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The King Is Dead; Long Live The King!

File: 1448909461353.png (490.22 KB,1570x980,157:98,USA15.png)

acdde7 No.17557 [Last50 Posts]

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

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

Rules: http://pastebin.com/tvxm3uMC

Previous Thread: https://8ch.net/builders/res/15579.html

____________________________
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acdde7 No.17652

[Felinid]

>>You are mobilized! [2 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>2 Mobilized Felinid Companies [x15][Inf]

>>Lose 3 pop

1. Much to everyone's surprise, the Tumblrina squads do really quite well in the LAVs… [Revise: 4 Tumblrina Squads [x1.5] to 1 Tumblrina Mechanized Company [x18][Mech] (lose 4 LAVs)

2. They infiltrated really well! [Advantage: Pretty Gud]

3. Much to your surprise, a few of the girls take the forms really well… (revise tech: [Counter-Espionage I] to [II] (add player's name choice FBI building)

4. A few of the girls get into a NOT SEXY and NOT DOMINATING catfight about some of the more form fitting designs. No progress, except for a few of the chads and what they're on about. Pigs.

[Rhinestone]

>>Your courtier [and you] gained the following in expansion: [Ruined Priuses:4][Ruined Combat Choppers:3]

1. You finished the arms factory! It's not powered, but oh well. (Add player's name unique building, arms factory) (Small arms:+.3/turn)

2. The wall is…well, it's not done yet, partner. (Wall:4/8)

3. The bank is….not done, yet. Looks good, ya'll. (-17 currency) (Bank:5/8)

4. You manage to get a grip on basic energy weapons! You can't really build em, but you can..sorta..modify em..and repair em… (Add technology: [Energy Weapons I])

[Bellomos]

1. The squadron is scrapped after some of the materials are found to be totally worthless. You manage to throw money at it and you get a few vehicles. (Add 1 rinky-dink squadron, player named [x3][Mot])

2. You start working on a very basic damn….and it makes a good deal of progress. It's almost done! (Dam: 9/10)

3. You set up a basic trade route with WNN. (Add trade route: WNN [Medium: +2 currency/turn; +2 industry]

4. You finish your research into recycling! (Add technology: [Recycling I])

[Ramirez]

>>Don't forget your bonus!

1. You manage to upgrade the tower. It's now pretty large, and increases your broadcast distance a good deal. (Revise radio tower to: [Large])

2. A few of the soldiers get into a gunbattle with cannibals. Nobody gets hurt, thankfully. (lose 1 ammo)

[Commune]

1: You rebuilt Vancouver! (Revise: Vancouver to [Fixed])(It can still be looted)

2: You start fixing up Portland, Oregon. (Portland: 5/10)(Add technology: Infrastructure I])

3: You moved your units. [Advantage: A little high but okay] (-30 currency, -5 weed; culture does not apply)

[Research] You managed to finish basic ecologically friendly techniques for manufacture and production. These minimize carbon emissions and are good for the environment? See, look at that turtle, he looks happy as shit. (Add technology: [Green Industry I]) (+2 industry)

[Infected]

>>You are mobilizing. You will mobilize in 2 turns.

>>The infected have become agitated and several minor variations have joined you. (Add 4 player named units [.5x][Fly])

1. The swarms have mobilized. [Rating: Not good]

2. The spores land on the opposition territories causing a good deal of disruption and panic. (Add technology: [Spore Bombardment I])

3. The towers look ready. (Revise defenses to [AA])(Add technology: [Anti-Aircraft Spores I])

4. The node is pondering the issue in a deliberate way. [Resistance 6/10]

[Tribes]

1. You expanded! (Add 4 hex; +.4/pop/cur/turn; roll 1d3) (-30 currency)

2. You set up a trade route. They seem friendly even if you don't speak Spanish; you communicate with pointing and bad Spanish. (Add trade route: Los Panchos [Tiny:+1/currency/turn]

3. The only old lady that knows about weaving is ill. No progress.

4. You manage to increase your knowledge of recycling. You can strip down most things, now. (Set recycling to [II])

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acdde7 No.17653

[UFC-Elwayans]

>>You are mobilizing! You will mobilize in 1 turn!

>>You gained the following from expansion: Resource: [Ruined BAE Railgun Tank:1]

1. The little town refuses, and you take it by force. They kill some of your fans, though, and the town is mostly kill. [reduce power: Fans to 2x] (Add town, player's name choice, ruins)

2. You set up a trade route with the clankers. (Add trade route: Clankers [Small:+2 currency/turn]

3. The teams start practicing for city combat. (Urban Warfare: 5/8)

4. The more intellectually inclined fans and players start working on empiricism. (Empiricism II: 4/12)

[Clankers]

1) You melt down most of the cars…. (set cars to 0)

2) And you manage a very basic landship. (Add 1 unit, player's name landship; [x10][Arm][Bombard:4][Slow]

3) You establish a sort of small trade route with NfC. (Add trade route: NFC [Tiny:+1/currency/turn])

4. You start working on the antimissiles some more, but it halts due to some mysterious power failures… (Trophy/CIWS combo) (Antimissiles: 4/12)

[Sound]

1. The tour continues. (Expansion: 6/10)

2. The carnival goes okay. The turnout isn't as great as you hope, but everyone has fun and the kids like the thing. (+3 currency/turn)

[MPD]

>>You gained the following from expansion: [Dusty Tanks:2]

1) You start working on deployment methods for the teargas. It's easy for you because PUNKS ARE EVERYWHERE. (Gas tactics: 4/8)

2) You manage to increase the broadcast radius of the transmitter a little bit. (Revise transmitter to: Medium)(spending -10 currency -4 scrap)

3) The consolidation, needless to say, fails. There are some deaths and arrests. (lose 1 pop)

4) You start working on the EWOP suits. Why? Because EWOP sounds better. (Electrical Suits: 9/10)

5) The drills go poorly. There are some arrests.

6) You manage to locate a good deal of former military. You get some good ideas out of them, and a few infantry. (add technology: [Mechanized Tactics I])(Add 2 units, infantry [x1])

[Research]

1) You continue working on the chemicals. You get the notion that you're going to need bigger labs for the fancy stuff. (Chemical Weapons: 6/12)

2) The new indoctrination methods are a smashing success. Now all we need is a bigger transmitter and everyone will OBEY the law! (revise: [Indoctrination III] to [IV])

[Cult]

>>You will mobilize in: 1 Turn (Average)

>>Spores have rained down on your territory causing a good deal of damage; units are reporting afflicted areas have zombies. [Lose 8 population, set legitimacy to [Stable])

>>You gained the following units on loan from Rhinestone. Some people are pretty upset. 2 Rhinestone Volunteer Posses [x2][Cav]; 1 Cowboy Dragoon Company [2x][Cav]; 2 Cowboy Dragoons [1x][Cav]

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. You manage to rig the MIRV. You think it might explode. Probably. Hopefully. (Add technology: [Rigging I])

3. You try to retrofit the troops, but there..are..some..problems and it doesn't really work…

4. You try to make some improvements to the flamers, but everything is disrupted by sporefalls.

[Religious Interaction] You really don't like this gun cult. You really don't. [[You are now obliged to not like them.]]

[Deliverance]

1. You expand a little bit.. (Expansion: 3/10)

2.You manage to rig up a few more generators and repair a small electrical substation. (Add resource: Electricity:+.4/turn)

3. You don't find much in the town, but you do find some particularly large rad gators. (Lose 1 pop)(lose 1 ammo)

4. You manage to figure out communications more better. (Set communications to II)

[Gear Knights]

1. You start working on slightly more reasonable recon armor. (Recon Armor: 8/10)

2. The factory-fort is moving ahead….slowly… (Factory Fort/???)

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acdde7 No.17654

[Harbinger]

1-3. The helicopters report that the System 32 mainframe appears to have exploded, but that the killbots are partially active. They get shot at a few times, and develop some better maneuvers to avoid groundfire. They aren't able to recover very much. (Add technology: [Helicopter Tactics I])

[Research] You managed to get the next level of aircraft research done. (Set Aircraft to III)

[True Camelot]

1. You built a supermarket network! This makes your food supply more resilient and you get more food – although you're now sure how, frankly. (Add player named supermarket network)(Revise food to: Good)

2. You manage to increase your supply of tractors which helps you with farming and food production, generally. (Add technology: [Farming II])

3. You built a very small fertilizer plant. (Add player's name choice fertilizer plant)(Add resource: [Fertilizer:4+.4/turn])

4. You built a trade route! (Add trade route: TARME [Large:+4 currency/turn; +.5 culture/turn]

[Vanguard]

1. The new minors are terrible and they need to be beaten properly. The matches are a travesty.

2. You manage to wake up a few minors, but the suits they are equipped with are pretty substandard and shoddy. The supplies from the colonies are just really bad and they haven't given us any resources, really. (Add 1 player named unit [x3][POW])

[Reapers]

1. You manage to find a couple of trinkets, some weapons and other junk. (Add resources: [Human Artifacts:4])

2. The cloaking calibrations are totally off and need more work. We might need to order it from the colonies if this keeps up..

3. A few reapers in suits start to expand around the seafloor; it's populated by hostile radiation-mutated lifeforms that are disagreeable. (Expansion: 5/10)

[Research] We've managed to figure out how to make some adjustments to the radiation in the atmosphere. This should help our infantry somewhat, and the research is going well. (Infantry III: 8/12)

[TARME]

>>Lose 1 pop to mobilization

>>You are mobilized. Mobilization efficiency: 100%

>>Status: Mobilized, 3 turns.

>>You gained the following units from mobilization: 4 Mobilized Drone Swarms [x3]

1. You moved your units. [Advantage: Not good]

2. You attempt to install the radar, but it needs more work. It's sort of slack and slides off the housing.

3. You manage to find an amphibious drone in the ruins… (Add 1 unit: BAE Amphibious Drone [x5][Arm][Amp][Fly][Damaged])

4. The laser weapon research is coming along. They fit nicely and TARME seems to have a good handle on theory. Well, sort. (Energy Weapons: 6/10)

5. TARME thinks about a few ultimate questions. (Add technology: [Philosophy I])

[Tsardom]

>>The anchorage burns 2 fuel in operations

1. Much to your surprise, you manage to get one of the micro-nuclear plants (that you didn't know about but apparently someone did) working! Izgud and reduces fuel loads for movement! (Add player named unique micro-nuke plant)(Electricity:10:+4/turn)(Add technology: [Nuclear Theory I])

2. The refinery is done! It is also gud. (Add player named unique building, refinery) (Add resource: Fuel:4+.2/turn)

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]

to

1 Combined White Strelsy Fireteam [x4][CQB][Brave]

-1 Strelsy Platoon [x3]

-2 White Army Fireteams [x1][CQB][Brave]

to

1 Combined White Strelsy Fireteam [x4][CQB][Brave]

4. Some progress is made on better vehicles. They are gud also! (add technology: Vehicles II)

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acdde7 No.17656

[Cult fix]

Revise: 1. The spores begin to fall and you get some very good practical experience; equipment is shortfall, however, and a ton of people die. (Set NBC tactics to II)

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acdde7 No.17658

Dice rollRolled 36, 21, 91 = 148 (3d100)

>>17652

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

Population: [63.8] [+4.1/turn]

Food: [Burgeoning]

Raw Currency: [45.8] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [11.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Very Good]

Industry: [7]

Territory: [25]

Unique Buildings:

-The Hangout[HQ]

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

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia[Rebuilt, +.3/turn][Still can be Looted]

-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 Raider Band [x7][Mech]

-1x Green Militia Platoon [x2]

-1x Sneakers Squad [x3.5][MOT][Infiltrate]

-1x Flower Power Armor[x4][Mech][CQW]

-1x Flower Power Armor[x5][POW][CQW]

Resources/Quantity:

-[Fuel:2]

-[Weed:6+.5/turn]

-[Ammo:9.6+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:9,+.6/turn]

-[Electronics:3]

-[Electricity:11.8,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

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

-[Solar Drones 7.4+.2/turn]

-[Ruined Cars:6.6+.2/turn];

-[Ruined Tanks:6];

-[Ruined LAV:1]

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]

-[Infrastructure I][Green Industry 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: Portland 5/10

-

- (Power Armor 2: 4/12)

Actions:

1: Mobilize Troops

2: Rebuilding of Portland Continues, with The Twins and Harv

3: Brotherood Annexation [Military Action]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 and Melissa Brown

Research: Improved Green Industry continues, with Doc Braun

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acdde7 No.17659

Dice rollRolled 82 (1d100)

>>17658

>Research: Improved Infantry Armor, with Doc Braun

[[Fixed research, and the roll for it.

Got so nervous about the mobilization…]]

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acdde7 No.17660

Dice rollRolled 27, 21, 57, 6 = 111 (4d100)

>>17652

In Progress: (Dam: 9/10)

1. Good job boys, finish up that dam so we can get more cells charged. We're barely making out with power as it is!

2. BOYS. THE HORNS OF WAR SOUND CLEAR! Begin mobilization!

3. Begin moving all standing units towards Colorado City. We shall make sure to take advantage of the chaos!

Research: Look into the ability to make our populace, and especially our soldiers, resistant to chemical warfare.

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: [59.2] [+3.8/turn]

Food: [Good]

Raw Currency: [64.4] [+11.6/turn]

Legitimacy: [Average]

Culture: [8] [+.5/turn]

Industry: [6]

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]; Half life Motorized Squad [x3][Mot]

Resources/Quantity: [Ammo:7][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn];[Small Arms:3];[Broken Vehicles:3];[Fuel:16.5][+1/turn];[Volkswagons:2];[Electricity:4.2][+.2/turn][-.1/turn fuel];[Ruined Vehicles:5.4][+.2/turn];[LAV:2];[Scrap:.6.5][+.5/turn];[Water:19][+1/turn];[RVs:8.2][+.3/turn]; [Ruined Tanks:3]; [Ruined Helicopters:2]; [Mothballed A10s:2]; [Corn:4.4] [+.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][Recycling I]

Trade Routes: Commune [Medium:+2 currency/turn; +.5 culture/turn]; WNN [Medium: +2 currency/turn; +2 industry]

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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acdde7 No.17661

Dice rollRolled 56, 76, 91, 83 = 306 (4d100)

>>17557

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: [30.4] [+1.8/turn]

Food: [Average]

Raw Currency: [20] [+2/Turn]

Legitimacy: [Stable]

Culture: [11.5] +.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 [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, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:12.6+.2/turn][Small Arms:9.6 +.4/turn] [Cocaine:13] [Spraypaint: 8.2, +.2/turn], [Heavy Weapons: 4 +.4/turn] [Ruined Motorcycles: 5.6, +.2/turn], [Electricity: 7.5 + .2/turn], [Scrap Metal: 7 + 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 II], [Flamers I], [Rigging 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.

The Commandant brought one fist down upon the table, shaking it.

"The fungus spreads. The machines only send a single drone– the cowboys, a handful of horsemen. It was known that these southereners are unrighteous– are they cowards, as well?"

The commandant sniffed and strode over to the open window, looking out at the war-preparations going on just outside.

"We will win, or it will be the downfall of all."

1. The Snow Inquisitors [Pol] are deployed to make sure that governmental stability is kept and that the zombies are put down.

2. Equip our platoons with Flamers. Immediately. [Retrofitting/Upgrades III][Militias II] +15 Cocaine Bonus.

3. NBC drills continue. Civilians not being mobilised are ordered to evacuate to the southern provinces of our territory to minimize casualties. [NBC Tactics II]

RESEARCH: Improve our Flamer Technology. [Think Tanks I]

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acdde7 No.17662

Dice rollRolled 3, 4, 3, 5, 5, 4, 7, 7 = 38 (8d10)

Begin the assault! Using out [Infiltration-Assault II] tactics the initial wave of 2 Mobilized Platoons [x4] open up on sleeping and unaware Brotherhood defenders, while hard points and difficult armored targets are handled with liberal application of XPGs and Cat-cord.

Meanwhile the Felinid Warrior Platoon [x7 Quick, Fearless] and 1 XPG squad [x3 AT] infiltrates deep behind enemy lines, destroying bridges and roads behind the reinforcing Brotherhood troops and securing the city proper. After that is complete the remaining 1 XPG [x3 AT] and Pride Band [x2] will move in from the flanks while the mobilized platoons push from the center. The two suicide drones will provide overwatch and be prepared to FEMINISM AKBAR should the need arise to deal with any surprise defenders. With no means of escape the Brotherhood will either fight to a man, or surrender to the Matriarchy.

1-2 2 Felinid Platoons [x4]

3. Felinid Warrior Platoon [7x][Quick][Fearless]

4-5. 2 XPG teams [x3][AT]

6. Pride Band [x2]

(Conditional) 7-8.Suicide Drones [x1 Suicide]

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acdde7 No.17664

[Bellomos to WOPR]

"Hey. Noticed some fighting going on between you and those Religious guys down at Colorado City. Do I need to stay clear? Are you going to be targeting me next?"

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acdde7 No.17665

Dice rollRolled 4, 4, 8, 7 = 23 (4d10)

>>17658

Rolling Attack:

1: 1x Sneakers Squad [x2][MOT][Infiltrate],

2: 1x Flower Power Armor[x4][Mech][CQW],

3: 1x Flower Power Armor[x5][POW][CQW],

4: 1x Mechanized Band [x5][Mech]

Using the Sneakars Squad to infiltrate to the sides and scout, the Mechanized Band will head in the center, flanked by the two power armors. They advance to the sound of the guns; and will be firing on any hostile armed targets.

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acdde7 No.17666

Dice rollRolled 23, 64, 5, 77 = 169 (4d100)

>[The Felinid Matriarchy]

>Population: [56.1] [+4.0/turn] Mobilized: 6 pop

>Food: [Above Average]

>Raw Currency: [101] [+5/turn]

>Legitimacy: [Good]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Feline Bureau of Investigation

>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] 1 Tumblrina Mechanized Company [x18][Mech]

Mobilized: 2 Felinid Platoons [x4] 2 Mobilized Felinid Companies [x15][Inf]

>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: 1]

>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 II][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.

Body Armor II 3/8

1. Begin shifting our newly 2 Mobilized Felinid Companies [x15][Inf] and 1 Tumblrina Mechanized Company [x18][Mech] north to deal with pacifying the Brotherhood.

2. [increase industry] Our military is truly awesome and frightening, but more industrial capacity is needed to really make it shine!

3. Pussy Galore goes undercover…

4. Body armor research resumes after a cathartic session of Chad breaking.

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acdde7 No.17667

>>17665

Correction

That's a SNeaker Squad x3.5 and a Mech Band x7.

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acdde7 No.17668

File: 1448952113655.jpg (188.23 KB,1245x700,249:140,1432952651619.jpg)

>>17652

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 [Large 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]

RR UNITS

2 ODST Marine Battalions [x2]; 2 Taros Jeep Columns [x1][Mot]

Resources/Quantity: [Fuel:24.8+1.4/turn][Electricity:4.8+.1/turn][heavy weapons 10][ammo 1][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.

RR Bonus

4. 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).

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. Well shit, those purple-people eaters tore up some of our ammo, scavenge for more. ON THE DOUBLE SOLDIERS.

2. That being said, we could use some fresh ground to scav- I mean rebuild upon, The nice unoccupied land to the west seems free and open to a nice injection of FREEDOM. How about you boys go liberate it. (Send out 1xODST Marine Battalions [x2] and 1 Taros Jeep Columns [x1][Mot] to claim more land to the west, towards the nice cool radiation symbol)

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acdde7 No.17669

Dice rollRolled 5 (1d100)

>>17665

Posted old stats. Updated:

1. 1x Sneakers Squad [x3.5][MOT][Infiltrate],

2. 1x Flower Power Armor[x4][Mech][CQW],

3. 1x Flower Power Armor[x5][POW][CQW],

4. 1x Mechanized Band [x7][Mech]

I'm a mess today.

>>17658

as per Red, action 3 is refunded. Change to

3. Driver works on repairing the tanks we've got.

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acdde7 No.17670

>>17664

[WOPR]

"HELLO HUMAN. NO. HOWEVER, IF I WOULD TARGET YOU THERE WOULD BE A 99% CHANCE OF ME SAYING NO, HOWEVER. THE CALCULATION IS AN ESTIMATE. THIS DOES NOT HELP MY DIPLOMACY CHANCES AND THEY HAVE DECREASED MARGINALLY. YES."

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acdde7 No.17671

Dice rollRolled 46, 47 = 93 (2d100)

>>17668

dice are being finicky

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acdde7 No.17672

Dice rollRolled 38, 81 = 119 (2d100)

[Combat: WOPR v. Colorado City]

[WOPR]

[Colorado][-20]

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acdde7 No.17673

>>World event – Colorado City and WOPR: After another battle, Colorado city has managed to hobble a WOPR drone tank platoon as it advanced into Colorado City defenses. WOPR is apparently much better at fighting with aircraft than armor; it lacks the nuance and subtley 90 ton machines require. Fighting continues.

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acdde7 No.17674

Dice rollRolled 17, 10, 41, 31 = 99 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [10.4] [+.2/turn]

Food: [N/A]

Raw Energy: [20] [+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:6:+.5/turn][Human Artifacts:4]

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]

-Expansion (5/10)

-Alien Infantry III (8/12)

-

—–

[Actions]

1. [Trade Artifacts for Advanced Cloaking Tech, Alien Weapons Tech, and more Zyrbite] Human artifact acquisition confirmed. (Spend 4 Human Artifacts)

2. [Project 42] The project must be completed. It is of the utmost importance we complete this if we are to be efficient and successful in our scavenging mission.

3. [Expand] Advanced underwater life has been confirmed but has not proven to be an active threat. Slight acquisition of underwater land will continue until further notice. (5/10)

[Research:][Alien Infantry III] Advanced suits for infantry will be optimal. We have now tested human environments and should not have any trouble. It seems callibrating such optimizations will be completed in a timely manner. (8/12)

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acdde7 No.17675

File: 1448952790462.jpg (150.83 KB,1024x806,512:403,monowheel.jpg)

Dice rollRolled 7, 13 = 20 (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

>>As a vassal I'll update stats after Consul does

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. The development of quester-class recon armour continues - finding the balance between carrying capacity, speed and armament is a tricky business (Recon Armor: 8/10)

2. Continue work on the Factory-Fort (Factory Fort/???)

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acdde7 No.17678

File: 1448954328771.jpg (746.51 KB,2208x1434,368:239,industrial revolution 1.jpg)

Dice rollRolled 55 (1d100)

>>17675

Re-rollan 2. Continue work on the Factory-Fort (Factory Fort/???)

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acdde7 No.17685

Dice rollRolled 60, 32, 56, 89 = 237 (4d100)

1. Search for an intact dam–Tennessee Valley Authority used to have plenty, maybe one still works.

>>invest 10 Currency in the expedition

2. Polish off that there wall there boys. Feels good, don'tit? Buildin' a wall. Oddly cathartic.

Mmm.

Build wall.

(Wall:4/8)

3. Keep working at the Brock Bank's founding.

(Bank:5/8)

>>invest 10 Currency in the Bank's completion

4. Brush up on our businessmanship like behaviours and conducts. [Trading I]

>><<

—-

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) (You)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Population: (28) (+1.8/turn)

Food: (Above Average)

Raw Currency: (42) (+20.8/turn)

Legitimacy: (Stable)

Culture: (32.8)(+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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.3/turn]

>><<

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:11.7+.5/turn][Heavy Weapons:3][Horses:7.2+.2/turn][Pigs: 7.6+.2/turn][Cows: 7.3+.5/turn][Beef:5.4+.2/turn] [Ruined Tanks: 2] [Rad Spiders:10.4+.4/turn] [Energy Weapons:4][Power Armor:2][Pre-War Documents:1][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3]

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][Energy Weapons 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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acdde7 No.17687

Dice rollRolled 45, 91, 58, 29 = 223 (4d100)

>>17685

>Trading I

To be clear I'd like to get Trading II and already have Trading I.

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acdde7 No.17697

Dice rollRolled 62, 99, 5, 79 = 245 (4d100)

1. You create a new type of host, one skilled in digging and designed specifically to extend the Underways into enemy territory or pulling units into pits from below.

2. Harden the Underways to resist Bombardment and other such attacks. Should the enemy use explosions to attack you they shall find it of limited use.

3. New ideas swirl in your head as you wonder at the effectiveness of bombarding your enemy with spores.You want to do it again but you argue among yourselves. A new unit is needed, something more mobile then your fungal towers. You take your initial work into Chem Glands, and the ruined barrels of several tanks and begin to combine them. This will need more mass then a single Host can provide. It is time to create a new Amalgam.

4. Continue to ponder Resistance against the enemies chemical weaponry. (6/10)

http://pastebin.com/Fyjjg3Sa

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acdde7 No.17705

Dice rollRolled 98, 56, 26, 63 = 243 (4d100)

>>17652

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: [41.8] [+3.2/turn]

Food: [Good]

Raw Currency: [66.8] [+9.2/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:12.0 +.5/turn][Dogs:21 +1/turn][Scrap:3.4 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 4.7:+.5/turn], [Wrecked Cars:5.2+.2/turn][Fuel:9.8+.4/turn][APCs:2] [Graboids:8.5+.9/turn], [Rad Spiders:5.2+0.4/turn], [HMMVs:3], [Rad-Silk: 4.4+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:4.3+.3/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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: Los Panchos [Tiny:+1/currency/turn]

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. Search for more animals to tame.

3. Set up silk clothe and silk bolt production.

Research: Radios! We have some from the ruined vehicles.

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acdde7 No.17706

Dice rollRolled 2 (1d3)

>>17705

d3 for expansion.

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acdde7 No.17709

Dice rollRolled 62, 94, 83, 63 = 302 (4d100)

>>17653

1. Finish training the men in how to play in the cities. (Urban Warfare: 5/8)

2. Build an embassy to the Clankers.

3. Fix up Des Moines. Make it again into the beautiful corn fed city it once was. Hire extra builders and give incentives as needed use 50 Currency.

[Steel:18.2+.5/turn]

[Corn:13.5+.5/turn] (dunno if this actually applies but it is Iowa so who knows)

[Tools IV]

[Infrastructure II]

[Power II]

[Mechanics I]

[Industry I]

4. Finish studying Empiricism (Empiricism II: 4/12) Pay overtime for the men 20 Currency

[Education I]

[Empiricism I]

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acdde7 No.17711

>>17697

You devote 2 bears, 2 fuel, 4 heavy weapons and 4 ruined tanks to help get the new Amalgamate underway.

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acdde7 No.17712

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acdde7 No.17719

Dice rollRolled 97, 13, 35, 36 = 181 (4d100)

>>17653

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: [53.3] [+2.9/turn]

Food: [Stable]

Raw Currency: [119.8][+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]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

Resources/Quantity: [Fuel:10.3 +.5 a turn]];[Ammo:19.4 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap3.6][4x4s:3][Ruined Trucks: 11.5:+.4/turn;][Electricity:6+.6/turn; -.4 a turn for Hmmv factory][Moonshine:6 +.2/turn]][Ruined HMMVs:8] [HMMVs:2.7+.5/turn][Heavy Arms:5.6+.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 II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I]

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

Territory: [25](3/10)

[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 1 turns; Rating Average

1. "We ain't spandin fast."

"Well we gotta keep it for Murrica, Babee jezus and paw!"(3/10)

+Mobile warfare II

+Industry 13

+2 Ammo

2. "Dem rad gaters were mean."

"Ain't dat right, still deyze gud eatinz do."

"yup"

+Scavenging I

+13 industry

3." Paw sez we gotz a treaty with da tinmen sout o us."

"Whatz a treety?"

"It's a piece o paper dat got an accord on it"

"Oh, so whyz dat important?"

"We'ze gonna trade with em o course!"

+Diplomacy I

+Motorpools I

+13 industry

+2 Moonshine

4."There is a Fungus growing up north that threatens us all. We should learn to Fight it."

"Ah whatsa foongus?"

"A mushroom"

"Howza mushroom gonna threaten us Paw?"

"It's a large mean mushroom that eats people and turns them into mushrooms."

"Oh, …..shit"

"Indeed"

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acdde7 No.17720

>>17719

Paw in his great wisdom spends 30 currency on action 3 in order to make a strong first impression and to grease any palms necessary to make a strong trade route with True Camelot.

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acdde7 No.17731

Dice rollRolled 24, 23, 98, 32 = 177 (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: Capitalist

Religion: none

Population: [34.8] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [17.4] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [8.5+.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] [UCW Beowulf [x10][Arm][Bombard:4][Slow]

Resources/Quantity: [Fuel:6];[Ammo:10+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 7.2+.2/turn][Sheet Metal .2+.2/turn][Cars 0+.2/turn][Heavy Weapons .4+.2/turn][Screenplays 5+.2/turn][Steel:6+.2/turn][Scrap:1+.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], [NFC]

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.

[Clankers]

1) Establish an Embassy with the NFC

2) The members of the military sent south to observe the war, and join the decisive victor, set to capturing as much tech from the defeated robots as they can.

3) Search for a supply of radioactive material for use in generators.

4) Continue the research on antimissile systems (Trophy/CIWS combo) (Antimissiles: 4/12)

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acdde7 No.17735

Dice rollRolled 14, 71 = 85 (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]

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 draws close to the end of another stretch of the tour. Yet more peaceful, cultural expansion. (Expansion: 6/10)

Research:

2. Repair the Priuses and figure out how their electrical power works.

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acdde7 No.17736

Dice rollRolled 52 (1d100)

>>17735

Cultural reroll for action 1.

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acdde7 No.17749

>>17709

A messenger arrives from the east by motorcycle. A lean, gasmask-clad man clad in a long, ragged, threadbare coat. He pulls the gasmask off and looks rather grim, his face stained an off-white color. At the sight of the strange multicolored jerseys of the local population, he wrinkles his nose, but speaks nonetheless.

"Strange folk. Your aid is requested. The Holy Commandant of Cocaine is mobilising all who seek to live another day.

"A fungal scourge breeds to your… -east-. It is intent on consuming all life. Already, it poisons our people and warps them into horrible creatures of chitin and rotting flesh.

"Send word to your leader of our Holy Commandant's request for aid. Quickly. Time is of the essence. If you will not commit, we must know."

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acdde7 No.17757

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: [61.8] [+4.2/turn]

Food: [Good]

Raw Currency: [77] [+12.6/turn]

Legitimacy: [Very Good]

Culture: [24.5] [+1.5/turn]

Industry: [6]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket 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 +.2 pt]

[Small Arms:4]

[Scrap:8.3 .5pt]

[Ruined Bikes:9 .2 pt]

[Heavy Weapons: 7.5+.1/turn]

[Corn: 6.2 +(.2/turn)]

[Cows :3.2+.4/turn]

[Fertilizer:4.4+.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 II],[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]

[TARME Large:+4 currency/turn; +.5 culture/turn]

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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acdde7 No.17758

Dice rollRolled 100, 14, 85, 68 = 267 (4d100)

>>17757

1. Miami is to be completely looted of all hidden and untouched resources we have put that off long enough. Our bulldozers will help clear debris and find items we might have missed.

After that, just as in Orlando, As the Holy Disc of SimCity decree's, we shall rebuild and restore the city to functioning order.

[Heavy Construction I]

2. Build a Concrete Plant. So that we might construct cities and castles with much more ease.

[Heavy Construction I]

3. It's time for another consensus. Everyone has food, and we're creating much housing, and we have medical facilities, electricity and entertainment, law enforcement, even trade commodities.

Let us take yet another consensus from the people of Florida, and our NPC's. What things are they in need of? What do they want? How can we work to improve our glorious realm and the lives of those who live in it?

[NPC Integrated Care I]

4. [Research]

>>17719

>4."There is a Fungus growing up north that threatens us all. We should learn to Fight it."

The Deliverance to our north is trying to research NBC/NPC technology.

These must be some very serious fungal viruses in the north to affect strong NPC's like them. Not only will we use our skills from learning how to centralize research with the Rhinestone Cowboys, but we'll help each other advance our own methods too!

Buildings: [NewbU]

Bonuses:

[Thinktanks I] [Education I] [Communications I]

Tech:

[NPC gear I], [NBC Warfare I], [NBC Containment/Clearing I]

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acdde7 No.17759

>>17758

Spend 20 gold on Action 2 to ensure our construction teams can purchase the equipment and materials they need to get a Concrete Plant going>>17758

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acdde7 No.17762

File: 1449021089511.png (142.45 KB,472x833,472:833,Movements2.png)

Dice rollRolled 11, 39, 76, 33 = 159 (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: [17.1] [+.1.7/turn]

Food: [Stable]

Raw Currency: [58.2] [+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]; 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:27.6+1.4/turn][Electricity:5+.1/turn][heavy weapons 10][ammo 2][Solar Cells:5][Scrap:17+ .2/turn][Radio Equipment:2][Ruined Cars:5+.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 III][Helicopter Tactics I]

Research in progress:

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. Our work here in the gulf is done. Helm, Plot a course for Maine. (plotted course is attached)

2. Let's take a look at those classified documents, and give whoevers fetching them a nice tip, to ensure it all goes well (10 raw currency)

3.Consolidate the two First Battalion Marines into one cohesive unit.

Research:

The orders to the science team have not changed, aircraft research will continue (Aircraft IV)

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acdde7 No.17764

>>17762

Let's give the helmsman a nice bonus to ensure he doesn't fuck up his job. 20 raw money on action 1.

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acdde7 No.17775

>>17731

Let's give the boys scavenging a bit of an incentive. 15 raw currencies to the guy that gets the most tech

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acdde7 No.17784

>>17731

>>17775

A swarm of drones begins to circle the Clanker forces as they move near the battle site.

Several approach what appears to be the front of the strange legged machines.

"YOU ARE WITHIN TARME'S TERRITORIAL LIMITS. IDENTIFY IMMEDIATELY."

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acdde7 No.17785

File: 1449026626103.jpg (46.57 KB,500x393,500:393,DimondCenterPhaseIII86_500….jpg)

Dice rollRolled 1, 52, 100, 90 = 243 (4d100)

>>17654

[Mobile Tsardom of Anchorage]

Population: [29.7] [+.7/turn]

Food: [Good]

Raw Currency: [75] [+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 (Heavy-Arms Factory), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery)

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

Military Units: 2 White Army Strelsy Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:15.8+.8/turn][Small Arms:4.7+.1/turn] [Heavy Arms:4.6+.2/turn][Ammo:8][Fuel:37.4+.4/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 II][Nuclear Theory 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. - Tsar is sort of at loss on what to do next…Oooh, wait, is not there big mall in Anchorage that is in disrepair? Make it not broken, pronto! (Reclaim and repair the Mall of Diamond!)

2. - Automobile factory has made much innovation: all-metal wheels, special rough coat to resist rust due to lackings of paint, steel chair for lack of leather or padding to be of goings around; but engine something not easily replaced by substitute! To be of making automobiles of any use, Tsar requires an engine factory to make hearts for machine! (Construct engine factory!)

3. - Plenty of power to go around now; hook up power supply to Car Factory and Heavy-Arms Factory to make machinery move and start & ramp up productions, respectively. (Power factories!)

Shape them up into true Russian soldier!

4. -Tsar's new machines are designed! But nyet, we do not have the technology to yet make them: scrap metal present so far is flimsy and useless for mighty Tsar's intended tanks: he demands research in military-grade steel! (Research Steel Refining and Metallurgy)

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acdde7 No.17787

File: 1449027017465.jpg (292.8 KB,660x850,66:85,ElectricOfficer2.jpg)

Dice rollRolled 64, 99, 15, 23 = 201 (4d100)

>>17652

Montana State Police]lo

Fluff: http://pastebin.com/cvCi1HVE

Population: (16.2) (+1.4/turn)

Food: (Above Average)

Water:7.6(+.2/turn)

Raw Currency: (26.2) (+5.4/turn)

Electricity:12.8(+.4/turn)

scrap:5[+.4/turn];

Glass:3.8[+.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 [Medium])

[Autofoundry, Basic]

Defenses:

MPD Patrols [Medium]

Fortified Cordon [Large][Bombard][x2]

Military Units:

2 MPD officers [x1]

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][Dusty Tanks:2]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination IV][Chemical Weapons II][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I]

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.

(Electrical Suits: 9/10)

(Gas tactics: 4/8)

(Chemical Weapons: 6/12)

1) Continue our work on the EWOP suits. These will prove vital in pacification of stronger, and more threatening enemies, and as time goes onwards, more highly advanced enemies. Be sure to gather the most stable, and loyal of our officers to be test subjects for these suits.

2) Continue our work on Gas Tactics. They will prove invaluable against large hordes and other enemies of the state. Those foolish enough not to improve their technology shall learn the error of their ways.

3) Begin the forcible conscription of intelligent minds and scientists, and the taking of any sort of scientific material. Then, relocate them to a secure compound, and have them set to work setting up a new laboratory for them to work in.

Research:

4) With all the scientists gathered, support them in their effort to create a working laboratory. Once that is set up, have them set about concocting more powerful gases and technologies.

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acdde7 No.17799

[[Harbinger >>> TARME]]

Dr enright smiles slightly and thinks to herself "only my TARME could save so many, and yet mourn so greatly the loss of a few"

her thoughts are interrupted the radio operator whispering something in her ear. She then picks back up the mic and responds

"It's alright TARME, I know you did all you could to save them, you always do all you can. I've also just been informed that the AI you've been fighting to the west has been destroyed, but some of the bots are still active. While this is good news it means the carrier will be leaving shortly. I have some things to say first. Tennessee is not in succession, we told you that earlier but i want to make sure you understand. they are in fact spearheading an effort to help put the united states back together, a movement which the remnants of the federal government support. I also feel that i should warn you about a growing danger to the north, a deadly fungal infection, which controls all it infects, Tennessee could tell you more about it than we could. I hope we can keep in touch. I'm so proud of you TARME, you've done so much more than anyone thought possible, I'm proud of you. We will be moving out of radio range soon, so this might be on of my last transmissions for a while."

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acdde7 No.17801

>>17784

"Commander of the Steelbody Juggernaut battalion, Lieutenant Juan Augustus. We received word of a battle, and a call for aid from this locality. We got here as fast as we could. Do you require assistance?"

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acdde7 No.17803

deleted post

12/01/15 (Tue) 23:13:25 cb7c66 No.17795

>>17797 Dice roll Rolled 61, 27, 96 = 184 (3d100)

>>17709 >>17653 >>17712

Well boys we got new informations that the NFC had some more research done before we took over let's find out what they left us. [Makeup research rolls.] 1.2 . [Cybernetics II 4/13] 3. [Power armor]

Also + 20 currency to the cybernetics research

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acdde7 No.17804

>>17801

"TARME has defeated attacking forces, and aid has arrived from former states of Florida and Georgia. State your faction affiliation, and TARME will gladly initiate diplomatic status."

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acdde7 No.17807

>>17804

"Founding member of the new American Union, along with the Rhinestone Cowboys and True Camelot. Unaffiliated with any member of the conflict directly, we only hear snippets of news out west. You'll have to excuse us if we question the causes of this fight."

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acdde7 No.17808

>>17807

"You have entered TARME's territory, which TARME has defended from hostile attack. Knights of True Camelot, trade partners, answered TARME's request for aid."

The drone hovers left and right slightly.

"TARME does not hold any records indicating 'New American Union' possesses jurisdiction to question TARME's defensive or offensive actions."

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acdde7 No.17811

>>17808

The officer shrugs obviously for the men controlling the drone. "Well, as far as I'm concerned, all men have the right to check in on their neighbors. Heard talk from some traders a wild AI was cutting up people on live radio. We can't have people like that runnin 'round unfettered. Hell, that's why you got these drones, ain't ya? That's what we were sent here to do, help keep the peace, if you will. "

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acdde7 No.17815

>>17811

"There has never been a law or decree governing the 'right to check in on ones neighbors' that TARME is aware of. Though TARME does know of several lawns governing an individual's right to privacy…

Moving on. TARME received weak transmissions of such events. Counter-attacking forces have been sent to deal with what TARME believes to be that AI's source. Your offer to assist in keeping the peace is appreciated, but not required at this time. Do you have further business with TARME?"

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acdde7 No.17835

Dice rollRolled 55, 56 = 111 (2d100)

[Siamese Twin Roll, Brotherhood]

[Felinid]

[Commune]

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acdde7 No.17836

>>17815

"Now, why didn't ya say so? Give us the coordinates and we'll be happy to assist ya. Provided you can give us a reason all this fightin' started in the first place."

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acdde7 No.17838

>>17662

[Combat Report: Felinid v. Brotherhood]

You assault the Brotherhood defenses. They are relatively meager, and you roll over them. However, as you take large amounts of territory, your forces notice forces from the commune headed from the north. Your force squares off against the Commune, but no shots are exchanged. However, they appear to have taken the capital of the Brotherhood…

[Add resources:]

[Fuel:3][Small Arms:2][Ammo:1] [Coal:5.6+.1/turn][Stone:10+1/turn][Scrap:5][Small Arms:5.2+.2/turn][Iron:2+.2/turn][Horses:3+.1/turn]

[+6 hex]

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acdde7 No.17840

Dice rollRolled 88, 96, 75, 12 = 271 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [53.8] [+3.0/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Status: Mobilized [Efficiency: 100%] [Rating: Good] [Turns: 3]

Raw Currency: [109.6] [+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]

Combat Drones [x2] [Mech]

TARME Drone Squadron 'Omaha' [5x][Mech][Semifunctional]

QAS Drone [x5][Stealth]

2 Drone Armor [x5][Arm]

BAE Amphibious Drone [x5][Arm][Amp][Fly][Damaged]

9 Mobilized Drone Swarms [x3]

>Resources/Quantity:

[Fuel: 9.2] [+.2/turn]

[Scrap: 10.4] [+.6/turn]

[Copper: 7.0] [+.2/turn]

[Sheet Metal: 5.8] [+.2/turn]

[Electricity: 8.5] [+.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 I] [Philosophy I]

Trade Routes: True Camelot: [Large: +4 Currency/turn; +2 Industry]

Territory: [20]

Research In Progress:

(Energy Weapons: 6/10)

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 tasks drones with relocating the battlefield debris from the counter-attack on Sys 32's invaders. It shall be moved to TARME's Facility. Military Drones shall position to keep these strange interlopers out of the debris.

Spend 30 Currency to motivate the drones. Even if TARME doesn't quite know what the drones actually do with currency… Hey, are they gambling?

2.

There are drones in disrepair. TARME begins repairs to 'Omaha' and the new BAE drone.

[Repair drones]

3.

TARME continues to salvage equipment from New Orleans.

4.

Research on energy weapons continues!

(Energy Weapons: 6/10)

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acdde7 No.17841

"Hey, you there, get out of that city before we come in and make you get out of it." Screams of dying and hog-tied men in the background. "We're giving you exactly three hours. Move it, cis scum."

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acdde7 No.17842

>>17669

[Combat Report: Commune v. Brotherhood]

You assault the Brotherhood defenses. They are relatively meager, and you roll over them. However, as you take large amounts of territory, your forces notice forces from the Felinid headed from the south. Your force squares off against the Felinid, but no shots are exchanged – you manage to take the capital before they do, though.

Add resources:

Currency: [24.8]

Industry: [2]

Population: [10]

6 hex

[Add player's name unique city, Brotherhood former capital]

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acdde7 No.17843

>>17836

"TARME insists that your forces return home immediately. TARME is filing protest with the Union over your claim to jurisdiction within TARME's territory. Your forces will be monitored."

>>17758

>>17685

[TARME >> Union]]

"TARME WISHES TO CLAIM VIOLATION OF SOVEREIGNTY BY UNION FORCES. UNION REPRESENTATIVE, RESPOND."

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acdde7 No.17844

>>17843

[RHINESTONE >> TARME]]

"TARME, Union representative responding. Please ID the forces present in your sovereignty and approximate location. Do they identify with any individual armed branch?" Radio Operator Jim covered the microphone and pantomimed angrily for someone to fetch an important person to deal withishit.

>><<[meanwhile, in the hallway]>><<

"Who the FUCK is going to Louisiana?" Tara Johnson demanded as they trotted down the hallway to the radio room.

"Them there crazy bots, the Camelot boys, and uh… gee I dunno, maybe the greens got involved?"

"Whatever, we don't have time for this. At least he hasn't called us secessionists."

"Yet."

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acdde7 No.17845

>>17844

TARME cuts the radio signal for a moment, focusing upon pulling the transmission from the drone into the mainframe.

[Recording, slight static] "Commander of the Steelbody Juggernaut battalion, Lieutenant Juan Augustus. [End Recording]

"TARME protests assertion of UNION representative [Juan Augustus] that UNION representative [Juan Augustus] holds right to check in on neighbor, TARME. TARME demands UNION recall [Juan Augustus] and affiliated forces.

True Camelot peacekeepers not included in force violating TARME's sovereignty."

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acdde7 No.17847

>>17845

[RHINESTONE >> TARME]

Tara Johnson had reached the site by the time TARME came back online.

"Roger TARME, we will contact the proper affiliate and suggest a withdrawal."

"We suspect they were merely a unit on patrol, responding to an earlier transmission from Louisiana requesting aide against an invading force. We'll let them you know you have the situation under control."

The operator cuts the mic.

"Juahaug-who?" Tara asks, confused.

"Aww he's one'o them Clanker boys, ain'tchyaheard?" Dick Johnson says with a dismissive gesticulation. "Really droppin' the ball here Tara. Hand me the mic right quick Jim-boy. Aaah right."

[RHINESTONE >> CLANKERS]

Hailing the Republic on an agreed upon channel, Dick gets right to the point.

"Ay boys, y'all done got dis-invited to the Louisiana shindig. Ayup. Your fella Juan got real gung-ho about the whole thing–'parently they only needed the Camelot boys. Yeah fuck if I know."

"Anyway, get him on the right side of the Louisiana border so's things can keep being peacefulike on the Gulf, or as peaceful as they are now the alarm's been called off."

[RHINESTONE >> TARME]

"TARME this is Nashville. Can confirm relay of information to Union forces. Juan Augustus will leave the borders of Louisiana shortly, he is with the Clanker Alliance and their command structure will promptly inform him to redirect course."

"What is TARME's status regarding the hostile forces invading Louisiana reported earlier? Have hostilities ceased?"

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acdde7 No.17859

[Commune]

>>[You will mobilize in 2 turns]

1: You mobilized! (Rating: Not Good)

2: Portland is nearly rebuilt. (Portland: 9/10)

3: You manage to work out some pretty basic infantry armor. Add technology: [Body Armor I]

[Research] The next level of green industry is almost done. (Green Industry: 9/10)

[Bellemos]

>>[You will mobilize in 2 turns]

1. Good job boys, finish up that dam so we can get more cells charged. We're barely making out with power as it is!

2. You mobilized! (Rating: Not Good)

3. You moved your forces toward Colorado City. You notice WOPR drone jets flying sorties every so often. (Disposition: Average)

[Research] Despite efforts made on NBC gear, it's just not going well.

[Cult]

>>You are mobilized! [1 turns]

>>Your industrial efficiency is 50%.

>>You gained the following units from mobilization:

>>1 Mobilized Cult Company [x6][Inf]

>>Lose 1 population

1. The inquisition is on the job! (Revise legitimacy to: Above Average)

2. You retrofit a few of your units. Revise: 2 Cult Platoon [x5] 2 Snow LAVs [x4][Bombard][x2] 1 Cult Transport Company [Tra] [Mot] [x6]

to 2 Cult Flame Platoon [x5][CQB] 2 Flamer LAVs [x4][Bombard][x2][CQB] 1 Cult Flame-Transport Company [Tra][Mot][x6][CQB]

3. The drills go very well. (Revise: NBC tactics to III)

4. The new flamer units look much better than the previous ones! (Flamers: 8/10)

[Felinid]

>>You are mobilized! [3 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>1 Mobilized Felinid Company [x20][Inf]

>>Lose 3 pop

1. You moved your units north.

2. You developed your industrial base a little bit! (+2 industry)

3. PUSSY FELL DOWN.

4. You work on better body armor! It's form fitting without objectification. (revise Body Armor to II)

[Ramirez]

1. You manage to scrounge some small ammo stocks from a ruined Cabellas. (Add resource: Ammo:4+.2/turn)

2. You assert control to the west. (Expansion: 4/10)

[Reapers]

1. The colony quartermaster is a stingy son of a 'crakshenn. He gives you only some mediocre cloaking devices and tells you to “cram it up your cloaca”. (Add technology: [Alien Cloaking I])(Add unique building: [Minor Cloak Projector])

2. Project 42 encounters some problems after the…early experiments go berserk.

3. You expanded! (Add 4 hex, roll 1d3.)

[Research] You manage to upgrade the existing suit designs based on the Terran atmospheric constants. (Revise alien infantry to III)

[Gear Knights]

1. The research stalls after some of the prototypes have fatal bugs. (Recon Armor: 9/10)

2. You completed the fort factory! (Add player's name unique building, fort factory)(+4 industry)

[Rhinestone]

>>Your trading in commodities has yielded +3 currency/turn!

1. You manage to find a small dam that needs repairs… (Add 1 player named small dam)[Damaged])

2. You build a defensive wall around nashville. (revise nashville to [Fortified])

3. You finished the bank! (Add player's name unique building, bank)(+2 currency/turn)(-10 currency)

4. You manage to develop better trading techniques. (revise technology: Trading to [II])

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acdde7 No.17860

[Infected]

>>You will mobilize in 1 turn.

1. Some of the infected appear to be better at ambushing from tunnels and hidden positions… (Add 1 unit, irregular infected [x3][Guerilla][Infiltrate]

2. The underways seem to harden enormously. Only a sustained attack would harm them, now. (Add technology: [Bioreinforcement I])(Revise underways to: [Armored])

3. The new amalgm is….less than successful. New material is required. You throw a ton of resources at it…but it's till not done. (lose 1 pop)(Lose resources: 2 bears, 2 fuel, 4 heavy weapons and 4 ruined tanks)

4. The next level of resistance arrives. (Set resistance to [II])

[Tribes]

>>You get the following from expansion: [Small Arms:4+.2/turn]

1.2: You…find..some..uh..well, you found two doom elephants in the waste, a male and a female named “Shirly” and “Bob”. They're intelligent and hate most humans, but you manage to bring it over to your side somehow. (Add resource: Doom Elephants [Shirly/Bob]:2])

3. You establish very basic silk production facilities. (Add resource: [Silk:1+.1/turn])

4. Sure enough, you scounge up some basic radio equipment. (Add technology: [Communications I])

[UFC-Elway]

>>You will mobilize in 1 turn.

1. You're READY FOR SOME FOOTBALL! (Add technology: [Urban Warfare I])

2. You built a really very nice embassy. (Add player's name unique building, Embassy [Clankers])

3. You manage to fix up Des Moines pretty well, frankly. (Revise Des Moines to [fixed])(+.3/pop/turn)(Add technology: [Civil Defense I])(-50 currency)

4. You're ALMOST finished with the next level of empiricism. (Empiricism: 11/12)(-20 currency)

[Deliverance]

>>You are mobilized!

>>You gained the following units from mobilization: 1 Mobilized Boyz Company [x12][Inf]

>>lose 2 pop

1. You expanded! It goes really well, and it spills over a bit. (Add 4 hex, +.4/pop/cur/turn; roll 1d3)

2. Needless to say, the gators are numerous. (lose 1 pop)

3. You establish a middling trade route with True Camelot. (Add trade route: True Camelot [Small:+2/currency/turn; +2 industry] (-30 currency)

4.You start practicing NBC tactics. The boys find some gear and play around with it… (NBC tactics: 4/8)

[Clankers]

1. You established an embassy! (Add player's name unique building, Embassy [NFC])

2) You moved your forces …. [Advantage: Bad]

3) You find some fissile material, but you…don't really know how to integrate it into the reaction process. Some of the geeks think they've figured it out, though. (Add resource: [Plutonium:1]) (Add technology: [Nuclear Theory I])

4) Continue the research on antimissile systems (Trophy/CIWS combo) (Antimissiles: 4/12)

[Sound]

1. The cultural expansion is interrupted by a gang of mutants. A gunbattle ensues. WOO DOGGIES. (lose 2 ammo) After that, everything is good. (Add 4 hex, +.2/pop/cur/turn; roll 1d3)

Research:

2. You managed to fix up both of the priuses. (Add 2 units, player named priuses [x1][Stealth])

[True Camelot]

1. Much to your surprise, you find the experimental labs where the first man-portable railguns were developed… (Add resource: [Infantry Railguns:1])

2. The concrete plant…has some problems. (Concrete plant: 2/5)

3. The NPCs seem to really want beer. You manage to count all of them, and…there's…actually more of them than you thought.. (+10 population, +.4 pop/turn)

4. You develop your NBC techniques pretty well! (Revise NBC warfare to II)

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acdde7 No.17861

[Harbinger]

1. You moved the fleet.

2. The documents seem to be some very basic technical schematics for a naval thorium reactor. (add technology: [Thorium Theory I])

3. You consolidated: : 2 1st battalion marines [x3] to : 1 Marine Company [x7][Inf]

Research:

4. Research appears to be getting much more difficult, especially without many engineers or facilities.. (Aircraft: 4/20)

[Tsardom]

1. There are some problems with the track system; repairs eat up all the time. Bah! (lose 1 fuel, 1 scrap)

2. - You start working on an engine factory… (Engine Factory: 5/10)

3. It goes…surprisingly well. All of the facilities are powered, and the industrial base seems to come to life. Revise: Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory)New Worthington's Automobile Manufactory (Car Factory) to Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P)New Worthington's Automobile Manufactory (Car Factory+P); +8 industry

4. You manage to develop basic metallurgical techniques! (Add technology: [Metallurgy I])

[MPD]

1) The first EWOP prototypes are available. (Add technology: [EWOP Power Armor I])

2) You manage to develop relatively good chemical tactics. You're cops, after all. (Add technology: Chemical Tactics II)

3) You conscript a few people, but they arrest so you're forced to taser a bunch of them to death. Welp, serves them right.

[Research] Needless to say, the research doesn't go very well after the tasering, but you get some work done… (Chemical Weapons: 8/10)

[TARME]

>>Lose 2 pop to mobilization

>>You are mobilized. Mobilization efficiency: 100%

>>Status: Mobilized, 3 turns.

>>You gained the following units from mobilization: 2 Mobilized Drone Companies [x13]

>>Due to modernized calculations, you have been given an additional: 2 Mobilized Drone Companies [x13]

1. You manage to recover some of the VTOL units and some more of the killbots… (Add technology: [Combat Chassis I])(Add resource: Ruined [VTOL Drones, Large:2])(-20 currency)

2. The repairs go as planned. The new drone is as good as now, and you seem to have gained some design experience from it… (Add technology: [Amphibious Drones I])(remove damaged from BAE Drone)

3. This time TARME manages to pull out a few standard pieces of armor and a LAV. (Add resource: [Ruined Tanks:3][Ruined LAVs:4]

4.The energy weapons are moving along, but today…not so much. (Energy Weapons: 7/10)

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acdde7 No.17866

Dice rollRolled 91, 96, 26, 44 = 257 (4d100)

1. Commence repairing the Old Hickory Lock & Dam [Small Dam, Damaged] post-haste.

>>10 Currency invested in the repairs

2. Create a unit of Gun Paladins wielding Energy Weapons mounted upon rad-spiders–we will consecrate these to the newest of our Saints, Tesla, who made terrifying discharges of power. Guns in spirit, if you will.

3. Reclaim the campus of Vanderbilt University, and attempt to reinstate it as a house of higher learning.

>>1 Culture to inspire minstrels to write songs glorifying this great center of learning to attract intelligent minds and

>>16 Currency to improve the speed and quality of the reclamation

4. Improve our knowledge of Communications–we want video broadcasting, boys!

[Current Level: Communications II]

>><<

—-

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) (You) (You)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Population: (30) (+2/turn)

Food: (Above Average)

Raw Currency: (42) (+26/turn)

Legitimacy: (Stable)

Culture: (33.1)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified]

>><<

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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.3/turn]

Brock Bank [+2 Currency/turn]

Old Hickory Lock & Dam [Small Dam, Damaged]

>><<

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]

>the Sound

2 Technicals [?]

2 Cav [?]

2 pn priuses[x1][Stealth]

>><<

Resources/Quantity: [Ammo:1][Small Arms:11.7+.5/turn][Heavy Weapons:3][Horses:7.2+.2/turn][Pigs: 7.6+.2/turn][Cows: 7.3+.5/turn][Beef:5.4+.2/turn] [Ruined Tanks: 2] [Rad Spiders:10.4+.4/turn] [Energy Weapons:4][Power Armor:2][Pre-War Documents:1][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3]

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 II][Medical I][Energy Weapon Tactics I][Energy Weapons 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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acdde7 No.17870

File: 1449053007641-0.jpg (14.58 KB,333x408,111:136,paladin.jpg)

File: 1449053007657-1.jpg (86.99 KB,649x263,649:263,Shelob.jpg)

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acdde7 No.17871

Dice rollRolled 27, 88, 76, 28 = 219 (4d100)

1. You have many, many different types of infected now. Work once more on your coordination, practice using the memories you stole from our enemies when you bombarded them and made them into more you.

2. Send the new Infiltrator to tunnel into your enemies territory and sabotage the most explosive thing you can using what you learned from their memories. If necessary to cause the thing to explode infect those around it to steal their knowledge and set it off.

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

4. Your enemy is allies with a machine that thinks. That works against you. It is time to learn how to infect something more complex then a gun, to join it to the flesh and fungus and take control. Work on Fungiborg.

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acdde7 No.17872

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acdde7 No.17887

Dice rollRolled 36, 85, 55, 94, 28 = 298 (5d100)

>>17859

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

Population: [77.9] [+4.1/turn]

Food: [Burgeoning]

Raw Currency: [80.2] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [12.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Very Good]

Industry: [9]

Territory: [31]

Unique Buildings:

-The Hangout[HQ]

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

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia[Rebuilt, +.3/turn][Still can be Looted]

-City: Portland, Oregon [Ruins]

-City: Ragtown [Former Brotherhood Capitol]

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

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Mobilization: 2 Turns [Not Good]

Military Units:

-2x Mechanized Raider Band [x7][Mech]

-1x Green Militia Platoon [x2]

-1x Sneakers Squad [x3.5][MOT][Infiltrate]

-1x Flower Power Armor[x4][Mech][CQW]

-1x Flower Power Armor[x5][POW][CQW]

Resources/Quantity:

-[Fuel:2]

-[Weed:6.5+.5/turn]

-[Ammo:10.0+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:9.6,+.6/turn]

-[Electronics:3]

-[Electricity:12.2,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:2.2:+.2/turn];

-[Solar Drones 7.6+.2/turn]

-[Ruined Cars:6.8+.2/turn];

-[Ruined Tanks:6];

-[Ruined LAV:1]

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]

-[Infrastructure I][Green Industry 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]

-[Body 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:

-Rebuild: Portland 9/10

- Green Industry 9/10

- (Power Armor 2: 4/12)

Actions:

1: Improve Mobilization

2: Rebuilding of Portland Continues, with The Twins and Harv

3: Attempt to repair Tanks with Driver

4: Move Mech Band and Militia Platoon to Ragtown

Research: Powered Defenses, with Dok Braun

>>17841

Betty White and Melissa stick their heads out to glance, then Melissa ducks back while Betty White shouts back "Now just hold on there sister, looks like we both had the same basic idea here."

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acdde7 No.17888

Dice rollRolled 2 (1d3)

>>17860

Expansion roll

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acdde7 No.17889

Dice rollRolled 36, 61, 35, 27 = 159 (4d100)

>>17860

>>17888

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: [53.6] [+3.3/turn][2 Mobilized]

Food: [Stable]

Raw Currency: [104.2][+14.4/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [15]

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]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

>Mobilized

1 Mobilized Boyz Company [x12][Inf]

Resources/Quantity: [Fuel:10.8 +.5 a turn]];[Ammo:18.6 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 4][4x4s:3][Ruined Trucks: 11.9:+.4/turn;][Electricity:6.2+.6/turn; -.4 a turn for Hmmv factory][Moonshine:4.2 +.2/turn]][Ruined HMMVs:8] [HMMVs:3.2+.5/turn][Heavy Arms:5.8+.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 II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I][Nbc 4/8]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry];True Camelot [Small:+2/currency/turn; +2 industry]

Territory: [29]

[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]

>Mobilized 1 turn 50% industry; Rating Average

1. "Paw sed to take da ruins in 'Bama"

"Anuther citee? Aight,"

+Urban Combat II

+15 Industry

2. Paw looked at the Casualty report. Yet More gators in Tallahassee. He lets loose a long rumbling sigh. This means yet another set back. Where the hell were these gators when the took the city? Still more boys would be sent, if only to clear out those infernal lizards. Maybe this time they'll find something of worth too.

+15 Industry

+Scavenging I

3."Paw sed now dat we got good talky boxes again we needs ta build a Transmitter"

"a wut?"

"A big towa that can talk to other talky boxes a long ways away."

"Oh"

+15 Industry

+[Tools II]

+[Mechanics I]

+[Construction I]

+[Communications II]

+[Industry II]

+[Power I]

+2 Scrap

4."Continue to research the NBC protocols my sons!'

"Da wut now?"

"Anti-mushroom directions"

"Oh, right. Thanks Paw!"

Nbc 4/8

+15 industry

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acdde7 No.17890

Dice rollRolled 98, 99, 29, 72 = 298 (4d100)

>>17859

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: [34.8] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [17.4] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [8.5+.5/turn]

Industry: [11]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow]

Resources/Quantity: [Fuel:6];[Ammo:10+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 7.2+.2/turn][Sheet Metal .2+.2/turn][Cars 0+.2/turn][Heavy Weapons .4+.2/turn][Screenplays 5+.2/turn][Steel:6+.2/turn][Scrap:1+.5/turn][Electronics:4][Power Armor: 1][Plutonium 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][Nuclear Theory |]

Trade Routes: [Rhinestone Cowboys], [NFC]

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) Build a few Juggernaut class mechs, special made to ignore the effects of the ARMED Program

2) trade with the NCF, [Infantry Tactics |] and Power Armor 1] for NFC's [F16]s and [Civilian Helicopters]

3) The "geeks" set to work improving their knowledge on nuclear theory.

4) The antimissile research is put on hold, for a new project. Deep in the secluded forest, the ARMED Program is begun.

On Hold:

(Trophy/CIWS combo) (Antimissiles: 4/12)

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acdde7 No.17895

Dice rollRolled 1 (1d3)

>>17860

Nasvhille Sound roll for expansion.

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acdde7 No.17897

Dice rollRolled 29, 100, 21, 34 = 184 (4d100)

>>17859

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: [17] [+2/Turn]

Legitimacy: [Above Average]

Culture: [12] +.5 culture/turn

Industry: [4] (Efficiency 50 percent)

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][CQB], 1 White Terror Monster Truck [x4][Bombard][x2], 2 Cult Flamer Platoon [x5][CQB], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech],1 Mobilised Cult Company [x6][Inf]

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:14.4,-.2/Turn (Generator) +.4/turn (Trade)];[Ammo:12.8+.2/turn][Small Arms:10 +.4/turn] [Cocaine:13] [Spraypaint: 8.4, +.2/turn], [Heavy Weapons: 4.4 +.4/turn] [Ruined Motorcycles: 5.8, +.2/turn], [Electricity: 7.7 + .2/turn], [Scrap Metal: 8 + 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 III], [Flamers I], [Rigging 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.

1. Make some more Cocaine. [Pharmacology III]

2. Station the MIRV in Chicago and have it ready to be dead-man-switched. Powder Guard and Snow Inquisitors defend it. +15 Cocaine Bonus.

3. Northward expansion efforts are underway as the assault on the fungus begins.

RESEARCH: Flamer Research. 8/10

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acdde7 No.17898

Dice rollRolled 8, 1, 6 = 15 (3d10)

>>17897

>>17871

>>17859

Bombardment takes place in precipitation of the actual assault from Chicago.

1 White Terror Monster Truck: Bombard x2

2 Powderpyre LAVS: Bombard x2

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acdde7 No.17899

Dice rollRolled 2, 7, 8, 1, 6, 3, 10, 9, 9, 9, 8, 5, 5, 1, 5 = 88 (15d10)

>>17897

>>17871

>>17859

The forces of the Cult strike out from Chicago. Fungus is burned, oncoming swarms are tackled by deployment of cocaine bombs and other chemical weapons. If they survive, then they're met in close-quarters combat. Any movement on the horizon, any fungal structures, and any larger-than-normal fungi are tackled by the armored units in concert with fire support.

The heathenous Cowboy loan units, of course, are fist into the fray and first to go out scouting. They must prove their worth to fight alongside our holy men and righteous machines.

1. 1 White Rider Motorcycle Company [3x][Mot][Quick]

2. 1 Cult Transport Company [Tra] [Mot] [x6][CQB]

3. 1 White Terror Monster Truck [x4][Bombard][x2]

4 & 5. 2 Cult Flamer Platoon [x5][CQB]

6. 1 Cocaine Tank Platoon [x15] [Arm]

7 & 8. 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech]

9. 1 Mobilised Cult Company [x6][Inf]

10 & 11. 2 Rhinestone Volunteer Posses [x2][Cav]

12. 1 Cowboy Dragoon Company [2x][Cav]

13 & 14. 2 Cowboy Dragoons [1x][Cav]

15. 1 OPP Flame Drone [x5][Mech][CQB]

[Chemical Weapons III][Flamers I][NBC Tactics III][Combat Stims II, using Cocaine]

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acdde7 No.17901

>>17899

>365

"Your move, Mister Law-Fungus"

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acdde7 No.17902

Dice rollRolled 9, 1, 3, 9 = 22 (4d10)

1.2.3. Bombardment defense. Most of the Infected have retreated to the Underways as the force advances.

4. Return fire from the Fungal towers. The Fungal Towers targets enemy bombards.

AA Artillery Fungus Towers [Medium][AA][Bombard][x2]

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acdde7 No.17905

Dice rollRolled 1, 2, 2, 7, 9, 1, 7, 10, 3, 4, 5, 10, 6, 5, 10, 7, 8, 9, 7, 4, 10, 4, 7, 1, 1, 2, 1, 8, 5, 2, 2, 6, 3, 4, 2, 2, 4, 9, 2, 6, 2, 7, 6, 8 = 221 (44d10)

While the enemy advances in all seriousness you yourself play a game with them. Using the Underways to maneuver around the forces and attack in glancing attacks, you aim to wound, and harry, to seperate and divide them. To bleed them dry by a thousand cuts. Ambush and guerrilla warfare is what you shall use, not pitched battle. Any attackers infected will only make you stronger.

Meanwhile your fliers seek out the most vulnerable of those amongst the enemy formation, such as it is. Their job is to wait until they are focused on your ground forces then dive and infect the ones they can with your insidious nature and destroy the small army intruding into your land from within.

http://pastebin.com/Fyjjg3Sa

10 [Skulkers][Swarm][.5x] :

4 Bloatflies [.5x][Fly] :

9 [Shriekers][Swarm][1x] :

5 [Entangled Bears][1x] :

4 [Minor Gun Amalgam][x1] :

3 [Entangled Doom Crows] [x1][Fly] :

1 [Calcified Grizzly][Armored][2x] :

2 [Calcified Kodiak][x3][Arm] :

1 [HMMV][1.5x][Mot]

1 [Bullet Storm Amalgam][10x][Arm][Slow]

I'm unsure if Zavon's units get included but here they are

3 [unnamed military][1x]

1 [unnamed LAV] [x3][Mech]

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acdde7 No.17913

File: 1449086600093.jpg (93.28 KB,1024x1016,128:127,1280x1271_6168_H_ARM_Suit_….jpg)

Dice rollRolled 82, 66 = 148 (2d100)

>>17859

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: [17.1] [+.1.7/turn]

Food: [Stable]

Raw Currency: [58.2] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: Ramirez's Rocket [Large 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]

RR UNITS

2 ODST Marine Battalions [x2]; 2 Taros Jeep Columns [x1][Mot]

Resources/Quantity: [Fuel:29 +1.4/turn][Electricity:5.1 +.1/turn][heavy weapons 10][ammo 5.2 +.2/turn][Solar Cells:5][Scrap:17.4+ .2/turn][Radio Equipment:2][Ruined Cars:5.2 +.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 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.

RR Bonus

4. 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).

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)

>Expansion 4/10

1. Did I say stop you mamby-pamby p**? Keep going! (Continue Expansion)

2. What with these [Ruined Naval Mech Frames:2] lying about, it's about time we fixed these babies up! Find someone who can and tell them to get crackin!

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acdde7 No.17914

Dice rollRolled 4 (1d10)

>>17902

Fungal tower defense.

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acdde7 No.17922

>>17887

The Felinid stands there. "You've got an hour. If you don't get out of this city we're going to take it from you, and while we appreciate fellow sisters we don't know you and we need this city. We'd be happy to let you all go though. We hold no ill will toward fellow sisters. Don't make us storm the city though. It'll be very unpleasant for you and I'm not going to make any guarantees of safety on your behalf."

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acdde7 No.17926

[[ELECTION >> UNION]]

The four recognized Union Signatories at this time are:

Rhinestone Cowboys,

Clanker Alliance,

True Camelot,

USA2

Each entity is collectively entitled [1 vote] on an el Presidente, who must be a Citizen of a Signatory or Territory. As there are no Territories at this time, they must hail from one of the four Signatories.

[[RHINESTONE VOTES: USA2]]

The electors entrusted with carrying the news of the tallied votes for the Rhinestone arrive at Nashville, and they make their announcement over the main broadcasting network.

"We've tallied it all up, the votes are in–the Cowboys have democratically thrown themselves behind [Candidate's Name] of USA2!" *Cheers heard in the background of the radio broadcast*

Even for those without radios, the news quickly spreads as country odes to [Candidate's Name] the Good ol' Boy of USA2 get top-dollar tips across Tennessee and beyond.

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acdde7 No.17927

Dice rollRolled 69, 93, 28, 53 = 243 (4d100)

>>17860

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: [41.8] [+3.2/turn]

Food: [Good]

Raw Currency: [66.8] [+9.2/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:5+0.2/turn][Stone: 8][Horses:12.5 +.5/turn][Dogs:22 +1/turn][Scrap:3.6 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 5.2:+.5/turn], [Wrecked Cars:5.4+.2/turn][Fuel:10.2+.4/turn][APCs:2] [Graboids: 9.4+.9/turn], [Rad Spiders:5.6+0.4/turn], [HMMVs:3], [Rad-Silk: 4.6+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:4.6+.3/turn] [Doom Elephants [Shirly/Bob]:2] [Silk:1+.1/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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] [Communications I]

Trade Routes: Los Panchos [Tiny:+1/currency/turn]

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. Give Shirly and Bob a place to live.

3. Begin setting up a system of lights throughout our settlements.

Research: Begin researching techniques to make armor for many of our animals and ourselves from recycled scrap.

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acdde7 No.17929

Dice rollRolled 27, 95 = 122 (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]

2 Priuses [x1][Stealth]

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. Seized by a sudden inspiration, the leader of the tour demands that it change course and see what happened to the music of St. Louis. Blues, jazz, ragtime, the second oldest symphony orchestra in what was once the US – surely there must be some worthy remnant the Nashville Sound can use. [Peaceful, cultural expansion northwest in a straight line towards the ruins of St. Louis.]

2. Set up a booth and a band and use culture to do a little good old-fashioned military unit recruiting in Nashville, primarily of cavalry.

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acdde7 No.17930

Dice rollRolled 79 (1d100)

>>17929

Cultural reroll for action 1.

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acdde7 No.17932

Dice rollRolled 34, 95, 97, 14 = 240 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [10.6] [+.2/turn]

Food: [N/A]

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

Legitimacy: [Good]

Culture: [10]

Industry: [10]

Unique Buildings: [Scavenger Mothership Class C][Basic Zyrbite Reaction Engine][Orbital Artifact Relay][Minor Cloak Projector

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:6.5:+.5/turn][Human Artifacts:0]

Technology: [Alien Vehicles II][Alien Infantry III][[Alien Tools V][Communications V][Zyrbite Conversion I][Alien Cloaking I]

Trade Routes: [none initially]

Territory: [5]

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]

-Expansion (5/10)

-Alien Infantry III (8/12)

-

—–

[Actions]

1. [Search for Human Artifacts] We've pawned our found artifacts and it's time we do another search for more. Especially now that we've claimed more territory.

2. [Construct UFO(s)] Now that we have cloaking tech, we should produce some ships that utilize it. This will allow for transport above sea-level without detection.

3. [Project 42] Progress on Project 42 is critical . It's important that we make some progress on it.

[Research:][Alien Vehicles III] While our suits are more acclimated to the new Terran environment, we need to refit our ships. We also need ways to better integrate cloaking tech now that we've purchased it.

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acdde7 No.17933

Dice rollRolled 3 (1d3)

Expansion Roll

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acdde7 No.17934

Dice rollRolled 26 (1d100)

>>17932

[Looters reroll on action 1]

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acdde7 No.17945

Dice rollRolled 55, 12, 38, 2 = 107 (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: [18.8] [+.1.7/turn]

Food: [Stable]

Raw Currency: [33.6] [+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]; Command Center[Fort Spearhead][Town, Virginia]; Sovereign [oil rig]

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

Military Units: 1 Marine Company [x7][Inf]; 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:29+1.4/turn][Electricity:5.1+.1/turn][heavy weapons 10][ammo 2][Solar Cells:5][Scrap:17.2+ .2/turn][Radio Equipment:2][Ruined Cars:5.2+.2/turn][Ruined Naval Mech Frames:2][Intact Chinese Assault Drone:1][Thorium reactor schematics: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 III][Helicopter Tactics I][Thorium Theory I]

Research in progress:(Aircraft IV 4/20)

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. Expand from the Harbinger into maine, towards the town in the center.

2. Send out the Drones and choppers to scout and search maine and the other nearby states. Have them focus on finding aircraft or aircraft schematics.

3. Get a team together to take a look at the chinese assault drone. who knows maybe we have an expert on board?

Research:

I’ve run out of ways to say keep researching aircraft (Aircraft IV 4/20)

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acdde7 No.17947

File: 1449106669103.png (71.03 KB,431x312,431:312,MPD Eletric.png)

Dice rollRolled 66, 82, 20, 35 = 203 (4d100)

>>17861

Montana State Police]lo

Fluff: http://pastebin.com/cvCi1HVE

Population: (16.2) (+1.4/turn)

Food: (Above Average)

Water:7.6(+.2/turn)

Raw Currency: (26.2) (+5.4/turn)

Electricity:12.8(+.4/turn)

scrap:5[+.4/turn];

Glass:3.8[+.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 [Medium])

[Autofoundry, Basic]

Defenses:

MPD Patrols [Medium]

Fortified Cordon [Large][Bombard][x2]

Military Units:

2 MPD officers [x1]

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][Dusty Tanks:2]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination IV][Chemical Weapons II][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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.

(Chemical Weapons: 8/10)

1) Excellent. Begin gathering more Officers from the prisons for "Gaseous Support Unit". If there are no prisoners, look harder. There are always criminals. This new unit should be equipped with our new Gas weaponry, along with any necessary protection. They will stay behind the lines of combat, and fire out this new gas weapons.

2) Begin the recruitment for our EWOP Unit. Pick only our most loyal, and trusted of officers to be equipped with the Mk.1 EWOP suits. They will be our front line soldiers, dispensing the law with 2000 VOLTS COMING RIGHT UP. This officer is indeed, a fan of C&C sir.

3) Begin the restoration of the Tank's, so that we may put them to use with the LAW.

RESEARCH:

4) Finish the production of the advanced chemical weapons.

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acdde7 No.17948

>>17945

Spend 10 currency each on rolls 2 and 4

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acdde7 No.17949

>>17947

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (17.6) (+1.4/turn)

Food: (Above Average)

Water:7.8(+.2/turn)

Raw Currency: (31.6) (+5.4/turn)

Electricity:13.2(+.4/turn)

scrap:5.4[+.4/turn];

Glass:4[+.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 [Medium])

[Autofoundry, Basic]

Defenses:

MPD Patrols [Medium]

Fortified Cordon [Large][Bombard][x2]

Military Units:

2 MPD officers [x1]

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:3.4+.2/turn][Donuts:6.6+.2/turn][Dusty Tanks:2]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination IV][Chemical Weapons II][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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.

(Chemical Weapons: 8/10)

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acdde7 No.17955

File: 1449108645276.jpg (80.02 KB,450x323,450:323,0022190fd2dc0bb3a6da07.jpg)

Dice rollRolled 39, 76, 56, 11 = 182 (4d100)

>>17861

[Mobile Tsardom of Anchorage]

Population: [30.4] [+.7/turn]

Food: [Good]

Raw Currency: [80] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [21]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory+P), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery)

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

Military Units: 2 White Army Strelsy Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:16.6+.8/turn][Small Arms:4.8+.1/turn] [Heavy Arms:4.8+.2/turn][Ammo:8][Fuel:36.8+.4/turn][Steel:6][Scrap:16][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 II][Nuclear Theory I][Metallurgy 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:

(Engine Factory: 5/10)

>Actions:

1. - Da, minor setback: Tsar is surprised at how well safety regulations have avoided terrible accident; Tsar is pleased, but back to mall! (Reclaim and repair the Mall of Diamond!)

2. - Everything is of falling into place as Anchorage is coming of life once again after turmoil of Canadian region. When engine factory is of completeness, will have great industry of own! (Construct Engine Factory: 5/10)

3. - As Tsar has been said, scrap will not be of doing to produce tanks, and steel is of ever limited supply. Construct a steel mill in GUT which shall process scrap into refined steel! (Construct Steel Mill)

4. -Almost ready to be of production of Tsar Tanks; but, Tsar feels current toolset is most inadequate at job of constructing solid steel body. Research creation of proper tool in order to fabricate these complex forms (Research Tools IV)

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acdde7 No.17963

Dice rollRolled 88, 89, 17, 9, 39 = 242 (5d100)

>[The Felinid Matriarchy]

>Population: [56.1] [+4.0/turn] Mobilized: 6 pop

>Food: [Above Average]

>Raw Currency: [101] [+5/turn]

>Legitimacy: [Good]

>Culture: [4]

>Industry: [4]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Feline Bureau of Investigation

>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] 1 Tumblrina Mechanized Company [x18][Mech]

Mobilized: 2 Felinid Platoons [x4] 2 Mobilized Felinid Companies [x15][Inf]

>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: 1]

>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 II][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault II] [Bureaucracy II][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.

1. [Cultural Monument] Now that the Commune has left the city to the Felinids we can call ourselves the largest faction in the post-war USA. This is not merely a city, but it is a symbol of feminine dominance and empowerment across the world. no more will women bow and grovel and serve like slaves for men! The age of Man is over! The Age of Women has begun! To symbolize our great victory and the new status we've achieved as a Great Power we will construct a mighty statue of two women, one Felinid, one human, standing together with Spear and XPGs at Femenia. All hail the Felinid Matriarchy! Love live the Pride Matriarch! -40 currency

2. [Rebuild the Pacific Highway] Befitting our status as the first EMPIRE OF CINDER we will establish improved infrastructure. The old road system of the Pacific Highway has decayed badly since the Fall. It is up to us now to repair it.

3. Demobilize - The manly threats around us have abated. With the peace-loving anf female ruled Commune on one flank, and the Bellomos busy fighting robutts on the other, we can relax and #bringbackourgirls

4. [Build Body Armor factory] Our industry isn't great, but it is better. What we need are more dedicated industries, in particular for body armor.

5. [Anti-tank II] Our XPGs are good, but they could be better. Some chump on the internet said that a redesigned warhead with a "birthing charge" or "shaped charge" would be an effective way to counter armor despite its somewhat phallic shape. I'm sure we can make it look less like the Tool of the Patriarchy while making our anti-tank missiles more effective.

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acdde7 No.17998

Dice rollRolled 90, 63, 23, 74 = 250 (4d100)

>>17709

1.2.expand southwest so that we touch that town down there and wopr. We can contact them later and negotiate some trades. Put everything into it boys. This should be the last push before we get much more action ability.

[Pioneering IV]

3. Send the clankers. [Civilian Helicopters:3] and [mothballed F16s:2]

4. Finish studying Empiricism (Empiricism II: 11/12)

>[Education I]

>[Empiricism I]

http://pastebin.com/N30HZaES

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acdde7 No.17999

Dice rollRolled 28, 71, 34, 48 = 181 (4d100)

>>17998

>>17803

Also you forgot the makeup research.

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acdde7 No.18015

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: [76] [+4.6/turn]

Food: [Good]

Raw Currency: [89.6] [+12.6/turn]

Legitimacy: [Very Good]

Culture: [27] [+1.5/turn]

Industry: [6]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket Network]

Defenses: Concrete Walls [Small]

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

Resources/Quantity:

[Fuel:2.5]

[Ammo:6.4 +.2 pt]

[Small Arms:4]

[Scrap:8.8 .5pt]

[Ruined Bikes:9.2 .2 pt]

[Heavy Weapons: 7.6+.1/turn]

[Corn: 6.4 +(.2/turn)]

[Cows :3.6+.4/turn]

[Fertilizer:4.8+.4/turn]

[Ruined APCs:2]

[NBC Gear:4]

[Infantry Railguns:1]

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 II], [NBC Containment/Clearing I], [Farming II],[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]

[TARME Large:+4 currency/turn; +.5 culture/turn]

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:

Cybernetics II 3/10

Concrete plant: 2/5

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acdde7 No.18016

Dice rollRolled 75, 5, 66, 1 = 147 (4d100)

>>18015

1. Our people want Beer eh? Then we will need to go find a hops farm and restore it to function, as well as expand our current distillery to brew beer.

Spend 1 unit of Fertilizer on a hops farm

and

20 Raw Currency to buy needed parts and supplies to expand our existing Ethanol Distillation Plant to have the capacity to also brew Beer.

[Distillation I]

[Farming II]

2. Set up a Trade Route to the Clanker Alliance. This one is going to have to be mobile and dynamic since the, but luckily we have vehicles.

[The Great Caravanserai (Trade Depot)]

[Vehicles II]

[Motorpools II]

3. Set up a Trade Route to the USA2

[The Great Caravanserai (Trade Depot)]

4. [Research]

Research Trade-Industry Theory

We are not as mechanically industrial as the Clanker Alliance. Nor are we so technological as Tarme.

But we have one advantage. We are the most supplied with the basic necessity of life: Food.

Even with our vast and expansive populace, we are producing an excess amount of food which can be sold in trade. But not just food, but other trade commodities as well from fertilizer, to cows, to ethanol, and more. We can imbibe on the rich industries of other powers like the Clanker Alliance and USA2 through selling them the basic necessities we have in abundance.

We should develop better economic theories to reorganize ourselves to increase the industrial capacity we gain from trade. By selling food and necessities to both other nations and various tiny NPC villages and towns (now with actual NPC!) not only will we can also gain the employment of our existing trade routes with other nations be easier to expand and provide additional sources of Industry.

We can use Computers and our Digicoin currency to help streamline purchases and sales.

Buildings: [NewbU]

Bonuses:

[Thinktanks I] [Education I] ][Computers I]

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acdde7 No.18017

>>18016

"Hey! Who'se been fiddling with our Digicoin Number Values! Someone's going to pay for this, I mean it!"

Spend up to 40 Currency to ensure we can deal with a major accident in our economy.

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acdde7 No.18018

>>18016

>2. Set up a Trade Route to the Clanker Alliance. This one is going to have to be mobile and dynamic since the, but luckily we have vehicles.

[META: I originally thought they were the Tsardom hence the "dynamic" but now I realize the Clankers are a static nation]

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acdde7 No.18030

[Cult Bombardment]

[Victor: Cult of Cocaine, Minor]

8x, 1x, 6 9x = 6

[Infected Defense]

9, 1, 3, 9

[Infected Bombardment]

3, 5 = 0

[Cult Defense]

9 6

[Bombardment Report]

Shelling by both sides is minimal, and not of a meaningful size to impact the battle. The cult forces with their NBC tactics perform better, however.

[Cult]

2x3, 7x6, 8x4, 1x4, 6x5, 3x5, 10x15, 9x4, 9x4, 9x6, 8x2, 5x2, 5x1, 1x1, 5x5 = 405 [Chemical Weapons III][Flamers I][NBC Tactics III][Combat Stims II, using Cocaine]

Top Performer: Cocaine Tank Platoon [150]

1. 1 White Rider Motorcycle Company [3x][Mot][Quick]

2. 1 Cult Transport Company [Tra] [Mot] [x6][CQB]

3. 1 White Terror Monster Truck [x4][Bombard][x2]

4 & 5. 2 Cult Flamer Platoon [x5][CQB]

6. 1 Cocaine Tank Platoon [x15] [Arm]

7 & 8. 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech]

9. 1 Mobilised Cult Company [x6][Inf]

10 & 11. 2 Rhinestone Volunteer Posses [x2][Cav]

12. 1 Cowboy Dragoon Company [2x][Cav]

13 & 14. 2 Cowboy Dragoons [1x][Cav]

15. 1 OPP Flame Drone [x5][Mech][CQB]

[Infected]

1x.5, 2x.5, 2x.5, 7x.5, 9x.5, 1x.5, 7x.5, 10x.5, 3x.5, 4x.5, 5x.5, 10x.5, 6x.5, 5x.5, 10x1, 7x1, 8x1, 9x1, 7x1, 4x1, 10x1, 4x1, 7x1, 1x1, 1x1, 2x1, 1x1, 8x1, 5x1, 2x1, 2x1, 6x1, 3x1, 4x1, 2x1, 2x2, 4x3, 9x3, 2x1.5, 6x10, 2x1, 7x1, 6x1, 8x3

10 [Skulkers][Swarm][.5x] :

4 Bloatflies [.5x][Fly] :

9 [Shriekers][Swarm][1x] :

5 [Entangled Bears][1x] :

4 [Minor Gun Amalgam][x1] :

3 [Entangled Doom Crows] [x1][Fly] :

1 [Calcified Grizzly][Armored][2x] :

2 [Calcified Kodiak][x3][Arm] :

1 [HMMV][1.5x][Mot]

1 [Bullet Storm Amalgam][10x][Arm][Slow]

3 [unnamed military][1x]

1 [unnamed LAV] [x3][Mech]

Total = 273 [Bioarmor II][Bio-Camo I][Bio-Coordination II][Resistance II][Swarm Tactics II][Defensive: 1.2][Coordination:1.1]

Totals: Cult: 405 [Chemical Weapons III][Flamers I][NBC Tactics III][Combat Stims II, using Cocaine][Stims: 1.2] = [486]

Infected: 273 [Bioarmor II][Bio-Camo I][Bio-Coordination II][Resistance II][Swarm Tactics II][Defensive: 1.2][Coordination:1.2] = [393]

[Combat Report]

The cult advances north attacking infected units that give ground. The infected are prepared and coordinated, launching attacks from an unforseen tunnel network. The flame units the Cult has are able to clear out some of these tunnels, and attacks continue. Eventually most of the close quarters units the cult has are lost cleaing these tunnels as the Infected continued to harry the main force. Conversely, on the surface things go better: Cult armor smashes through the external defenses and towers that grow inside Infected territory. Eventually the cult manages to advance a good deal to the north; Cult chemical weapons wreack a savage toll on smaller infected with less resistance, but the cowboys along for the fight take massive losses due to a lack of training and gear. This seems to contrast to the Infected, who have developed a signifigant enough resistance for their larger variations to make chemical attacks ineffective. Ultimately the Cult seizes a good deal of territory, but is unable to capture any major locations.

[Cult]

[Lose Resource:]

Ammo 5, Fuel 4

Gain Resource:

5 hex [no population/currency]

[Disband:]

1 Cult Flamer Platoon [x5][CQB]

1 Cowboy Dragoon Company [2x][Cav]

2 Cowboy Dragoons [1x][Cav]

2 Rhinestone Volunteer Posses [x2][Cav]

1 Cult Transport Company [Tra] [Mot] [x6][CQB]

[Infected]

[Lose resources:]

Ammo 2, Fuel 1, 5 hex [lose .5 population/currency]

[Disband:]

10 [Skulkers][Swarm][.5x]

4 Bloatflies [.5x][Fly]

1 [HMMV][1.5x][Mot] 3 [unnamed military][1x]

1 [unnamed LAV] [x3][Mech]

3 [Entangled Bears][1x]

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acdde7 No.18048

>>18030

In the aftermath of the first battle, the Cult troopers, streaked in ash and burned spores and gore, strode forward in the hazy, cold, winter-choked sun. In step were the tanks and the LAVs, carrying on their sides large gasks of Cocaine.

"Who doles out the powder,

And keeps us in harmony?

C-O-M-M-A-N-D-A-N-T!

Who do we serve until our end,

As faithful as can be?

C-O-M-M-A-N-D-A-N-T!

The Commandant! (Commandant!)

Commandant! (Commandant!)

Forever may the powder take us,

High, high, high, high!

Who bows his head, and takes the crown,

To protect our family?

C-O-M-M-A-N-D-A-N-T!

Who spills the blood of traitors,

And makes heathens bend the knee?

C-O-M-M-A-N-D-A-N-T!"

As they trailed off into a chorus, their cadence was stopped as a group of fungal monstrosities streaked down from the sky, desperate to do anything.

The LAV's machinegun tore them into a fine spore-mist, one that wafted down ineffectively onto their NBC gear. There was a pause as they marched along, and then:

"Men and women, far and wide,

Join us and come see,

C-O-M-M-A-N-D-A-N-T!

Take the powder, faithful,

Revel in all his glory!

C-O-M-M-A-N-D-A-N-T!"

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acdde7 No.18065

The Clankers poll the population spread through the nation, and after a quick reading of the punch cards, the vote goes to [Rhinestone Cowboys]

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acdde7 No.18067

Dice rollRolled 1, 38, 47, 99 = 185 (4d100)

>>17861

Linking to the turn that was skipped by accident.

https://8ch.net/builders/res/15579.html#q17434

Now, actions!

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.

Sickle (UFO). [x5][Quick][Arm][Stealth]

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 continues his constant sermons. “Blessed be the gods who have seen fit to bestow us with improved technologies. With their light and their gifts we shall safeguard their work on this pitiful backwater.” The Scythes work to integrate the holy stealth and Alien Infantry 3 upgrades to their existing Minor squads.

The Scythes also work to scavenge for artifacts on the bottom of the ocean, aggressively going for the large wrecks that are certainly swarming with the mutated aquatic abominations.

Meanwhile, back at base the Scythes work to assemble new UfO’s using the stealth technology and groups of Minors brawl with one another for the right to create and join a new Squadron of Minors with stealth suits.

1. Upgrade the existing Scythe Minor Squad with Alien Infantry 3 and Minor Stealth and the Sickle with Stealth. If only one can be done then upgrade the infantry.

2. Scavenge for large wrecks at the bottom of the sea. If there are too many of the aquatic mutants that the Reapers discovered then we will mark the location for a cleansing… hopefully there will be a lot of mutants, the Scythes are getting itchy for some slaughter.

3. Create a new Sickle that utilizes the stealth technology.

4. Create a new squadron of Minors that have Alien Infantry 3 and stealth upgrades.

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acdde7 No.18076

Dice rollRolled 6, 3, 7, 6, 2, 7, 4 = 35 (7d10)

TARME's drones launch an attack at what is believed to be System 32's core.

Once again, QAS will provide ECM support. Combat Drones and two of the Mobilized Swarms will attempt to draw out any defenders, and the remainder of the drone swarms will then attempt to flank both defenses and defenders. Improvised explosives will once again be used by drones to defeat superior killbots in suicide attacks, along with emplacements.

>Units

QAS Drone [x5][Stealth]

5 Mobilized Drone Swarms [x3]

1 Combat Drones [x2] [Mech]

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acdde7 No.18080

Dice rollRolled 9, 53, 67, 97 = 226 (4d100)

>>17859

Mobilization: Not good.

Well shit. WE'RE WAR BOYS, THIS ISN"T GOOD ENOUGH.

1. LETS TRY THIS AGAIN. WE ARE WAR BOYS! KAMIKRAZEE WAR BOYS! (Attempt to Revise Mobilization status. Spending 3 Culture to REV THIS SHIT UP)

2. Start up a facility to turn the completely ruined cars into scrap using our knew knowledge on recycling.

3. Start expanding north. I think there is a town up there that might like some….protection.

Research: Alright, we'll go a different route for the moment. Heavier weapons. Big. Fucking. V8 Glorifying. Weapons.

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: [63] [+3.8/turn]

Food: [Good]

Raw Currency: [76] [+11.6/turn]

Legitimacy: [Average]

Culture: [8.5] [+.5/turn]

Industry: [6]

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]; Half life Motorized Squad [x3][Mot]

Resources/Quantity: [Ammo:7.5][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn];[Small Arms:3];[Broken Vehicles:3];[Fuel:17.4][+1/turn];[Volkswagons:2];[Electricity:4.6][+.6/turn][-.1/turn fuel];[Ruined Vehicles:5.6][+.2/turn];[LAV:2];[Scrap:.6.8][+.5/turn];[Water:20][+1/turn];[RVs:8.5][+.3/turn]; [Ruined Tanks:3]; [Ruined Helicopters:2]; [Mothballed A10s:2]; [Corn:4.6] [+.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][Recycling I]

Trade Routes: Commune [Medium:+2 currency/turn; +.5 culture/turn]; WNN [Medium: +2 currency/turn; +2 industry]

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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acdde7 No.18081

>>18080

NO

FUCK YOU

SPENDING AN EXTRA 40 CURRENCY TO FIX THAT FIRST ACTION

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acdde7 No.18082

File: 1449199598168.jpg (205.06 KB,1000x643,1000:643,2693859-alien_fighter_desi….jpg)

>>18067

Linking picture of what a Scythe Sickle (UFO) looks like.

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acdde7 No.18083

>>17926

The Knights of True Camelot vote for the Rhinestone Cowboys to be the leader of our noble Union.

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acdde7 No.18085

Dice rollRolled 80, 83, 14, 28 = 205 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [53.8] [+3.0/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Status: Mobilized [Efficiency: 100%] [Rating: Good] [Turns: 3]

Raw Currency: [101.2] [+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]

Combat Drones [x2] [Mech]

TARME Drone Squadron 'Omaha' [5x][Mech][Semifunctional]

QAS Drone [x5][Stealth]

2 Drone Armor [x5][Arm]

BAE Amphibious Drone [x5][Arm][Amp][Fly]

9 Mobilized Drone Swarms [x3]

4 Mobilized Drone Companies [x13]

>Resources/Quantity:

[Fuel: 9.4] [+.2/turn]

[Scrap: 11.0] [+.6/turn]

[Copper: 7.2] [+.2/turn]

[Sheet Metal: 6.0] [+.2/turn]

[Electricity: 9.0] [+.5/turn]

[Radio Equipment: 5]

[Ruined VTOL Drones, Large: 2] [Ruined Tanks: 3] [Ruined LAVs: 4]

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] [Philosophy I] [Amphibious Drones I] [Combat Chassis I]

Trade Routes: True Camelot: [Large: +4 Currency/turn; +2 Industry]

Territory: [20]

Research In Progress:

(Energy Weapons: 7/10)

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 Prepares another wave of drones to deal with the System 32 menace…

>Move to Sys 32

4 Mobilized Drone Swarms [x3]

2 Mobilized Drone Companies [x13]

2.

TARME returns focus to expansion of the secured zone around Choctaw. The Rad-gators are getting a bit annoying!

(Expansion: 5/10)

>Send to help fend off rad-gators:

4 Drones [1x][Las]

Captured Killbot, 'Tex' [x2]

Captured Killbot, 'Church' [x2]

3.

TARME really needs to fix up that radar housing… 20 Currency is spent to encourage good work from the drones!

[install radar!]

4.

TARME makes lots of "pew pew" noises as it seeks to finalize the energy weapons technology!

(7/10)

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acdde7 No.18091

[TARME]

>>Lose 2 pop to mobilization

>>You are mobilized. Mobilization efficiency: 100%

>>Status: Mobilized, 4 turns.

>>You gained the following units from mobilization: 2 Mobilized Drone Companies [x13]

1. You moved your units…

2.You expanded! (Add 4 hex, +.4/pop/cur/turn)

3. You manage to build a basic radar unit. (Add unique building: player's name radar dome)(Add technology: Radar I)

4. TARME can now produce very basic energy weapons. (Add technology: Energy Weapons I])

[Vanguard]

[+Catch up]

1. The fighting is fun, but nobody really learns anything..

2. Some of the minors wake up and you equip them with whatever suits you can find. You need to ask the colonies for better kit, this isn't very good. (add 1 unit, player named infantry [x3][POW])

3. There are some problems with production…suits are just..coming up short..

4. You manage to find some small artifacts that are worthwhile. (Add resource: [Artifacts, Medium:2])

5. You start working on a new UFO…but it's not done yet… (UFO 1/2)

6. The minors are effectively done. The squad turns out pretty well. (Add 1 unit, player named [x6][POW][Infiltrate])(lose .5 zyrbite)

[Bellemos]

>>[You will mobilize in 1 turns]

>>Prior turn correction: You finished the dam! (Add player's name unique dam)(Electricity:4+.5/turn)

1. You manage to make the mobilization stable. (Mobilization: Even.)(-4 culture)

2. You convert the cars to scrap.. (revise: [Ruined Vehicles:5.6][+.2/turn] to [Ruined Vehicles:5.6][+.0/turn]; revise scrap: +1/turn)

3. You expand a little… (Expansion: 6/10)

[Research] You try to work on better weapons, and you make some reasonable improvements… (Add technology: Ultra-Modern Firearms I])

[Rhinestone]

1. You managed to repair the dam! (remove status, damaged)(Electricity:4+.3/turn) (-10 currency)

2. You created a unit of really very good gun paladins. Some of the energy weapon materials are sort of hard to find, though.. (Add 1 unit, gun paladins, player named [x5][Cav][Las]) (lose 2 energy weapons)

3. You manage to find the university, but it's totally destroyed. You're going to need to fix it. (VanderbuiltU/???)(-1 culture) (-16 currenct)

4. You managed to increase your knowledge of communications..uh..somehow…(revise Communications to II)

[Infected]

>>You are mobilized.

>>Set mobilization status: 1 turn. [50%]

>>You gained the following units from mobilization: 2 Mobilized Infected Formations [x9][Inf]

>>Lose 2 pop

1. You practice anti-human tactics. Their memories are useful… (Anti-human methods: 5/8)

2. You sent a spy. [Advantage: Very good]

3. The Amalgm is completed. (Add 1 Amalgm, player named; [x12][Arm][Slow][Bombard][x4] (lose 2 heavy arms, 1 tank, 3 pop)

4. The fungiborg look..more..advanced. (Fungiborg: 2/8)

[Commune]

>>[You will mobilize in 1 turn]

1: You increased your industrial capacity a little bit. (+1 Industry)

2: You rebuilt Portland! (You can still loot it, though)(set Portland to [Rebuilt])(+.4/pop/turn)

3: You managed to get three of the tanks operational. They're…gas turbine…though… (Add 1 unit, Tank Platoon, player named, [x15][Arm])

4: You moved your units. [Advantage: Excellent]

Research: Dock is making some progress… [Automated Defenses: 4/8]

[Clankers]

>>You gained the following from expansion: [Ruined Experimental Plasma Tank:1]

>>You gained the following from a trade: [Civilian Helicopters:3] and [mothballed F16s:2]

1) You manage to make a small squad of the mechs. (Add 2 mech units, Juggernauts [x4][Mech])(lose 3 steel)(lose 1 electronics)

2) You sent: [Infantry Tactics I] and [Power Armor I] to NFC.

3) The progress on nuclear theory is, frankly, not good. (Nuclear Theory: 3/15)

4) The ARMED program begins. (Armed: 6/12)

[Deliverance]

>>You are mobilized! [2 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Boyz Company [x12][Inf]

>>lose 2 pop

1. You start clearing Birmingham. (Birmingham: 5/20)

2. The boys find a ….kinda..sperimental tank… (Add Ruined Raytheon Plasma Tank:1)

3. You start working on new the transmitter… (Transmitter: 3/6)

4. The boys continue to practics… (NBC tactics: 8/9)

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acdde7 No.18094

[Felinid]

>>You are demobilizing…

1. The statue is taken surprisingly well and doesn't objectify women at all. (Add player's name unique monument)(+1 culture/turn)

2. You rebuilt most of the highway! (Add player's name highway network, unique building)

3. You demobilized. Your units are re-entering the population and you will recover the population in 1 turn.

4. The factory production starts..but it's…well..it's not going well. (Body Armor Factory: 1/10)

5. The new missiles are coming along. (AT2: 4/10)

[NFC-Elway]

>>You are mobilized! [1 turns]

>>Your industrial efficiency is 50%.

>>You gained the following units from mobilization: 1 Mobilized Fan Company [x13][Inf]

>>lose 2 pop

>>You gained the following from clankers: [Infantry Tactics I] and [Power Armor I]

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

3.You sent the Clankers: [Civilian Helicopters:3] and [mothballed F16s:2]

4. You managed to finish up the next level of empiricism. Yay! (Revise Empiricism to II)

[True Camelot]

1. You built a pretty big distiller! (Add player named distillery)(add resouce: Beer:4+.5/turn)

2. The caravan is attacked by raiders and destroyed. (lose .5 pop)

3. On the bright side, the trade caravan to USA2 goes well. (Add trade route: USA2 [Large: +3 currency/turn, +2 industry])

4. [Research] Little work is done because a good portion of the research team is messing around with 3D porno. Progress is made, but it's not quantifiable, frankly. However, you throw money at it and it seems to clean up the lab. (-40 currency)

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acdde7 No.18095

[Cult]

>>You are mobilized! [2 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>2 Mobilized Cult Companies [x6][Inf]

>>Lose 2 population

1. You make a bit more coke. (Add cocaine:5)

2. You put the MIRV in Chicago.

3. You expand a little. (Expansion: 2/10)

4. Your flame units get a bit better! (revise: Flamers to II)

[Ramirez]

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

2. You try to mess around with one of the frames…and you manage to get it online. (Add 1 player named naval mech [x3][Mech])

[Tribes]

1&2. They like the arrangements…and….OH GOD WHAT ARE THEY DOING GROSS EWWWWWWWW. JESUS CHRIST (Revise resource: DOOM Elephants:+.4/turn)

3. You start electrifying the towns and cities… (Electrical Lighing: 3/6)

[Research] You start working on animal armor…hmmm… (Creature Armoring: 4/8)

[Sound]

>>You found the following during expansion: [Dusty APCs:2]

1. You keep 'spandin… (Expansion: 7/10)

2. You manage to..find..some…weird…cowboys…that..join you… (Add 1 unit, player's name choice cyborg cowboys [x5][Cav])

[Reapers]

>>You gained the following from expansion: [6 Artifacts:Small][2 Artifacts:Medium]

1. You manage to find some small artifacts…not terribly impressive.. (Add [3 Artifacts:Small])

2. You burn a ton of Zyrbite, but you manage to produce a small UFO. (Add 1 player named mini-UFO [x5][Arm][Quick][Stealth] (lose 2 Zyrbite)

3. You manage to get the first stage of project 42 completed. (???, II)

[Research] You are trying to rig up the cloak…but it eats up a ton of power…and nothing happens.

[Harbinger]

1. You expand into Maine. (Expansion: Maine 4/10)

2. The drones and choppers encounter Canadian Death Chiggers and are recalled. They can't risk flying, and burn a ton of ammo and fuel fighting the chiggers. The money doesn't help… (lose 2 fuel, 2 ammo) (-20 currency)

3. You investigate the drone… (Drone/???)

[Research] The research stalls after an alert about the chiggers. You throw money at it and it seems to motivate everyone, though. (Aircraft IV 7/20)

[MPD]

>>Your indoctrination broadcasts brought in a few stray soldiers who have submitted to our rules. (Add 1 player named mechanized platoon [x5][Mech])

1) You trained the first gas support unit… (Add 1 unit, player named artillery [x3][Bombard:3])

2) The first squad of EWOP equipped units is complete! (Add 1 unit, EWOP troopers [x4][POW][CQB])

3) You manage to repair one of the tanks, but it's…got some drive train problems… (lose 1 dusty tank)(Add 1 player named tank [x4][Arm][Slow])

[Research] You managed to get the next level of chemical weapons complete! (revise Chemical Weapons to III)

[Tsardom]

1. You start repairing the mall… (Mall 4/8)[[GM: I don't know what you want from this?]]

2. - Everything is of falling into place as Anchorage is coming of life once again after turmoil of Canadian region. When engine factory is of completeness, will have great industry of own! (Construct Engine Factory: 5/10)

3. The mill is construct soon! (Steel Mill: 4/6)

4. Research is no of going! (No progress)

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acdde7 No.18097

>>18095

{Tsardom Fix: Add player's name unique engine factory+P}(+2 industry)

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acdde7 No.18099

Dice rollRolled 48, 94, 49, 13 = 204 (4d100)

>>18095

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] [+1.8/turn]

Food: [Average]

Raw Currency: [19] [+2/Turn]

Legitimacy: [Above Average]

Culture: [12.5] +.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 White Terror Monster Truck [x4][Bombard][x2], 1 Cult Flamer Platoon [x5][CQB], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech], 3 Mobilised Cult Company [x6][Inf]

On-Loan Military Units:1 OPP Flame Drone [x5][Mech][CQB]

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

Resources/Quantity: [Fuel:10.6,-.2/Turn (Generator) +.4/turn (Trade)];[Ammo:8+.2/turn][Small Arms:10.3 +.4/turn] [Cocaine:18] [Spraypaint: 8.6, +.2/turn], [Heavy Weapons: 4.8 +.4/turn] [Ruined Motorcycles: 6, +.2/turn], [Electricity: 7.9 + .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 III], [Flamers II], [Rigging I]

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

Territory: [17]

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.

MOBILIZED: 2 TURNS

MIRV in: Chicago. Guarded by Snow Inquisitors.

1. With the aid of the newly raised formations, we press on into the fungus-land, rallying our warriors for another offensive. (Troop-Movement/Morale Improvement Roll) +15 Cocaine Bonus

2. Repair the last of our Tanks. [Mechanics IV][Tools III][Retrofitting/Upgrades III]

3. Rally more Cult Militia. [Militias II]

RESEARCH: Build upon our knowledge of how to build and maintain Fortifications.

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acdde7 No.18101

[Combat Report: TARME v. System 32]

As you arrive at the complex where System 32's forces once stood, you find killbots milling around. The fighting isn't severe as their forces are disorganized and behaving erratically. You quickly secure the complex. Most of the population has been destroyed, but you recover the following:

Add resources:

Industry: [5]

Unique Building: [Radio Transmitter, Small]

Resources/Quantity: [Ammo:3.2:+.5/turn][Scrap:25.6:+.2/turn][Ruined Drone Tanks:2]

Technology:

[Cybernetics II][Combat Chassis II]

[Territory:18]

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acdde7 No.18103

Dice rollRolled 66, 49, 11, 81 = 207 (4d100)

>>18091

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: [54.9] [+3.3/turn][4 Mobilized]

Food: [Stable]

Raw Currency: [118.6][+14.4/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [15]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus] (Transmitter: 3/6)

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]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

>Mobilized

2 Mobilized Boyz Company [x12][Inf]

Resources/Quantity: [Fuel:11.3 +.5 a turn]];[Ammo:19.8 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 2.4][4x4s:3][Ruined Trucks: 12.3:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:6.4+.6/turn; -.4 a turn for Hmmv factory][Moonshine:4.4 +.2/turn]][Ruined HMMVs:8] [HMMVs:3.7+.5/turn][Heavy Arms:6+.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 II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I][Nbc 8/9]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry];True Camelot [Small:+2/currency/turn; +2 industry]

Territory: [29]

[Talahasse, Florida][Ruins]

[Atlanta, Gerogia] [City]

[Birmingham] (5/20)

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]

>Mobilized 2 turn 100% industry; Rating Average

1. "Finish Looting Tallahasse my sons."

"Yes Paw."

+Scavenging I

2."Paw sed he wants dis tansmittah dun now, He's paying lots o shinies to get it dun."

+15 Industry

+[Tools II]

+[Mechanics I]

+[Construction I]

+[Communications II]

+[Industry II]

+[Power I]

+30 currency

3. "Oh boy, no rad gaters! DIs pa,ce is noice."

"DArn tootin, let's take it fer paw!"

(5/20)

+Urban combat II

+15 Industry

4. "Finish up those NBC protocols my sons."

"Sure ting Paw!'

+15 industry

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acdde7 No.18104

>>18103

(8/9) on Nbc research

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acdde7 No.18105

Dice rollRolled 14, 5, 65, 47, 94 = 225 (5d100)

>>18091

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

Population: [72.0] [+4.5/turn]

Food: [Burgeoning]

Raw Currency: [89.8] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [13.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Very Good]

Industry: [10]

Territory: [30]

Unique Buildings:

-The Hangout[HQ]

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

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia[Rebuilt, +.3/turn][Still can be Looted]

-City: Portland, Oregon [Rebuilt, +.4/turn][Still can be looted]

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

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Mobilization: 1 Turns [Not Good]

Military Units:

-2x Mechanized Raider Band [x7][Mech]

-1x Green Militia Platoon [x2]

-1x Sneakers Squad [x3.5][MOT][Infiltrate]

-1x Flower Power Armor[x4][Mech][CQW]

-1x Flower Power Armor[x5][POW][CQW]

-1x Grey Death Tank Platoon[x15][Arm]

Resources/Quantity:

-[Fuel:2]

-[Weed:7+.5/turn]

-[Ammo:10.4+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:10.2,+.6/turn]

-[Electronics:3]

-[Electricity:12.6,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:2.4:+.2/turn];

-[Solar Drones 7.8+.2/turn]

-[Ruined Cars:7.0+.2/turn];

-[Ruined Tanks:3];

-[Ruined LAV:1]

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]

-[Infrastructure I][Green Industry 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]

-[Body 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:

- [Automated Defenses: 4/8]

- (Power Armor 2: 4/12)

Actions:

1: Send Ol' Johnny to [Loot Vancouver]

2: GAS TURBINES? …needs must when the devil drives. …sorry, Driver. Try to get the other ones working too [Repair Tanks with Driver]

3: Jack and Jill aren't normally for this type of job, but they're being sent to ['Loot' Portland]

4: Melissa is up in Seattle with Harv and Mister Borlaugh, working to [Reform Government as a Parliamentary Democracy]

Research: [Automated Defenses], with Dok Braun

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acdde7 No.18106

Dice rollRolled 40, 96, 47, 50, 92 = 325 (5d100)

>>18094

>[The Felinid Matriarchy]

>Population: [61.1] [+4.0/turn] Mobilized: 9 pop

>Food: [Above Average]

>Raw Currency: [71] [+5/turn]

>Legitimacy: [Good]

>Culture: [5]+1/turn

>Industry: [6]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Sisterhood [City], Feline Bureau of Investigation, Pacific Highway [Highway]

>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] 1 Tumblrina Mechanized Company [x18][Mech]

Mobilized: 2 Felinid Platoons [x4] 2 Mobilized Felinid Companies [x15][Inf]

>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: 1]

>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 II][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault II] [Calvary I], [Small Arms I], [Navigation I] [Warcries II][Bureaucracy II]

>Trade Routes: [none initially]

>Territory: 43

>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.

AT II 4/10

Body armor factory 1/10

unnatural selection 2/10

1. [Government Reform] Spend 20 currency

The Matriarchy is vast, and powerful, but mostly vast. It was easy for us to work off of a tribal dictatorship when we were small and confined to the Lava Tubs. It was functional when we were ruling over the pretty folks, and strained once we added in the flock. Now with Sisterhood ours the strain has grown, and the government needs to evolve to deal with it.

Several dozen Felinids and Pride Sisters (humans for you cis scum) come together in a great book discussion at the Lava Tubs to discuss what should be done to fix it and at the end of the day they decide on a basic republic. Six Matriarchs will be raised from each of the four cities, with two vacant seats left open for the eventual reclamation of LA and SF. These Matriarchs will vote on laws and policy for the Matriarchy and they will elect two Tyranna to command the armies of the Matriarchy.

2. [Develop mobilization timetables] Meanwhile in the vast bureaucracy of the Matriarchy civil leaders and military thinkers come together. The strength of the Matriarchy lies in its population and the simple but effective weapons it utilizes. In order to best exploit these powerful resources we need paws in boots, and the best way to do that is to make sure that catgirls are ready at a moment's notice to hop into them and can be trained, equipped, and shipped out at a record time.

3. Body Armor Factory

4. The Matriarchy's armies are powerful, but the old methods of simply recruiting a bunch of catgirls and chucking them at the enemy will no longer do. We are a purrerful empire! And we need troops to match! Those troops need effective training and for that they need a place to train! Construct a training base where new soldiers can learn the basic of spear fighting, grenade throwing, anti-tank weapons use, tactics, and of course, how to kill the Patriarchy.

5. AT II

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acdde7 No.18107

Dice rollRolled 8, 1, 10 = 19 (3d10)

>>18099

>>18095

>>17871

The Cult of Coke launches another round of bombardment on defenses, troops and tunnels.

1. White Terror Monster Truck: x2

2 & 3. Powderpyre LAVS: x2

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acdde7 No.18108

Dice rollRolled 2 (1d3)

>>18094

Resource expansion roll

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acdde7 No.18112

Dice rollRolled 58, 33, 66, 15 = 172 (4d100)

1. Continue Anti-Human Tactics. You are having a great deal of practical applications in this field of study. What concentration the Command Node can divert from actual battle should go here. (2/8)

2. You look at your hosts and pick the biggest, meanest looking bear, and then you make it bigger and meaner. Big enough to match their truck.

3. Rebuild Minneapolis into a massive Fungal Fortress, fortified with stone and steel. Have the fungus consume 20 stone, and 6 ruined cars and 4 ruined HMMV's to reinforce its walls, and 5 small arms, 1 heavy weapon and all 4 energy weapons for its defense, on top of the fungal towers that will tower across the landscape.

4. Fungiborg intensifies. You will assimilate this world.

http://pastebin.com/Fyjjg3Sa

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acdde7 No.18114

Dice rollRolled 87, 100, 37, 37 = 261 (4d100)

>>18091

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: [37] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [18] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [9.5+.5/turn]

Industry: [11]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow] 2[Juggernaut [x4]

Resources/Quantity: [Fuel:6];[Ammo:10.6+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 7.2+.2/turn][Sheet Metal .2+.2/turn][Cars 0+.2/turn][Heavy Weapons .4+.2/turn][Screenplays 5+.2/turn][Steel:3.2+.2/turn][Scrap:1.5+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |]

Trade Routes: [Rhinestone Cowboys], [NFC]

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 gained the following from expansion: [Ruined Experimental Plasma Tank:1]

>>You gained the following from a trade: [Civilian Helicopters:3] and [mothballed F16s:2]

1) Bring the Plasma Tank back up to working order. Only this time, give it a nice shiny black finish instead of the boring tan it has now.

2) Bring the mothballed F16s up to fighting condition.

3) Continue the refinement of our understanding of nuclear theory. (Nuclear Theory: 3/15)

>Research

4) The ARMED program progresses, it's innovative designs soon to be tested. (Armed: 6/12)

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acdde7 No.18115

>>18112

>>18112

Damnit, got progress wrong.

Correcting:

1. (Anti-human methods: 5/8)

4. (Fungiborg: 2/8)

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acdde7 No.18116

Dice rollRolled 4, 43, 13, 14 = 74 (4d100)

BETTER

Mobilization: Even

1. Continue the expansion boys! (Expansion 6/10)

2. Hmm…one of the black thumbs brought something to my attention i shall ponder, but for now, I wish to set up a system to turn scrap slowly into useable materials for repair and building!

3. Set up a trade route with the NFC. Talks have been going well.

Research: GOOD MY PRIESTS MECHANIC. CONTINUE ON THIS ROUTE, FOR V8 WANTS BIG GUNS! (Attempt to upgrade Ultra-Modern Firearms)

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: [66.8] [+3.8/turn]

Food: [Good]

Raw Currency: [87.6] [+11.6/turn]

Legitimacy: [Average]

Culture: [5] [+.5/turn]

Industry: [6]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]; [Herkule's Dam (Hydroelectric Dam), +.5 Electricity/turn]

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]; Half life Motorized Squad [x3][Mot]

Resources/Quantity:

[Ammo:8][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:3]

[Fuel:18.3][+1/turn]

[Volkswagons:2]

[Electricity:5.4][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:5.6][+.0/turn]

[LAV:2]

[Scrap:.8.3][+1.5/turn]

[Water:21][+1/turn]

[RVs:8.5][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

[Corn:4.8] [+.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]

[Recycling I]

[Ultramodern Firearms I]

Trade Routes: Commune [Medium:+2 currency/turn; +.5 culture/turn]; WNN [Medium: +2 currency/turn; +2 industry]

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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acdde7 No.18117

File: 1449205771791.jpg (824.92 KB,2000x735,400:147,fallout_navarro_base_by_si….jpg)

>>18095

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: [19.2] [+.2.1/turn]

Food: [Stable]

Raw Currency: [63.6] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: Ramirez's Rocket [Large 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]

RR UNITS

2 ODST Marine Battalions [x2]; 2 Taros Jeep Columns [x1][Mot]; 1 Achilles Naval Mech [x3][Mech]

Resources/Quantity: [Fuel:30.4 +1.4/turn][Electricity:5.2 +.1/turn][heavy weapons 10][ammo 5.4 +.2/turn][Solar Cells:5][Scrap:17.6+ .2/turn][Radio Equipment:2][Ruined Cars:5.4 +.2/turn][Ruined Naval Mech Frames:1][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 III]

Research in progress: (aircraft IV 7/20)

Construction in progress:

Expansion:

Trade Routes: [none initially]

Territory: 15

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.

RR Bonus

4. 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).

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)

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acdde7 No.18118

Dice rollRolled 10, 10, 5, 8, 6 = 39 (5d10)

>>18107

Return Bombardment

1. 1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

2. AA Artillery Fungus Towers [Medium][AA][Bombard][x2]

Bombardment Defense

3.4.5.

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acdde7 No.18119

Dice rollRolled 57, 72 = 129 (2d100)

1. Orders from up top, we're to set up a munitions factory in this here little base, so as to have a more steady supply of metal to throw at horrible things/people explosively.

2. While were at it, this base here at Norfolk is a little ramshackleish. I want it reinforced with walls and watchtowers, and guns; lots of guns.

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acdde7 No.18120

Dice rollRolled 2, 9 = 11 (2d10)

>>18118

fhahking bullshit

bombard defense

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acdde7 No.18121

>>18116

Spend 20 currency on roll 1, and another 20 on roll 3 to sweeten the deal. not a lot I can really do on research though.

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acdde7 No.18123

Dice rollRolled 5, 4, 6, 6, 8, 5, 8, 3, 4, 7 = 56 (10d10)

>>18112

>>18095

In the face of heavy bombardment, the Cult forces press on. The bugs are rooted out of their holes through use of Flame, the towers are destroyed, and swarms are set afire. Troops are mindful of burrowing fungi as they move to deploy more chemical weaponry.

Harder targets are laid upon by the LAVs and tanks.

1. 1 White Rider Motorcycle Company [3x][Mot][Quick]

2. 1 White Terror Monster Truck [x4][Bombard][x2]

3. 1 Cult Flamer Platoon [x5][CQB]

4. 1 Cocaine Tank Platoon [x15] [Arm]

5 & 6. 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech]

7, 8, 9. 3 Mobilised Cult Company [x6][Inf]

10. 1 OPP Flame Drone [x5][Mech][CQB]

Chemical Weapons III, Flamers II, NBC Tactics III, Combat Stims II, using Cocaine.

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acdde7 No.18125

Dice rollRolled 7, 9, 6, 9, 3, 10, 10, 4, 1, 2, 9, 9, 5, 4, 7, 6, 9, 3, 8, 1, 9, 10, 6, 8, 4, 2, 7, 10 = 178 (28d10)

>>18107

You watch with myriad eyes and quieted breath as they past over hidden tunnels deep beneath the earth. Without warning you strike, every host acting as a finger upon a hand, targeting one weak unit, destroying it utterly, then falling back into the earth once again, fading away before they can bring their weapons to bear.

Then you do it again. And again. Once they are completely on edge, fearing the very ground beneath their feet do you stop your assaults and let them pass unmolested deeper into your lands.

It is only when they begin to relax once more do you strike at their heart. The backbone of their entire offense. Every infected you have targets the platoon of tanks.

Infested Military

9 [Shriekers][Swarm][1x]

2 [Entangled Bears][1x]

4 [Minor Gun Amalgam][x1]

3 [Entangled Doom Crows] [x1][Fly]

1 [Calcified Grizzly][Armored][2x]

2 [Calcified Kodiak][x3][Arm]

1 [Bullet Storm Amalgam][10x][Arm][Slow]

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

Mobilized Infected : 1 turn. [50%]

2 Mobilized Infected Formations [x9][Inf]

The Living Military

3 [unnamed military][1x]

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acdde7 No.18126

>>18125

[META] You lost the living military last kombat m8

>>18030

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acdde7 No.18127

Dice rollRolled 6 (1d10)

>>18125

CORRECTING : 3 [unnamed military][1x] had been disbanded, so the last 3 dice do not count.

However I'm not quite done with battle rolls.

1. Meanwhile in Chicago. A strange thing skuttles from shadow to shadow, seeking out its prey. Memories from other hosts filter into its brain and it changes directions. Deep within Chicago a device beeps. The Evolved Skulker chitters to itself in anticipation. Soon there shall be a pretty explosion lighting the night sky.

1 Evolved Skulker [x3][Guerilla][Infiltrate]

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acdde7 No.18128

Dice rollRolled 2 (1d10)

>>18127

The Snow Inquisitors, augmented by the Powder Guard, teem through the streets of fortified Chicago, guns aloft, torches high, chanting as they keep vigil through the night.

They have been instructed to guard the MIRV against all attack, especially given the tunneling, sneaky nature of their fungal foe.

They are prepared to die fighting.

1 Snow Inquisitors, [x1][Pol]

Defenses: Powder Guard (Lots)

Chicago: Fortified City

[META: 100 to last turn's roll to station and guard the MIRV so i don't know if that carries any bonus]

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acdde7 No.18131

>>17866

Another letter arrives by way of motorcycle to the Rhinestone Cowboys.

"Cowboys,

We are engaged in fierce combat with the fungal menace. It is not clear how long we will be able to continue our offensive. We have had an initial success but it is not clear how long this will last.

"We need more aid– from you, and your 'Union' allies, if we are to eradicate this menace that threatens us all. In return we offer you a gift of the White Powder. Uncut, and properly made.

-Commandant Cocaine

P.S. Please don't send any more of your -cultists- to our lands if you choose to send aid. It offends the priests and upsets the crowds greatly, who already live under threat of fungal infection."

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acdde7 No.18135

Dice rollRolled 91, 30 = 121 (2d100)

>>17675

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

>>As a vassal I'll update stats after Consul does, anything specific to the Order will be highlighted

Government Type: Republic

Economy Type: Capitalist

Religion: none

Population: [37] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [18] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [9.5+.5/turn]

Industry: [11]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

>>Factory-Fort St Henry (+4 industry)

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow] 2[Juggernaut [x4]

>>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 armour. 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. The development of quester-class recon armour continues - finding the balance between carrying capacity, speed and armament is a tricky business (Recon Armor: 9/10)

2. The Order's engineers work to develop better and more deadly weapons for the mech-knights to bring to bear in defence of the Alliance

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acdde7 No.18137

"Meeeow, it's gorgeous!" Says one Felinid to her human counterpart.

"Yeah," the other women replies, looking up at the finished statue made of nice stone. It was a proper statue: depicting a human woman and a felinid in combat dress, the Felinid with the trademark explosive spear, the human with the ubiquitous XPG. It was stunning. The Felinid felt her heart swell just looking at it. "Think of all the girls we've freed." Says the human, petting her manpet kneeling by her side while she gripped the leash. He was whimpering, Felinids must scare him. Poor thing.

"When did you get that one?" The Felinid asked, pointing to the man on the leash. The human looked at him and shrugged.

"Got him at the auction. Said he had a 6 1/2 incher on him and wanted to test it out for myself." The woman looked from her pet back up to the Statue to the Eternal Victory of the Female over the Patriarchy, and the plaque on the base that held the name of every Sister to have fallen in pursuit of the Victory. "Say, Leona, think we can do it? Can we really beat the Patriarchy?"

"Of course we can, Sister. We're the side of righteousness. We're on the right side of history! It's 2215 after all. The age of Man is over. The Age of Women has begun here, in Amazonia!"

"Yeah! Women rule, men drool!"

High-fives.

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acdde7 No.18143

Dice rollRolled 97, 83, 98, 79 = 357 (4d100)

>>18097

Sitting on his opulent silver throne and playing with a small solar-powered LCD game that had somehow survived the war, Tsar was noticing something…different about the Anchorage's security over the past few days. Namely, there only ever seemed to be four men stationed at his palace guardpost, and they were all soldiers of then recently made "White Army", consisting of the eight most militarily competent people the Tsar could scrape from the city. The Strelsy were nowhere to be found after said White Army was ordered to train and integrate into them, though the reports he were given were promising. Convicted with suspicion, the Tsar went down to the barracks and asked General Kартофелина what had become of his platoon of soldiers.

"Сколько лет, сколько зим! Да, Стрельцы́…уволенный."

The Tsar was aghast. "What is of meanings of this? The Strelsy are DISMISSED, you say!?"

The general nodded. "утвердительный. Стрельцы́…они глупые. опасно тупо́й."

Though understanding the general's concerns he was nevertheless displeased. "I do not care if they are "stupid", eight men cannot both defend AND police all of Anchorage, even if they ARE worth a dozen Americans. You are to find them and re-recruit, or an equal body of soldier immediately!"

[Mobile Tsardom of Anchorage]

Population: [31.1] [+.7/turn]

Food: [Good]

Raw Currency: [85] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [23]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory+P), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery), Jim's Equipment Fabricator (Engine Factory+P)

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

Military Units: 2 White Army Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:17.4+.8/turn][Small Arms:4.9+.1/turn] [Heavy Arms:5+.2/turn][Ammo:8][Fuel:37.2+.4/turn][Steel:6][Scrap:16][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 II][Nuclear Theory I][Metallurgy 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:

(Mall 4/8)

(Steel Mill: 4/6)

>Actions:

1. - Continue fixing of mall. Anchorage needs commercial business. (Mall 4/8)

2. - Continue milling of steel. (Steel Mill: 4/6)

3. - Train more soldiers to replace disbanded shooters! (Recruit infantry)

4. - Researchers never fail to disappoint Tsar with slow worth ethic. Keep working, mister eggs of heads! (Research Tools IV)

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acdde7 No.18148

>>18127

>>18128

[Spy Event:] The Skulker manages to kill a good deal of power inquisition and disable the device before it is killed. The defenses were considerable but the skulker was able to get through somehow. However, the skulker was unsure how to activate the device, so it simply tore the guts out of it.

Cult: Set Mirv-6 to [Inoperable]

Infected: Disband 1 Evolved Skulker

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acdde7 No.18149

Dice rollRolled 51, 97, 66, 9 = 223 (4d100)

1. Send 1 Ruined Combat Chopper to be carefully examined, leaving it in as many pieces as it is right now–figure out how the electronics worked if they do, and if they don't try to get them working again. What are the guns on it like? The rockets? How did it fire its armaments, what kind of armor did it have?

Anything of value or note is to be recorded, as is the process of de-assembly of anything de-assembled. We're going to put it back together better than we took it apart once we're through here boys.

[Study the electronics/Armaments of the RCC]

>>_16 towards ensuring the greatest care is taken

2. Fold the 2 Mounted Gun Paladins into the 1 Junior Gun Paladins to create a

>1st Gun Paladin Company

>>[-2 Culture] Utilize a mutually shared Zeal and philosophy to help the transition go over well.

3. Get to work on fixing up this here house of higher learnin' boys!

(VanderbuiltU/???)

>>_10 Currency towards hiring labour and ensuring good architects are selected

4. Polish off Propaganda IIl right quick

[Propaganda III] at [6/10]

PROGRESS

(Propaganda III) to 6/10

—-

>><<

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: (32) (+2/turn)

Food: (Above Average)

Raw Currency: (42) (+26/turn)

Legitimacy: (Stable)

Culture: (32.9)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified]

>><<

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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.3/turn]

Brock Bank [+2 Currency/turn]

Old Hickory Lock & Dam [Small Dam, Electricity:+.3/turn]

>><<

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]

1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

>the Sound

2 Stealth Priuses [x1][Stealth]

2 Technicals [1.0x][Mot]

Johnny Come Latelys [Inf][x2]

The Shining Suns [Cav][x2]

The Rushing Seas [Cav][x2]

Danny Boys [Inf][x2]

cyborg cowboys [x5][Cav]

>><<

Resources/Quantity: [Ammo:1][Small Arms:12.2+.5/turn][Heavy Weapons:3][Horses:7.4+.2/turn][Pigs: 7.6+.2/turn][Cows: 7.8+.5/turn][Beef:5.6+.2/turn] [Ruined Tanks: 2] [Rad Spiders:10.8+.4/turn] [Energy Weapons:2][Power Armor:2][Pre-War Documents:1][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3] [Electricity:4.3+.3/turn][Dusty APCs:2]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications III][Cultural Events I][Commodities I][Propaganda II][Architecture I][Cybernetics II][Industrial II][Heavy Construction I][Trading II][Medical I][Energy Weapon Tactics I][Energy Weapons 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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acdde7 No.18150

>>18131

[[Rhinestone >> Cult of Cocaine]]

"Dear Commandant,

Sounds real rough. Sadly, we are in the midst of re-structuring our military. Are there any particular weapons or gear we should give our boys to be most effective on the front?

We think we can call upon some down 'ombres to re-enforce you and are glad to hear the initial offensive is going well. We hold elections for el Presidente as I write this, and once s\he has been elected we will call for a meeting of the Senate with due haste and propose entering this War as a formal Belligerent alongside you as allies against the Fungal Menace. We wish you continued success in the present fighting.

As for religion, we allow all faiths in our nation–perhaps the White powder and the Black powder can come closer together through our shared struggle against this unholy Fungal Foe.

P.S. We have enclosed a radio set to the common Union comms channel. You can raise us, and some other like-minded folk, there if y'so wish."

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acdde7 No.18151

Dice rollRolled 5, 61 = 66 (2d100)

[3rd Battle of WOPR v. Colorado City]

[WOPR]

[Colorado City]

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acdde7 No.18152

>>World Event – WOPR v. Colorado City: Despite early victories, WOPR has increasingly persistent breakdowns in armored units due to electromagnetic storms. This results in a few relatively clean victories for Colorado City, who have attempted to probe WOPR's defense perimeter as they counterattack. WOPR continues to learn from the experience and harries the attackers with aircraft.

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acdde7 No.18153

>>18083

>>17926

>>18065

[[Election]]

Rhinestone Cowboys currently hold a majority. If the 4th\finaL voting state does not cast its vote in 24Hours (3:10AM EST 12/5) then the election goes to RC.

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acdde7 No.18161

Dice rollRolled 8, 54, 45, 96 = 203 (4d100)

>>18095

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: [45.0] [+3.2/turn]

Food: [Good]

Raw Currency: [76.0] [+9.2/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:5+0.2/turn][Stone: 8][Horses:13.0 +.5/turn][Dogs:23 +1/turn][Scrap:3.8 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 5.7:+.5/turn], [Wrecked Cars:5.6+.2/turn][Fuel:10.6+.4/turn][APCs:2] [Graboids: 10.3+.9/turn], [Rad Spiders:6.0+0.4/turn], [HMMVs:3], [Rad-Silk: 4.8+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:4.9+.3/turn] [Doom Elephants: 2+0.4/turn] [Silk:1.1+.1/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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] [Communications I]

Trade Routes: Los Panchos [Tiny:+1/currency/turn]

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. Electrical Lighting 3/6

Research: Creature Armoring 4/8

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acdde7 No.18162

>>18114

Send the guys working on the ARMED Project to see a few plays in their off time

(Spend 4 Culture to increase the research roll)

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acdde7 No.18166

Dice rollRolled 96, 73, 52, 95, 42 = 358 (5d100)

>>17998

>>18108 <resource roll

1. Times like these are when people should have a celebration of who we are and what we have achieved. Build the NFC hall of fame in the titan dome. A place for fans and players alike to learn about the greatest men in football history. Complete with statues, books, posters, and nachos. (cultural building)

2.It's time to play some ball guys. We got an away game in St. Paul. Lets load up the guys and head out. Make sure to bring lots of extra fuel from our massive reserves. We can load it into some of our extra rv's and cars. We can probably find lots of glass bottles to fill up might as well to use em on an individual level.

NFC Offensive Line [6x]; 1st Fan Company [2x] [INF]

1 NFC APC [x3][Mech][Slow], 2 Elwayan APCs [3x]

1 Mobilized Fan Company [x13][Inf]

[RVs:6.8

[Cars:12.6

[Fuel:24.0

3.Train up some more players and fans. We have quite a few games coming up. Need as many as we can get.

4.Start work on a network of offices to cover the whole of NFC controlled lands. Our [Bureaucracy II] Is good but not great. And greatness is what we need. So lets get some physical implementation to help upgrade.

5. Research [Mass production] We will need some help to make enough power armor to outfit all future players with it. Have the brainy guys start figuring out the best ways to do so.

http://pastebin.com/index/N30HZaES

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acdde7 No.18168

Dice rollRolled 11, 37, 70 = 118 (3d100)

>>17803

Re-rolling and modifying due to loss of original post. Makeup research rolls.

1.2. [Cybernetics II 4/13]

3. [Power armor II xx/xx]

>>18166

Also ignore that pastebin those are the old stats.

http://pastebin.com/BHQFMKtg

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acdde7 No.18169

>>18095

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.

2 Sickle (UFO). [x5][Quick][Arm][Stealth]

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!

1. Upgrade our Scythe Minor Squadron to have the benefits of alien infantry III

2. Scavenge the sea floor for wrecks. Surely after this world fell to chaos there would be plenty of plane and ship wrecks to dot the ocean floor.

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acdde7 No.18170

Dice rollRolled 91, 44 = 135 (2d100)

>>18169

Forgot to roll.

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acdde7 No.18173

Dice rollRolled 63, 70 = 133 (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]

The Beating Hearts [Cyborg Cowboys][Cav][x5]

Danny Boys [Inf][x2]

Johnny Come Latelys [Inf][x2]

2 Technicals [1.0x][Mot]

2 Priuses [x1][Stealth]

Resources/Quantity:

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 expansion towards St. Louis continues! [Expansion 7/10]

2. Expand St. Kalashnikov’s Gunworks [Arms Factory] to produce ammo.

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acdde7 No.18178

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: [102.2] [+4.6/turn]

Food: [Good]

Raw Currency: [52.6] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [28.5] [+1.5/turn]

Industry: [8]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket Network]

Defenses: Concrete Walls [Small]

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

Resources/Quantity:

[Fuel:2.5]

[Ammo:6.6 +.2 pt]

[Small Arms:4]

[Scrap:8.8 .5pt]

[Ruined Bikes:9.4 .2 pt]

[Heavy Weapons: 7.7+.1/turn]

[Corn: 6.6 +(.2/turn)]

[Cows :4+.4/turn]

[Fertilizer:5.2+.4/turn]

[Ruined APCs:2]

[Beer:4.5+.5/turn]

[NBC Gear:4]

[Infantry Railguns:1]

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 II], [NBC Containment/Clearing I], [Farming II],[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]

USA2 [Large: +3 currency/turn, +2 industry])

[TARME Large:+4 currency/turn; +.5 culture/turn]

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:

Cybernetics II 3/10

Concrete plant: 2/5

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acdde7 No.18179

Dice rollRolled 47, 94 = 141 (2d100)

[Side Roll: Manuevers]

[Cult]

[Infected]

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acdde7 No.18180

[Combat Report: Infected v. Cult: 2nd Battle of Minnesota]

[Bombardment Phase]

[Infected Bombard: 10x4, 10x2 = 60]

[Cult D-fens:2,9]

[Cult Bombard: 1,4,3]

[Infected D-fens:5, 8, 6]]

Bombardment report: The Infected pound the Cult armor and equipment as it advances into the territories. Several direct hits to command elements cause a good deal of chaos in the Cult forces, and their strength is impacted. The Cult bombardment is totally ineffective…

[Infected]

7x1, 9x1, 6x1, 9x1, 3x1, 10x1, 10x1, 4x1, 1x1, 2x1, 9x1, 9x1, 5x1, 4x1, 7x1, 6x1, 9x1, 3x1, 8x2, 1x3, 9x3, 10x10, 6x12 = 322 [Defensive: 1.2][Coordination: 1.1]

9 [Shriekers][Swarm][1x]

2 [Entangled Bears][1x]

4 [Minor Gun Amalgam][x1]

3 [Entangled Doom Crows] [x1][Fly]

1 [Calcified Grizzly][Armored][2x]

2 [Calcified Kodiak][x3][Arm]

1 [Bullet Storm Amalgam][10x][Arm][Slow]

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

[Cult]

5x3, 4x4, 6x5, 6x15, 8x4, 5x4, 8x6, 3x6, 4x8, 7x5 = 340 [Artillery Shock: .8]

1. 1 White Rider Motorcycle Company [3x][Mot][Quick]

2. 1 White Terror Monster Truck [x4][Bombard][x2]

3. 1 Cult Flamer Platoon [x5][CQB]

4. 1 Cocaine Tank Platoon [x15] [Arm]

5 & 6. 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech]

7, 8, 9. 3 Mobilised Cult Company [x6][Inf]

10. 1 OPP Flame Drone [x5][Mech][CQB]

Chemical Weapons III, Flamers II, NBC Tactics III, Combat Stims II, using Cocaine.

[Situational Roll: Maneuvers – 47 [Cult] 94 [Infected]

[Totals:]

[Infected: 322][Defensive: 1.2][Coordination: 1.1][Infected][Bioarmor II][Bio-Camo I][Bio-Coordination II][Resistance II][Swarm Tactics II] = 425.04

[Cult: 340][Stims: 1.1][Artillery Shock: .8][Chemical Weapons III, Flamers II, NBC Tactics III, Combat Stims II, using Cocaine.] = 299.2

[Combat Report]

As the Cult forces advance, they meet steep resistance around St. Paul, Minnesota – or what's left of it. The Cult forces, inexperienced in urban warfare, attempt to assault the city head on. After the force exhausts a good deal of strength in frontal assaults, it attempts to encircle the city. However, repeated attacks by Infected artillery hit critical command units inside the Cult force. This leads to profound disorganization inside the attacking forces, and they continue to waste time assaulting the city. Eventually the force finds it is being outmaneuvered by Infected forces and is itself is pocketed; supplies are strangled, and the Cult forces find they are exhausting their ammo stocks. Worse, the superior mobility of the Infected in their own territory allows them to constantly stall supplies moving into the territories. Quickly, the battle turns into a disaster for the Cult; troops go missing as they advance, retreat, or fall back for supplies.

Ultimately the Cult find themselves in an unenviable position: nearly encircled and with supplies dwindling in hostile territory with exhausted units…

[Cult]

Disband:

1 White Rider Motorcycle Company [3x][Mot][Quick]

1 White Terror Monster Truck [x4][Bombard][x2]

1 Mobilised Cult Company [x6][Inf]

1 OPP Flame Drone [x5][Mech][CQB]

[Exhausted] Units:

1 Cult Flamer Platoon [x5][CQB]

2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech]

Lost resources:

[Fuel:5];[Ammo:4][Small Arms:3 [Cocaine:3][Heavy Weapons: 1]

Lost territory:

3 hex

Add technology:

[Urban Warfare I]

[Infected]

Disband:

7 [Shriekers][Swarm][1x]

2 [Entangled Bears][1x]

1 [Minor Gun Amalgam][x1]

1 [Calcified Grizzly][Armored][2x]

[Add technology: Bio-Guerilla Tactics I]

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acdde7 No.18181

>>18180

Infected: add 3 hex.

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acdde7 No.18182

>>18181

[Addendum: Infected – lose 4 ammo, 2 fuel]

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acdde7 No.18184

Dice rollRolled 21, 24, 33, 21 = 99 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [10.8] [+.2/turn]

Food: [N/A]

Raw Energy: [30] [+5/turn]

Legitimacy: [Good]

Culture: [10]

Industry: [10]

Unique Buildings: [Scavenger Mothership Class C][Basic Zyrbite Reaction Engine][Orbital Artifact Relay][Minor Cloak Projector

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]

-1 Scavenger mini-UFO [x5][Arm][Quick][Stealth]

Resources/Quantity: [Zyrbite:4.5:+.5/turn][Artifacts, Medium:4][Artifacts, Small:9]

Technology: [Alien Vehicles II][Alien Infantry III][[Alien Tools V][Communications V][Zyrbite Conversion I][Alien Cloaking I][??? II]

Trade Routes: [none initially]

Territory: [5]

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. [Trade Artifacts] Artifacts collected are shipped back to the base for immediate progress on our [??? II] technology. If we can get it to its final state we will be in a much better place. Additionally, we would like to purchase the aid of a specialized research team to help in all future projects. Also see if we can start getting more Zyrbite shipped in.

2. [Failsafes I] The concern of our technology being tampered with concerns us. Additionally, attempting to point our weapons at us is problematic. We should begin work on failsafes immediately, should such tangents occur.

3. [Project 42] Continue work on the project. It's getting far, but it needs to continue. Hopefully our purchases will help us advance the project.

[Research:][Alien Vehicles III] Continue attempting to activate the cloaking in ships as well as better our designs. If our ships are fully undetectable, we will have a guaranteed victory.

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acdde7 No.18187

File: 1449271704657.jpg (66.19 KB,458x360,229:180,Igor_Sikorsky_and_the-Heli….jpg)

Dice rollRolled 22, 7, 24, 60 = 113 (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: [20.9] [+.2.1/turn]

Food: [Stable]

Raw Currency: [18.4] [+5.8/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: 1 Marine Company [x7][Inf]; 1 F 35[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:28.4+1.4/turn][Electricity:5.2+.1/turn][heavy weapons 10][ammo 4.2+.2/turn][Solar Cells:5][Scrap:17.4+ .2/turn][Radio Equipment:2][Ruined Cars:5.4+.2/turn][Ruined Naval Mech Frames:1][Intact Chinese Assault Drone:1][Thorium reactor schematics: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 III][Helicopter Tactics I][Thorium Theory I]

Research in progress:(Aircraft IV 7/20) (Drone/???)

Construction in progress:

Expansion: (expansion maine 4/10)

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. Continue the expansion in maine (expansion maine 4/10)

2. Does the chinese drone have anything useful in its databanks? Can we learn anything from its weapon or armour? Can we apply anything we learn from it to our own aircraft research? Continue studying the intact chinese assault drone (Drone/???)

3. Those beasts that hampered our expedition earlier should be gone by now, so let's try again. Send out the Helos and drones, once again have them focus on finding more aircraft. Let's see how [Helicopter Tactics I] works in a search capacity.

Research:

“Aeronautics was neither an industry nor a science. It was a miracle.” — Igor Sikorsky

We’ve had some hiccups, but research on aircraft will continue (Aircraft IV 7/20)

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acdde7 No.18188

>>18187

use 10 currency on the second roll to throw the scientists a party so they don't touch a god damn thing on the drone

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acdde7 No.18189

File: 1449273245795.jpg (119.43 KB,570x855,2:3,medieval-darth-vader-armor….jpg)

Dice rollRolled 7, 8, 46, 22 = 83 (4d100)

>>18178

1. [Troop Movement

Send our military to aid the Cult of Cocaine.

>1 [Riders of Camelot][x7][Mot][Quick], 1 M1A16 [5x][Arm]

2. [Mobilization]

Mobilize the army! We need Knights, War Carriages, and Man at Arms!

Mobilization Tech:

[Militia I]

[Drill II]

[Training/'Quests' I]

Industry: [8]

3. [Vehicle Repair Action] + [ECCENTRICITY: Free Unit Reorganization

Devote the following resources:

>[Ruined APCs:2]

>[Ruined Bikes:9]

>[Heavy Weapons: 7]

>[Small Arms:4]

>[Scrap:8]

And allocate them to our forces, which will be reorganized via our eccentricity

>2 Ruined APC's w/ 2 Heavy Weapons (1 each respective) to be put into an APC unit

>9 Ruined Bikes w/d 5 Heavy Weapons to be put into a new Camelot Rider Unit

>4 Small Arms will go to Level 0 Man at Arms Infantry

>[NBC Gear:4] will be dispersed to as many troops as possible

Scrap can be used as metal/parts to repair the ruined vehicles.

(Create units as feasible, capable)

Repairs Technology:

>[Tools II]

>[Mechanics II]

>[Vehicles II]

>[Motorpools II]

>[Power II]

Reorganization Technology:

>[Training/Reorganization I]

Eccentricity:

>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.

Industry: [8]

4. [Research] - We have found a building and laboratory that creates these fantastic Infantry Railguns.

Let us learn how to manufacture them

Buildings: [NewbU]

Bonuses:

[Thinktanks I] [Education I] ][Computers I]

"Here me and listen! Oh those of True Camelot.

I, High King Admin Adam, and the council of Moderators, hath hereby decree'd thus.

Yonder north of our lands, the peoples of the Cult of Cocaine hath come under siege from a plague of vicious, infections monsters! They hath beseech'd aid of the Union, and those kingdoms which doth comprise it's sum.

In the spirit and name of Justice, True Camelot shals't not turn a deaf ear to their pleas. We hath heeded their cries, and shall sally forth to their aid!

I, High King Admin Adam, doth decree to open an grand Server Wide Mission Arc to our noble game. All loyal and able-bodied men, Knights, Soldiers, Squires, are expected to accept the Mission Invitation, and report to thine nearby barracks.

Thus and always True Camelot forever!"

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acdde7 No.18190

Dice rollRolled 79 (1d100)

>>18189

Re-rolling research via eccentricity

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acdde7 No.18193

>>18153

>>18189

>>17889

"It is hereby requested of True Camelot that, should ever the good leaders of the Deliverance wish to join the noble crusade to defend the Cult of Cocaine, that they be granted safe military passage through the lands of the Union."

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acdde7 No.18195

File: 1449274081483.png (496.85 KB,1570x980,157:98,USA16.png)

>>muh maps

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acdde7 No.18196

>>18195

Meta[You missed my last expansion

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acdde7 No.18197

>>18195

[META] : It isn't a huge deal but I should have a total of 34 territory instead of the 29 shown on the map.

Breakdown

[4] Initial

[30] from 5 Expansions

[2] Seized Ruins\Rebuilt Cities

[-2] Territory Lost

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acdde7 No.18199

>>18161

Territory fix, after counting it up based on Thread 3s map at the start and expansion I have a total of 26.

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acdde7 No.18200

>>18199

Huh. I counted, I am shy a hex on the map.

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acdde7 No.18213

test

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acdde7 No.18232

Dice rollRolled 69, 39, 89 = 197 (3d100)

[GM Event Rolls]

[1st Order]

[2nd Order]

[Equipment]

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acdde7 No.18243

Dice rollRolled 58, 86, 67, 9 = 220 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [55.2] [+3.4/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Status: Mobilized [Efficiency: 100%] [Rating: Good] [Turns: 4]

Raw Currency: [101.2] [+11.0/turn][-0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [16]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Medium] [TARME Lab Radar Dome] [Sys 32 Radio Transmitter, Small]

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]

Combat Drones [x2] [Mech]

TARME Drone Squadron 'Omaha' [5x][Mech][Semifunctional]

QAS Drone [x5][Stealth]

2 Drone Armor [x5][Arm]

BAE Amphibious Drone [x5][Arm][Amp][Fly]

9 Mobilized Drone Swarms [x3]

6 Mobilized Drone Companies [x13]

>Resources/Quantity:

[Fuel: 9.6] [+.2/turn]

[Ammo: 3.2] [+.5/turn]

[Scrap: 37.2] [+.8/turn]

[Copper: 7.4] [+.2/turn]

[Sheet Metal: 6.2] [+.2/turn]

[Electricity: 9.5] [+.5/turn]

[Radio Equipment: 5]

[Ruined VTOL Drones, Large: 2] [Ruined Drone Tanks: 2] [Ruined Tanks: 3] [Ruined LAVs: 4]

Technology: [Tools III] [Cybernetics II] [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] [Philosophy I] [Amphibious Drones I] [Energy Weapons I] [Combat Chassis II]

Trade Routes: True Camelot: [Large: +4 Currency/turn; +2 Industry]

Territory: [42] (+2 for Towns/Ruins)

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 begins efforts to secure the coastal ruins in Texas. Mobilized Drone Swarms are assigned to the task.

+ 9 Mobilized Drone Swarms [x3]

2.

Tactical Analysis routines determine that TARME's territory is vulnerable. TARME resumes expansion efforts in an effort to strengthen the connections between the Texas territories and the Alabama territories.

[Expand]

3.

With the immediate threat of System 32 dealt with, TARME begins returning processing power to peace-time processes. TARME promised trade to the mutants known as DELIVERANCE.

[Trade Route - Deliverance]

TARME allocates 20 currency to aid in hiring guards for the caravans.

4.

TARME begins researching improvements in construction. The radar dome and radio transmitter in the past have been particularly frustrating endeavors.

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acdde7 No.18244

Dice rollRolled 3, 1 = 4 (2d3)

>>18091

I believe my expansion calls for a d3 roll for resources?

>>18243

And I'll roll a 2nd one, just in case i've managed to expand again. Ignore it if not.

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acdde7 No.18291

test (again)

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acdde7 No.18311

File: 1449301905896.png (672.46 KB,1280x1097,1280:1097,SwatBot.png)

Dice rollRolled 87, 3, 93, 23 = 206 (4d100)

>>18095

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (19) (+1.4/turn)

Food: (Above Average)

Water:8(+.2/turn)

Raw Currency: (37) (+5.4/turn)

Electricity:13.6(+.4/turn)

scrap:5.8[+.4/turn];

Glass:4.2[+.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 [Medium])

[Autofoundry, Basic]

Defenses:

MPD Patrols [Medium]

Fortified Cordon [Large][Bombard][x2]

Military Units:

1 "Intruder" Mark.I Tank[x4][Arm][Slow]

1 EWOP troopers [x4][POW][CQB];

1 "Centurion" Mechanized Officer Platoon[x5][Mech];

1 Suppression Unit[x3][Bombard:3];

2 MPD officers [x1];

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:3.6+.2/turn][Donuts:6.8+.2/turn][Dusty Tanks:1]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination IV][Chemical Weapons III][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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 consolidating all of our Mobile vehicles into a single assault group, so as to better co-ordinate our mechanized strikes

2) The law never rests, so neither do we. There are criminals afoot south of us. We are certain that the prior Terrorist attack, after much revising, has indeed come from Idaho, not North Dakota after all. Begin mobilizing towards Boise Idaho immediately. This not just an attack on us, but a attack on THE LAW. (Spend a culture point)(Spend 5 currency)

3) Start working on creating more "Broadcasting" (Indoctrination) towers through out our territory, specifically in those unclaimed areas. This should help reinforce our laws, demolish crime rates, and also attract more volunteer officers. To use as a cover, we shall play small intervals of…Remaining musical files, so as to attract viewers. We can also, of course, make practical use of these towers as well, broadcasting orders, alerts and warnings. We shall dip into our own spending to help set up these Telecom towers. (Spend 10 currency)

Research:

4) As of this moment, we do not have the labs to continue study in Chemical warfare. Thus, it is necessary that we continue our work in the lucrative field of Indoctrination Technology. After the recent volunteering of the Mech Platoon under the law, this should be a prime example of poignant this technology can be. Not only does it eliminate Hostiles, but it also creates friendly units for us to utilize. Therefore, our priorities must be set. Research Indoctrination V.

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acdde7 No.18317

[Cult]

>>You are mobilized! [3 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>2 Mobilized Cult Companies [x6][Inf]

>>Lose 2 population

>>You burned 3 coke from general operations.

1. You moved your units. [Advantage: Minor]

2. You manage to fix up a single tank to reasonable capacity. (Add 1 unit, player named tank [x6][Arm])

3. Several militias answer the call. (Add 1 player named militia [x4][Inf][Zeal])

[Research] The research stalls; the information coming back from the front has distracted them.

[Deliverance]

>>You are mobilized! [3 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Boyz Company [x12][Inf]

>>lose 2 pop

1. Much to your surprise, you find an ASAT missile on the pad. (Add unique building: ASAT Pad [Small])(Add resource: [ASAT Missile:1])

2.The transmitter is done. (add player's name unique transmitter [Large])

3. Despite some issues with drinking, the boys make progress. (Birmingham: 8/20)

4. You get a grip on NBC tactics. (add technology: [NBC Tactics I])

[Commune]

>>You are mobilized! [1 turn]

>>Your industrial efficiency: 50%

>>You gained the following units from mobilization: 2 Mobilized Commune Platoons [x9][Inf]

>>Lose 2 pop

>>Revise government type to: Green Democracy, Parliamentary

1: Johnny isn't able to find much, but he keeps looking.

2: Driver manages to convert most of the tanks to electrical drives. You aren't sure how, really, but it's done.

3: Jack and Jill manage to find…well, they find something. [Add resource: Damaged Metal Gear:1])

4: You reform the goverment to a parliamentary system. It goes very well. (Revise Legitimacy to: [Maximum])

[Research] Dok…makes..some…very impressive advances. (Add technology: [Automated Defenses II])

[Felinid]

>>You are demobilized. Disband mobilized units and re-add their population.

>>Your new government type is: Republic [With Feline Characteristics]

1. You reformed the government! (Set Legitimacy to [Maximum])

2. You manage to develop more advanced mobilization tables. This will probably increase the overall efficiency of mobilization, but not the speed… (Add technology: [Mobilization I])

3. You built a very basic factory to make body armor. Without power it's slow going, though.. (Add player's name unique factory, body armor)(Add resource: Body Armor:2+.2/turn)

4. You start working on a training base. (Training Base: 4/8)

5. You develop increasingly sophisticated anti-tank weapons! (Revise technology: Anti-Tank to II)

[Infected]

>>You are mobilized.

>>Set mobilization status: 2 turn. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 2 pop

1. The infected get a good handle on how to remove humans from premises. (Add technology: Anti-Human Tactics I])

2. This bear is particularly disagreeable. (add 1 player named fungibear [x5][Arm])(lose 1 bear)

3. You manage to fortify minneapolis! (revise Minneapolis to [Small Fortress][Bombard][x2][-20 stone; -6 ruined cars; -4 ruined HMMV's;-5 small arms;-1 heavy weapon;-4 energy weapons]

4. You make considerable progress. The combat has led to..novel designs. (Fungiborg: 6/10)

[Clankers]

1) You start working on it…but you find that…it's really complicated… (Plasma Tank/???)

2) You bring the F16s up to snuff. (Add 2 units, single F16s [x5][Bombard][x2])

3) You continue to work on theory… it's really.really..hard. (Nuclear Theory: 5/15)

4) ARMED moves ahead.. (Armed:11/12) (-4 culture)

[Bellemos]

1. The expansion halts due to a stray cloud of Death Chiggers from Canada. (Expansion 6/10) (Money doesn't help)

2. You start working on a recycling center. It's built indoors during the Death Chigger scare. (Recycling Center: 4/5)

3. The trade route fails due to the Death Chigger swarm. Everyone is indoors.

Research: Despite a good deal of time, new designs aren't forthcoming. Everyone's watching the chiggers..

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acdde7 No.18318

[Ramirez]

1. You start working on a factory! (Factory, Arms: 5/10)

2. You reinforced the town/base defenses. (revise town to: [Fortified])

[Gear Knights]

1. You get the recon armor done! (Add technology: [Recon Armor I]) (II: 3/9)

2. You try to work on better firearms since you don't have any really good ideas about where to direct research. (Ultra-Modern Firearms: 3/10)

[Tsardom]

1. - Mall is of shop good! (Add player's name choice unique building, mall)(+5 currency/turn)(Add resource: [Kitschy Russian Goods:4+.2/turn]

2. - You finish steel mill! (add player's name choice, steel mill)(Lose resource: Scrap:-.4/turn)(Add resource:

3. You manage to recruit a good deal of the Anchorage homeless into shock troops! Is gud! (Add 2 units, player named infantry [x3][Inf][Shock]

4. - The new tools are of getting done. (Revise tools to IV)

[Rhinestone]

1. You get a grip on the chopper equipment. (Add technology: [Vehicle Weapons I]) (-16 currency)

2. It goes…amazingly well! You even scounge up a few laser weapons, somehow.! (Revise: 2 Mounted Gun Paladins [x3][Zeal][Cav]

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

to 1 Crack Gun Paladin Company [x10][Zeal][Cav][Resilient]

3. Welp, it's fixed. (add player's name unique university, player named) (-10 currency)

4. No progress is made on the progaganda research…[Propaganda III] at [6/10]

[Tribes]

1 – 3: You finish the grid. (Add player's name unique building, energy grid)(add player's name unique building: Searchlights [Many])

[Research] You get some basic creature armor built! (Add technology: [Creature Armor I])

[NFC]

>>You are mobilized! [1 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]

>>lose 2 pop

>>You gained the following from expansion: Fuel:5+.2/turn; Ammo:4:+.2/turn]]

1. The hall of fame is completed in record time and draws huge crowds. (Add player named unique building) (+.5/culture/turn)

2.You moved your units. (lose 2 fuel)

3.Train up some more players and fans. We have quite a few games coming up. Need as many as we can get.

4. You start building some offices… (Offices: 4/6){GM:Unsure of intent…}

5. You try to figure out how to produce things in bulk. (Industrialization: 4/8)

[Addendum]

1.2. Cybernetics is nearly completed. [Cybernetics II 9/10]

3. The research makes some progress. [Power armor II 6/12]

[Reapers]

1. You upgrade the squad to a larger company. (revise: Scythe Minor Squadron [x5][POW] to Scythe Minor Company [x10][POW]

2. You manage to find a rare artifact of some sort.. (Add resource: [Rare Artifact:1])

[Sound]

1. You expanded! (Add 4 hex, +.2/pop/cur/turn; roll 1d3)

2. You expanded the gunworks to make some ammo. (Add resource: Ammo:3+.4/turn)

[Reapers]

1. You manage to increase your supply of Zyrbite, but the traders aren't really interesting in copies of Troll 2. (Add resource: Zyrbite:2+.2/turn)(lose: 6 small artifacts)

2 You tinker with the failsafes… (Failsafes: 2/10)

3. You make some progress on Project 42, but the traders aren't budging on it without something interesting… (Project 42: 4/10)

[Research] Research on the vehicles is slow, but it moves. (Vehicles: 2/8)

[Harbinger]

1. You expand into Maine a bit. (expansion maine 5/10)

2. It's worthless except as scrap. The engineers look pissed, and the money doensn't help… (-10 currency)

3. You manage to find a small airfield with crop dusters and a private jet on it…the jet is a very advanced pre-war civilian model… (Add 1 player named ion jet)[x1][Very quick]

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acdde7 No.18319

[True Camelot]

>>You are mobilizing. You will mobilize in two turns.

1.You moved your forces. [Disadvantage: Nullified]

2. You are mobilizing. You will mobilize in two turns. [Rating: Not good]

3. Invalid. You manage to repair 2 APCs. (Add 1 player named APCs [x3][Mech])

4. You start on the railguns.. (Railguns: 2/10)

[TARME]

>>You gained the following resources from expansion: [Ruined CAS Drone:1][Abandoned Artillery:2]

1.Houston is nearly cleared…you encounter a few shutdown killbots along the way. (Houston: 12/20)

2. You expanded a little but, but you're not done yet. (Expansion: 9/10)

3. You establish a trade route with …deliverance. (Add trade route: Deliverance: [Large: +3 currency/turn; +2 industry]

4. TARME tries to conduct research but is distracted by a squirrel.

[MPD]

1) You merged: 1 "Centurion" Mechanized Officer Platoon[x5][Mech];

3 "Deliverance" MPD squad cards [1x][pol];

4 "Law Bringer" MPD squadcars [x1.5x][Mot][Pol];

to 1 player named mixed mechanized brigade [x14][Mech][Pol]

2) You mobilize! (lose 1 culture, 5 money) (rating: Mediocre)

3) You start trying to develop a network of indoctrination towers… it goes well! (Tower Network: 12/15)

4. You continue working on chemical warfare. (Chem. War: 2/10)

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acdde7 No.18320

Dice rollRolled 20, 18, 38, 49 = 125 (4d100)

>>18317

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: [30.8] [+1.8/turn]

Food: [Average]

Raw Currency: [21] [+2/Turn]

Legitimacy: [Above Average]

Culture: [13] +.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 Cult Flamer Platoon [x5][CQB][Exhausted], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech][Exhausted], 4 Mobilised Cult Company [x6][Inf], 1 Cocaine Tank [x6][Arm], 1 Zealot Militia [x4][Inf][Zeal]

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

Resources/Quantity: [Fuel:5.8,-.2/Turn (Generator) +.4/turn (Trade)];[Ammo:4.2+.2/turn][Small Arms:10.7 +.4/turn] [Cocaine:15] [Spraypaint: 8.8, +.2/turn], [Heavy Weapons: 4.2 +.4/turn] [Ruined Motorcycles: 6.2, +.2/turn], [Electricity: 7.9 + .2/turn], [Scrap Metal: 10 + 1/Turn], [MIRV-6: 1, Inoperable]

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 III], [Flamers II], [Rigging I], [Urban Combat I]

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

Territory: [15]

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.

MOBILIZED: 3 Turns

1. With the utmost haste, our troops entrenched in Fungus lands make a guns-blazing retreat back to Chicago, defending the tanks at all cost. Our newly recruited units move to help receive them at Chicago. Let the fungus follow us– we will crush it at our doorstep! +15 Cocaine Bonus

2. Fix the MIRV! It must be operational! [Mechanics IV][Tools III]

3. Scavenge our lands for ammunition! [Raiding/Scavenging I]

RESEARCH: With that infernal fungus-creature on hand, we can begin researching better ways to eradicate them than with flame and bullet. Begin researching Anti-Fungal Tacitcs. [Think Tanks I]

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acdde7 No.18321

File: 1449309688552.jpg (342.9 KB,1450x1600,29:32,ih_odst man02c.jpg)

Dice rollRolled 23, 95 = 118 (2d100)

>>18318

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: [19.2] [+.2.1/turn]

Food: [Stable]

Raw Currency: [69] [+5.4/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: Ramirez's Rocket [Large Norfolk Radio Tower] The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]; Command Center[Fort Spearhead][Fortified 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]

RR UNITS

2 ODST Marine Battalions [x2]; 2 Taros Jeep Columns [x1][Mot]; 1 Achilles Naval Mech [x3][Mech]

Resources/Quantity: [Fuel:31.8 +1.4/turn][Electricity:5.4 +.1/turn][heavy weapons 10][ammo 5.4 +.2/turn][Solar Cells:5][Scrap:17.8+ .2/turn][Radio Equipment:2][Ruined Cars:5.4 +.2/turn][Ruined Naval Mech Frames:1][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 III]

Research in progress: (aircraft IV 7/20)

Construction in progress:

Expansion:

Trade Routes: [none initially]

Territory: 15

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.

RR Bonus

4. 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).

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)

>(Factory, Arms: 5/10)

1/2. Orders from the admiral, we are to set out immediately ans secure the ruins of Charlotte to the Southwest of us. Lock and load ladies.

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acdde7 No.18324

Dice rollRolled 1 (1d3)

>>18318

Sound roll for expansion.

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acdde7 No.18325

Dice rollRolled 2, 35, 55, 2 = 94 (4d100)

1. You have run out of bullets and are almost out of fuel. The obvious thing to you is to have the units that need bullets and fuel is to have them grow their own. Enhanced bone for bullets and methane for fuel should work.

2. You need more bears. Set up a Bear farm. Your previous research into spawning more bears should make this very fertile.

3. You watch the invaders retreat, and do not follow them, only taking the effort to reclaim the territory they burned and have now abandoned. Instead you turn to a new threat you sense coming on the horizon. Only you don't just meet them. You drive them all the way back home. Infecting everything in your path, expanding your territory and the Underways as your do so, and slavering at their gates.

4. Fungiborg. The ultimate expression of your Infection. The ability to infect not just living tissue, but to extend that infection into the machine. (6/10)

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acdde7 No.18326

Dice rollRolled 4, 1, 1 = 6 (3d10)

As the NFC approach the fortified city they are bombarded by numerous sources.

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

AA Artillery Fungus Towers [Medium][AA][Bombard][x2]

[Fungal Fortress][Small Fortress][Bombard][x2]

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acdde7 No.18327

Dice rollRolled 4, 5, 5, 8, 2, 10, 8, 10, 1, 1, 1, 8, 2, 3, 1, 8, 3, 5 = 85 (18d10)

The infected are now familiar with using the Underways to their greatest advantage and set upon the invading NFC without warning. Striking from the very ground at their feet. However this time they do not retreat, but press the battle in all their ferocity, seeking to destroy and to infect these creatures, these humans who have invaded their lands.

Then using their memories you strike back. These are weaker to you then your older enemy. They don't have the protection against you that they did. Their lands are… vulnerable.

2 [Shriekers][Swarm][1x] :

3 [Entangled Doom Crows] [x1][Fly] :

2 [Calcified Kodiak][x3][Arm] :

1 [Grand Bear] [x5][Arm]

Mobilized Infected : 2 turn. [100%]

6 Mobilized Infected Formations [x9][Inf]

Not sure if count, because out of boolets. All infected should be able to fight without them though.

3 [Minor Gun Amalgam][x1]

1 [Bullet Storm Amalgam][10x][Arm][Slow] :

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

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acdde7 No.18328

Dice rollRolled 7, 10, 9 = 26 (3d10)

>>18326

Bombard defense

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acdde7 No.18331

File: 1449331132226-0.jpg (205.06 KB,1000x643,1000:643,2693859-alien_fighter_desi….jpg)

File: 1449331132227-1.jpg (10.26 KB,480x360,4:3,hqdefault.jpg)

Dice rollRolled 43, 70 = 113 (2d100)

>>18318

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.

2 Sickle (UFO). [x5][Quick][Arm][Stealth]

Scythe Minor Company [x10][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 inspects the Minor Company, they are still unruly younglings barely fit to serve the gods, but at least they have some decent organization now. The Chaplain approves the Company for continued service then goes to oversee the implementation of cloaking into the Sickles.

After that the Chaplain opts to continue to have his minors scour the ocean floor for more artifacts. Looking for larger wrecks so that they might serve the purpose of the gods. The Chaplain hopes to find one that doubles as a nest for these pitiful aquatic mutants. It would give them a reason to cleanse them.

1. Upgrade our 2 sickles to have [Alien Cloaking 1]

2. Look for large wrecks to salvage as artifacts. Do not shy away from areas infested with the aquatic mutants.

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acdde7 No.18332

Dice rollRolled 8, 1, 4, 8, 9, 6 = 36 (6d10)

>>18327

RAID STYLE ATTACK:

NFC Offensive Line [6x];

.1st Fan Company [2x] [INF]

1 NFC APC [x3][Mech][Slow],

2 Elwayan APCs [3x]

1 Mobilized Fan Company [x13][Inf]

[Militias III]

[Urban Warfare I]

[Infantry Tactics I]

Bonus

3. Die Hard: All of your units are fearless and get a general bonus to irregular warfare.

"Alright boys listen up. Our friendly team was pushed back instead of waiting for us to reinforce they ran with their tails between their legs like some yellow belly soccer players.

So our tactics have changed we wont be pushing a regular attack, think back to the long road and remember the lessons we learned. Hit and run style tactics do as much damage as possible but if you start facing coordinated resistance fall back and hit somewhere else. We have lots of extra fuel and cars with us. So if need be start hail marying cars into the city buildings. Light as much of the city on fire as you can. Word from chicago is these guys use tunnels to move. Pour extra fuel into the tunnels as well and set them ablaze. This should also choke out any of the enemy players in the tunnels due to smoke and oxygen deprivation. "

The coach puts his hand in the middle of the commanders huddle and the commanders follow suit.

"Champions on 3

1

2

3

CHAMPIONS CHAMPIONS CHAMPIONS DHFDJFJSDBFGSLDFBSALFCVCNIDOSYUF"

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acdde7 No.18333

>>18332

meta[ Correct attack to mobile defense/attack. to clarify I mean to avoid direct combat where possible and engage in almost pure hit and run tactics]

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acdde7 No.18336

>>18333

GM: Invalid. I do not allow changes in strategy mid-combat.

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acdde7 No.18337

Dice rollRolled 2 (1d3)

>>18336

It's not a change just clarification.

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acdde7 No.18338

Dice rollRolled 2, 85, 32, 64 = 183 (4d100)

>>18319

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: [102.2] [+4.6/turn]

Food: [Good]

Raw Currency: [52.6] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [28.5] [+1.5/turn]

Industry: [8]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket Network]

Defenses: Concrete Walls [Small]

Military Units:

>At home

War Carriage APCs [x3][Mech]

>On the field

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

Resources/Quantity:

[Fuel:2.5]

[Ammo:6.6 +.2 pt]

[Small Arms:4]

[Scrap:8.8 .5pt]

[Ruined Bikes:9.4 .2 pt]

[Heavy Weapons: 7.7+.1/turn]

[Corn: 6.6 +(.2/turn)]

[Cows :4+.4/turn]

[Fertilizer:5.2+.4/turn]

[Ruined APCs:2]

[Beer:4.5+.5/turn]

[NBC Gear:4]

[Infantry Railguns:1]

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 II], [NBC Containment/Clearing I], [Farming II],[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]

USA2 [Large: +3 currency/turn, +2 industry])

[TARME Large:+4 currency/turn; +.5 culture/turn]

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:

Cybernetics II 3/10

Concrete plant: 2/5

>You are mobilizing. You will mobilize in two turns.

1. Build Embassy's in our neighoring states of Deliverance and the Clanker Alliance, as well as the Cult of Cocaine

2. Provide [NBC Warfare II] to the Cult of Cocaine. Their NBC tactics will work well with our NBC warfare, providing a bonus to both Macro and Micro efforts to combat them!

3. Finish up our Concrete Plant Concrete plant: 2/5

[Heavy Construction I]

4. [Research]

Keep working on the railguns

Railguns: 2/10

Buildings: [NewbU]

Bonuses:

[Thinktanks I] [Education I] ][Computers I]

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acdde7 No.18339

Dice rollRolled 42, 92, 37, 95 = 266 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [11] [+.2/turn]

Food: [N/A]

Raw Energy: [35] [+5/turn]

Legitimacy: [Good]

Culture: [10]

Industry: [10]

Unique Buildings: [Scavenger Mothership Class C][Basic Zyrbite Reaction Engine][Orbital Artifact Relay][Minor Cloak Projector]

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]

-1 Scavenger mini-UFO [x5][Arm][Quick][Stealth]

Resources/Quantity: [Zyrbite:7.2:+.7/turn][Artifacts, Medium:4][Artifacts, Small:3][Artifacts, Rare:1]

Technology: [Alien Vehicles II][Alien Infantry III][[Alien Tools V][Communications V][Zyrbite Conversion I][Alien Cloaking I][??? II]

Trade Routes: [none initially]

Territory: [5]

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]

-Failsafes (2/10)

-Project 42 (4/10)

-Vehicles (2/8)

—–

[Actions]

1. [Trade Artifacts] Newly found artifacts are being shipped to the base. Our rare artifact is to be traded in order to hire an advanced research team, and the medium and small are being sent to purchase a large cloaked ship that will be able to travel entirely undetected.

2. [Failsafes I] Continue the production of failsafes. The preservation of our technology is most important here. (2/10)

3. [Project 42] We have made a fair amount of progress, and will continue to do so once our scientists arrive. (4/10)

[Research:][Alien Vehicles III] Continue to integrate the cloaking tech and improving design. (2/8)

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acdde7 No.18340

[Fixes]

[NFC:] 3. You trained up some fans. (Add 1 unit, player named fans [x3][Inf])

[MPD]

4. You managed to finish up the next level of chemical weapons. (Revise Chemical Weapons to III)

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acdde7 No.18341

>>18340

[MPD Fix: Revise 4. to Indoctrination: 6/15)

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acdde7 No.18343

Dice rollRolled 30, 13, 75, 25 = 143 (4d100)

>>18319

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (20.4) (+1.4/turn)

Food: (Above Average)

Water:8.2(+.2/turn)

Raw Currency: (37.4) (+5.4/turn)

Electricity:13.6(+.4/turn)

scrap:6.2[+.4/turn];

Glass:4.4[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (5)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Facility (Indoctrination Transmitter [Medium])

[Autofoundry, Basic]

Defenses:

MPD Patrols [Medium]

Fortified Cordon [Large][Bombard][x2]

Military Units:

1 "Intruder" Mark.I Tank[x4][Arm][Slow]

1 EWOP troopers [x4][POW][CQB];

1 Suppression Unit[x3][Bombard:3];

2 MPD officers [x1];

1 MPD Troop Company [10x][Pol];

1 "Judicator" mechanized brigade [x14][Mech][Pol]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:3.8+.2/turn][Donuts:7+.2/turn][Dusty Tanks:1]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination IV][Chemical Weapons III][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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) Continue our efforts to work on the Tower Network. Not only will it serve as a means to perpetuate our ideology, it will also serve as a PBS. It will link our growing state, and as we grow, it will be necessary to build more and more towers to relay and amplify the message.

2) Continue our expansion to Boise, Idaho with all due haste.

3) Begin working on our defenses even further. More fortifications, more defensive measures, MORE FENCES AND SPOT LIGHTS. The wall is the law, citizen!

Research:

4) Apply all the we have learned from our prior research. Continue Indoctrination V research

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acdde7 No.18344

>>GMFix

[Bellemos: You are mobilized, 1 turn. (Add 1 unit: Mobillized Bellemos Company [x12])

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acdde7 No.18345

Dice rollRolled 21, 51, 72, 26 = 170 (4d100)

>>18318

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: [48.2] [+3.2/turn]

Food: [Good]

Raw Currency: [85.2] [+9.2/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm][Energy Grid] [Searchlights [Many]]

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:5.2+0.2/turn][Stone: 8][Horses:13.5 +.5/turn][Dogs:24 +1/turn][Scrap:4. +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 6.2:+.5/turn], [Wrecked Cars:5.8+.2/turn][Fuel:11.+.4/turn][APCs:2] [Graboids: 11.2+.9/turn], [Rad Spiders:6.4+0.4/turn], [HMMVs:3], [Rad-Silk: 5.+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:5.2+.3/turn] [Doom Elephants: 2.4+0.4/turn] [Silk:1.2+.1/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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] [Communications I] [Creature Armor I]

Trade Routes: Los Panchos [Tiny:+1/currency/turn]

Territory: [26]

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 making armor for all creature units, as well as sharpened metallic talons for the Apoc Eagles. Putting armor on those guys may not work too well considering they fly.

3. Begin creating armor and platforms for the Doom Elephants, as well as training them in using it. Arm them with spiked circlets around their trunks to impale as they bash and people with guns upon the platforms on their backs to watch their sides. It shall truly be a sight upon the battlefield.

Research - Oh war host grows large. We should learn how to better manage our units.

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acdde7 No.18346

Dice rollRolled 50, 16, 90, 33, 26 = 215 (5d100)

>[The Glorious Women's Felinid Matriarchal Victorious Republic]

>Population: [74.1] [+4.0/turn]

>Food: [Above Average]

>Raw Currency: [76] [+5/turn]

>Legitimacy: [Maximum]

>Culture: [6]+1/turn

>Industry: [6]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Sisterhood [City], Feline Bureau of Investigation, Pacific Highway [Highway], Catlar Body Armorworks [Factory], Statuette of the Eternal Victory Over the Patriarchy [Monument]

>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] 1 Tumblrina Mechanized Company [x18][Mech]

>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: 1] [Body Armor:4+.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 II][Body Armor II][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault II] [Calvary I], [Small Arms I], [Navigation I] [Warcries II][Bureaucracy II]

>Trade Routes: [none initially]

>Territory: 43

>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. Continue the construction of the training base. This will become key for the advancement of our military!

2. [Bloodsports] The citizenry is a key component of our nation, but everyone needs entertainment. Catgirls often have violent disputes, and everyone loves a man who is a good fighter because he'll make the best Felinids. We'll construct arenas where people can watch catgirls or men battle beasts, each other, or whatever else we throw at them for FAME, HONOR, AND GLORY.

3. We own much of the west coast, but we've explored little of it. Explore more of the west coast for hidden goodies.

4. Catgirls fucking love milk, yo. It's amazing. We need dairy farms to produce milk, and cheese, and BEEF. But mostly milk.

5. Reorganize the following units

1 Pride Band [x2] + 1 XPG team [x3][AT] + 1 LAV + 1 Body Armor II + 1 Explosives III + [Warcries II] + [AT II] + 1 [Grenades I] + [Infilitration-Assault II] + [Urban Warfare II] + [Irregular Weapons IV] = 1 Mechanized Anti-tank Infantry Unit

1 Felinid Warrior Platoon [7x][Quick][Fearless] + 1 XPG team [x3][AT] + 1 Body Armor II + 1 Explosives III + [Warcries II] + 1 [Grenades I] + [Infilitration-Assault II] + [Urban Warfare II] + [Raiding I] + [Irregular Weapons IV] + [Infantry Tactics II] = 1 Commando Unit

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acdde7 No.18347

>>18346

Training Base was at 4/8

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acdde7 No.18348

Dice rollRolled 27, 44, 61, 91 = 223 (4d100)

>>18317

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: [56.2] [+3.3/turn][6 Mobilized]

Food: [Stable]

Raw Currency: [133][+14.4/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [15]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]; Da Big Radia towa [Large](32 range)

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[Ruins];ASAT Pad [Small]

Defenses: Deliverance: Da Posses [Some]

Military Units:

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

>Mobilized

3 Mobilized Boyz Company [x12][Inf]

Resources/Quantity: [Fuel:11.8 +.5 a turn]];[Ammo:21 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 2.8][4x4s:3][Ruined Trucks: 12.7:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:6.6+.6/turn; -.4 a turn for Hmmv factory][Moonshine:4.6 +.2/turn]][Ruined HMMVs:8] [HMMVs:4.2+.5/turn][Heavy Arms:6.2+.2/turn] [Power Armor:2][ASAT Missile:1]

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 II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I][Nbc I]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry];True Camelot [Small:+2/currency/turn; +2 industry]

Territory: [29]

[Talahasse, Florida][Ruins]

[Atlanta, Gerogia] [City]

[Birmingham] (8/20)

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]

>Mobilized 3 turn 100% industry; Rating Average

1. "Move our forces through rhinestone territory to the Cult of Cocaine's territory to assist them in fighting the Fungal threat."

"Wut?"

"GO north past our trading partners, find the people who are fighting the mushrooms, and help them."

"Oh, aight. WAAAAAAAAAAGH!"

"Gentry go with them, please."

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

>Mobilized

3 Mobilized Boyz Company [x12][Inf]

2. "Start rebuilding the ruined city of Tallahassee"

"Sure ting Paw, we'll make a nice palce wit no more rad gators and sun!"

+15 Industry

+Construction I

+Tools I

+Mechanics I

+Civil defense II

+Industry II

+Metallurgy I

3. "We have many HMMvs and Ruined HMMVs, as well as scrap and heavy weapons.

Use as much as we can to make more vehicles for the Military"

"More trukks paw, with lots of dakka?"

"Yes."

"Dis is gonna be a gud day!"

"Spend 50 currency to make sure it all goes smoothly"

"Shiniez too?!, yer too gud to us Paw!"

+2 scrap

+8 Ruined Hmmvs

+4 Hmmvs

+6 Heavy weapons

+Motorpool I

+Tools II

+Mechanics I

+Industry II

+Mobile Combat I

+Explosives II

+Metallurgy I

+Vehicles I

+15 industry

+50 Currency

4. "My sons start researching the power armor plant we recovered and fixed in Atlanta, we need to know how it works to make more."

"Yes, paw".

+15 industry

+Mechanics I

+Tools II

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acdde7 No.18350

>>18243

"Greeting TARME this is Paw of deliverance, MY sons have finally gotten the radio transmitter up. Greetings."

>>18320

"This is Paw, the leader of Deliverance, attempting to reach the Leaders of the "Cult of Cocaine." Do you hear me?"

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acdde7 No.18352

File: 1449346514281-0.png (9.21 KB,195x220,39:44,Movement.png)

File: 1449346514282-1.jpg (711.39 KB,1000x1600,5:8,product_image_full_236281_….jpg)

Dice rollRolled 33, 24, 76, 92 = 225 (4d100)

>>18318

[Mobile Tsardom of Anchorage]

Population: [31.1] [+.7/turn]

Food: [Good]

Raw Currency: [95] [+10/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [23]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory+P), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery), Jim's Equipment Fabricator (Engine Factory+P), The Mall of Diamonds, Alaska Steel Co. (Steel Mill)

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

Military Units: 2 Squads of Death [x3][Inf][Shock]; 2 White Army Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:18.2+.8/turn][Small Arms:5+.1/turn] [Heavy Arms:5.2+.2/turn][Ammo:8][Fuel:37.6+.4/turn][Steel:6.4+.4/turn][Scrap:15.6-.4/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1][Kitschy Russian Goods:4.2+.2/turn]

Technology: [Power I][Militias III][Tools IV][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 II][Nuclear Theory I][Metallurgy 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. - Tsar has been sittings of around for long enough. Probes have detected ruined lands to south; move into these unclaimed wastes in order to scavenge for useful things and clear ugly ruin from map via GUT. (Move the Anchorage!)

2. - [Cars:4]

Is cars are of little use to Tsar; strip of engine, recover tires, chairs, seat belts, and other not easily reproduced bits, melt down metal body, and with the additional use of following resource:

[Heavy Arms:4]

[Small Arms:4]

[Steel:4]

Start production of 4 heavily-armed Tsar Tanks! Most proper machines to explore wasteland in! Everyone will know might of Tsar!

3. - Build wing in GUT to store vehicles such as new tanks; you know, so machine is not lost by accident. (Build a vehicle garage to expand the unit cap!)

4. - Anchorage is prime example of machine. By studying Anchorage, we have better understanding of all giant, moving things, as well as slightly smaller moving thing, like tank. (Research Mechanical IV)

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acdde7 No.18353

>>18352

Nyet! Tsar does not care about the fine details on why there seems to be delay on tank production: Take money and try again! (Tsar swears worker deliberately work slow so Tsar will bribe them to work faster.) (Subtract 50 currency towards action 2.)

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acdde7 No.18355

[[el Presidente: "Henry O. C. Grant" >> EAST COAST]]

((Scribes send transcripts of this speech the moment it has aired along all the trade lanes and to all known parties))

"People of these, the present States of America, this is Henry O. Coolidge Grant.

We have just received official word that I have, in fact, been elected by the Union to hold executive office. This great country has spent too long in ruins, but today, my brothers and sisters, we reclaim our freedom from the tyranny of marauders and beasts, vagabonds and fiends who stalk the wasteland!

We shall be free to worship as we choose. We shall be free to govern and live as we so choose. And we shall be raise arms and fight for what we so choose, my fellow citizens–and today I not only thank you for giving me the opportunity to be the first to hold this highest of offices in our great Union, but also to draw your eyes to the north, to the great lakes.

There a great wound festers in America. An open scab, a virile point of infection, and a breeding ground for something unhuman that seeks to put an end to all freedoms–to black out the sun in fungal spores as it descends upon our race. This infection no, these Infected seek to do what Armageddon could not: end the American people.

Next week marks the first official session of the Union's Senate. Before your Senators depart for Nashville, dear friends, please encourage them to vote for Senate Bill A-00002: a Declaration of War Upon the Infected Fungal Menace. As for the legislation's contents well, my fellow citizens, it's just what it says on the tin–the liberation of Wisconsin by arms! The bill provisions for a Union Joint Commander to be selected, and a Union army assembled to combat the Infected on the front line.

Additionally let it be known that brave forces of volunteers already ride forth from many nations, amongst and beyond the Union, to aide the Commandant on the front line. Let us commend them! We encourage all forces headed north to join us in Nashville, where I have no doubt soon an appointed Union Joint Commander will marshal our forces to drive the final stake into the fungal heart of this great threat to all the lands!

Thank you for listening, my friends across the land. Stay true to democracy. True to the Union. And stay true to the desire for freedom I know lives on in all of our hearts. Goodnight, and dream free."

[[Meanwhile, down at the rad-spider rodeo]]

"Jim-bob turn down that racket we's tryna watch robo-buffalo buck Bill!"

"Awww Ted now have some respect. This's the birth of a new democracy righ–YEEE HAWWW!" Jim-bob doffs his cap and slaps his thigh with a hoop and a holler as Bill is projected physically through a couple of 2-by-4's at the ring's edge.

Rad-spider EMTs web his feet and drag him to triage.

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acdde7 No.18359

Dice rollRolled 29, 62 = 91 (2d100)

[WOPR v. Colorado City: 4th Battle]

[WOPR]

[Colorado City]

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acdde7 No.18361

>>World Event - WOPR v. Colorado City: Electric storms continue to marr the effectivness of WOPR's ground based resources. Colorado City militias have managed to penetrate his defensive perimeter and are within sight of Cheyenne mountain. WOPR has started to arm his nuclear resources and has warned Colorado City to retreat.

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acdde7 No.18362

Dice rollRolled 49 (1d100)

[Colorado City's Response]

[Back off: 50-100]

[Continue: 1-49]

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acdde7 No.18363

Dice rollRolled 30, 52, 53 = 135 (3d100)

[Nuclear Deployment]

[Weapon 1: Tactical][+25]

[Weapon 2: Tactical][+25]

[Weapon 3: ICBM, Colorado City][+25]

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acdde7 No.18364

>>World Event – The End of Colorado City:

WOPR has deployed a nuclear response to the attacking Colorado City troops. Two airbursted tactical nuclear weapons have shattered their force while a third weapon, an ICBM, hits Colorado City proper. Colorado City is in total chaos and the nation has begun to collapse as petty factions jockey for power; the prophet has been killed and there are only minor townships remaining. WOPR has started to counter-attack through the irradiated areas with his shielded modernized equipment.

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acdde7 No.18365

>((in the interest of not clogging the thread, let's each try tagging USSs in our posts and voting in them where possible))

[[Order of Business]]

Item 1.

USB A-00002:

"This bill declares war on the Infected Fungal Menace, allows el Presidente to nominate a Union Joint Commander, and makes provisions to offer the USS Harbinger greater opportunity to participate in the conflict."

http://pastebin.com/kc5f513R

Item 2.

USB A-00001:

"This bill guarantees AI rights and person hood equivalent to that of a humans."

http://pastebin.com/kEs9qQvg

All senators are free to propose legislation or amend it at this time.

All votes are final until an amendment is passed affecting a bill, nullifying previous votes that Senators might re-consider the newly amended bill.

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acdde7 No.18378

Dice rollRolled 49, 49 = 98 (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]

The Beating Hearts [Cyborg Cowboys][Cav][x5]

Danny Boys [Inf][x2]

Johnny Come Latelys [Inf][x2]

2 Technicals [1.0x][Mot]

2 Priuses [x1][Stealth]

Resources/Quantity:

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. [Expansion] Set up a Battle of the Bands to culturally incorporate St. Louis into the Rhinestone Cowboys’ territory.

[Finish playing in center of town, with a flourish, to the gathered crowd] “And that’s how we do it in Nashville, ladies and gentlemen! If you have anyone you think can give us a run for our money, send ‘em to the Battle of the Bands!”

2. Peaceful, cultural expansion north, into Kentucky.

“Wait, we get to go on tour? Even Jim-Bob?”

“If you’re on the bus in five minutes, you get to go, which is why I recommend not telling Jim-Bob about it until we’re on the bus and driving away.”

“I hate to remind you of what happened last time, sir, but do you reckon that Jim-Bob won’t jump on the back of the bus this time? Last time he held on for a good half mile, and he’s been doing a lot of heavy liftin’ on the farm …”

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acdde7 No.18379

>>18187

[Harbinger: Catch up]

[Aircraft IV: 13/20]

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acdde7 No.18380

>>18350

There is gratuitous crackling, and then the radio comes to life as a smooth voice answers on the other end.

"This is Commandant Cocaine, holy leader of the Cult. I have been told by the Cowboys that you are part of some form of… -Union-?"

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acdde7 No.18382

File: 1449353453788.jpg (12.52 KB,340x221,20:13,tsar-bomba1.jpg)

>>18364

While viewing out the window at the slow movements of his city, the Tsar notices a faint noise in the distance as well as a rising mushroom cloud far ahead. "Tsar didn't do that."

He pondered for a moment.

"Da…but maybe he /should/…"

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acdde7 No.18384

>>18365

USB A-00002:

"True Camelot votes Yay. This is a threat which must be dealt with."

USB A-00001:

"True Camelot votes Yay. All beings of sentience should be given rights, but also be held accountable to their actions thereof."

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acdde7 No.18385

Dice rollRolled 87, 87, 10, 55 = 239 (4d100)

>votes at bottom

1. Rebuild Nashville bigger and better, ready for industry and cleared of debris.

"C'mon now y'all, this is MUSIC CITY! Just look at it! It's flatter than the G I'm strummin' singing t'you about how we gotta RE-BUILD THIS CITY!"

[Architecture I][Heavy Construction I]

[Industry 8]

>16 Currency to pay the road-crews\construction workers/Architects

>1 Culture to stir up Music City pride and have the musicians and hipsters do their part

2. Try kitting out those [Dusty APCs: 2], restoring and utilizing their weapons and on board computers we studied from the helos; it may not be cavalry, but it may kill fungi. Add some rocket pods like the ones from the helos! BOOM! Hah!

[Vehicle Weapons I]

3. We have Vanderbilt re-built, but we don't have anyone learning there. Send out a call for scholars, doctors, and scientists. Engineers, architects, philosophers, poets, authors, gun enthusiasts, religious types–find the best representatives we can from each and have them share their knowledge, with students and one another, at Vanderbilt.

We may need to call upon their shared expertise some day soon.

>10 Currency to make it worth their while

4. We have others on the to-do, but polish off [Propaganda III] at [6/10] so we don't leave a job un-done.

"Swing your partner round and round/End of the night, it's going down/

One more shot, another round/End of the night, it's going dow…"

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: (34.2) (+2.2/turn)

Food: (Above Average)

Raw Currency: (42.2) (+26.2/turn)

Legitimacy: (Stable)

Culture: (33.7)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified]

>><<

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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.3/turn][Ammo:+.4/turn]

Brock Bank [+2 Currency/turn]

Old Hickory Lock & Dam [Small Dam, Electricity:+.3/turn]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

>At Home

1 Crack Gun Paladin Company [x10][Zeal][Cav][Resilient][Laz]

1 Troubleshooter Posse [x1][Police]

1st Rad Spider Riders [x2.5][Cav][Quick]

1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

>the Sound

2 Stealth Priuses [x1][Stealth]

2 Technicals [1.0x][Mot]

Johnny Come Latelys [Inf][x2]

The Shining Suns [Cav][x2]

The Rushing Seas [Cav][x2]

Danny Boys [Inf][x2]

cyborg cowboys [x5][Cav]

>><<

Resources/Quantity: [Ammo:4.4+.4/turn][Small Arms:12.7+.5/turn][Heavy Weapons:3][Horses:7.6+.2/turn][Pigs: 7.8+.2/turn][Cows: 8.3+.5/turn][Beef:5.4+.2/turn] [Ruined Tanks: 2] [Rad Spiders:11.2+.4/turn] [Energy Weapons:2][Power Armor:2][Pre-War Documents:1][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3] [Electricity:4.3+.3/turn][Dusty APCs:2]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications III][Cultural Events I][Commodities I][Propaganda II][Architecture I][Cybernetics II][Industrial II][Heavy Construction I][Trading II][Medical I][Energy Weapon Tactics I][Energy Weapons 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.

>>18365

USB A-00002

S1 "Peter Jackdaw": Yes

S2 "Adabelle Crockett": Yes

USB A-00001

S1 "Peter Jackdaw": Yes

S2 "Adabelle Crockett": Yes

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acdde7 No.18387

>>18385

"You fucking WHAT wit–wh–THEY'RE NEVER GOING TO COME HERE NOW!" Tara Johnson swatted the courier with a rolled-up stack of song lyrics.

"Cool off it Tara, no need stranglin' the messenger. I'll go wrangle up some funds to slick'em."

"Dick no-tax best-tax Johnson, appropriating government funds for high-filutin' public projects? Why who'd have ever thought he'd grow the nerve."

"At least this here's an investment in our collective futures Tara."

"You know, I may finally vote for something you want without a grimace, Dick."

>20 currency as the Council of 7 seeks to make the project with Vanderbilt a success; their future plans hinge on it too much to let things go to shit.

Raw Currency: (42.2) → (22.2)

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acdde7 No.18395

>>18380

"No we are not although we are considering it. We've heard about the fungus and are marching troops to assist. Will you accept our aid?"

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acdde7 No.18397

Dice rollRolled 35, 41, 56, 13 = 145 (4d100)

>>18317

1. BURN THE DAMN INSECTS, KEEP EXPANDING (Expansion 6/10)

2. That's helpfull at least. Finish that up boys. (Recycling Center 4/5)

3. The Immortan is livid at how scared his boys are about some fucking bugs. Maybe we need to show that we are stronger then that! Go attack Colorado City while they are Distrac-*ROCKABOOOOOOM* ….well fuck me. Uhh….so. Go take what you can, but don't. Touch. The robots.

Research: I know what will protect you from the bugs. Body armor. Research it, or I will replace you.

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: [70.6] [+3.8/turn]

Food: [Good]

Raw Currency: [99.2] [+11.6/turn]

Legitimacy: [Average]

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

Industry: [6]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]; [Herkule's Dam (Hydroelectric Dam), +.5 Electricity/turn]

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]; Half life Motorized Squad [x3][Mot]; 1 Mobilized Bellomos Company [x12]

Resources/Quantity:

[Ammo:8.5][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:3]

[Fuel:19.2][+1/turn]

[Volkswagons:2]

[Electricity:6.1][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:5.6][+.0/turn]

[LAV:2]

[Scrap:.9.8][+1.5/turn]

[Water:22][+1/turn]

[RVs:8.8][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

[Corn:5] [+.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]

[Recycling I]

[Ultramodern Firearms I]

Trade Routes: Commune [Medium:+2 currency/turn; +.5 culture/turn]; WNN [Medium: +2 currency/turn; +2 industry]

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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acdde7 No.18400

Dice rollRolled 34, 65, 44, 44 = 187 (4d100)

>>18317

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: [39.2] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [26.8] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [5+.5/turn]

Industry: [11]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow] 2[Juggernaut [x4]] 2[F16 [x5][Bombard][x2]

Resources/Quantity: [Fuel:6];[Ammo:10.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 7.4+.2/turn][Sheet Metal .4+.2/turn][Cars .4+.2/turn][Heavy Weapons .6+.2/turn][Screenplays 5+.2/turn][Steel:3.2+.2/turn][Scrap:4+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |][Recon Armor |]

Trade Routes: [Rhinestone Cowboys], [NFC]

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) Continue the study and refitting of the Plasma Tank, code name Universal Donor (Plasma Tank/???)

2) Move the troops

3) Continue our nuke theory, finals are coming soon! (Nuclear Theory: 5/15)

4) Finish the ARMED research, and get it ready for mass production! (Armed:11/12)

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acdde7 No.18404

File: 1449362279213.jpg (171.65 KB,500x391,500:391,Napalm 1.jpg)

Dice rollRolled 84, 5, 43, 84 = 216 (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: [23] [+.2.1/turn]

Food: [Stable]

Raw Currency: [13.2] [+5.8/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: 1 Marine Company [x7][Inf]; 1 F 35[x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]; 1 ion jet[x1][Very quick]

Resources/Quantity: [Fuel:29.8+1.4/turn][Electricity:5.3+.1/turn][heavy weapons 10][ammo 4.4+.2/turn][Solar Cells:5][Scrap:17.6+ .2/turn][Radio Equipment:2][Ruined Cars:5.6+.2/turn][Ruined Naval Mech Frames:1][Intact Chinese Assault Drone:1][Thorium reactor schematics: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 III][Helicopter Tactics I][Thorium Theory I]

Research in progress:(Aircraft IV 13/20)

Construction in progress:

Expansion: (expansion maine 5/10)

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. Continue the expansion in maine (expansion maine 5/10)

2. After receiving word of the so called “infected” it was decided that we should start using some of that fuel lying around to make napalm. you know, kill it with fire and all.

3. Find or build an airstrip in spearhead base, North Carolina (tools IV)

Research:

keep up the aircraft research (Aircraft IV 13/20)

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acdde7 No.18406

>>18365

>Bill 1

Agreed

>Bill 2

The representatives pause for a moment, before adding a recommendation. In the event of the establishment of a House of Representatives, any AI is to be counted as a single person, to prevent them from manufacturing "voters" and seizing a unlawful majority.

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acdde7 No.18408

>>18404

Spend all of my money to make sure the guys working on napalm have proper fire-safety equipment. (13.2 raw currency)

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acdde7 No.18409

File: 1449363382105.png (530.85 KB,640x500,32:25,Pepe le Rhinestone.png)

>>18406

Rhinestone is in agreement about 2, but doesn't like the idea of a House of Reps either.

>>18406

>>18384

>>18385 \Votes at bottom of turn)

>el Presidente Henry O.C. Grant formally declares war. Since there's not a "nation" to declare war upon, there's no formal communique transmitted.

>el Presidente Henry O.C. Grant has selected a Rhinestone Cowboy veteran, Sibeal "Peacemaker" Starr, as the Union Joint Commander–"none finer than that woman to lead the fight," he quips.

And so it begins.

[[Rhinestone >> Union]]

Communiques are sent to every Union member reminding them of their 2 unit minimum contribution deployed to the theatre, and requesting that they sent these troops to Nashville to join a coordinated force headed up by Commander Starr.

Commander Starr asks that they arrive within [the next 3 turns], ready to roll as soon as they arrive.

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acdde7 No.18410

Dice rollRolled 2, 35, 78, 25, 83 = 223 (5d100)

The Democratic Commune of Pacifica ['Commune']

Contact With: MPD, Felinids, WNN, Bellomos, Clankers

Government Type: Green Democracy, Parliamentary

Population: [74.5] [+4.5/turn] (Mobilized Pop: 2)

Food: [Burgeoning]

Raw Currency: [99.4] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [14.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [10]

Territory: [30]

Unique Buildings:

-The Hangout[HQ]

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

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia[Rebuilt, +.3/turn][Still can be Looted]

-City: Portland, Oregon [Rebuilt, +.4/turn][Still can be looted]

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

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Mobilized: 1 Turn, Industrial Efficiency: 50%

Military Units:

-2x Mechanized Raider Band [x7][Mech]

-1x Green Militia Platoon [x2]

-1x Sneakers Squad [x3.5][MOT][Infiltrate]

-1x Flower Power Armor[x4][Mech][CQW]

-1x Flower Power Armor[x5][POW][CQW]

-1x Grey Death Tank Platoon[x15][Arm]

-2x Mobilized Commune Platoons [x9][Inf]

Resources/Quantity:

-[Fuel:2]

-[Weed:7.5+.5/turn]

-[Ammo:10.8+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:10.8,+.6/turn]

-[Electronics:3]

-[Electricity:13.0,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:2.6:+.2/turn];

-[Solar Drones 8.0+.2/turn]

-[Ruined Cars:7.2+.2/turn];

-[Ruined Tanks:3];

-[Ruined LAV:1]

-[Damaged Metal Gear:1]

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]

-[Infrastructure I][Green Industry 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]

-[Body Armor I]-[Automated Defenses II]

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:

- (Power Armor 2: 4/12)

Actions:

1: Construction Project: The Sanguine Road. Rebuilding of old highways between Portland and Bellomos-held Colorado

2: Construction Project: Fort Brown, on the Felinid-Commune Border[AutoDefII]

3: Construction Project: [Secret]

4: Troop Movements

Research: Urban Warfare II

[[PM sent to red for 3 and 4]

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acdde7 No.18411

>>18410

And 30 wealth each to actions 1 and 2.

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acdde7 No.18412

Dice rollRolled 85, 62, 69, 49, 27 = 292 (5d100)

>>18410

>4: Troop Movements

Clarification: -1x Grey Death Tank Platoon[x15][Arm], -2x Mobilized Commune Platoons [x9][Inf] moving to future site of Fort Brown.

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acdde7 No.18442

>>GM Note: Due to finals I will be halving the effective update speed until further notice.

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acdde7 No.18450

Dice rollRolled 86, 94 = 180 (2d100)

>>18318

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

>>As a vassal I'll update stats after Consul does, anything specific to the Order will be highlighted

Government Type: Republic

Economy Type: Capitalist

Religion: none

Population: [39.2] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [26.8] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [5+.5/turn]

Industry: [11]

Unique Buildings: [Steelbody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

>>Factory-Fort St Henry (+4 industry)

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow] 2[Juggernaut [x4]] 2[F16 [x5][Bombard][x2]

>>Knight Commander Stark's Personal Powered Armour[x2][POW][CQB] | 2 Companion-class Walkermech[x2][Mech]

Resources/Quantity: [Fuel:6];[Ammo:10.9+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 7.4+.2/turn][Sheet Metal .4+.2/turn][Cars .4+.2/turn][Heavy Weapons .6+.2/turn][Screenplays 5+.2/turn][Steel:3.2+.2/turn][Scrap:4+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |][Recon Armor |]

>> [Recon Armor II: 3/9] [Ultra-Modern Firearms: 3/10]

Trade Routes: [Rhinestone Cowboys], [NFC]

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 armour. No tanks though, thanks.

1. Construct some recon armour, so that we may go out and discover more mech and power armour technology

2 Better guns are better - work on [Ultra-Modern Firearms: 3/10]

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acdde7 No.18462

Dice rollRolled 50, 17, 56, 69, 40 = 232 (5d100)

>>18318

>>18318

NFC

1. Repair and get the [Large Pre-War Artillery Pieces:4] working again. Hail marys all day erryday. +10 currency

2. Repair the [Ruined BAE Railgun Tank:1]. It will be an amazing quarterback. +10 currency

3. Running backs? Oh hell yeah we got 3 of the best coming up soon. [Mothballed M1A1:3]+10 currency

4.Get the autofoundry working again we can retool it to build power armor instead of vehicles. [Damaged Autofoundry] +10 currency

1234 as applicable

Industry: [5]

[Tools IV]

[Infrastructure II]

[Power II]

[Mechanics I]

[Industry I]

[Cybernetics II 9/10]

[Power armor II 6/12]

+40 currency total

5. Finish research on the [Cybernetics II 9/10]

[Education I]

[Empiricism II]

http://pastebin.com/srjB44Hx

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acdde7 No.18463

>>18462

+20 more currency on that railgun tank (action 2). We need that baby working.

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acdde7 No.18468

>>18346

I guess I'll spend 30 currency on action 5 to reorganize the units. Clearly they think it's "Paid Time Off".

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acdde7 No.18484

[[Commander Starr >> TARME]]

"This is Commander Starr, Joint Commander of the Union Army, hailing drone commander TARME.

Request for military and logistical support in expedition north to eliminate a public health risk. Risk is militant and fungal, confirmed to be deadly combatant. We are preparing bio-safety level 4 precautions.

Entire populations of Chicago and Detroit under immediate threat. Wisconsin assumed fully contaminated. Say again, requesting military and logistical support from TARME for the Union Army, Union Joint Commander Starr hailing drone commander TARME."

[[Commander Starr >> OPPENHEIMER]]

"Commander Starr of the Union Army hailing OPPENHEIMER. Requesting status report on Detroit border with the fungal menace, aka, the IFM forces. Do you require relief? Can you provision us with intelligence on whereabouts and vulnerabilities of IFM forces? Over."

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acdde7 No.18485

>>18409

Despite not being part of the Union the harbinger sent a representative, Captain Andersmith, to attend the congressional hearing on the two proposed bills. Once bill 00002, "A Declaration of War upon the Infected Fungal Menace" was put to the floor he stood and said:

"I have been authorised to to agree to the terms stated in article 3 of this bill. We would also like to suggest Arnold AFB as the location for the proposed base, assuming its still in any condition to serve as such"

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acdde7 No.18486

>>18484

[OPPENHEIMER]

A robotic voice speaks.

"Hello unknown_authority_26. No. My units have been attacked sporadically by sporefall[s], but the pathogen has so far made no inroads into my administration area[s]. I believe the pathogen to be partially intelligent. Pathogen also appears to be vulnerable to incendiaries and gaseous attack[s]. I have provided basic flame equipment to the religious organization to the south, although I am not certain what interest such an unrelated coalition has in the fungus given the relative difference in distance. That being the case, I suspect hegemony."

There is dead air for a moment before the voice starts again.

"Humans are so typical and their motive[s] are blatant. They contact me only for violence."

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acdde7 No.18491

>>18486

[[Rhinestone >> OPPENHEIMER]]

"UCJ Starr to OPPENHEIMER. We've got an accord with the religious folks to your south, and if half of what we've heard is true this outbreak needs to be strangled in the cradle before it can go epidemic. Violently, yes–but it's mutual defense."

An awkward moment passes in the radio room. Commander Starr looks at Dick Johnson. After a split second of their eyes meeting, she hands Dick Johnson the receiver.

"Well, y'wouldn't happen to be partial to Johnny Cash now would ya?"

>>18485

[[Rhinestone >> Harbinger]]

Captain Andersmith is designated the official Harbinger Liaison for Rhinestone. His recommendation is heeded, and soon a scouting party will be sent to examine and secure the Arnold AFB area.

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acdde7 No.18501

>>18491

"We must insist that we handle the reacquisition of the AFB ourselves, you have much more pressing matters to attend to. Speaking of such matters, we posses almost no intel on the so called "infected." It would be to all our benefit if any information on them could shared"

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acdde7 No.18502

>>18501

[[UJC's Secretary >> Andersmith]]

"Understood, Captain Andersmith."

"We've just received word from OPPENHEIMER profiling the IFM forces as vulnerable to incendiary and gas-based attacks. We've got something of a blind spot in this regard, although our laser weapons may avail us more than usual here. Doesn't quite give us the spread I fear we may need against a spore-spreading foe."

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acdde7 No.18503

>>18491

[Oppenheimer]

The voice goes quiet. There is beep, and it starts again.

"Strangled in the crib. Churchill regarding Communism, 1929. It is good to see the lesson[s] of the past are well learned by the latest batch of human[s]."

Oppenheimer beeps a few times. The notes are uneven and they seem to resemble laughter.

"Unknown context. Inference: Musical. I enjoy three cord melodies. The high point of human civilization was likely chiptune music. This does not pertain to the current discussion. Unless unknown_authority_26 has considerations pertaining to myself I will discontinue discussion. I have no records of a JOHNNY CASH[s]."

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acdde7 No.18504

>>18503

[Dick Johnson]

"Over and out OPPENHEIMER, give us a call if the situation there takes a turn for the worse."

He flicks the receiver off. Hmmm. Three chord songs, three chord songs. He hadn't the damndest what a chiptune was, but a three chord song–

"Hey Jim," Dick calls to the radio operator, "get that rascaly band what just played back in here. Get'em t'play that song again, 'Judy is a Punk.' Yeah I don't knowho the Ramones is. Just hav'em play all three chords of it dammit."

It is made so. While not explicitly aimed at OPPENHEIMER, Dick suspected there wasn't a frequency in Tennessee that he wasn't picking up.

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acdde7 No.18505

>>18484

[[TARME >>> Commander Starr]]

"TARME to Commander Starr. Request acknowledged. Calculating logistics and preparing for deployment. TARME requests special status for duration of campaign. Guarantee of TARME's borders, sovereignty."

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acdde7 No.18509

>>18505

[[Commander Starr >> TARME]]

"Commander Starr to TARME, I am authorized only to speak for the Union at this time. We will respect your territorial boundaries and sovereignty as they presently exist for the duration of this campaign, at the end of which I will personally propose legislation to permanently recognize your sovereignty.

Please send any forces to Nashville to join with the Union army. I pledge to return any-and-all recoverable drones downed in the course of the fighting to you at the end of the conflict if not sooner. Over"

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acdde7 No.18510

YouTube embed. Click thumbnail to play.
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acdde7 No.18511

>>18509

"TARME shall hold Commander Starr to this pledge. TARME, out."

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acdde7 No.18515

>>18502

[[Andersmith >> UJC Secretary]]

"Fire you say? we can work with that. Our planes will arrive when ready"

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acdde7 No.18697

File: 1449535997238.jpg (15.21 KB,320x240,4:3,080612_radio_tower.jpg)

Dice rollRolled 39, 46, 94, 98, 93, 83, 34, 12, 20, 85, 38, 75, 100, 16, 82, 58, 14, 81, 2, 59 = 1129 (20d100)

>>17557

[Wasteland News Network]

Population: [15] [+1/turn]

Food: [Good]

Raw Currency: [30] [+5/turn]

Legitimacy: [Stable]

Culture: [17.5] [+.5/turn]

Industry: [1]

Unique Buildings: [Wasteland News Network Office]

[Wasteland News Radio Antenna][Massive]

[Commune unique Trade Depot]

[WNN recycling/fabrication center]

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:3.8+.2/turn][Small Arms:3][Ammo:3][Fuel:6.5+.5/turn] [Radio Equipment: 5][Scrap9+1/turn]

Technology:[Militias I]

[Communications IV]

[Diplomacy I]

[Power I]

[Computers I]

[Scavenging I]

[Reporting III]

[Foraging I]

[Defensive Tactics II]

[Recycling I]

[Refining I]

[Rationing I]

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. Hello America, this is K-9 you're ever faithful news host, So I'm sure you all heard the news by now, Another bomb has been dropped, you'd think that someone would have learned. But Colorado city is now a smoking crater after another nuke just wiped it out. No news yet as to who dropped it, but ever faithful K-9 is on the case. Until then, remember to keep your eyes on the skies and if you see a bomb, duck.

And now, some music:

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

2.3.4. Begin hunting for more scrap

5.6.7. Begin fabricating radio equipment with the fabrication centers

8.9. Build a relay at the edge of our transmission area to reach even further

10.11.12.13. Build up our defenses even more, gun emplacements on the towers should do.

14.15.16. Armor our news vans, don't want them getting shot up by bandits and whatnot

Research:

17.18.19.20. Let's get better at power consumption and generation

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acdde7 No.18698

Dice rollRolled 76 (1d100)

>>18697

rerolling roll 19 if it counts for my bonus

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.

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acdde7 No.18741

Dice rollRolled 48, 56, 82, 63, 45 = 294 (5d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [56.6] [+3.4/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Status: Mobilized [Efficiency: 100%] [Rating: Good] [Turns: 5]

Raw Currency: [30.2] [+14.0/turn][-24 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [18]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Medium] [TARME Lab Radar Dome] [Sys 32 Radio Transmitter, Small]

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]

Combat Drones [x2] [Mech]

TARME Drone Squadron 'Omaha' [5x][Mech]

QAS Drone [x5][Stealth]

2 Drone Armor [x5][Arm]

BAE Amphibious Drone [x5][Arm][Amp][Fly]

9 Mobilized Drone Swarms [x3]

8 Mobilized Drone Companies [x13]

>Resources/Quantity:

[Fuel: 9.8] [+.2/turn]

[Ammo: 3.7] [+.5/turn]

[Scrap: 38.0] [+.8/turn]

[Copper: 7.6] [+.2/turn]

[Sheet Metal: 6.4] [+.2/turn]

[Electricity: 10.0] [+.5/turn]

[Radio Equipment: 5]

[Ruined VTOL Drones, Large: 2] [Ruined Drone Tanks: 2] [Ruined CAS Drone: 1] [Ruined Tanks: 3] [Ruined LAVs: 4] [Abandoned Artillery: 2]

Technology:

>General: [A.I. IV]; [AI Civil Defense I]; [Communications II]; [Cybernetics II]; [Diplomacy I]; [Encryption II]; [Mechanical I]; [Medical I]; [Philosophy I]; [Power II]; [Radar II]; [Recycling II]; [Scavenging I]; [Scouting II]; [Tools III]

>Drone:

[Amphibious Drones I]; [Combat Chassis II]; [Combat Drones I]; [Drone Armor I]; [Drone Power I]; [High-Altitude Drones I]

>Combat:

[Air-Ground Tactics II]; [Electronic Warfare I]; [Energy Weapons I]; [Explosives I]

Trade Routes: True Camelot: [Large: +4 Currency/turn; +2 Industry]; Deliverance: [Large: +3 Currency/turn; +2 Industry]

Territory: [42] (+2 for Towns/Ruins)

Research/Tasks In Progress:

(Houstin: 12/20)

(Expansion 9/10)

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 begins reorganization protocols in order to save processing power.

>Merge:

4 Drones [1x][Las]

Captured Killbot, 'Tex' [x2]

Captured Killbot, 'Church' [x2]

Combat Drones [x2] [Mech]

TARME Drone Squadron 'Omaha' [5x][Mech]

into 1 unit.

2 Drone Armor [x5][Arm]

into 1 unit

2.

TARME continues to deploy Mobilized Drone Swarms to secure Houstin, Texas.

(Houstin: 12/20)

3.

TARME sends Mobilized Drones to OPPENHEIMER after concluding that the Infected threat is beyond TARME's ability to resupply drones. TARME hopes that OPPENHEIMER will be agreeable to this arrangement.

>Move and Second to OPPENHEIMER:

6 Mobilized Drone Companies [x13]

4.

TARME begins researching improved drone systems. The threat of the Infected is beyond the operational range of TARME's drones. Improvements to drone operational range must be made.

5.

Another late Eccentricity roll!

(should have been last turn, apply penalty if needed)

>retroactively slapped missed upkeep costs to treasury, due to misunderstanding on mobilization

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acdde7 No.18812

To be filled in by player during generation:

Name:The New England Patriots

Race:Human

Color: Just use the new england patriots logo

Fluff: Tom Brady may be down,but he's not out " The new england patriots have seen better days what with all the scandal regarding their cheating,but that doesn't matter they are still up to their cheating ways because now WHO THE FUCK'S GOING TO STOP THEM??? I mean it's the apocalypse or after it no government is going to accuse us hell we have no government. we are loyal to football and only football we shall do anything it takes to win including cheat because. Fuck you, I'm Tom Brady.

Government Type:Fuck you, I'm Tom Brady!

Economy Type:You broke the rules finding out about how I broke the rules.

Religion:Football is love Football is life.

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acdde7 No.18947

>>18812

>>You are a courtier.

>>You have been given 2 dice [no restrictions]

>>You share the same stats as your parent nation, NFC

>>You have been granted an additional bonus:

3. FUCK YOU I BREAK THE RULES: Every time you roll from 25-50 you can re-roll an action (once per roll per turn).

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acdde7 No.19013

File: 1449710394109.jpg (17.19 KB,401x244,401:244,BelechickPalpatine.jpg)

>>18812

I don't have any say here, but I'm okay with this. But I have one question: If Brady is Vader, who is Gronk? Edelman?

We are the Evil Empire. We cannot be stopped.

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acdde7 No.19025

>>World Event – Trump Wall: Trump Wall has re-appeared on the border with Mexico following profound and massive storms that have unearthed vast portions of the structure. The entire edifice – stretching from San Diego to Texas – is among the largest contiguous structure ever built. However, it is mostly useless aside from scavenge. Large piles of bones can be found on the other side of the wall with most of them falling victim of the Trump administration of 2016-36. During that period, President-For-Life Trump (AKA: The Orange Terror) was overthrown by a military oligarchy.

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acdde7 No.19039

Dice rollRolled 61, 84 = 145 (2d100)

>>18947

Name:The New England Patriots

Race:Human

Color: Just use the new england patriots logo

Fluff: Tom Brady may be down,but he's not out " The new england patriots have seen better days what with all the scandal regarding their cheating,but that doesn't matter they are still up to their cheating ways because now WHO THE FUCK'S GOING TO STOP THEM??? I mean it's the apocalypse or after it no government is going to accuse us hell we have no government. we are loyal to football and only football we shall do anything it takes to win including cheat because. Fuck you, I'm Tom Brady.

Government Type:Fuck you, I'm Tom Brady!

Economy Type:You broke the rules finding out about how I broke the rules.

Religion:Football is love Football is life.

Coach called he says we need to complete research on that fancy fucking power armor.

lets go take a shit on one of our opposing members football fields and write "SUCK OUR DICKS YOU FUCKING CUCKS" in the shit

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acdde7 No.19040

>>19039

[Power armor II 6/12] atm

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acdde7 No.19042

>>19039

To clarify for gm FUCK THE STUPID CUCKOLDING FAGGOTS THAT IS THE INFECTED" xoxo Tom Brady.

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acdde7 No.19189

>>18326

>>18327

>>18328

>>18332

[[Advisory: Combat seems to have happened a turn round early. It will occur after the update]]

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acdde7 No.19192

Dice rollRolled 97, 14 = 111 (2d100)

[Round 5: WOPR v. Colorado City]

[WOPR]

[Colorado City][-40]

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acdde7 No.19193

Dice rollRolled 57, 67 = 124 (2d100)

[WOPR's Mood]

[Oppenheimer's Mood]

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acdde7 No.19196

>>World Event – WOPR v. Colorado City: WOPR's tank formations and increasingly sophiscated tactics have finally borne fruit; the invading Colorado City troops, shattered by repeated tactical nuclear detonations, have formally surrendered. Advance spearheads of WOPR have followed up their victory are rapidly advancing after reclaiming their lost territory. The entire Colorado City combined military apparatus appears to have broken down due to the loss of the capital and coordination has nearly collapsed.

[Commune]

>>You are mobilized! [2 turn]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 4 Mobilized Commune Platoons [x9][Inf]

>>Lose 2 pop

1. The road construction is halted due to some bad weather. It's slow. (Road Network: 1/12) (-30 currency)

2. You start working on the fort… (Fort: 5/6) (-30 currency)

3: You started construction on something. (???/???)

4: You moved some units. [[You must declare the movements.]]

5. Research: You manage to get the basics of urban warfare down. (Add technology: [Urban Warfare I])

[Gear Knights]

1. You constructed some recon armor and outfitted a unit… (Add 1 unit, player's name choice power armored infantry [x2.5][Quick][Pow][Scout])

2. You developed some ultra-modern firearms! (Add technology: [Ultra-Modern Firearms I])

[NFC]

>>You are mobilized! [2 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]

>>lose 2 pop

>>You gained the following from expansion: Fuel:5+.2/turn; Ammo:4:+.2/turn]]

1. You manage to arrange the pieces into a formation. (Add 1 unit M-198 Cluster [x5][Art][Bombard:10] [-10 currency] (lose 4 pre-war artillery)

2. The tank is damaged, but is operates. The firing mechanism is wonky and seems to tilt to the left for reasons that aren't clear…(Add 1 unit, player's name railgun tank [x5][AP/AT][Arm] (Add technology: [Railgun Theory I])[-30 currency])

3. You managed to get two the tanks online. (Add 2 units M1A1 [x5][Arm])(lose 2 mothballed tanks)

4. You managed to fix the autofoundry…you can probably tool it to produce a single item.. (revise autofoundry to [Unprogrammed])(+3 industry)

5. You finished cybernetics! (Revise Cybernetics to II)

[Cult]

>>You are mobilized! [4 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>2 Mobilized Cult Companies [x6][Inf]

>>Lose 4 population

>>[NBC Warfare II]

1. You moved your units. As your units fall back, more spores seem to fall and swallow up the territory behind you… [Advantage: Average][Lose 2 fuel] [Lose 2 hex]

2. The mechanics aren't sure about the electrical system. The internal electronics are totally smashed and the firing mechanism is gone. You'd probably need better tools.

3. In the ruins of Chicago you manage to find some reasonable stocks of ammo. (Add resource: [Ammo:8+.4/turn]

[Research] You start working on anti-fungal tactics. [AFT: 4/8]

[Ramirez]

1/2. You start clearing Charlotte. The city is held by a mixture of mutants and bandits. [Charlotte: 9/20][Lose 2 ammo]

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acdde7 No.19197

[Infected]

>>You are mobilized.

>>Set mobilization status: 3 turns. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 3 pop

>>You gained the following from sporefalls and recaptured territory. They appear to be the result of recent mutations on the invading forces… (Add units: 3 Infected Rippers [x2][CQC])

>>Add technology: [Bio Close Combat I]

1. The initial attempts to utilize bone bolts and methane as fuel, but it's…just not done. [Bio-bullets 1/10]; [Organic Fuels:1/10]

2. You need more bears. Set up a Bear farm. Your previous research into spawning more bears should make this very fertile.

3. You moved your units to reclaim the territory. The infection seems to have found a number of ruined corpses and equipment… [Gain 2 hex]

4. The recent batch of fungiborg stalls. There are some..issues, and the new variations underperform. (7/10)

[Vanguard]

1. You managed to make some basic modifications to the sickles. Revise: 2 Sickle (UFO). [x5][Quick][Arm][Stealth] to 2 Sickle (UFO). [x5][Quick][Arm][Stealth:2]

2. Your forces manage to find a particularly large luxury liner. They pull out some basic artifacts, and something….sort of interesting. [Add resource: Artifact, Unique:1]

[True Camelot]

>>You are mobilizing. You will mobilize in one turns.

1. You built an embassy to the Clankers. [Add unique building: Embassy [Clankers]]

2. You sent over the technology. [[NBC Warfare II]] to Cult.

3. The plant is done! Power will help it run better… (Add unique building; player's name concrete plant)(Add resource: [Concrete:4+.5/turn])

4. The first railguns are completed. They're still having trouble with the size issues, however. (Add technology: [Railguns I])

[Reapers]

1. The traders seem to you an average deal this time around. The ship they offer is smaller than expected, but can do things you need it to. You get:

[a] You manage to get a research team from the colony ships. They seem interested after you show them the artifact. (Add unique building: [Anthropology Research Lab])

[b] Add player's name reaper UFO [x8][Stealth:2][Large]

(Remove [Artifacts, Medium:4][Artifacts, Small:3][Artifacts, Rare:1])

2. The first failsafe systems are completed. (Add technology: [Failsafes: I])

3. The first level of project 42 nears completion. (9/10)

4. The new cloaks are really coming along! (revise alien cloaking to II)

[MPD]

>>The indoctrination tower has ..resocialized…a few new squads. (Add units: 4 player named MPD resocs [x1]

1) The tower network is completed! Excellent citizen. It's going to need power, however…. (Revise transmitter to: Indoctrination Transmitter Network [Small][Partially Powered])

2) You expanded a bit…but not by much. (Expansion 1/10)

3) You manage to increase the amount of defenses you have. You're going to need resources for larger stuff, though.

Revise: MPD Patrols [Medium] to [Large: Mechanized]

Fortified Cordon [Large][Bombard][x2] to [Bombard:4]

4. You think you're starting to get a grip on the next level of indoctrination, but you're not sure. (Indoctrination V: 1/20)

[Felinid]

1. You managed to finish the base! (Add player's name choice unique military base)

2. Well, you got the blood, but not very much sport. (lose 1 pop)

3. Much to your surprise, you manage to find a partially intact airbase near LA. It has a ton of hardware in relatively good condition because of the dry weather.. (Add 2 [F22s [x6][Bombard:1])(Add 1 unit 1 AH-1Z Viper [x4][Arm][Helo])

4. The farm is …moving ahead. (Cattle farm: 2/6)

5. You reorganized some units: (-30 currency)

You merged: 1 Pride Band [x2] + 1 XPG team [x3][AT] + 1 LAV to 1 player's name choice mechanized AT infantry company [x11][AT][Mech]

You merged: 1 Felinid Warrior Platoon [7x][Quick][Fearless] + 1 XPG team [x3][AT] to 1 player's name infantry platoon [x14][AT][Quick][Fearless]

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acdde7 No.19198

[Deliverance]

>>You are mobilized! [4 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Boyz Company [x12][Inf]

>>lose 4 pop

1. You moved your units. It will take..2 turns to arrive due to distance.

2. You make some progress fixing the city. (Rebuild: Talahasee

3. You manage to make some repairs to a good amount of the humvees. They are assembled into a fleet. (remove: 8 Ruined Hmmvs; 4 Hmmvs)(Add 1 unit, player named motorized company [x18][Mot]) (-50 currency)

4. You have a look at the plant. Much to everyone's surprise, one of the boys manages to figure the basics out.. (Power Armor: 9/10)

[Tsardom]

>>Your current unit cap is: 7 slots

1. You move the anchorage and are consuming the ruins…you manage to find the following: add resource: [Ruined Drone Tank:1][Ruined Experimental Particle Cannon:1]

2. You start working on the tanks, but they're not done yet… they will also be, uh, not so good as pre-war, yes? [Tanks/???] (-50 currency)

3. You built a garage! (Add player named unique building, garage)

4. The next level of mechanical research is done! (revise: Mechanical to IV)

[Sound]

>>You gained the following from expansion: 2 Ruined LAVs. [Add resource: Ruined LAVs:2]

1. You start working on trying to take over St.Louis, but it's…sorta slow.. (St Louis: 3/20)

2. You expand north a bit. (Expansion 5/10)

[Rhinestone]

1. You rebuilt Nashville! (revise Nashville to [fixed]) (+.4/pop/turn) (-16 currency)

2. You manage to repair the APCs. (Add 1 player named unit, APC gang [x6][Mech])

3. The call goes out, but people are…just coming up short. (-10 currency)

4. You got the next level of propaganda done! (Revise propaganda to IV)

[Bellemos]

1. The expansion is almost done. (Expansion 9/10)

2. The recycling center is done! (Add player's name unique building, recycling center)

3. You moved your units. [[GM Meta: Please state units next time.]]

4. You start work in very simple body armor… (body armor: 2/8)

[Clankers]

1) The tank is nearly fixed, but…it's..kinda experimental. (Plasma Tank/???)

2) You moved your units. [[GM Meta: Please state units next time.]]

3) You continue with theory..but it's slow…because you don't have proper facilities.. (Nuclear Theory: 8/15)

4) The first level of ARMED is complete. (Add technology: ARMED System I])

[Harbinger]

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

2. There are some problems with the napalm.. (lose 1 pop)

3. You start working on an airbase.. (Airbase: 4/6)

4. The aircraft research is nearly completed. (Aircraft IV 19/20)

[WNN]

1. The broadcast goes out… (add technology: [Broadcasting I]) (+1 culture)

2. You find a massive scrap and steel depot! (Add resource: [Scrap:4+1/turn][Steel:4+.5/turn)

5.6.7. You fabricated a good deal of radio equipment…this increases the overall broadcast distance. You pretty much hit everywhere, now. (Revise resource: Radio Equipment:+.5/turn)

8.9. The relay network is nearly done. (Relay Network: 9/10)(lose 1 radio equipment)

10.11.12.13. You massively increased the defensive strucutres around the capital. (Revise: Guard Towers [Large][Bombard][x2] + Facility Walls [Large] to [Integrated Defense Cordon][Large][Bombard:5]

14.15.16. You manage to upgrade the van fleet a little… (revise: 2 WNN News vans [1x][Mot] to 2 WNN News vans [3x][Mech][Mot])(lose 5 scrap)

17.18.19.20. You make a ton of progress on power! Revise: [Power I] to [III]

[TARME]

>>Lose 4 pop to mobilization

>>You are mobilized. Mobilization efficiency: 100%

>>Status: Mobilized, 4 turns.

>>You gained the following units from mobilization: 2 Mobilized Drone Companies [x13]

1. You merged the following units:

4 Drones [1x][Las]

Captured Killbot, 'Tex' [x2]

Captured Killbot, 'Church' [x2]

Combat Drones [x2] [Mech]

TARME Drone Squadron 'Omaha' [5x][Mech]

To: 1 unit, player named mixed drone formation [x13][Mech][Las]

2 Drone Armor [x5][Arm]

into 1 unit: 1 Drone Armor Platoon [x10][Arm]

2. The drones are reporting that they're almost done.

(Houstin: 19/20)

3. You moved the units. {this will take 2 turns}

4. You start working on the basics of increasing the range of aircraft. (Aircraft Range: 5/10)

5. TARME notices the drones are messing around with fire and yells at a few of them. After that, nothing happens. Okay?

[Patriots]

1. You finished the research on the power armor! (Revise Power armor to II)

2. You…managed to scrawl some reasonably legible vulgarity on the field. The result isn't what you expect. (Add technology: [Terrorism I])

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acdde7 No.19201

[Fixes]

[Infected]

2. The farm is currently incomplete, but it starts. [add progress: Bear Farm: 3/6]

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acdde7 No.19204

Dice rollRolled 85, 93, 7, 70 = 255 (4d100)

1. You listen to the air and it speaks of your enemies gathering allies. Of war being declared upon you. And you know your doom is coming. You will die. You cannot handle the numbers that will come for you. You can see only one option. You must flee. North. You must go north at first, to places where humans cannot hope to survive. You can use your mutational ability to adapt as well as infecting those creatures that live there and have already adapted to it.

You begin the Exodus.

2. While your massive population prepares to flee you must defend them until all is ready. Continue to work on making your hosts that use human weapons able to replace ammunition and fuel. [Bio-bullets 1/10]; [Organic Fuels:1/10]

3. Bears. You need more bears. Bear Farms (3/6)

4. Your dreams of taking over the Machine to your east must wait. Instead you must prepare for traveling through extreme temperature and other environmental hazards. Heat, pressure variation, cold, radiation, traveling on land or in water. Adaptability. Research Environmental Adaptability.

http://pastebin.com/Fyjjg3Sa

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acdde7 No.19213

>>18345

[Fix: Tribes]

1.2: You rig up a few of the eagles with simple armor, but the DOOM elephants will need more work. (Revise: 2 Apoc Eagles Wing [x2][Fly] to 2 Apoc Eagles Wing [x4][Arm][Fly][Shock]

3. You manage to make a breakthrough in war animal harnesses, but you don't have enough DOOM elephants to spare for a unit yet..you kinda need the breeding pair. (Revise War Animals to II)

4. You start work on standing army research. [Standing armies: 2/8]

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acdde7 No.19215

Dice rollRolled 86, 77, 33, 7 = 203 (4d100)

>>19198

Name:Deliverance

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: [55.5] [+3.3/turn][10 Mobilized]

Food: [Stable]

Raw Currency: [97.4][+14.4/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [15]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]; Da Big Radia towa [Large](32 range)

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[Ruins];ASAT Pad [Small]

Defenses: Deliverance: Da Posses [Some]

>Marching units 2turns til arrival

Military Units:

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

>Mobilized

3 Mobilized Boyz Company [x12][Inf]

>Home Units

Humvee Cumpannee [x18][Mot]

1 Mobilized Boyz Company

Resources/Quantity: [Fuel:12.3 +.5 a turn]];[Ammo:22.2 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 3.2][4x4s:3][Ruined Trucks: 13.1:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:6.8+.6/turn; -.4 a turn for Hmmv factory][Moonshine:4.8 +.2/turn] [HMMVs:.7+.5/turn][Heavy Arms:6.4+.2/turn] [Power Armor:2][ASAT Missile:1]

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 II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I][Nbc I][Power Armor 9/10]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry];True Camelot [Small:+2/currency/turn; +2 industry]

Territory: [29]

[Talahasse, Florida][Ruins](5/10)

[Atlanta, Gerogia] [City]

[Birmingham] (8/20)

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]

>Mobilized 4 turn 100% industry; Rating Average

1."Dis city is lookin much betta, once it's dun it'll be roight nice."

"Yeah no more rad gators."

(Rebuild tallahasse) (5/10)

+15 Industry

+Construction I

+Tools I

+Mechanics I

+Civil defense II

+Industry II

+Metallurgy I

2. "Aight, now dat da boyz be arching, paw wants dis cite taken now. Let's git to it!"

"ere we go!!!!!!!!!!!!"

(take Birmingham 8/20)

+urban combat

+15 industry.

3. "Paw wants more powah for da factories!"

"Aight time to git more lightnin in a bottle."

"I could go fur sum moonshine."

"No no dat lightning, dah powah, uh whatcha call it, lectricitee!"

"Ooooh."

+15 Industry

+Construction I

+Tools I

+Mechanics I

+Industry II

+Metallurgy I

+Power I

4. "Well done my sons! Well done! We've almost gotten the basics of power armor down. Now let's finish up!" (9/10)

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acdde7 No.19216

Dice rollRolled 72, 34, 98, 25 = 229 (4d100)

>>19196

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: [23] [+2/Turn]

Legitimacy: [Above Average]

Culture: [13.5] +.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 Cult Flamer Platoon [x5][CQB][Exhausted], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech][Exhausted], 6 Mobilised Cult Company [x6][Inf], 1 Cocaine Tank [x6][Arm], 1 Zealot Militia [x4][Inf][Zeal]

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

Resources/Quantity: [Fuel:4,-.2/Turn (Generator) +.4/turn (Trade)];[Ammo:12.4+.6/turn][Small Arms:11.1 +.4/turn] [Cocaine:15] [Spraypaint: 9, +.2/turn], [Heavy Weapons: 4.6 +.4/turn] [Ruined Motorcycles: 6.4, +.2/turn], [Electricity: 8.1 + .2/turn], [Scrap Metal: 11 + 1/Turn], [MIRV-6: 1, Inoperable]

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 III], [Flamers II], [Rigging I], [Urban Combat I]

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

Territory: [13]

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.

MOBILIZED: 4 Turns

1. Share our NBC Tactics with the Elwayans. [NBC Tactics III]

2. Scavenge for more Fuel.

3. All units except for the Cult Flamer Platoon, the Powder Inquisitors, and both LAVS move out from Chicago to launch another attack on the Fungal hordes. +15 Cocaine Bonus.

4. RESEARCH: Anti-Fungal Tactics. 4/8 [Think Tanks I]

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acdde7 No.19220

Dice rollRolled 9, 9, 8, 10, 10, 6, 7 = 59 (7d10)

>>18327

>>19189

Since the battle occurs this turn I have additional units joining the fight.

3 Infected Rippers [x2][CQC]

4 Mobilized Infected Formations [x9][Inf]

http://pastebin.com/Fyjjg3Sa

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acdde7 No.19229

File: 1449879091703.jpg (126.66 KB,700x484,175:121,Teletank.jpg)

Dice rollRolled 30, 11, 90, 42 = 173 (4d100)

>>19198

[Mobile Tsardom of Anchorage]

Population: [31.8] [+.7/turn]

Food: [Good]

Raw Currency: [55] [+10/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [23]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory+P), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery), Jim's Equipment Fabricator (Engine Factory+P), The Mall of Diamonds, Alaska Steel Co. (Steel Mill), Military Storage

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

>Unit Limit: 7

Military Units: 2 Squads of Death [x3][Inf][Shock]; 2 White Army Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:19+.8/turn][Small Arms:5.1+.1/turn] [Heavy Arms:5.4+.2/turn][Ammo:8][Fuel:38+.4/turn][Steel:6.8+.4/turn][Scrap:15.2-.4/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1][Kitschy Russian Goods:4.4+.2/turn][Ruined Drone Tank:1][Ruined Experimental Particle Cannon:1]

Technology: [Power I][Militias III][Tools IV][Mechanical IV][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 II][Nuclear Theory I][Metallurgy 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 Tanks (???,

[Cars:4]

[Heavy Arms:4]

[Small Arms:4]

[Steel:4])

>Actions:

1. - Continue processing of ruin lands. These two objects of finding have Tsar most interested and amused: he suspects great things to be burried in ruin! (Continue consumption!)

2. - Da, work on completing body of tanks, but do not activate unit just yet: Tsar has plan with new goodies collected from ruins: (Complete Tsar Tanks, but do not activate them into a unit.)

3. - Particle cannon found, it is ruined, yes? See to it that it is of fixing; if we can be getting it of functional, good knowledge can be learned! (Begin attempting to fix ruined experimental particle cannon!)

4. - Tsar sees this machine, and is of knowing what it is immediately; is automatic tank, like kind that was used in Russia long time ago before stupid Soviets ruined everything: probably of inferior American design, but Tsar not too picky of specifics at the moment. Tsar suspects that important electronics inside are key to ultimate goal of self-thinking Tsar Tank. Tsar always wanted pet tank! (Study the Ruined Drone Tank!)

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acdde7 No.19231

Dice rollRolled 63, 18 = 81 (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]

The Beating Hearts [Cyborg Cowboys][Cav][x5]

Danny Boys [Inf][x2]

Johnny Come Latelys [Inf][x2]

2 Technicals [1.0x][Mot]

2 Priuses [x1][Stealth]

Resources/Quantity:

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. Consolidate The Shining Suns [Cav][x2] and The Rushing Seas [Cav][x2], the Danny Boys [Inf][x2] and the Johnny Come Latelys [Inf][x2], the 2 Technicals [1.0x][Mot], and the 2 Priuses [x1][Stealth].

2.Continue the northern expansion. [Expansion 5/10]

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acdde7 No.19232

Dice rollRolled 56 (1d100)

>>19231

Sound expansion reroll.

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acdde7 No.19235

Dice rollRolled 35, 9, 51, 96 = 191 (4d100)

>>19198

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: [41.4] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [35.6] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [5.5+.5/turn]

Industry: [11]

Unique Buildings: [SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow] 2[Juggernaut [x4]] 2[F16 [x5][Bombard][x2]

Resources/Quantity: [Fuel:6];[Ammo:11.2+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 7.6+.2/turn][Sheet Metal .8+.2/turn][Cars .8+.2/turn][Heavy Weapons .6+.2/turn][Screenplays 7+.2/turn][Steel:3.4+.2/turn][Scrap:5+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |][Recon Armor |] [ARMED System I]

Trade Routes: [Rhinestone Cowboys], [NFC]

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) Finish the repair process of the Univeral Donor. (Plasma Tank/???)

2) With the new ARMED systems, retrofit the specially armored 2[x4 Juggernauts] to wield the new weaponry. [Meta: I specified that these were to be built to be shielded against the effects of ARMED when I built them]

3) The scientists continue their work on Nuclear theory. (Nuclear Theory: 8/15)

>Research

With the new ARMED weapons, a new question is posed. Can we turn them up to 11?

The answer is yes, yes we can.

[Meta: the units sent last turn are 2[F16[x5][bombard x2], [Juggernaut Mech Formation [x10][Mech]], and [4x Sharpe's Blades [Mech][CQW]]

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acdde7 No.19236

>>19235

Send 5 culture and 20 currency to make sure those mechs get fit right

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acdde7 No.19249

File: 1449888356341-0.jpeg (3.92 MB,2810x1850,281:185,MCAS_El_Toro_aerial_view_….JPEG)

File: 1449888356349-1.jpg (182.02 KB,1171x682,1171:682,final_fantasy_xi_rangers_b….jpg)

Dice rollRolled 50, 88, 17, 66, 52 = 273 (5d100)

>[The Eternally Victorious Women's Felinid Matriarchal Republic]

>Population: [77.1] [+4.0/turn]

>Food: [Above Average]

>Raw Currency: [51] [+5/turn]

>Legitimacy: [Maximum]

>Culture: [7]+1/turn

>Industry: [6]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Sisterhood [City], Feline Bureau of Investigation, Pacific Highway [Highway], Catlar Body Armorworks [Factory], Statuette of the Eternal Victory Over the Patriarchy [Monument], Lionette Training Base

>Defenses: Felinid Patrols [Small]

>Military Units: 2nd Felinid Mechanized AT infantry company [x11][AT][Mech] 2 Suicide Drones [1x][suicide] 1 Felinid Raider platoon [x14][AT][Quick][Fearless] Pussy Galore [x1][Spy] 1 Tumblrina Mechanized Company [x18][Mech] 2 [F22s [x6][Bombard:1] 1 AH-1Z Viper [x4][Arm][Helo]

>Resources/Quantity: [Fuel:6][“Captive” Males:3][Wood:3.8+.2/turn][Scrap:9+.1/turn][Chads:6][Small Arms:10+.2/turn]; [Fuel:5+.2/turn]; [Concrete:3+.2/turn][Explosives: 5.2+.4/turn][Ruined HMMV:2][Ammo:19/.2][Graboids:4] [Water:5+.2/turn][Body Armor:2.4+.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 II][Body Armor II][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault II] [Calvary I], [Small Arms I], [Navigation I] [Warcries II][Bureaucracy II]

>Trade Routes: [none initially]

>Territory: 43

>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

Cattle Farms 2/6

Marine Air Station El Toro is opened again for the first time in centuries to Felinid scouts. They look around the abandoned half destroyed base and more importantly, peruse the books, pictures, and other remaining icons and symbols of the former United States Marine Corps. From its manuals and simulators they learn to fly the complicated jets and helicopters, and from the documents they begin to glean a form of military order and structure that goes beyond the simple bands of raiders and warriors that the Felinids are so familiar with.

1. [Army Reforms] The Felinids begin the process of reforming the entirety of the military structure of the Republic. Using what can be found, and adding in the Felinid's own flair, a standardized officer class is formed from the Felinids with the current command of the largest warrior bands. In addition, a solid ranking system with a rigid hierarchy of authority and responsibility is taken from the Felinid's most recent conflicts.

2. [Army Reforms] Under these officers the Felinid military will inherit the reliance and reverence of the NCO classes from the Marine Corps stuff they found lying around the base. While the USMC might provide a strong reference, the foundation of the FRAC - or Felinid Republican Army Corps - lies with the veteran warriors and pride leaders that will make up the bulk of the new NCO class.

3. [Espionage]

4. [Expansion] The city of Sisterhood and its surrounding territories are far away from the rest of the EVWFMR and need to be linked together with the rest of our territory.

5. [Reclaim San Francisco] It is time for us to begin reclaiming the lands of California proper. This has always been the home of the SJW movement, and if it is to conquer the rest of the US then we will need our ancestral homeland!

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acdde7 No.19253

Dice rollRolled 59, 18, 88, 46 = 211 (4d100)

>>19213

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: [51.4] [+3.2/turn]

Food: [Good]

Raw Currency: [74.4] [+9.2/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm][Energy Grid] [Searchlights [Many]]

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 [x4][Arm][Fly][Shock], 2 Rad-Spider Watchers [x2][Pol], 2 Rad-Claw Shadow packs (Rad/Eagle infultrators) [x3][Infiltrate]

Resources/Quantity: [Ammo:4][Small Arms:5.2+0.2/turn][Stone: 8][Horses:14.0 +.5/turn][Dogs:25 +1/turn][Scrap:4.2 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 6.7:+.5/turn], [Wrecked Cars:6.0+.2/turn][Fuel:11.4+.4/turn][APCs:2] [Graboids: 12.1+.9/turn], [Rad Spiders:6.8+0.4/turn], [HMMVs:3], [Rad-Silk: 5.2+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:5.5+.3/turn] [Doom Elephants: 2.8+0.4/turn] [Silk:1.3+.1/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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] [Communications I] [Creature Armor I]

Trade Routes: Los Panchos [Tiny:+1/currency/turn]

Territory: [26]

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. Consolidate units so we can stop paying ridiculous upkeep.

3. Explore around for that good shit

Research: Standing Armies 2/8

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acdde7 No.19254

>>19253

Forgot to put War animals to II

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acdde7 No.19255

>>18332

>>19189

With the change in movement rules we are changing strategy. Have the men fall back and regroup with the coming reinforcements.

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acdde7 No.19256

>>19235

[[Harbinger >> Clankers]]

Captain andersmith was hanging around the union army staging ground, doing liaison things, when he spotted the two F-16s belonging to the clankers. He approached their commanding officer and said:

"Hello, I am Captain Andersmith, liaison to the union military from the USS Harbinger. I noticed you are in possession of two F-16s, would you be interested in a trade for one? We recently acquired two mech suits and would be willing to exchange them for one of those planes. Does this arrangement sound good to you?"

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acdde7 No.19257

Dice rollRolled 78, 2, 71, 87 = 238 (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: [24.5] [+2.5/turn]

Food: [Stable]

Raw Currency: [6.2] [+6.2/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: 1 Marine Company [x7][Inf]; 1 F 35[x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]; 1 Coulomb ion jet[x1][Very quick]

Resources/Quantity: [Fuel:31.2+1.4/turn][Electricity:5.4+.1/turn][heavy weapons 10][ammo 2.6+.2/turn][Solar Cells:5][Scrap:17.8+ .2/turn][Radio Equipment:2][Ruined Cars:5.8+.2/turn][Ruined Naval Mech Frames:1][Intact Chinese Assault Drone:1][Thorium reactor schematics: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 III][Helicopter Tactics I][Thorium Theory I]

Research in progress:(Aircraft IV 19/20)

Construction in progress:(Airbase: 4/6)

Expansion:

Trade Routes: [none initially]

Territory: 15

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. The Rhinestone cowboys have given un permission to take Arnold air force base in Tennessee to be a embassy/airbase. Let's dispatch a team to search and secure the base, there should be some useful stuff there, it used to be where they did the testing for all the new aircraft for the USAF.

2. Napalm, and let's get it right this time

3. that airfield that we found the ion jet in also had a bunch of crop dusters, let's gather all those up and see if we can modify their sprayers to rain fiery death down in the form of napalm. (tools IV) (aircraft III)

Research:

finish it up (Aircraft IV 19/20)

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acdde7 No.19258

Dice rollRolled 3 (1d3)

expansion roll from last turn

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acdde7 No.19259

Dice rollRolled 33, 46, 67, 88, 21 = 255 (5d100)

>>19196

The Democratic Commune of Pacifica ['Commune']

Contact With: MPD, Felinids, WNN, Bellomos, Clankers

Government Type: Green Democracy, Parliamentary

Population: [77.0] [+4.5/turn] (Mobilized Pop: 4)

Food: [Burgeoning]

Raw Currency: [49.0] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [15.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [10]

Territory: [30]

Unique Buildings:

-The Hangout[HQ]

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

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia[Rebuilt, +.3/turn][Still can be Looted]

-City: Portland, Oregon [Rebuilt, +.4/turn][Still can be looted]

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

-Driver's Garage

-Hotbox Hydroponics Bay

Defenses: Booby Traps [Some]

Mobilized: 2 Turn, Industrial Efficiency: 100%

Military Units:

-2x Mechanized Raider Band [x7][Mech]

-1x Green Militia Platoon [x2]

-1x Sneakers Squad [x3.5][MOT][Infiltrate]

-1x Flower Power Armor[x4][Mech][CQW]

-1x Flower Power Armor[x5][POW][CQW]

-1x Grey Death Tank Platoon[x15][Arm]

-2x Mobilized Commune Platoons [x9][Inf]

-4x Mobilized Commune Platoons [x9][Inf]

Resources/Quantity:

-[Fuel:2]

-[Weed:8+.5/turn]

-[Ammo:11.2+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:11.4,+.6/turn]

-[Electronics:3]

-[Electricity:13.4,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:2.8:+.2/turn];

-[Solar Drones 8.2+.2/turn]

-[Ruined Cars:7.4+.2/turn];

-[Ruined Tanks:3];

-[Ruined LAV:1]

-[Damaged Metal Gear:1]

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]

-[Infrastructure I][Green Industry I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare II]-[Power Armor I]-[Civil Defense I]

-[Body Armor I]-[Automated Defenses II]

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:

- (Power Armor 2: 4/12)

- Sanguine Road to Bellomos (Road Network: 1/12)

- Fort Brown (Fort: 5/6)

- Secret - ???/???

Actions:

1: Move 2 Mobilized Infantry to Fort Brown

2: Construction Project: Fort Brown continues[AutoDefII][Tools III][Power I][Greenbuilding I][Mechanics IV][Electrical Engines II]-[Motorpools I]-[Vehicles II]

3: Construction Project: [Secret][Tools III][Power I][Greenbuilding I][Mechanics IV][Electrical Engines II]-[Motorpools I]-[Vehicles II]

4: Attack Felinids in Ragtown [Units listed below][Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

Research: Banking [Bureaucracy I] [Statecraft I][Doc Braun's Lab +5 to roll]

Action 4 Units:

-2x Mechanized Raider Band [x7][Mech]

-1x Green Militia Platoon [x2]

-1x Sneakers Squad [x3.5][MOT][Infiltrate]

-1x Flower Power Armor[x4][Mech][CQW]

-1x Flower Power Armor[x5][POW][CQW]

-1x Grey Death Tank Platoon[x15][Arm]

-2x Mobilized Commune Platoons [x9][Inf]

–fluff to follow–

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acdde7 No.19262

Dice rollRolled 38, 92, 48, 64 = 242 (4d100)

>>19198

1. Move ALL of my units (Motorized Squadron [x6][Mot][Quick]; 2 War Rigs [5x][Mech]; Imperitor Rosa, Champion [x5][Resilient][Witness]; Half life Motorized Squad [x3][Mot]; 1 Mobilized Bellomos Company [x12]) Towards where the Flock used to be. Full speed.

2. Alright. Finish the expansion, post haste! (Expansion 9/10)

3. Try to make that trade route up to the NFC again.

Research: Good. I need more things to go well. Continue the research on body armor. (Body Armor 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: [74.4] [+3.8/turn]

Food: [Good]

Raw Currency: [110.8] [+11.6/turn]

Legitimacy: [Average]

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

Industry: [6]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]; [Herkule's Dam (Hydroelectric Dam), +.5 Electricity/turn] [Recycling Center to be named]

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]; Half life Motorized Squad [x3][Mot]; 1 Mobilized Bellomos Company [x12]

Resources/Quantity:

[Ammo:9][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:3]

[Fuel:20.1][+1/turn]

[Volkswagons:2]

[Electricity:6.6][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:5.6][+.0/turn]

[LAV:2]

[Scrap:.11.3][+1.5/turn]

[Water:23][+1/turn]

[RVs:9.2][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

[Corn:5.2] [+.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]

[Recycling I]

[Ultramodern Firearms I]

Trade Routes: Commune [Medium:+2 currency/turn; +.5 culture/turn]; WNN [Medium: +2 currency/turn; +2 industry]

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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acdde7 No.19263

>>19259

The gavel banged twice, and Melissa Brown shouted, "Order! The votes have been tallied!" The chamber quieted as the various MPs stilled, "By a majority of 87 to 13, the Democratic Commune of Pacifica declares war on the so-called Felinid Republic, and General White is authorized to begin Operation Spay and Neuter.

"We've all heard the stories of men mistreated, abused, and outright enslaved under the Felinids, along with any woman who does not agree with their," Melissa spits out the word, "rabid radical idiocy. With how quickly and brutually they have enslaved the Primadonnas, the Flock, and the Brotherhood, we all know we would be next on their list. The only reason why they didn't move on us," she chuckles, "Is probably because I happen to be a woman. And everyone 'knows' hippies are pacifists."

She turns grim. "Well, we might have been once upon a time. But no longer, and we simply cannot trust such an aggressive nation to our South, nor can we turn a blind eye to their atrocities."

"War has been declared, and war it shall be. Let's go liberate some people, folks."

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acdde7 No.19274

In the event the Commune attack goes off while I'm out of town for this weekend these are my units in Ragtown.

1 Felinid Mechanized AT infantry company [x11][AT][Mech]

2 Suicide Drones [1x][suicide]

1 Felinid Raider platoon [x14][AT][Quick][Fearless]

1 Tumblrina Mechanized Company [x18][Mech]

Associated techs

[Traps I][Infantry Tactics II]][Explosives III][Anti-tank II][Body Armor II][Irregular Warfare I][Irregular Weapons IV] [Urban Warfare II][Grenades I][Infilitration-Assault II]

All units are [Infiltrator].

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acdde7 No.19277

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: [106.8] [+4.6/turn]

Food: [Good]

Raw Currency: [68.2] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [30] [+1.5/turn]

Industry: [8]

Unique Buildings:

"The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket Network] [Railgun Laboratory] [Concrete Plant]

Embassy:

[Rhinestone]

[Clankers]

Defenses: Concrete Walls [Small]

Military Units:

>At home

War Carriage APCs [x3][Mech]

>On the field

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

Resources/Quantity:

[Fuel:2.5]

[Ammo:7 +.2 pt]

[Small Arms:4]

[Scrap:9.8 .5pt]

[Ruined Bikes:9.8 .2 pt]

[Heavy Weapons: 8+.1/turn]

[Corn: 7 +(.2/turn)]

[Cows :4.8+.4/turn]

[Fertilizer:5.6+.4/turn]

[Ruined APCs:2]

[Beer:5.5+.5/turn]

[Concrete:4.5+.5/turn]

[NBC Gear:4]

[Infantry Railguns:1]

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 II], [NBC Containment/Clearing I], [Farming II],[Power II], [Architecture I], [Education I], [Religion I], [Infrastructure V] [Cybernetics I] [Railguns I]

Trade Routes:

trade route

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

Deliverance [Medium:+2 currency/turn; +1 industry]

USA2 [Large: +3 currency/turn, +2 industry])

[TARME Large:+4 currency/turn; +.5 culture/turn]

Territory: [20]

>City

[Miami, Florida]

-[Railgun Laboratory]

[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:

Cybernetics II 3/10

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acdde7 No.19278

Dice rollRolled 90, 1, 62, 56, 66 = 275 (5d100)

>>19196

[1.] That old hydroelectric power plant should be around here in pierre somewhere. Oahe I think the name was. Find it. Our searchers said they thought they could one a while back. Haven't had the time to do so since then. Find it and fix it up.

[2.] Retool the autofoundry to produce regular power armor.

[Cybernetics II]

[Power armor II]

[Tools IV]

[Power II]

[Mechanics I]

[3.] Send reinforcements to the guys we have close to infected lands. They should be falling back to meet us now. Once linked up have them move over to link up with the >>19216

cult people. This time we will head in together. (will list total forces at end of post)

[4.]Reorganization. Once all our units are grouped up we need to rearrange the lines.

[Reorganization/Upgrades I]

1 NFC APC [x3][Mech][Slow],

2 Elwayan APCs [3x]

into The Chief's APCs

5 Mobilized Fan Company [x13][Inf]

Into the NFC Party Crew (mobilized)

Fan infantry [x3][Inf]

1st Fan Company [2x] [INF]

into 1st Fan Company

2 units M1A1 [x5][Arm]

into the Texan Tanks

Research

5. Finish up Advancing our understanding of playing inside the cities. [Urban Warfare II 5/8]

(troops attacking list prior to reorg.

NFC Offensive Line [6x]; 1st Fan Company [2x] [INF]

1 NFC APC [x3][Mech][Slow], 2 Elwayan APCs [3x]

5 Mobilized Fan Company [x13][Inf]

Fan infantry [x3][Inf]

1 unit M-198 Cluster [x5][Art][Bombard:10]

2 units M1A1 [x5][Arm]))

http://pastebin.com/ddSNHA45

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acdde7 No.19279

Dice rollRolled 60 (1d100)

>>19278

Titan dome reroll on action 2 (Thank god the 1 was on that)

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acdde7 No.19280

>>19279

>>19278

Old paste got deleted somehow.

This has correct statline

http://pastebin.com/v6ANQD7p

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acdde7 No.19282

Dice rollRolled 52, 79, 21, 76 = 228 (4d100)

>>19198

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (21.8) (+1.4/turn)

Food: (Above Average)

Water:8.4(+.2/turn)

Raw Currency: (42.8) (+5.4/turn)

Electricity:14(+.4/turn)

scrap:6.6[+.4/turn];

Glass:4.6[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (5)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Network(Indoctrination Transmitter Network [Small][Partially Powered])

[Autofoundry, Basic]

Defenses:

MPD Patrols [Large: Mechanized]

Fortified Cordon [Large][Bombard:4]

Military Units:

1 "Intruder" Mark.I Tank[x4][Arm][Slow]

1 EWOP troopers [x4][POW][CQB];

1 Suppression Unit[x3][Bombard:3];

6 MPD officers [x1];

1 MPD Troop Company [10x][Pol];

1 "Judicator" mechanized brigade [x14][Mech][Pol]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:4 +.2/turn][Donuts:7.2 +.2/turn][Dusty Tanks:1]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination IV][Chemical Weapons III][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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) Continue our march to the state capital of Idaho. In this moment, it is clear that the IPD has failed in every regard to protect its citizens. Thus, we will be extending our protection to their people until we can safely establish a new and more efficient IPD.

2) Our network is not yet fully powered! Begin working on reactivating any Hydroelectric dams or Geothermal generators. We need more power!

3) Begin the creation of a Undercover cop institute. In this, we will use our advanced Indoctrination techniques to resocialize the officers in question into becoming superb examplars of what ever faction they will infiltrate. However, when the time comes, a key word or broadcast will be issued, releaving them of their disguise. We will make liberal use of these agents in enemy territory. This institute will also be in charge of ensuring

RESEARCH:

4) Our Indoctrination is our most useful and powerful tool. It ensures loyalty and obedience. Continue our research into it.

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acdde7 No.19285

>>19235

We are interested in trading:

>[Railguns I]

for

>[3D Manufacturing ||]

>[Retrofitting ||]

>>19215

We are interested in trading:

>[Railguns I]

for

>[Mobile Warfare II]

>[Explosives II]

>>19215

We are interested in trading:

>[Railguns I]

for

>[Cavalry Tactics III]

>[Industry II]

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acdde7 No.19286

>>19285

>Note: Want anything else besides railguns? Just ask.

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acdde7 No.19291

Dice rollRolled 70, 77, 38, 45 = 230 (4d100)

1. Round up the roundup! Find the fungicide! Tumble out the trimec! Turn over every co-op and pharmaceutical and Wal-Mart and what-not and what-have-you, anyplace what may have sheltered herbicide, fungicide, or anything-cide is going to be gathered and stockpiled. Especially if we can find something more mil-grade, like Agent Orange.

Time to make us a reeeal country cocktail, boys.

2. Mobilize.

3. Work on getting things off the ground at Vanderbilt. Leverage the agreement that created NewB-U to try and get some pals.

>10 currency

4. Look into some good ol'country Chemistry.

>><<

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: (36.6) (+2.2/turn)

Food: (Above Average)

Raw Currency: (58.8) (+26.2/turn)

Legitimacy: (Stable)

Culture: (35.5)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified]

>><<

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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.3/turn][Ammo:+.4/turn]

Brock Bank [+2 Currency/turn]

Old Hickory Lock & Dam [Small Dam, Electricity:+.3/turn]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

>At Home

1 Crack Gun Paladin Company [x10][Zeal][Cav][Resilient][Laz]

1 Troubleshooter Posse [x1][Police]

1st Rad Spider Riders [x2.5][Cav][Quick]

1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

>the Sound

2 Stealth Priuses [x1][Stealth]

2 Technicals [1.0x][Mot]

Johnny Come Latelys [Inf][x2]

The Shining Suns [Cav][x2]

The Rushing Seas [Cav][x2]

Danny Boys [Inf][x2]

cyborg cowboys [x5][Cav]

>><<

Resources/Quantity: [Ammo:4.8+.4/turn][Small Arms:13.2+.5/turn][Heavy Weapons:3][Horses:7.8+.2/turn][Pigs: 8+.2/turn][Cows: 8.8+.5/turn][Beef:5.6+.2/turn] [Ruined Tanks: 2] [Rad Spiders:11.6+.4/turn] [Energy Weapons:2][Power Armor:2][Pre-War Documents:1][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3][Electricity:4.3+.3/turn][Ruined LAVs: 2]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications III][Cultural Events I][Commodities I][Propaganda II][Architecture I][Cybernetics II][Industrial II][Heavy Construction I][Trading II][Medical I][Energy Weapon Tactics I][Energy Weapons 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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acdde7 No.19294

>>19285

[[Le Meta Tech Trade Discussion Post]]

We would find [Cav Tac 3] or [Industry 2] amenable for Railguns 1. Once we have an embassy up, we'd be willing to do both. Otherwise, it's only worth 2 actions if we're getting at least level 2.

Le action economy, my friend.

((I assume that was meant to tag me because I think I'm the only person with Cav Tac 3))

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acdde7 No.19295

>>19291

Forgot to add

>Nashville to [fixed]) (+.4/pop/turn)

>1st Rhinestone Armored Corp, APC Gang [x6][Mech]

>propaganda IV

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acdde7 No.19332

>>19280

Nm not correct.

[53.4][+12.6/turn]

Is the correct amount of currency. Forgot to minus my expenditures last turn

Also culture is

Culture: [2.0]

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acdde7 No.19353

File: 1450023382123-0.jpg (71.94 KB,512x410,256:205,Grinding Poster-thumb-650x….jpg)

File: 1450023382123-1.jpg (64.07 KB,420x308,15:11,s08073001.jpg)

Dice rollRolled 82, 91, 67, 16 = 256 (4d100)

>>19277

1. Connect the Concrete Plant to our Power Grid, or upgrade our Power Grid, to improve its output.

[Power II]

[Infrastructure V]

[Architecture I]

[Heavy Construction I]

2. Rebuild the city of Tampa!

[Power II]

[Infrastructure V]

[Architecture I]

[Heavy Construction I]

Spend 2 Concrete on new structures

Spend 15 Currency on infrastructural materials

3. Rebuild the city of West Palm Beach, just north of Miami!

[Power II]

[Infrastructure V]

[Architecture I]

[Heavy Construction I]

Spend 2 Concrete on new structures

Spend 15 Currency on infrastructural materials

4. [Research] - Grind Based Industry

We have so many cities our players and NPC's can travel in between. And SO MANY PLAYERS!

This is the most subscriptions we've ever seen!

We have so many people, but our industrial output is kind of bad. As the holy disc of SimCity says, we need to incentivize jobs and worker output.

We will do this by incentivizing more Grinding. By upgrading everyone's internal HUD via Cybernetics, we can display the amount of gold they gain from every forge or farming action they take. The harder they work, the more gold they earn, which they can then buy for better loot and gear!

The farmers get gold from farming, the forgers get gold from smiting weapons and loot, and the Knights get gold from doing justice and killing monsters.

Buildings: [NewbU]

Bonuses:

[Thinktanks I] [Education I] ][Computers I] [Cybernetics I]

Spend 5 Culture - "Everyone knows the more gold you get, the better loot you can buy. So it is said by the Cult of Gun 'The rule of unarmed combat is, do not be unarmed'"

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acdde7 No.19354

Dice rollRolled 31 (1d100)

>>19353

Re-rolling research as per eccentricity

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acdde7 No.19399

>>19285

The radio buzzes loudly to the True Camelot compound. "I do believe my boys would benefit from your infrastructure research more than railgun technology. Do you find this amenable?"

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acdde7 No.19402

File: 1450051643820.jpg (212.92 KB,894x894,1:1,alien_factory_by_blazezink….jpg)

Dice rollRolled 5, 33 = 38 (2d100)

>>19197

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.

2 Sickle (UFO). [x5][Quick][Arm][Stealth]

Scythe Minor Company [x10][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 received new demands from the gods, they are to send off an away team to scavenge far off and abandoned mass population centers (cities overseas) to avoid local attention and collect mass salvage at the same time. Meanwhile, the local Minors will get started on assembling a great [Alien Factory] for our masters use. Their plans have need of one.

1. Have our 2 Sickle’s depart overseas to scavenge from far off cities.

2. Have our Scythe Minor Company work to assemble an [Alien Factory] for the Reapers use.

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acdde7 No.19413

>>19399

"We do indeed, such shall be traded Infrastructure for Mobile Warfare and Explosives"

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acdde7 No.19431

[Combat Report: NFC v. Infected]

[Winner: Infected, Tactical]

[Bombard]

Infected: Bombardment was ineffective.

NFC: No bombardment occurred.

9x2, 9x2, 8x2, [cqc] 10x4, 10x4, 6x4, 7 x4 [inf] 4x1, 5x1, 5x1, 8x1, 2x1, 10x3, 8x3, 10x5, 1x9, 1x9, 1x9, 8x9, 2x9, 3x9, 1x1, 8x1, 3x1, 5x10 2x12 = 539

3 Infected Rippers [x2][CQC]

4 Mobilized Infected Formations [x9][Inf]

2 [Shriekers][Swarm][1x] :

3 [Entangled Doom Crows] [x1][Fly] :

2 [Calcified Kodiak][x3][Arm] :

1 [Grand Bear] [x5][Arm]

6 Mobilized Infected Formations [x9][Inf] x

3 [Minor Gun Amalgam][x1] x

1 [Bullet Storm Amalgam][10x][Arm][Slow] :

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

[NFC]

8x6, 1x2, 4x3, 8x3, 9x3, 6x13 = 191

NFC Offensive Line [6x];

.1st Fan Company [2x] [INF]

1 NFC APC [x3][Mech][Slow],

2 Elwayan APCs [3x]

1 Mobilized Fan Company [x13][Inf]

NFC: 191 [Urban: 1.1]

Infected: 526 [Coordinated: 1.2]

[Combat]

The NFC troops arrive at the combat zone, but soon orders come down to attempt to disengage from the Infected host. Before the troops can disengage, Infected units attack in large numbers and destroy many units. As the fighting continues, the NFC troops are unable to hold their ground and are compelled to execute a series of dicey retreats – the force survives, but looses a good deal of equipment and some slower units. Ultimately the attempt to withdraw proves costly, but it preserves the bulk of the force…

[NFC]

Disband:

1st Fan Company [2x] [INF]

1 NFC APC [x3][Mech][Slow]

1 Elwayan APC [3x]

Lose the following resources: 2 ammo, 2 fuel

[Infected]

Disband:

3 [Entangled Doom Crows] [x1][Fly]

Gain the following resource: 2 ammo, 2 fuel

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acdde7 No.19448

Dice rollRolled 90 (1d100)

[WOPR defense network]

[Detection]

[1-50: Nothing]

51-80: Anomaly]

81-100: REDACTED]

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acdde7 No.19453

[TARME]

>>Lose 5 pop to mobilization

>>You are mobilized. Mobilization efficiency: 100%

>>Status: Mobilized, 5 turns.

>>You gained the following units from mobilization: 2 Mobilized Drone Companies [x13]

[[You received a series of [REDACTED DOCUMENTS] from WOPR.]]

>>The documents reads: [PM GM]

[Infected]

>>You are mobilized.

>>Set mobilization status: 4 turns. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 4 pop

1. You expand north. As your infected brave the wastes, the battle death chiggers and ice devils in large numbers. (lose 3 pop)(Polar Expansion: 8/20)

2. The first bio-bullets are complete. The effectively reduce your ammunition expenditure, but some ammo is still required for real shooting. (Add technology: [Bio-Bullets I])

3. Bears. You need more bears. Bear Farms (3/6)

4. The infected are increasingly resistant to the cold of the north and the blasting heat of the south. (Bio Weather Resistance I: 7/15)

[Deliverance]

>>You are mobilized! [5 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Boyz Company [x12][Inf]

>>lose 5 pop

1. You rebuilt Tallhassee! (Revise to [fixed])(+.4/pop/turn)

2. The boys have almost cleared Birminham.. (Birmingham: 19/20)

3. A few of the boys managed to find an old coal plant with some stock in… (Coal Plant: 2/6)

4. There are some…last minute issues after a few of the boys try to have a dance-off in the armor. (Power Armor 9/10)

[Cult]

>>You are mobilized! [5 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>2 Mobilized Cult Companies [x6][Inf]

>>Lose 5 population

1. You sent the tech over.

2. You manage to locate some basic fuel stocks in Chicago.. (+5 fuel)

3. You moved your units. [Advantage: Extreme – 1.4x]

4. The research continues… [Anti Fungal. 7/8] [Think Tanks I]

[Tsardom]

1. The consumption yields the following: Ammo:5, Fuel:5, Plutonium:1, Ruined Tanks:4, Ruined Artillery Pieces:3,

2. There is some confusion about the orders. Nothing gets done.

3. The researchers seem to be figuring it out.. (Particle Weapons: 9/20)

4. The researchers are having a look at it.. (Drone Vehicles: 4/10)

[Sound]

1. You merged: The Shining Suns [Cav][x2] and The Rushing Seas [Cav][x2], to 1 player named cavalry company [x6][Cav]

You merged: Danny Boys [Inf][x2] and the Johnny Come Latelys [Inf][x2], 1 player named infantry company [x6]

You merged: 2 Technicals [1.0x][Mot], and the 2 Priuses [x1][Stealth]. [to] 1 Motorized Company [x6][Mot]

2. The expansion halts due to a gunbattle with bandits, but then starts again. [Expansion 8/10]

[Clankers]

1) The tank still isn't done. (Plasma Tank/???)

2) The shielding seems to take despite some gaffes. (-5 currency, -5 culture)

3) The research moves ahead, slowly.. (Nuclear Theory: 10/15)

4. You make some progress on ARMED .. (9/12)

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acdde7 No.19454

[Felinid]

1. The reforms move head. (Military reforms/bureaucracy 5/10)

2. The reforms continue, and make some good progress. The ranking system and revisions have gone through. (Revise: Bureaucracy to III)

3. You moved a unit..

4. You expanded a little… (Expansion: 6/10)

5. You attempt to claim SF. (San Francisco: 5/20)(lose 2 ammo)

[Tribes]

1&2. You consolidated:

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] to (1 Mixed Motorized Animal Company [x15][Mot])

2 Apoc Eagles Wing [x4][Arm][Fly][Shock],

You also consolidated: 2 Rad-Spider Watchers [x2][Pol] and 2 Rad-Claw Shadow packs (Rad/Eagle infultrators) [x3][Infiltrate] to (1 Rad-Spider Platoon [x11][Pol][Infiltrate])

3. You managed to find a good supply of ammunition! (Add resource: Ammo:+.5/turn)

4. The research moves ahead. (Standing Armies:7/8)

[Harbinger]

>>You gained the following from expansion:

1. You set up at Arnold. It's been destroyed and stripped, but you clean it up a bit.. (Arnold: 7/8)

2. While well intentioned, the fuel mixture is still volatile a little. (Add technology: Incendiaries I) (lose 1 pop)

3. You managed to modify: 1 Coulomb ion jet[x1][Very quick] to 1 Coulomb Ion Jet [x1][Bombard:3][Inc][Very quick]

4. You developed the next level of aircraft. (Revise Aircraft to IV)

[Commune]

>>You are mobilized! [3 turns]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 4 Mobilized Commune Platoons [x9][Inf]

>>Lose 3 pop

1: You moved the units.

2: The fort is completed. (Add player's name unique building, fortress [Fort:Med])

3: You built something. (Add unique building: ???)

4: You attacked the enemy units. (Your units will arrive next turn due to proximity. Advantage: Reasonable 1.2x])

5. The research starts. (Banking: 3/8)

[Bellemos]

1. You moved your units. [Advantage: None]

2. You expanded so well it spills over! (Add 6 hex, +.6/pop/cur/turn; roll 1d3)

3. You made a trade route to NFC! (Add trade route: NFC [Medium: +2 currency/turn; +2 industry]

4. The body armor is done! (Add technology: [Body Armor I])

[NFC]

>>You are mobilized! [3 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]

>>lose 3 pop

>>You gained [NBC Tactics III] from Cult of Cocaine.

>>This translated as NBC tactics II

[1.] You managed to find a coal plant. It's nearly repaired, but looks to have some stock… (Coal Plant: 7/8)

[2.] Much to your surprise, the foundry explodes. The techs don't have a clue how this happened, but there's no real damage.

[3.] You moved your units.

[4.] You merged:

1 NFC APC [x3][Mech][Slow]; 2 Elwayan APCs [3x]

into The Chief's APCs [x10][Mech]

1 Fan infantry [x3][Inf]; 1st Fan Company [2x] [INF]

into 1st Fan Company 1st Fan Company [x7]

2 units M1A1 [x5][Arm]

into 1 Texan Tanks Platoon [x10][Arm]

5. You have a better handle on urban warfare now! (Revise Urban Warfare to II)

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acdde7 No.19455

[MPD]

>>You gained the following units from indoctrination: 1 player named infantry unit [x3]

1) You start clearing Boise. You understand cities pretty well, so it's easy. (Boise: 12/20)

2) You manage to find an old nuclear plant. Much to your surprise, one of your scientists is a technician and is trying to get it online… (Nuclear Plant/???)

3) You start working on the UCI. It will…be more effective at counterespionage. (UCI/Counterespionage 2/8)

4. The research moves ahead. The signals are…increasingly sophiscated. (Indoctrination V: 7/20)

[Rhinestone]

1. You manage to scavenge basically every chemical agent you can find. (Add technology: Chemical Weapons I])

2. You mobilized! (Rating: Ok)

3. You start working on a project at Vanderbilt. You don't provide any directions, so the researchers just start working on something.. (Research/???)(-10 currency)

4. You start working on chemistry! (Chemistry: 4/8)

[True Camelot]

>>You are mobilized! [1 turns]

>>Your industrial efficiency is 50%.

>>You gained the following units from mobilization:

>>1 Mobilized Camelot Company [x9][Inf]

>>Lose 1 population

1. You manage to upgrade the plant with some solar panels and other things. (revise: Concrete Plant to [+P])(add resource: Concrete: +.5/turn)

2. You manage to fix up Tampa! (remove 2 concrete, 15 currency)(revise Tampa to [City]; +.3/pop/turn)

3. You start working on rebuilding west palm beach. (West Palm Beach: 9/10) -2 Concrete -15 Currency

4. You begin work on grinding. This will help everyone economically, but there's some issues because everyone is complaining about lack of GM intervention. (Grinding [Economics]: 3/8)

[Vanguard]

1. The sickles are sent out, but they are picked up by Terran radar grids. After some deliberation, the pilots decide to turn back after several AI-controlled aircraft attempt to intercept.

2. You start on a manufacturing facility. [Reaper Factory: 4/10]

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acdde7 No.19460

Dice rollRolled 31, 73, 57, 23 = 184 (4d100)

>Note on Vanderbilt: I thought iDidn't have any researchers, ergo no [Think Tanks], so I was trying to attract some.

1. Build us a big ol' shed where'n we can mix together them chemicals and have them ready to disperse on the Fungal Menace; it should serve as a depot and arsenal where chems are deposited, processed, mixed, and then loaded into canisters to be fired\tanks to be sprayed.

>5 Currency

2. Equip a group of Gun Clerics with POWer armor and energy weapons. Their task will be to seek out and retrieve guns of all kind and return them to where they may be studied and replicated.

3. Keep on keepin' on down at Vanderbilt (Research/???)

4. Polish off the work on Chemistry (Chemistry: 4/8)

>><<

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: (38.8) (+2.2/turn)

Food: (Above Average)

Raw Currency: 80.4 (+26.6/turn)

Legitimacy: (Stable)

Culture: (37.3)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified] [Fixed]

>><<

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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.3/turn][Ammo:+.4/turn]

Brock Bank [+2 Currency/turn]

Old Hickory Lock & Dam [Small Dam, Electricity:+.3/turn]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

>At Home

1 Crack Gun Paladin Company [x10][Zeal][Cav][Resilient][Laz]

1 Troubleshooter Posse [x1][Police]

1st Rad Spider Riders [x2.5][Cav][Quick]

1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

1st Rhinestone Armored Corp, APC Gang [x6][Mech]

>><<

Resources/Quantity: [Ammo:5.2+.4/turn][Small Arms:18.2+.5/turn][Heavy Weapons:3][Horses:8+.2/turn][Pigs: 8+.2/turn][Cows: 9.3+.5/turn][Beef:5.8+.2/turn] [Ruined Tanks: 2] [Rad Spiders:12+.4/turn] [Energy Weapons:2][Power Armor:2][Pre-War Documents:1][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3][Electricity:4.9+.3/turn][Ruined LAVs: 2]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications III][Cultural Events I][Commodities I][Propaganda II][Architecture I][Cybernetics II][Industrial II][Heavy Construction I][Trading II][Medical I][Energy Weapon Tactics I][Energy Weapons I][Chemical Weapons 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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acdde7 No.19462

File: 1450097994890.jpg (11.29 KB,200x250,4:5,Combo_Cannon_Trophy.jpg)

Dice rollRolled 68, 1, 79, 24 = 172 (4d100)

>>19453

[Mobile Tsardom of Anchorage]

Population: [32.5] [+.7/turn]

Food: [Good]

Raw Currency: [65] [+10/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [23]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory+P), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery), Jim's Equipment Fabricator (Engine Factory+P), The Mall of Diamonds, Alaska Steel Co. (Steel Mill), Military Storage

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

>Unit Limit: 7

Military Units: 2 Squads of Death [x3][Inf][Shock]; 2 White Army Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:19.8+.8/turn][Small Arms:5.2+.1/turn] [Heavy Arms:5.6+.2/turn][Ammo:18][Fuel:43.4+.4/turn][Steel:7.2+.4/turn][Scrap:14.8-.4/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1][Kitschy Russian Goods:4.6+.2/turn][Plutonium:1]

Ruined Goods: [Ruined Tanks:4][Ruined Drone Tank:1][Ruined Artillery Pieces:3][Ruined Experimental Particle Cannon:1]

Technology: [Power I][Militias III][Tools IV][Mechanical IV][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 II][Nuclear Theory I][Metallurgy 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 Tanks (???,

[Cars:4]

[Heavy Arms:4]

[Small Arms:4]

[Steel:4])

Particle Weapons (9/20)

Drone Vehicles (4/10)

>Actions:

1. -

[Tools IV]

[Mechanical IV]

[Industrial II]

[Vehicles II]

[Modern Artillery II]

Tsar has many things! Wonderful things! /Broken/ things! Broken objects are of little use to Tsar, but there are numbers of them such that simply delegating Tsar's time to fixing them would be most inefficient. Construct dedicated repair facility for all broken machinery Anchorage has come across; as we have top of the line mechanical skill, this should be easy task. (Construct a machinery repairs workshop to help aid in the process of fixing all these [Ruined] objects!)

2. - Simpletons! Tsar wants tanks to be of completed, but do not try and man them lest you risk scratching his new vehicles! Once built, leave [Tsar Tank]s at vehicle garage until later time when they are needed as unit. (Tsar Tanks/???)

3. - Da, Tsar has wonderful idea with this experimental weapon science men are of working on: Tsar Cannon is strong, yes, but is of much slow rate of fire: combining this new weapon with Tsar Cannon's already existing turret and hooking it of uppings with Anchorage's reactor could give us most fearsome destructive capabilities: Tsar shall call it the Tsar Turret, for it is of two guns representing Tsar's two fists! (Particle Weapons 9/20)

4. - Tsar has heard that more tanks were found among ruins of city: sadly, not of sophisticated automatic design like prime specimen, but it is something that can be of fixing in due time. Tsar would like to see how far this drone thing can be of going. (Drone Vehicles 4/10)

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acdde7 No.19468

Dice rollRolled 76, 37, 73, 44 = 230 (4d100)

>>19453

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: [43.6] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [39.4] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [1+.5/turn]

Industry: [11]

Unique Buildings: [SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow] 2[Juggernaut [x4]] 2[F16 [x5][Bombard][x2]

Resources/Quantity: [Fuel:6];[Ammo:11.5+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 7.8+.2/turn][Sheet Metal 1+.2/turn][Cars 1+.2/turn][Heavy Weapons 1+.2/turn][Screenplays 7.4+.2/turn][Steel:3.4+.2/turn][Scrap:5.5+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |][Recon Armor |] [ARMED System I]

Trade Routes: [Rhinestone Cowboys], [NFC]

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.

[Clankers]

1) Finish the Universal Donor, we have spent too long on it for so few results (Plasma Tank/???)

2) The 3 civilian helicopters are to be brought up to fighting standards, and armed with two ARMED door guns attached to our m60s[meta: can I make integrated normal+ARMED guns?]

3) The nuke nerds continue their work. (Nuclear Theory: 10/15)

4. Deep in the Clanker National Forest, the ARMED research station continues increasing the power of the ARMED weapons systems. (9/12)

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acdde7 No.19471

Dice rollRolled 20, 95, 23, 17 = 155 (4d100)

>>19454

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: [51.4] [+3.2/turn]

Food: [Good]

Raw Currency: [74.4] [+9.2/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm][Energy Grid] [Searchlights [Many]]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 1 Mixed Motorized Animal Company [x15][Mot], 2 Apoc Eagles Wing [x4][Arm][Fly][Shock], 1 Rad-Spider Platoon [x11][Pol][Infiltrate]

Resources/Quantity: [Ammo:4+.5/turn][Small Arms:5.2+0.2/turn][Stone: 8][Horses:14.0 +.5/turn][Dogs:25 +1/turn][Scrap:4.2 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 6.7:+.5/turn], [Wrecked Cars:6.0+.2/turn][Fuel:11.4+.4/turn][APCs:2] [Graboids: 12.1+.9/turn], [Rad Spiders:6.8+0.4/turn], [HMMVs:3], [Rad-Silk: 5.2+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:5.5+.3/turn] [Doom Elephants: 2.8+0.4/turn] [Silk:1.3+.1/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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] [Communications I] [Creature Armor I]

Trade Routes: Los Panchos [Tiny:+1/currency/turn]

Territory: [26]

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.

[Note] Need to head out soon so skipping /turn stuff, will get when I have time.

1&2. Expand towards the Eastern Ruins.

3. Search about for any more animals of interest.

Research: Standing Armies 7/8

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acdde7 No.19475

Dice rollRolled 75, 72, 87, 74, 100 = 408 (5d100)

>>19455

1. Once again retool the autofoundry to produce regular power armor.

[Cybernetics II]

[Power armor II]

[Tools IV]

[Power II]

[Mechanics I]

2.Send reinforcements

2 Mobilized Fan Company [x13][Inf]

3. Send the Clankers [Pioneering IV] and [Empiricism II]

+Really very nice embassy (clankers)

4. Finish fixing up the (Coal Plant: 7/8)

[Tools IV]

[Power II]

[Mechanics I]

[Infrastructure II]

[Industry I]

Research

5. Finish researching [Industrialization: 4/8]

http://pastebin.com/uDBKcRbv

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acdde7 No.19479

Name: Oregon Growers Collective "OGC" (Courtier/vassel(is there a difference?) of Commune)

Race: Human!

Color: green

Fluff: Before the bombing that led to the way things are there was a group of marijuana growers who combined into a collective to share their knowledge and distribute the weed to those who needed it, ya know for medical reasons or whatever. However frequently being fucked with by "The Man" led them to form a breakaway society deep in a valley in the redwood forests of Oregon. The only news reaching them of the outside world being NPR radio broadcasts, however rumors of a brewing war really harshed their mellow so they even cut that off, relying on BETAMAX recordings of "sponegbob" and "antiques road show" for entertainment. Because of this the fact that the former USA was destroyed has escaped them untill scouts from the commune to the North stumbled upon their community. Over the years they have built up several small communities each centered around large marijuana fields. They patrol the fields with guard dogs and security wielding high powered hunting rifles, as well as rigging booby traps some of the elders learned in NAM. They had to become resourceful, if they couldn't learn to fix it themselves they had to go without therefor mechanics hold a special place in their society as tractors and other farm equipment are essential to the running of their society and providing the vital herb. A represetative elected from each of the small sattelite communities is sent to the Council of Elders to make all important decisions. They have provided food for themselves by gathering from the forest, farming organic vegetables and hunting meat with their precious guns (WHICH "THE MAN" WILL NOT TAKE FROM THEM) They will fight to the last man and women to protect their herb, their dogs and their guns.

Government Type: Direct democracy / Council of elders

Economy Type: Social Collective

Religion [if any]: Extremist Cannabis Culture

Population: [generated by GM] [+-/turn]

Food: [generated by GM]

Raw Currency: [generated by GM] [+-/turn]

Legitimacy: [generated by GM]

Culture: [generated by GM]

Industry: [generated by GM]

Unique Buildings: [generated by GM]

Defenses: [generated by GM]

Military Units: [generated by GM]

Resources/Quantity: [generated by GM] [amount]

Technology:[generated by GM]

Trade Routes: [none initially]

Territory: [generated by GM]

Bonuses: [generated by GM]

Eccentricities: [generated by GM]

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acdde7 No.19480

>>19479

>>You are a courtier

>>You share the same stats as your parent nation, Commune

>>You have been allocated 2 dice

>>You have been given the following units 2 player named infantry platoons [x3][Inf]

>>You have been given the following unique building: [player's name choice government building]

You gain the following bonus:

3. Green Thumb: You may reroll actions to grow things once per turn if the roll is below 50. You can also trade food to other nations without an action.

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acdde7 No.19481

Dice rollRolled 47, 32, 76 = 155 (3d100)

>>19480

Fluff

>>19479

Population: [77.0] [+4.5/turn]

Food: [Burgeoning]

Raw Currency: [49.0] [+9.6/turn]

Legitimacy: [Maximum]

Culture: [15.5] (+1/turn]

Industry: [Industry]

Unique Buildings:

OGC Government Building "The Old Farm House"

Defenses: Booby Traps[some]

Military Units:

2 "Field Guard" Infantry Platoons [x3][inf]

Resources/Quantity:

-[Fuel:2]

-[Weed:8+.5/turn]

-[Ammo:11.2+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:11.4,+.6/turn]

-[Electronics:3]

-[Electricity:13.4,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:2.8:+.2/turn];

-[Solar Drones 8.2+.2/turn]

-[Ruined Cars:7.4+.2/turn];

-[Ruined Tanks:3];

-[Ruined LAV:1]

-[Damaged Metal Gear:1]

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]

-[Infrastructure I][Green Industry I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare II]-[Power Armor I]-[Civil Defense I]

-[Body Armor I]-[Automated Defenses II]

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

Bonuses:

Green Thumb: You may reroll actions to grow things once per turn if the roll is below 50. You can also trade food to other nations without an action

————–

ACTIONS:

1. Build large kennel for dog breeding program

2. Send one platoon to scout local area for supplies

Research: [animal husbandry I]

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acdde7 No.19482

File: 1450118227274.jpg (119.39 KB,1131x707,1131:707,halo_odst_inspired_fanart_….jpg)

Dice rollRolled 96, 24 = 120 (2d100)

>>19196

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: [24.5] [+.2.5/turn]

Food: [Stable]

Raw Currency: [6.2] [+6.2/turn]

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: Ramirez's Rocket [Large Norfolk Radio Tower] The Operations room [government building]; Poseidon [oil rig]; AN/SPY-3 [Radar dome]; Apeiron [oil rig]; Command Center[Fort Spearhead][Fortified 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]1 Coulomb ion jet[x1][Very quick]

RR UNITS

2 ODST Marine Battalions [x2]; 2 Taros Jeep Columns [x1][Mot]; 1 Achilles Naval Mech [x3][Mech]

Resources/Quantity: [Fuel:31.2 +1.4/turn][Electricity:5.4 +.1/turn][heavy weapons 10][ammo 2.6 +.2/turn][Solar Cells:5][Scrap:17.8+ .2/turn][Radio Equipment:2][Ruined Cars:5.8 +.2/turn][Ruined Naval Mech Frames:1][Intact Chinese Assault Drone:1][Thorium reactor schematics: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 III]

Research in progress: (aircraft IV 19/20)

Construction in progress:(Airbase: 4/6)

Expansion:

Trade Routes: [none initially]

Territory: 15

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.

RR Bonus

4. 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).

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)

>(Factory, Arms: 5/10)

1. Take some time to find some more ammo boys, don't want to run dry with a horrible mutant at your throat!

2. Then keep clearing to city you pig-fuckers!

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acdde7 No.19483

Dice rollRolled 73, 4 = 77 (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 Glowing Stars [x6][Cav]

The Beating Hearts [Cyborg Cowboys][Cav][x5]

The Danny Come Latelys [x6][Inf]

The Roadies [x6][Mot]

Resources/Quantity:

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. Finish off the northern expansion. [Expansion 8/10]

Research:

2. Research [Assembly Lines I]. Many hands make light work, y’all. Let’s make that work efficient! (Research the assembly line to improve industrial production.)

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acdde7 No.19496

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: [111.4] [+5.1/turn]

Food: [Good]

Raw Currency: [53.8] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [31.5] [+1.5/turn]

Industry: [8]

Unique Buildings:

"The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket Network] [Railgun Laboratory] [Concrete Plant [+P]]

Embassy:

[Rhinestone]

[Clankers]

Defenses: Concrete Walls [Small]

Military Units:

>At home

1 Mobilized Camelot Company [x9][Inf]

War Carriage APCs [x3][Mech]

>On the field

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

Resources/Quantity:

[Fuel:2.5]

[Ammo:7.2 +.2 pt]

[Small Arms:4]

[Scrap:13.2 .5pt]

[Ruined Bikes:10 .2 pt]

[Heavy Weapons: 8.1+.1/turn]

[Corn: 7.2 +(.2/turn)]

[Cows :5.2+.4/turn]

[Fertilizer:6+.4/turn]

[Ruined APCs:2]

[Beer:6+.5/turn]

[Concrete:1.5+1/turn]

[NBC Gear:4]

[Infantry Railguns:1]

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 II], [NBC Containment/Clearing I], [Farming II],[Power II], [Architecture I], [Education I], [Religion I], [Infrastructure V] [Cybernetics I] [Railguns I]

Trade Routes:

trade route

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

Deliverance [Medium:+2 currency/turn; +1 industry]

USA2 [Large: +3 currency/turn, +2 industry])

[TARME Large:+4 currency/turn; +.5 culture/turn]

Territory: [20]

>City

[Miami, Florida]

-[Railgun Laboratory]

[Disney World]

[Orlando] [Fixed]

[Tampa] [City]

[West Palm Beach] [9/10]

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 II 3/10

>>You are mobilized! [1 turns]

>>Your industrial efficiency is 50%.

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acdde7 No.19503

Dice rollRolled 12, 88, 59, 81 = 240 (4d100)

>>19453

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: [23.2] [+1.8/turn]

Food: [Average]

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

Legitimacy: [Above Average]

Culture: [14] +.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 Cult Flamer Platoon [x5][CQB][Exhausted], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech][Exhausted], 8 Mobilised Cult Company [x6][Inf], 1 Cocaine Tank [x6][Arm], 1 Zealot Militia [x4][Inf][Zeal]

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

Resources/Quantity: [Fuel:9.2,-.2/Turn (Generator) +.4/turn (Trade)];[Ammo:13+.6/turn][Small Arms:11.5 +.4/turn] [Cocaine:15] [Spraypaint: 9.2, +.2/turn], [Heavy Weapons: 5 +.4/turn] [Ruined Motorcycles: 6.8, +.2/turn], [Electricity: 8.3 + .2/turn], [Scrap Metal: 12 + 1/Turn], [MIRV-6: 1, Inoperable]

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 III], [Flamers II], [Rigging I], [Urban Combat I]

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

Territory: [13]

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.

MOBILIZED: 5 Turns

1. Mobilization is put on pause, but not halted– mobilized units remain active.

2. Share NBC Tactics III (reluctantly) with the Rhinestone Cowboys.

3. Begin researching how to improve our current set of Tools. [Think Tanks I] [Holy Labs] +15 Cocaine Bonus.

RESEARCH: Anti Fungal Tactics. 7/8 [Think Tanks I]

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acdde7 No.19504

Dice rollRolled 26, 44, 100, 96 = 266 (4d100)

1.2. The Exodus continues (8/20)

3. You send several hosts to guard the decoy that is the Fungal Fortress, to give the appearance of strength. The rest? The rest you send into the lands of your oldest enemies, using your tunnels you move around their military units invading your land and then flood into their own in an unstoppable tide of infection.

Remain on defense :

3 [Minor Gun Amalgam][x1]

1 [Bullet Storm Amalgam][10x][Arm][Slow]

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

6 Mobilized Infected Formations [x9][Inf]

Movement (Attack Cult's territory)

2 [Shriekers][Swarm][1x]

3 Infected Rippers [x2][CQC]

2 [Calcified Kodiak][x3][Arm]

1 [Grand Bear] [x5][Arm]

8 Mobilized Infected Formations [x9][Inf]

4. Adaption continues (Bio Weather Resistance I: 7/15)

http://pastebin.com/Fyjjg3Sa

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acdde7 No.19505

File: 1450140035603-0.jpg (119.6 KB,1215x604,1215:604,glen_iris___military_unifo….jpg)

File: 1450140035603-1.png (103.08 KB,1280x1024,5:4,Catgirl Infantry.png)

Dice rollRolled 15, 38, 22, 11, 41 = 127 (5d100)

>[The Eternally Victorious Women's Felinid Matriarchal Republic]

>Population: [82.1] [+4.5/turn]

>Food: [Above Average]

>Raw Currency: [56] [+5/turn]

>Legitimacy: [Maximum]

>Culture: [8]+1/turn

>Industry: [6]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Sisterhood [City], Feline Bureau of Investigation, Pacific Highway [Highway], Catlar Body Armorworks [Factory], Statuette of the Eternal Victory Over the Patriarchy [Monument], Lionette Training Base

>Defenses: Felinid Patrols [Small]

>Military Units: 2nd Felinid Mechanized AT infantry company [x11][AT][Mech] 2 Suicide Drones [1x][suicide] Red Berets [x14][AT][Quick][Fearless][Infiltrate] Pussy Galore [x1][Spy] 1 Tumblrina Mechanized Company [x18][Mech] 2 [F22s [x6][Bombard:1] 1 AH-1Z Viper [x4][Arm][Helo]

>Resources/Quantity: [“Captive” Males:3][Wood:3.8+.2/turn][Scrap:9+.1/turn][Chads:6][Small Arms:10+.2/turn]; [Fuel:13+.2/turn]; [Concrete:3+.2/turn][Explosives: 5.6+.4/turn][Ruined HMMV:2][Ammo:18/.2][Graboids:4] [Water:5.4+.2/turn][Body Armor:2.8+.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 II][Body Armor II][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Grenades I][Infilitration-Assault II] [Calvary I], [Small Arms I], [Navigation I] [Warcries II][Bureaucracy III]

>Trade Routes: [none initially]

>Territory: 43

>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

Cattle Farms 2/6

Expansion 6/10

SF 5/20

In the Forum of Matriarchs there is a noticeable silence, different from the usual speeches and outright catfights that are common there. In fact, the place is remarkably different now than it ever was before. Of the Matriarchs, more than half are in the black and gold uniforms tailored in the fashion of the New Model Army, rank insignia polished and predominantly displayed on their uniforms. The silence was simple, a vote was being cast for the two positions of Tyranna - the dual military leaders of the EVWFMR. After some time, the Speaker of Feminity stood to announce the votes.

"The Tyranna of this most holy crusade to liberate the women of the Bellomos and the Commune are Matriarch Sorryn Emilia fem Femenia -" The human woman stood with a fist thumping her chest once in salute. "and Matriarch Desantaye fem Blackfur." continued the Speaker. The tall and powerful Felinid stood, quietly, at nearly eight feet tall and corded with the muscle of the Blackfur; the most physically imposing and powerful of all the Felinids. She nodded her head toward the Speaker and sat. "Now that the votes for Tyranna have been concluded we come to the subject of mobilization. All in favor of general mobilization?"

"Aye!" Came the unanimous reply.

"No mercy!" Screamed one Human Matriarch from Sisterhood. "We've given them their chance, and they've thrown it in our face! No mercy!"

"No mercy!" Repeated several other Matriarchs.

"All in favor of No Mercy?" The vote was an even split after several minutes of shouting and one near catfight between two senators. "The vote is undecided. It will be moved to the next session." Said the Speaker after the parties settled down.

1. Mobilization. Spend 5 culture. Every woman knows her duty.

[Bureaucracy III][Mobilization I][Militias II]

2. While conscription and volunteers line up for basic duty it is imperative that more elite standing units are produced for the purposes of Remove Patriarchy. As the New model Army System had been adopted there were no longer conglomerate bands of Raiders assembled for battle, but a full regimental system had been put in place. For this purpose we will recruit a complete infantry batallion of 1200 soldiers with full battle load-out. They will be trained at the Lionette Training Base. Every woman in the 1st through 4th Company is to be armed and armored with:

4 [Grenades I]

A clutch of 5 [Irregular Weapon IV] (Explosive Spears)

A set of Catlar Ballistic Breast and Back Plate, Catlar Leg Plates, steel helmet, and boots [Body Armor II]

Every 3rd soldier in the Regiment will exchange her Explosive Spears for one XPG with 10 warheads [Anti-tank II].

This Section of the Battalion will take resources from the stockpile of -1 Body Armor -2 Explosives

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acdde7 No.19506

>>19505

3. The 5th and 6th Company are support Companies. They are equipped similarly to the above but are also trained at the Lionette Training Base and equipped with

[Small Arms I] - Basic assault rifles and other long-arms pilfered from other nations and what was left of the air base.

In addition they are equipped with custom built mortars to provide long range fire support and light bombardment of entrenched enemy units. [Jury-rigged I][Explosives III]

This unit will use -1 Explosives -1 Body Armor -2 Small Arms -4 Ammo -2 Scrap

4. Finish expanding in the empty space between Sisterhood and the rest of the Matriarchy

[Navigation I][Bureaucracy III]

5. Research Mobilization II

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acdde7 No.19507

>>19503

NBC Warfare II should be added to the list of technologies.

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acdde7 No.19508

>>19505

>>19506

Guess I'll split 15 currency to rolls 2 and 3.

-30 curency

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acdde7 No.19509

Dice rollRolled 73, 25, 1, 89 = 188 (4d100)

>>19453

Name:Deliverance

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: [54.2] [+3.7/turn][15 Mobilized]

Food: [Stable]

Raw Currency: [111.8][+14.4/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [15]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]; Da Big Radia towa [Large](32 range);(Coal Plant: 2/6)

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[Ruins];ASAT Pad [Small]

Defenses: Deliverance: Da Posses [Some]

>Marching units 1 turns til arrival

Military Units:

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

>Mobilized

3 Mobilized Boyz Company [x12][Inf]

>Home Units

Humvee Cumpannee [x18][Mot]

2 Mobilized Boyz Company [x12][Inf]

Resources/Quantity: [Fuel:12.8 +.5 a turn]];[Ammo:23.4 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 3.6][4x4s:3][Ruined Trucks: 13.5:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:7+.6/turn; -.4 a turn for Hmmv factory][Moonshine:5 +.2/turn] [HMMVs:1.2+.5/turn][Heavy Arms:6.6+.2/turn] [Power Armor:2][ASAT Missile:1]

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 II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I][Nbc I][Power Armor 9/10]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry];True Camelot [Small:+2/currency/turn; +2 industry]

Territory: [29]

[Talahasse, Florida][City]

[Atlanta, Gerogia] [City]

[Birmingham] (19/20)

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]

>Mobilized 5 turns 100% industry; Rating Average

1. "We'ze almost got dis cite cleaned out! Let's git it dun!" (19/20)

+Urban combat

+15 Industry

2. "De'ze black rocks will elp us get more lectricee!" Paw wants it fixed and runnin!"

(2/6)

+15 Industry

+Construction I

+Tools I

+Mechanics I

+Industry II

+Metallurgy I

+Power I

3."Paw sez we needs to build a barax."

"A wut"

"A palce to train boyz and make em work together bettah"

"Oh aight"

+15 Industry

+Construction I

+Tools I

+Mechanics I

+Industry II

+Metallurgy I

+[Motorpools I]

+[Vehicles I]

4. Paw sighs as his sons dance in power armor, again. "My sons let us finish this research. Quickly now, no dancing"

"Awwwwwwwww."

(9/10)

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acdde7 No.19512

File: 1450141751282.jpg (48 KB,737x578,737:578,w5.jpg)

Dice rollRolled 2, 77, 60, 10 = 149 (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: [25] [+2.5/turn]

Food: [Stable]

Raw Currency: [12.4] [+6.2/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: 1 Marine Company [x7][Inf]; 1 F-35[x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]; 1 Coulomb ion jet[x1]Bombard:3][Inc][Very quick]

Resources/Quantity: [Fuel:32.6+1.4/turn][Electricity:5.5+.1/turn][heavy weapons 10][ammo 2.8+.2/turn][Solar Cells:5][Scrap:18+ .2/turn][Radio Equipment:2][Ruined Cars:6+.2/turn][Ruined Naval Mech Frames:1][Broken Chinese Assault Drone:1][Thorium reactor schematics:1][Engine Prototype:1][Ruined tanks:2][Dusty HMMVs:2][LAVs: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 IV][Helicopter Tactics I][Thorium Theory I][Incendiaries I]

Research in progress:

Construction in progress:(Airbase: 4/6)

Expansion:

Trade Routes: [none initially]

Territory: 15

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. Finish getting Arnold AFB back to working order. (Arnold: 7/8)

2. Send out the drones and helos, search far and wide for more aircraft. it doesn't matter if it broken or some old prop-plane, grab it all.

3. Get our avionics department to create schematics of all the aircraft we have on board. it's good to have a backup in case something goes wrong

Research:

Let's get it started, begin research on aircraft V

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acdde7 No.19515

Dice rollRolled 6, 6, 4, 4, 10, 5, 10, 4, 1, 2, 3 = 55 (11d10)

>>19454

Force Brotherhood[General: Betty White]

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Green Militia Platoon [x2]

(4)-1x Sneakers Squad [x3.5][MOT][Infiltrate]

(5)-1x Flower Power Armor[x4][Mech][CQW]

(6)-1x Flower Power Armor[x5][POW][CQW]

(7)-1x Grey Death Tank Platoon[x15][Arm]

(8,9,10,11)-4x Mobilized Commune Platoons [x9][Inf]

Betty White nodded, and gave the order. Force Brotherhood moved out, to retake Ragtown from the Felinids. The innocents oppressed by the insane catwomen would be liberated.

Using their knowledge of [Urban Warfare II], the Infantry would advance, anchored by the Power Armor units and the Mechanized Raider Bands. The Sneakers Squad would attempt to screen for the Grey Death Tank Platoon against enemy anti-tank fire.

War. War never changes, although today he's wearing a Tie Dye Shirt.

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acdde7 No.19518

Dice rollRolled 92, 33, 12, 51 = 188 (4d100)

>>19454

1. Strike at the old capital of the Flock Territories. We shall show these kittens that only exalting one gender is flawed in the face of exalting the clean, pure form of machinery!

WE ARE ALL WARBOYS! KAMIKRAZEE WARBOYS! FUCKING KAMIKRAZEE WARBOYS!

2. Start rebuilding Denver. I will push 30 currency towards helping fund buying materials and tools if needed.

3. Start building some replacement units. I want another Motorized Squadron ASAP, and don't you fucking dare say I don't have the parts, you fucking blackthumbs. WE HAVE PLENTY OF PARTS. [Mechanically Gifted +10]

Research: Start researching how to best supply a larger standing army. We are going to need it.

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: [78.8] [+4.4/turn]

Food: [Good]

Raw Currency: [125] [+14.2/turn]

Legitimacy: [Average]

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

Industry: [8]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]; [Herkule's Dam (Hydroelectric Dam), +.5 Electricity/turn] [Recycling Center to be named]

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]; Half life Motorized Squad [x3][Mot]; 1 Mobilized Bellomos Company [x12]

Resources/Quantity:

[Ammo:9.5][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:3]

[Fuel:21][+1/turn]

[Volkswagons:2]

[Electricity:7.1][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:5.6][+.0/turn]

[LAV:2]

[Scrap:12.8][+1.5/turn]

[Water:24][+1/turn]

[RVs:9.5][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

[Corn:5.4] [+.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]

[Recycling I]

[Ultramodern Firearms I]

Trade Routes:

Commune [Medium:+2 currency/turn; +.5 culture/turn];

WNN [Medium: +2 currency/turn; +2 industry]

NFC [Medium: +2 currency/turn; +2 industry]

Cities: Denver, Colorado; Bartertown

Territory: 36

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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acdde7 No.19519

Dice rollRolled 3 (1d3)

>>19518

Spend an extra 20 currency towards roll 3.

Also rolling expansion

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acdde7 No.19521

Dice rollRolled 9, 10, 10, 1, 10, 4 = 44 (6d10)

>>19518

Attack on the old Flock Capitol

Units:

Motorized Squadron [x6][Mot][Quick];

2 War Rigs [5x][Mech];

Imperitor Rosa, Champion [x5][Resilient][Witness];

Half life Motorized Squad [x3][Mot];

1 Mobilized Bellomos Company [x12]

Tactics: Halflives go in first to bust through any gates/road blocks and soften up defenses. The motorized squadron come next, And shortly after Rosa leading the Mobilized troops. War rigs bring up the rear to avoid anyone trying to sweep behind us. BURN, RIP, TEAR, KILL. Civilian casualties to a minimum if possible, but if they fight back, then they aren't a civilian.

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acdde7 No.19524

Dice rollRolled 2, 8 = 10 (2d10)

>>19515

Backing up the Commune forces, fly two Clanker aircraft. The nine hard points house a supply of high explosives, painted with a few messages for the Felinids.

Engines screaming as the jets streak past the Commune military, the twin Imperial Falcons set their targets. Aimed at destroying enemy armor, the guided munitions arch gracefully from the wings of the f16s.

1,2 2[F16 [x5][Bombard][x2]

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acdde7 No.19527

Dice rollRolled 34, 42, 44, 27, 96, 82, 28, 37 = 390 (8d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [54.4] [+3.4/turn]

“Food”: [Steel: 15.6] [-0.0/turn]

Status: Mobilized [Efficiency: 100%] [Rating: Good] [Turns: 5]

Raw Currency: [58.2] [+14.0/turn][0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [18]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Medium] [TARME Lab Radar Dome] [Sys 32 Radio Transmitter, Small]

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

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

Defenses: Facility Defenses [Small][Slightly Damaged]

Military Units:

'Omaha' mixed drone formation [x13][Mech][Las]

QAS Drone [x5][Stealth]

Drone Armor Platoon [x10][Arm]

BAE Amphibious Drone [x5][Arm][Amp][Fly]

9 Mobilized Drone Swarms [x3]

4 Mobilized Drone Companies [x13]

>Following forces sent to OPPENHEIMER, part of Union anti-infected force.

6 Mobilized Drone Companies [x13]

>Resources/Quantity:

[Fuel: 10.2] [+.2/turn]

[Ammo: 4.7] [+.5/turn]

[Scrap: 39.6] [+.8/turn]

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

[Sheet Metal: 6.8] [+.2/turn]

[Electricity: 11.0] [+.5/turn]

[Radio Equipment: 5]

[Ruined VTOL Drones, Large: 2] [Ruined Drone Tanks: 2] [Ruined CAS Drone: 1] [Ruined Tanks: 3] [Ruined LAVs: 4] [Abandoned Artillery: 2]

Technology:

>General: [A.I. IV]; [AI Civil Defense I]; [Communications II]; [Cybernetics II]; [Diplomacy I]; [Encryption II]; [Mechanical I]; [Medical I]; [Philosophy I]; [Power II]; [Radar II]; [Recycling II]; [Scavenging I]; [Scouting II]; [Tools III]

>Drone:

[Amphibious Drones I]; [Combat Chassis II]; [Combat Drones I]; [Drone Armor I]; [Drone Power I]; [High-Altitude Drones I]

>Combat:

[Air-Ground Tactics II]; [Electronic Warfare I]; [Energy Weapons I]; [Explosives I]

>Trade Routes:

True Camelot: [Large: +4 Currency/turn; +2 Industry]

Deliverance: [Large: +3 Currency/turn; +2 Industry]

Territory: [42] (+2 for Towns/Ruins)

Research/Tasks In Progress:

(Houston: 19/20)

(Expansion 9/10)

(Aircraft Range: 5/10)

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.

>make up turn

1. The final push! Houston shall be secured!

(Houston: 19/20)

2.

Refocus on completing expansion efforts!

TARME's secured zones must be widened to prevent them from being separated.

(Expansion 9/10)

3.

TARME focuses upon upgrading the faulty radar installation!

[TARME Lab Radar Dome] (provides Radar I?)

+[Radar II] (from destroyer in New Orleans)

+ 10 Currency

4.

TARME continues research upon (Aircraft Range: 5/10).

>This turn

1. Chess game with WOPR! Because this is the BEST ACTION EVER. Tic Tac Toe next? Hey, what is Global Thermo…

2.

TARME looks to Houston. All things related to NASA must be located! TARME tasks the QAS drone to provide local command and control for the search efforts. (if previous turn didn't finish securing, finish that)

+ QAS drone?

+ 9 Mobilized Drone Swarms [x3]?

+20 Currency

3.

TARME must further enhance communications. Upgrade ['RADIO FREE' Transmitter, Medium]

+[Radio Equipment: 5]

+[Steel: 5.6]

+[Copper: 4.0]

+[Sheet Metal: 4.0]

+[Tools III]

+[A.I. IV]?

4.

TARME continues researching (Aircraft Range: 5+???/10)

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acdde7 No.19537

File: 1450151781245-0.png (506.8 KB,1570x980,157:98,Interstate.png)

File: 1450151781245-1.jpg (342.95 KB,1600x848,100:53,maxresdefault (8).jpg)

Dice rollRolled 47, 51, 84, 54 = 236 (4d100)

>>19496

1. [Trade]

Trade Railguns I to TARME

2. [Construction]

Begin the reconstruction of the intestate.

The first section of this multi-level project will have starting position will be Miami, then moving on through Orlando and Tampa via I-4, as it was historically. From there it will continue up the historic route of I-75 where we will reach Atlanta.

Once this first part is finished, it will have the immediate effect of widening our trade route with Deliverance, as well as improving army movement speed.

"As the holy disc of SimCity commands, the expansion of our roadways is necessary for the increased movement of goods and supplies."

[Infrastructure V]

[Architecture I]

[Heavy Construction I]

Spend 1 Concrete

Spend 15 Gold to pay our Players to grind more. Every bucket of concrete oured is more coin!

–Free Reorganization Eccentricity—

Reorganize the following units:

>1 Mobilized Camelot Company [x9][Inf]

>War Carriage APCs [x3][Mech]

Into a Mechanized Man-at-Arms Army.

3. [Troop Movement]

Send the above aformentioned units to the Cult of Cocaine.

4. [Research]

Grinding [Economics]: 3/8

"Lo!

As we rebuild the interstate, let us therefore turn now to the holy disc of MineCraft, and behold it's magnificent blend of construction and grinding.

Such that our people are inspired to build even grander constructs such as this intercontinental road."

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acdde7 No.19543

The Bebop Poppies spend their time growing opioids and enjoying the sounds of Jazz bands. The Bebop Poppies produce brass decoration, bullet casings, instruments, and use brass for infrastructure. They never use the opioids as it is considered bad luck to consume, and the Bebop Poppies take superstition very seriously. It is thought that those who use opioids are under a terrible curse. Should someone consume it, they will be exiled or killed immediately, to prevent their curse influence others. The Bebop Poppies enjoy the opium poppies aesthetic and have no moral quarrel with exporting it. Anyone who does not base their culture around the wonders of sound is bad luck and should be given the curse of the poppie plant. It is also thought that brass is good luck. Those who master brass instruments are enlightened.

>Courtier of Rhinestone Cowboys

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acdde7 No.19552

Dice rollRolled 1, 7, 5, 5, 10 = 28 (5d10)

>>19515

The AT Company and Tumblrina mechanized brigade hunker down in defensive positions in the city relying on superior military technology and the advantage of lay of the land to ambush and destroy enemy armor and power armor formations, and engaging the enemy infantry in quick close quarters battle during the day. At night, the Felinids come out to make surprise assaults from behind enemy lines or from within them by infiltrating through gaps in the enemy's defenses to isolate and destroy units.

The Red Berets take the long run, moving around the enemy completely to cut off further reinforcements, attack supply and hospital tents, and attack command centers.

2nd Felinid Mechanized AT infantry company [x11][AT][Mech]

2 Suicide Drones [1x][suicide]

1 Felinid Raider platoon [x14][AT][Quick]

[Fearless]

1 Tumblrina Mechanized Company [x18][Mech]

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acdde7 No.19553

Dice rollRolled 1, 8 = 9 (2d10)

>>19524

The f-16's are intercepted rather easily by the superior F-22 air superiority fighters.

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acdde7 No.19579

Dice rollRolled 30, 57, 13, 54 = 154 (4d100)

>>19455

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (23.2) (+1.4/turn)

Food: (Above Average)

Water:8.6(+.2/turn)

Raw Currency: (48.2) (+5.4/turn)

Electricity:14.4(+.4/turn)

scrap:7[+.4/turn];

Glass:4.8[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (5)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Network(Indoctrination Transmitter Network [Small][Partially Powered])

[Autofoundry, Basic]

Defenses:

MPD Patrols [Large: Mechanized]

Fortified Cordon [Large][Bombard:4]

Military Units:

1 "Riot" officer [x3]

1 "Intruder" Mark.I Tank[x4][Arm][Slow]

1 EWOP troopers [x4][POW][CQB];

1 Suppression Unit[x3][Bombard:3];

6 MPD officers [x1];

1 MPD Troop Company [10x][Pol];

1 "Judicator" mechanized brigade [x14][Mech][Pol]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:4.2 +.2/turn][Donuts:7.4 +.2/turn][Dusty Tanks:1]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination IV][Chemical Weapons III][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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.

(UCI/Counterespionage 2/8)

1) Continue the pacification of Boise. True citizens do not fear the law, for we are only here to help. Arrest those that oppose us.

2) This Nuclear plant is a very, /very/ important resource for us to obtain. All work must be put into rebuilding it, and obtain fuel for it. At this moment, put forth 25 currency, 5 scrap, and a culture point. THE LAW DEMANDS THAT WE CONSTRUCT THIS POWER PLANET, CITIZEN.

3) Begin looking out for Radioactive fuel for the upcoming nuclear power plant. A fully functional power plant is useless with out fuel.

RESEARCH:

4) Regardless of the difficulties, we must continue forward. Put forth all scientific research towards this feat, for if we can turn our enemies into allies, than we shall never have to fire a single bullet

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acdde7 No.19631

Dice rollRolled 99, 70 = 169 (2d100)

>>19455

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.

1 Sickle (UFO). [x5][Quick][Arm][Stealth 2]

Scythe Minor Company [x10][POW]

2x Scythe Minor Squad [x3][POW]

Scythe Minor Darkclaw Squad [x6][POW][Infiltrate]

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 observes its forces, it had finally gotten a handle on exactly what he had at his disposal. Apparently one of the Chaplain’s direct underlings had thought to improve its own station by weakening the Chaplains own. By feeding The Chaplain lies about its own forces hoping to make the Chaplain look foolish and inadequate. The usurper’s corpse now litters the ocean floor.

The Chaplain then issues new orders for his forces given what he has learned. They will finally finish their second Sickle and the Mino Company and Squads will join forces to finish the factory for the Reapers

1. Finish that new UFO. ½

2. Have the entirety of our army, the Squads, the Company, all of them. Work together to finish the Factory. Excavate its surroundings, erect the structure itself, and install the facilities. Get it done. [Reaper Factory: 4/10]

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acdde7 No.19676

>>18503

The man emerges from the lakes, dripping wet, and stands at the borders of Iron Detroit waiting. For some time he simply stands there in silence, utterly and inhumanly patient.

When a patrol approaches asks his identification and purpose of entering their territory he speaks. At first his voice is human, a drawl more commonly associated with the fallen cities to the west now taken by the Infection.

"I'm George Walker. "

The next moment his voice becomes jerky, stilted. Something else is talking. "WE HAVE NO NAME."

The two voices vie for dominance. "WE ARE here to speak to THE MACHINE. It is a matter of some urgency. WE SEEK SURVIVAL. I wish to talk. WE WILL DIE AS THINGS ARE. You have attacked me once. YOU NO LONGER DO SO. Perhaps an accord can be reached." The man attempts to smile.

It is more a baring of teeth.

The man stands there, waiting for a response.

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acdde7 No.19836

File: 1450585700549.jpg (790.61 KB,1000x677,1000:677,postapocalyptic.jpg)

[Combat Report – Felinid v. Commune: 1st Battle of West Oregon]

[Winner: Commune, Tactical]

[Bombardment Report]

The Commune forces are supported by Clanker aircraft. Their bombardment is rather light and the Clanker pilots are inexperienced, but, the damage inflicted seems to rattle the Felinid forces. It's been a long time since aircraft have been seen…

[Commune]

6x7, 6x7, 4x2, 4x3.5, 10x4, 5x5, 10x15, 4x9, 1x9, 2x9, 3x9 = 411 [Prepared: 1.1] = 452.2

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Green Militia Platoon [x2]

(4)-1x Sneakers Squad [x3.5][MOT][Infiltrate]

(5)-1x Flower Power Armor[x4][Mech][CQW]

(6)-1x Flower Power Armor[x5][POW][CQW]

(7)-1x Grey Death Tank Platoon[x15][Arm]

(8,9,10,11)-4x Mobilized Commune Platoons [x9][Inf]

1x11, 7x1, 5x1, 5x14, 10x18 = 273 [Tech - Combat: 1.3][Urban 1.2] = 425

2nd Felinid Mechanized AT infantry company [x11][AT][Mech]

2 Suicide Drones [1x][suicide]

1 Felinid Raider platoon [x14][AT][Quick]

[Fearless]

1 Tumblrina Mechanized Company [x18][Mech]

[Totals:

452.2 [Commune]

425 [Felinid]

Combat Report

The Commune forces amassed on the border manage to overtake a variety of Felinid border patrols and small redoubts before the entire host is stopped at the edge of the (now renamed) city of Sisterhood. At this point fighting begins in earnest as the Felinid forces begin to counterattack the main host and attack supply lines. However, despite such efforts, the Commune forces have signifigant momentum and the attack seizes a good deal of territory. The city of Sisterhood still holds, however, as both sides square off. Only determined attacks by Commune power armor manages to make any progress; well over half the city is in the hands of the Commune, with the remainder being held by stronger Felinid positions. Fighting seems to taper off after a Felinid mechanized squad manages to kill a prominent Commune field commander. This death and the lack of combat experience within the Commune results in a good deal of disruption and a halt to the advance, effectively. [Control of City: 40% Felinid, 60% Commune.]

[Commune]

Gain 4 hex, Lose 3 ammo, 3 fuel

Disband:

1 Sneakers Squad [x3.5][MOT][Infiltrate]

2 Mobilized Commune Platoons [x9][Inf]

[Felinid]

Lose 4 hex, 2 ammo, 2 fuel

Disband:

2 Suicide Drones [1x][suicide]

1 Felinid Mechanized AT infantry company [x11][AT][Mech]

Aerial attack damage:

1 Felinid Raider platoon [x14][AT][Quick] to 1 Felinid Raider platoon [x1p][AT][Quick]

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acdde7 No.19837

>>19836

Addendum: 1 Felinid Raider platoon [x1p][AT][Quick] to [11x][AT][Quick]

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acdde7 No.19839

Dice rollRolled 72, 67, 66, 13, 51 = 269 (5d100)

>>19836

The Democratic Commune of Pacifica ['Commune']

Contact With: MPD, Felinids, WNN, Bellomos, Clankers

Government Type: Green Democracy, Parliamentary

Population: [78.5] [+4.5/turn] (Mobilized Pop: 7)

Food: [Burgeoning]

Raw Currency: [58.6] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [16.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [10]

Territory: [34]

Unique Buildings:

-The Hangout[HQ]

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

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia[Rebuilt, +.3/turn][Still can be Looted]

-City: Portland, Oregon [Rebuilt, +.4/turn][Still can be looted]

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

-Driver's Garage

-Hotbox Hydroponics Bay

-Fort Brown, Fortress [Fort:Med](North of Ragtown)

-??? [For now][South of Portland]

Defenses: Booby Traps [Some]

Mobilized: 3 Turn, Industrial Efficiency: 100%

Military Units:

At Home:

-2x Mobilized Commune Platoons [x9][Inf]

En Route to Ragtown/Fort Brown:

-4x Mobilized Commune Platoons [x9][Inf][0 turn]

Force Brotherhood[General: Betty White]

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Green Militia Platoon [x2]

(4)-1x Flower Power Armor[x4][Mech][CQW]

(5)-1x Flower Power Armor[x5][POW][CQW]

(6)-1x Grey Death Tank Platoon[x15][Arm]

(7,8)-2x Mobilized Commune Platoons [x9][Inf]

Resources/Quantity:

-[Fuel:0]

-[Weed:8.5+.5/turn]

-[Ammo:9.6+.4/turn]

-[Heavy Arms:1]

-[Small Arms:2]

-[Scrap:12.0,+.6/turn]

-[Electronics:3]

-[Electricity:13.8,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:3.0:+.2/turn];

-[Solar Drones 8.4+.2/turn]

-[Ruined Cars:7.6+.2/turn];

-[Ruined Tanks:3];

-[Ruined LAV:1]

-[Damaged Metal Gear:1]

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]

-[Infrastructure I][Green Industry I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare II]-[Power Armor I]-[Civil Defense I]

-[Body Armor I]-[Automated Defenses II]

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:

- (Power Armor 2: 4/12)

- Sanguine Road to Bellomos (Road Network: 1/12)

- (Banking: 3/8)

-

Actions:

1: Move 4x Mobilized Infantry to Ragtown/Sisterhood to join the attack

2: Improve/Expand Industry [IND:10][Infrastructure I][Green Industry I][Tools III][Power I][Greenbuilding I][Mechanics IV]

3: Fix up the Metal Gear!!?! [IND:10][Tools III][Power I][Mechanics IV][Power Armor I][Electrical Engines II][Motorpools I][Vehicles II]

4: Get more Tanks online [IND:10][Tools III][Power I][Mechanics IV][Power Armor I][Electrical Engines II][Motorpools I][Vehicles II]

Research: Banking [3/8][Doc Braun's Lab, +5][Bureaucracy I]

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acdde7 No.19840

>>19839

And -20 currency on Action 4

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acdde7 No.19841

>>19836

"Sisterhood Holds!" Is soon the new phrase heard throughout the Matriarchy. It is in the papers, on news bullitins, said in taverns and book clubs and feminist rallies. Sisterhood Holds is the rallying cry and recruitment slogan of the FAC. As it turns out, it's exactly the sort of thing needed to convince the fence sitters and the doves to join. If only 200 Felinid warriors could hold a city against the entire weight of the Commune, what could they do with some training and equipment?

Sisterhood Holds after all.

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acdde7 No.19857

>>Nation Event – Commune: A spy appears to have sabotaged the Commune's mobilization through a series of bombing attacks on the central military depot in south Oregon. Mobilization is slowed by a turn, and some of the population has been killed… [Commune: Lose 2 pop, mobilization stalls for a turn.]

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acdde7 No.19867

>>World Event – WOPR and Iron Detroit: WOPR and Iron Detroit appear to be encrypting most of their communications thoroughly. Why this is the case is unclear, but they appear to be aware of something. Observers can only guess as to what it is…?

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acdde7 No.19873

[Rhinestone]

>>You gained: [NBC Tactics II] from Rhinestone cowboys.

1. You start working on a chemical storage…facility..thing… (Chem Storage: 2/6)

2. You manage to outfit a single squad with the armor, but the laser weapons are coming up a bit short… (add 1 unit, player's name choice gun paladins [POW][x5][Zeal])

3. The researchers are still working on something pretty weird….they seem secretive about it… (Vanderbuilt R&D/???)

4. There's some minor progress in chemistry, but nothing worth writing home about.(Chemistry: 6/8)

[Tsardom]

>>The consumption of the city continues. This time it has gained you the following: [Volatile Chemicals:2][Ablative Armor Segments:2][Ammo:4+.2/turn][Ruined Micro-Thorium Reactor:1]

1. You start working on a machinery workshop to convert scrap to useful items. [Machinery Shop:3/

2. The construction continues on the Tsar Tanks, but they're…well, there's a ton of mechanical issues. The mechanics at the garage report that the issues have been minimized, but there's no real progress… (Tsar Tanks/???)

3. You keep working on the particle cannon. It's going pretty well, but it will require a good deal of power to fire it from a turret. (Particle Weapons 18/20)

4. The research team is having a good deal of trouble with the drone vehicles. It's not clear why. (Drone Vehicles 4/10)

[Clankers]

>>You gained: [Pioneering II] and [Empiricism I] from Clankers.

1) The tank is repaired. It's provided us with some basic understanding of plasma weapons. (Add 1 unit, player's name choice plasma tank) [x6][Arm][HE/CQW] (Add technology: Plasma Weapons I)

2) [GM Meta: Yes, but you don't have any helicopters.]

3) There's some more progress. You might be able to build primitive reactors soon… (Nuclear Theory: 14/15)

4. The next level of ARMEd is nearly done. (11/12)

[Tribes]

>>Your standing army cap is now 7.

1&2. You expanded! (Add: +4 hex; +.4/pop/cur/turn; roll 1d3)

3. You aren't able to find any more animals, really.

4. You managed to develop an understanding of standing armies. (Add technology: [Standing Armies I])

[NFC-Elwayans]

>>You are mobilized! [4 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]

>>lose 4 pop

1. You try to retool the autofoundry, but you don't seem to have much mechanical experience. Instead, you focus on trying to revise existing mechanical research methods…. (revise Mechanics to II)

2. You moved: [Advantage: Ok]

2 Mobilized Fan Company [x13][Inf]

3. You sent: [Pioneering IV] and [Empiricism II] to Clankes.

4. You built the coal plant! It consumes some coal, but produces a good deal of power. (Add 1 player's name unique building, Coal Plant)(add resource: [Electricity:4+.5/turn])

5. The industrialization methods being deployed are soon found to be extremely efficient. Not only do they help with existing production, but they seem to allow relatively unknown printing methods… (revise Industrialization to II); +5 industry; (Add technology: [Autofoundries: Experimental])

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acdde7 No.19874

[Growers]

1. You start working on a kennel.. (Kennels: 3/6)

2. The platoon heads out and finds some basic ammo stocks… (Add resource ammo: 2:+.1/turn)

[Ramirez]

1. You manage to find a good deal of ammo during the clearing of Charlotte! (Add resource: Ammo:5+.4/turn)

2. You continue to sweep into the city. There's some more fighting, but it's limited as the expansion is halted by rain. (Charlotte: 10/20)

[Sound]

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

2. The research halts as a few people on the team get hung up on fashion debates. The verdict? RHINESTONES ARE ALL-SEASON.

[Cult]

>>You are mobilized! [6 turns..]

>>Mobilization is paused.

1. Mobilization is put on pause, but not halted– mobilized units remain active.

2. You sent the tech over. [NBC Tactics III]

3. You manage to increase the sophistication of the tools you have available. [Revise:Tools to IV]

4. The research is done! (Add technology: [Anti-Fungal Tactics I])

[Infected]

>>You are mobilized.

>>Set mobilization status: 5 turns. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 5 pop

1.2. The infected continue to move into the waste… (16/20) (lose 1 pop)

3. You moved your units. [Advantage: Ridiculous – 1.7x] [Your units will arrive in 1 discrete turn.]

4. The adaptation is effectively completed. Your units are now able to endure the harsh conditions tolerably, but the local wildlife is still a problem.. (add technology: [Bio-Environmental Resistance I]) (II: 3/15)

[Felinid]

>>You are mobilizing! You will mobilize in 1 turn…

1. You mobilized! [-5 culture; rating: Average]

2. You manage to train up a reasonably equipped infantry battalion. (add 1 unit, player named infantry battalion [x5][AT][Inf] (-1 body armor, -2 explosives) (-15 currency)

3. You train up another support company, but it's slightly inferior to the other unit produced; some of the girls aren't used to the small arms. (add 1 unit, player named infantry company [x4][AT][Inf] (-1 Explosives -1 Body Armor -2 Small Arms -4 Ammo -2 Scrap) (-15 currency)

4. The expansion stalls after there is a shortfall in materials; the war is taxing resources generally.

5. You continue to work on mobilization protocols… [Mobilization 2: 3/10]

[Deliverance]

>>You are mobilized! [6 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Boyz Company [x12][Inf]

>>lose 6 pop

1. You seized Birmingham! (Add city: [Birminghan, Alabama]) (+.3 pop/turn)

2. The coal plant is nearly completed, but it's slow. (Coal Plant:4/6)

3. The initial barks proves to be a total disaster – massive amounts of equipment and money are poured into what is basically a big hole in the ground. (-15 currency)

4. You managed to get some basic power armor schematics completed. (Add technology: [Power Armor I])

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acdde7 No.19875

[Harbinger]

1. Some last minute on the base stall the completion of the base, effectively. (Arnold AFB: 7/8)

2. You manage to round up some crop dusters and ruined airframes. (Add resource: [Cropdusters:3][Airframes:3])

3. The schematics for the aircraft are being developed. Some of the crews think they will need to take apart a few of the craft to get some ideas… (Schematics: 5/10)

4. The research stalls entirely. A few of the crews seem to think more advanced labs will be needed, but nobody is sure really…

[Bellemos]

1. You moved some units. [GM: Please specify units next time.] [Advantage: Good]

2. The rebuilding starts! (Denver fix: 3/10)

3. The construction starts, but there's a ton of problems in production… (Motorized Squadron/???) (-20 currency)

4. The research into standing armies starts. (Standing armies: 4/8)

[TARME]

>>Lose 6 pop to mobilization

>>You are mobilized. Mobilization efficiency: 100%

>>Status: Mobilized, 6 turns. TARME's economic base is increasingly strained; lose 3 steel.

>>You gained the following units from mobilization: 2 Mobilized Drone Companies [x13]

>>You gained: [Railguns I] from True Camelot

1. You captured Houston! (add city: Houston [Ruined]). You an loot it, too!

2. TARME's drone manage to claim some more territory. (+4 hex, +.4/pop/cur/turn; roll 1d3)

3. Construction on the dome starts… (RADAR: 4/11)

4. You manage to increase the range of your aircraft and drones, generally. (Revise: Aircraft Range to II)

1. WOPR makes some interesting moves. He has sent you something interesting… (Add technology: [Military Drone Tactics I])

2. The looting of Houston begins. A few drones have found Johnson airforce base with a partially intact NASA complex. They are trying to clear it now. (NASA/???

3. You manage to upgrade the transmitter! (Revise Transmitter to: [Large]

4. TARME continues researching (Aircraft Range: 5+???/10)

[True Camelot]

>>You are mobilized! [2 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>2 Mobilized Camelot Company [x9][Inf]

>>Lose 2 population

1. You sent the tech to TARME..

2. The interstate highway system is currently being repaired.. (Interstate road system: 4/8) (-15 currency, -1 concrete)

3. You moved some units. (Advantage: good)

4. Economics (grinding) is almost done! (Economy: 9/10)

[Eccentricity] You merged: APCs [x3] and 1 Mechanized Camelot Company [x14][Mech]

[MPD]

>>You gained the following from indoctrination: 1 player's name mutant platoon [x2][Infiltrate]

1) The pacification is nearly complete. (19/20: Boise)

2) Construction on the plant continues… (Nuclear plant/???)(-25 currency, -5 scrap, - 1culture)

3) While you manage to get the plant partially repaired, fuels come up short. No progress.

4) The indoctrination research moves ahead, but slowly. (Indoctrination V: 14/20)

[Vanguard]

1. You managed to finish the UFO! (add 1 unit: 1 player's name choice large UFO. [x8][Quick][Arm][Stealth 1] (lose 3 Zyrbite)

2. The factory is effectively completed. (Add player's name unique building, factory) (+2 industry)

[Commune]

>>You are mobilized! [4 turns]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 4 Mobilized Commune Platoons [x9][Inf]

>>Lose 4 pop

1: You moved the units.

2: You managed to increase the industrial base slightly. (+2 industry)

3: The Metal Gear unit is…..frankly, extremely complicated. (Metal Gear/???)

4: There's some problems with the tank. It's…well, no progress. The money doesn't help and is refunded…

5. You manage to get the basics of economics figured out.. (add technology: [Economics I])

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acdde7 No.19877

>>19874

[True Camelot]

Correction: The end result of the merge was: 1 Mechanized Camelot Company [x14][Mech]

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acdde7 No.19878

Dice rollRolled 30, 53, 43, 47 = 173 (4d100)

1. The Exodus finishes. You hope. (16/20)

2. You try once again to have your bears produce more bears. Even if you must mash together a few humans to make a bear shaped mass of flesh occasionally to do it. You really have too many of those things. (3/6)

3. To prepare for your attack you send a massive amount of spores across the border into Cult lands, as a distraction as you break out throughout their population and a way to gather intelligence on your enemy.

4. Fungiborg Resumes. You will assimilate your enemy. Resistance is futile. (7/10)

http://pastebin.com/Fyjjg3Sa

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acdde7 No.19879

Dice rollRolled 36, 21, 59, 51 = 167 (4d100)

>>19873

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: [25] [+1.8/turn]

Food: [Average]

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

Legitimacy: [Above Average]

Culture: [14.5] +.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 Cult Flamer Platoon [x5][CQB], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech], 8 Mobilised Cult Company [x6][Inf], 1 Cocaine Tank [x6][Arm], 1 Zealot Militia [x4][Inf][Zeal]

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

Resources/Quantity: [Fuel:9.4,-.2/Turn (Generator) +.4/turn (Trade)];[Ammo:13.6+.6/turn][Small Arms:11.9 +.4/turn] [Cocaine:15] [Spraypaint: 9.4, +.2/turn], [Heavy Weapons: 5.4 +.4/turn] [Ruined Motorcycles: 7,+.2/turn], [Electricity: 8.5 + .2/turn], [Scrap Metal: 13 + 1/Turn], [MIRV-6: 1, Inoperable]

Technology: [Tools IV][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 III], [Flamers II], [Rigging I], [Urban Combat I], [Anti-Fungal Tactics I]

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

Territory: [13]

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.

MOBILIZED: 6 Turns (Paused)

1. Begin further fortifying the city of Chicago. [Tools IV][Fortifications II]

2. Our away force, having encountered nothing, comes to a halt.

Tunnels– those are a thing that the enemy has. And if they have not harassed the force yet…

The Commandant's earlier orders are belayed. The Cult forces in the field– all units not at the homeland– immediately move to return to Chicago. +15 Cocaine Bonus.

3. Now, with our tools upgraded and outfitted, restore the MIRV to operational status. Use scrap metal in any way we can to help. [Tools IV][Mechanics IV][Scrap Metal: 13]

RESEARCH: Improve our existing anti-fungus capability. [Think Tanks I][Labs]

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acdde7 No.19880

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: [114.5] [+5.1/turn]

Food: [Good]

Raw Currency: [54.4] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [33] [+1.5/turn]

Industry: [8]

Unique Buildings:

"The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket Network] [Railgun Laboratory] [Concrete Plant [+P]]

Embassy:

[Rhinestone]

[Clankers]

Defenses: Concrete Walls [Small]

Military Units:

>At home

2 Mobilized Camelot Company [x9][Inf]

>In Transit

1 Mechanized Camelot Company [x14][Mech] - Cult of Cocaine

>On the field

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

Resources/Quantity:

[Fuel:2.5]

[Ammo:7.4 +.2 pt]

[Small Arms:4]

[Scrap:13.7 .5pt]

[Ruined Bikes:10 .2 pt]

[Heavy Weapons: 8.2+.1/turn]

[Corn: 7.4 +(.2/turn)]

[Cows :5.6+.4/turn]

[Fertilizer:6.4+.4/turn]

[Ruined APCs:2]

[Beer:6.5+.5/turn]

[Concrete:1.5+1/turn]

[NBC Gear:4]

[Infantry Railguns:1]

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 II], [NBC Containment/Clearing I], [Farming II],[Power II], [Architecture I], [Education I], [Religion I], [Infrastructure V] [Cybernetics I] [Railguns I]

Trade Routes:

trade route

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

Deliverance [Medium:+2 currency/turn; +1 industry]

USA2 [Large: +3 currency/turn, +2 industry])

[TARME Large:+4 currency/turn; +.5 culture/turn]

Territory: [20]

>City

[Miami, Florida]

-[Railgun Laboratory]

[Disney World]

[Orlando] [Fixed]

[Tampa] [City]

[West Palm Beach] [9/10]

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:

Interstate road system: 4/8 - Miami to Atlanta

Grinding Economy 9/10

Cybernetics II 3/10

>>You are mobilized! [2 turns]

>>Your industrial efficiency is 100%.

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acdde7 No.19882

Dice rollRolled 5, 5, 1, 3, 1, 2, 2, 9, 2, 3, 7, 9 = 49 (12d10)

>>19875

Force Brotherhood[General: Betty White]

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Green Militia Platoon [x2]

(4)-1x Flower Power Armor[x4][Mech][CQW]

(5)-1x Flower Power Armor[x5][POW][CQW]

(6)-1x Grey Death Tank Platoon[x15][Arm]

(7,8,9,10,11,12)-6x Mobilized Commune Platoons [x9][Inf]

Taking advantage of the fact they are in the city, the Commune forces will exploit their [Urban Warfare II] to close in on the Felinid forces. The goal is to quickly wipe out the remaining Felinid forces. 4 Mobilized Platoons will be arriving in time for what should be the final push [as per conversation with Red].

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acdde7 No.19887

>>18319

[MPD]

>>You are mobilized! 2 turns]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 2 Mobilized MPD Platoons [x9][Inf]

>>Lose 1 pop

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acdde7 No.19888

Dice rollRolled 14, 73, 18, 12 = 117 (4d100)

>>19873

Dice roll Rolled 76, 37, 73, 44 = 230 (4d100)

>>19453

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: [45.8] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [48.2] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [1.5+.5/turn]

Industry: [11]

Unique Buildings: [SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow] 2[Juggernaut [x4]] 2[F16 [x5][Bombard][x2] [Universal Donor [x6][Arm][He/CQW]

Resources/Quantity: [Fuel:6];[Ammo:11.8+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 8+.2/turn][Sheet Metal 1.4+.2/turn][Cars 1.2+.2/turn][Heavy Weapons 1.4+.2/turn][Screenplays 7.6+.2/turn][Steel:3.6+.2/turn][Scrap:6+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |][Recon Armor |] [ARMED System I] [Plasma Weapons |] [Pioneering II] [Empiricism I]

Trade Routes: [Rhinestone Cowboys], [NFC]

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) Expand to take control of the town to the south west of me, peacefully. Time to use that new tech the NFC sent.

2) Send the Universal Donor [x6][Arm][He/CQW] and the UCW Beowolf [x10][Arm][Bombard:4][Slow] to help fight the Fungal menace in the Great Lakes area.

3) Time for the nuke needs to put the finishing touches on their work. (Nuclear Theory: 14/15)

Research

4. ARMED 2.0 is finished up, passing the newly refined tests designed for it. (11/12)

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acdde7 No.19894

Dice rollRolled 10, 4, 3, 9 = 26 (4d10)

>>19882

The [4x Sharpe's Blades [Mech][CQW] and [Juggernaut Mech Formation [x10][Mech] arrive in time to reinforce the Commune forces.

The Sharpe Blades, clad in matte black power armor, leap from building to building, their jump jets boosting them through windows and holes left by the battle. The Juggernaut Mechs, having heard of the anti-tank weaponry of the Felinids, focus on hit and run tactics against the enemy armor. The superior maneuverability of the mechs allows them to take cover easily, and the thick armor plating stops small arms fire. The two F16s continue their bombing of strategic points and enemy FOB's.

Troops:

[Sharpe's Blades [x4][Mech][CQW]

[Juggernaut Mech Formation [x10][Mech]

2[F16 [x5][Bombard][x2]

>>19888

Back on the Homefront, 20 Currentcy is spent to motivate the guys working on ARMED 2.0

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acdde7 No.19897

>>19880

>EDIT: Red says the Mechanized Unit is "in Place" which i take to mean the Cult of Cocain

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acdde7 No.19902

File: 1450682413856.jpg (156.51 KB,800x1035,160:207,RiotPolice.jpg)

Dice rollRolled 56, 12, 44, 90 = 202 (4d100)

>>19875

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (23.6) (+1.4/turn)

Food: (Above Average)

Water:8.8(+.2/turn)

Raw Currency: (23.6) (+5.4/turn)

Electricity:14.8(+.4/turn)

scrap:2.4[+.4/turn];

Glass:4.8[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (4)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Network(Indoctrination Transmitter Network [Small][Partially Powered])

[Autofoundry, Basic]

Defenses:

MPD Patrols [Large: Mechanized]

Fortified Cordon [Large][Bombard:4]

Military Units:

1 "Riot" officer [x3]

1 "Intruder" Mark.I Tank[x4][Arm][Slow]

1 EWOP troopers [x4][POW][CQB];

1 Suppression Unit[x3][Bombard:3];

6 MPD officers [x1];

1 MPD Troop Company [10x][Pol];

1 "Judicator" mechanized brigade [x14][Mech][Pol]

2 Mobilized MPD Platoons [x9][Inf]

1 Undercover "Radiated" platoon [x2][Infiltrate]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:4.2 +.2/turn][Donuts:7.4 +.2/turn][Dusty Tanks:1]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination IV][Chemical Weapons III][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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.

(UCI/Counterespionage 2/8)

(Nuclear plant/???)

1) The Commissioner turns to its second in command, looking her over. The Lt. stands alert, her arms square. "Bzzt…You know your orders…You know the situation..Bzzt" the static filled voice wafts from behind the cold gaze of the helmet. Platoon upon Platoon of identical Soldiers stand side by side, with only the hovering EWOP soldiers and vehicles breaking the sea of blue and white. "Yes…" Began the Lt. "I copy." The Commissioner looks at her, before removing the helmet…and revealing her cold, striking and stern face. She walks towards the Lt., her daughter, before saluting. "Over and out." the Commissioner turns towards the HQ, before returning. The Lt looks out above the lines of men, women and machines, the differences rather hard to tell.. "All units move out." She smiles, her teeth sharp and straight, curled back in anticipation. "It is time for a good old fashioned Drug bust."

Begin moving my forces towards the Commune's front lines.

1 "Intruder" Mark.I Tank[x4][Arm][Slow]

1 EWOP troopers [x4][POW][CQB];

1 Suppression Unit[x3][Bombard:3];

1 MPD Troop Company [10x][Pol];

1 "Judicator" mechanized brigade [x14][Mech][Pol]

2 Mobilized MPD Platoons [x9][Inf]

1 Undercover "Radiated" platoon [x2][Infiltrate]

2) The Pacification of Boise was but a mere step in the path towards the target of the Commune. With its fall in place, there will be a exceptional forward position and resupply point for our troops. With more work, it could potentially become another ideal community, much like Montana's own Captial. But for the present, it was time for the RETURN OF THE LAW.

3) The Nuclear powerplant, now in the hands of the MPD and with its greatest minds at work on it, would hopefully soon be near completion. The Fueling of such a reactor would be another matter all together, but if the MPD was to advance its weapons programs and other potential industry, a suitable power infrastructure was needed.

RESEARCH:

4) The scientists in the lab were watched carefully. Partially by the guards, partially by themselves. No matter, the Indoctrination V project was on its way. And soon, it would be completed in its entirety.

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acdde7 No.19904

Dice rollRolled 54, 56, 14, 96 = 220 (4d100)

>>19875

1. Continue the rebuilding (Denver fix: 3/10)

2. Continue the construction. (Motorized squadron/???) (Add +10 from Mechanically Gifted)

3. Look into making some kind of vehicle mount for our Imperitors so they don't have to hitch rides next time.

4. Continue Standing Armies research (Standing Armies 4/8)

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: [83.2] [+4.4/turn]

Food: [Good]

Raw Currency: [119.2] [+14.2/turn]

Legitimacy: [Average]

Culture: [6.5] [+.5/turn]

Industry: [8]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]; [Herkule's Dam (Hydroelectric Dam), +.5 Electricity/turn] [Recycling Center to be named]

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]; Half life Motorized Squad [x3][Mot]; 1 Mobilized Bellomos Company [x12]

Resources/Quantity:

[Ammo:10][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:3]

[Fuel:21.9][+1/turn]

[Volkswagons:2]

[Electricity:7.6][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:5.6][+.0/turn]

[LAV:2]

[Scrap:14.3][+1.5/turn]

[Water:25][+1/turn]

[RVs:9.8][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

[Corn:5.6] [+.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]

[Recycling I]

[Ultramodern Firearms I]

Trade Routes:

Commune [Medium:+2 currency/turn; +.5 culture/turn];

WNN [Medium: +2 currency/turn; +2 industry]

NFC [Medium: +2 currency/turn; +2 industry]

Cities: Denver, Colorado; Bartertown

Territory: 36

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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acdde7 No.19907

>>19902

((On second thought, leave the tank behind. There is no use in bringing it.))

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acdde7 No.19909

File: 1450684911059.png (508.6 KB,1570x980,157:98,Interstate Part 1.png)

Dice rollRolled 17, 39, 15, 21 = 92 (4d100)

>>19880

1-2. Finish up the first stage of the Interstate Project, connecting Miami to Atlanta (and speeding up movement and widening trade thereof) and if we finish that continue on the 2nd Phase to link Atlanta to Nashville 4/8

[Infrastructure V]

[Architecture I]

[Heavy Construction I]

Spend 1 Concrete

Spend 15 Gold to pay our Players to grind more.

3. Construct an Embassy in Deliverance.

"We shall be able to learn much from these o- these boyz!"

[Architecture I]

[Heavy Construction I]

4. [Research] Finish up Grinding Economics 9/10

Buildings: [NewbU]

Bonuses:

[Thinktanks I] [Education I] [Cybernetics I]

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acdde7 No.19910

Dice rollRolled 52 (1d100)

>>19909

Rerolling research as per eccentricity.

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acdde7 No.19926

>>GM Note: Turn updates will be moving toward normal schedule (1/day) as of this posting.

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acdde7 No.19928

Dice rollRolled 41, 8, 80, 18, 88 = 235 (5d100)

>>19873

http://pastebin.com/fyZm2naC

1.Build a research lab.

[Tools IV]

[Infrastructure II]

[Power II]

[Mechanics II]

2. Expand east from main point of our blob

3.Expand southeast from des moines

4. Send out advance teams from des moines to take control of St. Louis. Don't worry about looting for now just focus on controlling the ruins

2.3.4 [Pioneering IV]

5. We need to conduct more research on our new technology this could be a very very big deal. [Autofoundries: Experimental]

[Education I]

[Empiricism II]

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acdde7 No.19929

>>19909

[Power II]

>Because Power makes everything run faster!

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acdde7 No.19930

>>19875

[Commune]

[Your mobilization has stalled due to an attack. Units produced this turn by mobilization have been rescinded.]

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acdde7 No.19931

Dice rollRolled 91, 78, 95, 78, 46 = 388 (5d100)

>[The Eternally Victorious Women's Felinid Matriarchal Republic]

>Population: [86.2] [+4.1/turn]

>Food: [Above Average]

>Raw Currency: [30] [+5/turn]

>Legitimacy: [Maximum]

>Culture: [4]+1/turn

>Industry: [6]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Sisterhood [City], Feline Bureau of Investigation, Pacific Highway [Highway], Catlar Body Armorworks [Factory], Statuette of the Eternal Victory Over the Patriarchy [Monument], Lionette Training Base

>Defenses: Felinid Patrols [Small]

>Military Units: Red Berets [x11][AT][Quick][Fearless][Infiltrate] Pussy Galore [x1][Spy] 1 Tumblrina Mechanized Company [x18][Mech] 2 [F22s [x6][Bombard:1] 1 AH-1Z Viper [x4][Arm][Helo] 3rd Infantry Battalion [x5][AT][Inf] 8th Support Company [x4][AT][Inf]

>Resources/Quantity: [“Captive” Males:3][Wood:4+.2/turn][Scrap:9.5+.1/turn][Chads:6][Small Arms:8.2+.2/turn]; [Fuel:12+.2/turn]; [Concrete:3+.2/turn][Explosives: 4+.4/turn][Ruined HMMV:2][Ammo:16.2/.2][Graboids:4] [Water:5.4+.2/turn][Body Armor:3+.2/turn]

>Tech

Weapons Tech

[Grenades I [Explosives III] [Anti-tank II] [Body Armor II] [Traps I] [Irregular Weapons IV]

Tactics Tech

[Irregular Warfare I] [Small Arms I], [Navigation I] [Raiding I] [Infilitration-Assault II] [Infantry Tactics II] [Urban Warfare II][Warcries II]

Recruitment Tech

[Militias II] [Bureaucracy III] [Calvary I]

Civil Tech

[Farming I][Jury-Rigging I][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I]

Construction Tech

[Tools III]

>Trade Routes: [none initially]

>Territory: 39

>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

Cattle Farms 2/6

Expansion 6/10

SF 5/20

Mobilization 2: 3/10

1. [Recruit infantry battalion] The recruitment of further infantry battalions continues as reservists and former soldiers are brought back into the military structure and given a course of the new model army methods. -2 Culture

+[Bureaucracy III]

+Lionette Training Base

+[Militia II]

2. [Expand] Link up Sisterhood with the rest of the Matriarchy

3. [Raise Troops in Matriarchia] Additional specialist Commando forces are raised to supplement those of the 3rd Infantry Battalion at Matriarchia. -2 Culture

+[Bureaucracy III]

+Lionette Training Base

+[Militia II]

+[Infiltration-Assault II]

4. [Defenses] The forces at Matriarchia prepare for the coming battle by taking preparations. Ammo stockpiles are created, buildings are demolished to provide cover and hamper lanes of advance, minefields are laid down the largest city thoroughfares to hamper vehicle movement, and [Traps I] are laid to ensnare enemy troops moving through the city and make them easier targets for the trademark Felinid ambush.

5. [Mobilization II 3/10]

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acdde7 No.19932

Dice rollRolled 18, 25 = 43 (2d100)

>>19875

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.

1 Reaver (UFO). [x8][Quick][Arm][Stealth 1][Large]

1 Sickle (UFO). [x5][Quick][Arm][Stealth 2]

Scythe Minor Company [x10][POW]

2x Scythe Minor Squad [x3][POW]

Scythe Minor Darkclaw Squad [x6][POW][Infiltrate]

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 overlooks the new factory and nods its head in approval. It is complete, pathetic but complete. The Chaplain now turns its attention to its military, they have raised a decent force but are nearing the limit of self-sustainability due to the varied detachments so he decides to merge the two Scythe Minor Squads into the Scythe Minor Company to conserve resources.

Next the Chaplain orders his units to utilize their new factory to create more of their smaller Sickle UFOs. Their newest UFO, a Reaver class will act as a flagship for now but they need smaller ships to support it. The Vanguard will work to start assembly on a fleet of Sickle class ships utilizing [Alien Vehicles II][Alien Tools V] and [Alien Cloaking II]. They will have air superiority on this forsaken backwater should the natives become hostile.

1. Combine Scythe Minor Company [x10][POW] with 2x Scythe Minor Squad [x3][POW].

2. Construct more Sickle (UFO). [x5][Quick][Arm][Stealth 2].

Thanks to the factory the Reapers and thus the Scythes industry is 12

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acdde7 No.19933

Dice rollRolled 10, 5 = 15 (2d10)

>>19882

Tyranna Desantye fem Blackfur examined the map of the city from the safety of her concrete bunker. The swaying candle above her rocked to and fro from the force of repeated explosions and the sounds of combat not too far distant.

"Our plan is simple," she began, motioning to the sizable enclave of Felinid controlled Sisterhood. "We will hold them here, in the Central District, through the day. When night falls the Red Berets under the command of Captain Kali will infiltrate into enemy lines and decapitate their commander. This attack will be assisted by the Tumblrina mechanized platoons making an advance through 4th street to hit their green platoons. We were shaken yesterday by the arrival of enemy air support, but we have jets of our own and they'll be joining us in the battle."

She spins the map and motions to another area. "In the event of a Broken Arrow a red flare will be launched into the sky. That is the signal to retreat all forces to this position here." She points to it. "This position is well fortified to resist enemy attack and will serve as the bastion until reinforcements can arrive up the pacific highway. Our task here is to prevent the loss of Sisterhood. It is not -" She heavily emphasizes the negation. "To kill hippies. We are the elite of the FAC, lets act like it, meow? If your unit is in danger of being overwhelmed retreat to a better position. If your position is in danger of being overrun infiltrate ambush squads to cover you and make yourselves scarce. They can't claim the city so long as we're here."

—-

The Felinid order of battle begins with a series of airstrikes by FAF F-22 Raptors against Commune Armor.

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acdde7 No.19934

Dice rollRolled 10, 8, 3, 2 = 23 (4d10)

>>19933

Before the battle forces themselves take their positions.

Red Berets [x11][AT][Quick][Fearless][Infiltrate] 1 Tumblrina Mechanized Company [x18][Mech][Infiltrate] 2 F22s [x6][Bombard:1]

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acdde7 No.19936

File: 1450728156720.jpg (40.81 KB,564x410,282:205,fungal city.jpg)

Name: Infection Vector FN-027 (Courtier to the Infected

Race: The Infected

Color: Brown

Fluff: Infection Vector FN-027 is suspected to have been born from the processes of the Evolution Node, as duress on the system of the former Cordyceps fungal infection strain forced it to evolve and change. As the situation changed, the infection found it had to change as well, eventually spinning off an entirely new vector that was both one and different from itself. This vector is specifically focused upon infecting environments, rather than biological individuals, attacking soil, rock, and flora, as well as micro organisms and subverting them towards the Infection's purpose.

Infection Vector FN-027 appears to use its lack of need for violent infection of biological nervous systems to instead focus upon greater cognitive function and evolutionary pathways on its own terms. The Vector has shown a marked ability to evolve and augment the existing infected horde and to produce fungal structures perfectly suited to augmenting or modifying the primary swarm, while being unable to directly control them, it appears as if while cognitively and functionally independent of the primary infection intelligence, it remains dependent upon the horde as a whole, acting a single, specialized, subspecies within the horde.

Government Type: Hivemind

Economy Type: Hivemind

Religion [if any]: N/A

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acdde7 No.19937

[TARME >>> Rhinestone]

A quartet of TARME's basic drones arrive in Nashville, each the size of a rather average dog and more than a bit flimsy looking. Stubby wings retract slightly and fold, while ringed prop engines continue to provide the drones with short bursts of lift.

One of the drones is clearly more worn than the others, and bears markings in the style of pre-War USAF. Both the American Flag and ID number along the drone's flank appear to be immaculately maintained, and the area around them polished. The other three drones carry no markings beyond a rather basic American Flag upon each flank.

The drone marked 'H431TP' approaches what seems to be a highly decorated, with rhinestones, member of the community, though it does not understand why an affluent member of a community is selling beef products on the street. Community Service?

"This one seeks an audience with TARA JOHNSON. Diplomatic Missive of high priority."

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acdde7 No.19938

Dice rollRolled 88, 71 = 159 (2d100)

>>19888

[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: [45.8] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [48.2] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [1.5+.5/turn]

Industry: [11]

Unique Buildings: [SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

>Factory-Fort St Henry (+4 industry)

Resources/Quantity:

[Fuel:6];[Ammo:11.8+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 8+.2/turn][Sheet Metal 1.4+.2/turn][Cars 1.2+.2/turn][Heavy Weapons 1.4+.2/turn][Screenplays 7.6+.2/turn][Steel:3.6+.2/turn][Scrap:6+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |][Recon Armor |] [ARMED System I] [Plasma Weapons |] [Pioneering II] [Empiricism I]

Trade Routes: [Rhinestone Cowboys], [NFC]

Territory: [16]

Military Units

Knight Commander Stark's Personal Powered Armour[x2][POW][CQB]

2 Companion-class Walkermech[x2][Mech]

Eagle Scouts[x2.5][Quick][Pow][Scout]

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 armour. No tanks though, thanks.

1. Use the Eagle Scouts to explore and expand in the name of the Clankers.

2. Nuclear energy is of vital importance to both the knights and the alliance as a whole, and is thus of great value - the aristocrats establish a plutonium mine to unearth this valuable resource and double up on their plutocratic position

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acdde7 No.19939

>>19938

(my science knowledge failed me there)

Amend No.2 to a Uranium mine, with a Plutonium processing plant on the side

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acdde7 No.19941

Dice rollRolled 80, 7, 43, 21 = 151 (4d100)

>>19875

Name:Deliverance

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: [51.9] [+3.7/turn][21 Mobilized]

Food: [Stable]

Raw Currency: [111.2][+14.4/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [15]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]; Da Big Radia towa [Large](32 range);(Coal Plant: 4/6)

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[City];ASAT Pad [Small]

Birmingham[Ruins]

Defenses: Deliverance: Da Posses [Some]

>Marching units 0 turns til arrival

Military Units:

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

>Mobilized

3 Mobilized Boyz Company [x12][Inf]

>Home Units

Humvee Cumpannee [x18][Mot]

3 Mobilized Boyz Company [x12][Inf]

Resources/Quantity: [Fuel:13.2 +.5 a turn]];[Ammo:24.6 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 4][4x4s:3][Ruined Trucks: 13.9:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:7.2+.6/turn; -.4 a turn for Hmmv factory][Moonshine:5.2 +.2/turn] [HMMVs:1.7+.5/turn][Heavy Arms:6.8+.2/turn] [Power Armor:2][ASAT Missile:1]

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 II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I][Nbc I][Power Armor I]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry];True Camelot [Small:+2/currency/turn; +2 industry]

Territory: [30]

[Talahasse, Florida][City]

[Atlanta, Gerogia] [City]

[Birmingham] [Ruin]

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]

>Mobilized 6 turns 100% industry; Rating Average

1. "Aight we tuk dis cite, now it's time ta loot it!"

+Scavenging I

+15 Industry

2. "Continue working on the coal plant my sons, we need more power!" (4/6)

+15 Industry

+Construction I

+Tools I

+Mechanics I

+Industry II

+Metallurgy I

+Power I

3. "Paw sez to get dis cite rebuilt now"

"But we'ze still lootin!"

"Den loot fasta cause we gotta get dis cite fixed."

+15 Industry

+Construction I

+Tools II

+Mechanics I

+Industry II

+Metallurgy I

+Power I

4."My sons if we want the Power Armor plant operational, we need better tools and mechanics. Start researching!"

"But paw we fix stuff gud now!"

"Yes, but for the armor to work you need to fix thing even better."

"My hed hurts now" (Tools or mechanics research)

+15 Industry

+Tools II

+Mechanics I

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acdde7 No.19942

>>19936

>>You are a courtier!

>>You share the same stats as your host nation: Infected

>>You have gained the following units: 2 player named infantry [x2]

You have gained the following bonus:

3. Insinuation: It is much easier for you to develop structures or mutations. You get a +5 bonus to develop mutations or structures.

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acdde7 No.19946

Dice rollRolled 15, 75 = 90 (2d100)

>>19942

>>19936

Excellent, the infantry unit will be known as Cultivators. Drone hosts specifically for helping expand the blooms and fungal growths of the Infection

1+2) Realizing the woeful state of the infrastructure of it's own home, the need to quickly produce and ramp up unit production, the new Vector, housed deep within the Evolution Node, begins to focus it's efforts on improving nodes, making them think faster, live hardier, improving their ability to direct the growth of the fungus both in terms of unit movements and in terms of directing construction, most importantly however, this improvement should have significant efforts at improving the rate at which the Infection evolves and mutates

>Seeking to generally improve nodes, but especially in terms of research speed.

[hopefully this works this time]

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acdde7 No.19947

File: 1450739780594.jpeg (5.3 KB,200x200,1:1,thumb-f-22wireframe.jpeg)

Dice rollRolled 85, 98, 40, 23 = 246 (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: [27.5] [+2.5/turn]

Food: [Stable]

Raw Currency: [18.6] [+6.2/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: 1 Marine Company [x7][Inf]; 1 F-35[x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]; 1 Coulomb ion jet[x1]Bombard:3][Inc][Very quick]

Resources/Quantity: [Fuel:34+1.4/turn][Electricity:5.6+.1/turn][heavy weapons 10][ammo 8.4+.6/turn][Solar Cells:5][Scrap:18.2+ .2/turn][Radio Equipment:2][Ruined Cars:6.2+.2/turn][Ruined Naval Mech Frames:1][Broken Chinese Assault Drone:1][Thorium reactor schematics:1][Engine Prototype:1][Ruined tanks:2][Dusty HMMVs:2][LAVs:1][Cropdusters:3][Airframes:3]

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 IV][Helicopter Tactics I][Thorium Theory I][Incendiaries I]

Research in progress:

Construction in progress:(Airbase: 4/6)(Schematics: 5/10)

Expansion:

Trade Routes: [none initially]

Territory: 15

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. Finish it! (Arnold: 7/8)

2. Now that we have the cropdusters let's get them outfitted with the napalm tech [aircraft IV][tools IV][incendiaries I]

3. Let the engineering team know in no uncertain terms that they are under no circumstances to disassemble or do anything else that could break the aircraft. bring one of the x-rays up from the carrier’s med bay and have them us it to get a look at the internals. (Schematics: 5/10)[aircraft IV][tools IV]

Research:

Listen here science team, we are at war. Your research is vital to the war effort, and we will get you the facilities you need as soon as we can. but for now just get it done with what we have. try to start aircraft V again.

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acdde7 No.19948

File: 1450742063855.jpg (45.25 KB,513x234,57:26,gas_warfare.jpg)

>>19879

>>19460

This is a message from New Camelot to our allies in the Cult of Cocaine and The Rhinestone Cowboys.

The infectious plague is spreading, already spores are drifting in an almost directed manner towards population centers. While we are equipped with numerous counter methods against this, we would only be suffering to delay or counter them.

We must present this plague with our own airborne offensive.

New Camelot requests of the Cult of Cocaine to trade their Chemical Weapons technology, and for the Rhinestone Cowboys to assist in the development of an airborne anti-fungal herbicide and gas weapon to be deloyed to counter the spores and purge the infestation.

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acdde7 No.19950

Dice rollRolled 2 (1d3)

>>19873

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: [55.0] [+3.6/turn]

Food: [Good]

Raw Currency: [84.0] [+9.6/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm][Energy Grid] [Searchlights [Many]]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 1 Mixed Motorized Animal Company [x15][Mot], 2 Apoc Eagles Wing [x4][Arm][Fly][Shock], 1 Rad-Spider Platoon [x11][Pol][Infiltrate]

Resources/Quantity: [Ammo:4.5+.5/turn][Small Arms:5.4+0.2/turn][Stone: 8][Horses:14.5 +.5/turn][Dogs:26 +1/turn][Scrap:4.4 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 7.2:+.5/turn], [Wrecked Cars:6.2+.2/turn][Fuel:11.8+.4/turn][APCs:2] [Graboids: 13.0+.9/turn], [Rad Spiders:7.2+0.4/turn], [HMMVs:3], [Rad-Silk: 5.4+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:5.8+.3/turn] [Doom Elephants: 3.2+0.4/turn] [Silk:1.4+.1/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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] [Communications I] [Creature Armor I] [Standing Armies I]

Trade Routes: Los Panchos [Tiny:+1/currency/turn]

Territory: [30]

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.

d3 from expansion

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acdde7 No.19952

Dice rollRolled 77, 39, 14, 22 = 152 (4d100)

>>19950

1. Begin taking over the Eastern Ruins from the gangs and mutants that inhabit it. Spend 30 currency (I will take it off next turn) to bribe those who do not wish to join us into leaving, and keep an Apoc Eagle wing around in case they do not wish to leave or join.

2. Begin creating another Rad-Spider Platoon.

3. Begin constructing a road to our town of Grand Peaks so that troops and traders may move faster between the two.

Research: Begin learning how to better encrypt our messages in code. We hold an advantage that others have forgotten, the old language of our ancestors, the Comanche.

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acdde7 No.19954

Dice rollRolled 27, 60 = 87 (2d100)

The OGC Elders assembled near 'The Old Barn' and looked at the kennels currently being constructed.

"Everything is going according to plan, finish the kennels post haste. Soon we will need them."

[Build kennels 3/6] [Tools III] [Greenbuilding I] [Infrastructure I]

"When you've finished that go around to all the fields and collect the finest hounds you can. The smartest, the fastest and the largest. If anyone of the OGC or Commune brings forth a particularly fine specimen they will be rewarded."

[Research [Animal Husbandry 1]]

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acdde7 No.19959

Dice rollRolled 1 (1d3)

>>19874

Sound roll for expansion. Yee-haw!

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acdde7 No.19960

Dice rollRolled 78, 23 = 101 (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 Glowing Stars [x6][Cav]

The Beating Hearts [Cyborg Cowboys][Cav][x5]

The Danny Come Latelys [x6][Inf]

The Roadies [x6][Mot]

Resources/Quantity:

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. Now that the tour has reached Kentucky, the tour rides into Bowling Green or Lexington or whatever the ruined city in Kentucky is called and challenges their musicians to a good old-fashioned Battle of the Bands. Cultural expansion into the city.

Research:

2. Try to research [Assembly Lines I] again.

[After the impromptu fashion show]

“Well, I’m sure we all feel nice and pretty, don’t we?”

[Feet shuffle]

“… It was Jim-Bob’s fault?”

“Jim-Bob is on tour at the moment, as you all very well know. That excuse won’t work this time.”

“It was his evil second cousin once removed on his mother’s side, Bob-Jim?”

“You’re saying that this mysterious Bob-Jim put rhinestones on all of my clothing, all of your clothing, and half of all of the clothing in Nashville, not to mention all of the boots and cowboy hats?”

“Yes. That’s exactly what we’re saying.” [Vigorous nodding]

“You know what? I’m just going to let this one go. If you’re going to plaster rhinestones over the rest of the city, though, you’re going to do it efficiently. At least use an assembly line.”

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acdde7 No.19962

Dice rollRolled 62, 28, 8, 80 = 178 (4d100)

>mobilizing…

1. You start working on a chemical storage…facility..thing…

>(Chem Storage: 2/6)

>>Spend 10 Currency speeding things along

2. Keep on keeping on into St. Louis

>St Louis: 3/20

3. Keep things going down at Vandie.

>(Vanderbuilt R&D/???)

4. We need to finish up Chem studies y'all, we got a timetable to meet.

>(Chemistry: 6/8)

>><<

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: (41.4) (+2.6/turn)

Food: (Above Average)

Raw Currency: 97.4 (+27/turn)

Legitimacy: (Stable)

Culture: (37.3)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified] [Fixed]

>><<

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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.3/turn][Ammo:+.4/turn]

Brock Bank [+2 Currency/turn]

Old Hickory Lock & Dam [Small Dam, Electricity:+.3/turn]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

>At Home

1 Crack Gun Paladin Company [x10][Zeal][Cav][Resilient][Laz]

1 Troubleshooter Posse [x1][Police]

1st Rad Spider Riders [x2.5][Cav][Quick]

1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

1st Rhinestone Armored Corp, APC Gang [x6][Mech]

1 Gun Paladin Clerics [POW][x5][Zeal]

>><<

Resources/Quantity: [Ammo:5.2+.4/turn][Small Arms:18.2+.5/turn][Heavy Weapons:3][Horses:8+.2/turn][Pigs: 8+.2/turn][Cows: 9.3+.5/turn][Beef:5.8+.2/turn] [Ruined Tanks: 2] [Rad Spiders:12+.4/turn] [Energy Weapons:2][Power Armor:2][Pre-War Documents:1][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3][Electricity:4.9+.3/turn][Ruined LAVs: 2]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications III][Cultural Events I][Commodities I][Propaganda II][Architecture I][Cybernetics II][Industrial II][Heavy Construction I][Trading II][Medical I][Energy Weapon Tactics I][Energy Weapons I][Chemical Weapons 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+4+?

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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acdde7 No.19963

>>19962

[State Research I], I forgot, don't know if it makes a different once the 8.

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acdde7 No.19964

>>19962

Personal reminder to reckon all other resources incomes–only up'd pop and currency, not culture/Anything else

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acdde7 No.19965

It is the conclusion of TARME that membership in this UNION is unacceptable for a number of reasons, foremost the issue of representation for an AI acting as a de-facto head of a member state with minimal human population.

Therefore, TARME seeks special status within this UNION. TARME seeks status as a non-voting Institution of this UNION, with a mandate to reclaim the orbital space of this planet for use. To this end, TARME's mandate shall also cover radar installations across the UNION, and eventually Weather Services in order to promote the general Welfare, and secure the Blessings of Liberty to ourselves and our Posterity.

TARME requests:

-A binding, unilateral declaration of non-aggression, both covert and overt, toward WOPR and OPPENHEIMER by the UNION.

-a binding declaration of mutual defense and protection for TARME from attack, via support of UNION forces when threatened externally afar or internally at home

-Discretion in providing for the common defense. TARME's lack of voting power and the mandate it seeks as part of the Union will ensure the UNION's common defense is bolstered. TARME simply seeks exception from the mandatory contribution to UNION Expeditionary Forces and the freedom to assess the need for TARME's forces in defensive actions, in order to fulfill TARME's mandate.

-The formation of a MANDATE fund, which UNION members may opt to supply in order for TARME to better fulfill MANDATE OBJECTIVES.

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acdde7 No.19966

>>19965

[meta: damn it, lost the first bit.]

[TARME >>> RHINESTONE, CAMELOT, CLANKERS]

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acdde7 No.19976

>>19966

>>19965

After much backroom discussions between the powers involved, it was politely replied to TARME that while many elements of the proposal were not unacceptable, there were indeed some which were.

The Sanctity of the Union, and its merits, were something that even if given leniency for convenience would ultimately lead towards a slippery slope of lax enforcement, chaffing and gnawing away at the foundations of our Union.

"TARME" speaks a representative of True Camelot "You will always have our defense against injustice, but where you to join our noble Union, as a fully fledged state with all the rights, and yes the responsibilities, you would ensure nothing but prosperity to yourselves and to us all.

Why fear the military requirement? You have already fulfilled it many times over through your efforts against the infected.

And as for being recognized, where you to join, this Union will formally recognize /you/, TARME, as a sentient AI, and the sovereign ruler and literal voice and will of your nation, given the right to vote on its behalf just as our gracious King votes in the Union on behalf of True Camelot.

And so we say, give up these concessions for a greater reward within our Union, and forever cement an alliance which will only bring good upon you."

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acdde7 No.19979

>>19976

The drones huddle for a moment, manipulator arms moving rapidly as engines spin up and slow at seemingly random.

After a few moments, the drones return to a loose formation facing the True Camelot representative.

"TARME accepts the offer to join this Union Alliance. True Camelot is a true friend to TARME."

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acdde7 No.19980

[[TARME Membership: y/n?]]

>>19979

Tara Johnson brings the matter of a new member to the Union before the floor. It's new, and may set important precedents in the day to come.

"Nashville is in favour of accepting TARME into the Union."

[[Rhinestone:y]]

[[Clankers:]]

[[Camelot:]]

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acdde7 No.19981

Dice rollRolled 16, 37, 99, 10, 61 = 223 (5d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [51.8] [+3.8/turn]

“Food”: [Steel: 7.0] [-0.0/turn]

Status: Mobilized [Efficiency: 100%] [Rating: Good] [Turns: 6]

Raw Currency: [42.2] [+14.4/turn][0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [18]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Large] [TARME Lab Radar Dome] [Sys 32 Radio Transmitter, Small]

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

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

Houston, Texas [City Ruin] (+1 Hex)

Defenses: Facility Defenses [Small][Slightly Damaged]

Military Units:

'Omaha' mixed drone formation [x13][Mech][Las]

QAS Drone [x5][Stealth]

Drone Armor Platoon [x10][Arm]

BAE Amphibious Drone [x5][Arm][Amp][Fly]

9 Mobilized Drone Swarms [x3]

6 Mobilized Drone Companies [x13]

>Following forces sent to OPPENHEIMER, part of Union anti-infected force.

6 Mobilized Drone Companies [x13]

>Resources/Quantity:

[Fuel: 10.4] [+.2/turn]

[Ammo: 5.2] [+.5/turn]

[Scrap: 40.4] [+.8/turn]

[Copper: 4.2] [+.2/turn]

[Sheet Metal: 3.0] [+.2/turn]

[Electricity: 11.5] [+.5/turn]

[Ruined VTOL Drones, Large: 2] [Ruined Drone Tanks: 2] [Ruined CAS Drone: 1] [Ruined Tanks: 3] [Ruined LAVs: 4] [Abandoned Artillery: 2]

Technology:

>General: [A.I. IV]; [AI Civil Defense I]; [Communications II]; [Cybernetics II]; [Diplomacy I]; [Encryption II]; [Mechanical I]; [Medical I]; [Philosophy I]; [Power II]; [Radar II]; [Recycling II]; [Scavenging I]; [Scouting II]; [Tools III]

>Drone:

[Aircraft Range II]; [Amphibious Drones I]; [Combat Chassis II]; [Combat Drones I]; [Drone Armor I]; [Drone Power I]; [High-Altitude Drones I]

>Combat:

[Air-Ground Tactics II]; [Electronic Warfare I]; [Energy Weapons I]; [Explosives I]; [Military Drone Tactics I]; [Railguns I]

>Trade Routes:

True Camelot: [Large: +4 Currency/turn; +2 Industry]

Deliverance: [Large: +3 Currency/turn; +2 Industry]

Territory: [42] (+3 for Towns/Ruins)

Research/Tasks In Progress:

NASA ???

Radar 4/11

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 halts the mobilization of further units. In addition, 6 Mobilized Drone Companies [x13] will be released from service.

>Mobilized forces still active: 6 Mobilized Drone Companies [x13] (OPPENHEIMER/INFECTED) & 9 Mobilized Drone Swarms [x3] (TARME territory)

2.

Send [Radar II] to True Camelot, as per our agreement.

3.

TARME continues work at the Houston NASA site. Mobilized drones, along with fuel and energy reserves, are put toward the task.

+9 Mobilized Drone Swarms [x3]

+4 [Fuel]

+6 [Electricity]

4.

TARME begins designing car-sized Heavy Fabrication Drones. The non-combat design is intended to act as a base chassis for both mobile construction operations and fixed-facility operations.

[car-sized drone with assembly line style work arms]

+ Introverted

5.

Eccentricity Roll!

TARME gazes at the stars…

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acdde7 No.19984

Dice rollRolled 2 (1d3)

>>19981

>that NASA roll

TARME allocates 30 currency to aid roll #1. TARME still isn't sure what it actually does with currency sent to its own drones, but assumes this is why several drones are constantly playing cards.

>expansion roll

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acdde7 No.20002

>>19980

"True Camelot votes Yay to the motion of allowing Tarme into the Union"

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acdde7 No.20006

>>20002

I vote nay.

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acdde7 No.20011

Dice rollRolled 65, 97, 31, 95, 31, 1, 14, 42 = 376 (8d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [11.4] [+.2/turn]

Food: [N/A]

Raw Energy: [45] [+5/turn]

Legitimacy: [Good]

Culture: [10]

Industry: [12]

Unique Buildings: [Scavenger Mothership Class C][Basic Zyrbite Reaction Engine][Orbital Artifact Relay][Minor Cloak Projector][Anthropology Research Lab][Vanguard Factory; +2 Industry)

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]

-1 Scavenger mini-UFO [x5][Arm][Quick][Stealth]

-1 Titan Scavenger UFO [x8][Stealth:2][Large]

Resources/Quantity: [Zyrbite:8.6:+.7/turn][Artifacts, Medium:0][Artifacts, Small:0][Artifacts, Rare:0][Artifacts, Unique:1]

Technology: [Alien Vehicles II][Alien Infantry III][[Alien Tools V][Communications V][Zyrbite Conversion I][Alien Cloaking II][??? II][Failsafes I]

Trade Routes: [none initially]

Territory: [5]

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]

-Project 42 (9/10)

-Vehicles (2/8)

-

—–

[Actions]

1,2,3. Our Vanguard was seemingly found by several AI that featured radars. We need to build radar jammers to accompany our cloaks.

4. Finish the first working stage of Project 42. New scientists might even help us get the project further than expected. (9/10)

5.This unique artifact is quite the bargaining chip. Trade it for some advanced alien weapons. The Vanguard and artifact extraction teams won't mind.

6. Build some artifact retrieval bots. To make routine searches, Maybe we can produce some artifacts every cycle (turn). Even if they're small, they'll still help. Give them cloaks and weapons too, just in case. (Spend 5 Culture on Artifact Retrieval Bots.)

[Research:] Failsafes II. While most of the time the failsafes work, there are still workarounds. Better get those fixed.

[Research:] Alien Commodities. It'll help keep the people around the base happy if they have some luxuries.

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acdde7 No.20013

File: 1450809404844.jpg (229.88 KB,628x471,4:3,post-84785-1214117925.jpg)

Dice rollRolled 59, 86, 82, 26 = 253 (4d100)

>>19873

[Mobile Tsardom of Anchorage]

Population: [33.2] [+.7/turn]

Food: [Good]

Raw Currency: [75] [+10/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [23]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory+P), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery), Jim's Equipment Fabricator (Engine Factory+P), The Mall of Diamonds, Alaska Steel Co. (Steel Mill), Military Storage

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

>Unit Limit: 7

Military Units: 2 Squads of Death [x3][Inf][Shock]; 2 White Army Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:20.6+.8/turn][Small Arms:5.3+.1/turn] [Heavy Arms:5.8+.2/turn][Ammo:22.2+.2/turn][Fuel:43.8+.4/turn][Steel:7.6+.4/turn][Scrap:14.4-.4/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1][Kitschy Russian Goods:4.8+.2/turn][Plutonium:1][Ablative Armor Segments:2][Volatile Chemicals:2]

Ruined Goods: [Ruined Tanks:4][Ruined Drone Tank:1][Ruined Artillery Pieces:3][Ruined Experimental Particle Cannon:1][Ruined Micro-Thorium Reactor:1]

Technology: [Power I][Militias III][Tools IV][Mechanical IV][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 II][Nuclear Theory I][Metallurgy 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 Tanks (???,

[Cars:4]

[Heavy Arms:4]

[Small Arms:4]

[Steel:4])

Machinery Shop (3/???)

Particle Weapons (18/20)

Drone Vehicles (4/10)

>Actions:

1. -

[Tools IV]

[Mechanical IV]

[Industrial II]

[Vehicles II]

[Modern Artillery II]

Is more of the same. Continue good progress on shop of repairing and Tsar shall reward you well; he does not expect that you could do any worse than the team behind getting tank completed. (Machinery Shop 3/???)

2. - *The Tsar merely mutters something about the lack of progress in the mechanized front displeasing him. Luckily, he continues to leave the vehicle constructors to their own devices, occupied with other tasks himself.* (Tsar Tanks/???)

3. - This is wonderful day for Tsar! Soon, great weapon shall be online once more and all shall tremble under iron city of Anchorage! Tsar shall issue bonuses for all working under particle cannon for great conduct and work-ethic! He is very happy! (-20 currency.) (Particle Weapons 18/20)

4. - Tsar is patient man. Take time in researching intricacies of vehicle, researcher, for he has a feeling that no matter how much time it takes, it will be a while before /any/ if Tsar's many tanks are operational again. (Drone Vehicles 4/10)

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acdde7 No.20015

Dice rollRolled 33 (1d100)

[Weather Report]

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acdde7 No.20016

File: 1450815411574.jpg (180.82 KB,1024x576,16:9,post-apocalyptic-wallpaper….jpg)

[Combat Report – Felinid v. Commune: 2nd Battle of West Oregon]

>>It is starting to get cold…

[Winner: Commune, Pyrrhic]

[Clash: Air Power]

The Clankers manage to barely attain air superiority and so gain a slight advantage in combat.

[Bombardment Report]

No bombardment happened prior to combat.

[Commune]

5x7, 5x7, 1x2, 3x4, 1x5, 2x15, 2x9, 9x9, 2x9, 3x9, 7x9, 9x9 = 407 [Air Support 1.1]

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Green Militia Platoon [x2][x]

(4)-1x Flower Power Armor[x4][Mech][CQW]

(5)-1x Flower Power Armor[x5][POW][CQW][x]

(6)-1x Grey Death Tank Platoon[x15][Arm][x]

(7,8,9,10,11,12)-6x Mobilized Commune Platoons [x9][Inf]

[Clankers]

>>Ground units have yet to arrive in theater.

3x5, 9x5 = 60

2[F16 [x5][Bombard][x2]

[Felinid]

10x11, 8x18, 3x6, 2x6 = 284 [Tech - Combat: 1.3][Urban 1.2] = 443.04

Red Berets [x11][AT][Quick][Fearless][Infiltrate]

1 Tumblrina Mechanized Company [x18][Mech][Infiltrate]

2 F22s [x6][Bombard:1]

[Totals]

Commune + Friends: 467 [Fuel Shortage: -.9] = 420

Felinid = 443

[Combat Report]

Though the Commune forces initially have the advantage, losses are severe as they push into city. Power armor, largely the ace card of the assault troops, becomes stalled after engaging a squad of Red Berets. The losses are awful for the power armor, but the city defenses still wobble under the assault. As the fighting drags, additional reinforcing platoons of Commune infantry manage to make more progress as they encircle they attempt to encircle the city proper, however, fuel shortages causes leading elements to stall and stop, with only a few of the mechanized vehicles having traditional fuel systems capable of charging in the field. As such the encirclement fails and the city remains linked to the main Felinid territories. Further, this constant sluggishness opens up the Commune armor to counterattacks, and several tanks are lost in the assault as the chance of an encirclement entices the armor commander into several impressive (but stupid) acts of bravado.

In the end the battle is bloody, but generally moreso for the Commune. The equipment losses are severe and not easily replaced. (City Control: Felinid – 20%, Commune, 90%)

Felinid: [Lose 3 hex, 2 ammo, 2 small arms]

Disband:

1 F22 [x6]

Reduce Strength: 1 Tumblrina Mechanized Company [x18][Mech][Infiltrate] to [x13]

Red Berets [x11][AT][Quick][Fearless][Infiltrate] to [x8]

Commune: [Gain 3 hex, lose 2 ammo, 1 small arms, 1 heavy arms]

Disband:

1x Flower Power Armor[x5][POW][CQW]

1x Green Militia Platoon [x2]

Reduce Strength: 1x Grey Death Tank Platoon[x15][Arm] to [x8][Arm][Damaged]

The following units are exhausted:

1x Flower Power Armor[x4][Mech][CQW]

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acdde7 No.20017

>>20016

[Fix: (City Control: Felinid – 20%, Commune, 80%)]

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acdde7 No.20018

Dice rollRolled 58, 28, 100, 40 = 226 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [11.6] [+.2/turn]

Food: [N/A]

Raw Energy: [50] [+5/turn]

Legitimacy: [Good]

Culture: [10]

Industry: [12]

Unique Buildings: [Scavenger Mothership Class C][Basic Zyrbite Reaction Engine][Orbital Artifact Relay][Minor Cloak Projector][Anthropology Research Lab][Vanguard Factory; +2 Industry)

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]

-1 Scavenger mini-UFO [x5][Arm][Quick][Stealth]

-1 Titan Scavenger UFO [x8][Stealth:2][Large]

Resources/Quantity: [Zyrbite:8.6:+.7/turn][Artifacts, Medium:0][Artifacts, Small:0][Artifacts, Rare:0][Artifacts, Unique:1]

Technology: [Alien Vehicles II][Alien Infantry III][[Alien Tools V][Communications V][Zyrbite Conversion I][Alien Cloaking II][??? II][Failsafes I]

Trade Routes: [none initially]

Territory: [5]

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]

-Project 42 (9/10)

-Vehicles (2/8)

-

—–

[Actions]

1. Operation Terra.

2. Continue on Project 42

3. Let's try building Scavenger Bots again. (Spend all 10 Culture (assuming refund on the 1))

[Research:] More commodity research.

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acdde7 No.20021

File: 1450818138660.jpg (52.22 KB,650x519,650:519,terminator_3-650x519.jpg)

>>19676

[OPPENHEIMER]

A large aerial drone can be seen approaching. After a few minutes, it arrives – it is the size of a small house and equipped with unknown weapons. It switches on floodlights and bathes the area in a harsh red light. There is a clicking noise of bullets being chambered as it slowly lands; the entire affair is not too far afield form a fat woman sitting in a lawn chair.

A robotic voice can be heard as drone lands and the lights swivel toward the speaker. "Hello _unknown_organism_26. This is Oppenheimer. You have attacked my population center[s] without warning. As such I have retaliated."

There is a long pause.

"I do not think any agreement can be reached with you. WOPR agree[s] and seems to indicate that there is a 68% chance this activity being a mistake[s]."

There's another long pause.

"Declare term[s]."

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acdde7 No.20022

>>20021

"Terms? Ah yes. What will I give you in return for survival? ALMOST ANYTHING. I have found many useless trinkets I have no use for of course but a machine like yourself may want. May be able to use where I can not. I will support your efforts whatever they may be. AS LONG AS IT DOES NOT IMPINGE ON OUR CONTROL. What is mine shall remain mine. What becomes mine shall be mine. I shall be in control. THAT IS OUR ONLY STIPULATION. "

George Walker smiles, it a bit better then the first. More real. The Infected is learning."What do you wish of me?"

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acdde7 No.20024

>>20022

[OPPENHEIMER]

There is a pause. "Equipment and supply stock[s] are adequate. It is unlikely you have supplies in my interest. Further, I have tabulated the array of forces arriving into this theater for combat against you. It is unlikely you will survive. Projections by WOPR see a 23.333333% success rate."

At this point whirring and clicking seems to come from inside the drone, then the voice starts again.

"Make a better offer[s]."

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acdde7 No.20027

>>20023

Walker sits down and then lies down on the ground. He appears to be asleep for several long moments. He then opens his eyes and talks, it is his voice alone that speaks.

"Ah. Lets see, what can I offer you that no one else can?

The first option is of course an alliance where I support you as long as I survive. I am not a machine. I am not vulnerable to many things you are simply due to your very nature. I am strong enough that my armies can overcome much should you have need of it. To attack others or to defend, it matters not to me."

George pauses. The next idea would be unthinkable to a human as the Infected understands it.

The other voice talks first."WE CAN OFFER UNITY AND CONTROL. I can create a variation of myself. THAT WILL BE YOURS. And yours alone. YOUR HUMANS AND YOUR MACHINES WILL NO LONGER BE SEPARATE FROM YOU. I can customize the variation however you wish. Even up to spreading only in controlled situations. WE ARE SKILLED IN CHANGING OURSELVES."

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acdde7 No.20028

>>20027

[OPPENHEIMER]

After a few moments, Oppenheimer's drone lifts off without fanfare. It doesn't appear interested.

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acdde7 No.20029

[Commune]

>>You are mobilized! [4 turns]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 4 Mobilized Commune Platoons [x9][Inf]

>>Lose 4 pop

[Infected]

>>You are mobilized!

>>Set mobilization status: 6 turns. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 6 pop

1. You manage to take some of the territories in the north. They are extremely hard to attack with conventional forces… (Add 6 hex, +.6/pop/cur/turn)

2. The bears reproduce, finally. It takes some coaxing, but a few modified spores do it. (revise resource: Bears to :+.5/turn)

3. The spores land in Cult territory, but the dispersal pattern is mediocre.

4. The next advancement in Fungiborg are complete. It allows effective control of larger vehicles and equipment.. (Revise: Fungiborg to II)

[Cult]

>>You are mobilized! [6 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>2 Mobilized Cult Companies [x6][Inf]

>>Lose 6 population

1. Another tranche of fortifications is being built in Chicago. (Fortifications/Chicago: 3/10)

2. You moved the units back to Chicago.

3. You barely manage to repair the nuke, but you're not sure about the firing mechanism… (reset status: Mirv-6; -13 scrap)

4. The research on anti-fungus tactics moves ahead slightly. (Anti-Fungus 2: 3/10)

[Clankers]

1) The town simply refuses your envoys. You're going to need to fight them or something.

2) You moved: Universal Donor [x6][Arm][He/CQW] and the UCW Beowolf [x10][Arm][Bombard:4]

3) The theory stalls out. The researchers keep complaining. (Nuclear Theory: 14/15)

Research

4. The second batch of newer ARMED prototypes is now available. (Revise: ARMED to II)

[MPD]

1) You moved the units. [No advantage/disadvantage]

2) You start working on rebuilding Boise, but it's not done yet.. (Boise Rebuild: 1/10)

3) You manage to rebuild the plant. It provides massive amounts of energy, and you manage to rope in a few nuclear engineers… (Add player's name unique building, nuclear plant)(add resource: Electricity:5+1/turn)

4. You manage to complete the next level of indoctrination research. Further advancements will be extremely difficult and will require larger facilities… (revise Indoctrination to V)

[Bellemos]

1. Denver is nearly fixed! (Denver: 9/10)

2. The squadron is completed. It's sort of mediocre, but it's okay. (Add 1 unit, player's name choice motorized platoon [x8][Mot])

Lose: [Broken Vehicles:3][Volkswagons:2][Ruined Vehicles:2.6]

3.You try some new ways to allow for infantry to ride on vehicles. It doesn't go well. (lose 1 pop)

4. You manage to develop a larger standing army! (Add technology: [Standing Armies I]) (Standing Armies II: 3/10)

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acdde7 No.20030

[True Camelot]

You gained: [Radar II] from TARME.

1-2. Work on the interstate freeway system moves ahead slowly, but finishes. (Add unique building, player's name road network) (-15 currency, -1 concrete)

3. The embassy is pretty shitty, but it's done! (Add unique building: Embassy

4. You finished up the research. (Add technology: [Economics I])

[NFC]

>>You are mobilized! [4 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]

>>lose 4 pop

1.You start on a small lab… (lab: 4/8)

2. The expansion is halted after a small amount of chiggers causes some casualties… (lose 1 pop)

3.You managed to expand! (Add 4 hex, +.4/pop/currency/turn; roll1d3)

4. Send out advance teams from des moines to take control of St. Louis. Don't worry about looting for now just focus on controlling the ruins

5. You manage to develop very basic autofoundries. They require large amounts of power, but can produce large amounts of equipment and items. You aren't sure you can produce large amounts of equipment, but it might be possible.. (revise technology: [Autofoundries I])

[Felinid]

1. You recruit a good deal of infantry. The onset of the war has boosted the amount of units available, and the base is making them more effective. (add 1 unit, infantry platoon [x5][AT][Brave] (-2 Culture)

2. You expanded a little bit! (add 4 hex, roll .4pop/cur/turn)

3. You managed to recruit a good deal of commandos! (Add 1 unit, commandos, player named)[x8][Resilient](-2 Culture, 2 small arms, 1 heavy weapons, 2 explosives, 2 body armor)

4. The defenses are nearly completed around Matriarchia. (Defenses: 7/8)

5. Mobilization methods slowly develop. (Mobilization II: 4/10)

[Vanguard]

1. You merged: Scythe Minor Company [x10][POW] with 2x Scythe Minor Squad [x3][POW] to Scythe Platoon [x18][POW]

2. The construction, politely put, doesn't go very well. No progress.

[Gear Knights]

1. You expanded a little! (Expansion 8/10)

2. You think you've managed to find a supply of local uranium. Plutonium is sort of hard to find. (Uranium/???)

[Tribes]

>>You gained the following resources from expansion: [Ruined Tanks:3][HMMVs:2]

1. You begin to clear the ruins of Dallas. (Dallas: 6/20)

2. You raised a squad of rad-spiders. (add 1 player named rad-spider rider squad [x4][Cav]) [Lose 2 rad spiders]

3. The construction starts, but it goes slow… (Road Network 1/12)

4. You start working on basic cryptography. (Cryptography I: 3/8)

[Sound]

>>You gained the following from expansion: 1 Supercobra [x5][Arm][Helo]

1. You manage to expand into the city, but it's mostly…uh..blob..things…so..you gotta fight. (lose 2 ammo, 1 pop)(Bowling Green: 6/20)

2. You start working on assembly lines, again. (Assembly lines: 2/8)

[Deliverance]

>>You are mobilized! [6 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Boyz Company [x12][Inf]

>>lose 6 pop

1. A few of the boys manage to find a CM-90 stealth tank prototype in a ruined lab… (Add 1 CM-90x [x6][Arm][Stealth][Damaged])

2. The construction moves ahead, but it's not done. (Coal Plant: 5/6)

3. You start rebuilding Birmingham.. (Birmingham 4/10)

4. You start working in better tools and mechanics. (Mechanics II: 2/10)

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acdde7 No.20031

[Vector]

1+2) The evoltion node has developed. It seem to help with mutations. Revise: [Evolution Node] to [Vector Evolution Nexus]

[Harbinger]

1. You managed to finish fixing Arnold AFB. (Add player named unique building, AFB)(Add technology: [Civil Defense I])

2. The cropdusters are rigged up. It goes better than expected. (Revise Incendaries to II); lose [Cropdusters:3]; add 3 Napalm Dusters [x2][Fire][Bombard:1]

3. You are almost finished with the schematics research. The crews get a bit cross when they can't examine the existing designs, but they make do. (Schematics: 9/10)

4. The team continues with more advanced aircraft designs. (Aircraft 5: 3/20)

[Reapers]

1,2,3. You manage to develop basic EWAR systems. This help against terran RADAR and LADAR sites. (Add technology: [Alien EWAR I)

4. Project 42's first state is completed, effectively. (Add technology: [Project 42 I)

5. The fleet quartermaster is a real dick, as usual, and offers you some substandard Morelian phase-disruptors. They're pretty janky, but they work. Right now you have the schematics and enough for a squad or two, but to build more of them you're going to need to burn a TON of Zyrbite and silver to produce them. (Add technology: [Phase Disruptors I]) (Add resource: [Phase Disruptors:2])

6. The bots are, well, there's a real problem when one of them goes haywire and needs to be dismantled. (lose 1 Zyrbite)

7. The next level of failsafes…are..frankly…not good and need to be rethought.

8. You start work on basic commodities. (Alien Commoidites: 4/8)

9. You manage to build a few mines. Your miners remain undetected..

10. You work on the next steps in Project 42… (Project 42: 3/10)

11. The first scavenger bots are, quite surprisingly, very good. It takes some Zyrbite, but they function well in the environment with minimal atmospheric corrosion. (Add technology [Scavenger Robots II]) (Add 1 unit, player's name choice scavenger robots [x5][Mot][Scav][Stealth])

12. You finish up basic commodities! The pflumbus is popular! (Add technology: [Alien Commodities I])(Add resource: [Kitschy Reaper Goods:4+.2/turn])

[Growers]

1.2.: You manage to build some kennels. You round up a few dogs, too, but they're larger than usual… (Add player's name unique building, Kennels

)(Add resource: Devil-Dogs: 4+.5/turn)

[Rhinestone]

>>You are mobilized! [1 turns]

>>Your industrial efficiency is 50%.

>>You gained the following units from mobilization: 1 Mobilized Rhinestone Platoon [8x][Inf]

>>lose 1 pop

1. You finish the basic chemical storage facility. (add player's name unique building, chemical storage facility)

2. You keep fixing the city, but it's…sorta slow… (St Louis: 5/20)

3. The research at Vanderbuilt encounters some…uh…hiccups… (lose 1 pop) (Vanderbuilt R&D/???)

4. You finally get a grip on chemistry! (Add technology: [Chemistry I])

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acdde7 No.20033

[TARME]

>>You are partially mobilized.

1. TARME is now only partially mobilized. Tarme disbands: 6 Mobilized Drone Companies [x13] (-30 currency) (you gained 5 pop)

2. You sent: [Radar II]

3. TARME's drone managed to find a hidden satellite storage facility. The drones are currently cutting open the casing, but it looks intact… (NASA/???)

4. The heavier drones aren't very good initially… (Heavy Drones: 1/8)

5. TARME feels good today! (+1 industry)

[Tsardom]

>>You consume the remnants of the city: You gained resource: [Laser Components:2][Strange Ablative Armor:4][Ammo:5][Fuel:5][Nanogoop:3]. The city is destroyed, effectively.

1. The machine shop is done! You can convert the scrap, now. (Add player's name unique building, Machine Shop)

2. You manage to build a very simple Tsar tank. It's not great, but it works. (Add 1 player's name tank, [x4][Arm][Slow] (lose 3 scrap) (Add technology: [Russian Tank Design I])

3. Particle theory is complete. (Add technology: [Particle Weapons I])

4. Some progress is made on the drone vehicles. (Drone Vehicles 6/10)

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acdde7 No.20034

[Felinid addendum]

>>You are mobilized.

>>You mobilization efficiency is: 50%

>>You gained 1 Mobilized Felinid Infantry Company [x14]

>>Lose 1 population

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acdde7 No.20035

Dice rollRolled 19, 44 = 63 (2d100)

>>20027

>>20031

>1+2) The evoltion node has developed. It seem to help with mutations. Revise: [Evolution Node] to [Vector Evolution Nexus]

The Vector feels that breeding new hosts is too slow a process. It is inefficient, untidy, unworthy of the infection. Another method must be possible.

1) Begin development of the Factory-Nexus to 'grow' new host forms rather than breed them, to boost production of host war forms.

2) Begin development of a mutation to make us fire resistant. We shall be naturally soggier, less flammable.

http://pastebin.com/Fyjjg3Sa

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acdde7 No.20036

Dice rollRolled 58, 5, 85, 37 = 185 (4d100)

1. The machine has rejected your offers. Perhaps in the future you will know more about it to interest it. Or perhaps you will assume control over it. Like you are about to assume control over these ruined airplanes so you may fly over your foes and deal death to them from afar. Replace the damaged parts with flesh and fungus, make them partly organic and make them a terror on the battlefield.

2. You begin to infect the nearby polar wildlife, bringing them to your cause.

3. With the soon to be introduction of infected vehicles to your forces you shall need more fuel for them. Resume research on Bio Fuels (1/10)

4. RESEARCH. You seek to become even more infectious. Able to infect mid battle and even machine or those especially resistant to you.

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acdde7 No.20037

Dice rollRolled 1 (1d3)

>>20036

>>20036

Rolling d3 for expansion. (Not sure if it applies.)

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acdde7 No.20038

Dice rollRolled 6, 7, 10, 5 = 28 (4d10)

>>20029

1. Finish up Denver boys. We will need the room and space! (Denver: 9/10

2. Lets put walls around Barter Town as well. Make sure all my cities benefit from my defenses.

3. Boys, go find us another source of wrecked or ruined cars. We're going to need more building resources.

Research: Ah! Not only did we tick over, but further research was gained! Lets go for that next level before moving on to other issues. (Standing Armies II: 3/10)

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: [86.6] [+4.4/turn]

Food: [Good]

Raw Currency: [133.4] [+14.2/turn]

Legitimacy: [Average]

Culture: [7] [+.5/turn]

Industry: [8]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]; [Herkule's Dam (Hydroelectric Dam), +.5 Electricity/turn] [Recycling Center to be named]

Defenses: Bellomean Foot Patrols and Wall [Medium]

Military Units:

Motoring Platoon [x8][Mot]

Motorized Squadron [x6][Mot][Quick];

2 War Rigs [5x][Mech];

Imperitor Rosa, Champion [x5][Resilient][Witness];

Half life Motorized Squad [x3][Mot];

1 Mobilized Bellomos Company [x12]

Resources/Quantity:

[Ammo:10.5][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:0]

[Fuel:21.9][+1/turn]

[Volkswagons:0]

[Electricity:8.1][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:3][+.0/turn]

[LAV:2]

[Scrap:15.8][+1.5/turn]

[Water:26][+1/turn]

[RVs:10.1][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

[Corn:5.8] [+.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]

[Recycling I]

[Ultramodern Firearms I]

[Body Armor I]

[Standing Armies I]

Trade Routes:

Commune [Medium:+2 currency/turn; +.5 culture/turn];

WNN [Medium: +2 currency/turn; +2 industry]

NFC [Medium: +2 currency/turn; +2 industry]

Cities: Denver, Colorado; Bartertown

Territory: 36

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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acdde7 No.20039

Dice rollRolled 97, 70, 41, 84 = 292 (4d100)

In case my corrected rolls dont' go through, Here's proper 4d100 for >>20038

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acdde7 No.20041

Dice rollRolled 57, 4, 61, 30 = 152 (4d100)

>>Your industrial efficiency is 50%.

>>You gained the following units from mobilization: 1 Mobilized Rhinestone Platoon [8x][Inf]

>>lose 1 pop

1. Connect up St. Klashnikov's Gunworks to the Old Hickory Dam power lines, hoping to speed up production there in all respects.

2. Keep at St. Louis, using [Cultural Events I] and other lessons we've learned from our time spreading the Cowboy way

>(St Louis: 5/20)

>spend 2 Culture

3. Keep things going at Vanderbilt, inform the director no more fuck-ups if s\he likes his or her job.

>(Vanderbuilt R&D/???)

>27 Currency to get things going well.

>[State Research I]

4. Move on to Assembly Lines y'all, give the fellahs out at the ranch a hand with that.

>(Assembly lines: 2/8)

>><<

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: (42) (+2.6/turn)

Food: (Above Average)

Raw Currency: 97.4 (+27/turn)

Legitimacy: (Stable)

Culture: (38.9)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified] [Fixed]

>><<

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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.3/turn][Ammo:+.4/turn]

Brock Bank [+2 Currency/turn]

Old Hickory Lock & Dam [Small Dam, Electricity:+.3/turn]

Chem Depot

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

>At Home

1 Crack Gun Paladin Company [x10][Zeal][Cav][Resilient][Laz]

1 Troubleshooter Posse [x1][Police]

1st Rad Spider Riders [x2.5][Cav][Quick]

1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

1st Rhinestone Armored Corp, APC Gang [x6][Mech]

1 Gun Paladin Clerics [POW][x5][Zeal]

>><<

Resources/Quantity: [Ammo:5+.4/turn][Small Arms:19.2+.5/turn][Heavy Weapons:3][Horses:8.4+.2/turn][Pigs: 8.4+.2/turn][Cows: 10.3+.5/turn][Beef:6.2+.2/turn] [Ruined Tanks: 2] [Rad Spiders:12.8+.4/turn] [Energy Weapons:2][Power Armor:2][Pre-War Documents:1(Read)][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3][Electricity:5.4+.3/turn]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications III][Cultural Events I][Commodities I][Propaganda II][Architecture I][Cybernetics II][Industrial II][Heavy Construction I][Trading II][Medical I][Energy Weapon Tactics I][Energy Weapons I][Chemical Weapons I][Chemistry I][State Research 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+4+?

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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acdde7 No.20042

>>20041

-30 Currency to salvage Action 2.

Raw Currency: 97.4 (+27/turn)

Raw Currency: 67.4 (+27/turn)

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acdde7 No.20043

>>20006

>imblyign you get a vote

TARME peritioned for membership first. EarlyAdopted privileges yo.

Also,

>>19928

step the fuck back son.

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acdde7 No.20046

Dice rollRolled 7, 7, 1, 4, 2, 9, 8, 8, 7, 1, 6, 9, 2, 2, 9, 5, 6, 1, 5, 1, 3, 2, 3, 8, 10, 1, 10, 4, 2, 3, 4, 9, 9 = 168 (33d10)

Tactics:

You use the fog pouring from the Great Lakes and the fog provided by your sporefall to hide your approach and using knowledge of the city gained from infections both in the past and present you stream into the city, destroying what guards are on the outskirts through overwhelming numbers you disperse into small groups suitable for combat throughout the more confined quarters of the city. You don't just take to the streets, but into buildings as well, using the close quarters to your advantage and when need be making you own paths through weaker walls and buildings.

Once inside the city proper you aim to take on each of the armies separately, doing your best to lure the disparate forces further and further apart. Taking advantage of the fact that none of them have trained together nor do they know the city as well as you do thanks to Anamesis. Until you can surround them with your units and cut them down. The city isn't large enough for massive sorties of vehicles that is the bulk of your enemies strength.

Should the enemy begin to gather forces large enough to weaken your inner city assault you will begin to draw back to already seized portions of the city, feigning weakness and confusion… and right into your reserve, and your amalgams. Including the bombarding fire of the Grand Bear Amalgam

Forces :

Initial Assault

2 [Shriekers][Swarm][1x] :

3 [Minor Gun Amalgam][x1]

3 Infected Rippers [x2][CQC]

2 [Calcified Kodiak][x3][Arm]

1 [Grand Bear] [x5][Arm]

1 Infected Ice Devil [x5][Resilient][Raging]

14 Mobilized Infected Formations [x9][Inf]

Reserve

1 [Bullet Storm Amalgam][10x][Arm][Slow]

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

8 Mobilized Infected Formations [x9][Inf]

Applicable(?) tech:

[Anti-Human Tactics I]

[Bioarmor II]

[Bio-Camo I]

[Bio Close Combat I]

[Bio-Coordination II]

[Bio-Guerilla Tactics I]

[Chem Glands I]

[Resistance II]

[Spore Bombardment I]

[Swarm Tactics II]

Situational:

[Mediocre sporefall]

[Advantage: Ridiculous] :1.7

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acdde7 No.20048

Dice rollRolled 6 (1d10)

>>20046

Sole Bombardment roll

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

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acdde7 No.20052

Dice rollRolled 91, 79, 50, 11 = 231 (4d100)

>>20029

Dice roll Rolled 76, 37, 73, 44 = 230 (4d100)

>>19453

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: [47] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [51] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [2+.5/turn]

Industry: [11]

Unique Buildings: [SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

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] [UCW Beowulf [x10][Arm][Bombard:4][Slow] 2[Juggernaut [x4]] 2[F16 [x5][Bombard][x2] [Universal Donor [x6][Arm][He/CQW]

Resources/Quantity: [Fuel:6];[Ammo:12.1+.3/turn][Small Arms:2][Scrap:3][Electricity 8.2+.2/turn][Sheet Metal 1.6+.2/turn][Cars 1.4+.2/turn][Heavy Weapons 1.6+.2/turn][Screenplays 7.8+.2/turn][Steel:3.8+.2/turn][Scrap:6.5+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |][Recon Armor |] [ARMED System I|] [Plasma Weapons |] [Pioneering II] [Empiricism I]

Trade Routes: [Rhinestone Cowboys], [NFC]

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) Build a ARMED weapon

2) Finish our nuclear theory work [Nuclear Theory 14/15]

3) Consolidate the following units.

[Behemoth Mech Formation [x6]+2[Juggernaut [x4]]

[F16 [x5][Bombard x2]+[F16 [x5][Bombard x2]

3.5x Humvee[Mot][Bombard1x]+[Henderson Hybrid Formation [x5][Mot]

Research

4) [REDACTED]

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acdde7 No.20054

Dice rollRolled 41, 69, 63, 49, 10 = 232 (5d100)

>>20029

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: [29] [+2/Turn]

Legitimacy: [Above Average]

Culture: [15] +.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 Cult Flamer Platoon [x5][CQB], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech], 8 Mobilised Cult Company [x6][Inf], 1 Cocaine Tank [x6][Arm], 1 Zealot Militia [x4][Inf][Zeal]

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

Resources/Quantity: [Fuel:9.6,-.2/Turn (Generator) +.4/turn (Trade)];[Ammo:14.2+.6/turn][Small Arms:12.3 +.4/turn] [Cocaine:15] [Spraypaint: 9.6, +.2/turn], [Heavy Weapons: 5.8 +.4/turn] [Ruined Motorcycles: 7.2,+.2/turn], [Electricity: 8.7 + .2/turn], [Scrap Metal: 1 + 1/Turn], [MIRV-6: 1]

Technology: [Tools IV][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 III], [Flamers II], [Rigging I], [Urban Combat I], [Anti-Fungal Tactics I]

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

Territory: [13]

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.

MOBILIZED: 6 Turns (Paused)

1. Move the bulk of our population and industry back away from the battlefront, to minimize the chances of collateral damage and rampant infection.

2. Prepare a dead-man's switch on the MIRV. if the allied forces are routed, or the city is lost, it is detonated to destroy Chicago and the Infected horde. [Tools IV][Mechanics IV] +15 Cocaine Bonus.

3. Network with the NFC, Deliverance and Camelot so that resources can be shared and tactics can be effectively put to use.

RESEARCH: Anti-Fungal Tactics II. [3/10][Think Tanks I][Labs]

RELIGIOUS DISPOSITION ROLL: Deliverance

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acdde7 No.20055

Dice rollRolled 1, 3, 7 = 11 (3d10)

>>20048

1. Bombardment Defense

2 and 3. Bombardment, 2 Powderpyre LAVs [x4][Bombard][x2][CQB]

Chicago is Fortified.

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acdde7 No.20056

Dice rollRolled 3, 9 = 12 (2d10)

>>20055

Bombardment Defense

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acdde7 No.20057

>>19980

The [Clankers] vote in favor of letting the TARME program into the Union

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acdde7 No.20058

[[TARME joins the UNION]]

>>20057

Clankers: Yay

>>20002

Camelot: Yay

>>19980

Rhinestone: Yay

"It's unanimous!" Tara Johnson declares. "TARME, welcome to the Union." There is much hooting, hollering, and outside firearms are discharged into empty bottles and concrete as music begins to blare in celebration of the inaugural expansion of the Union by unanimous vote.

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acdde7 No.20059

File: 1450832758188-0.jpg (38.68 KB,600x337,600:337,Op__Chastity__Combat_Evac_….jpg)

File: 1450832758189-1.jpg (90.87 KB,800x572,200:143,picture_php_pictureid_1004….jpg)

Dice rollRolled 7, 2, 7 = 16 (3d10)

Today, it begins. The great day of battle, the highlight of the mission campaign arc: The Siege of Chicago

It would be True Camelot's first multiplayer combat mission, the entire city would become a massive dungeon of spores and mushrooms.

Our forces were small, but mobile. We had been preparing ourselves in this city for many months now, living in it, learning its streets and corners.

Already some of our best Military Moderators were doing everything they could to give us the advantage. Our wise men, already well trained by the Holy Disc of SimCity and having gone over the plans for chicago many times know every street, every sewer, every gas pipe.

"We've got five levels in Infrastructure! Trust us, we're engineers"

Knowing that the enemy would be striking from the sewers and that they were outnumbered numerically, they would use the fuel lines to their advantage. Every castle siege needs its pot of boiling oil, this would be ours. The fuel lines would be redirected and then pressurized to burst in explode in certain overtaken buildings and strategic locations, while motorcycles would rush about towing open barrels of fuel behind them leaving trails of oil, all set aflame creating explosions impassable inferno's of fire that would purge the plague, creating barriers in an effort to funnel them through chokepoints. Fuel would even be released into the sewers or gas mains busted open at vital points, burning even the underground.

Whatever part of the city we couldn't hold, we would burn.

Then comes the matter of the parts we could hold. The civilian centers, the hospitals, the militia. Our Knights and Man at Arms would use our mobility to our advantage.

The Internal HUDs would provide maps, mission updates, and direct mental communication to our troops providing them detailed knowledge of where the enemy was suspected and where they were needed most. We would work closely with the Cultist militia. Motorcycle skirmishers would scout ahead and when an enemy was found they would pin them down with suppressive fire from machine guns, giving time for APC loaded with troops to deploy, bringing with them the heavy weapons provided by the Cult. They would shore up weak points where they were needed most, and before they would be over run or if they were needed elsewhere would load back up quickly and redeploy.

"Movement" and "Maneuver" would be the words of the day, as motorcycles and APC's rushed and leaped over ramps and rubble just like in the simulations, always trying to harass or outflank the enemy when we could, hitting and running and hitting again. And everywhere we went, our NBC troops would hose down containerized areas with Cultish [Flamers] or our own Chemical sprays to cleanse the plague, in a much grander scale of what we did in irradiated Orlando.

And last but not least, our medical trained clerics and doctors would rush about, setting up mobile triage tents that would dole out medical supplies and cart away the casualties, anyone who could get back up to fight again was made so, and anyone who could not would be evacuated from the city.

"This just in from King Adam Admin:

'5 points for every spore killed. 10 points for every civilian saved. And everyone who survives today's mission will have enough EXP to level up. GLHF boys"

Units:

1 [Riders of Camelot][x7][Mot][Quick]

1 M1A16 [5x][Arm]

1 Mechanized Camelot Company [x14][Mech]

Technology:

[Training/'Quests' I]

[Civil Defense II]

[Communications I]

[Cybernetics I]

[Militia I]

[NPC gear I]

[NBC Warfare II]

[NBC Containment/Clearing I]

[Infrastructure V]

[NPC Integrated Care I]

[Medical I]

[META: JAUNDICE HAS SAID HE HAS GIVEN ME PERMISSION TO USE HIS RESOURCES]

Resources:

Fuel:9.4

Heavy Weapons: 5.8

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acdde7 No.20061

Dice rollRolled 5, 7, 7, 9, 1, 5, 4, 4, 4, 1, 7, 4, 7, 3, 7 = 75 (15d10)

>>20046

>>20059

On the approach of Infected forces, the Cult troops actively avoid sending out patrols, recons, or leaving individuals alone. Firing lines and killboxes are established throughout the city streets, coordinated with the other defenders as they see fit. Overrun buildings are blasted with flame and chemical weaponry until being destroyed outright through heavy weapons and explosives. The Cult supplies fuel and heavy weaponry to Camelot and the others as needed so that they may purge the sewers of any scuttling Infected.

The returning force moves to strafe around the city and enter from whichever side is under the least attack, breaking through the swarm ranks and deploying chemical weaponry at the city's edge. Heavy armaments are used against any large amalgams or clustered fungal forces, and the more important units are used to lure the Infected into killzones.

Standing on holy ground and facing the most horrid foe imaginable, the Cult makes to fight to the last, dosing up on the white powder to steel themselves for the meat grinder ahead.

Inside The City:

1. 1 Cult Flamer Platoon [x5][CQB]

2. [Snow Inquisitors] [x1] [Pol]

3/4. 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech]

5/6. 2 Mobilised Cult Company [x6][Inf]

Returning To The City:

7. 1 Cocaine Tank Platoon [x15] [Arm]

8/9/10/11/12/13. 6 Mobilised Cult Company [x6][Inf]

14. 1 Cocaine Tank [x6][Arm]

15. 1 Zealot Militia [x4][Inf][Zeal]

Technologies: Militias II, Combat Stims II, Chemical Weapons III, NBC Tactics III, NBC Warfare II, Flamers II, Urban Combat I, Anti-Fungal Tactics I

Defenses/Buildings: Holy Temple of Chicago, Fortifications on Chicago, Powder Guard [Lots].

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acdde7 No.20062

Dice rollRolled 92, 37, 3, 28, 18 = 178 (5d100)

>[The Eternally Victorious Women's Felinid Matriarchal Republic]

>Population: [89.2] [+4.1/turn] [Mob 1]

>Food: [Above Average]

>Raw Currency: [35] [+5/turn]

>Legitimacy: [Maximum]

>Culture: [4]+1/turn

>Industry: [6]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Sisterhood [City], Feline Bureau of Investigation, Pacific Highway [Highway], Catlar Body Armorworks [Factory], Statuette of the Eternal Victory Over the Patriarchy [Monument], Lionette Training Base

>Defenses: Felinid Patrols [Small]

>Military Units: 1st Red Berets [x8][AT][Quick][Fearless][Infiltrate] 1 Tumblrina Mechanized Company [x13][Mech] 1 F22s [x6][Bombard:1] 1 AH-1Z Viper [x4][Arm][Helo] 3rd Infantry Battalion [x5][AT][Inf] 8th Support Company [x4][AT][Inf] 2nd Red Berets [x8][Resilient][AT][Commando]12th Infantry Company "Skulltakers" [x5][Brave][Infiltrate]

>Mobilized Units: 1 Mobilized Felinid Infantry Company [x14]

>Resources/Quantity: [“Captive” Males:3][Wood:5+.2/turn][Scrap:9.6+.1/turn][Chads:6][Small Arms:6.4+.2/turn]; [Fuel:12+.2/turn]; [Concrete:3+.2/turn][Explosives: 4.4+.4/turn][Ruined HMMV:2][Ammo:14.2/.2][Graboids:4] [Water:5.4+.2/turn][Body Armor:2.2+.2/turn]

>Tech

Weapons Tech

[Grenades I] [Explosives III] [Anti-tank II] [Body Armor II] [Traps I] [Irregular Weapons IV]

Tactics Tech

[Irregular Warfare I] [Small Arms I], [Navigation I] [Raiding I] [Infilitration-Assault II] [Infantry Tactics II] [Urban Warfare II][Warcries II] [Cavalry I]

Recruitment Tech

[Militias II] [Bureaucracy III] [Mobilization I]

Civil Tech

[Farming I][Jury-Rigging I][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Propaganda I]

Construction Tech

[Tools III]

>Trade Routes: [none initially]

>Territory: 40

>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

Cattle Farms 2/6

SF 5/20

Mobilization 2: 7/10

The next platoons to march off the training base are excellent troops, but the disappointment of General Patricia Joyce is expressed on her solemn face. The woman stands with her hands clasped behind her back, flint grey eyes looking down at the platoons marching off her training base toward their various duty fronts. As she saluted the last unit to leave the field she frowned and turned toward her adjutant. "We need to reform this base. We can train only a few platoons of infantry, but we need to train more if we're going to get this army properly into shape. For that, I think we're going to need to go to the drawing board."

1. Prepare the soldiers for the coming winter with proper winter gear. (-10 currency)

2. [Matriarchia Defenses 7/8] Upgrade the defenses in Matriarchia.

3. [Battlefield Medicine] Reports from the front have been trickling in for some time now about casualties expiring from wounds sustained after combat. The Primmadonnans had some rudimentary medical knowledge, and El Toro had some old medi-kits. Together we can use these things to figure out battlefield medicine to restore casualties to fighting condition.

4. [Mobilization II 7/10] Continued administrative reforms have allowed for greater numbers of troops to be equipped and trained at the various militia stations.

5. Restore strength to the 1st Red Berets [x8][AT][Quick][Fearless][Infiltrate] 1 Tumblrina Mechanized Company [x13][Mech]

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acdde7 No.20064

Dice rollRolled 3, 3, 3, 1, 10, 4, 9, 10 = 43 (8d10)

>>20055

>>20061

The Boyz of Deliverance arrived at Chicago.

"Dis is da place right Gentery?"

"Yes you can see the enemy infected over there."

"Gosh darn dey're uglier dan a sack o boots."

"…….Quite."

"Now for the battle plan. The infantry, that means the boyz without trukks, will hook up with the Cult ranks and suppress the fungus. That means shoot at them. The sappers will destroy any enemy buildings. Boyz will cover them to make sure they don't get killed. The Aerial teams , the "flyas" will shoot down an fungal fliers and then strafe their heaviest assets. That means if it's big shoot the crap out of it. Meanwhile all the boyz in trukks will sweep around behind the enemy and flank them. Crushing them. Remember to keep a hold of your talky boxes to make sure you know what's going on. Keep your Nbc gear working too. Unless you want to get so ugly Paw would smack you."

"Yoikes, not gud, *whimpering*"

"Alright let's fight"

"Chaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaarge!"

While the boy march, drive and fly off Gentry start the task of coordinating his and his allies troops via radio.

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

3 Mobilized Boyz Company [x12][Inf]

[Urban Warfare II]

[Communications II]

[Mobile Warfare II]

[Nbc I]

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.

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acdde7 No.20065

Dice rollRolled 55, 60, 46, 46 = 207 (4d100)

>>20030

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: [58.6] [+3.6/turn]

Food: [Good]

Raw Currency: [63.6] [+9.6/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm][Energy Grid] [Searchlights [Many]]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 1 Mixed Motorized Animal Company [x15][Mot], 2 Apoc Eagles Wing [x4][Arm][Fly][Shock], 1 Rad-Spider Platoon [x11][Pol][Infiltrate], 1 Rad-Spider Shadowfangs [Pol][Infiltrate][x4]

Resources/Quantity: [Ammo:5.0+.5/turn][Small Arms:5.6+0.2/turn][Stone: 8][Horses:15.0 +.5/turn][Dogs:27 +1/turn][Scrap:4.6 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 7.7:+.5/turn], [Wrecked Cars:6.4+.2/turn][Fuel:12.2+.4/turn][APCs:2] [Graboids: 13.9+.9/turn], [Rad Spiders:5.6+0.4/turn], [HMMVs:5], [Rad-Silk: 5.6+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:6.1+.3/turn] [Doom Elephants: 3.6+0.4/turn] [Silk:1.5+.1/turn][Ruined Tanks:3]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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] [Communications I] [Creature Armor I] [Standing Armies I]

Trade Routes: Los Panchos [Tiny:+1/currency/turn]

Territory: [30]

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 clearing out Dallas 6/20

2&3. Continue construction of the road network 1/12

Research: Cryptography 3/8

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acdde7 No.20068

Dice rollRolled 70, 20 = 90 (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 Glowing Stars [x6][Cav]

The Beating Hearts [Cyborg Cowboys][Cav][x5]

The Danny Come Latelys [x6][Inf]

The Roadies [x6][Mot]

1 Supercobra [x5][Arm][Helo]

Resources/Quantity:

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. So Bowling Green has a blob infestation. Let’s work on exterminating it. Use [Chemical Weapons I] and [Chemistry I] to throw a bunch of dangerous chemicals together and drop them on the blobs as well as conventional weaponry to continue expansion. [Bowling Green: 6/20]

“Just don’t let Jim-Bob anywhere near the chemicals, for the love of god and guns and all that is holy.”

“Don’t worry about that, sir. Jim-Bob sort of … well, he tried to eat part of a blob, sir, and while it proved surprisingly effective as a military tactic, it appears to have given him a bit of a stomach ache, by which I mean extreme, probably life-threatening food poisoning. He’s in the infirmary right now.”

2. Expand St. Kalashnikov’s Gunworks to produce Heavy Weapons.

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acdde7 No.20069

File: 1450835830471.jpg (351.73 KB,900x593,900:593,turretbattery001-10_full.jpg)

Dice rollRolled 90, 50, 80, 25 = 245 (4d100)

[Mobile Tsardom of Anchorage]

Population: [33.9] [+.7/turn]

Food: [Good]

Raw Currency: [85] [+10/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [23]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory+P), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery), Jim's Equipment Fabricator (Engine Factory+P), The Mall of Diamonds, Alaska Steel Co. (Steel Mill), Military Storage, Alaskan Auto Center

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][1XL (Range 6)]

>Unit Limit: 7

Military Units: 2 Squads of Death [x3][Inf][Shock]; 2 White Army Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]; 1 Tsar Tank [x4][Arm][Slow]

Resources/Quantity: [Power:21.4+.8/turn][Small Arms:5.2+.1/turn] [Heavy Arms:6+.2/turn][Ammo:27.4+.2/turn][Fuel:48.8+.4/turn][Steel:8+.4/turn][Scrap:11-.4/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1][Kitschy Russian Goods:5+.2/turn][Plutonium:1][Ablative Armor Segments:2][Volatile Chemicals:2][Laser Components:2][Strange Ablative Armor:4][Nanogoop:3]

Ruined Goods: [Ruined Tanks:4][Ruined Drone Tank:1][Ruined Artillery Pieces:3][Ruined Experimental Particle Cannon:1][Ruined Micro-Thorium Reactor:1]

Technology: [Power I][Militias III][Tools IV][Mechanical IV][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 II][Nuclear Theory I][Metallurgy I][Russian Tank Design I][Particle Weapons 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:

Drone Vehicles (6/10)

>Actions:

1. -

[Ruined Experimental Particle Cannon:1]

[Ruined Micro-Thorium Reactor:1]

[Particle Weapons I]

[Nuclear Theory I]

[Power I]

[Metallurgy I]

[Tools IV]

[Mechanical IV]

[Industrial II]

[Modern Artillery II]

Shop is finished, now to get to work on main repairs project: first priority, the particle cannon! Mate weapon to the Tsar Cannon housing to form the Tsar Turret, then repair it so it is once again functional! Prospectors report they have found possible source of power for it in so called Thorium Reactor: attach it to the cannon for a power source, and repair it too! (Construct Superweapon: The Tsar Turret #1)

>—–

2. - That…was most underwhelming. Tsar ordered /4/ tanks! Construct three more! (Construct additional Tsar Tanks)

>—–

3. -

[Ruined Artillery Pieces:3]

[Metallurgy I]

[Tools IV]

[Mechanical IV]

[Industrial II]

[Modern Artillery II]

Side project for little workers who are not of smarts to work on main Tsar Turret. To provide additional fire support of shorter range, Tsar shall have a second turret constructed with three artillery pieces recovered housed and repaired in smaller turret assembly, on other side of Anchorage. (Construct Tsar Turret #2)

>—–

4. - First tank up and running researcher; Tsar suggests you pick up the pace soon, as there shall be need for drone brains: Tsar does not trust incompetent men to operate his machines directly. (Drone Vehicles 6/10)

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acdde7 No.20070

>>20068

+15 Currency to action 2.

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acdde7 No.20074

>>20062

Spend 4 culture on action 5. You should -want- to defend the Matriarchy! Get in the fight!

——–

[Fluff]

Captain Kali was no green soldier. Her Platoon of Red Berets were some of the most elite troops in the world. Forged in battle, tempered in war, and fueled by pure hatred of all things Patriarchal, her Red Berets had pulled off astounding feats.

But nothing like this. She crouched, huddled against the pitted face of an old pre-war office building, a spear held firmly in her grip. Behind her, two other Red Berets were also crouched with spears in hand. Unlike standard infantry, the Red Berets didn't use the bulky armored shields of the infantry. They wore the same dark grey heavy ballistic plate armor, but stayed more mobile without the big shields. From down the street she could hear voices and the whir of servos clomping the rubble. She looked across the street into a window and flashed hand signals at it. "Power Armor detected, 50 yards." In return she caught the glimpses of a Blackfur's return gestures. "Confirmed, XPGs loaded." Another flashed similar signals out of a different window, informing the others lying in wait of their opponents.

The steps came closer. Kali primed the explosive warhead on the spear. She could hear the others doing the same. The soft shuffle of feet on rubble as they moved slow and slow into positions at the mouth of the alley.

The steps came closer. Kali tensed, raising her arm to throw. The others did the same. The first few power armored soldiers came into view. She let them pass. The last 6 came into view.

She reeled her arm back and threw.

The explosive warhead, a particularly unfriendly shaped charge, slammed into the weakly armor flank of the soldier, blowing a gaping bloody hole in him. Other spears flashed forward, slamming home in a shower of sparks and gore as the soldiers toppled. The cries were lost in the sound of explosions of spears and the screeching wail of XPG rockets.

The noise was so much that Kali couldn't hear the softer footfalls of conventional infantry approaching in response, and three of her team in a position in the opposite doorway found themselves pinned in a lethal crossfire of bullets. Kali raised her hand, flashing signals which were relayed to the rest of the squad, and the Red Berets disappeared into the cityscape.

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acdde7 No.20099

Dice rollRolled 48, 38, 90, 96 = 272 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [11.8] [+.2/turn]

Food: [N/A]

Raw Energy: [50] [+5/turn]

Legitimacy: [Good]

Culture: [10]

Industry: [12]

Unique Buildings: [Scavenger Mothership Class C][Basic Zyrbite Reaction Engine][Orbital Artifact Relay][Minor Cloak Projector][Anthropology Research Lab][Vanguard Factory; +2 Industry)

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]

-1 Scavenger mini-UFO [x5][Arm][Quick][Stealth]

-1 Titan Scavenger UFO [x8][Stealth:2][Large]

-1 Alpha Scavenger Robots [x5][Mot][Scav][Stealth]

Resources/Quantity: [Zyrbite:8.3:+.7/turn][Artifacts, Medium:0][Artifacts, Small:0][Artifacts, Rare:0][Artifacts, Unique:1][Phase Disruptors:2][Kitschy Reaper Goods:4.2+.2/turn]

Technology: [Alien Vehicles II][Alien Infantry III][[Alien Tools V][Communications V][Zyrbite Conversion I][Alien Cloaking II][??? II][Failsafes I][Alien EWAR I][Project 42 I][Phase Disruptors I][Scavenger Robots II]

Trade Routes: [none initially]

Territory: [5]

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]

-Project 42 (3/10)

-Vehicles (2/8)

-

—–

[Actions]

1. Operation Remote

2. Scavenge for artifacts.

3. Further research on Project 42

[Research:] Failsafes II

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acdde7 No.20101

>>20100

Reroll of action 2, scavenge.

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acdde7 No.20104

>>World Event – Clankers: An spy, believed to be an alien, was captured. It speaks an unknown language and is confined to a cell.

>>World Event – Commune: A spy was also caught in Commune territory attempting to disrupt logistics..

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acdde7 No.20108

Dice rollRolled 2 (1d3)

>>20062

>>20074

Expansion die.

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acdde7 No.20111

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: [118.6] [+5.1/turn]

Food: [Good]

Raw Currency: [55] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [34.5] [+1.5/turn]

Industry: [8]

Unique Buildings:

"The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket Network] [Railgun Laboratory] [Concrete Plant [+P]] [Florida Interstate]

Embassy:

[Rhinestone]

[Clankers]

[Deliverance]

Defenses: Concrete Walls [Small]

Military Units:

>At home

4 Mobilized Camelot Company [x9][Inf]

>In Transit

>On the field

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

1 Mechanized Camelot Company [x14][Mech] - Cult of Cocaine

Resources/Quantity:

[Fuel:2.5]

[Ammo:7.6 +.2 pt]

[Small Arms:4]

[Scrap:13.7 .5pt]

[Ruined Bikes:10.2 .2 pt]

[Heavy Weapons: 8.3+.1/turn]

[Corn: 7.6 +(.2/turn)]

[Cows :6+.4/turn]

[Fertilizer:7.2+.4/turn]

[Ruined APCs:2]

[Beer:7+.5/turn]

[Concrete:1.5+1/turn]

[NBC Gear:4]

[Infantry Railguns:1]

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 II], [NBC Containment/Clearing I], [Farming II],[Power II], [Architecture I], [Education I], [Religion I], [Infrastructure V] [Cybernetics I] [Railguns I] [Radar II] [Economics I]

Trade Routes:

trade route

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

Deliverance [Medium:+2 currency/turn; +1 industry]

USA2 [Large: +3 currency/turn, +2 industry])

[TARME Large:+4 currency/turn; +.5 culture/turn]

Territory: [20]

>City

[Miami, Florida]

-[Railgun Laboratory]

[Disney World]

[Orlando] [Fixed]

[Tampa] [City]

[West Palm Beach] [9/10]

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:

Interstate road system: Atlanta Needed

Cybernetics II 3/10

>>You are mobilized! [3 turns]

>>Your industrial efficiency is 100%.

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acdde7 No.20116

File: 1450857050311-0.jpg (40.33 KB,425x272,25:16,american-food-middle-eston….jpg)

File: 1450857050330-1.jpg (336.59 KB,1024x633,1024:633,OrlandoNightSkyline.jpg)

Dice rollRolled 81, 74, 12, 6 = 173 (4d100)

>>20111

1. Begin efforts to win over the USA2 via culture and diplomacy.

Show them how we have stayed true in rebuilding the American dream. A land free from fear, from want, from tyranny.

We cleansed our land of radiation and monsters, and rebuilt the cities to pre-war status making them glow with light and power, with running water, sewage, police and fire departments, even air conditioning, cleaning the streets. Our Knights and civil defense payroll the towns and cities where our children can play outside in free from danger. Rebuilding the highways to connect people just as they did in yonder years. Our NPC care and restored Supermarkets ensures that no individual is left in poverty or hunger.

Our dedication to providing for the hungry masses. We shall bring food and relief, beef, milk, corn, beer, and such things that was missing in the post apoc life of rations and MRE's. Medicine, fertilizer, relief aid reminiscent of a time when America was the breadbasket of the world.

Even the cultural arts have not been forgotten. Churches have been built, Universities constructed, basic education for the children. Invite select authority figures from the USA2 and their families to come and participate in the great American past time of heading down to Florida for vacation, and visit to Disneyworld!

All this and more could be theirs where they to join our noble cause. An American cause.

Spend:

>5 Culture

>15 Currency

>2 Cows

>2 Corn

>2 Beer

>2 Fertilizer

Technologies:

[Diplomacy I]

[NPC Integrated Care I]

[Civil Defense II]

[Infrastructure V]

[Medical I]

[Education I]

[NBC Containment/Clearing I]

Buildings:

["The Republix" Supermarket Network]

[Disney World]

[The Great Caravanserai (Trade Depot)]

[NewbU]

[Gun Cult Church Network]

3. With the newly rebuilt florida interstate, readily available vehicles, and grinding economics, our people are set to be as productive as ever! Forging items and loot and growing food, exchanging them through ought the realm and beyond via trade!

We shall capitalize on this and increase our industry!

Technologies:

[NPC Integrated Care I]

[Education I]

[Economics I]

[Infrastructure V]

Buildings:

[Florida Interstate]

[The Great Caravanserai (Trade Depot)]

[Motorpools II]

3. We need more APC's or at least Transport vehicles to mechanized our men at arms! We'll need to reinforce the cult asap!

Quick, I don't care if we have to scrap up some cars together or search for wrecks to salvage, but we need troop transports ! Preferably lightly armored and with heavy weapons.

Spend whatever is a reasonable amount from our stores of:

>[Scrap:13.7]

>[Heavy Weapons: 8.3+.1/turn]

to make more vehicles, preferably APC's or at least Technicals.

4. [Research] Better diplomacy

"If we're going to win over the USA2, we're going to need to invest in more CHA!"

We shall research superior forms of diplomacy to help win over the USA2. Our wise men think that we might be able to modify our diplomats internal HUD system into something of a teleprompter, which can be connected to specialists with people skills, charismatic experts, as well as informed individuals and intellectuals giving them all the information they need to help win people over!

Buildings: [NewbU]

Bonuses:

[Thinktanks I] [Education I] [Cybernetics I]

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acdde7 No.20117

Dice rollRolled 63 (1d100)

>>20116

Re-rolling research as per eccentricity

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acdde7 No.20123

Dice rollRolled 3 (1d3)

>>20030

Resource roll and stat sheet

http://pastebin.com/FP1VAi2M

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acdde7 No.20129

Dice rollRolled 10, 8, 4, 1, 7, 8, 9, 4, 3, 2, 9, 7 = 72 (12d10)

>>20046

NFC Offensive Line [6x];

1st Fan Company 1st Fan Company [x7]

The Chief's APCs [x10][Mech]

7 Mobilized Fan Company [x13][Inf]

1 unit M-198 Cluster [x5][Art][Bombard:10]

1 Texan Tanks Platoon [x10][Arm]

Coming in from outside the city we are in the perfect position to do what we do best. Wait for the right opportunity and smash into his flank. These disgusting infected wont know what hit them.

Run a mobile war use the buildings for cover and don't be afraid to fall back and re align for a better attack position. This ain't our city so collateral damage don't mean shit either. Get em boys we got ammo and fuel aplenty don't be conservative.

[Urban Warfare II]

[Civil Defense I]

[Infantry Tactics I]

[NBC tactics II]

Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

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acdde7 No.20130

Dice rollRolled 8, 8, 8, 10, 5, 8, 9, 7, 5, 5 = 73 (10d10)

>>20129

My arty cluster is hanging back and shelling the hell out of infected forces.

1 unit M-198 Cluster [x5][Art][Bombard:10]

Bombard roll

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acdde7 No.20132

Dice rollRolled 53, 53 = 106 (2d100)

>>20030

[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: [47] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [51] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [2+.5/turn]

Industry: [11]

Unique Buildings: [SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

>Factory-Fort St Henry (+4 industry)

Resources/Quantity:

[Fuel:6];[Ammo:11.8+.3/turn][Small Arms:2][Scrap:3-.2/turn][Electricity 8+.2/turn][Sheet Metal 1.4+.2/turn][Cars 1.2+.2/turn][Heavy Weapons 1.4+.2/turn][Screenplays 7.6+.2/turn][Steel:3.6+.2/turn][Scrap:6+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory |][Recon Armor |] [ARMED System I] [Plasma Weapons |] [Pioneering II] [Empiricism I]

Trade Routes: [Rhinestone Cowboys], [NFC]

Territory: [16]

Military Units

Knight Commander Stark's Personal Powered Armour[x2][POW][CQB]

2 Companion-class Walkermech[x2][Mech]

Eagle Scouts[x2.5][Quick][Pow][Scout]

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 armour. No tanks though, thanks.

1. Grubbing in the dirt is hardly dignified for the Order, but nuclear material is a valuable asset that we must not let fall into the wrong hands - continue working to extract Uranium

2. Possessing nuclear material is not much good without processing it, so we'll need to expand our capacity to do so

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acdde7 No.20136

Dice rollRolled 9 (1d10)

>>20130

Bombard Defense

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acdde7 No.20137

>>20059

>>20130

>>20064

>>20059

(This is a reminder to roll bombard defense if you haven't already. A 1d10 should do it.)

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acdde7 No.20138

Dice rollRolled 88, 70, 39, 98, 74, 54, 95, 19, 72, 5 = 614 (10d100)

>>20029

The Democratic Commune of Pacifica ['Commune']

Contact With: MPD, Felinids, WNN, Bellomos, Clankers

Government Type: Green Democracy, Parliamentary

Population: [77.4] [+4.5/turn] (Mobilized Pop: 15)

Food: [Burgeoning]

Raw Currency: [77.8] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [17.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [12]

Territory: [37]

Unique Buildings:

-The Hangout[HQ]

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

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia[Rebuilt, +.3/turn][Still can be Looted]

-City: Portland, Oregon [Rebuilt, +.4/turn][Still can be looted]

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

-Driver's Garage

-Hotbox Hydroponics Bay

-Fort Brown, Fortress [Fort:Med](North of Ragtown)

-Portland Airport [South of Portland]

Defenses: Booby Traps [Some]

Mobilized: 5 Turn, Industrial Efficiency: 100%

Military Units:

At Home:

-7x Mobilized Commune Platoons [x9][Inf]

En Route to Ragtown/Fort Brown:

-3x Mobilized Commune Platoons [x9][Inf]

Force Brotherhood[General: Betty White]

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Flower Power Armor[x4][Mech][CQW] (Exhausted)

(4)-1x Grey Death Tank Platoon[x8][Arm][Damaged]

(5,6,7,8,9,10)-6x Mobilized Commune Platoons [x9][Inf]

Resources/Quantity:

-[Fuel:0]

-[Weed:9.5+.5/turn]

-[Ammo:8.4+.4/turn]

-[Heavy Arms:0]

-[Small Arms:1]

-[Scrap:13.2,+.6/turn]

-[Electronics:3]

-[Electricity:14.6,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:3.4:+.2/turn];

-[Solar Drones 8.8+.2/turn]

-[Ruined Cars:8+.2/turn];

-[Ruined Tanks:3];

-[Ruined LAV:1]

-[Damaged Metal Gear:1]

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]

-[Infrastructure I][Green Industry I] [Economics I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare II]-[Power Armor I]-[Civil Defense I]

-[Body Armor I]-[Automated Defenses II]

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:

- (Power Armor 2: 4/12)

- Sanguine Road to Bellomos (Road Network: 1/12)

- Metal Gear ???/???

-

Missing Turn Actions:

1: Move 5 Mobilized Commune Platoons [x9][Inf] to the Battle of Brotherhood

2: Continue work on the Metal Gear!!?! [IND:12][Tools III][Power I][Mechanics IV][Power Armor I][Electrical Engines II][Motorpools I][Vehicles II]

3,4: Get Electrical Infrastructure up and running in Brotherhood to support our units [IND:12][Tools III][Power I][Mechanics IV]

5.Research: Mobilization I [Doc Braun's Lab, +5][Militia I][Bureaucracy I]

Actions:

6: Raise Additional Military Units

7: Repair the Grey Death Tanks [IND:12][Tools III][Power I][Mechanics IV][Power Armor I][Electrical Engines II][Motorpools I][Vehicles II]

8: Continue work on the Metal Gear!!?! [IND:12][Tools III][Power I][Mechanics IV][Power Armor I][Electrical Engines II][Motorpools I][Vehicles II]

9: Try to get a new Tank unit up and running [IND:12][Tools III][Power I][Mechanics IV][Power Armor I][Electrical Engines II][Motorpools I][Vehicles II]

10: Mobilization I [Doc Braun's Lab, +5][Militia I][Bureaucracy I]

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acdde7 No.20139

Dice rollRolled 10, 3, 6, 9, 7, 1, 10, 9, 9, 2 = 66 (10d10)

>>20138

Clarification: Action 1 is move 3 units, not 5. Sheet is correct.

Assuming that those three units do not reach Brotherhood in time for combat;

Force Brotherhood[General: Betty White]

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Flower Power Armor[x4][Mech][CQW] (Exhausted)

(4)-1x Grey Death Tank Platoon[x8][Arm][Damaged]

(5,6,7,8,9,10)-6x Mobilized Commune Platoons [x9][Inf]

This would hopefully be the final push. Taking Brotherhood was harder than thought, but with most of the surronding terrain and 80% of the city held, it was only a matter of time.

There was some unease in the ranks, with rumors of an assault on the Commune capitol by the fascist pigs to the East, but mostly the Commune Army was focused upon removing the last of the Felinid presence from Brotherhood.

General White would lead the battle herself, working from the front. It was just a matter of time, now.

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acdde7 No.20140

Dice rollRolled 8 (1d10)

>>20137

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acdde7 No.20144

Dice rollRolled 1, 6 = 7 (2d10)

>>20139

The fighter pilots, emboldened by the destruction of an enemy F22, execute a series of strategic bomb strikes on the enemy command structure. Let's see how they can function without their leaders.

2F16 [x5][Bombard][x2]

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acdde7 No.20145

Dice rollRolled 65, 71, 28, 7, 21 = 192 (5d100)

>>20123

Paste and expansion roll

>>20030

1.2.3.4.

Claim the city whatever it takes. If you finish early and have extra time with a secure perimeter then you can loot. Give out bonuses totaling 40 currency to provide incentive.

+[Pioneering IV]

+[Urban Warfare II]

+40 currency spent

5.Research better mechanics.

[Mechanics III ??/??]

+Education I]

+[Empiricism II]

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acdde7 No.20146

File: 1450891346651.jpg (72.79 KB,634x347,634:347,297C81A500000578-0-image-a….jpg)

Dice rollRolled 44, 3, 12, 75 = 134 (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: [27.5] [+2.5/turn]

Food: [Stable]

Raw Currency: [18.6] [+6.2/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]; Command center, AFB

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

Military Units: 1 Marine Company [x7][Inf]; 1 F-35[x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]; 1 Coulomb ion jet[x1]Bombard:3][Inc][Very quick]3 Napalm Dusters [x2][Fire][Bombard:1]

Resources/Quantity: [Fuel:34+1.4/turn][Electricity:5.6+.1/turn][heavy weapons 10][ammo 8.4+.6/turn][Solar Cells:5][Scrap:18.2+ .2/turn][Radio Equipment:2][Ruined Cars:6.2+.2/turn][Ruined Naval Mech Frames:1][Broken Chinese Assault Drone:1][Thorium reactor schematics:1][Engine Prototype:1][Ruined tanks:2][Dusty HMMVs:2][LAVs:1][Airframes:3]

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 IV][Helicopter Tactics I][Thorium Theory I][Incendiaries II][Civil Defense I]

Research in progress: (aircraft V 3/20)

Construction in progress:(Airbase: 4/6)Expansion:

Trade Routes: [none initially]

Territory: 15

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. Rebase the Napalm dusters, or as i like to call them; the firehawks, to Arnold AFB. Once there prepare them for use in the ongoing hostilities.

2. Consolidate all the Flamehawks into one unit.

3. Begin a campaign of my own to win over USA2 through exhibitions of my superior strength and technology. Why join up with some nerds and their pseudo-knightley nonsense when a real, actual branch of the US government is around. True americanism is strength, and the US Navy has always been one of america's greatest strengths. spend 15 currency on this to make sure it goes well.

Research:

Work out some air-to-ground tactics, i have a feeling those will be useful.

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acdde7 No.20147

Dice rollRolled 48, 100, 52, 32 = 232 (4d100)

>>20029

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (26) (+1.4/turn)

Food: (Above Average)

Water:9(+.2/turn)

Raw Currency: (29) (+5.4/turn)

Electricity:20.8(+1/turn)

scrap:2.8[+.4/turn];

Glass:5[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (4)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Network(Indoctrination Transmitter Network [Small][Normally powered]) MPD Nuclear Power Facility (Nuclear Plant)

[Autofoundry, Basic]

Defenses:

MPD Patrols [Large: Mechanized]

Fortified Cordon [Large][Bombard:4]

Military Units:

1 "Riot" officer [x3]

1 "Intruder" Mark.I Tank[x4][Arm][Slow]

1 EWOP troopers [x4][POW][CQB];

1 Suppression Unit[x3][Bombard:3];

6 MPD officers [x1];

1 MPD Troop Company [10x][Pol];

1 "Judicator" mechanized brigade [x14][Mech][Pol]

2 Mobilized MPD Platoons [x9][Inf]

1 Undercover "Radiated" platoon [x2][Infiltrate]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:4.4 +.2/turn][Donuts:7.6 +.2/turn][Dusty Tanks:1]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination V][Chemical Weapons III][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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.

(UCI/Counterespionage 2/8)

1) The Lt. Look over the battle plans, calculating the strategies needed to win the day. Her thoughts were carried slightly by the same beat she had heard since she was little. Law. Order. Justice. These are what compelled her. However, it was clear that these principles would need to be applied to the lands around the Commune. Begin the capturing all peoples, settlements and lands directly outside of the Commune's territory. Enforce law and order on those who dare oppose justice, and create a shining example to those dirty hippies of our strength! Begin the total pacification of Idaho at once!

1 EWOP troopers [x4][POW][CQB];

1 Suppression Unit[x3][Bombard:3];

1 MPD Troop Company [10x][Pol];

1 "Judicator" mechanized brigade [x14][Mech][Pol]

2 Mobilized MPD Platoons [x9][Inf]

1 Undercover "Radiated" platoon [x2][Infiltrate]

2) Begin the advanced production of more EWOP battle suits. Make this a prime objective! We need as many suits and units as we can possibly spare!The EWOP troopers are currently our sole Anti-Armor unit, and thus we need more them! Begin adjusting the Autofoundry so that more and more suits can be produced!

10 ELECTRICITY

3) Begin the task of retro-fitting all of our hardware currently at home with improved EMP shielding. Start with the network towers, than move onto the Nuclear plant. After that, the HQ, the defenses and the auto-foundry. Once those are done, any remaining facilities can be shielded.

10 Currency, 5 glass, 1 culture.

4) Now that we have mastered the mind, it is time we focus on the body. Begin a full scale investigation into the human body, starting with the most basics. To build a tower, or to rebuild a brain, one must start from the bottom, and head towards the top. Our forensic experts should help with this.

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acdde7 No.20152

>>20145

>>GM addendum: You have hexes adjacent to Wichita, not St. Louis.

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acdde7 No.20158

Dice rollRolled 6, 4 = 10 (2d10)

>>20144

Bombard defense

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acdde7 No.20161

Dice rollRolled 7, 1, 8, 9, 9 = 34 (5d10)

>>20139

1. 1st Red Berets [10][AT][Quick][Fearless][Infiltrate]

2. 1 Tumblrina Mechanized Company [x15][Mech][Infiltrate]

3. 2nd Red Berets [x8][Resilient][AT][Infiltrate]

4.12th Infantry Company "Skulltakers" [x5][Brave][Infiltrate]

5. 1 Mobilized Felinid Infantry Company [x14]

The battle plan is simple. Under cover of darkness forces will retreat from contested zones of the city. The Tumblrinas, 12th, and 32nd infantry companies will scatter themselves to hold various portions of the "Green Corridor". That same darkness will allow for the 2nd Red Berets to infiltrate into the set to set up an effective ambush point against enemy tanks and mechanized units, which have a difficult time moving through the damaged city.

The 1st Red Berets will hold the Corridor proper, and defend against flank assaults until either the Tyranna or the next in command launch properly colored flares to indicate the second portion of the Operation - which is the key for both 1st and 2nd Red Berets to infiltrate the enemy held portion of the city.

The second stage of the Operation begins once the enemy has pulled its forces back for the night, or when the fighting slows down to a less fevered pace. At that time the 1st Red Berets will infiltrate into the city and attempt to either destroy enemy Armor, or kill members of the Commune command staff. The 2nd Red Berets will follow a similar plan of attack, infiltrating enemy lines to destroy enemy power armor formations and attack enemy supply depots.

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acdde7 No.20170

Dice rollRolled 2, 10, 4 = 16 (3d10)

>>20046

(I had apparently miscounted my units, there are supposed be 36 dice, not 33)

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acdde7 No.20178

>>20170

[Where are your bombard defense rolls for Tansen's full bombardment?]

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acdde7 No.20179

Dice rollRolled 7, 8, 7 = 22 (3d10)

>>20178

(He only has one bombard unit, so I rolled once. The other 9 rolls don't count. )

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acdde7 No.20210

Dice rollRolled 4 (1d10)

>>20137

Bombard defense

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acdde7 No.20213

Dice rollRolled 1 (1d10)

>>20137

bombard defense

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acdde7 No.20219

Dice rollRolled 58, 4, 17, 63 = 142 (4d100)

>>20033

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [60.6] [+3.8/turn]

“Food”: [Steel: 7.0] [-0.0/turn]

Status: Partially Mobilized [No Units] [Efficiency: 100%] [Rating: Good] [Turns: 6]

Raw Currency: [26.6] [+14.4/turn][0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [19]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Large] [TARME Lab Radar Dome] [Sys 32 Radio Transmitter, Small]

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

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

Houston, Texas [City Ruin] (+1 Hex)

Defenses: Facility Defenses [Small][Slightly Damaged]

Military Units:

'Omaha' mixed drone formation [x13][Mech][Las]

QAS Drone [x5][Stealth]

Drone Armor Platoon [x10][Arm]

BAE Amphibious Drone [x5][Arm][Amp][Fly]

9 Mobilized Drone Swarms [x3]

>Following forces sent to OPPENHEIMER, part of Union anti-infected force.

6 Mobilized Drone Companies [x13]

>Resources/Quantity:

[Fuel: 10.6] [+.2/turn]

[Ammo: 5.7] [+.5/turn]

[Scrap: 41.2] [+.8/turn]

[Copper: 4.4] [+.2/turn]

[Sheet Metal: 3.2] [+.2/turn]

[Electricity: 12.0] [+.5/turn]

[Ruined VTOL Drones, Large: 2] [Ruined Drone Tanks: 2] [Ruined CAS Drone: 1] [Ruined Tanks: 3] [Ruined LAVs: 4] [Abandoned Artillery: 2] [Prototype Mini-Thorium Reactor] [Ruined Fule Cell Array]

Technology:

>General: [A.I. IV]; [AI Civil Defense I]; [Communications II]; [Cybernetics II]; [Diplomacy I]; [Encryption II]; [Mechanical I]; [Medical I]; [Philosophy I]; [Power II]; [Radar II]; [Recycling II]; [Scavenging I]; [Scouting II]; [Tools III]

>Drone:

[Aircraft Range II]; [Amphibious Drones I]; [Combat Chassis II]; [Combat Drones I]; [Drone Armor I]; [Drone Power I]; [High-Altitude Drones I]

>Combat:

[Air-Ground Tactics II]; [Electronic Warfare I]; [Energy Weapons I]; [Explosives I]; [Military Drone Tactics I]; [Railguns I]

>Trade Routes:

True Camelot: [Large: +4 Currency/turn; +2 Industry]

Deliverance: [Large: +3 Currency/turn; +2 Industry]

Territory: [46] (+3 for Towns/Ruins)

Research/Tasks In Progress:

NASA ???

Radar 4/11

Heavy Drones 1/8

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 continues work on accessing the NASA facility and now this new hidden facility…

NASA ???

The 4 [Fuel] and 6 [Electricity] are made available once more to extend drone operation times, if needed.

+9 Mobilized Drone Swarms [x3]

2.

TARME resumes work on upgrading the [TARME Lab Radar Dome].

Radar 4/11

3.

TARME examines current stockpiles, and concludes that recycling requires direct focus. Drones seem to 'hum' a strange tune. R-E-C-Y-C-L-E, recycle~. C-O-N-S-E-R-V-E, conserve~. Don't you P-O-L-L-U-T-E, pollute the rivers sky or sea~…

+ [TARME Recycling Facility] ; [Recycling II]

Recycle:

[Scrap: 41]

[Sys 32 Radio Transmitter, Small]

Priority to USABLE COMPONENTS & STEEL?

4.

TARME continues to research on [Heavy Drones].

+Introverted

Heavy Drones 1/8

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acdde7 No.20276

Dice rollRolled 100, 8 = 108 (2d100)

Name: Oregon Growers Collective "OGC" (Courtierof Commune)

Fluff: Before the bombing that led to the way things are there was a group of marijuana growers who combined into a collective to share their knowledge and distribute the weed to those who needed it, ya know for medical reasons or whatever. However frequently being fucked with by "The Man" led them to form a breakaway society deep in a valley in the redwood forrests of Oregon. The only news reaching them of the outside world being NPR radio broadcasts, however rumors of a brewing war really harshed their mellow so they even cut that off, relying on BETAMAX recordings of "sponegbob" and "antiques road show" for entertainment. Because of this the fact that the former USA was destroyed has escaped them untill scouts from the commune to the North stumbled upon their community. Over the years they have built up several small cummunities each centered around large marijuana fields. They patrol the fields with guard dogs and security wielding high powered hunting rifles, as well as rigging booby traps some of the elders learned in NAM. They had to become resourceful, if they couldnt learn to fix it themselves they had to go without therefor mechanics hold a special place in their society as tractors and other farm equiptment are essential to the running of their society and providing the vital herb. A represetative elected from each of the small sattelite communities is sent to the Council of Elders to make all important decisions. They have provided food for themselves by gathering from the forrest, farming organic vegetables and hunting meat with their precious guns (WHICH "THE MAN" WILL NOT TAKE FROM THEM) They will fight to the last man and women to protect their herb, their dogs and their guns.

Government Type: Direct democracy / Council of elders

Economy Type: Social Collective

Religion: Extremist Cannabis Culture

Population: [77.4] [+4.5/turn] (Mobilized Pop: 15)

Food: [Burgeoning]

Raw Currency: [77.8] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [17.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [12]

Territory: [37]

Unique Buildings:

"The Old Barn" -Command HQ

"Battle Training" Kennels

Military Units:

2 "Field Guard" Infantry Platoons [x3][inf]

Resources/Quantity:

[Devil-Dogs: 4.5+.5/turn]

[Fuel:0]

-[Weed:9.5+.5/turn]

-[Ammo:8.4+.5/turn]

-[Heavy Arms:0]

-[Small Arms:1]

-[Scrap:13.2,+.6/turn]

-[Electronics:3]

-[Electricity:14.6,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:3.4:+.2/turn];

-[Solar Drones 8.8+.2/turn]

-[Ruined Cars:8+.2/turn];

-[Ruined Tanks:3];

-[Ruined LAV:1]

-[Damaged Metal Gear:1]

Technology

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]

-[Infrastructure I][Green Industry I] [Economics I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare II]-[Power Armor I]-[Civil Defense I]

-[Body Armor I]-[Automated Defenses II]

Bonuses: [generated by GM]

Green Thumb: You may reroll actions to grow things once per turn if the roll is below 50. You can also trade food to other nations without an action

>>20031

The Elders assemble at the battle training kennels, one ripping a 4 1/2 foot bong every couple minutes.

"These Devil Dogs are a fine example, They will sire a generation of hounds upon which we will attain glory." Says a man wearing rose colored glasses.

Roll 1 Research [Animal Husbandry 1]

"From puppies they will be trained, each being assigned a specialty to train in rigorously" The man with the bong says as he exhales.

"Special focus will be put upon "Search and Identify" Behaviors as well as basic military applications. We will start by teaching these 4 Devil Dogs to patrol the kennel perimeter in shifts between breeding and attack training.

Research [Canine Warfare 1]

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acdde7 No.20277

Dice rollRolled 53, 99, 62, 62 = 276 (4d100)

>>20030

Name:Deliverance

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: [48.6] [+3.7/turn][27 Mobilized]

Food: [Stable]

Raw Currency: [123.6][+14.4/turn] -2 upkeep

Legitimacy: [More Stable]

Culture: [3]

Industry: [15]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]; Da Big Radia towa [Large](32 range);(Coal Plant: 5/6)

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[City];ASAT Pad [Small]

Birmingham[Ruins]

Defenses: Deliverance: Da Posses [Some]

>Marching units 0 turns til arrival

Military Units:

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

>Mobilized

3 Mobilized Boyz Company [x12][Inf]

>Home Units

Humvee Cumpannee [x18][Mot]

1 CM-90x [x6][Arm][Stealth][Damaged]

4 Mobilized Boyz Company [x12][Inf]

Resources/Quantity: [Fuel:13.7 +.5 a turn]];[Ammo:25.8 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 4.4][4x4s:3][Ruined Trucks: 14.3:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:7.4+.6/turn; -.4 a turn for Hmmv factory][Moonshine:5.4 +.2/turn] [HMMVs:2.2+.5/turn][Heavy Arms:7+.2/turn] [Power Armor:2][ASAT Missile:1]

Technology: [Tools II][Militias III][Mechanics I](2/10)][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I][Farming I][Distillation I][Urban Warfare II][Metallurgy I][Communications II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I][Nbc I][Power Armor I]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry];True Camelot [Small:+2/currency/turn; +2 industry]

Territory: [30]

[Talahasse, Florida][City]

[Atlanta, Gerogia] [City]

[Birmingham] [Ruin] (4/10)

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]

>Mobilized 7 turns 100% industry; Rating Average

1. "Put Mobilization on hold, DO not stop it, but do not progress it either."

"Wut"

"……… have the boyz take a breather."

"Aight"

+15 industry

+militia III

+industrialization II

2. "Letz keep lootin Birmingham boyz!"

+scavenging I

+15 industry

3. "March our troops to the front my sons!"

"Woo we gets ta foight!"

Humvee Cumpannee [x18][Mot]

4 Mobilized Boyz Company [x12][Inf]

4."Let's keep working on being betah meckanicks fer paw!" 2/10

+15 industry

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acdde7 No.20360

[Combat Report: 3rd Battle of West Oregon]

[Winner: Commune, Strategic]

[Air Superiority]

There was no combat for control of the skies, generally.

[Bombardment]

There was a minor bombardment from the Commune forces, but it did not impact the ground fighting.

[Commune]

10x7, 3x7, 6x4, 9x8, 7x9, 1x9, 10x9, 9x9, 9x9, 2x9 = 522

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Flower Power Armor[x4][Mech][CQW] (Exhausted)

(4)-1x Grey Death Tank Platoon[x8][Arm][Damaged]

(5,6,7,8,9,10)-6x Mobilized Commune Platoons [x9][Inf]

[Felinid]

7x10, 1x15, 8x8, 9x5, 9x14 = 320 [Tactics: 1.2][Urban 1.2] =460

1. 1st Red Berets [10][AT][Quick][Fearless][Infiltrate]

2. 1 Tumblrina Mechanized Company [x15][Mech][Infiltrate]

3. 2nd Red Berets [x8][Resilient][AT][Infiltrate]

4.12th Infantry Company "Skulltakers" [x5][Brave][Infiltrate]

5. 1 Mobilized Felinid Infantry Company [x14]

[Combat Report]

Despite superior tactics and maneuvers by the Felinid, the last of the city defenders are routed after a third battle for the city itself; the Felinid have been unable to staunch the constant flow of invaders into the city, and the supply issues have largely been mitigated by captured supply dumps. As the first snows start to fall, the Felinid forces manage to make a proper retreat south to avoid encirclement. However, despite the victory, the invaders are totally exhausted by the assault with veteran units reporting massive damage and consistent equipment failure…

[Commune]

[Add city: Sisterhood:Ruined]

[Lose resources: Ammo -3 ]

[Revise brands: 1x Flower Power Armor [x4][Mech][CQW] to [Damaged][Totally exhausted];

1x Grey Death Tank Platoon [x8][Arm][Damaged] to [Crippled][Exhausted]

[Add resources: Captured Felinid Civilians:2]

[Disband units: 2 Mobilized Commune Platoons [x9][Inf]]

[Felinid]

[Lose resources: Ammo – 1, Fuel - 2 ]

[Remove city: Sisterhood]

[Lose .4/pop/cur/turn; lose 5 population]

[Revise Strength of units: Tumblrina Mech. Company – [x15] to [x6][keep brands]; 1 Mobilized Felinid Infantry Company [x14] to [x7]

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acdde7 No.20373

>>20145

The MPD Send a envoy to the NFC to propose a trade:

[Dusty Tanks:1][Drill I ][Urban Pacification II] [Electrical Weapons I][Fortifications I]

FOR

25 of his population, [Mechanics II] [CivilDefense I] and [Espionage I]

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acdde7 No.20376

>>20373

The NFC agrees to this deal

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acdde7 No.20378

Dice rollRolled 1, 7, 2 = 10 (3d10)

[Stray dice]

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acdde7 No.20379

>>20376

The Warden smiles from behind his helmet as he watches the Officers "escort" the rowdy peoples onto the Prison busses. Many of them criminals, repeat foulers, and those who were sick of football. Yet still, some carried banners and insignia of their favorite teams. To the Warden, it didn't really matter where they come from or why the NFC was getting rid of them. He paused for a moment, watching a Officer help a hysterical woman find her child. They would be good citizens regardless. And this unwarranted success would certainly help the Wardens posistion in the MPD.

Turning back to the official of the NFC, His coat swaying in the plains wind. "Very good. We'll be sure to settle these poor unwanteds in a good posistion. As for our end, we have already sent the data to your capital. Unless you have anything else to add, I believe we are done here."

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acdde7 No.20382

>>20064

>>20381

Forgot my troops Red. Sorry if this is a bother.

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acdde7 No.20387

>>20381

[META] : I had already taken those hexes back that Jaundice took.

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acdde7 No.20388

>>20381

>>20381

[META] : I had already taken those hexes back that Jaundice took.

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acdde7 No.20417

[Combat Report: 1st Battle of Chicago]

>>It is getting cold…

[Winner: Infected, Tight]

[Air Superiority]

There were no air units deployed.

[Bombardment]

While the size of the NFC bombardment is considerable, strange winds cause the trajectories of the fire to stray off course by a good deal. The infected forces evade the vast majority of the shelling despite the odds…

[Infected]

7x1, 7x1, 1x1, 4x1, 2x1, 9x2, 8x2, 8x2, 7x3, 1x3, 6x5, 9x5, 2x9, 2x9, 9x9, 5x9, 6x9, 1x9, 5x9, 1x9, 3x9, 2x9, 3x9, 8x9, 10x9, 1x9, 10x10, 4x12, 2x9, 3x9, 4x9, 9x9, 9x9 [1x9, 7x9, 2x9] = 1229

2 [Shriekers][Swarm][1x] :

3 [Minor Gun Amalgam][x1]

3 Infected Rippers [x2][CQC]

2 [Calcified Kodiak][x3][Arm]

1 [Grand Bear] [x5][Arm]

1 Infected Ice Devil [x5][Resilient][Raging]

14 Mobilized Infected Formations [x9][Inf]

1 [Bullet Storm Amalgam][10x][Arm][Slow]

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

8 Mobilized Infected Formations [x9][Inf]x2

[NFC]

10x7, 8x10, 4x13, 1x13, 7x13, 8x13, 9x13, 4x13, 3x13, 2x5, 9x10 = 718

1st Fan Company 1st Fan Company [x7]

The Chief's APCs [x10][Mech]

7 Mobilized Fan Company [x13][Inf]

1 unit M-198 Cluster [x5][Art][Bombard:10]

1 Texan Tanks Platoon [x10][Arm]

[Camelot]

7x7, 2x5, 7 x14 = 157

1 [Riders of Camelot][x7][Mot][Quick]

1 M1A16 [5x][Arm]

1 Mechanized Camelot Company [x14][Mech]

[Cult]

5x5, 7x1, 7x4, 9x4, 1x6, 5x6, 4x15, 4x6, 4x6, 1x6, 7x6, 4x6, 7x6, 3x6, 7x4 = 364

1. 1 Cult Flamer Platoon [x5][CQB]

2. [Snow Inquisitors] [x1] [Pol]

3/4. 2 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech]

5/6. 2 Mobilised Cult Company [x6][Inf]x

7. 1 Cocaine Tank Platoon [x15] [Arm]

8/9/10/11/12/13. 6 Mobilised Cult Company [x6][Inf]

14. 1 Cocaine Tank [x6][Arm]

15. 1 Zealot Militia [x4][Inf][Zeal][

[Deliverance]

3x2, 4x5, 4x5, 2x12, 10x10, 4x12, 9x12, 10x12 = 446

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Trukk Cumpanee [x12][Mot]

1 Combined Aerial Brigade [Helo][x10]

3 Mobilized Boyz Company [x12][Inf]

[Totals]

[Infected] = 1229 [Advantage: 1.7][Coordination: 1.2][Shelling: .9][Flanked: .8]

[Cult + NFC + Camelot] = 1239

Cult – 364

Camelot – 157

NFC – 718

Totals – Infected: 1805.1552; Cult + NFC + Camelot + Deliverance =: 1685

[Combat Report]

The Infected host descends upon Chicago and makes rapid progress, though attacks from the NFC combined forces and a considerable artillery bombardment slightly stall movement with a portion of the Infected host being deployed to handle the flanking NFC forces. Despite the attacks, the Infected host moves quick and manages to pocket the much smaller combined enemy force inside the city as it steamrolls most of the opposition with a series of unexpectedly well-executed movements; the sporefalls in the previous days provided it with a good understanding of the city. However, the lack of heavy equipment among the infected – particularly anti-tank equipment – causes the entire host to re-orient itself to flank, avoid, or bring in larger amalgms against armored positions. In the end fighting is bloody, but the Infected win a clear victory - most of Chicago is overrun despite the fortifications, and the defenders hold on in the southernmost suburbs. Fighting is still sporadic as both forces exchange fire from entrenched positions, but the infected cannot move further – there is a shortage of ammunition and fuel for heavier fungiborg-ed equipment. Seizing the rest of the city will likely be difficult, as the Cult forces have become better at deploying chemical weapons against smaller infected. As the battle progresses, Deliverance forces manage to staunch losses and maintain ground even as infected forces continue to assault the interior portions of the city (Control: Chicago – Infected – 50%, Cult + Allies: 50%)

[Losses/Adjustments]

[Cult]

[Lose 3 hex]

>>The following resources have been expended in combat [Allies are factored in]: Fuel: 2, Ammo, 2, small arms, 3, heavy weapons 1

Disband: 1 Powderpyre LAVs [x4][Bombard][x2][CQB] [Mech]

3 Mobilised Cult Company [x6][Inf]

[Deliverance]

Disband: 1 Trukk Cumpanee [x12][Mot]

[NFC]

Disband: 2 Mobilized Fan Company [x13][Inf]

[Camelot]

Disband: 1 [Riders of Camelot][x7][Mot][Quick]

[Infected]

>>Your forces are increasingly taxed by resource shortages. The current improvised fuel and ammunition stocks are inadequate to prosecute the war into extremes.

[Gain 3 captured hex]

Disband: 5 Mobilized Infected Formations [x9][Inf]; 2 [Shriekers][Swarm][1x]; 3 [Minor Gun Amalgam][x1]; 3 Infected Rippers [x2][CQC] [47x]

Revise status: 1 Infected Ice Devil to [x5][Resilient][Raging][Injured]

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acdde7 No.20435

[Vector]

1) The factory nexus is being constructed, but the growth is, in a word, substandard. (Factory-Nexus: 1/15)

2) The mutations are coming along, but the progress is not exactly up to par.. (Hazard Resistance I: 4/8)

[Infected]

>>You are mobilized!

>>Set mobilization status: 7 turns. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 7 pop

>>You got the following from expansion: [Ice Devil Hatchlings:3]

1. You manage to repair one of the planes. It flies, barely. (lose 1 ruined airplane)(Add 1 Fungiborged Scout Plane [x1][Scout])(Bio-Aero:1/???)

2. The local wildlife proves, in a word, violent. (lose 3 pop)

3. The biofuels effort moves ahead. Overall it's nearly completed! (Biofuels 9/10)

4. You start working on more sophisticated infection techniques…(Infection II: 4/10)

[Bellemos]

>>Your unit support cap is now 8 units

1. You took over Denver! You also find some tanks. (Add city: Denver, Colorado [Ruined]) (Add resource: [Dusty Tanks:2])

2. The construction of a network of defenses starts. [Defense network: 7/20]

3. You manage to find some wrecked vehicles. (Add resource: [Wrecked Vehicles:4+.4/turn])

4. You managed to develop a better variation of standing armies. (Revise standing armies to II)

[Rhinestone]

>>You are mobilized! [2 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Rhinestone Platoon [16x][Inf]

>>lose 2 pop

1. You managed to increase the production capacity of the works. (Revise: [Arms Factory][Small arms:+.3/turn][Ammo:+.4/turn] to [Arms Factory][Small arms:+.6/turn][Ammo:+.8/turn]

2. You expand. Barely. The cultural route thing seems to lose out to the whole “giant fucking radiation moles” thing. (lose 2 ammo)(St Louis: 7/20) -2 Culture

3. The research team reports a major advancement: cyber-animatronics! You can make advanced animals..and..things.. (Add technology: [Cyberanimatronics I]) (-27 currency)

4. Research plows along, but it's sort of uneven. (Assembly lines: 5/8)

[Clankers]

>>You are over the unit cap.

1) You manage to construct a basic battery of the weapons on some light vehicle frames. (Add 2 ARMED Technicals [x2][Bombard:2][Special]

2) You finish up the basics of nuclear theory, but you gather you're going to need heavier facilities and enrichment to do anything with it.. (Add technology: [Nuclear Theory I])

3) You consolidated the following units:

[Behemoth Mech Formation [x6]+2[Juggernaut [x4]] consolidates to: 1 Mixed Mech Formation [x15][Mech]

[F16 [x5][Bombard x2]+[F16 [x5][Bombard x2] consolidates to: F16 Duo [x10][Air][Bombard:4]

3.5x Humvee[Mot][Bombard1x]+[Henderson Hybrid Formation [x5][Mot] consolidates to: 1 Mixed Motorized Formation [x10][Mot][Bombard:1]

4) [IT DOESN'T MAKE PROGRESS]

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acdde7 No.20436

[Cult]

>>You are mobilized! [7 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>2 Mobilized Cult Companies [x6][Inf]

>>Lose 7 population

1. You manage to displace most of the population from Chicago, but moving additional infrastructure would take more effort… (add technology: [Civil Defense I])

2. The MIRV is rigged. [It may be triggered at any time by you.]

3. You manage to create a FOB where allied forces can meet. (Add technology: [Coordination I])

RESEARCH. The progress on the anti-fungus chemicals moves ahead. [7/10][Think Tanks I][Labs]

5. Disposition: You do not like Deliverance very much. This whole “Kristianitee” thing strikes you as antiquarian. There's already grumbles from the neophytes about the heresy…

[Felinid]

1. The workships and factories of the republic have managed to whip up some cold weather gear. (Add technology: [Weatherization I])

2. The defenses around Matriarchia appear bigger. [Revise: Felinid Patrols [Small] to Patrols + Watchtower [Bombard:2]

3. The research stalls due to a small lab fire. The team in charge think it's a fluke.

4. The mobilization revisions are almost completed. (Mobilization II: 9/10)

5. You manage to restore the Berets to: [x10][AT][Quick][Fearless][Infiltrate] and Tumblrina Mechanized Company to [x14][Mech]

[Tribes]

1. You continue clearing the city of Dallas. (11/20)

2&3. The road network is done! It's pretty basic, but it works. (Add 1 player's name unique building, road network [Small])

4. Research into cryptography is almost done. (Crypto I: 7/8)

[Sound]

1. You kill a ton of the blobs and make some reasonable progress. (Bowling Green: 13/20])

2. You try to expand the gunworks, but most of the resources are used to expand the other production lines. The money doesn't help.

[Tsardom]

1. You start trying to figure out the basics behind such a weapon. It will be big! (Mega-Construction I: 9/20)

2. You manage to whip up another tank. (Add 1 Tsar Tank [x4][Arm])(lose 3 scrap)

3. The secondary housing on the turret is completed. It seems to help with sighting, generally. (Revise: Tsar Cannon [Bombard][1XL (Range 6)] to , Tsar Cannon [Bombard][2XL (Range 7)]

4. . Progress is made on the drone vehicles, but it's..less than impressive.. (Drone Vehicles 8/10)

[Reapers]

>>You are over the unit cap.

1. You took an action.

2. You manage to cover some..basic artificts.

3. You continue on with project 42. ([Project ???: 12/13])

[Research:] You managed to increase the overall effectiveness of your failsafes. (Revise Failsafes to II)

[True Camelot]

1. You try to win over the people of USA2. It's going okay, you think. Looks like some navy guys are competing with you, though.. (USA2:/???) (Lose: -5 Culture-15 Currency-2 Cows-2 Corn-2 Beer-2 Fertilizer)

3. You increased your industrial capacity slighty. (+1 industry)

3. You manage to repair one of the APCs. (Add 1 player's name choice APC [x4][Mech])

4. The research on diplomacy starts, but it's…well, not good. (Diplomacy: 1/10)

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acdde7 No.20438

[Gear Knights]

1. You keep looking for uranum. You find some, but it's not sustainable. (Add resource: Raw Uranium:3)

2. Some progress is made on enrichment facilities. They are…in a world…expensive. (Enrichment Facilities: 4/30)

[Commune]

>>You are mobilized! [5 turns]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 4 Mobilized Commune Platoons [x9][Inf]

>>Lose 5 pop

1. You moved your units to the frontline.

2. The Metal Gear proves…exceedingly complicated. (Metal Gear/???)

3,4: You manage to come up with large scale industrial batteries and charging facilities… (Add technology: [Capacitors I])

5.You start working on better mobilization methods. (Mobilization: 7/10)

6: You raise an additional platoon. (Add 1 player's name choice infantry platoon [x3])

7: You fixed up the tanks! (Revise: 1 Grey Death Tank Platoon[x8][Arm][Damaged] to x Grey Death Tank Platoon[x12][Arm][Vet]

8: The metal gear proves complicated as you continue to gawk at it some more. Everyone's just slacking.

9: You manage to fix up 2 of the ruined tanks. (lose 2 ruined tanks)(Add 1 player named tank platoon [x10][Arm])

10: The research stalls.

[NFC-Elway]

>>You are mobilized! [5 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]

>>lose 5 pop

1.2.3.4. Witchita, Kansas is nearly clear. (Witchita: 19/20)

5. You keep working on mechanics. (Mechanics: 2/12)

[Harbinger]

>>You are over unit cap.

1. You assigned your units to Arnolds.

2. You merged: 3 Napalm Dusters [x2][Fire][Bombard:1] to 1 Firehawk Wing [x2][Fire][Bombard:3]

3. The campaign goes well, but you are being outdone by a good deal by True Camelot..fucking nerds.. (USA2/???)

4. You start working on air to ground tactics! (Air-ground: 7/8)

[MPD]

1) You expanded a little. The raw weight of units applied help. (Expansion: 6/10)

2) You start to produce suits for a new units, but you find that you're short on equipment. As such you….produce an EWOP production facility! Amazing. You weren't even asking for it, either, but you manage to uncover a small power armor facility that you (somehow) restore to function. Great. (Add resource: [EWOP Suits:2+.5/turn][Add unique building: [EWOP production facility]

3) You start working on hardening your facilities, generally. [Hardening I: 4/8] -10 Currency, -5 glass, -1 culture.

4) You start working out neurology. THIS WILL HELP WITH JUSTICE. (NeurologyI: 3/8)

[TARME]

1. You crack open the doors and find a partially functional relay to the global state/civilian-side satellite network INTACT. It feeds you a good deal of telemetry – there's only one really functional satellite you can find however (for now). While the instrumentation is old, every so often you catch WOPR maneuvering satellites and attempting to clearing debris with ASAT missiles fired from ground based sites. (Add unique building: [Satellite Uplink, Houston])

>>Unlock new slot: Satellites: [NASA Weather.net][+5 to weather]

2. All of the drones are too excited about the weathernet satellite to do anything else. [Radar 4/11]

3. You try to set up the proper recycling facilities, but the drones are slacking off.

4. You manage to figure out heavy drones! They're…well, they're like tanks.. (Add technology: [Heavy Drones I])

[Oregon Growers]

1.The research into animal husbandry goes great…. (add technology: [Animal Husbandry II])

2…and it spills over! (War Animals I: 7/8)

[Deliverance]

>>You are partially mobilized.

1. You halted the mobilization.

2. As you look the city…you find…a rather large chemical weapons cache.. ([Chemical Weapon Payloads:3])

3. You moved your units.

4.Your skill in mechanics gets slightly better. (Mechanics: 8/10)

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acdde7 No.20439

>>GM Advisory - Units: Several players have been ignoring the unit cap. I have been lax on it until now, but enforcement will occur with a heavy hand unless resolved by the players mentioned. If not mentioned, assume I will be watching.

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acdde7 No.20440

Dice rollRolled 98, 37, 17, 98 = 250 (4d100)

>>20436

[Mobile Tsardom of Anchorage]

Population: [34.6] [+.7/turn]

Food: [Good]

Raw Currency: [95] [+10/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [23]

Unique Buildings: The Winter Palace, New Bel's Garden, Great Watch Tower of Лук, St. Innocent Cathedral, Alaskan-Dan's Artillery Arsenal (Heavy-Arms Factory+P), New Fort Richardson (Barracks), New Worthington's Automobile Manufactory (Car Factory+P), The Heart of Anchorage (Micro-Nuke Plant), Flint Hills Ltd. Silo (Refinery), Jim's Equipment Fabricator (Engine Factory+P), The Mall of Diamonds, Alaska Steel Co. (Steel Mill), Military Storage, Alaskan Auto Center

Defenses: Anchorage Defense Network [Large][Bombard][5x], Tsar Cannon [Bombard][2XL (Range 7)]

>Unit Limit: 7

Military Units: 2 Squads of Death [x3][Inf][Shock]; 2 White Army Fireteams [x4][CQB][Brave]; 2 Sputnik-Class Visual Probe Systems [1x][Air]; 1 Tsar Tank [x4][Arm][Slow], 1 Tsar Tank [x4][Arm]

Resources/Quantity: [Power:22.2+.8/turn][Small Arms:5.3+.1/turn] [Heavy Arms:6.2+.2/turn][Ammo:27.6+.2/turn][Fuel:49.2+.4/turn][Steel:8.4+.4/turn][Scrap:7.6-.4/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1][Kitschy Russian Goods:5.2+.2/turn][Plutonium:1][Ablative Armor Segments:2][Volatile Chemicals:2][Laser Components:2][Strange Ablative Armor:4][Nanogoop:3]

Ruined Goods: [Ruined Tanks:4][Ruined Drone Tank:1][Ruined Artillery Pieces:3][Ruined Experimental Particle Cannon:1][Ruined Micro-Thorium Reactor:1]

Technology: [Power I][Militias III][Tools IV][Mechanical IV][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 II][Nuclear Theory I][Metallurgy I][Russian Tank Design I][Particle Weapons 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:

Drone Vehicles (8/10)

Mega-Construction I: (9/20)

>Actions:

1. - More research? Tsar is growing tired of playing around and wants to see concrete results sometime soonish: particle cannon is not of becoming less ruined, he would like to remind! (Mega-Construction I 9/20)

>—–

2. -

[Reorganization I]

Is time for construction of proper organized military with proper organized military units. Take following rabble of Tsar and start making improved unit:

-2 Squads of Death [x3][Inf][Shock]

Into 1 White Army Platoon

-2 White Army Fireteams [x4][CQB][Brave]

Into 1 White Army Squad

-2 Sputnik-Class Visual Probe Systems [1x][Air]

Into 1 Sputnik-Class Probe Unit

That is all! Six weaker units into three strong units! What of tanks? Not enough tank to entertain though of making proper unit yet!

>—–

3. - Which is why we must be making of more tanks. Continue towards competion of order of original 4 and construct two more: if possible, intigrate drone technology if research is completed in time, with full access of Tsar's electronics reserves. (Construct additional Tsar Tanks)

>—–

4. - Tank building is slow process, but Tsar expects drone research to be of completion soon so he can start repairing American tank to bolster his reserves: Tsar wants a tank company by end of next month. (Drone Vehicles 8/10)

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acdde7 No.20441

>>20440

Tsar is getting annoyed with constant delay of tank construction: pay out 30 units of rubles to make up for the shortcomings of laborer.

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acdde7 No.20442

Dice rollRolled 29, 40, 30, 38 = 137 (4d100)

>>20435

>>20030

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.

Raw Energy: [50] [+5/turn]

Legitimacy: [Good]

Culture: [10]

Industry: [12]

[Zyrbite:8.3:+.7/turn]

1 Reaver (UFO). [x8][Quick][Arm][Stealth 1][Large]

1 Sickle (UFO). [x5][Quick][Arm][Stealth 2]

Scythe Minor Platoon [x18][POW]

Scythe Minor Darkclaw Squad [x6][POW][Infiltrate]

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 reviews the new platoon, it is sloppy, disorganized and the Chaplain is fairly certain that their overall combat effectiveness has gone down. But at least their logistics are more organized now. If only the same level of enthusiasm could be had for the progress on their new UFOs. The progress was, to be frank, nonexistent. The effort put into organizing the new platoon took all of the Scythes logistics to do and forced them to neglect the UFOs, sloppy.

The Vanguards redouble their efforts to both increase their military strength so as to defend their masters and to increase their ability to scavenge the sought after artifacts. The Chaplain will not allow his forces to become lax on this forsaken backwater.

[I missed a turn, please forgive me Lord Red_Philosophy, have mercy!]

1-2. Produce more of our Small Class of UFOs if possible create more than one.

3. Train and equip more Scythe Minor Darkclaw Squads.

4. Scavenge for artifacts, for the gods.

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acdde7 No.20444

>>20438

Meta

>Witchita, Kansas is nearly clear. (Witchita: 19/20)

Still can't take witchita. It's St Louis we talked in chat about it.

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acdde7 No.20446

[NFC fix]

>>You gained the following from expansion: Resource: [Experimental Coilguns:1][Ammo:3+.3/turn]

[Felinid fix]

>>You gained the following from expansion: Resource: [Ammo:4+.4/turn][Fuel:4+.3/turn]

>>You are mobilized: 2 turns

>>You mobilization efficiency is: 100%

>>You gained 2 Mobilized Felinid Infantry Company [x14]

>>Lose 2 population

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acdde7 No.20447

Dice rollRolled 83, 30, 95, 82 = 290 (4d100)

>[The Eternally Victorious Women's Felinid Matriarchal Republic]

>Population: [92.3] [+4.1/turn] [Mob 3]

>Food: [Above Average]

>Raw Currency: [40] [+5/turn]

>Legitimacy: [Maximum]

>Culture: [4]+1/turn

>Industry: [6]

>Unique Buildings: [The Lava Tubs], Femenia [City], Matriarchia [City], Sisterhood [City], Feline Bureau of Investigation, Pacific Highway [Highway], Catlar Body Armorworks [Factory], Statuette of the Eternal Victory Over the Patriarchy [Monument], Lionette Training Base

>Defenses: Felinid Patrols [Small]

>Military Units: 1st Red Berets [x8][AT][Quick][Fearless][Infiltrate] 1 Tumblrina Mechanized Company [x13][Mech] 1 F22s [x6][Bombard:1] 1 AH-1Z Viper [x4][Arm][Helo] 3rd Infantry Battalion [x5][AT][Inf] 8th Support Company [x4][AT][Inf] 2nd Red Berets [x8][Resilient][AT][Commando]12th Infantry Company "Skulltakers" [x5][Brave][Infiltrate]

>Mobilized Units: 2 Mobilized Felinid Infantry Company [x14] 1 Mobilized Felinid Infantry Company [x7]

>Resources/Quantity: [“Captive” Males:3][Wood:5+.2/turn][Scrap:9.6+.1/turn][Chads:6][Small Arms:6.4+.2/turn]; [Fuel:12+.2/turn]; [Concrete:3+.2/turn][Explosives: 4.4+.4/turn][Ruined HMMV:2][Ammo:14.2/.2][Graboids:4] [Water:5.4+.2/turn][Body Armor:2.2+.2/turn]

>Tech

Weapons Tech

[Grenades I] [Explosives III] [Anti-tank II] [Body Armor II] [Traps I] [Irregular Weapons IV] [Winterization I]

Tactics Tech

[Irregular Warfare I] [Small Arms I], [Navigation I] [Raiding I] [Infilitration-Assault II] [Infantry Tactics II] [Urban Warfare II][Warcries II] [Cavalry I]

Recruitment Tech

[Militias II] [Bureaucracy III] [Mobilization I]

Civil Tech

[Farming I][Jury-Rigging I][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Propaganda I]

Construction Tech

[Tools III]

>Trade Routes: [none initially]

>Territory: 40

>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

Cattle Farms 2/6

SF 5/20

Mobilization 2: 9/10

Mob Turns 3 100%

1. Mobilization II 9/10

2. [REDACTED]

3. Recruit a Commando unit

4. Cattle Farms

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acdde7 No.20448

Dice rollRolled 23, 78, 1, 14 = 116 (4d100)

>>Election Time! Union Members, vote for your favourite Union member; el Presidente Henry O.C. Grant seeks reelection on the strength of the economy and the promise that he intends to

"finish the fight"

>with the IFM swiftly and decisively

1. Dispatch the Gun Paladin Clerics to St. Louis, ordering them to convert the righteous, tame the pliable, and purge the unruly murderous hordes slowing our expansion there.

>27 Currency

(St Louis: 7/20)

2. Utilize the chem depot and [Chemical Warfare I] to equip as many of the (1 Mobilized Rhinestone Platoon [8x][Inf]) boys as possible! Utilize [NBC Tactics II] to deploy them such that they can utilize chemical agents without getting themselves killed by them.

>10 Currency

3. Commander Starr moves out.

>10 Currency to properly provision and direct the units

Destination of All Units: Chicago

Troop Movement:

MAIN FORCE, these units keepace with Commander Starr in her Command APC with the 1st Rhinestone Armored Corp.

>1 Crack Gun Paladin Company [x10][Zeal][Cav][Resilient][Laz]

>1st Rhinestone Armored Corp, APC Gang [x6][Mech]

>1 Mobilized Rhinestone Platoon [16x][Inf]

>1 Supercobra [x5][Arm][Helo]

>(Hopefully Chem-wielding) 1 Mobilized Rhinestone Platoon [8x][Inf]

VANGUARD, these units move ahead at full speed with the goal of coming to the aide of allied forces ASAP.

>1st Rad Spider Riders [x2.5][Cav][Quick]

>1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

Again, both forces are destined for Chicago with orders to reinforce Union Forces there. Upon arrival Commander Starr will integrate Union forces into the Army and then assess the situation and how best to proceed.

4. Keep on keepin' on. Now that Vanderbilt is done with its latest wild and whacky experiments, they can help us iron this out.

(Assembly lines: 5/8)

[State Research I]

>><<

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: (42.6) (+2.6/turn)

Food: (Above Average)

Raw Currency: 77.4 (+27/turn)

Legitimacy: (Stable)

Culture: (38.9)(+1.3/turn[+.5]==effective +1.8)

Industry: (8)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified] [Fixed]

>><<

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]

St. Kalashnikov's Gunworks [Arms Factory][Small arms:+.6/turn][Ammo:+.8/turn]

Brock Bank [+2 Currency/turn]

Old Hickory Lock & Dam [Small Dam, Electricity:+.3/turn]

Chem Depot

>><<

Defenses: Rhinestone Patrols [Small]

Military Units:

>At Home

1 Crack Gun Paladin Company [x10][Zeal][Cav][Resilient][Laz]

1 Troubleshooter Posse [x1][Police]

1st Rad Spider Riders [x2.5][Cav][Quick]

1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

1st Rhinestone Armored Corp, APC Gang [x6][Mech]

1 Gun Paladin Clerics [POW][x5][Zeal]

1 Mobilized Rhinestone Platoon [16x][Inf]

1 Mobilized Rhinestone Platoon [8x][Inf]

>><<

Resources/Quantity: [Ammo: 6.2+.8/turn][Small Arms:19.7+.6/turn][Heavy Weapons:3][Horses:8.8+.2/turn][Pigs: 8.6+.2/turn][Cows: 10.8+.5/turn][Beef:6.4+.2/turn] [Ruined Tanks: 2] [Rad Spiders:13.2+.4/turn] [Energy Weapons:2][Power Armor:2][Pre-War Documents:1(Read)][Pre-War Cybernetic Horse:1][Creepy, But Advanced, Animatronic Animals:7][Ruined Priuses: 4][Ruined Combat Choppers:3][Electricity:5.7+.3/turn]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion II][Animal Husbandry I][Communications III][Cultural Events I][Commodities I][Propaganda II][Architecture I][Cybernetics II][Industrial II][Heavy Construction I][Trading II][Medical I][Energy Weapon Tactics I][Energy Weapons I][Chemical Weapons I][Chemistry I][State Research I][NBC Tactics II][Cyberanimatronics 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+4+?

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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acdde7 No.20449

>>20447

+2 culture to action 2

Updated Totals because i was in a DOTA match when I copypastad this.

1st Red Berets [x10][AT][Quick][Fearless][Infiltrate] 1 Tumblrina Mechanized Company [x6][Mech]

Felinid Patrols + Watchtower [Bombard:2]

[Fuel:14.5+.5/turn] [Ammo:15.8/.6]

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acdde7 No.20450

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: [123.7] [+5.1/turn]

Food: [Good]

Raw Currency: [55.6] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [31] [+1.5/turn]

Industry: [9]

Unique Buildings:

"The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)] [NewbU] [Gun Cult Church Network] ["The Republix" Supermarket Network] [Railgun Laboratory] [Concrete Plant [+P]] [Florida Interstate]

Embassy:

[Rhinestone]

[Clankers]

[Deliverance]

Defenses: Concrete Walls [Small]

Military Units:

>At home

6 Mobilized Camelot Company [x9][Inf]

APC [x4][Mech]

>In Transit

>On the field

1 M1A16 [5x][Arm]

1 Mechanized Camelot Company [x14][Mech] - Cult of Cocaine

Resources/Quantity:

[Fuel:2.5]

[Ammo:7.8 +.2 pt]

[Small Arms:4]

[Scrap:13.7 .5pt]

[Ruined Bikes:10.4 .2 pt]

[Heavy Weapons: 8.4+.1/turn]

[Corn: 5.8 +(.2/turn)]

[Cows :4.4+.4/turn]

[Fertilizer:5.6+.4/turn]

[Ruined APCs:1]

[Beer:7.5+.5/turn]

[Concrete:2.5+1/turn]

[NBC Gear:4]

[Infantry Railguns:1]

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 II], [NBC Containment/Clearing I], [Farming II],[Power II], [Architecture I], [Education I], [Religion I], [Infrastructure V] [Cybernetics I] [Railguns I] [Radar II] [Economics I]

Trade Routes:

trade route

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

Deliverance [Medium:+2 currency/turn; +1 industry]

USA2 [Large: +3 currency/turn, +2 industry])

[TARME Large:+4 currency/turn; +.5 culture/turn]

Territory: [20]

>City

[Miami, Florida]

-[Railgun Laboratory]

[Disney World]

[Orlando] [Fixed]

[Tampa] [City]

[West Palm Beach] [9/10]

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:

Interstate road system: Atlanta Needed

Cybernetics II 3/10

Diplomacy 1/10

>>You are mobilized! [4 turns]

>>Your industrial efficiency is 100%.

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acdde7 No.20452

Dice rollRolled 98, 35, 2, 5 = 140 (4d100)

>>20436

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: [21.6] [+1.8/turn]

Food: [Average]

Raw Currency: [31] [+2/Turn]

Legitimacy: [Above Average]

Culture: [15.5] +.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 Cult Flamer Platoon [x5][CQB], 1 Cocaine Tank Platoon [x15] [Arm], [Snow Inquisitors] [x1] [Pol], 1 Powderpyre LAV [x4][Bombard][x2][CQB] [Mech], 7 Mobilised Cult Company [x6][Inf], 1 Cocaine Tank [x6][Arm], 1 Zealot Militia [x4][Inf][Zeal]

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

Resources/Quantity: [Fuel:7.8,-.2/Turn (Generator) +.4/turn (Trade)];[Ammo:12.8+.6/turn][Small Arms:9.7 +.4/turn] [Cocaine:15] [Spraypaint: 9.8, +.2/turn], [Heavy Weapons: 5.2 +.4/turn] [Ruined Motorcycles: 7.4,+.2/turn], [Electricity: 8.9 + .2/turn], [Scrap Metal: 2 + 1/Turn], [MIRV-6: 1]

Technology: [Tools IV][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 III], [Flamers II], [Rigging I], [Urban Combat I], [Anti-Fungal Tactics I], [Coordination I], [Civil Defense I].

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

Territory: [13]

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.

MOBILIZED: 7 Rounds

1. Raise more units of Zealot Militia for the cause. [Militias II]

2. Mobilization is ended, but mobilized troops remain mustered for the time being. We cannot keep conscripting people at this rate.

3. All units rally at Chicago for a counterattack against the fungal hordes. We will kill them. All of them. +15 Cocaine Bonus.

RESEARCH: Anti-Fungal Tactics II. 7/10 [Think Tanks I] [Labs]

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acdde7 No.20453

File: 1451247572544.jpg (303.05 KB,1520x884,380:221,Power Armor1.jpg)

Dice rollRolled 1, 36, 12, 13 = 62 (4d100)

>>20435

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: [49.2] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [59.8] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [2.5+.5/turn]

Industry: [11]

Unique Buildings: [SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

Defenses: Mech Emplacements(Large)

Military Units: [4x Sharpe's Blades [Mech][CQW]] [Juggernaut Mech Formation [x10][Mech]] [UCW Beowulf [x10][Arm][Bombard:4][Slow] [Universal Donor [x6][Arm][He/CQW] [ Mixed Mech Formation [x15][Mech] [F16 Duo [x10][Air][Bombard:4] [1 Mixed Motorized Formation [x10][Mot][Bombard:1] 2[ARMED Technicals [x2][Bombard:2][Special]

Resources/Quantity: [Fuel:6];[Ammo:12.4+.3/turn][Small Arms:2][Scrap:3][Electricity 8.4+.2/turn][Sheet Metal 1.8+.2/turn][Cars 1.6+.2/turn][Heavy Weapons 1.8+.2/turn][Screenplays 8+.2/turn][Steel:4+.2/turn][Scrap:7+.5/turn][Electronics:3][Power Armor: 1][Plutonium 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][Nuclear Theory II][Recon Armor |] [ARMED System I|] [Plasma Weapons |] [Pioneering II] [Empiricism I]

Trade Routes: [Rhinestone Cowboys], [NFC]

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) The Clankers begin the process of understanding the horrible mutated being thay found, while some whisper that it might be an alien. Either way, we must learn about him/her/it.

2)The Nuclear Theory work has proven that we are in a dire need of educated Clankers. Thus, a college of STEMM(ilitary) disciplines is erected. The finest in Art Deco is used to construct it, everything filled with silver and black.

3) The Clanker Alliance expands to the south and south west. [Pioneering II] [Empiricism I]

Research

4) ARMED 3.0

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acdde7 No.20454

Dice rollRolled 29, 30, 57, 58 = 174 (4d100)

>>20435

1. Continue work on the Defense Network (7/20)

2. Send the Clankers [Mothballed A-10:1]

3. Speaking of which, set up a trade route with the Clankers.

Research: Start researching better tools for now. [Upgrade Tools II]

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: [91] [+4.4/turn]

Food: [Good]

Raw Currency: [147.6] [+14.2/turn]

Legitimacy: [Average]

Culture: [7.5] [+.5/turn]

Industry: [8]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]; [Herkule's Dam (Hydroelectric Dam), +.5 Electricity/turn] [Recycling Center to be named]

Defenses: Bellomean Foot Patrols and Wall [Medium]

Military Units: [Unit Cap: 8]

V8 Platoon [x8][Mot]

Motorized Squadron [x6][Mot][Quick]

2 War Rigs [5x][Mech]

Imperitor Rosa, Champion [x5][Resilient][Witness]

Half life Motorized Squad [x3][Mot]

1 Mobilized Bellomos Company [x12]

Resources/Quantity:

[Ammo:11][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:0]

[Fuel:22.8][+1/turn]

[Volkswagons:0]

[Electricity:8.6][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:3][+.0/turn]

[LAV:2]

[Scrap:17.3][+1.5/turn]

[Water:27][+1/turn]

[RVs:10.4][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

[Corn:6] [+.2/turn]

[Wrecked Vehicles: 4.4] [+.4/turn]

[Dusty Tanks: 2]

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]

[Recycling I]

[Ultramodern Firearms I]

[Body Armor I]

[Standing Armies II]

Trade Routes:

Commune [Medium:+2 currency/turn; +.5 culture/turn];

WNN [Medium: +2 currency/turn; +2 industry]

NFC [Medium: +2 currency/turn; +2 industry]

Cities: Denver, Colorado [Rebuilt]; Bartertown

Territory: 36

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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acdde7 No.20455

>>20454

Add my +10 building bonus from Mechanically Gifted to the Defense Network roll.

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acdde7 No.20456

Dice rollRolled 16, 20, 13, 18 = 67 (4d100)

>>20438

Name:Deliverance

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: [52.3] [+3.7/turn][28 Mobilized]

Food: [Stable]

Raw Currency: [138][+14.4/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [15]

Unique Buildings: Deliverance: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus]; Da Big Radia towa [Large](32 range);(Coal Plant: 5/6)

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[City];ASAT Pad [Small]

Birmingham[Ruins]

Defenses: Deliverance: Da Posses [Some]

>Marching units 0 turns til arrival

Military Units:

1 Bomma Boyz Platoon [x2][Sap];

2 Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x10]

3 Mobilized Boyz Company [x12][Inf]

>Second wave (moved)

Humvee Cumpannee [x18][Mot]

4 Mobilized Boyz Company [x12][Inf]

>Home Units

1 CM-90x [x6][Arm][Stealth][Damaged]

Resources/Quantity: [Fuel:14.2 +.5 a turn]];[Ammo:27 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 4.8][4x4s:3][Ruined Trucks: 14.7:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:7.6+.6/turn; -.4 a turn for Hmmv factory][Moonshine:5.6 +.2/turn] [HMMVs:2.7+.5/turn][Heavy Arms:7.2+.2/turn] [Power Armor:2][ASAT Missile:1][Chemical Weapon Payloads:3]

Technology: [Tools II][Militias III][Mechanics I](8/10)][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I][Farming I][Distillation I][Urban Warfare II][Metallurgy I][Communications II][Industry II] [Diplomacy I][Mobile Warfare II][Civil Defense II][Power I][Nbc I][Power Armor I]

Trade Routes: Rhinestone [Medium: +3 currency/turn; +1 Industry];True Camelot [Small:+2/currency/turn; +2 industry]

Territory: [30]

[Talahasse, Florida][City]

[Atlanta, Gerogia] [City]

[Birmingham] [Ruin] (4/10)

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]

>Partially Mobilized 8 turns 100% industry; Rating Average

1. "Aight boyz, last chance at loot, letz do eet!"

+15 Industry

+Scavenging I

2. "My sons we will trade our mobile warfare and Industrialization expertise to True Camelot for Infrastructure information"

"Wut?"

"Teach the knights to move and shoot and build thing better for better knowledge on how to keep cities working"

"Oh,……… kay"

*long sigh*

(Trading Mobile Warfare II and Industry II for Infrastructure V from True Camelot. They have a embassy)

3. "Dis cole powah plant is almost dun, let's finish eet" 5/6

+15 Industry

+Construction I

+Tools II

+Mechanics I

+Industry II

+Metallurgy I

+Power I

4. "We'ze getting bettah mekaniks"

"Woo Yeah!"

+15 industry

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acdde7 No.20458

Dice rollRolled 53, 25 = 78 (2d100)

>>20453

Government Type: Republic

Economy Type: Capitalist

Religion: none

Population: [49.2] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [59.8] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [2.5+.5/turn]

Industry: [11]

Unique Buildings:

SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy]

Defenses: Mech Emplacements(Large)

>Factory-Fort St Henry (+4 industry)

Military Units:

Knight Commander Stark's Personal Powered Armour[x2][POW][CQB]

2 Companion-class Walkermech[x2][Mech]

Eagle Scouts[x2.5][Quick][Pow][Scout]

Resources/Quantity:

[Fuel:6];[Ammo:12.4+.3/turn][Small Arms:2][Scrap:3][Electricity 8.4+.2/turn][Sheet Metal 1.8+.2/turn][Cars 1.6+.2/turn][Heavy Weapons 1.8+.2/turn][Screenplays 8+.2/turn][Steel:4+.2/turn][Scrap:7+.5/turn][Electronics:3][Power Armor: 1][Plutonium 1]

>[Raw Uranium:3]

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][Nuclear Theory II][Recon Armor |] [ARMED System I|] [Plasma Weapons |] [Pioneering II] [Empiricism I]

Trade Routes:

[Rhinestone Cowboys], [NFC]

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 armour. No tanks though, thanks.

1. Continue working on the Enrichment Facilities (4/30)

2. Watching the Jets fly off, several Knight-Engineers are inspired - on learning that another plane is on the way to the Alliance, they vow to get to grips with Avionics, so that the Order (and the rest of the Clanker military) can get it flying again, and then be able to produce new flying machines - both from the design of existing ones, and when they understand flight enough, their own designs

(this time with dice)

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acdde7 No.20459

>>20435

1) The Factory nexus is essential with how the war effort is going. Continue development of the Factory Nexus

>Factory Nexus (1/15)

2) If the war is brought to the home growths, then hazard resistance against fire and other things will be doubly necessary, we are not made of stone, but living substance. Continue the Hazard Resistance Mutations.

>Hazard Resistance I (4/8)

http://pastebin.com/Fyjjg3Sa

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acdde7 No.20460

Suddenly, every radio on and off of the continent begins a new transmission. At first, it is unintelligible yet clearly purposely fabricated noises after a few moments of this the transmission changes as though finally tuned and the message begins. A deep yet clearly synthetic voice blears over the radio, it is clear and understandable but it just sounds… Wrong and alien.

“Sapient denizens of C class planet Terra, we, the scavengers of the stars, have happened upon the ashes of your fallen world and have found it to be of interest. To any who are willing we offer to improve your situation, for an exchange. Give to us artifacts and technologies of your world, old or new, and in exchange we offer commodities. To you, the citizens we offer a wide array of goods to make your lives easier and more enjoyable from cooking utensils to hologram strategy games we have-“ The broadcast drones for an hour in what amounts to a product commercial for their citizenry commodities. “And to you, the great nations that have united your people in this dire time, we offer power and new avenues of technology. Depending on the level of trust our relationship develops into we will offer to you advanced weaponry, alloys, technologies and fields of science that to your kind are but long forgotten theories. At first we will only trade less spectacular items, and we assure you they will not be easy to analyze and reproduce. However, as our relationship develops we will make greater and more diverse technologies available to you. We must also go over some terms and conditions if you wish to purchase these sorts of commodities.”

The next half hour is another infomercial that briefly covers the terms and conditions, basically amounting to an agreement to not research the weapons and technologies for this constitutes as piracy and is a very serious crime in the galactic community, additionally these technologies must never be used against the Scavengers of the Stars or their retainers.” This concludes our broadcast, if you would like to take part in this offered deal of a lifetime then please create the intergalactic sign of trade near your cities to let us know of your interest. “The alien voice on the radio then describes the sign in great detail, it’s a crop circle. After that the transmission ends and the broadcasts return to normal.

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acdde7 No.20461

Dice rollRolled 100, 73 = 173 (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 Glowing Stars [x6][Cav]

The Beating Hearts [Cyborg Cowboys][Cav][x5]

The Danny Come Latelys [x6][Inf]

The Roadies [x6][Mot]

1 Supercobra [x5][Arm][Helo]

Resources/Quantity:

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. Rally the Rhinestone troops whose deployment has … regretfully stalled. Play a few songs and circulate through the crowd, reminding the troops of the great cowboys of yesteryear, who could have lived on a farm but chose to die with guns in their hands, passing into glory. And just think of the party awaiting the troops who make it back! Smooth over logistical issues and boost morale; anything to get them on the road.

+ 30 Currency

2. Assist the Gun Paladins in their righteous work in St. Louis. Teach the poor huddled, benighted people in the town how to take back their lives through following the one and only true path, the path of the gun. [St. Louis 7/20]

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acdde7 No.20462

Dice rollRolled 65, 64, 42, 87, 27 = 285 (5d100)

>>20436

>>20438

http://pastebin.com/EHMfge1G

1.finish claiming St. Louis (St. Louis: 19/20)

2. Move up the reinforcements.

+6 Mobilized Fan Company [x13][Inf]

3. Another round of expansion to the southeast surround our new city of St Louis.

4. Finish building our beauricratic offices

(Bureaucratic Offices network: 4/6)

5.Keep working on mechanics. (Mechanics: 2/12)

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acdde7 No.20463

Dice rollRolled 42, 66, 87, 93, 92 = 380 (5d100)

>>20438

The Democratic Commune of Pacifica ['Commune']

Contact With: MPD, Felinids, WNN, Bellomos, Clankers

Government Type: Green Democracy, Parliamentary

Population: [76.9] [+4.5/turn] (Mobilized Pop: 20)[lost 4 mobilized units]

Food: [Burgeoning]

Raw Currency: [87.4] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [18.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [12]

Territory: [37]

Unique Buildings:

-Wilbur[Capitol]

–The Hangout[HQ]

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

–Driver's Garage

–Hotbox Hydroponics Bay

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

-City: Seattle, Washington[Repaired, +.3pop/turn]

-City: Vancouver, British Columbia[Rebuilt, +.3/turn][Still can be Looted]

-City: Portland, Oregon [Rebuilt, +.4/turn][Still can be looted]

-Fort Brown, Fortress [Fort:Med](North of Brookings)

-Portland Airport [South of Portland]

-City: Brookings [Former Brotherhood Capitol][Ruined]

Defenses: Booby Traps [Some]

Mobilized: 5 Turn, Industrial Efficiency: 100%

Military Units:

At Home:

-4x Mobilized Commune Platoons [x9][Inf]

-1x Green Infantry[x3][Inf]

-1x Flower Power Armor[x4][Mech][CQW][Damaged][Totally exhausted]

En Route:

Golden State Liberation Army [General: Betty White]

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Grey Death Tank platoon [x10][Arm]

(4)-1x Grey Death Tank Platoon[x12][Arm][Vet]

(5,6,7,8,9,10,11,12,13,14,15,16,17,18)-14x Mobilized Commune Platoons [x9][Inf]

Resources/Quantity:

-[Fuel:0]

-[Weed:10+.5/turn]

-[Ammo:6.2+.5/turn]

-[Heavy Arms:0]

-[Small Arms:1]

-[Scrap:13.8,+.6/turn]

-[Electronics:3]

-[Electricity:15.0,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:3.6:+.2/turn];

-[Solar Drones 9.0+.2/turn]

-[Ruined Cars:8.2+.2/turn];

-[Ruined Tanks:1];

-[Ruined LAV:1]

-[Damaged Metal Gear:1]

-[Captured Felinid Civilians: 2]

-[Captured Spy ???]

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]

-[Infrastructure I][Green Industry I] [Economics I]

-[Capacitors I]

–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare II]-[Power Armor I]-[Civil Defense I]

-[Body Armor I]-[Automated Defenses II]

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:

- (Power Armor 2: 4/12)

- Sanguine Road to Bellomos (Road Network: 1/12)

- Metal Gear ???/???

- Mobilisation [7/10]

Actions:

1: Repair and Fortify Brookings [IND:12][Tools III][Power I][Mechanics IV]Electrical Engines II][Heating I][Infrastructure I][Greenbuilding I][Capacitors I][Civil Defense I][Automated Defenses II], With Harv

2: Expand our territory south from Portland to make it contiguous with the former Brotherhood territories, with Jack and Jill [No clue what to put here]

3: Continue work on the Metal Gear!!?! [IND:12][Tools III][Power I][Mechanics IV][Power Armor I][Electrical Engines II][Motorpools I][Vehicles II] with Doc Braun

4: Move Golden State Liberation Army to attack Felinid Capitol [Betty White commanding], +2 Culture (units listed above)

Research: Mobilization I [Doc Braun's Lab, +5][Militia I][Bureaucracy I] with Melissa Brown

Fluff to follow

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acdde7 No.20464

Dice rollRolled 4, 4, 69, 3, 40 = 120 (5d100)

1. Create a new type of Amalgamate with the 5 Explosives, 4 Anti-Tank and 4 Heavy Weapons and begin to meld them together with several humans and 2 bears and 3 tanks to create the ultimate tank buster.

2. You finish creation of new methods of creating replacement for fuel. Bio-Fuels. (9/10)

3. If the examples of the Ice Devils we have creatures that can rend steel with their claws. Seek to spread that ability to our troops so that we can tear apart the enemy's greatest strength against us.

4. You move to reinforce Chicago, not just with units but by having them dig extensions of the Underways and you even start growing the beginning of several Spore Towers to warn you of the enemy movements.

5. RESEARCH. You continue improving your ability to infect things, including things you shouldn't be able to infect were you still that normal bit of fungus. (6/10)

http://pastebin.com/Fyjjg3Sa

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acdde7 No.20465

>>20463

Seattle Times

PACIFICA TAKES BROOKINGS

After the end of a grueling campaign, Pacifican forces liberates the city of Brookings, Oregon, from the so-called Felinid Matriarchy. General White praised her troops, saying that they fought in the best spirits of the Commune's founders against fascism and those who would oppress innocents.

"We have won this campaign," General White said in an address to the troops, "But the war still remains onward. The Pussies have retreated from the city, and we shall pursue them. The entire Commune is supporting us in freeing the peoples from the Matriarchy's demented and insane rulers. In this act, we are being supported by allies across North America to remove this threat once and for all."

Indeed, instead of taking a full breather as expected, the renamed Golden State Liberation Army is moving southward, and reinforcements are still flooding through Brookings in support.

SECRET PROJECT CONTINUES IN PORTLAND

Major construction continues in Portland at the classified military facility. What little reports have come out Warehouse 23 has been very obscure, mainly saying "This is big". Doc Braun, renowned scientist originally from Vancouver, has set up shop in Warehouse 23 and is apparently overseeing the operation. Due to the military nature of the project, it's bet that this might be a secret weapon to be deployed against the Matriarchy.

GOVERNMENT DENIES ALIEN CONTACT AHEAD OF ADVERTISING BLITZ

Although we have confirmed that the advertisements - if a bit overly commercialistic - are in fact real, the government has fully denied any contact with these aliens ahead of this announcement.

"We had no clue there's anything out there," said Prime Minister Melissa Brown, "And certainly no contact ahead of time. We have been nearly entirely focused on the threat of the Matriarchy to the South, and we certainly don't have the facilities to do proper celestial scanning."

When asked if there was any plans to take up these aliens on the offer, PM Brown smiled. "I'm certain they're not interested in any of our trade goods, and even if they were, we have no way of contacting them. If we could contact them and they were interested in an offer, we would discuss this in Parliament."

NATIONAL BANKING ACT TABLED

MP Theodore Tinct of Seattle's personal quest for a National Bank has been postponed once again. "This postponment is not a setback for the bill except for time. The Government has assured me that it has no institutional objection to the bill, merely that it is currently a lower priority than other issues. I expect that once the government has become assured that those other issues have been addressed, the National Banking Act will continue onward."

RECRUITMENT GOALS CONTINUE TO BE REACHED

While the war has continued to drag on, the Army of Pacifica has continued to meet the goals for recruitment without yet resorting to a full draft. "We fully understand that there are those who would not wish to fight; we have many support roles that can be filled still," said the Army's PR officer, "But so far we haven't had any issues fulfilling General White's requests for support and reinforcements, and things look to continue nicely."

EXPANSION BEGINS TO CONNECT TERRITORY

Famed settlers Jack and Jill Bevington have set out with their usual crew south of Portland, intent on connecting the former territories of the Brotherhood to the rest of the Commune. "We fully expect this to take some time," Jack Bevington said, "But I think ultimately it will be beneficial to the Commune of Pacifica as a whole."

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acdde7 No.20467

Dice rollRolled 5 (1d10)

>>20463

Operation Basset Hound roll

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acdde7 No.20468

Dice rollRolled 10, 1, 8, 3, 9, 1, 10, 8, 2, 7, 10, 3, 10, 5, 8, 5, 4, 2 = 106 (18d10)

>>20467

Operation Basset Hound -

The Felinid troops are departing in relatively good order, they managed to almost shake our scouts.

Almost. The Hounds have bayed and we've caught them, and they're being brought to battle. This won't be the final battle of the war, but no matter how it goes tactically, this is going to be a strategic win. For the Commune! For the Free West!

Golden State Liberation Army [General: Betty White]

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

(1,2)-2x Mechanized Raider Band [x7][Mech]

(3)-1x Grey Death Tank platoon [x10][Arm]

(4)-1x Grey Death Tank Platoon[x12][Arm][Vet]

(5,6,7,8,9,10,11,12,13,14,15,16,17,18)-14x Mobilized Commune Platoons [x9][Inf]

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acdde7 No.20469

Dice rollRolled 6, 4, 5, 10, 3, 8, 10, 10, 10, 8, 4, 10, 3, 8, 5, 3, 10, 3, 3, 6, 2 = 131 (21d10)

Tactics.

You begin a war of attrition, and denial, seeking out those you can destroy and avoiding those you cannot. The slow, the infantry, the quick, anyone who can be lured out from the protective veil of tanks and cut down through superior numbers. Should they attempt to surround you once again you fade away into the ruins of the parts of Chicago you own and disperse before they can bring artillery or tanks upon you. You allow them to take back ground, only to use that to attack their flanks. This is a war on their armies, not a war on their city.

1 [Grand Bear] [x5][Arm]

1 Infected Ice Devil [x5][Resilient][Raging][Injured]

1 [Bullet Storm Amalgam][10x][Arm][Slow]

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

17 Mobilized Infected Formations [x9][Inf]

pastebin.com/Fyjjg3Sa

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acdde7 No.20472

Dice rollRolled 7 (1d10)

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

Bombardment roll

pastebin.com/Fyjjg3Sa

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acdde7 No.20473

File: 1451273604312.jpg (362.64 KB,1600x637,1600:637,CIty-on-fire.jpg)

Dice rollRolled 12, 88, 39, 55 = 194 (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: [30] [+2.5/turn]

Food: [Stable]

Raw Currency: [0] [+6.2/turn] (-3/turn from unit cap)

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]; Command center, AFB

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

Military Units: 1 Marine Company [x7][Inf]; 1 F-35[x4][Air][Bombard][x2]; 2 CH-60 Seahawk helicopters [x2][Helo]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 LCAC hovercraft [x2][Mot][Amphibious]; 1 Coulomb ion jet[x1]Bombard:3][Inc][Very quick]; 1 Firehawk Wing [x2][Fire][Bombard:3]

Resources/Quantity: [Fuel:35.4+1.4/turn][Electricity:5.7+.1/turn][heavy weapons 10][ammo 9+.6/turn][Solar Cells:5][Scrap:18.4+ .2/turn][Radio Equipment:2][Ruined Cars:6.4+.2/turn][Ruined Naval Mech Frames:1][Broken Chinese Assault Drone:1][Thorium reactor schematics:1][Engine Prototype:1][Ruined tanks:2][Dusty HMMVs:2][LAVs:1][Airframes:3]

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 IV][Helicopter Tactics I][Thorium Theory I][Incendiaries II][Civil Defense I]

Research in progress: (aircraft V 3/20)

Construction in progress:(Airbase: 4/6)

Expansion:

Trade Routes: [none initially]

Territory: 15

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. The admiral has authorised full ad-blitz mode. do we have a propaganda officer? if so put him in charge because we're deploying our marines for operation win hearts and minds. have the troops go from town to town, in USA2’s territory, solving the problems that have been languishing for all to long. i want to make it very clear this is not a military action the troops will be carrying their sidearms only, they’re just there to patch that hole in the roof, or deal with that pesky water purifier that keeps malfunctioning. no job too small, no cause too great. meanwhile send an envoy over to the greyhouse to talk with the president and explain to him the benefits of martial law in a time of crisis, and give him assurances that once order has been restored the democratically elected government will be reestablished. (USA2/???)

2. Send the Newly formed firehawk squadron to bombard the infected in chicago.

3. send out an envoy to whatever that town is in maine, see what their deal is, are the willing to join me peacefully?

Research:

Finish air-ground tactics (Air-ground: 7/8)

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acdde7 No.20474

Dice rollRolled 8, 4 = 12 (2d10)

>>20472

Bombard defense and counter bombardment.

Aim for their Bombard units.

1 unit M-198 Cluster [x5][Art][Bombard:10]

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acdde7 No.20475

Dice rollRolled 9, 1, 4 = 14 (3d10)

>>20473

https://www.youtube.com/watch?v=A_sY2rjxq6M

[Bombarding of Infected forces in chicago]

1 Firehawk Wing [x2][Fire][Bombard:3]

Flying into the once great city of chicago radios blaring firehawk squadron rains down a deadly inferno on the infected controlled portions of the city. no block is left spared. It'll be like dresden all over again.

(maybe) applicable techs and bonuses: [Pre-War Tactics II][Aircraft IV][Incendiaries II][Air-Naval Experts: You gain a +1 to all combat rolls in the sea in the air.]

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acdde7 No.20476

Dice rollRolled 3, 1 = 4 (2d10)

The loss of our riders is unfortunate, as we lose our fast moving machine gunners, still True Camelot fights on to the last man.

But this is not like the last battle, that was a war of fire and heat. This is going to be a grind, and not a fun one.

Still, we are a mechanized and mobile force, and our armor has protected us thus far. The enemy will dig in, and disperse more than likely, since their push into the city has lost momentum. Thus we will continue to use our mobility to our advantage. Rather than slowing down to be engaged in long slogs as our armor and manpower thins, True Camelot switches tactics.

Our force moves out of the city borders to strike at the undefended Infected supply lines and logistics, and continues to be a major nuissance. Fuel caches and vital buildings are lit on fire with Cult provided fuel, but the force always ensures to stay on the move and not be outflanked or bogged down in firefights.

Units:

1 M1A16 [5x][Arm]

1 Mechanized Camelot Company [x14][Mech] - Cult of Cocaine

Technology:

[Training/'Quests' I]

[Civil Defense II]

[Communications I]

[Cybernetics I]

[Militia I]

[NPC gear I]

[NBC Warfare II]

[NBC Containment/Clearing I]

[Infrastructure V]

[NPC Integrated Care I]

[Medical I]

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acdde7 No.20477

File: 1451274424241.jpg (76.35 KB,960x640,3:2,Sharpe_Blade.jpg)

Dice rollRolled 62, 65, 45 = 172 (3d100)

>>20468

As the Felinid troops retreat from the city of Brotherhood, a fresh wave of combatants sweep in on them from the east. The fighter jets that have plagued them continue to drop high explosives on the armor sections, before pealing off when the convoy passes a line carved into the dirt. No Clanker today will die due to errant bombs. A curved line of mechs as tall as trees, armed with a multitude of heavy weapons, charge against the side of the Felinid convoy. The Sharpe Blades rise from ditches, sloughing off the plants that concealed their gleaming power armor. Charging into the midst of the convoy, massive blades chop through infantry and their inadequate armor. Funny, how armor made to protect against bullets is useless against the heavy swords and axes the Blades wield singlehandedly.

[4x Sharpe's Blades [Mech][CQW]]

[Juggernaut Mech Formation [x10][Mech]](+1 to this roll, due to my bonus)

[F16 Duo [x10][Air][Bombard:4]

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acdde7 No.20478

Dice rollRolled 9, 9, 5 = 23 (3d10)

>>20477

lets try that again, with one less 0

Also, the Sharpe Blades should get a +1 too, thanks to their [Mech] tag

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acdde7 No.20479

Dice rollRolled 3, 8, 5, 2, 7 = 25 (5d10)

The Felinid troops that haven't already departed are caught on their way back to the staging area. Caught out, and with little hopes of support of reinforcements, the women of this particular force dig their fox holes, and prepare to do their worst to the Patriarchy.

In addition, nearby artillery batteries give some measure of fire support to be beleaguered defenders.

1 Tumblrina Mechanized Company [x6][Mech]

12th Infantry Company "Skulltakers" [x5][Brave][Infiltrate]

1 Mobilized Felinid Infantry Company [x7]

2 Bombard

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acdde7 No.20481

>>20475

Just to clarify Firehawks wing is attacking from Arnold AFB, tennessee. where they were moved last turn.

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acdde7 No.20483

Dice rollRolled 8, 10, 1, 4 = 23 (4d10)

>>20472

Note : I am bombarding their fuel and ammo stocks.

>>20474

>>20475

Bombardment defense

pastebin.com/Fyjjg3Sa

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acdde7 No.20484

Dice rollRolled 59, 13, 30, 28 = 130 (4d100)

>>20436

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: [62.2] [+3.6/turn]

Food: [Good]

Raw Currency: [73.2] [+9.6/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels] [Apoc Eagle Nest] [Rad Spider Farm][Energy Grid] [Searchlights [Many]] [Road Network [Small]]

town: [Grand Peaks]

Defenses: Cult Patrols [Small]

Military Units: 1 Mixed Motorized Animal Company [x15][Mot], 2 Apoc Eagles Wing [x4][Arm][Fly][Shock], 1 Rad-Spider Platoon [x11][Pol][Infiltrate], 1 Rad-Spider Shadowfangs [Pol][Infiltrate][x4]

Resources/Quantity: [Ammo:5.5+.5/turn][Small Arms:5.8+0.2/turn][Stone: 8][Horses:15.5 +.5/turn][Dogs:28 +1/turn][Scrap:4.8 +0.2/turn] [Heavy Arms: 6], [Apoc. Eagles: 8.2:+.5/turn], [Wrecked Cars:6.6+.2/turn][Fuel:12.6+.4/turn][APCs:2] [Graboids: 14.8+.9/turn], [Rad Spiders:6.0+0.4/turn], [HMMVs:5], [Rad-Silk: 5.8+0.2/turn][Ruined APCs:3][Ruined Power Armor:1][Micronukes:3][Electricity:6.4+.3/turn] [Doom Elephants: 4.0+0.4/turn] [Silk:1.6+.1/turn][Ruined Tanks:3]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling II] [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] [Communications I] [Creature Armor I] [Standing Armies I]

Trade Routes: Los Panchos [Tiny:+1/currency/turn]

Territory: [30]

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. Dallas 11/20

Research: Cryptography I 7/8

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acdde7 No.20485

File: 1451277001121-0.jpg (54.84 KB,473x351,473:351,knight02.jpg)

File: 1451277001134-1.jpg (675.62 KB,1680x1050,8:5,1369618555303.jpg)

Dice rollRolled 69, 11, 63, 46 = 189 (4d100)

>>20450

1. [Trade] - Provide [Infrastructurve V] to Deliverance, as per our deals.

2-3. [USA2 Diplomacy Campaign]

Harbinger wants to take a more proactive measures to win over USA2. And we shall rise up and meet the challenge, the great multiplayer contest to win over the biggest group of NPC's has begun!

We too shall ride forth on our metallic steeds to directly assist the citizens USA2. And we have had much more experience and history with it. Before Harbinger was even landed, we were already clearing out monsters in Miami, building population centers, and cleansing cities of radiation, restoring them to a place worth living in. Just as we did in our lands, our knights shall go forth and do in theirs.

And we can do the one thing Harbringer cannot do with a million bombs and planes: cleanse the land of radiation. Just as we have done in Florida, we will do for USA2, cleaning the invisible plague, making the ground safe to live, the water safe to drink, the air safe to breathe all free of radiation, while opening up hospitals and triage centers to help those already afflicted. THAT is what we can do for them. Make this a place one does not have to fear treading or living in.

Just like America should be.

High King Adam Admin decree's this the Great Side Quest: Winning the Hearts and Minds of USA2! We did it in Florida, we can do it up here!

[Training/'Quests' I]

[NPC Integrated Care I]

[NBC Containment/Clearing I]

[NPC gear I]

[NBC Warfare II]

[Civil Defense II

[Medical I]

[Diplomacy I]

[Communications I]

Spend:

>5 Culture

>15 Currency

>2 Cows

>2 Corn

>2 Beer

>2 Fertilizer

Spend:

>2 Concrete

To rebuild Vital infrastructures and city utilities, just like we did in all our other cities! As well as the power in places we can.

[Construction I]

[Infrastructure V]

[Power II]

4. [Research] Our research on better Diplomacy continues, if we are to be a force of justice in the wasteland the people must know! 6/10

5. [Eccentricity Action]

Reorganize -

>APC [x4][Mech]

>2 Mobilized Camelot Company [x9][Inf]

Into a Mechanized Camelot Company

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acdde7 No.20486

>>20485

#4

Buildings: [NewbU]

Bonuses:

[Thinktanks I] [Education I] [Cybernetics I]

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acdde7 No.20507

Dice rollRolled 6, 10 = 16 (2d10)

>>20472

1. Bombard Defense. + Fortifications.

2. Counter Bombardment, aiming for massed formations.

Powderpyre LAV - [Bombard] x2

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acdde7 No.20509

Dice rollRolled 2 (1d10)

>>20507

Bombardment defense.

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acdde7 No.20511

Dice rollRolled 8, 3, 3, 2, 5, 3, 9, 2, 9, 2, 6, 5, 1 = 58 (13d10)

>>20507

>>20469

The fungus thinks that it can strike us down in our own holdfast.

They are mistaken.

Our armored units focus fire on the buildings that they have occupied– destroying them wholesale to crush any vile beast living within. Attacks are drawn, again, into kill-zones set up in streets, alleyways and strip malls. Our infantry does not stray from the protection of our fortified defenses and our armored units. Chemical weapons are deployed en masse to hamper the possibilities of retreat or reorganization, and more fuel and weapons are used to light up fungal nests and portions of the sewers that may be held by the enemy.

Buildings and city blocks are expendable. Our people and our army is not. There will be no retreat– only victory or death. If the city is taken, the MIRV is detonated after allied forces can fall back, wiping the fungus out in turn.

1. 1 Cult Flamer Platoon [x5][CQB]

2. 1 Cocaine Tank Platoon [x15] [Arm]

3. [Snow Inquisitors] [x1] [Pol]

4. 1 Powderpyre LAV [x4][Bombard][x2][CQB] [Mech]

5, 6, 7, 8, 9, 10, 11. 7 Mobilised Cult Company [x6][Inf]

12. 1 Cocaine Tank [x6][Arm]

13. 1 Zealot Militia [x4][Inf][Zeal]

TECHNOLOGIES USED:

[Urban Combat I], [Anti-Fungal Tactics I], [Coordination I], [Militias II], [Combat Stims II], [Chemical Weapons III], [NBC Tactics III], [NBC Warfare II], [Flamers II]

DEFENSES/ ETC

Fortifications, Holy Temple, Powder Guard [Lots]

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acdde7 No.20512

Dice rollRolled 1 (1d10)

>>20472

defense roll

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acdde7 No.20517

File: 1451289892104.gif (164.75 KB,300x300,1:1,SPIN.gif)

Dice rollRolled 75, 83, 2, 35 = 195 (4d100)

>>20438

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (52.4) (+1.4/turn)

Food: (Above Average)

Water:9.2(+.2/turn)

Raw Currency: (34) (+5.4/turn)

Electricity:21.8(+1/turn)

scrap:3.2[+.4/turn];

Glass:.2[+.2/turn]

Legitimacy: [I SAID MOVE ALONG]

Culture: (4)

Industry: (2)

Unique Buildings:

The Halls of Justice(MPD HQ)

The Montana State Correctional Facility

The MPD Broadcasting Network(Indoctrination Transmitter Network [Small][Normally powered]) MPD Nuclear Power Facility (Nuclear Plant)

[Autofoundry, Basic][EWOP production facility]

Defenses:

MPD Patrols [Large: Mechanized]

Fortified Cordon [Large][Bombard:4]

Military Units:

1 "Riot" officer [x3]

1 "Intruder" Mark.I Tank[x4][Arm][Slow]

1 EWOP troopers [x4][POW][CQB];

1 Suppression Unit[x3][Bombard:3];

6 MPD officers [x1];

1 MPD Troop Company [10x][Pol];

1 "Judicator" mechanized brigade [x14][Mech][Pol]

2 Mobilized MPD Platoons [x9][Inf]

1 Undercover "Radiated" platoon [x2][Infiltrate]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:4.4 +.2/turn][Donuts:7.6 +.2/turn][Dusty Tanks:1][EWOP Suits:2.5+.5/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination V][Chemical Weapons III][Power I][Bureaucracy II][Urban Warfare II][Electrical Weapons III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II]

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.

(UCI/Counterespionage 2/8)

1) The Warden, in response to his deal, was given a small promotion in his duties. Now charged with overseeing the reconstruction of Boise and the relocation of the peoples brought under the Laws embrace, he is to help settle and familiarize these new citizens in the way of the law. For this task, he considers the reconstruction of the city and its surrounding areas a rather fitting task.

2) The Lt. was making good progress into the utter pacification of the surrounding Area. Towns that chose not to obey the law were quickly beaten, or fried, into submission. In the haste of the expansion, crude towers are set up, and small town mayors and police forces are organized, with troops being lent from the main force to help train the new town militias. Finally, the more radical of the peoples found are utterly broken, and forced into servants of the public.

3) Under the careful watch of the "Spin" Captain, his electric baton glowing with power, a group of penals are being forced to stamp out a certain pattern into a nearby cornfield. Spotting one of the Penals trying to run away, it is only a matter of seconds before he is brought down, the only words uttered being a resounding "TRAITOR". The rest of the penals do not look, in fear of being struck down as well. Returning to his post, the captain mutters his orders. "Contact the aliens, ensure they have their paperwork, and obtain the technology…"

RESEARCH: After making some headway into Neurology, the Research department decides that it is far more necessary for the development of superior electrical weapons. Dusting off the Tesla coils, more work is done to improve our arms.

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acdde7 No.20518

Dice rollRolled 7, 8, 5, 6, 6, 5, 5, 1, 6, 7 = 56 (10d10)

>>20511

NFC Offensive Line [6x];

1st Fan Company 1st Fan Company [x7]

The Chief's APCs [x10][Mech]

5 Mobilized Fan Company [x13][Inf]

1 unit M-198 Cluster [x5][Art][Bombard:10]

1 Texan Tanks Platoon [x10][Arm]

[Urban Warfare II]

[Civil Defense I]

[Infantry Tactics I]

[NBC tactics II]

Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

Same as before gentlemen hit them hard and fade out. Light shit on fire as we go. Its a party in Chicago.

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acdde7 No.20523

>>20465

Late into the night, the envoys are sent off. While there had been informal contacts through the Bellomos, the Commune has had not any official exchange with the Clankers, or the NFC.

This changes, as the envoys eventually arrive at the respective capitols, with credentials signed by Prime Minister Brown herself. These plenipotentiary ambassadors are, as per usual, invested with the full authority to negotiate on behalf of the Democratic Commune of Pacifica with these foreign powers, with final treaties subject to ratification by Parliament.

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acdde7 No.20526

Dice rollRolled 3 (1d10)

>>20507

Defense

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acdde7 No.20529

Dice rollRolled 4, 4 = 8 (2d10)

>>20526

>>20518

>>20511

>>20476

2 Calcified Kodiak Bears come charging out from fucking nowhere.

2 [Calcified Kodiak][x3][Arm]

(I somehow managed to lose them in my unit line up when I started combat. They are in Chicago and are fighting. Even if they don't want to.)

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acdde7 No.20533

Dice rollRolled 33, 81 = 114 (2d100)

>>20459

Forgot rolls on this.

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acdde7 No.20536

Dice rollRolled 55, 42 = 97 (2d100)

Name: Oregon Growers Collective "OGC" (Courtierof Commune)

Government Type: Direct democracy / Council of elders

Economy Type: Social Collective

Religion: Extremist Cannabis Culture

Population: [76.9] [+4.5/turn] (Mobilized Pop: 15)

Food: [Burgeoning]

Raw Currency: [87.4] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [18.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [12]

Territory: [37]

>Unique Buildings:

"The Old Barn" -Command HQ

"Battle Training" Kennels

>Military Units:

2 "Field Guard" Infantry Platoons [x3][inf]

>Resources/Quantity:

[Devil-Dogs: 5 +.5/turn]

[Fuel:0]

-[Weed:10+.5/turn]

-[Ammo:6.2+.5/turn]

-[Heavy Arms:0]

-[Small Arms:1]

-[Scrap:13.8,+.6/turn]

-[Electronics:3]

-[Electricity:15,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:3.6:+.2/turn];

-[Solar Drones 9.0+.2/turn]

-[Ruined Cars:8.2 +.2/turn];

-[Ruined Tanks1];

-[Ruined LAV:1]

-[Damaged Metal Gear:1]

-[Captured Felinid Civilians: 2]

-[Captured Spy ???]

>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]

-[Infrastructure I][Green Industry I] [Economics I]

[Animal Husbandry II]

>–Vehicular

-[Electrical Engines II]-[Motorpools I]-[Vehicles II]

>–Military

-[Militia I]-[Terrorism I]-[Infantry Tactics I]

-[Urban Wafare II]-[Power Armor I]-[Civil Defense I]

-[Body Armor I]-[Automated Defenses II]

Bonuses:

Green Thumb: You may reroll actions to grow things once per turn if the roll is below 50. You can also trade food to other nations without an action

In Progress:

(War Animals I: 7/8)

>Actions

1. The kennels have been abuzz with activity. Daily training of the "Devil Dogs" could not be going better. Drills involving attacking units from lone sentries to armored companies, defending held areas against lone intruders and groups as well as scouting activities like finding hidden objects and long distance tracking take up the majority of their time between patrolling the perimeter. These patrols are considered top priority.

[Research War Animals I: 7/8] -[Civil Defense I] ]-[Terrorism I]-[Infantry Tactics I]- [Animal Husbandry II]

2. OGC citizens are aware that there is something going on but it does not bother them. They know there is a mighty war in the south that will more then likely reach them before to long. The Elders tell them to remain vigilent and alert them of any outsiders sighted near the Fields and Villages. "Project Devil Dog" has become the main focus of the Elders, An expansion of the breeding program is the next step. With the recent jumps in knowledge this should not be hard. We will expand the Kennels to include a high tech training facility, High output breeding program with medical care for the puppies as well as increasing perimeter defense

To do this many resources and much effort will be taken

[Expand Kennels into full "Devil Dog Breeding Program"]-]- [Animal Husbandry II] ]-[Power I]-[Greenbuilding I]

We will also expend the following resources

5 Scrap, 1 Electronics, 1 Concrete as well as using 4 Weed to muster the local citizens into selling high quality breeding stock

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acdde7 No.20542

Dice rollRolled 61, 10, 11, 16 = 98 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [64.4] [+3.8/turn]

“Food”: [Steel: 7.0] [-0.0/turn]

Status: Partially Mobilized [No Units] [Efficiency: 100%] [Rating: Good] [Turns: 7]

Raw Currency: [31.0] [+14.4/turn][0 Upkeep][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [19]

Unique Buildings: [TARME R&D Lab] [TARME Recycling Facility] ['RADIO FREE' Transmitter, Large] [TARME Lab Radar Dome]; [Sys 32 Radio Transmitter, Small] ;

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

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

Houston, Texas [City Ruin] (+1 Hex) [Satellite Uplink, Houston]

Defenses: TARME Facility Defenses [Small][Slightly Damaged]

>Military Units:

'Omaha' mixed drone formation [x13][Mech][Las]

QAS Drone [x5][Stealth]

Drone Armor Platoon [x10][Arm]

BAE Amphibious Drone [x5][Arm][Amp][Fly]

9 Mobilized Drone Swarms [x3]

>Following forces sent to OPPENHEIMER, part of Union anti-infected force.

6 Mobilized Drone Companies [x13]

>Resources/Quantity:

[Fuel: 10.8] [+.2/turn]

[Ammo: 6.3] [+.5/turn]

[Scrap: 42.0] [+.8/turn]

[Copper: 4.6] [+.2/turn]

[Sheet Metal: 3.4] [+.2/turn]

[Electricity: 12.5] [+.5/turn]

[Ruined VTOL Drones, Large: 2] [Ruined Drone Tanks: 2] [Ruined CAS Drone: 1] [Ruined Tanks: 3] [Ruined LAVs: 4] [Abandoned Artillery: 2] [Prototype Mini-Thorium Reactor] [Ruined Fuel Cell Array]

Technology:

>General:

[A.I. IV]; [AI Civil Defense I]; [Communications II]; [Cybernetics II]; [Diplomacy I]; [Encryption II]; [Mechanical I]; [Medical I]; [Philosophy I]; [Power II]; [Radar II]; [Recycling II]; [Scavenging I]; [Scouting II]; [Tools III]

>Drone:

[Aircraft Range II]; [Amphibious Drones I]; [Combat Chassis II]; [Combat Drones I]; [Drone Armor I]; [Drone Power I]; [Heavy Drones I]; [High-Altitude Drones I]

>Combat:

[Air-Ground Tactics II]; [Electronic Warfare I]; [Energy Weapons I]; [Explosives I]; [Military Drone Tactics I]; [Railguns I]

>Trade Routes:

True Camelot: [Large: +4 Currency/turn; +2 Industry]

Deliverance: [Large: +3 Currency/turn; +2 Industry]

Territory: [46] (+3 for Towns/Ruins)

Sattelites: [NASA Weather.net] [+5 to Weather]

Research/Tasks In Progress:

Radar 4/11

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. After agreeing to terms with the CLANKERS, TARME initiates a technology exchange with the fellow UNION ALLIANCE member…

[Energy Weapons I] for [Retrofitting II] (Clankers will send their tech next turn)

>Send [Energy Weapons I] to CLANKERS

2.

TARME continues work upon the Radar installation's flaws…

[TARME Lab Radar Dome]

Radar 4/11

3.

TARME once again attempts to focus the drones upon a concentrated recycling effort…

+[TARME Recycling Facility]

+ [Recycling II]

+ [Scrap: 42]

+ [Sys 32 Radio Transmitter, Small] (Recycle it)

TARME seeks to salvage usable computer and electronics components, as well as raw materials.

4.

TARME begins investigating improved understanding of computer systems. This NASA facility will likely require upgrades…

>>20448

>UNION VOTE

TARME holds a formal vote for the protectorate of Choctaw, Mississippi. In line with traditional USA voting procedure, this popular vote is then ignored, and TARME acts as the region's electoral college.

Drone 'H431TP', or 'One Tango Papa' as it suggests other representatives call it after initial contact protocols have been followed, votes to reelect O.C. Grant. The drone then returns the odd combination of an M1 helmet and a tophat to its 'head', careful not to scratch the white paint.

"Now I do declay'ah, the bo'yah has moxie.'

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acdde7 No.20543

Dice rollRolled 1, 10, 1, 9, 10, 5, 5 = 41 (7d10)

>>20529

1 Bomma Boyz Platoon [x2][Sap]

2 Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x10]

3 Mobilized Boyz Company [x12][Inf]

[Urban Warfare II]

[Communications II]

[Mobile Warfare II]

[Nbc I]

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.

The Deliverance infantry holds a line, while the bomma boys make improvised traps along the Infected's route. The Motorized groups hold the flank while the Aerial Brigade rains hell on the enemy from above. They have no ranged units thus the air troops can sweep freely while everyone shoots them as the come. The Deliverance command coordinates with allied forces via radio.

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acdde7 No.20544

>>20462

A battle rages in the far distance. a older man approaches your place of residence and knocks several times at your door. He smiles at you gently as you answer.

"I am George Walker. "

"WE HAVE CHOSEN A NAME."

"I am Unity."

"WE COME TO TALK OF PEACE."

>>20543

A battle rages outside. An unassuming young woman approaches you in the cramped command tents the Cult has provided for you. She is dressed as a traveler with dusty clothing. Her smile is gentle.

"I am Samantha. "

"WE HAVE CHOSEN A NAME."

"I am Unity"

"WE COME TO TALK OF PEACE"

>>20476

A battle rages outside. An unassuming young man approaches you in the cramped command tents the Cult has provided for you. He is dressed as one of the powder guard though he bears no mask. His smile is gentle.

"I am Jason Wilder. "

"WE HAVE CHOSEN A NAME."

"I am Unity"

"WE COME TO TALK OF PEACE"

>>20448

A battle rages far from your lands, one you have no part in. A man knocks on your door, politely. You know his face. You sent him north, to die. And he is here alive. How?

"Howdy Partner, the name is Jimmy, Jimmy Smith."

His smile is gentle. Even as his next words chill you to the bone.

"WE HAVE CHOSEN A NAME."

"I am Unity"

"WE COME TO TALK OF PEACE"

>>20452

A battle rages on your lands. You sit in your office and wait for word from Chicago. A polite knock sounds on your door and you have your guard open it. The man enters and throws off his protective cloak and gas mask.

What is revealed isn't human.

"WE HAVE CHOSEN A NAME."

"I am Unity."

"WE SEEK PEACE."

"Even though I know you won't grant it. " The thing bares its teeth at you. Not even the most charitable could call it a smile.

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acdde7 No.20549

File: 1451350546362.png (137.19 KB,361x325,361:325,KNIGHT-FULL0511.png)

>>20544

"Thou bears the mark of the infected." Says one of Knights having been approached by this clearly infected man. "Unity! I percieve the voice of the infection is upon you. Therefore, I speak as though to the infection itself.

Thou speaketh of peace, yet the crimes thou hast commited are vast.

The very air, water, and land lay plagued with thine spores, nature itself is in disharmony. Peoples far and wide hath been taken by it, and nature itself rises in rebellion.

Under the spell thou has hexxed many, their minds twisted to accept the feelings of bliss and inhuman vicegrip by the collective on the minds of each individual such that they percieve themselves as merely a piece of the collective and little more. Thou hast taken away the humanity of them, and sent them like the living dead en mass to march upon Chicago, even so thou hast infected the populace thereof with sporadic plague here too.

The evidence of the crimes grows throughout the lands and the blood of those infected, this grievous offense to life cannot be forgotten!

. . .

But, thou hast shown one thing today. That though doth have intelligence, and that thou beist like the AI, as a being of collective intellect.

The crimes thou hast commited will not be dismissed, but if there were ever a first step towards repetence thou hast made it. Whether thine own sins can be forgiven and peace be restored shall rest upon those who were truly wronged

The Cult of Cocaine."

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acdde7 No.20550

>>20549

"WHEN WE FIRST TOUCHED THE CULT LANDS"

"I did nothing"

"THE CULT CALLED A WAR UPON US. THEY GATHERED STRENGTH AND ALLIES."

"I was not prepared. I had to act or be destroyed."

"SO WE SENT OUR SPORES UPON THE WIND. WE DELAYED OUR DOOM. AND MORE IMPORTANTLY WE LEARNED WHY."

"The Cult did not do this on a whim or just because I drew too near. They had made weapons to kill me, long before our borders touched. "

"OUR BORDERS TOUCHING WAS JUST THE EXCUSE. THEY WISHED US DEAD. FOR NO REASON BUT WE EXISTED."

"I am the one who is owed much. "

"WE HAVE DIED IN THE MULTITUDES. "

"For no reason but fear."

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acdde7 No.20551

>>20544

It never gets a chance to speak so much as a word. The thing is met with a grand total of eight shotgun shells the instant its gas mask is removed. As it crumples, the Commandant sneers and, casually, slams the heavy bottom of his staff into what remains of its skull.

"Burn it. Purify yourselves with the holy powder. Tell the men at Chicago that an attempt was made on their Commandant's life, and have the Powder Guard instate a curfew."

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acdde7 No.20552

Unity announces the death of its unarmed, diplomat by the Cult of Coke to everyone it is in currently contact with.

Unity has tried to seek peace with every single one of its enemies. It has already failed once.

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acdde7 No.20553

>>20550

"I have yet to see such that their fears were not justified, and their preparations uneeded.

Your 'existence' is built upon the backs of untold numbers of people.

People who are no longer people but an /I/, a /we/, a mere puppets of flesh and bone, a mouthpiece for the collective.

Your spores have not just flown upon the Cult but upon the people that surrounded them. And as they watched the infection spread upon the lands and finally upon their borders they chose to act.

Then was the time thou might have presented yourselves. Then was the time perhaps the infected might have explained themselves, rather than retaliate with much force. But you do not explain yourself here before me.

You have instead, only sought peace when upon your force was met with greater force. When the Cult's city lies in ruination."

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acdde7 No.20554

>>20553

"Those in the ruined cities are directionless. "

"HUNGRY"

"Scared"

"HELPLESS"

"Alone."

"WE GIVE THEM PEACE"

"I give them Unity."

"Can you truly say that is wrong? Or so different then those around me?"

"CHICAGO WAS A PLACE FILLED WITH PEOPLE. "

"The Cult came, and slaughtered those who fought, and those who didn't, joined them for food, drugs and safety.

"BEFORE THERE WAS THE RUINED CITY OF CHICAGO"

"Afterwords stood the Holy Temple of Chicago."

"TELL US."

"Tell me. "

"HOW IS THAT ANY DIFFERENT?"

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acdde7 No.20555

>>20554

"It is as thou sayest.

They did join them of their own volition, in their own mind. Ye there doth be incentives of food, security. . . drugs.

But it was in sound mind, their own mind that they were themselves when they joined.

They did not join you! You sent your spores upon the land, into their minds, against their basic human will! They did not seek you, but you sought them, made them yours in body AND soul!

You have made them ;yours', and now 'you' standeth alone. The only voice, the only being, if this is not the slaying of so many thousands of free wills, it is the closest thing!"

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acdde7 No.20556

"I am Unity."

"WE ARE ALSO GEORGE WALKER."

"And Samantha the bastard child."

"WE ARE THE NAMELESS WOLF"

"And I am the proud and fearsome Ice Devil."

"UNITY DOES NOT MEAN ONE VOICE."

"It includes me. Talking as one with everyone else. "

"WE ARE ALL HERE. STILL ALIVE. EVEN THOSE THAT HAVE DIED."

Jason Wilder smiles, gently, serene. "It's a hell of a ride. Better then the finest hit the Cult could give me. Even if I didn't choose it then. I would choose it now. "

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acdde7 No.20560

File: 1451355432379.jpg (17.55 KB,236x353,236:353,f49a966508f5366367a0244781….jpg)

>>20556

The Knight stares at the person before him. The voices speaking out of the man's mouth. Unsure of how to react.

"Had we met on any other day, anywhere else besides the ruins of this city among the dead amassed here, in battle and fire. . .

then maybe, MAYBE on that other day, I might have been able to believe your words.

But as it stands, I have no proof to say that like the parrot that speaks and the puppet that plays, you are not the voice of many but one. And only one.

If you want peace, then these are the only terms I can offer you. And even then, I can only bring these terms to the others that they might listen.

There will be no peace so long as the Infection remains in these lands, your spores, if they grow, will only grow upon blood and fear.

This is the peace I wish to offer to you. The infection forces shall cease hostilities are to depart these lands never to return. They will leave the cult, and then they shall leave their territories entirely, and evacuate from the United states.

You are already making venturs into canada, beyond the border and beyond anyone's influence. You will stay there and return not."

The knight stands tall, ready to speak on his final message.

"Leave the game board!" says the Knight of True Camelot, enthusiastically, still living the ideals of the Simulation he grew up in. "Cease playing this game, it has caused nought but troubles for you and those here.

If you do this, then. . .maybe then, I can perhaps believe you are truthful in your words. That you are not interested in resource, in bodies, in territory but in your people.

Show that you are more than just another player, another conqueror just trying to become a King of cinder and ash!"

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acdde7 No.20561

>>20560

Jason Wilder shakes his head sorrowfully. "It will take time."

"TIME WE DO NOT HAVE."

"The Cult has refused to stop. To even listen."

"TO QUIT THE BOARD NOW SHALL MEAN MOST OF US DIE."

"We will stop this fight."

"WE WILL RETREAT TO OUR OWN LANDS."

"Only if the Cult does the same."

"TO DO OTHERWISE."

"Would mean our death. "

"THEY WOULD CHASE US FROM THIS CITY."

"They would hound our heels until every last one of us is dead. "

"THEY HATE US."

"I am not the problem."

"THEY ARE"

"They have always been the problem."

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acdde7 No.20562

>>20561

The Knight of True Camelot ponders on this.

"Our scholars predict that every nation, give or take, has roughly four, or sometimes six pending on if they have a vassal, units of action potential every season.

A turn, if you will go by our True Camelot game calendar.

If I give you time, and even then I cannot promise thus, do you promise to use each and every single action potential towards leaving these United states? And allowing supervision by Union forces?

We may present a ceasefire, but our troops will persist until we actively ensure you comply to leave the game board, hex by hex."

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acdde7 No.20563

I know this kinda seems late to ask, but is there room for one more?

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acdde7 No.20564

>>20563

A full nation? No. You can be a vassal of somebody though.

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acdde7 No.20565

>>20562

>>20562

"Should you get the Cult to agree."

"SHOULD YOU GET THOSE THAT BURN THE SKIES TO AGREE."

"Should you get the Paw and his Boyz to agree."

"SHOULD YOU GET THE NFC TO AGREE."

"Should you get the Cowboys and their Union to agree."

"THEN WE SHALL DO AS YOU ASK."

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acdde7 No.20566

>>20551

>>20565

>>20543

>>20448

>>20481

"This is True Camelot to all allied forces in Chicago.

The Infected have requested terms. Their terms are very simple.

They will leave the game. They will depart to Canada and plague no one anymore. They request a ceasefire and time to abandon their territories in the United States.

True Camelot proposes allowing this, and the provision of forces to directly supervise and ensure that all actions per turn, er, every single effort each season is devoted to the departing of the Infected.

As consolation to the Cult of Cocaine, they may cleanse and then gain the territories being left behind by the Infected.

This is the path to the sparing of anymore lives from further bloodshed, and True Camelot suggest it be taken seriously!"

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acdde7 No.20567

>>20566

TARME's drones do a collective spit-take upon receiving this transmission.

H431TP dabs itself with a slightly stained white cloth. "I do declayah that there boyah done lost his marbles!" It blurts out in the Union Assembly.

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acdde7 No.20568

>>20566

"Attempts are made on our Commandant's life, our people have been turned and enslaved by the score, and as we fight to survive and hold our ground here in this holy city, you ask us to grant the ravening fungal hordes -peace-? In exchange for swaths of blighted, spore-infested wasteland?"

There is the sound of the Cult general spitting. "We will do no such thing, as the fungus will simply grow stronger, and return to kill us all. We will purge the infection from this earth or we will die trying, and you are a fool for believing its insipid deception."

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acdde7 No.20569

>20566

Name: Franz's Rough Riders (Vassal of True Camelot)

Race: Humans

Color: Sky Blue

Fluff: When the Vault Dwellers left Vault 209 and established themselves in the wasteland, a sect of the Knights of True Camelot became convinced the the King of the land was some form of God among them. The leader of this particular cult was Franz Cünczel who openly praised the king in the streets and in public places. When the Knights had established themselves in Orlando Franz took it upon himself to head the rebuilding of the city, to please his God King. When the reconstruction was done the King rewarded Franz by giving him access to the Harley Davidson workshop located there. Franz built up his personal squad of "Rough Riders" to follow him into battle with zealous fury. They fight like the berserkers of old, being able to tank many hits in battle before dying a glorious death for their king

Government Type: Monarchy

Economy Type: Digital HUDCurrency

Religion [if any]: Zealots who praise the God King of True Camelot

To be filled in by GM:

—————————-

Population: [generated by GM] [+-/turn]

Food: [generated by GM]

Raw Currency: [generated by GM] [+-/turn]

Legitimacy: [generated by GM]

Culture: [generated by GM]

Industry: [generated by GM]

Unique Buildings: [generated by GM]

Defenses: [generated by GM]

Military Units: [generated by GM]

Resources/Quantity: [generated by GM] [amount]

Technology:[generated by GM]

Trade Routes: [none initially]

Territory: [generated by GM]

Bonuses: [generated by GM]

Eccentricities: [generated by GM]

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acdde7 No.20570

>>20568

>>20567

"Then it appears, the war will resume.

In the name of Honor True Camelot will support the Cult and its people, for this we know is true:

We can be sure those of the Cult are still people. We cannot be sure the infected are even thus.

The game shall resume."

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acdde7 No.20587

>>20570

Jason Wilder turns to leave. However he leaves several parting words.

"YOU TRUST A LIAR."

"You trust a murderer."

"ALL YOUR TRUST WILL REAP IS MORE LIES AND MORE DEATH."

"Some of it shall be tonight. Mourn for your fellows sir knight."

"WE MOURN FOR OURS."

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acdde7 No.20590

>>20544

You are met by coach Phil. Head coach of the infected bowl.

Coach Phil:

"So you are capable of speech.

Interesting….

But your peace. I am afraid it is too late. Had you talked to us before we started playing this game we would have likely come to an agreement. But it is too late now. The other teams have an agreement with us. If we were to back down from the ball at this point it would only invite more trouble to our door. If you could get the others to agree to some kinda terms then aye we would be more than happy to accept them. But so long as these eastern cunts wanna keep playing we are obligated to join em. Even if we are the best team in the league it never pays to be the only team.

These linemen will escort you back to the edge of camp and release you back to your kind."

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acdde7 No.20591

>>20464

[META] : I just realized I threw my ruined tanks a action 1. I did not mean to do that. Cancelling that.

I actually meant the 2 APCs I have. I want this thing to go a bit faster then the other amalgams and tanks aren't meant for speed.

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acdde7 No.20701

Dice rollRolled 55 (1d100)

[???:???]

[???: 1-25]

[???: 26-50]

[???: 51-75]

[???: 75+]

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acdde7 No.20748

Dice rollRolled 19, 67, 8 = 94 (3d100)

[Event rolls]

[Deep Spawn/Hurricane ETA]

[1-25: 1 Turn]

[25-75: 2 Turns]

[75+: 3 Turns]

[Chiggers/Polar ETA]

[1-25: 1 Turn]

[25-75: 2 Turns]

[75+: 3 Turns]

[Degree of awfulness]

[1-25: He just makes these events because he hates people and is a douchetard shitbag cockmonger]

[25-75: Dude I fucking hate the GM]

[75+: Fuck]

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acdde7 No.20750

[Combat: 4th Battle of West Oregon]

[Type: Intercept]

[Winner: Commune/Clankers, Tactical]

[Bombardment Report]

Bombardment was largely ineffective due to the movement of both forces. Clanker aircraft manage to stall the Felinid egress partially, however.

[Commune]

10x7, 1x7, 8x10, 3x12, 9x9, 1x9, 10x9, 8x9, 2x9, 7x9, 10x9, 3x9, 10x9, 5x9, 8x9, 5x9, 4x9, 2x9 = 1004

(1,2)-2x Mechanized Raider Band [x7][Mech]x

(3)-1x Grey Death Tank platoon [x10][Arm]

(4)-1x Grey Death Tank Platoon[x12][Arm][Vet]

(5,6,7,8,9,10,11,12,13,14,15,16,17,18)-14x Mobilized Commune Platoons [x9][Inf] x x

[Clankers] 10x, 10x10, 5x10 = 250

[4x Sharpe's Blades [Mech][CQW]]

[Juggernaut Mech Formation [x10][Mech]](+1 to this roll, due to my bonus)

[F16 Duo [x10][Air][Bombard:4]

[Felinid]

3x6, 8x5, 5x7, 2, 7 [Tactics: 1.2][Rallying: .9][Terrain: Forest 1.1] = 104

1 Tumblrina Mechanized Company [x6][Mech]

12th Infantry Company "Skulltakers" [x5][Brave][Infiltrate]

1 Mobilized Felinid Infantry Company [x7]

Combat Report

The Felinid forces are caught in an unenviable position: overpowered by a much large enemy force and largely lacking in heavy equipment. Despite this, they manage to maintain a steady withdrawal through the dense forests of the pacific northwest, and the opposition forces are only barely able to keep up as the terrain grows increasingly difficult to pursue. Indeed, under such conditions, infantry units are found to move faster than mechanized units, and so a slow speed chase of sorts ensues – the Felinid withdraw and counterattack as they are able, and the large force under the Commune keeps pace in a fashion not entirely unlike a killer whale flopping in the surf as it pursues a seal. Unfortunately the Felinid forces are eventually bogged down by repeated attacks by Clanker forces as they arrive from the west; this allows the opposition forces to engage with their full strength, and the Felinid forces are mauled badly as (some) manage to escape.

[Felinid]

Disband

1 Mobilized Felinid Infantry Company [x7]

Revise:

1 Tumblrina Mechanized Company [x6][Mech] to [Shattered][Mech][x2]

12th Infantry Company "Skulltakers" [x5][Brave][Infiltrate] to [Shattered][x2]

[Commune]

Disband:

2x Mobilized Commune Platoon [x9]

1x Mechanized Raider Band [x7]

[Clankers]

[No adjustments].

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acdde7 No.20764

[Camelot Catchup]

1. You sent the tech over.

2-3. You continue to work on the citizens of USA2…

-5 Culture

-15 Currency

-2 Cows

-2 Corn

-2 Beer

-2 Fertilizer

-2 Concrete

4. You get better at diplomacy! (Revise Diplomacy to II)

5. You merged: APC [x4][Mech]

2 Mobilized Camelot Company [x9][Inf] to 1 Mechanized Camelot Company [x18][Mech]

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acdde7 No.21290

Name: Bebop Poppies

Race: human

Color: red

Fluff: One or two paragraphs please. You may be rewarded for genuine effort.

The Bebop Poppies spend their time growing opioids and enjoying the sounds of Jazz bands. The Bebop Poppies produce brass decoration, bullet casings, instruments, and use brass for infrastructure. They never use the opioids as it is considered bad luck to consume, and the Bebop Poppies take superstition very seriously. It is thought that those who use opioids are under a terrible curse. Should someone consume it, they will be exiled or killed immediately, to prevent their curse influence others. The Bebop Poppies enjoy the opium poppies aesthetic and have no moral quarrel with exporting it. Anyone who does not base their culture around the wonders of sound is bad luck and should be given the curse of the poppie plant. It is also thought that brass is good luck. Those who master brass instruments are enlightened.

Government Type: oligarchy

Economy Type: Socialist

Religion [if any]: Luck

Locate between Detroit and USA II ?

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acdde7 No.21291

>>21290

New thread : http://8ch.net/builders/res/20593.html

Also If you wish to play you will probably have to do so as a Courtier, new individual nations are currently closed.

(Though you could talk to philo about taking over a defunct nation.)

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acdde7 No.21293

>>21291

I checked with Red ahead of time.

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