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The King Is Dead; Long Live The King!

File: 1451417798285.png (499.34 KB,1570x980,157:98,USA17.png)

03a99b No.20593 [View All]

This is fifth thread for King of the Cinder. I don't know what to add at this point. The map is rushed.

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

Rules: http://pastebin.com/tvxm3uMC

Previous Thread: https://8ch.net/builders/res/17557.html

Previous Thread 2: https://8ch.net/builders/res/15579.html

240 postsand53 image repliesomitted. Click reply to view. ____________________________
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03a99b No.21704

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03a99b No.21706

>>21660

An emmisary is sent across the no man zone between NFC and Rhinestone areas in ST. Louis.

All smiles and cheeriness are gone from this man. He clears his throat and tenses his body before speaking. Obviously expecting immediate threats if not outright violence. It is clear his opinion of your people is very low in regards to diplomacy.

"I have come to offer you our demands before this becomes a shooting war. Get out of our city. Declare peace with us and the infected. Remove your people from cult lands. If you can not get the others of your union to agree to this then fine. So long as you accept it and honor it our war with you is over and we will continue to fight only tarme and deliverance."

He stands awaiting your response ready to run from the expected shots fired from angry rhinestone troops

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03a99b No.21708

Dice rollRolled 8, 9, 2, 7, 7, 1, 9, 3, 7, 6, 6, 2, 5, 3, 4, 2 = 81 (16d10)

You watch through many eyes, and hear through many ears. A thousand thousand voices whisper to you suggestions and commands and eventually you reach consensus.

You are Unity, and the Enemy bays at the first of your gates. You will welcome them with open arms.

Tactics :

In order to proceed they will need to go through your Fungal Fortress and destroy it, otherwise you will always be able to attack them from its bastion. So you use that, their flying units will be useless as you will never go into the open, You will attack from buildings and from tunnels and from cramped alleyways. In order to fight you they will need to come in after you.

Their need and fervor to exterminate you will be their downfall. Lure them apart to tear them apart if possible, and if they choose to remain together instead you will bring in your artillery, some of it graciously lent to you by the NFC to force them to scatter anyway.

Then once they fully commit to assaulting your forces you will bring in your reserve from outside the city to hit them from the rear. If they choose to retreat they will meet the same fate.

Once again your Fungiborg Scout Plane watches the battle from a bird's eye view and helps you watch your enemies.

Skirmishers In city :

2 [Skulker Horde] [x6][Motley]

6 Mobilized Infected Formations [x9][Inf]

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

1 unit M-198 Cluster [x5][Art][Bombard:10]

Reserve :

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

5 Mobilized Infected Formations [x9][Inf]

Relevent Tech :

[Anti-Aircraft Spores I]

[Bioarmor II]

[Bio-Camo I]

[Bio Close Combat I]

[Bio-Coordination II]

[Bio-Guerilla Tactics I]

[Bio-Radar I]

[Bio-Surveillence I]

[Chem Glands I]

[Hazard Resistance I]

[Resistance II]

[Spore Bombardment I]

[Swarm Tactics II]

[Bioreinforcement I]

Relevant Defense :

[High-Speed Underways] [Armored]

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

[Fungal Fortress][Small Fortress][Bombard][x2]

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03a99b No.21709

Dice rollRolled 4, 1, 1, 6 = 12 (4d10)

>>21708

Bombardment rolls :

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

[Fungal Fortress][Small Fortress][Bombard][x2]

1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

1 unit M-198 Cluster [x5][Art][Bombard:10]

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03a99b No.21712

Dice rollRolled 4 (1d10)

>>21708

Forgot to add the plane.

1 Fungiborged Scout Plane [x1][Scout]

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03a99b No.21719

Dice rollRolled 30, 96 = 126 (2d100)

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

Bonus: Muh Monarchy: All of your created units are [Resilient]. Why? Muh monarchy is why. GOD SAVE THE KING. ANYONE WHO DISGREES? -50 DKP.

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:

Embassy:

[Rhinestone]

[Clankers]

[Deliverance]

Defenses:

Military Units:

>At home

>In Transit

>On the field

Resources/Quantity:

(Motorcycles:4+.5 cycles per turn)

(Scrap:-.5 per turn)

Technology: (From overlord):[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]

(From ourselves):

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:

[Orlando] [Fixed]

Projects:

1. Recruit anybody from the surrounding area as militia men.

2. Begin researching the ability to equip any future knights with explosive tipped lances.

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03a99b No.21720

>>21691

She smirked, nodding along as he talked. "I doubt they could handle my vehicle." she said, clicking a latch and pulling the handle bars off and strapping them to her back, like one would see a staff or a blade. "Hard to drive any vehicle if you cannot steer, after all." she continued, before following with the soldier. It was clear this woman did not fear for her life, though she did take in the sights. "At least you all seem well fed." she said as the soldier pointed out the short cut. "An engine without fuel doesn't run after all."

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03a99b No.21733

Dice rollRolled 98, 80 = 178 (2d100)

>>21664

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 2][Large] (Retrofitting)

2 Sickle (UFO). [x5][Quick][Arm][Stealth 2] (Retrofitting)

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!

Finally, the UFO’s have finished their retrofitting and can be assigned to a single formation. Their respective pilots and in the reapers case, crew can now fly together to serve our gods. Not a moment too soon. With the Deep Spawn having found us we shall need them soon enough.

Next, the Minor Platoon will work to finish the defenses, they performed admirably in the defense of the base but now they must finish the defenses. Working together with the Darkclaws they will complete the defenses upgrades.

1. Consolidate 1 Reaver (UFO). [x8][Quick][Arm][Stealth 2][Large] (Retrofitting) and

2 Sickle (UFO). [x5][Quick][Arm][Stealth 2] (Retrofitting) into a Scythe UFO Formation.

2. Finish retrofitting the defenses, have the Scythe Minor Platoon [x18][POW] and the

Scythe Minor Darkclaw Squad [x6][POW][Infiltrate] work together to finish them. [Retooling 1]

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03a99b No.21735

Dice rollRolled 28, 97, 87, 18 = 230 (4d100)

>[The Eternally Victorious Women's Felinid Matriarchal Republic]

>Population: [100.4] [+4.1/turn] [Mob 5]

>Food: [Good]

>Raw Currency: [45] [+5/turn]

>Legitimacy: [Maximum]

>Culture: [0]+0/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; Taken], Lionette Training Base, Cattle Farms (Femenia)

>Defenses: Felinid Patrols + Watchtower [Bombard:2]

>Military Units: 1st Red Berets [x8][AT][Quick][Fearless][Infiltrate] 1 F22s [x6][Bombard:1] 1 AH-1Z Viper [x4][Arm][Helo][Damaged] 3rd Infantry Battalion [x5][AT][Inf] 2nd Red Berets [x8][Resilient][AT][Commando] Black Berets [x5][Sappers][Black Ops][Resilient][Fearless]

>Mobilized Units: 4 Mobilized Felinid Infantry Company [x14] 1 Mobilized Felinid Infantry Company [x11]

>Resources/Quantity: [“Captive” Males:3][Wood:5+.2/turn][Scrap:9.8+.1/turn][Chads:6][Small Arms:4.4+.2/turn]; [Concrete:3.4+.2/turn][Explosives: 4.6+.4/turn][Ruined HMMV:2][Fuel:15.5+.5/turn] [Ammo:17.0/.6][Graboids:4] [Water:5.8+.2/turn][Body Armor:2.4+.2/turn] [Cattle: 4.6+.3/T]

>Tech

Weapons Tech

[Grenades I] [Explosives III] [Anti-tank II] [Body Armor II] [Traps I] [Irregular Weapons IV] [Winterization I] [Phase Disruptors I][Alien Vehicles I][Nanites 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][Logistics I]

Recruitment Tech

[Militias II] [Bureaucracy III] [Mobilization II]

Civil Tech

[Farming I][Jury-Rigging I][Counter-Espionage II][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Propaganda I] [Communications I]

Construction Tech

[Tools III]

>Trade Routes: [none initially]

>Territory: 34

>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

Irregular weapons IV 3/15

SF 5/20

Mob Turns 6 100%

1. Operation Walpurgisnacht

It moves into its second phase.

2. Operation SNAP

-20 currency

3. Retool mobilization and give 4 Mobilized Felinid Infantry Company [x14] anti-tank weapons

-4 explosives

4. Irregular Weapons IV 3/15

While Felinid industries lack the power and manufacturing capability to make complicated phasers like those used by the aliens, they are capable of making crude phasers in the sort of large cottage workshops familiar to most of their industries. The Mk I Laslock is a phaser crystal core held in a wood or polymer composite "lock". A small hand-crank is used to generate the magnetic field required for holding the phaser energy into a coherent beam. Once the weapon has been cranked the hammer on the lock is pulled back, which allows the energy from the crystal to transfer into the base of the barrel where it is contained in the proper EM field. Once the trigger is pulled the energy is released down the barrel in a pin-point beam. Simple to make, simple to use, simple to maintain the perfect weapon for mobilizing vast numbers of soldiers.

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03a99b No.21737

File: 1452556365672.jpg (297.63 KB,683x1024,683:1024,4238039678_87f06a548e_b.jpg)

>>21720

The tanker nods, recognizing the idiom himself. "Anchorage herself grows food on upper level; food from there is circulated across entire city to feed the people including the workers, who in turn keep Anchorage herself fueled; is circle, yes?" An apparently dead-end gave way to a large elevator as the tanker pulled down on an easy to miss lever that blended in with the rest of the sheet metal in that particular area. The party moved in, though with the tank commander and all his men even everything was a bit cramped all considered.

"To upper tier we go: Tsar shall be watching you from great palace while you talk with representative."

The whine of ancient hydraulics and pulleys could be heard as the elevator began to climb up, steadily speeding in pace until it reached its maximum speed. For ten minutes, it moved upward, and though it wasn't really apparent visually, the atmosphere noticably changed as the scent of ashes and metal shavings faded away and everything started to smell of fresh (by wasteland standards) air again. The elevator opened, emptying the group out through an apparently abandoned, half-ruined remains of an office building.

From the area they were standing, it was not 100% clear that they were in anywhere but a small city; the ground was of dirt and pavement, and the muted skyline was dominated by five or so large structures not quite tall enough to be considered skyscrapers. Only a closer look revealed a couple of massive smokestacks in the distance, spewing their gaseous waste into the atmosphere, as well as rigid hills of steel on which additional sections of land were supported.

"Follow. Palace is in that direction!"

A look ahead through the clouds and fog revealed the silhouette of a distinctive structure with many onion domes and crosses sticking from it.

"Nyet, that is cathedtral: is building next to it!"

Next to that silhouette was a less distinctive, though still dominating square building that strenched for a considerable distance.

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03a99b No.21738

>>21737

She nodded. "Not often you find those who follow the teachings of V8 in their own way." the diploboy said, looking around as the lift climbed, visibly surprised at the sheer size of the city given they had been climbing for 10 minutes.

Looking out into the city where he pointed, her eyes widened a little before he pointed to the slightly smaller but more reasonably sized building. "Ah, I see. Still an impressive cathedral though. Quite a statement if nothing else." she said, waiting patiently to get there, not wanting to rush people who were already being quite nice to her.

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03a99b No.21739

Dice rollRolled 10, 3, 7, 8, 7, 9 = 44 (6d10)

>>21735

Boy I suck at bookkeeping. I'll keep a note to fix all of those problems later. Likely the most pertinent is the inclusion of the 7th Mechanized

[x10][Mech] to the Lava Tubs defenders.

—-

The remaining forces arrayed at Matriarchia prepare for what is hoped to be the final push to remove the War Boys from the city suburbs. Officers are called into FAC Headquarters to receive the general briefing of Operation Shatter.

The 25th Infantry Company (Mobilized Felinid Infantry Company [x11]) will advance through the city, marking areas of the city with armor or motorized concentrations with flares and sending runners to inform anti-tank platoons of the 5th Infantry Battalion of their location. At that point, those anti-tank battalions will use the control of city buildings granted to them by the 25th to attack enemy armor and motor from positions of high ground and strong cover with XPGs. Upon disablement of the vehicles, the 25th with then move in and capture the surviving vehicles and take prisoner those that surrender, or kill those that don't or are simply too wounded to.

Loud speakers will be used to attempt to convince the remaining War boys to surrender at all stages of the operation. Both the Helicopter and F-22 will remain on station to provide air support, but their primary focus -and that of the artillery - is to prevent enemy vehicles from escaping from the city and to pursue and destroy in the event they do.

In this way we will methodically move through the 15% of the city that the War boys control and remove their presence.

1.1 Mobilized Felinid Infantry Company [x11]

2. 3rd Infantry Battalion [x5][AT][Inf]

3-4. Bombards

5. 1 AH-1Z Viper [x4][Arm][Helo][Damaged]

6. 1 F22s [x6][Bombard:1]

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03a99b No.21740

File: 1452560653716-0.jpg (113.34 KB,543x378,181:126,Palace.jpg)

File: 1452560653717-1.jpg (27.29 KB,236x289,236:289,Strel.jpg)

>>21738

The group makes way for the Winter Palace (or rather, a half-scale replica of the actual palace, which was incinerated in the fallout of the last great war), which was notable for the fact that it had a lawn of green, living grass. Though its paint was faded, its gilded surfaces soemwhat obscured with dust, it still looked imposing and worthy of admiration as it was otherwise structurally intact.

"No time to lose: Tsar is very eager to see outsider!"

At the front of the palace stood a group of men wielding polearms and rifles; after a brief conversation with the tanker, they nodded and let the group past and into to main hallway: it was large, garish with many surfaces painted warm yellows if not clad with gold outright, and most importantly, it was clean.

https://www.youtube.com/watch?v=LBWbLs5wuuc

A man with thick spectacles, a thin beard, and a funny hat (which one who was versed in pre-war holidays would have recognized as the type worn by one "Kris Kringle") met the diplomat and her pale-skinned entourage with a smile.

"Greetings, outsiders. Welcome to the Anchorage; I am the Tsar's advisor, and am most interested in being advised myself. Tell me of this place you hail from, and what you seek from our own lands? I am sure we can reach a quite reasonable agreement!"

From a distant balcony watched a figure obscured behind a velvet curtain.

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03a99b No.21745

Dice rollRolled 9, 2, 5, 4, 7 = 27 (5d10)

>>21739

Rosa growled, holding her weapons up, wanting to fire into the gathering enemy. "Please, Imperator. We are not wanting to run away, but throwing ourselves into such thrown odds against an dishonorable opponent like this will not earn us glory." one of her soldiers said, her face growing tight before she nodded.

"Gather the survivors, and start towing the remaining War Rig. We will dump fuel behind us to slow pursuit, or at least discourage it. This will not be the last they hear of us." she says, walking back towards a car, looking to hitch a ride back.

——–

The V8 squad will rapidly dump fuel to create a new smoke screen and fire wall between the gathered forces and their camp, lighting it as they tactically retreat back to Bellomean lands. Better to retreat and ruin your enemy another day then shatter youreslf against a wall you are not ready to break.

V8 Platoon [x4][Mot]

1 War Rigs [5x][Mech][Crippled]

Imperator Rosa, Champion [x5][Resilient][Witness]

Last two dice are bombard defense.

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03a99b No.21746

>>21740

The diplomat bowed. "I am Rev of the Cult of V8, of the Bellomos holdings. We are towards the east, in the mountains of what was once Colorado, according to the records." she starts with, the woman clearly free of firearms. "We respect the strength of the V8 engine, and proper rule. We are led by The Immortan, someone said to have seen the first of the Last Wars. At this time, we are wanting to give you free passage through our territory, and possibly a trade agreement, maybe more." she continued, walking a bit.

"I feel we may have much to gain from each other, just by looking at your mobile city. You are free to have a diplomat visit the Tower, and I'd be glad to lead you there."

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03a99b No.21751

File: 1452565907277.png (503.93 KB,1570x980,157:98,USA18.png)

>>Updated my journal

>>My journal is rushed

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03a99b No.21752

>>21751

Meta:You still don't have my expansion that touches wopr.

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03a99b No.21754

File: 1452568314812.png (504.88 KB,1570x980,157:98,USA19.png)

>>Revisions

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03a99b No.21762

File: 1452570593073.png (185.86 KB,300x367,300:367,EletricMech.png)

Dice rollRolled 16, 90, 81, 29 = 216 (4d100)

>>21663

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (47.2) (+2.2/turn)

Food: (Above Average)

Water:9.8(+.2/turn)

Raw Currency: (21) (+5.8/turn)

Electricity:14.8(+1/turn)

scrap:4.4[+.4/turn];

Glass:.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][Normally powered])

MPD Nuclear Power Facility (Nuclear Plant)

[Autofoundry, Basic]

[EWOP production facility]

[Xeno Fission Safeties and Amplifiers])

Boise[Fixed]

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:5 +.2/turn][Donuts:.2+.2/turn][Dusty Tanks:1][EWOP Suits:4+.5/turn] [Resoc'ed Gangs:2]

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 IV][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II][Hardening I][Domination Specialization I: +2 Indoctrination rolls][Microwave Weapon Theory ???/???]

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) With the approach of the chiggers, it is clear we will need a slight relief from their assault. Thus, it is clear that it is time to use a bait and switch. Loading a Resoc'd gangs into the Cars, and attaching a large sum of battery's and removing emission dampeners, we will lead the Chiggers away from Montana, and towards the Commune. The gang will most likely die in doing such, but they're death will only help further the cause of the MPD.

[Resoc'd gang: 1] 5 [Electricity], 3 [Cars]

2) Continue our invasion of the Commune with our current mobilized forces. With the prior organizing and command problems, there should be no problem with our continued movements into the Commune. It is erie that we have no encountered resistance, but with our imposing might, it makes sense they have not tried to attack us.

3) Judging from nearby radio broadcasts and transmissions, it is clear that some is trying to ship Ammunition to the Commune and help their forces. Thus, before they can reach them, we must intercept them! Put all available officers on this! This is a matter of natural security! And after we have captured these smugglers, we can appropriate their ammo…

RESEARCH:

[Electrical Weapons V] With IV done, it is time to move on and finish this line of research. Once that is done, we can move onto actually making generators capable of powering such plants.

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03a99b No.21771

>>21746

The advisor listened and smiled. Though crude in style and probably diseased in some way (the pale-skinned men around the diplomat looked hauntingly gaunt, much like the appearance of the probe-seers under their robes), these people had by coincidence similar values to the Tsardom in their present state.

"I am indeed curious to see the nature of your lands, though I do not think we have the resources to spare to send over a diplomat: you see, the vehicles down where you parked are all we have to spare, and all of them are currently committed to the defense of the state."

He paused.

"You see, much resources are taken in order to keep our mighty city running, and we have little to reserve for secondary machines, not until we can make sure our movements are secure…"

The advisor took off his spectacles for a moment and attempted to use his red and white coat to clean them, only smudging them more before instead using the collar of a cotton undershirt.

"However, your people have managed to settle down into an area to the point where they need not a city that moves around to survive, yes? That makes your own lands secure and free of threats? A diplomat would be difficult to devote for the moment, yes, but the Anchorage is ready to mobilize into a place better suited to interact with your…Bellomos?"

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03a99b No.21772

She nodded, listening carefully. "You are welcome to bring the city then. Our defenses are strong, and we are confident. We have struck the first blow between us and the Felines, but we are not alone in our attack. Our outpost city of Bartertown would be best for you to set up, unless you would like to see Tower City or Denver."

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03a99b No.21773

>>21772

"Felines? Are you having troubles with the wildlife? Anchorage just drove off some filthy creatures not but a few hours before your arrival, and would not find much trouble in doing the same for this "Bartertown"."

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03a99b No.21776

Dice rollRolled 64, 88, 3, 71 = 226 (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: [37.5] [+2.5/turn]

Food: [Stable]

Raw Currency: [10.6] [+6.2/turn] (-2/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; Charleston, North Carolina [Ruined]

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]; 1 LCAC hovercraft [x2][Mot][Amphibious]; 1 Firehawk Wing [x2][Fire][Bombard:3]; 2 Raytheon 38X Naval Drone [x1][Stealth]; 1 Coulomb ion jet[x1]Bombard:3][Inc][Very quick];

Resources/Quantity: [Fuel:9.6+1.4/turn][Electricity:5.8+.1/turn][ammo 8.8+.6/turn][Scrap:19+ .2/turn][Ruined Cars:7+.2/turn][heavy weapons 5][Solar Cells:5][Radio Equipment:2][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][Air-Ground Tactics I][Defensive Tactics I][Amphibious Warfare II]

Research in progress: (aircraft V 3/20)(Schematics: 9/10)

Construction in progress:(Airbase: 4/6)(Coastal defense network: 6/12)

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. Operation “Arrows and Branches” After a meeting with the envoys from True Camelot an accord has been reached. USA2 is to be considered shared territory. “The Good of the people of this region come first” said the admiral in an address to the press.

2. Continue work on the coastal defenses, but extend the incendiary mine coverage to include the USA2 coastline. (Coastal defense network: 6/12) [Tools IV][Incendiaries II][Civil Defense I][Defensive Tactics I][Amphibious Warfare II]

3. Send 1st Marine Company [x7][Inf] to Bebop, maine to take control of the town and defend it against the chiggers. there may be initial protests, but the promise of defense against the chiggers should ultimately win out.

Research:

Continue work on (aircraft V 3/20)

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03a99b No.21777

>>21773

"No no. I mean those who live on the west coast. They are part human, part feline. They are highly against males from what we have heard. They also expanded quite rapidly towards us and our friends, almost annihilating two other groups of people in their quest for power."

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03a99b No.21779

>>21777

The figure behind the curtain seemed to stir. The Tsar's advisor looked concerned. "Anchorage will do what she can to aid you in these turbulant times, but we have not the numbers to spare to fight a war of such magnitude, at least, not at our present state. Unless they have nuclear capabilities, I doubt that anything they could throw at the mighty Anchorage would be able to budge us! It is settled then, Anchorage shall move into Bartertown and begin batering!"

His eyes briefly twinkled.

"Perhaps in due time, we might be able to better aid you; for quality is a quanity all on its own. However, tell me, while you are here diplomat, if you need anything at present: the Tsardom is bountiful in resources, and can perhaps give you material or goods or knowledge to help you fend off these…subhumans?"

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03a99b No.21780

>>21779

The diplomat nodded. "We didn't expect you to just jump into our fight without knowledge or time to prepare, sir. And I'm sure there's plenty we can agree on trading, both knowledge wise and material wise, but I'd prefer to wait on materials until we are closer to town." she said, ready to fill him in on almost anything he asked about.

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03a99b No.21783

File: 1452594323646-0.png (44.88 KB,277x271,277:271,Movement.png)

File: 1452594323647-1.png (361.41 KB,1080x608,135:76,TsarUndPanzer.png)

Dice rollRolled 5, 2, 4, 5, 5, 2, 3, 2, 5, 4, 4, 4, 1, 1, 4, 1, 2, 3, 2, 2, 3, 5, 5, 1, 5, 1, 4, 3, 3, 4, 4, 3, 1, 3, 3, 1, 4, 5, 3, 4, 3, 1, 2, 4, 1, 5, 4, 3, 3, 1, 5, 5, 5, 4, 1, 5, 5, 4, 2, 2, 3, 1, 5, 3, 4, 2, 3, 3, 1, 5, 1, 4, 1, 3, 2, 2, 3, 1, 4, 5, 1, 4, 5, 5, 3, 5, 4, 2, 4, 1, 4, 1, 2, 3, 4, 5, 5, 2, 2, 1 = 310 (100d5)

>>21780

The Anchorage began to rumble but a few minutes later, the deafening roar of its mighty engines starting up quaking across the enitre city. The billowing from the smokestacks intensified, and an earth-shattering whine could be heard to those on the lower floors as the rig began to move. Bartertown was the destination, and after an hour the jaw closed up as it started to enter Bellomos territory: it wouldn't be kind to devour the settlements of a host, after all.

[Mobile Tsardom of Anchorage]

Population: [36.7] [+.7/turn]

Food: [Good]

Raw Currency: [125] [+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: 1 White Army Death Platoon [x8][Inf][Shock]; 1 White Army Urban Squad [x6][Inf][CQB][Shock]; 1 Sputnik-Class Probe Unit [2x][Air]; 1 Tsarist Tank Platoon [x20][Arm][Comb.Arms]

>Resources/Quantity:

[Power:23.8+.8/turn][Small Arms:5.6+.1/turn] [Heavy Arms:6.8+.2/turn][Ammo:28.2+.2/turn][Fuel:50.4+.4/turn][Steel:9.6+.4/turn][Scrap:1.6-.8/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Concrete:10][Radspiders:1][Kitschy Russian Goods:5.8+.2/turn][Plutonium:1][Ablative Armor Segments:2][Volatile Chemicals:2][Laser Components:2][Strange Ablative Armor:4][Nanogoop:3][Tsar Tanks:0.6+.3/turn]

>Ruined Goods:

[Ruined Tanks:3][Ruined Drone Tank:1][Ruined Artillery Pieces:3]

>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][Mega-Construction I][Drone Vehicles I]

>Territory:

1

>Bonuses:

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

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

>Eccentricities:

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

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

>Projects:

Tsar Turret (2/???)

>Actions:

1. - You heard man, get Anchorage moving into this "Bartertown"; current area was devoid of resource, anyway. Also, remember /not/ to eat area upon moving, we are only visiting! (Move Anchorage to Bartertown!)

2. - Tsar has ideas of which to use new weapon; do not delay Tsar's idea! But he asks you to remain gentle in constructing: turret is very important project! (Tsar Turret: 2/???)

3. - Hey, Tsar wonders…where does water for hydrophonics and other related things is coming from, anyway? Tsar thinks that we should probably double-check, is for safety reason. (Discover/develop the Anchorage's source of water!)

4. -

[Culture I]

Hahahaha! Tsar can now flex industrial muscle with gusto now that power is realized! However, all work and no play makes Tsar dour verily, and Tsar has noticed that the cultural activities of Anchorage are barren. Tsar likes toys, and tsar likes tanks…so, let us base culture around toymaking and tankery, starting with tank bit: sport shall be held that pits two team of tank together in mock battle as well as other competitions including racing and obstacle courses. Is way to train tanker as well so they hopefully do not do something stupid with Tsar's precious machines! (Begin a sport based around tanks!)

5. - Tsar needs breather from earlier lab disaster, and he suspects so does researcher. Perhaps research is better working on general industrial efficency research for time being; drone tank can come a bit later. (Research Industrial III)

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03a99b No.21784

File: 1452594417435.jpg (22.2 KB,300x300,1:1,Confusion-300x300.jpg)

Dice rollRolled 62, 24, 13, 44, 42 = 185 (5d100)

>>21783

What information is this, Probe-Seer? Tsar wants answers on how well each project is doing, not jibberish!

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03a99b No.21785

Dice rollRolled 13 (1d100)

>>21784

Tsar does not like that answer for water production: give him a better one! (Reroll action 3.)

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03a99b No.21786

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: [128.8] [+5.1/turn]

Food: [Good]

Raw Currency: [41.2] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [32.5] [+1.5/turn]

Industry: [11]

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

5 Mobilized Camelot Company [x9][Inf]

>In Transit

7 Mobilized Camelot Company [x9][Inf]

>On the field [Chicago]

1 M1A16 [5x][Arm] (stunned)

1 Mechanized Camelot Company [x18][Mech]

Resources/Quantity:

[Fuel:1.5]

[Ammo:8.6 +.2 pt]

[Small Arms:4]

[Scrap:14.7 0pt]

[Ruined Bikes:11 .2 pt]

[Motorcycles:5+.5/turn]

[Heavy Weapons: 2.9+.1/turn]

[Corn: 5.4 +(.2/turn)]

[Cows: 4.6+.4/turn]

[Fertilizer:2.8+.4/turn]

[Ruined APCs:1]

[Beer:7+.5/turn]

[Concrete:2+1/turn]

[NBC Gear:1]

[Infantry Railguns:1]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles II], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy II], [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] [Mobile Warfare II] [Industry II] [Crafting Stations 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] [City] [Fortified]

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.

Specialization: [Bureaucratic Specialization I: +2 to Bureaucracy]

Projects:

Interstate road system: Atlanta Needed

Cybernetics II 3/10

Diplomacy: 1/???

Civil Defense 1/???

>>You are mobilized! [7 turns]

>>Your industrial efficiency is 100%

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03a99b No.21787

File: 1452601436571-0.jpg (21.82 KB,350x194,175:97,ArrowsOliveBranch.jpg)

File: 1452601436587-1.jpg (22.1 KB,449x299,449:299,rocdrill2.jpg)

Dice rollRolled 88 (1d100)

>>21786

http://8ch.net/builders/res/15579.html#16749

1. [Operation Arrows and Olive Branches - AKA: USA2 Peaceful Stat Reorganization Attempt]

After much deliberation, True Camelot and Harbinger saw that if they truly wished be the "American" leaders to bring peace, security, and freedom to the USA2, they must not be the cause of anarchy and civil war in the very nation they were appealing to.

Operation Arrows and Olive Branches was decided to be the start of a solution to this. Going so far as to publicly laud and support each other over each respective merits, True Camelot noted the military nature and prowess of Harbinger was reminiscent of the true United State's military from before the war, while True Camelot was better suited to ensuring the domestic and civilian order of USA2, keeping to its pre-war values of "The American Dream", to live in a free and prosperous America.

Such it was that the two powers decided to, in so far as possible at these times, "Share" a joint-jurisdiction over the USA2. As least for such a time as this will work.

Still, our work in the USA2 is not over. If we are to put the nation back on its feet to protect itself, it has numerous assets

>True Camelot attempts to peacefully create a population census, and re-establish these domestic facilities by the USA2. Citizens of True Camelot are offered free subscriptions to True Camelot premium denizen membership, just provide documents of American citizenship.

>The Cultural and Production facilities are also sought to be re-established by the TC.

Population: [62.2] [+3/turn]

[Ivy League Universities]

Culture: [3]

Industry: [7]

>These military forces, will be convinced or persuaded by the TC that, as mentioned, Harbinger is the much better state capable of military defense, and be suggested to consolidate "American" resources. Where as TC will ensure the restoration of civilian and industrial sector to supply the military, the military itself must work with those capable of leading it effectiveley

Military Units:

2 GI Infantrymen [2x](At Northern Virginia)

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

True Camelot DOES suggest however, that a well regulated and maintained militia

>It is suggested by TC, that the USA2 move to allow its militia to cooperate with TC on the defense of the USA2's own homeland. These units will of course, remain in USA2 lands itself, but letting them sit and lie while the monsters attack is not good.

5 Militia [1x] 1 Militia [.5x]

>Habringer is free to dispute this suggestion, and TC shall listen to any amendments suggested

>Technology and Resource division will be discussed later. For now, we need the immediately important facilities and the people prepared against the winter sea monsters.

This work is to be done by entirely legal and peaceful suggestion through the USA2's bureacracy, as per the democratic way of USA2's congress and in the American spirit. It should NOT be done through force of arms or the insinuation of gunfire!

Technology:

[Diplomacy II]

[Civil Defense II]

[Militia I]

[Training/Reorganization I]

Specialization: [Bureaucratic Specialization I: +2 to Bureaucracy]

"Behold! Verily that Church doth be separated from state, so two shall Military be separated from Civilian. One cans't exist without the other, neither should either be against the other. The great President Lincoln hath said 'a house divided against itself cannot stand'.

Therefore, let us not pit the people of the USA2 against each other but come to recognize it work together, to cooperate, for its own sake and the sake of its people."

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03a99b No.21788

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: [128.8] [+5.1/turn]

Food: [Good]

Raw Currency: [41.2] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [32.5] [+1.5/turn]

Industry: [11]

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], [Coastal Defenses/Seawalls, Medium]

Military Units:

>At home

5 Mobilized Camelot Company [x9][Inf]

>In Transit

7 Mobilized Camelot Company [x9][Inf]

>On the field [Chicago]

1 M1A16 [5x][Arm] (stunned)

1 Mechanized Camelot Company [x18][Mech]

Resources/Quantity:

[Fuel:1.5]

[Ammo:8.6 +.2 pt]

[Small Arms:4]

[Scrap:14.7 0pt]

[Ruined Bikes:11 .2 pt]

[Motorcycles:5+.5/turn]

[Heavy Weapons: 2.9+.1/turn]

[Corn: 5.4 +(.2/turn)]

[Cows: 4.6+.4/turn]

[Fertilizer:2.8+.4/turn]

[Ruined APCs:1]

[Beer:7+.5/turn]

[Concrete:2+1/turn]

[NBC Gear:1]

[Infantry Railguns:1]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles II], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy II], [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] [Mobile Warfare II] [Industry II] [Crafting Stations 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] [City] [Fortified]

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.

Specialization: [Bureaucratic Specialization I: +2 to Bureaucracy]

Projects:

Interstate road system: Atlanta Needed

Cybernetics II 3/10

Diplomacy: 1/???

Civil Defense 1/???

>>You are mobilized! [7 turns]

>>Your industrial efficiency is 100%

Fixed stats to include Coastal Defenses from Franz

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03a99b No.21789

Dice rollRolled 95, 54, 2 = 151 (3d100)

>>21787

2. Expand our interstate toward Atlanta, the Deliverance Capitol. We need to improve our road system to allow for better coordination with our protected charges of the denizens USA2 to the far north, which will only be hampered by inadequate roadways

[Heavy Construction I]

[Architecture I]

[Industry II]

>Spend I Concrete

[[Meta: Curious has confirmed both in thread and in chat that I have permission to expand the interstate roadway to his lands, much like we already have shared military access]

3. [Reserved Trade Action] - Clanker Alliance

>I need to contact Consul and re-affirm a trade deal. I believe it was [Infrastructure V] for [3D Manufacturing II] and [Recon Armor I] (One level V tech for two level I and II's)

4. [Research] - [Civil Defense II]

We need to improve our understanding of civil defense if we are to ensure our people and those of USA2 are more adequately protected from the sea monsters. Creating better and well hidden shelters and evacuation routes.

Civil Defense II - 1/???

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03a99b No.21790

Dice rollRolled 87 (1d100)

>>21789

>Meta: Consul would have to do his end of the trade next turn if the trade is still on

4. Re-rolling Research as per eccentricity

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03a99b No.21791

File: 1452607626183.jpg (478.52 KB,1300x975,4:3,29370704-One-Million-Russi….jpg)

>>21784

>>21785

Buh, Tsar just remembered that he very wealthy man! Workers, use Tsar's money to make everything better: don't think Tsar didn't notice those near his Tsar Turret slacking off! (Attempt to spend 40 currency each on actions 2 and 3 in order to improve their outcomes, for a total of 80 currency.)

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03a99b No.21793

Dice rollRolled 90, 63 = 153 (2d100)

Fluff: Honorary Captain Sigmund Oreck is the acting Chief of the Office of Naval Research under High Admiral Tarkin on the USS Harbinger. Sigmund and his team was picked up by Tarkin before the event, back when they were working on a joint project between Force Projection, HPT&E, and C4ISR Nanoelectronics to develop nanotechnology which would allow soldiers to heal potentially life-threatening injuries while remaining in conflict. During this time NAVSOC gave ONR a few teams of SEALS in order to help test the technology. When they were picked up by Tarkin, many of the teams had not survived the volunteer testing. After getting aboard, Oreck was temporarily delayed in his experiments due to a lack of resources, however Tarkin, after being informed of the dangers of stronger forces on the continent, ordered Oreck to continue and complete his experimentation to create better soldiers.

Full Title: Executive Director of Naval Research, Manager of Expeditionary Maneuver Warfare and Combating Terrorism Science and Technology Department Code 30 Human Performance Training and Education, Acting Manager of Expeditionary Maneuver Warfare and Combating Terrorism Science and Technology Department Code 30 Force Projection, and Acting Program Officer of Command, Control, Communications, Computers, Intelligence, Surveillance, and Reconnaissance Science and Research Department Code 31 Electronic Sensors and Network Research Division Nanoscale Computing Devices and Systems Program, Acting Chief of Naval Research, Acting Assistant Secretary of the Navy for Research, Development, and Acquisition, Acting Honorary Rear Admiral, Honorary Captain Sigmund Oreck

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. Black Projects: You get a general +10 to military-related research.

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…

ONR units:2 ODST Marine Battalions [x2]; 2 Taros Jeep Columns [x1][Mot]; 1 Achilles Naval Mech [x3][Mech]; 2 ONR Military Police Squads [x1]

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][Air-Ground Tactics I][Defensive Tactics I][Amphibious Warfare II]

1. Troop Movement: These are your orders, men. Get into the Harbinger’s choppers and jet and let’s move out.

a. 1 ONRMP Squad [x1] and 1 Achilles Naval Mech [x3][Mech] to the town of Bebop: help with maintaining order, annexing, fortifying, and defending the town with the incoming flying death tick threat;

b. 1 ODST Marine [x2] to just north of Boston: deal with the same impending ticks if they reach Massachusetts;

2. Help set up some simple defences along the coast for combating the fish things [Marines II][Civil Defense I][Defensive Tactics I][Amphibious Warfare II][Mechanics IV][Tools IV][Pre-War Tactics II]

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03a99b No.21796

>>21677

Just realized how much stuff I have. Spend 50 gold and 2 Apoc Eagles on Project Wendingo.

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03a99b No.21803

Dice rollRolled 54, 22, 94, 16 = 186 (4d100)

>>21706

"Now we don't know bout y'all hooligans what love to play with balls, but that sounds mighty much like TREASON `tah me. The Union ain't backing down where'n there Union's forces is concerned, and Rhinestone ain't backin' down where this city is concerned. We's gots out plot, not get."

Nobody fires on the emissary but he is not welcome within the under-construction Chapter-house compound.

—-

1. Build a fortified Paladin Chapter-house compound in St. Louis, for the glory of the Cult of the Gun and as a defensible cultural springboard. Find a defensible location and get concrete walls, barbed wire, gun ports, and fixed machine guns in place–we want to make it the kind of Alamo that would've left Santa Anna'n folks in a pool of their own imperialist-blue blood.

+7 Currency

+1 Culture

2. Rebuild Bowling Green, get things up and running there in orderly fashion ASAP.

+10 Currency

3. Send

>20 Currency to Deliverance

>2 Cows to Deliverance

4. Make progress on new Medical technologies

>Go for [Medical II]

[Saved Progress]

4/8 (Planning)

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: (36.3) (+3/turn)(-5 from present Mobilization)

Food: (Above Average)

Raw Currency: 89.4 (+27/turn)

Legitimacy: (Spooked)

Culture: (36.8)(+1.3/turn[+.5]==effective +1.8)

Industry: (14)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified] [Fixed]

[Bowling Green, Kentucky] [+.4/pop/turn] (Advantage: Very Strong – 1.5x]

>><<

Country Music Hall of Fame [Council Chambers][Damaged]

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:

>Nashville

2 Mobilized Rhinestone Platoon [16x][Inf]

>Front [Bowling Green ???]

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 Mobilized Rhinestone Platoon [16x][Inf]

1 Mobilized Rhinestone Platoon [8x][Inf]

>St. Louis

1 Mobilized Rhinestone Platoon [16x][Inf]

1 Gun Paladin Clerics [POW][x5][Zeal]

1 Chemical Combatants [x5][Chem]

>><<

Resources/Quantity: [Ammo: 8.6+.8/turn][Small Arms:21.5+.6/turn][Heavy Weapons:3][Horses:9.4+.2/turn][Pigs: 9.2+.2/turn][Cows: 10.3+.5/turn][Beef:7+.2/turn][Ruined Tanks: 2] [Rad Spiders:14.4+.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:6.9+.3/turn]

Technology: [Tools II][Cavalry Tactics III][Culture I][Religion III][Animal Husbandry I][Communications III][Cultural Events I][Commodities I][Propaganda II][Architecture I][Cybernetics II][Industrial III][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][Logistics II][Civil Defense I][Morale 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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03a99b No.21804

Dice rollRolled 42, 97 = 139 (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. Apparently everyone in Tennessee has not heard of the Nashville Sound. Well, we’re fixin’ to fix that! Start a radio station that pumps out country music, Rhinestone propaganda, Cult of the Gun sermons, advice shows, old Westerns remastered as radio plays, and even more country music. Increase culture and boost legitimacy. [Meta: Not currently interested in Legitimacy as a research; I want Rhinestone legitimacy up from [Spooked].]

2. Keep working on the Defense Network. Lots of towers. Lots of chemicals. Lots of guns. And, most importantly, lots of rhinestones. Potential invaders will surely be blinded by their glory, and our brightest minds have conclusively determined that they do, in fact, look good on everything. [Defense Network 6/15]

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03a99b No.21806

Dice rollRolled 50 (1d100)

>>21804

Sound cultural specialist reroll for action 1.

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03a99b No.21809

Dice rollRolled 4, 6, 6, 1, 9, 3, 10, 7, 7 = 53 (9d10)

Our offer was rejected. Time to fight. Forward the troops. 5 of the companies will advance from the front and use fire and maneuver to annihilate the Rhinestone hostiles the other 3 will go around and hit them from behind. Try to not allow them to escape they will surrender or die.

city status:

>>20783

70 NFC/30 Rhinestone

1 unit, player's name railgun tank [x5][AP/AT][Arm]

8 Mobilized Fan Company [x13][Inf]

Tech:

[Militias III]

[Urban Warfare II]

[Infantry Tactics I]

[NBC tactics II]

As a side note when I find the stuff they are using to build that chapter house capture it. Their contribution to the rebuilding of my city is much appreciated.

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03a99b No.21810

Dice rollRolled 51, 96 = 147 (2d100)

[Gear Knights]

Clanker Alliance Vassals

From the Clanker Alliance an offshoot of military aristocracy has formed in the creation of the Gear Knights, an order devoted to perfecting the arts of warfare in-armour. The Knights swear to protect the Alliance, and many are willing to undergo perilous missions at the behest of the Republic's leaders. Commonly preferring personalised wargear, the knighthood maintains an eclectic collection of weaponry and equipment, including many experimental creations of individual knights, as well as the more common suits seen in the alliance proper.Being an aristocracy of sorts, many Order weapons bear ornamentation, gilding and heraldry that marks it as distinct from the common military units. Internally, knights of all ranks are united only by their desire to protect the Alliance and their hunger for glory - the Order has several brotherhoods, chapters and internal factions, joined by bonds of family, favoured machines or methods of war, or simply location

Government Type: Republic

Economy Type: Capitalist

Religion: none

Population: [55.8] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [85.4] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [4+.5/turn]

Industry: [11]

Unique Buildings:

[SteelBody Industrial Center][Hohenburg Imperial Mech Arena][Superdome Embassy] [STEMM University, Basic]

>>Factory-Fort St Henry (+4 industry)

Defenses: Mech Emplacements(Large)

Military Units:

Power Armour Combined Unit, Led by Knight Commander Stark [STATS] (formed from [x2.5][Quick][Pow][Scout] + [x2][POW][CQB]

2 Companion-class Walkermech[x2][Mech]

Resources/Quantity: [Fuel:6];[Ammo:13+.3/turn][Small Arms:2][Scrap:3][Electricity 8.8+.2/turn][Sheet Metal 2.2+.2/turn][Cars 2+.2/turn][Heavy Weapons 2.2+.2/turn][Screenplays 8.4+.2/turn][Steel:4.4+.2/turn][Scrap:8+.5/turn][Electronics:3][Power Armor: 1][Plutonium 1] [Reaper Corpse 1] [Mothballed A-10:1]

Technology:

[Tools III][Infantry Warfare I][Industry II][Mechs I][Farming I][Hybrid Mechs I][3D Manufacturing II][Power I][Mechanics IV][Mech Weaponry II][Retrofitting II][Communications I][Vehicle Armor I][Mech Artillery I][Landships I][Nuclear Theory II][Recon Armor I] [ARMED System III] [Plasma Weapons I] [Pioneering II] [Empiricism I] [Energy Weapons I] [Close Air Support I] [State Research I] [Weathering 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 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. Keep working on the enrichment facility [9/30]… hopefully it will be a worthy asset when it is finally completed.

2. Begin construction of large mech frames, suitable for mounting heavy weaponry

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03a99b No.21857

Dice rollRolled 1, 9 = 10 (2d10)

[Interception]

[Interception: Effectiveness]

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03a99b No.21866

>>21789

[[META: #3 is to trade Infrastructure V to the Clankers]]

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03a99b No.21896

>>21857

Meta:(If shameless doesn't roll combat before turn update can you roll for him?)

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03a99b No.21925

Dice rollRolled 5, 5, 1 = 11 (3d10)

[Combat: Defense of St. Louis]

1 Mobilized Rhinestone Platoon [16x][Inf]

1 Gun Paladin Clerics [POW][x5][Zeal]

1 Chemical Combatants [x5][Chem]

>Circle the wagons at the compound, attempt to rally our (tentative?) supporters within the city

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03a99b No.21978

>>GM: The game will indeed continue. The GM apologizes for some minor lapses in decorum.

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03a99b No.21981

Dice rollRolled 78, 16, 10, 3, 78 = 185 (5d100)

>>21661

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: [64.2] [+4.1/turn][28 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

Atlanta[City]: Powered Hummer Factory; Fixed Power Armor Plant;

Tallahasee[City];ASAT Pad [Small]

Birmingham[City]

Defenses: Deliverance: Da Posses [Some]

All: Deep Spawn Defenses 1/2

>Marching units 0 turns til arrival

Military Units:

1Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x7]

4 Mobilized Boyz Company [x12][Inf]

Humvee Cumpannee [x18][Mot]

>Home Units

1 CM-90x [x6][Arm][Stealth][Damaged]

M-198 Artillery Cluster [x8][Bombard:6]

Resources/Quantity: [Fuel:15.7 +.5 a turn]];[Ammo:30.6 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 6][4x4s:3][Ruined Trucks: 15.9:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:10.6+1/turn; -.4 a turn for Hmmv factory][Moonshine:4.2 +.2/turn] [HMMVs:4.2+.5/turn][Heavy Arms:7.8+.2/turn] [Power Armor:2][ASAT Missile:1][Chemical Weapon Payloads:3]

Technology: [Tools II][Militias III][Mechanics II](7/8)][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][Infrastructure III][Chemical Warfare 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] [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]

>Partially Mobilized 10 turns 100% industry; Rating Average

1.Continue working on the Revival my sons! (Religion II 6/8)

+Church

+Radio tower

+Communications II

+Religion 1

2. "Paw sed we need dese tings built up fore a feesh men gets ere. Itsa rainin let urry up!" Deep spawn defenses 1/2

+15 Industry

+Construction I

+Tools II

+Mechanics II

+Industry II

+Metallurgy I

+Power I

+Infrastructure III

3. Transfer Infrastructure III to Rhinestone

4.Build a barracks

+15 Industry

+Construction I

+Tools II

+Mechanics II

+Industry II

+Metallurgy I

+Power I

+Infrastructure III

5.Research on Mechanics continues. (7/8)

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03a99b No.21982

Dice rollRolled 6, 3, 7, 1, 2, 7, 9, 2, 9 = 46 (9d10)

>>21708

1Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x7]

4 Mobilized Boyz Company [x12][Inf]

Humvee Cumpannee [x18][Mot]

[Explosives II]

[Vehicles I]

[Communications II] Coordination

[Mobile Warfare II]

[Civil Defense II] Bombard mitigate

[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.

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.

Tease the Fungal forces out of their fortress, give ground continuously and make their Artillery move to accurately shoot at us. TRy to coax the enemy forces out of their fortress and AA umbrella into cleared and untunneled territory.

Have our infantry be the main body and flank with motorized and aerial assets at speed once their out of cover.

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03a99b No.21983

File: 1452903692253.jpg (12.3 KB,347x346,347:346,Attention-Grabbing-Headlin….jpg)

WASSUP WASTELANDER'S, THIS IS VNN!

CINDER IS NOW OFFICIALLY MOVED TO

https://8ch.net/builder/res/8.html

GO HERE FOR ALL YOUR POST APOCALYPTIC UPDATES

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