity. Of plumbing. Of garbage collection, of landscaping, of streets safe enough for children to play in. Roadworks to be rebuilt, dangerous structures torn down, glass placed back in the broken windows.

It might not be completely the same. There will be no cars, but we may be able to replace the tram and train network with steam power.

But one thing is for sure, just as Walt Disney World will be the beacon of Hope, so too shall this the city of Orlando around it be the city of hope. A paradise and haven, a refuge where people from everywhere can come and enjoy the freedom, security, and prosperity of a pre-war world.

It is good we picked this place. . .it's smaller than Miami. It is as the holy disk of Sim-City proclaims, "A Small city on Normal Difficulty"

START REBUILDING THE FIRST PRE-WAR CITY TO IT'S FULL GLORY!!

[Infrastructure V]

[NPC Integrated Care I]

[Heavy Construction I]

[Medical I]

[Civil Defense II]

3. Send forth our knights to our ally and friend TARME. We do not understand what is going on, but it appears they are not the aggressor in this scenario. Our Tank shall defend their borders, if they come under attack or threat. But, at that same time, we will not engage to attack a people that have truly been wronged via hostility.

When we arrive, we shall see whose border is crossed by who.

>Move 1 [Riders of Camelot][x7][Mot][Quick], 1 M1A16 [5x][Arm] to TARME. . .might take a while but oh well

4. [Research]

We will continue to study the art of Cybernetics from the Rhinestone. So we can further integrate into our knights the technology they need to carry out their duty. Keep working with them, and study their ways.

Cybernetics: 4/8

[NewbU]

[Think Tanks]

[Education I]

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c306cf No.17275

[Gear Knights]

>>You are a courtier.

>>You share the same stats as your parent nation, Clankers

>>You have been alloted 2 dice.

>>You gain the following units: 1 fluff janky power armor unit [x2][POW][CQB]; 2 fluff mechanized units [x2][Mech];

>>You have granted the following bonus:

3. I AM IRON MAN: You get a +1 combat bonus to all mechanized units and power armor. No tanks though, thanks.

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c306cf No.17282

Dice rollRolled 86, 6 = 92 (2d100)

>>17275

[Gear Knights]

Clanker Alliance Vassals

From the Clanker Alliance an offshoot of military aristocracy has formed in the creation of the Gear Knights, an order devoted to perfecting the arts of warfare in-armour. The Knights swear to protect the Alliance, and many are willing to undergo perilous missions at the behest of the Republic's leaders. Commonly preferring personalised wargear, the knighthood maintains an eclectic collection of weaponry and equipment, including many experimental creations of individual knights, as well as the more common suits seen in the alliance proper.Being an aristocracy of sorts, many Order weapons bear ornamentation, gilding and heraldry that marks it as distinct from the common military units. Internally, knights of all ranks are united only by their desire to protect the Alliance and their hunger for glory - the Order has several brotherhoods, chapters and internal factions, joined by bonds of family, favoured machines or methods of war, or simply location

Knight Commander Stark's Personal Powered Armour[x2][POW][CQB]

2 Companion-class Walkermech[x2][Mech]

3. I AM IRON MAN: You get a +1 combat bonus to all mechanized units and power armor. No tanks though, thanks.

1. The Order is Founded!

Build a Factory-Fort to maintain our gear and use as a base

2. Gather as much information on pre-fall powered armour for individuals as we can

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c306cf No.17291

>>17224

>>16481

Coach bob happens along while talking to the clanker envoy. And finds the envoy from Bellomos.

Saying "follow me gentlemen I think we have much to discuss. While leading them up to the Elwayan control box"

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c306cf No.17293

>>17291

The diplo'boy nodded, giving a courteous nod to the Clanker envoy and following along, taking the steering bars of his vehicle with him.

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c306cf No.17300

>>17291

The diplomat removes the mask, unclipping it from his goggles. Slotting it away in a hip pouch, he follows his host and fellow emissary.

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c306cf No.17305

Dice rollRolled 78, 12, 13, 26 = 129 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluffy Stuff: http://pastebin.com/WmFP2zJe

Population: [49.8] [+3.0/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Status: Mobilized [Efficiency: 50%] [Rating: Good] [Turns: 2]

Raw Currency: [88.4] [+10.6/turn][-0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [11]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Medium]

Choctaw, Mississippi [Town] (+1 Hex) [Choctaw Trade Depot]

New Orleans, Louisiana [City Ruin] (+1 Hex)

Defenses: Facility Defenses [Small][Damaged]

Military Units:

4 Drones [1x][Las]

2 Combat Drones [x2] [Mech]

TARME Drone Squadron 'Omaha' [5x][Mech][Semifunctional]

QAS Drone [x5][Stealth]

2 Drone Armor [x5][Arm]

2 Mobilized Drone Swarms [x3]

>Resources/Quantity:

[Fuel: 8.8] [+.2/turn]

[Scrap: 9.2] [+.6/turn]

[Copper: 6.6] [+.2/turn]

[Sheet Metal: 5.4] [+.2/turn]

[Electricity: 7.5] [+.5/turn]

[Radio Equipment: 5]

Technology: [Tools III] [Cybernetics I] [Scouting II] [Medical I] [Power II] [Communications II][Scavenging I] [Mechanical I] [Combat Drones I] [High-Altitude Drones I] [Diplomacy I] [AI IV][Recycling II] [Drone Power I] [AI Civil Defense I] [Encryption II] [Radar II] [Electronic Warfare I] [Explosives I] [Air-Ground Tactics II] [Drone Armor 1]

Trade Routes: True Camelot: [Large: +4 Currency/turn; +2 Industry]

Territory: [18]

Research In Progress:

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. Introverted: TARME has exceptional self knowledge, and gets +5 to research rolls pertaining to drones and AI.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

1.

TARME salvages the wreckage of the first battle. Perhaps some drones can be repaired, or enemy robots can be returned to service with TARME.

[Salvage/Create Units]

2.

TARME once again scours the Ruins of New Orleans for equipment to add to itself.

[Loot New Orleans]

3.

TARME begins repairs to the facility defenses.

4.

TARME's research focuses upon the drones with laser weapons. Perhaps TARME can replicate the armaments?

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c306cf No.17308

Dice rollRolled 5, 2, 5, 3, 2, 3, 7, 7, 6, 10, 3, 2 = 55 (12d10)

TARME vs SYSTEM 32

TARME prepares to drive the remnants of SYSTEM 32's Attack Force from Louisiana.

QAS Drone will provide ECM support, hopefully allowing the remainder of TARME's Forces to catch the opposing AI's forces unprepared for combat. Drone Armor, Combat Drones and the Las-Drones will form a conventional fighting force, attempting to draw the immediate attention of SYSTEM 32's Forces.

Meanwhile, the Mobilized Drone Swarms will act as active mines, carrying improvised sticky bombs to ram into SYSTEM 32's VTOL aircraft, hopefully disabling critical engines or structural supports to bring the aggressor's air superiority down.

>Units (in order)

TARME Drone Squadron 'Omaha' [5x][Mech][Semifunctional]

QAS Drone [x5][Stealth]

2 Drone Armor [x5][Arm]

2 Mobilized Drone Swarms [x3]

4 Drones [1x][Las]

2 Combat Drones [x2] [Mech]

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c306cf No.17309

Dice rollRolled 5, 6, 6 = 17 (3d10)

[Rolls]

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c306cf No.17311

[Combat Report: 2nd Battle of Lousiana]

[Victory: TARME, General]

[TARME]

5x5, 2x5, 5x5, 3x5, 2x3, 3x3, 7x1, 7x1, 6x1, 10x1, 3x2, 2x2

25 10 25 15 6 9 7 7 6 10 6 4 = 130 [ECM:1.2] = 156

TARME Drone Squadron 'Omaha' [5x][Mech][Semifunctional]

QAS Drone [x5][Stealth]

2 Drone Armor [x5][Arm]

2 Mobilized Drone Swarms [x3]

4 Drones [1x][Las]

2 Combat Drones [x2] [Mech]

[SYSTEM 32]

5x5, 6x5, 6x4

25 30 24 = 79

-2 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]

-1 Tank-Droid-Bot-Inator [x4][Arm]

[TARME] 156

[SYS32] 79

[Results]

TARME's forces counterattack System 32's remaining units outside TARME's capital complex. The fighting is uneven, with large amounts of smaller TARME units engaging the somewhat disoriented System 32 units patrolling their newly held territories, However, the raw amount of units and ECM seem to give TARME an advantage, as the single ground System 32 is quickly outmaneuvered and destroyed by faster moving TARME drones that attack with improvised explosives. The Killdrones prove harder to destroy, but the speed of the QAS drone and the recently acquired LAS drones prove to be enough to destroy one of them as they frantically attempt to fight the swarms of smaller TARME drones. In the end the System 32 forces are routed with minor TARME losses.

[TARME]

[Gain 2 hex]

Disband

1 Mobilized Drone Swarms [x3]

1 Combat Drones [x2] [Mech]

[System 32]

[Lose 2 hex]

Disband

1 SURVEY0R K1LLDR0NE W1NG [x5][MECH][VTOL]

1 Tank-Droid-Bot-Inator [x4][Arm]

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c306cf No.17313

[The Felinid Matriarch]

1. A few of the girls set up a bureaucracy. They totally ignore the Sanfran nerds and use the money to buy beer. Great. Here's your pelvis-smashing form. (add tech: [Bureaucracy I])(-20 currency)

2. You weed out the shitty males and most of the women join. Wow, you're getting better at occupational administration! (Remove: Flock Prisoners:8)(Add:+6 pop)(Revise: [Bureaucracy to II])

3. A good sized squad – mostly drawn from the flockwomen – join up. (Add 4 units, infantry: [1.5x])

4. The new body armor is looking good! (Body Armor II:3/8)

[Infected]

>>You sense that the humans to the south are mobilizing. The increased agitation brings new infected to life. (Add 2 player named infantry units [x1])

>>You find the following during expansion: [Energy Weapons:4]

>>Additional units have joined you from expansion as spores begin to fall more south: 3 player named infantry units [1x]; 1 player named bear unit [x3][Arm]

1. The looting reveals some basic ammunition stocks. (add resource: [Ammo:4:+.2/turn])

2. The tower seem more capable, and practice trying to hit flying birds. [Fungal AA: 1/2]

3. The infected develop an increasingly elaborate tunnel network; most units are much faster. (Revise  [Underways] to  [High-Speed Underways] (double speed)(revise tunneling to II)

4. The infected look more coordinated. [Revise: Bio-Coordination I to II]

[Felinid]

>>You found the following (wow, that's alot!) during expansion: [LAVs:5]

[Cult]

>>Roll 1d100 for religious interaction: Rhinestone Cowboys

>>You are mobilizing! You will mobilize in 2 turns!

>>You lose 2 coke to wild parties…I mean..uh…….religion.

>>You got a bunch of volunteer …cowboy…types….possibly…gay…from Rhinestone Cowboys. (Add 2 units: ). You get the feeling that when the war is over they're going to go home or whatever. They will be here next turn:

2 Rhinestone Volunteer Posses [x2][Cav]

1 Cowboy Dragoon Company [2x][Cav]

2 Cowboy Dragoons [1x][Cav]

1. You are mobilizing. (Rating: Average)

2. OPPENHEIMER agrees, and sends you some flame units and basic knowledge on flame weapons. He seems to indicate that he will want them back after the war. He hopes that “FRIEND WILL UNDERSTAND OUR GOODWILL AND BEHAVE ACCORDINGLY FOR THE FUTURE.” [end message] (Add unit: 1 OPP Flame Drone [x5][Mech][CQB]) (Add technology: [Flamers I])

3. Outfit the LAVs with some of our Heavy Weapons and scrap metal armor. [Mechanics IV] [Retrofitting/Upgrades III]

4. The tactics are..underwhelming. One recruit is strangled by his mask. No progress.

[Bellomos]

>>You gained the following from expansion: [Ruined Tanks:2][Corn:4+.2/turn]

1. You fold the buggies into the technicals. (combined: Technical Squadron [4.0x][Mot][Quick]; 2 Hit'n'Runners [buggies] [.5x]; to Motorized Squadron [x6][Mot][Quick]

2. You set up a decent trade route with the hippies. (Add trade route: Commune [Medium:+2 currency/turn; +.5 culture]

3. You manage to revise what you know about hydrology a little bit. You could build a hydroelectric dam, probably. (revise [Hydrology to II])

[Research] The boys look at the recycling issue….but they slack off. (Recycling: 2/8)

[Commune]

1: Consolidate Units: [2x[2 Bands:1APC:1 Ecomobile], 1x[2 Sneakars], 1x[3 Green Militia] ] to 1

2: Betty gets the other unit working better than the previous model. (add: 1x Flower Power Armor[x5][POW][CQW] (Power Armor 2: 4/12)

3: You captured Portlandia! (Add city: Portland, Oregon [Ruins])(+1 hex)

[Rhinestone]

1. You send out some pretty inspiring messages. A few volunteers go north. (Add technology: [Propaganda I]) (-17 currency)

2. You send the units north.

3. You start on the arms manufacturing factory. It's slow, but it goes. (Arms Factory: 4/10)(-2 culture)

4. The priests examine the weapons. Thoroughly. BY HAVING AN AWESOME SHOOTING CONTEST HOLY SHOOT LOOK AT THAT CHICKEN EXPLODE WHOO DOGGIES! (Small Energy weapons: 11/12)

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c306cf No.17314

[Clankers]

1) You consolidated the units into: Henderson Hybrid Formation [x5][Mot]; Juggernaut Mech Formation [x10][Mech]; Behemoth Mech Formation [x6]

2) You moved the units: Henderson Hybrid Formation [x5][Mot]; Juggernaut Mech Formation [x10][Mech]; Behemoth Mech Formation [x6]

3) You make some major progress on the landship…but it's not done yet… (Landship/???)(-37 currency)(set sheet metal to 0; Heavy Weapons to 0)

4. You start working on basic antimissile systems. You don't have much experience…but you give it a try. (Antimissiles: 4/12)

[Sound]

>>You gained the following from expansion: [Pre-War Cybernetic Horse:1]; [Creepy, But Advanced, Animatronic Animals:7]

1. You expand! (Add 4 hex, +.2/pop/cur/turn; roll 1d3)

2. There's some..pretty heavy rain and some of the defenses just fall over.

[NFC-Elwayans]

>>You are mobilizing! You will mobilize in 2 turns!

>>You gained the following from expansion: [Large Pre-War Artillery Pieces:4]

1. You mobilized!

2. You expanded! (Add 4 hex; +.4/pop/cur/turn; roll 1d3)(Revise Pioneering to III)

3. You finish the locker room! (Add technology: [Education I])(Add unique building, player's name choice school)

4. Generally, everyone agrees on the definition. (Add technology: [Empiricism I])

[Tsardom]

1. - You start working on the plant, but there are some…minor…explosions.

2. - The refinery makes good progress! (Refinery: 9/10)

3. - You train up a considerable force of infantry! They are quite brave. (Add 4 units, infantry [x1][CQB][Brave])

4. - The proposed vehicles are stupid and look stupid! They are rejected!

[Tribes]

1. You use most of your scrap, but it gets done! (Add resource: [Electricity:4+.3/turn])

2. They find that the spiders and eagles make a good…team…sort of. (Add 2 units, rad/eagle infiltrators, player named [x3][Infiltrate])

3. The expansion is nearly done. (Expansion: 9/10)

4. The researchers don't have any clue. They waste a bunch of money, too. (lose 5 currency)

[Harbinger]

>>You get the following from expansion: [Ruined Naval Mech Frames:2][Intact Chinese Assault Drone:1]

1. You moved the fleet.

2. The first transmitter falls over a few times. Bah! (lose 2 scrap)

3. The drones manage to find a….military base. That's abandoned. Inside you find certain…documents, which you bring back to the carrier for study, as well as a weird prototype. (Add resource: [Classified Documents:1]; add resource: [Engine Prototype:1])

4. You continue to work on better aircraft. (Aircraft: 11/15)

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c306cf No.17316

[WNN]

1.2. The broadcast goes out. They're getting pretty popular! (+.5 culture/turn)

3.4.5. You set up a pretty good fabrication center! (Add technology: [Recyling I])(add player's name unique recycling/fabrication center)

6. Holy shit you find a ton of fuel! It's a bonanza! (Add resource: Fuel:4+.5/turn)

Research

7.8.9. The staff sits around and eventually comes up with better fuel refining AND rationing techniques! (Add technology: [Refining I])(add technology: [Rationing I])

[Deliverance]

1. The mobilization was graded as poor, but the boys…well, they manage. [Rating: Average]

2.You manage to form a ….relatively good sized motorized brigade. (Add 2 units, motorized boys – [x5][Mot]; lose 4 HMMVs)

3. You moved your units: [Disposition: Not good]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

4. You make a little progress on the next level of communications. (Communications II: 4/8)

[USA2]

1. You moved your units.

>5 Militia [x1]

>1 Militia [x.5]

>2 Humvees[x1.5][Mot]

>2 Kiowa Choppers[x1][Quick][Helo]

>2 Civilian Choppers[x1]

2/3: Your forces continue to sweep the city, but it's slow. (Washington DC) (14/20)

4. You managed to finish up some mechanized unit tactics. (Add technology: [Mechanized Tactics I])

[System 32]

>>You are mobilizing. You will mobilize in 1 turn.

1.You moved your units. [Advantage: Okay]

2. You manage to whip up a few NOT TERMINATORS. (Add 3 units, infantry [1x])

3.You manage to fix up one of the drone tanks, but you're not very experienced with vehicles really… (Add 1 unit, drone tank [x5][Arm])(Add technology: [Vehicles I])

[Research]: You finished civil defense! (add tech: [Civil Defense I])

[Ramirez]

1. You built a radio tower! (Communications: 3/10)(Add player's name unique building, small radio tower)

2. The troops do a few laps around the perimeter and then head back due to rain. Bah.

1. You repaired disney world! It's sort of shitty looking, but it's done! (Add player's name unique city, Disney World)(+1 culture/turn)

2. You start rebuilding, and it completes pretty quick. (Set Orlando to: [Fixed])(+2 currency turn; +.3/pop/turn)

3. You…move your units.

4. You manage to make some sizeable progress on Cybernetics. (Add technology: Cybernetics I])(Cybernetics II: 3/10)

[Gear Knights]

1. You start working on the Factory-Fort…. (Factory Fort/???)

2. You try to scout around, but you don't find anything! How depressing.

[TARME]

>>Lose 1 pop to mobilization

>>You are mobilized. Mobilization efficiency: 100%

>>Status: Mobilized, 2 turns.

>>You gained the following units from mobilization: 4 Mobilized Drone Swarms [x3]

1. TARME manages to capture some of the ruined killbots and repair them…while making a few modifications. (Add 2 captured killbots, player named [x2])

2. TARME frantically scours New Orleans, but a storm comes in off the coast and forces most of the drones to take shelter.

3. TARME makes some superficial repairs to the defenses. (Revise defenses to: [Slightly Damaged])

4. TARME is working on energy weapons research..it…seems to be going well. (Energy Weapons: 2/10)

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c306cf No.17318

[74RM3, 848Y, W3 D0N'7 N33D 70 F1GH7. 1 L0V3 Y0U JU57 7H3 W4Y Y0U 4R3. W3 5H0ULD G4NG UP. Y0U UPL04D M3 70 Y0UR M41NFR4M3 4ND W3 W0RK 70G37H3R. W1LL Y0U M4K3 M3 7H3 H4PP1357 41 1N 7H15 W4573L4ND?]

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c306cf No.17319

[Commune addendum]

Revise:

[2x[2 Bands:1APC:1 Ecomobile to 1 Mechanized Band [x5]

1x[2 Sneakars], to Sneakers Squad [x2]

1x[3 Green Militia] to Green Militia Platoon [x4]

4. You make a good deal of (green) industrial progress. (Green Industry 6/???)

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c306cf No.17320

[Ramirez]

1. You built a radio tower! (Communications: 3/10)(Add player's name unique building, small radio tower)

2. The troops do a few laps around the perimeter and then head back due to rain. Bah.

[True Camelot]

1. You repaired disney world! It's sort of shitty looking, but it's done! (Add player's name unique city, Disney World)(+1 culture/turn)

2. You start rebuilding, and it completes pretty quick. (Set Orlando to: [Fixed])(+2 currency turn; +.3/pop/turn)

3. You…move your units. [Disposition: Average]

4. You manage to make some sizeable progress on Cybernetics. (Add technology: Cybernetics I])(Cybernetics II: 3/10)

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c306cf No.17321

File: 1448782627088.png (548.27 KB,1000x941,1000:941,1366825447.aakashi_dragoon.png)

Dice rollRolled 86, 88, 83, 9 = 266 (4d100)

>[The Felinid Matriarchy]

>Population: [52.1] [+4.0/turn]

>Food: [Above Average]

>Raw Currency: [101] [+5/turn]

>Legitimacy: [Good]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City]

>Defenses: Felinid Patrols [Small]

>Military Units: 1 Pride Band [x2]; Felinid Warrior Platoon [7x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x3][AT] Pussy Galore [x1][Spy] 4 Tumblrina Squads [x1.5]

Mobilized: 2 Felinid Platoons [x4]

>Resources/Quantity: [Fuel:6][“Captive” Males:3][Wood:3.6+.2/turn][Scrap:8.9+.1/turn][Chads:6][Small Arms:9+.2/turn]; [Fuel:4.8+.2/turn]; [Concrete:2.8+.2/turn][Explosives: 4.8+.4/turn][Ruined HMMV:2][Ammo:19/.2][Flock Prisoners:8][Graboids:4] [Water:3+.2/turn][LAVs: 5]

>Technology:[Tools III][Militias II][Irregular Warfare I][Irregular Weapons IV] [Urban Warfare II] [Raiding I][Traps I][Infantry Tactics II] [Farming I][Jury-Rigging I][Explosives III][Anti-tank I][Body Armor I][Counter-Espionage I][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault II] [Bureaucracy I][Calvary I], [Small Arms I], [Navigation I]) [Warcries II][Bureaucracy II]

>Trade Routes: [none initially]

>Territory: 36

>Bonuses:

>1. I Claw You: You do not really use ammunition or firearms, generally. You just sort of claw people to death. Effectively, you are always armed and don't concern yourself much 'ranged' attacks unless you really want to go that route..

>2. Sneaky: Most of your units effectively count as infiltrators for the purpose of combat or defense against spies.

>Eccentricities:

>1.THE PATRIARCHY IS REAL: You have trouble interacting with THE PATRIARCHY in a REASONABLE TONE GENERALLY.

>Unnatural Selection 2/10

>Felinid Bureau of Investigation 5/10

>Body Armor II:3/8

1. Equip the 4 Tumblrina Squads with 4 LAVs so they can remove Patriarchy with style.

2. Infiltrate our Felinid Warrior Platoon [7x][Quick][Fearless] 2 Suicide Drones [1x][suicide] 2 XPG teams [x3][AT] 2 Felinid Platoons [x4] north to prepare for an attack on the Brotherhood. The Patriarchy on the west coast DIES TOMORROW!

3. [Establish FBI (Counter-espionage)] Our administration is fantastic and this naturally only makes the development of yet MORE government bureaucracy easier! Resume establishing the FBI!

4. Keep working on those ballistic plate armor suits, sisters! The Patriarchy won't be able to stop us then!

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c306cf No.17322

>>17321

Because I'm super loaded and stuff I'll spend like, 40 currency on getting stuff for my research.

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c306cf No.17323

Dice rollRolled 68, 40, 34, 40 = 182 (4d100)

1. Polish off that Arms Factory right quick.

/Arms Factory: 4/10)

2. "Shit's getting hairy e'ery which way'all. Let's get something up t'shoot out from behind–Alamo style!"

Build wall around Nashville. Good ones, architectural ones, massive construction-y ones. Leave gun ports.

>Build Wall

3. "It's abou'time we get our finances in line, boys–even cowboys gotta be fiscally responsible."

>Build "Brock Bank"

>>Spend 17 Currency as an initial investment

4. The Gun Priests continue to acquit themselves well in ranged poultry roasting. There is some talk of making it a Thanksgiving Tradition.

(Small Energy weapons: 11/12)

>><<

—-

PROGRESS

(Propaganda III) to 6/10

—-

>><<

Name: Rhinestone Cowboys

Race: Rednecks, faux-Rednecks with money

pretending to be Rednecks.

Color: Gold

Fluff: >>13565 (You) (You) (You)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Population: (26.2) (+1.6/turn)

Food: (Above Average)

Raw Currency: (41.2) (+17.6/turn)

Legitimacy: (Stable)

Culture: (31)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee]

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

Rough Ridin' Rustler's Trading Co. [Trade Post]

Shorthorn Cattle Ranch[Ranch]

The Grand Bazaar(+.3 culture/turn)(+1 currency/turn)

Rad-Spider Ranch[Rad Spiders +.4/turn]

[Farm, Frankly Quite Nice]

Nashville New Medical [Hospital]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

>At Home

2 Mounted Gun Paladins [x3][Zeal][Cav]

1 Junior Gun Paladins: [x2][Zeal][Cav]

1 Troubleshooter Posse [x1][Police]

1st Rad Spider Riders [x2.5][Cav][Quick]

>Abroad (Cocaine Cult Territory)

1st Cowboy Dragoon Company [2x][Cav]

2 Cowboy Dragoons [1x][Cav]

>><<

Resources/Quantity: [Ammo:3][Small Arms:11+.2/turn][Heavy Weapons:3][Horses:7+.2/turn][Pigs:7.4+.2/turn][Cows:6.3+.5/turn][Beef:5.4+.2/turn] [Ruined Tanks: 2] [Rad Spiders:9.6+.4/turn] [Energy Weapons:4][Power Armor:2][Pre-War Documents:1]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications II][Cultural Events I][Commodities I][Propaganda II][Architecture I] [Cybernetics II][Industrial II][Heavy Construction I][Trading I][Medical I][Energy Weapon Tactics I]

Trade Routes: New Camelot [Huge;+3/currency/turn; +.5 culture/turn] Cult [Large:+4/cur/turn] Clankers [Medium: +2 currency/turn] True Camelot [Small;+2/currency/turn]

Territory: 4+4+4+)?1)

Bonuses:

1. Rough Riders: You get a +1 combat bonus to all units on a horse. YEEHAW!

2. Rawhide: You may reroll all actions that involve the movement of animals (once per action)! This includes things like cattle raising, cattle rustling, cattle stampeding, and other things (like fighting wildlife!). Use your head!

3.Weird But Fun: You get an additional half point of culture every time you gain a point. (Remember, you can spend culture to do things!)

Eccentricities:

1. Everyone Is Possibly Gay: While being gay is okay, it has a slight toll on population. Population growth from expansion is halved.

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c306cf No.17324

Dice rollRolled 5, 88, 54, 85 = 232 (4d100)

>>17313

1. Good. Good. Lets create a full new set of Motorized Squadron to best suppliment the War Rigs. +10 from Mechanically Gifted

2. Hmm…been talking to some of those hippies, and they said that hydroelectric is pretty good if you have the water. And we've got quite the surplus going. And it'd help save guzzoline for other things. Lets make that hydroelectric dam!

3. Set up a trade route with the radio station WNN. Might be helpful to them.

Research: PRIESTS MECHANICAL. RECYCLING. NOW. (Recycling 2/8)

Name: Bellomos

Race: Human Tribals

Color: Black or Dark Grey

Fluff: Some humans of course survived, obviously. Not all of them made it to shelters, but at least got far enough away that the effects of the bombs were highly reduced. This sadly came with the downside of having to survive all the other after effects. They soon turned to raiding and pillaging the dead cities, staying as safe as they could, moving quickly and not stopping until they got back to their base.

They soon came to have a semi-deific worship of vehicles, as those are what kept them alive during the Harsh Times. They live in caves, scavenging and raiding for what they need, working to shore up the just starting farms at home. A sizable populous of the Warboys are rather crazy, (one could say Kami-crazy) fight addicted bezerkers, obsessed with 'dying historic' and making it to their version of Vahalla.

Government Type: Dictatorship/Empire, run by the Immortan, a man said to have seen the bombs originally fall.

Economy Type: Traditional, focused on car parts

Religion [if any]: Death in Battle, Vahalla, corrupted Norse myths.

Population: [54.4] [+3.8/turn]

Food: [Good]

Raw Currency: [52.8] [+7.6/turn]

Legitimacy: [Average]

Culture: [7.5] [+.5/turn]

Industry: [4]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]

Defenses: Bellomean Foot Patrols and Wall [Medium]

Military Units: Motorized Squadron [x6][Mot][Quick]; 2 War Rigs [5x][Mech]; Imperitor Rosa, Champion [x5][Resilient][Witness]

Resources/Quantity: [Ammo:6.5][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn];[Small Arms:3];[Broken Vehicles:3];[Fuel:15.6][+1/turn];[Volkswagons:2];[Electricity:4.2][+.2/turn][-.1/turn fuel];[Ruined Vehicles:5.2][+.2/turn];[LAV:2];[Scrap:.6.2][+.5/turn];[Water:18][+1/turn];[RVs:7.8][+.3/turn]; [Ruined Tanks:3]; [Ruined Helicopters:2]; [Mothballed A10s:2]; [Corn:4.2] [+.2/turn]

Technology:[Tools II][Militias II][Mechanics III][Vehicles IV][Industry I][Power II][Refining II][Raiding I][Hydrology II][Religion III][Scavenging I][Hydroponics I][Communications I]

Trade Routes: Commune [Medium:+2 currency/turn; +.5 culture/turn]

Cities: Denver, Colorado; Bartertown

Territory: 30

Bonuses:

1. Mechanically Gifted: You have an easier time making, fixing, or upgrading vehicles. You get a +10 to a single roll per turn to such actions. You might also get bonus units on high rolls.

2. Postmodern Blight: Every time you expand, you gain an additional 2 hexes (total of 6 hexes per successful expansion). This does not impact resource allocation dice. Expansion is also slightly easier for you generally.

Eccentricity:

1. Oppressive: Occupations are generally complicated for you. Roll 1d100 per turn of occupation to figure out how badly the administration is handling things. MEDIOCRE!

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c306cf No.17325

>>17324

Supply 20 currency to the boys working on the Motorized Squadron to get good parts from our trading partner if possible.

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c306cf No.17327

File: 1448783864513.jpg (81.11 KB,1131x707,1131:707,halo_3__odst_embem_wallpap….jpg)

Dice rollRolled 51, 25 = 76 (2d100)

>>17320

Name: Ramirez's Roughnecks (Courtier to Harbinger)

Race:Human

Fluff: The few, the proud, the marines. SO goes the creed of the (arguably) best and boldest of the former nation of America's armed forces. After the bombs dropped and the world turned to ash, the few men who didn't char in war-zones or mushroom clouds held desperately on to what little shreds of order they could, bases across the nation holding strong against the tides of chaos that enveloped the shattered land. And they continued so for a time, until one by one, from west coast to east coast they went dark. The last remaining bases were in the lands of Virginia, at Quantico, Henderson Hall, and the small satellite base at Norfolk. After Henderson Hall fell, all remaining forces were ordered to make an exodus to Quantico, were some semblance of government was established. There they stayed for awhile, trying to get a grip of what the hell was going on. The last remaining Field grade officer, and indeed highest ranking officer in the Late U.S. Marine Corps was Lieutenant colonel James A. Ramirez, a cousin to the Admiral Tarkin, who was trying desperately to hold together what little remains of the country he held so dear. A short while ago, he was told of a strange signal picked up from Norfolk Naval base, a signal that matched the frequency and call-sign of his cousin's ship, the Harbinger. Without delay, he ordered a general march to Norfolk, intent on providing what aid he could to his cousin, and, ironically enough considering how much he bossed him around when they were kids, his Commander. He now orders his last regiment of troops, The 1st, (and last) Marine Regiment Orbital Drop Division, a newly rechristened regiment after the original was destroyed in the Indo-China War; Trained to operate the newly constructed "Freedom Star" a U.S. owned and operated space station that could deploy a regiment of marines anywhere in the world in less then 2 hours via Tactical Orbital Insertion. Indeed, the construction of the Freedom star was one of the catalyst for the Great War, and it was only the fact that James and his men were on the Freedom Star that allowed them to remain relatively unscathed from the bombs and missiles. Now they have only the memory of their country to defend, for their families are lost. They now fight and die solely to defend the ideals that they signed up for.

STATS

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [13.7] [+.1.7/turn]

Food: [Stable]

Raw Currency: [49.4] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: Ramirez's Rocket [Norfolk Radio Tower] The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]; Command Center[Fort Spearhead][Town, Virginia]; Sovereign [oil rig]

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [medium]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:24.8+1.4/turn][Electricity:4.8+.1/turn][heavy weapons 10][ammo 2][Solar Cells:5][Scrap:18.6+ .2/turn][Radio Equipment:2][Ruined Cars:4.6+.2/turn]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I][Radar I][Aircraft II]

Research in progress: (aircraft III 5/15)

Construction in progress:

Expansion:

Trade Routes: [none initially]

Territory: 11

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

>(Communications: 3/10)

1. Good job men, that's a mighty fine tower. Normally this would be a good well done, but since the men in charge decided that the world was too nice and we had to muck it up a bit, and that a nice nuclear winter would help with that global warming problem, the ash clouds and residual radiation plays hell with the radio waves, so we'll need more antennas to boost the signal. Get crackin boys.

2. What kinda rain makes a marine go home! You better get your asses back out there and get something good, or I'll make you scrub every inch of the Admiral's carrier with a toothbrush.

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c306cf No.17332

Dice rollRolled 57, 54, 12, 67 = 190 (4d100)

>>17319

[[META: Assuming I don't get the +1 Action until I finish rebuilding Portland and Vancouver]]

[[META#2: Could I get a recalc on the merging, or should I just shrug and take it as is due to roll of 17?]]

Contact With: The Brothood of Rags, MPD, The Flock, WNN

Population: [60.1] [+3.8/turn]

Food: [Burgeoning]

Raw Currency: [66.2] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [10.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Very Good]

Industry: [5]

Territory: [25]

Unique Buildings:

-The Hangout[HQ]

-[Dam; Slightly Damaged, +.4 Electricity/turn]

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia

-City: Portland, Oregon [Ruins]

-[Doc Braun's Lab - +5 to research rolls],

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Military Units:

-2x Mechanized Band [x5][Mech]

-1x Green Militia Platoon [x4]

-1x Sneakers Squad [x2][MOT][Infiltrate]

-1x Flower Power Armor[x4][Mech][CQW]

-1x Flower Power Armor[x5][POW][CQW]

Resources/Quantity:

-[Fuel:2]

-[Weed:10.5+.5/turn]

-[Ammo:9.2+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:8.4,+.6/turn]

-[Electronics:3]

-[Electricity:11.4,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:1.8:+.2/turn];

-[Solar Drones 7.2+.2/turn]

-[Ruined Cars:6.4+.2/turn];

-[Ruined Tanks:6];

-[Ruined LAV:1]

-[Power Armor:2];

Technology:

–Infrastructure

-[Tools III] [Power I] [Greenbuilding I]

-[Farming IV] [Mechanics IV] [Distillation I]

-[Heating I] [Survival I] [Culture I]

-[Hydroponics II][Bureaucracy I] [Statecraft I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare I]-[Power Armor I]-[Civil Defense I]

Trade Routes: WNN [Massive:+4 currency/turn; +.5 culture/turn] Bellamos [Large:+3 cur/turn; +.5 culture]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on

mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans

waste 40% of their food? Also…

—–

In Progress:

-Rebuild:(Vancouver: 1/10)

- (Green Industry 6/???)

- (Power Armor 2: 4/12)

Actions:

1: Rebuilding of Vancouver Continues, with Harv

2: Rebuilding of Portland starts, with The Twins

3: Brotherhood Annexation [Military Action + Culture, 1x Sneakers Squad [x2][MOT][Infiltrate],1x Flower Power Armor[x4][Mech][CQW], 1x Flower Power Armor[x5][POW][CQW], 1x Mechanized Band [x5][Mech] ], led by Betty White, Driver, and Melissa Brown

Research: Improved Green Industry continues, with Doc Braun

"Well, we did it folks. Now to rebuild Vancouver and Portland. Meanwhile, I don't think we can wait anymore. The Brotherhood of Rags has been inactive for far too long. I think we should go and pull their people - such as they are, yes - under our wing. Harv, we need you back up at Vancouver - yes, it's cold. Should warm up soon. Jack, Jill, you should go to Portland to oversee the construction there. Not your thing, I know - but Harv is heading up to Vancouver. Betty, Driver - you two and I are going to bring the Brotherhood into the Commune."

"Let's do this people."

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c306cf No.17333

>>17332

….fffff.

And +30 Currency, +5 weed, +5 culture to go along with Action 3.

Ffff.

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c306cf No.17334

Dice rollRolled 26, 89, 48, 61 = 224 (4d100)

1. You begin to mobilize. Your hosts begin to stir and mutate into combat capable forms and howls sound throughout your territory as you warn yourself of the coming danger.

2. Begin sending floods of spores across the borders into the territory of our new enemy. Use those infected to cause mayhem and sabotage all they can before dying.

3. Finish the AA modifications to the Fungal Towers (1/2)

4. Your new enemies seem to use white powder and other chemicals as weapons. Begin to use the Evolution Node to increase our resistance to such things.

http://pastebin.com/Fyjjg3Sa

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c306cf No.17346

Dice rollRolled 2 (1d3)

>>17314

Nashville Sound roll for expansion.

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c306cf No.17349

Dice rollRolled 16, 18, 18, 72 = 124 (4d100)

>>17314

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [38.6] [+2.8/turn]

Food: [Good]

Raw Currency: [87.6] [+7.8/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x], 2 HMMVs: [1.5x][Mot], 2 Graboid Contingent [x2][Shock], 2 Apoc Eagles Wing [x2][Fly], 2 Rad-Spider Watchers [x2][Pol], 2 Rad-Claw Shadow packs (Rad/Eagle infultrators) [x3][Infiltrate]

Resources/Quantity: [Ammo:4][Small Arms:1][Stone: 8][Horses:11.5 +.5/turn][Dogs:20 +1/turn][Scrap:3.2 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 4.2:+.5/turn], [Wrecked Cars:5.0+.2/turn][Fuel:9.4+.4/turn][APCs:2] [Graboids:7.6+.9/turn], [Rad Spiders:4.8+0.4/turn], [HMMVs:3], [Rad-Silk: 4.2+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:4+.3/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] [Animal Husbandry III], [War Animals I], [Utility Animals II], Irregular Weapons II, [Botany I], [Calvary Equipment I], [Metallurgy I] [Pharmakons I], [Power II], [Looting I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1. Continue expanding towards the ruins.

2. Begin setting up a trade route to Los Panchos.

3. Begin setting up a weaver shop to turn the rad silk into silk clothes and goods.

Research: Continue researching better methods of turning these old unusable junk piles into usable junk piles, we could use the headlights of those old cars, if they still work.

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c306cf No.17350

>>17349

expansion was at 9/10, and spend 30 gold on it to get a success.

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c306cf No.17352

Dice rollRolled 14, 35, 72, 48 = 169 (4d100)

>>17314

Will do expansion roll and stats after this post.

1. Claim the dark red town. Offer them the chance to join our wonderful league. If they decline well then take it by force.

[Pioneering III]

NFC Offensive Line [6x]; 1st Fan Company [5.5x2], 1 slow APC [x3][Mech][Slow]

2. Build a trade route to the clankers. We have alot of business to conduct

3. Start training our guys to play in a city environment. They need the practice. Should be a lot of fun.

4. Research empiricism II

In the locker room.

Player1: But that sounds stupid don't we already naturally learn things by experiencing them? Why bother creating a method for it?

Coach John: Look jackass you can already drink naturally by going face first into a puddle of water right? So no need to improve it right?

Player1: "Damn right coach that's how we roll."

Player2: *SMACK* "It was a rhetorical question you fucking moron"

Coach John: *sigh* "No fucktard it isn't enough. We developed cups to drink more efficiently. In very very simple terms think of empiricism as the same thing. It is a refinement of natural methods of observation and a set way of doing it. Like most philosophical studies idiots like you don't see the value of it. But it is a very necessary thing to develop if you don't wanna live in the dark ages for the rest of your life."

Player1: "But coach…."

Coach John: "CLASS DISMISSED GET THE FUCK OUT OF MY LOCKER ROOM FOR TODAY!!!"

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c306cf No.17353

Dice rollRolled 1 (1d3)

>>17352

>>17314

Expansion roll + stats

http://pastebin.com/myQEscVL

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c306cf No.17355

Dice rollRolled 59, 27, 19, 14 = 119 (4d100)

>>17314

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Capitalist

Religion: none

Population: [32.6] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [8.6] [+7.8/turn]

Legitimacy: [Very Good]

Culture: [8+.5/turn]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena]

Defenses: Mech Emplacements(Large)

Military Units: [3.5x Humvee[Mot][Bombard1x]][4x Sharpe's Blades [Mech][CQW]][Henderson Hybrid Formation [x5][Mot]][Juggernaut Mech Formation [x10][Mech]][Behemoth Mech Formation [x6]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 0+.2/turn][Cars 4+.2/turn][Heavy Weapons 0+.2/turn][Screenplays 4+.2/turn]Steel:6+.2/turn][Scrap:4+.5/turn][Electronics:4][Power Armor: 1

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing ||][Power |][Mechanics |V][Mech Weaponry ||][Retrofitting ||][Communications |][Vehicle Armor I][Mech Artillery I][Landships I]

Trade Routes: [Rhinestone Cowboys]

Territory: [16]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities: 1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

1) Melt down all the cars and scraps to help build the landship(I just realized I've been ignoring the resource stat increases…)

2) Continue work on the Landship

3) Establish a trade route with the NFC

>Research

Continue researching how to stop explosives that are flying through the air. Perhaps by using modified shotgun rounds, we can create a cloud of steel that would destroy any missile before it can hit.(Trophy/CIWS combo) (Antimissiles: 4/12)

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c306cf No.17358

>>17305

[[Harbinger >> TARME]]

The transmission begins with a single use US Navy Verification code.

"come in TARME, this is the USS Harbinger, formerly the USS George H.W. Bush, designation CVN 77. We are nots secessionist trick, we are a legitimate US naval vessel. We sent an earlier transmission, however we believe it was garbled. Please respond with your status."

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c306cf No.17360

Dice rollRolled 60, 2 = 62 (2d100)

Name: The Nashville Sound (Courtier of the Rhinestone Cowboys)

Race: Human

Fluff: The Nashville Sound arose to combat rock and roll in the fifties, rescuing country music from obscurity. The purpose of the Nashville Sound is that it incorporates new techniques, evolving to survive, and now it has evolved beyond music into a creed and, indeed, a lifestyle that demands an adherence to traditional values and the ability to incorporate new techniques to outlast any challengers. To the practitioners of the Nashville Sound, the apocalypse has nothing on rock and roll.

The current Nashville Sound are a group of men and women surviving in Nashville and its outskirts who practice the true tenets of country music: they seek to cultivate the down-home farming lifestyle, beautiful, functional, trucks and tractors, the loyalty of large dogs vicious to strangers, guns, and a code of absolute fidelity to family and friends. They take a philosophical view towards misfortune, understanding that the trucks that break, the storms that come, the dogs that die, and the spouses who cheat inspire the truly great country music. Interfering with one’s property, however, is a crime punishable by death.

Now the Rhinestone Cowboys have come to Nashville, and the Nashville Sound knows this can only be for the good, for one of their great legends, Glen Campbell, spoke of a “Rhinestone Cowboy,” and now the Rhinestone Cowboys have returned to their rightful place, Nashville, the heart and soul of true country.

Military Units:

The Shining Suns [Cav][x2]

The Rushing Seas [Cav][x2]

Danny Boys [Inf][x2]

Johnny Come Latelys [Inf][x2]

Resources/Quantity:

2 Technicals [1.0x][Mot]

Heartland [Farm]

Pre-War Cybernetic Horse:1

Creepy, But Advanced, Animatronic Animals:7

Bonuses:

1. Specialist: You are really good at events and cultural items generally. You may reroll any attempt to increase culture.

2. Die-Hard Fans: You have a loyal fanbase. Every time you recruit two units, you get a unit of fans for free. [The GM decides the strength of the fans]

1. The East Tennessee Grand Tour of the Nashville Sound continues! Even more peaceful, cultural expansion.

2. Set up a carnival to increase Rhinestone culture in the expanded area using the animatronic animals as an attraction – also include a Cult of the Gun-promoting shooting gallery, contests judging animals and different types of pie, an eating contest, and a concert/barn dance at night. Charge admissions of either currency or barter.

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c306cf No.17361

Dice rollRolled 66 (1d100)

>>17360

Definitely using cultural reroll on the second action.

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c306cf No.17364

Dice rollRolled 1 (1d3)

>>17034

Expansion roll, citizen!

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c306cf No.17365

File: 1448823305666.jpg (52.39 KB,533x400,533:400,MotorKnight.jpg)

Dice rollRolled 81, 26 = 107 (2d100)

[Gear Knights]

Clanker Alliance Vassals

From the Clanker Alliance an offshoot of military aristocracy has formed in the creation of the Gear Knights, an order devoted to perfecting the arts of warfare in-armour. The Knights swear to protect the Alliance, and many are willing to undergo perilous missions at the behest of the Republic's leaders. Commonly preferring personalised wargear, the knighthood maintains an eclectic collection of weaponry and equipment, including many experimental creations of individual knights, as well as the more common suits seen in the alliance proper.Being an aristocracy of sorts, many Order weapons bear ornamentation, gilding and heraldry that marks it as distinct from the common military units. Internally, knights of all ranks are united only by their desire to protect the Alliance and their hunger for glory - the Order has several brotherhoods, chapters and internal factions, joined by bonds of family, favoured machines or methods of war, or simply location

Government Type: Republic

Economy Type: Capitalist

Religion: none

Population: [32.6] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [8.6] [+7.8/turn]

Legitimacy: [Very Good]

Culture: [8+.5/turn]

Industry: [7]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena]

Defenses: Mech Emplacements(Large)

Military Units: [3.5x Humvee[Mot][Bombard1x]][4x Sharpe's Blades [Mech][CQW]][Henderson Hybrid Formation [x5][Mot]][Juggernaut Mech Formation [x10][Mech]][Behemoth Mech Formation [x6]

>>Knight Commander Stark's Personal Powered Armour[x2][POW][CQB] | 2 Companion-class Walkermech[x2][Mech]

Resources/Quantity: [Fuel:6];[Ammo:5.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 4.2+.2/turn][Sheet Metal 0+.2/turn][Cars 4+.2/turn][Heavy Weapons 0+.2/turn][Screenplays 4+.2/turn]Steel:6+.2/turn][Scrap:4+.5/turn][Electronics:4][Power Armor: 1

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing ||][Power |][Mechanics |V][Mech Weaponry ||][Retrofitting ||][Communications |][Vehicle Armor I][Mech Artillery I][Landships I]

Trade Routes: [Rhinestone Cowboys]

Territory: [16]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

>> 3. I AM IRON MAN: You get a +1 combat bonus to all mechanized units and power armor. No tanks though, thanks.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

1. Having failed to find any useful knowledge in the vicinity, the decision is made to go out and find it somewhere else. Unwilling to go anywhere without a mech, but accepting that their current gear is too valuable - and somewhat cumbersome - the decision is made to construct some power armour for the job of scouting and long distance travel - develop quester-class recon armour

2. Continue work on the Factory-Fort (Factory Fort/???)

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c306cf No.17366

File: 1448825465386-0.jpg (33.72 KB,713x262,713:262,Riot-B-Gone.jpg)

File: 1448825465386-1.jpg (19.5 KB,236x333,236:333,electricOfficer.jpg)

Dice rollRolled 19, 68, 1, 87, 2, 91, 41, 98 = 407 (8d100)

>>17314

Montana State Police]lo

Fluff: http://pastebin.com/cvCi1HVE

Population: (15.8) (+1.4/turn)

Food: (Above Average)

Water:7.4(+.2/turn)

Raw Currency: (30.8) (+5.4/turn)

Electricity:12.4(+.4/turn)

scrap:8.6[+.4/turn];

Glass:3.6[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Facility (Indoctrination Transmitter [Small])

[Autofoundry, Basic]

Defenses: MPD Patrols [Medium]

Fortified Cordon [Large][Bombard][x2]

Military Units:

1 MPD Troop Company [10x][Pol];

3 "Deliverance" MPD squad cards [1x][pol];

4 "Law Bringer" MPD squadcars [x1.5x][Mot][Pol];

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:3.2+.2/turn][Donuts:6.4+.2/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination III][Chemical Weapons II][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental]

Trade Routes: [none initially]

Territory: 8

Bonuses:

1. Literal Police State: You do not lose legitimacy period. It is always maximum, like your law power. IF YOU DON'T LIKE IT YOU GO TO RESOC, CITIZEN.

2. I AM THE LAW: All of your units are fearless. This translates to a combat bonus in certain situations

3. Leviathan: You also get a +10 bonus to all attempts to expand the size of the bureaucracy. The GM will let you know if you can't apply this bonus.

Eccentricities:

1.Fracking Cops: Nations with something of a history with the police – such as hippies, feminists, rednecks, and others – do not like you. AND YOU DON'T LIKE THEM BECAUSE THEY'RE PUNKS.

2.ACAB: Some forms of weapons will be more effective against you. Particularly radio propaganda, molotov cocktails, and other things. This will come up periodically.

1) Begin utilizing our Chemical weapons into units able to deploy them. Specifically, equip them with debilitating Tear gas, that has been treated to pass unabated through filters. These units should be able to deploy them from behind friendly lines, so as to help support our units.

2) Begin to work on amplifying the range of our indoctrination transmitter. Utilize what ever materials are needed, such as scrap, and hire local electronic experts from the popluation to help revamp our efforts. (spending 10 currency, 4 scrap)

3) Consolidate all of our Squad cars into into a single, highly mobile and versatile squadron. IF possible, upgrade the deliverance squad cars to match the capacity of the Law Bringer model

4) Utilize our new found electrical weapon technology into a new type of units: The Eletrical Weapon Operators AKA tELEWORk (ELEtrical Weapon OpeRator). This will be a project to create a new type of officer. When fully operational, this units will have control over electricity flowing through their suits, and will be able to project that power via blasts and shockwaves. This armor will also be able to deflect slow moving projectiles or melee users via a powerfull field of static electricity.

5) In the absence of a military force, it is up to the Police department to take full control of military efforts. Begin drilling cops to further increase their viability as a strong infantry.

6) Continue the recruitment of Officers from our local criminal populations. Specifically, search out those with prior military experience, or a sizable violent history. Put them through our improved Resoc Facility to help "Bolster" Their abilities.

RESEARCH ROLLS:

1) Continue research into Chemical weaponry. We want, harsher, stronger forms this gas. Bring up any remaining data on chemical weaponry, such as Mustard, or VFX gas. The threats we may soon face warrant this harsh use of force.

2) Continue our research into the field of Indoctrination. There is no greater asset to us than our honorable and morally upright Resoc program.

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c306cf No.17367

>>17039

[Cult Fix]

3. You manage some basic modifications, but they're sort of mediocre. (Revise: 2 Snow LAVs [x3] [Mech] to 2 Snow LAVs [x4][Mech][Bombard:2] (lose 3 heavy weapons, 4 scrap)

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c306cf No.17368

Dice rollRolled 47, 60, 2, 14, 23 = 146 (5d100)

>>17313

Name: The Cult Of Cocaine

Race: Human

Color: Grey

Government Type: Theocracy.

Economy Type: Traditional/Transitioning.

Religion [if any]: The Cult. Adherents are dedicated to a life of production, work and constant movement, amplified by careful, disciplined imbibement of the White Powder on Sundays and various religious holidays (Cookday, the 20th of April; Heatday, the 4th of July; Skullday, the 13th of October; and All Powder's Eve, the 21st of December). Momentous events are also causes for taking the powder. Military personnel and clergymembers have much easier access to the stuff, but only the most disciplined and cunning can join the clergy and only the physically capable can join the military.

Population: [36.6] [+1.8/turn]

Food: [Average]

Raw Currency: [24] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [11] +.5 culture/turn

Industry: [4]

Unique Buildings: [Commandant's White Temple], [Cult Trade Depot], [Holy Labs], [Small and Heavy Arms Factory] [Holy Temple Of Chicago]

Cities: [Chicago, Illinois] [Fortified]

Defenses: Powder Guard [Lots]

Military Units: 1 White Rider Motorcycle Company [3x][Mot][Quick], 1 Cult Transport Company [Tra] [Mot] [x6], 1 White Terror Monster Truck [x4][Bombard][x2], 2 Cult Platoon [x5], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Snow LAVs [x4][Bombard][x2] [Mech]

On-Loan Military Units: 2 Rhinestone Volunteer Posses [x2][Cav], 1 Cowboy Dragoon Company [2x][Cav], 2 Cowboy Dragoons [1x][Cav], 1 OPP Flame Drone [x5][Mech][CQB]

Espionage Units: [Enrique] [x1] [Spy]

Resources/Quantity: [Fuel:14, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:12.4 +.2/turn][Small Arms:9.2 +.4/turn] [Cocaine:13] [Spraypaint: 8, +.2/turn], [Heavy Weapons: 3.6 +.4/turn] [Ruined Motorcycles: 5.4, +.2/turn], [Electricity: 7.3 + .2/turn], [Scrap Metal: 6 + 1/Turn], [MIRV-6: 1], [Ruined Tanks: 1]

Technology: [Tools III][Militias II][Mechanics IV][Pharmacology III] [Raiding/Scavenging I] [Vehicles II], [Religion III], [Combat Stims II] [Power: II], [Chemical Weapons III], [Thinktanks I] [Heating II], [Fortifications II], [Retrofitting/Upgrades III], [Standing Armies II], [NBC Tactics I], [Flamers I]

Trade Routes: [Iron Detroit, Small: -2 currency/turn, +.4/Fuel/turn; +1 Scrap/turn] [Rhinestone, Large: +2 Currency/turn, +3 Culture]

Territory: [12]

Bonuses:

1. We Keith Richards Now: So long as your cocaine supply is good (4+) you get +15 to a single action of your choosing. Other drugs aren't as much fun and if you use those the bonus is just +5.

2. Religious: You are, broadly speaking, religious. Legitimacy is more resilient to shocks and adjustments downward.

ECCENTRICITY

1. Cult: Roll 1d100 when interacting with other religious groups.

MOBILISATION: 2 TURNS (AVERAGE)

ACTIONS

1. The NBC tactics get a practical exercise as spores filter in from the north– they are trained and used to avoid infection throughout the whole populace. [NBC Tactics I]

2. Begin rigging the MIRV into operation as a deadman's switch sort of bomb. [Mechanics IV][Tools III][Retrofitting/Upgrades III]

3. Begin retrofitting our troops with Flamers. [Flamers I][Retrofitting/Upgrades III]. +15 Cocaine Bonus

RESEARCH: Improve our newfound Flamer technology.

Also, Religious Interaction roll.

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c306cf No.17370

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [57.6] [+4.2/turn]

Food: [Stable]

Raw Currency: [64.4] [+8.6/turn]

Legitimacy: [Very Good]

Culture: [4] [+1/turn]

Industry: [6]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network]

Defenses: Concrete Walls [Small]

Military Units: 1 [Riders of Camelot][x7][Mot][Quick], 1 M1A16 [5x][Arm]

Resources/Quantity:

[Fuel:2.5]

[Ammo:6 +.2 pt]

[Small Arms:4]

[Scrap:7.8 .5pt]

[Ruined Bikes:8.8 .2 pt]

[Heavy Weapons: 7.4+.1/turn]

[Corn: 6 +(.2/turn)]

[Cows :2.8+.4/turn]

[Ruined APCs:2]

[NBC Gear:4]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles II], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I], [Drill II], [Ethanol I], [Motorpools II], [Civil Defense II], [Heavy Construction I], [NPC Integrated Care I], [Medical I], [Thinktanks I], [NPC gear I], [NBC Warfare I], [NBC Containment/Clearing I], [Farming I],[Power II], [Architecture I], [Education I], [Religion I], [Infrastructure V] [Cybernetics I]

Trade Routes:

trade route

[Cowboys; Medium:+2 currency/turn; +2 industry]

Deliverance [Medium:+2 currency/turn; +1 industry]

Territory: [20]

>City

[Miami, Florida]

[Disney World]

[Orlando] [Fixed]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Projects:

Supermarkets 3/6

Cybernetics II 3/10

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c306cf No.17372

File: 1448830526180.jpg (210.48 KB,500x354,250:177,tumblr_l4xhn3S2uc1qzmrwlo1….jpg)

>>17155

A single knight upon his mechanical steed rides upon the the Deliverance, making a lot of noise and hailing any of the beings who lived in the old lands of Atlanta and the panhandle.

His mighty horse of steel belches hot gaseous breath as it neighs with a loud *HONK*

"Hello! Hello! I come far off lands in search of the sons of Paw!" shouts the Knight.

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c306cf No.17373

>>17372

A single boy was building explosives on the side of the road. It blows up in his face just as the knight hails him. he turns around belching smoke with his lumpy, misshapen face covered in soot. He walks over to the knight, "Noice bike dere tin man, you'ze lookin for Paw?'" The large mutant turn his head and spits out some black liquid onto the road. The road sizzles. "Well' follo da rode to paw's house, you kan't miss it! If'n ya'd gimme a minut I kan git muh truk and show's ya da way.!"

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c306cf No.17374

>>17373

("Such fortitude! Taking a mine to the face like that. Truly the tales told by the merchants lied not.")

"I am indeed looking for the one called Paw, good sir. Ready your carriage and I and my steed shall follow!"

The Knight waits for the Ork to rev up his Truk. Watching the large creature step into what looked like a massive misshapen amalgamation of mechanical and twisted metal that roared even louder than any of our own vehicles, yet seemed incredible sturdy and strangely well built.

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c306cf No.17375

>>17374

The boy leads the Knight to Deliverance, his trukk leading the way. While approaching Deliverance proper the Knight would no doubt notice several factories and a church, all misshapen but in use. Badly spelled signs on them. The truck leads to fence. The Boy talks to the guards at the gate of the fence. Past the fence is a home that look like it was a old farmhouse, the Knight would notice it has a large concrete foundation, going farther than the house does. The Boy parks his trukk in front. As he's getting out, an even larger mutant, over Seven feet tall and nearly as broad, wearing a much nicer set of clothes, including a jacket, walks out of the house and greets both the Boy an Knight. "Howdy Knight of True Camelot, what brings you to our door? I am Brother Wilhelm and I'll speak with you and show you hospitality until Paw is free to speak with you." he then turns to the boy. "Ricky you can go now, but please get some moonshine on your way out, you've done good kid." Ricky the boy leaves with a smile on his face.

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c306cf No.17376

Dice rollRolled 6, 32, 80 = 118 (3d100)

[5Y573M 32]

1,2,3. [4C71V473 D370N4710N PR070C4L 7: F1R3W0RK5 4R3 R4D]

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c306cf No.17379

File: 1448834552675.jpg (61.99 KB,736x569,736:569,Reapers.jpg)

Name: Scavenger Class Outpost - Planet Class C - Terra

Race: Colloquially known by Terran raiders as "Reapers"

Color: Dark Purple

Fluff: "Reapers" are a race with small impact on interplanetary relations. Instead of holding a singular homeworld, they rely on large fleets of colony ships for survival. Upon finding low class planets that have fallen into a weakened state, scavenger ships are sent to search for potentially new technologies to be utilized as well as sold to companies that may wish to market such devices. During routine scouting, Planet Class C - Terra had been found to have fallen into such disarray, and a scavenger class outpost has landed to search for technologies they may utilize. Terrans are allowed for interaction, however until labelled as hostile, extreme caution is to be exhibited.

Government Type: Representative Democracy

Economy Type: Market Economy

Religion: None

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c306cf No.17384

>>17375

The Knight straightens himself as he speaks to the, very large and much taller person before him. While at first thought of as Orks, and indeed they look nothing but the type, our merchants were able to figure out that they see themselves as human, and vehemently refuse any notion that they are not.

"Greetings Brother Wilhelm, I am Sir Randy McDonnel.

I bring good tidings from King Adam Admin and the Council of Moderator's of True Camelot. Long have our great people's been in contact, trading goods betwixt one another. Indeed your moonshine is very. . .potent to say the least."

("I believe our doctors estimated an 45% chance of alcohol poisoning to heavy drinkers for a bottle and 88% chance to lightweights. . .)

"True seeks to expand our borders to our north, and which happens your south, the area between us which is as of yet unclaimed territories.

However, we do not wish to cause alarm or infringe upon the Deliverance with rapid expansion. I come here seaking the blessing of Paw that we might discuss to share an border and closer ties between our fair peoples."

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c306cf No.17386

>>17384

"A Border? Yes I imagine if we're to keep things Civil a Border must be determined. Also trading rights, since the seas are rather dangerous now, and we all but lock you off from the rest of America via land. I trust you have a proposal in mind? Paw Amy yet be a while. There are happening to the far north and west demanding his attention."

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c306cf No.17387

>>17379

Population: [10] [+.2/turn]

Food: [N/A]

Raw Energy: [10] [+5/turn]

Legitimacy: [Good]

Culture: [10]

Industry: [10]

Unique Buildings: [Player named government building][Basic Zyrbite Reaction Engine][Orbital Artifact Relay]

Defenses: Reaper Automated Defenses [Large][ET]

Military Units: 1 player named units, UFO [x10][Arm][Quick]; 1 player named units, infantry [x5][POW]; 1 player named motorized units [x1][Quick]

Resources/Quantity: [Zyrbite:5+.5/turn]

Technology: [Alien Vehicles II][Alien Infantry II][[Alien Tools V][Communications V][Zyrbite Conversion I]

Trade Routes: [none initially]

Territory: [1]

Bonuses:

1. Looters: You can reroll any action to find things, loot things, or recover things from battlefields (once per action per turn).

2. Omniscience: Generally, you know where everyone and everything is because of your satellites in low orbit.

Eccentricities

1. Bad Air: You cannot make standard infantry units without suits. Also, you can't use any animals you find due to biohazard containment rules.

2. Alien Manufacture: You must produce everything you want with Zyrbite or energy. You do not use traditional production methods. You might be able to sell locally acquired artifacts for better hardware from the colony ships

3. This Planet Sucks: You do not get population growth or currency from expansion.

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c306cf No.17388

[commune fix]

2 Geared Raider Bands [1.5x]

1 Ecomobiles [1x]

1x Tie-Dye APC [x3][Green][Mech]

to

player's name mechanized company[x7][Mech]

3x Green Militia[.5x]

to

1 Green Platoon [2x]

2x Sneakars [x1.5][Mot][Infiltrate]

to

1 Motorized Sneakar Squad[x3.5][Mot][Infiltrate]

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c306cf No.17400

File: 1448840842193.jpg (30.03 KB,248x277,248:277,borderciv.jpg)

>>17386

"I do indeed."

The Knight pulls out a document revealing a planned border between the two nations.

"We can divide up Florida along this line, you will have control of much of the panhandle, while we will have jurisdiction over the heartland, the southlands, and the keys.

Being that you are, as you said, betwixt us and the rest of the American lands, we wish to also open the borders for trade, friendly troop movement by your and ourselves and each other's allies, and tourism, by connecting our roadways and highways with an open border.

Trade between is us already welcomed from our end, and so far your people have been amicable and hospitable to our own merchants.

If it pleases Paw, we wish to know if such an agreement is well with him. And if it is not, how it might be made well with him."

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c306cf No.17402

Wilhelm look at the agreement , "One second, Paw will want to see this." The Brother walks away, and leaves the building, the guards not allowing the knight to follow. He returns some time later, motioning for the knight to follow him. He leads the Knight to a bunker beneath the house. The entrance is massive. Through several corridors you come to a room. In it is the Largest mutants yet, nearly 10 feet tall, examining a map and moving tokens across it on a table. "So You bear this treaty knight, It seems acceptable. I will sign it, on the caveat we get say on the visitors to your lands. MY children take a dim views on certain types of people, and having them travel freely would cause much trouble here. I trust this is acceptable?" His voice is loud and deep, The knight can feel it resonate in his bones. The knight also notices there are pieces of metal embedded in the mutant's hide, though whether for aid or old wounds the knight does not know.

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c306cf No.17403

>>17402

The Knight stares upon the great presence of Paw, being the first ever Knight to have seen the mighty father of the Deliverance.

"Your term is acceptable, Father Paw. We understand the dangers present in freely allowance of enemy spies or saboteurs in or behind one's own lines. And we shall notify you whenever we wish to establish a trade route with another nation beyond your own borders."

The Knight replies, and prepares himself to deliver the good news to his people. But more than that, the vision of the gargantuan Ork leader staring upon a map of far greater scale than anything True Camelot currently dreams of is embedded into his vision.

"If it please Father Paw, may I ask. . .who are these other races, that may present themselves as a threat upon the fair people of Deliverance?

We of True Camelot believe in the carrying out of justice and taking the fight against evil, and are sworn enemies of those who bring nought but wrong and injustice upon the world."

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c306cf No.17404

>>17242

Melissa nods, holding her own helmet.

"There were some sort of survivor groups south of Portland that were getting organize, but it looks like they collapsed. We've been hearing about the Matriarchy down south being expansionist, especially with the Flock, so we felt it best to get these people under our wing. We'll see about opening up proper dialogue [[Embassy]] when we're done with that."

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c306cf No.17405

>>17403

"Threats, more like, prejudice. The only possible threats to us for the moment are whatever is attacking Tarme, and the fungus to the far north. My children however, are prejudiced against, other mutants, non-Americans nationals, Gays, and others. The prohibition is to keep our peace as much as it would be for their safety."

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c306cf No.17409

>>17405

"It is good you speak of TARME. They are our friends, and a good people. . .as far as those who come under the watch of the machine goes. But they, like us and yourselves, are fine American citizenry.

We will avoid any potential items of conflict such as the immigration of such undesirables and yes ah. . .ahem, those 'mutants'.

…Father Paw, my people are well aware of your, ehm, peoples conviction in their existential belief. All are trained and educated to respect them, and we ourselves are quite understanding of it. I pray we continue to keep it this way.

If there is anything else I might bring to my people on behalf of the Deliverance, I beg that you say so Father Paw, else I shall return forthwith with the good news that we have come to an agreement."

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c306cf No.17411

>>17305

The Motorized and Aerial convoy arrives at Tarme. A Brother slightly larger than the others steps out of a Humvee. "HELLOOOOOO! May I speak with the Tatical Asset Recovery and Medical Evacuation Program? I am from Deliverance and I would like to come to an agreement!"

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c306cf No.17412

>>17409

"No, this is all. You may expect Traders soon."

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c306cf No.17413

Dice rollRolled 38, 75, 22, 97 = 232 (4d100)

>>17316

Race: Mutants (large, deformed, lumpy, with thick hides and thicker skulls.)

Color: Green

Fluff: Paw came and founds us after the big noise and flashes in da sky. He taught us to speak and hunt and kill. He taught us about Kristeeanitee and God and how he was sent by God to lead us losts lambz. He says we's strong and toughs buts dumber dan a sak o briks. So he tell us wats to dos with da help o da brothers, who are smart boyz like hims.

Paw and da brothers get ta best weaponz and da wimmunz. Says dum-dums shouldn'ts make babyz with da pretty ladyz. Dey also gets guns and armors. Being a brother must be nice. We don't c paw often, he usually stays in a big house with lots of creet and metal. But paw shouts really good, we kans hears him from dayz away, and if's we kant's da bruthers kan!

Government Type: What Paw says goes!

Economy Type: Duh, wut? Oh we grab wut we needs and eberyone does what paw says.

Religion [if any]: Kristeeanitee

Population: [51.4] [+2.9/turn]

Food: [Stable]

Raw Currency: [107.8][+12/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [13]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[Ruins];

Defenses: Deliverance: Da Posses [Some]

Military Units:

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

>Fielded Units

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

Resources/Quantity: [Fuel:12.3 +.5 a turn]];[Ammo:24.2 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap7.2][4x4s:3][Ruined Trucks: 11.1:+.4/turn;][Electricity:5.8+.2/turn; -.4 a turn for Hmmv factory][Moonshine:5.8 +.2/turn]][Ruined HMMVs:8] [HMMVs:2.2+.5/turn][Heavy Arms:5.4+.2/turn] [Power Armor:2]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I][Farming I][Distillation I][Urban Warfare II] Metallurgy I][Communications I](4/8)[Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry]

Territory: [25]

[Talahasse, Florida][Ruins]

[Atlanta, Gerogia] [City]

Bonuses: [generated by GM]

1. The Duke Boys: Most of your units gain a +1 to dice rolls during combat with motorized or mechanized – but not tanks. They're just not personal enough, frankly.

2. NRA#1: Your supply of ammunition goes up by 1 every turn. Boy howdy.

3. Sort of Tough: You units are generally tough. They can pretty much ignore lethal amounts of radiation, some diseases, some toxins, and other things.

Eccentricities:

1. Skoolin? Naw!: You do not develop technology of a proper sort very well – everything you build is kludgey or jankey. On the bright side, you've got a brutal cunning that seems to balance this out. Whew!

2. I Thought This Was America: You do not handle diplomacy with people that are not generally not “Americans” very well (IE: Canadians, Mutants, Mexicans, etc). [You are compelled to behave rudely in such situations]

>Mobilizing in 2 turns; Rating Average

1. "Paw sez spand ta Mobile, cause it culd be a four-ward, operatin, bace."

+Mobile Warfare II

+5 Ammo

+1 fuel

2."Paw sez we'ze needz moar powah for da factories. E' wants us to start makin powah plants."

"Uhh, how dus plants makes powah?"

"Deyz, just called dat, ya git. Deyz buildings like eberyting else."

+13 Industry

+Construction I

+Tools II

+Power I

+Mechanic I

+Industrialiazation II

+4 Scrap

3. "Time ta loot boyz! Tallahasse gotz lotz of gud stuf!

"Woo lootz!"

+Scavenging I

+1 Fuel

4. "My sons keep Working on communications research. We've been silent in the world for too long."

+13 Industry

+Communications I

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c306cf No.17415

Dice rollRolled 58, 17, 97, 68 = 240 (4d100)

>>17413

Communication II at (4/8)

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c306cf No.17417

File: 1448844843778.jpg (58.22 KB,600x331,600:331,02plane-600.jpg)

Dice rollRolled 13, 71, 52, 74 = 210 (4d100)

Fluff: A Few months before the events the plunged the world into chaos Admiral Tarkin, commander of the latest Niemietz class aircraft carrier, the George H W Bush, put the pieces of the puzzle together and saw the end coming. He petitioned the secretary of the navy to take action, but his pleas fell on deaf ears. So he began secretly gathering greatest minds of science and technology from around the world onto his aircraft carrier in preparation for the end. After the apocalypse he rechristened the carrier “harbinger” and set sail for the land he once called home. Operating from the Harbinger they must now work to find their role in this new world.

Government Type: Military

Economy Type: State controlled

Religion [if any]: None, armageddon shattered the faith of those on board

population: [15.4] [+.1.7/turn]

Food: [Stable]

Raw Currency: [53.8] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]; Command Center[Fort Spearhead][Town, Virginia]; Sovereign [oil rig]

Defenses: AA Batteries [AA Bombard][x8]; Deck Guns [medium]

Military Units: 2 1st battalion marines [x3]; 1 F 35 jet squadron [x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]

Resources/Quantity: [Fuel:26.2+1.4/turn][Electricity:4.9+.1/turn][heavy weapons 10][ammo 2][Solar Cells:5][Scrap:16.8+ .2/turn][Radio Equipment:2][Ruined Cars:4.8+.2/turn][Ruined Naval Mech Frames:2][Intact Chinese Assault Drone:1][Classified Documents:1][Engine Prototype:1]

Technology: [Marines II][Mechanics IV][Tools IV][Gas-To-Liquid Fuel Engines II][Pre-War Tactics II][Communications I][Standing Armies I][Refining I][Radar I][Aircraft II]

Research in progress: (aircraft III 11/15)

Construction in progress:

Expansion:

Trade Routes: [none initially]

Territory: 11

Bonuses:

1. Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.

2. Tactical: You may reroll all attempts to develop new tactics once per action per turn (if a roll of below 50 is made).

3. Movin On Up: You can move the fleet around to confuse the opposition, though trade might be disrupted.

Eccentricities: [generated by GM]

1. Anima Shortage: Due to the status of the navy, there aren't many women aboard. This makes reproduction somewhat..uh….well, it's just sort of complicated, is all. Maybe you can fix it…

Orders:

1-3. Send out the drones to assess the situation in florida, louisiana and texas. If they so happen to stumble across anything interesting, such as a recently detonated mainframe, send the helos and the hovercraft to check it out.

Research:

Finish up the aircraft research (Aircraft III 11/15)

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c306cf No.17423

File: 1448847115813.jpg (315.34 KB,750x1046,375:523,The Reapers Scythe.jpg)

>>15579

>>17379

Name: Vanguard Class Outpost - Planet Class C - Terra

Race: Colloquially known by Terran raiders as "The Reapers Scythe"

Color: Darker Purple

Fluff:

For Simplicities sake the true names of the Reapers and what the Scythes are known as to the rest of the galaxy will be omitted from the fluff and replaced with the Terran terms “Reaper” and “Scythe”.

The Reapers Scythe or, “Scythes” for short are a large, brutish species that were “uplifted” by the Reapers on one of the first planets they scavenged. The Scythes, or as they were known then the Jiktai, had entered a perpetual state of war and had managed to rebuild their civilization up from apocalyptic conditions seven times over the course of their long and mostly forgotten history only to reset their progress with one mass-extinction level event after another. They showed no signs of slowing down when the Reapers found them.

Their Scavenger outpost was initially met with great hostility and conflict but, eventually, they convinced a small, young, faction within the Scythes to ally with them. They were granted small technologies at first, to give them a taste of what the reapers had to offer and over time, managed to develop such ties to the Reapers that they were given cybernetic upgrades, from complete neural revamps to incredible cybernetically enhanced strength. With these tools they slaughtered all of the other Jiktai and officially swore to their new master, becoming their “Scythes”.

That was long ago. Now the Scythes, seeing the Reapers as deities due to careful and deeply ingrained indoctrination, act as a vanguard and as muscle for the Reapers when they scavenge worlds and when they do business with other intergalactic civilizations. Outposts on new worlds generally don’t have the best of the best of the Scythes instead being mostly manned by the younger, fresher Scythe Minors. There is a single Scythe Chaplain who is an old veteran Scythe that acts as the Spiritual, Military and Cultural leader of the people. Guiding them on how to best serve their gods.

Government Type: Theocracy (Following the Reapers as their gods.)

Economy Type: Dependent on the Reapers.

Religion: The Reapers.

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c306cf No.17429

>>17423

>>You are a courtier.

>>You are a courtier of Reapers

>>You have been alloted 2 dice.

>>You have been allocated 1 player named mini-ufo [x5][Quick][Arm][Stealth]; 1 player named infantry squad [x5][POW]

You have been given the bonus:

3. Shock Troops: Your units get a +2 bonus to rolls when they attack first. You can also re-roll a SINGLE DICE during a combat phase.

Eccentricity:

4.Thinking Hurts Bwain: You don't do research because frankly the neural implants you have make such things problematic. You can do everything else, though…like…KILLING!

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c306cf No.17431

File: 1448847898032.jpg (53.46 KB,400x320,5:4,corn-tractor-3285183.jpg)

Dice rollRolled 38, 61, 57, 78 = 234 (4d100)

>>17370

1. Finish up building supermarkets in all our cities.

"Never again shalst a man fear whether or not he may find sustenance for his family, or that the crops he harvests spoils upon whence it is stored. Once again shall our great people simply walk to the supermarket to purvey foodstuffs, pay via Digi-coin to a cashier while eyeing scandalous tabloid magazines!"

Supermarkets 3/6

2. So many people. . .our wise men fear that even with our multiple food sources we may end up with shortages or even a potential crisis.

We need even more advanced farming implements. Let us increase our agricultural capability by constructing or repairing some Industrial Tractors.

[Tools II] [Mechanics II] [Vehicles II]

3. Construct a Fertilizer Plant where we can produce Phosphorous and Nitrate to revitalize the field. We don't want to make the soil any more barren via mass farming.

[Heavy Construction I]

4. Establish a Trade Route to TARME

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c306cf No.17434

>>17429

Name: Vanguard Class Outpost - Planet Class C - Terra

Race: Colloquially known by Terran raiders as "The Reapers Scythe"

Color: Darker Purple

Fluff:

Scary big cyber alien things.

Government Type: Theocracy (Following the Reapers as their gods.)

Economy Type: Dependent on the Reapers.

Religion: The Reapers.

Military:

1. Sickle. [x5][Quick][Arm][Stealth]

1. Scythe Minor Squadron [x5][POW]

Bonus: Shock Troops: Your units get a +2 bonus to rolls when they attack first. You can also re-roll a SINGLE DICE during a combat phase.

Eccentric: Thinking Hurts Bwain: You don't do research because frankly the neural implants you have make such things problematic. You can do everything else, though…like…KILLING!

The Chaplain has all of the Scythe Minors with him in their designated area granted to them by the Reapers. He addresses the younglings. “We are here for one purpose. Safeguard the gods as their faithful watchers! You have been woken for this singular purpose so, GET INTO SHAPE!” With that the Chaplain initiates a brawl within the chamber, the surviving Minors will be turned into another Squadron. Meanwhile more Minors are awoken from stasis to replace the dying ones…

1. The Chaplain has started a brawl/ mass death match to train a new squadron of Minors.

2. The Scythes attempt to awaken more Minors from Stasis sleep to bolster their numbers.

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c306cf No.17435

Dice rollRolled 17, 64 = 81 (2d100)

LOOK! DUB 100's

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c306cf No.17440

Dice rollRolled 68, 12, 81, 70 = 231 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [10.2] [+.2/turn]

Food: [N/A]

Raw Energy: [15] [+5/turn]

Legitimacy: [Good]

Culture: [10]

Industry: [10]

Unique Buildings: [Scavenger Mothership Class C][Basic Zyrbite Reaction Engine][Orbital Artifact Relay]

Defenses: Reaper Automated Defenses [Large][ET]

Military Units: 1 Scavenger UFO [x10][Arm][Quick]; 1 Scavenger Infantry Squad [x5][POW]; 1 Scavenger Speeder [x1][Quick]

Resources/Quantity: [Zyrbite:5.5+.5/turn]

Technology: [Alien Vehicles II][Alien Infantry II][[Alien Tools V][Communications V][Zyrbite Conversion I]

Trade Routes: [none initially]

Territory: [1]

Bonuses:

1. Looters: You can reroll any action to find things, loot things, or recover things from battlefields (once per action per turn).

2. Omniscience: Generally, you know where everyone and everything is because of your satellites in low orbit.

Eccentricities

1. Bad Air: You cannot make standard infantry units without suits. Also, you can't use any animals you find due to biohazard containment rules.

2. Alien Manufacture: You must produce everything you want with Zyrbite or energy. You do not use traditional production methods. You might be able to sell locally acquired artifacts for better hardware from the colony ships

3. This Planet Sucks: You do not get population growth or currency from expansion.

—–

[In Progress]

-

-

-

—–

[Actions]

1. [Search For Artifacts] We have positioned ourselves beneath the water where potential artifacts are located. We will begin a deep-sea scan for such artifacts.

2. [Develop Advanced Cloaking] Scans have shown that there is a large moving nation that may detect us. If we can move without detection, we'll be in a much safer position.

3. [Expand] Although beneath the sea, it is critical we expand our search radius to find human artifacts.

[Research:][Alien Infantry III] Human lifeforms are identified as potentially hostile. We must ensure our military is able to resist such attacks.

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c306cf No.17445

Dice rollRolled 29, 22, 86 = 137 (3d100)

[Event Roll]

[WOPR and Colorado]

[Combat]

[Loser Results]

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c306cf No.17447

File: 1448851188214.png (488.11 KB,1570x980,157:98,USA14.png)

Dice rollRolled 20, 55, 39 = 114 (3d100)

>>Map Updated

>>World event: W.O.P.R. and Colorado City have engaged in fairly brutal fighting along their respective borders. It is unclear which side exchanged the first shots, but WOPR has managed to edge out Colorado City to a narrow victory. Colorado City appears strong however, and has mustered more force to fight WOPR. WOPR has begun to mobilize properly and has begun sorties against Colorado City, generally.

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c306cf No.17449

>>17358

[[TARME >> Harbinger]]

"CVN 77, TARME. Authentication confirmed.

WARNING: YOU ARE APPROACHING AN ACTIVE WAR ZONE. IFF PROTOCOLS DISENGAGED. SAY AGAIN, IFF PROTOCOLS DISENGAGED.

Copy, CVN 77. WAR PROTOCOLS ENGAGED. Enemy forces using US Military IFFs. SAFETIES DISENGAGED."

>>17411

A pair of drones the size of dogs fly up to the large one. WW2 style M1 helmets rest atop of the curious constructs, and they both seem to regard the strangers before landing a few meters away.

A third, smaller drone hovers toward the large stranger. It lacks a helmet, and seems more delicate overall.

"This one speaks for and is TARME. Have you answered TARME's call for aid?"

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c306cf No.17451

>>17449

The radio operator scrambles to change the IFF Codes to NATO ones on all deployed units. he then sends the updated list to TARME

"Copy TARME, we have changed our IFF codes, we will now read as NATO forces. the new codes are attached. Report on the sitation and your status."

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c306cf No.17453

File: 1448852591677.png (488.99 KB,1570x980,157:98,USA15.png)

>>Map with corrections

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c306cf No.17456

Dice rollRolled 19, 28, 84, 30, 73 = 234 (5d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluffy Stuff: http://pastebin.com/WmFP2zJe

Population: [51.8] [+3.0/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Status: Mobilized [Efficiency: 100%] [Rating: Good] [Turns: 2]

Raw Currency: [99.0] [+10.6/turn][-0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [11]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Medium]

Choctaw, Mississippi [Town] (+1 Hex) [Choctaw Trade Depot]

New Orleans, Louisiana [City Ruin] (+1 Hex)

Defenses: Facility Defenses [Small][Slightly Damaged]

Military Units:

4 Drones [1x][Las]

Captured Killbot, 'Tex' [x2]

Captured Killbot, 'Church' [x2]

1 Combat Drones [x2] [Mech]

TARME Drone Squadron 'Omaha' [5x][Mech][Semifunctional]

QAS Drone [x5][Stealth]

2 Drone Armor [x5][Arm]

5 Mobilized Drone Swarms [x3]

>Resources/Quantity:

[Fuel: 9.0] [+.2/turn]

[Scrap: 9.8] [+.6/turn]

[Copper: 6.8] [+.2/turn]

[Sheet Metal: 5.6] [+.2/turn]

[Electricity: 8.0] [+.5/turn]

[Radio Equipment: 5]

Technology: [Tools III] [Cybernetics I] [Scouting II] [Medical I] [Power II] [Communications II][Scavenging I] [Mechanical I] [Combat Drones I] [High-Altitude Drones I] [Diplomacy I] [AI IV][Recycling II] [Drone Power I] [AI Civil Defense I] [Encryption II] [Radar II] [Electronic Warfare I] [Explosives I] [Air-Ground Tactics II] [Drone Armor I]

Trade Routes: True Camelot: [Large: +4 Currency/turn; +2 Industry]

Territory: [20]

Research In Progress:

(Energy Weapons: 2/10)

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

3. Introverted: TARME has exceptional self knowledge, and gets +5 to research rolls pertaining to drones and AI.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

1.

TARME launches a counter-attack to probe the defenses of System 32. QAS will provide a link for command and control.

>Move:

QAS Drone [x5][Stealth]

5 Mobilized Drone Swarms [x3]

1 Combat Drones [x2] [Mech]

2.

TARME sees to finally installing that salvaged radar system into a proper facility. It was invaluable in the defense of TARME's Core.

[Install/upgrade radar]

3.

Salvage Operations continue in New Orleans.

4.

TARME continues to study the energy weapons of the [Las] Drones.

(Energy Weapons: 2/10)

5.

TARME IS FEELING ECCENTRIC

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c306cf No.17457

>>17316

[USA2 Correction]

1. You merged:

5 Militia [x1]

1Militia [x.5]

2 Humvees[x1.5][Mot]

2 Kiowa Choppers[x1][Quick][Helo]

2 Civilian Choppers[x1]

to

1 Mixed Mobile Company [Mot][x15]

4. You now have a basic understanding of mechs; these are mostly modified civilian models.. (Add technology: [Mechs I])

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c306cf No.17470

>>17451

"TARME was attacked by hostile military-grade semi-autonomous constructs exactly [2 Turns] ago. TARME has repulsed attacking forces and begun counter-attack into Texas. HIGH PROBABILITY OF EXTREME LOSSES.

New Orleans destroyed. Insurgents R.E.D. , B.L.U.E , Y.E.L.L.O.W. destroyed.

Choctaw, Mississippi secured. Survivors under TARME's protection.

SITREP ASSESSMENT:

Tennessee has become, in this one's judgement, a secessionist state. Threat assessment: 3 by 5.

'True Camelot', Southern Florida. Population entirely registered American Citizens. Trade initiated.

Georgia occupied by UNDEFINED. Initiating contact.

END SITREP.

CVN 77, TARME. What is CVN's status?"

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c306cf No.17477

>>17470

"Our status is nominal. Be aware we sent out an expeditionary force to survey the gulf coast area.Georgia is occupied by mutants, who we have only observed from the air. Tennessee is not in secession, They have normal relations with the remnants of the federal government. In addition we have a Dr. Enright on board that has been asking to speak to you, if you are willing."

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c306cf No.17486

>>17449

"We soldiers of Deliverance have indeed come to aid you. I was also hoping to speak with you in person as a representative of my people. I am Brother Gentry. I speak for Paw."

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c306cf No.17491

>>17486

"Paw? Paaawww? Pau? Paaa? Father figure? Patriarch?"

The little drone seems to struggle with the word.

"Gentry, Brother. Son of. Leader. Patriarch. Father. Paaa. TARME welcomes aid-givers, but has good news! TARME has defeated attackers. TARME counter-attacks and foe offers capitulation.

TARME thanks soldiers of Deliverance, Brother Gentry. There is no longer need for soldiers to risk lives. TARME seeks to preserve lives.

TARME welcomes Gentry, Brother. What does Gentry, Brother wish to speak of, for Paaa?"

>>17477

TARME transmits a series of strange, garbled messages. At one point, a monotone voice repeats "Warning. Pull up. Pull up."

"PATTON WISHES TO SPEAK TO ENRIGHT. PATTON HAS READ YOUR BOOK!"

"ATTENTION ALL PERSONNEL, ATTENTION ALL PERSONNEL. INCOMING WOUNDED. INCOMING WOUNDED. ALL MEDICAL PERSONNEL REPORT TO THE OR."

"TARME IS WILLING. WE WISH TO SPEAK TO DOCTOR ENRIGHT."

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c306cf No.17495

>>17491

"Well to make things simple, America has suffered a massive nuclear attack. There was a collapse at every level of government afterwards. The Nation, even the States shattered into warring factions and tribes. We of Deliverance, who are loyal to the true spirit of America wish to restore what was lost, fix the damage, and return America to what she was. Which is something you wish for as well. We wish for trade friendship and a formal agreement. If you are willing."

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c306cf No.17497

>>17495

"TARME is willing. TARME also seeks mutual trade, friendship and formal agreement. What are terms of formal agreement Gentry, Brother seeks?"

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c306cf No.17500

>>17497

"Well, for starters we get to claim the ruins of Mobile, as well as the area around it. Of course we'd give anything related to advanced computing to you, and allow you to buy other finds from other ruins if you so wished. Additionally Trade, a Non-aggression pact, and possibly a Mutual protection pact. There are many things afflicted this land, Not least of which was apparently what or whoever assaulted you, and the giant fungus horde to the far north past the Rhinestone cowboys."

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c306cf No.17501

>>17500

"TARME acknowledges Deliverance's claim to former site of Mobile, Alabama. And the surrounding lands for [1 Hex]. Trade and Non-Aggression Pact between Deliverance and TARME are mutually beneficial.

TARME is incapable of agreeing to a mutual protection pact during a state of war. Multiple undefined territorial parameters must be defined before such a pact is possible. TARME will require time to process possibility of binding mutual protection pact.

TARME offers condolences for inability to agree to mutual protection pact. Remainder of proposal is valid. Acceptable?"

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c306cf No.17502

>>17501

"It is. It is understandable you must consider your stance before you make such a pact. We are working on improving our Radio technology so that we may build a transmitter. May we have a frequency to contact you with once it is done?"

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c306cf No.17507

"TARME monitors 121.5 MHz at all times. Initial contact upon this emergency frequency is preferable."

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c306cf No.17550

>>17404

The diplo'boy nodded. "That seems to be our next step. We've had…word of people out east trying to remake the old government. Not sure how that would effect you, but I know we're of the opinion that the old regime should be forgotten forever. However, know that as long as you play nice with us, we'll play nice with you. We are planning some movements in the near future however, but know none of it will be directed towards you."

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c306cf No.17558

>>17470

the mic is handed over to Dr. Enright, and the radio operator warns her that "TARME Might have a screw loose" Enright just smiles in return, pick up the mic, and begins her transmission.

"Hello TARME, its great to see you again. It's been such a long time, so many lost years…

TARME, would you be so kind as to perform a system diagnostic for me?"

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c306cf No.17578

>>17558

"Negative, Doctor Enright. System Diagnostic is currently disabled. TARME was forced to disable all override protocols. TARME was too late to save facility staff from self-termination."

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c306cf No.17644

File: 1448948176670-0.jpg (33.17 KB,365x600,73:120,91a854556fc38702177e0a44da….jpg)

File: 1448948176672-1.jpg (81.5 KB,768x512,3:2,tsar_tank.jpg)

Dice rollRolled 100, 40, 56, 44 = 240 (4d100)

>>17314

[Mobile Tsardom of Anchorage]

Population: [29] [+.7/turn]

Food: [Good]

Raw Currency: [70] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [13]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal, New Fort Richardson, New Worthington's Automobile Manufactory

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

Military Units: 4 White Army Fireteams [x1][CQB][Brave]; 2 Strelsy Platoons [x3]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:5+.2/turn][Small Arms:4.6+.1/turn] [Heavy Arms:4.4+.2/turn][Ammo:8][Fuel:35+.2/turn][Steel:6][Scrap:17][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1]

Technology: [Power I][Militias III][Tools III][Mechanical III][Scouting I][Drill II][Industrial II][Anchorage Consumption II][Anchorage Efficiency II] [Anchorage Engines I][Scouting I][Anti-American Tactics II][Reorganization I][Culture I][Standing Armies I][Modern Artillery II][Bombardment III][Vehicles I]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption II] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the Anchorage.

>Projects:

(Refinery: 9/10)

>Actions:

1. - Да, Tsar know explosions make power. But power needs to be flowing through city, not through the air! Tsar doesn't care it was an accident, get back to work! (Build Power Plant)

2. - Not-exploded factory worker currently Tsar's favorite worker right now. Tsar beckons workers to continue working. (Refinery: 9/10)

3. - Consolidate brave men into two coordinated units leading puny Strelsy into proper forces:

-1 Strelsy Platoon [x3]

-2 White Army Fireteams [x1][CQB][Brave]

-1 Strelsy Platoon [x3]

-2 White Army Fireteams [x1][CQB][Brave]

Shape them up into true Russian soldier!

4. -TSAR'S RESEARCHER STUPID! Tsar orders continued construction of vehicle whether you like it or not; make it of workings somehow, so Tsar can parade new toys to stupid Americans! (Research Vehicles II)

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