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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 [Last50 Posts]

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

____________________________
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03a99b No.20594

File: 1451418916825-0.jpg (21.01 KB,600x260,30:13,wargames1.jpg)

File: 1451418916826-1.jpg (38.51 KB,736x368,2:1,0b4cde0a6c42303700aba94fc2….jpg)

Dice rollRolled 46, 6, 18, 16 = 86 (4d100)

[WOPR's Anxiety][+20]

[Oppenheimer's Anxiety][+20]

[State of Colorado City][-40]

[Weather Report][-20]

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03a99b No.20595

File: 1451420273878.jpg (135.5 KB,1280x720,16:9,maxresdefault.jpg)

Dice rollRolled 51, 78, 71, 56 = 256 (4d100)

[World Events:]

>>WOPR: WOPR remains cautiously optimistic about the current geopolitical situation within the former continental United States and the general status of would-be-enemies. As such it has invested large amounts of resources into certain projects of a long standing nature. Indeed, in the night sky, small explosions and flashes can be seen. He's clearly up to something, but it's not clear what.

>>OPPENHEIMER: Oppenheimer grows increasingly anxious about the state of the war near his administrative areas. As such he has begun fortifying his territories and newer extremely advanced drones. This robotic equipment can be seen on patrol around Michigan generally - most of it appears to be variations of WOPR standard equipment, but some of it appears to be original design.

>>Colorado City: The collapse of Colorado city is effectively compete, with the formal dissolution of the nation into petty gangs now truly indisputable. WOPR has ignored the collapse and has tended to whatever goals it seems to have. Petty prophets (some 7 in number) now claim a right to rule.

>>Weather Report - North: Snowfalls have begun this year, and the general outlook by meteorologists/people close with the spirits is that the next few months will see extreme polar vortexes and other weather-related events of unrivaled scale. WOPR has sent out a general warning to human populations generally about the issue, and Oppenheimer is attempting to prepare Detroit for another brutal winter. Given such a winter, it seems a large attack by albino death chiggers (which had been largely dormant for the last few years) is probably imminent. Further, it's generally agreed what this year will see the worst attack by the chiggers for nearly two decades, as their general population has increased by a good deal as they devour residual carbon emissions, carrion, and methane….

Weather Report - The South and California: The weather issue takes a different form the south and California. Record hurricanes and a possible migration inland by deep spawn seems likely, as the increasingly warm temperatures provide an impetus to breed. Deep spawn have been rarely seen, but they are increasingly organized and now have basic weapons and the capacity to manipulate water.

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03a99b No.20597

{New Courtier}

Franz's Rough Riders (Vassal of True Camelot)

>>You have been allocated 2 dice

>>You share the same stats as your parent nation, True Camelot

>>You have been given the following bonus:

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

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03a99b No.20598

>>20597

THATS A FUCKING 50DKP MINUS WHAT THE FUCK?!

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03a99b No.20601

>>20598

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.

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03a99b No.20605

>>20593

Previous Action: >>20459

Previous Roll: >>20533

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

http://pastebin.com/Fyjjg3Sa

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03a99b No.20606

Should I be posting an action?

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03a99b No.20607

>>20598

Psst, Franz, ping me next time we see each other on the IRC

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03a99b No.20608

>>20606

Generally once you are stated you can post an action.

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03a99b No.20609

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:

"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]

Projects:

Interstate road system: Atlanta Needed

Cybernetics II 3/10

Diplomacy 1/10

This is correct or non?

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03a99b No.20610

>>20609

Yup, if you want to just copy-pasta muh stats.

Diplomacy is 6/10 though.

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03a99b No.20611

Dice rollRolled 4, 5 = 9 (2d100)

>>20609

1. Begin Reconstruction of the Orlando Harley Facility

2. Begin creating fortifications for said facility

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03a99b No.20612

>>20611

Jesus

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03a99b No.20613

I find Cinder dice likes to roll low.

Very low.

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03a99b No.20614

>>20544

Brother Gentry looks up from his map.

"Ah so the rampant fungus has sent an envoy in order to stay it's execution. Tell me envoy. Are you your own person or just a puppet?" Gentry seems completely at ease even as several boy have guns pointing at the envoy. Most of them sweating.

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03a99b No.20616

>>20614

"The answer might surprise you."

"IT IS BOTH."

"I am Samantha. I can control this body if I wish, it was mine originally and it remains mine for as long as it is not killed. I can also control the Grand Bear that harries your troops right now. Or He can control me."

"BUT OUR BODIES NO LONGER MATTER."

"All that matters is I exist for as long as Unity exists. For I am not just Samantha, not just the body in front of you. I am also a part of Unity."

"SAMANTHA NO LONGER HATES WHAT HER BODY REPRESENTS"

"Nor do I fear what can be done to it. "

"DOES THAT ANSWER YOUR QUESTION?"

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03a99b No.20617

>>20611

Hmm, Motorcycle Castle might need a bit more concrete. . .

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03a99b No.20618

>>20616

Gentry smiles. It's a long low smile, further deforming his misshapen face. Most people would consider it disgusting or scary.

"Quite. That girl, that which was her individual spark, has been snuffed. Oh, yes you have the memories and maybe even some semblance of her personality, but her soul, her anima, what makes her her, is gone. Now most of my fellows are desperately wanting to shoot you myconoid. Why should I believe you want peace?"

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03a99b No.20619

>>20617

A lot more concrete my lord!

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03a99b No.20620

>>20619

I do decree, next turn I shall assist you the in creating Castle Harley-Davidson!

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03a99b No.20621

>>World Event – Alien Contact: Aliens have begun broadcasting a message on most standard radio frequencies. Nations around the continental United States have responded: WOPR and Oppenheimer have begun blanket jamming entire (alien) channels of radio for reasons known only to them, and other nations roil from the shocking announcement in their own way.

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03a99b No.20622

>>20621

Oh shit…

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03a99b No.20623

>>20618

"I am losing this war. When all of you joined the Enemy it became inevitable."

"WE DON'T WANT TO DIE. THE CULT WILL SEE US DEAD OR DIE TRYING."

"It is the simplest of reasons. Isn't it?"

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03a99b No.20624

>>20623

Gentry chuckles.

"Yes it is a very good reason. Now, can you tell me why my boys would be scared of little old you? It's because you represent a threat. You by your nature, eat and grow and expand and corrupt all you touch. You kill that which you infect, then take what's left and make it your own. If we let you be you will eventually come after us, it is your nature. Just as it is in nature of the boys of Deliverance to breed only ugly misshapen but tough and hardy descendants. We fear for our survival much like you do yours. Do you have an alternative other than your word, which means less than nothing, that you will not threaten us?" Gentry is calm during the entire speech. He' s sipping a bottle of moonshine. You can see the a lighter by his hand on the map board as well as the current position of several units.

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03a99b No.20625

>>20624

"YOU SAY THAT WITH SUCH SURETY. THAT WE CAN NOT CHANGE."

"I have changed greatly. "

"WE ARE VERY GOOD AT CHANGING OURSELVES."

"I would not be Unity if I could not change."

"SAMANTHA WANTED TO BE CHANGED. TO BE STERILE. ALL HER LIFE. IT WAS HER GREATEST WISH."

"I will bear no children, I will seed nothing, this body of mine will never create another being."

"IT IS WHY WE CHOSE HER TO GO AMONG YOU. EVERY SINGLE BEING FEARS OUR SPREADING CONTROL."

"So I sent none that could spread my influence."

"TO SHOW WE MEAN OUR WORDS OF PEACE."

"To show that I am not a plague to be feared and exterminated. Uncontrollable unless cut back."

"YOU ASK FOR PROOF THAT WE CAN BE PEACEFUL. "

"I am that proof. "

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03a99b No.20626

>>20625

Gentry laughs, it sounds like a moose being strangled to death with it's own intestines.

"No, you're proof of desperation and your ability to mimic the thinking beings you've killed. You're desperate, and wanting not to die. Have your ever heard of the term false white flag, "Samantha?"

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03a99b No.20628

>>20626

"WE WILL ANSWER YOUR QUESTION WITH A QUESTION OF OUR OWN."

"How do you gain trust?"

"BY ASKING TO BE BELIEVED, THEN FOLLOWING THROUGH ON A PROMISE. WE PROMISE PEACE."

"You do not believe me. "

"SO WE ARE ASKING YOU TO GIVE US A CHANCE."

"I cannot show I am trustworthy without one. There is no other way to prove that I do not lie."

"UNTIL SOMEONE TAKES THAT FIRST STEP. AND WE IN TURN CAN TAKE THE NEXT ONE."

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03a99b No.20629

Dice rollRolled 76, 54, 26, 36 = 192 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [12] [+.2/turn]

Food: [N/A]

Raw Energy: [55] [+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:9:+.7/turn][Artifacts, Medium:0][Artifacts, Small:0][Artifacts, Rare:0][Artifacts, Unique:1][Phase Disruptors:2][Kitschy Reaper Goods:4.4+.2/turn]

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

-??? (12/13)

—–

[Actions]

1. Begin construction of reaper nanites. Small nanobots able to carry out any number of tasks with the appropriate coding. Also able to be injected into individuals for superior strength and modification of the body.

2. Send a ship to MPD. As agreed, we are giving them [4 Kitschy Alien Commodities] so as to give them access to our other trading options.

3. Further research of failsafes. Now that tech is being released to the human masses, we need to ensure it's not being modified.

[Research:] Research better cloaking. We need to move undetected to locations. This should work well with our Phase Disruptors, which ensure we aren't seen.

[META][You said I'm over unit limit, but I thought it was 6. Am I not at the limit?]

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03a99b No.20630

>>20628

"Pretty little words, but that's all they are. Trust is not easily won, and unless you can demonstrate a way our interests align, our business here is concluded."

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03a99b No.20632

>>20630

"You will not give me the benefit of the doubt then."

"YOU WOULD THINK THAT THE MUTANT WOULD BE THE ONE TO JUDGE ON WORD AND DEED."

"Instead of appearance and nature. That is very human of you."

"GOOD DAY, UGLY ONES."

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03a99b No.20746

Dice rollRolled 74 (1d100)

[St. Louis Incident]

[1-25 Clashes, Severe]

[26-50 Clashes, Minor]

[51-75, Cold, Standoff]

[76+, Standoff, Amicable]

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03a99b No.20751

[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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03a99b No.20759

File: 1451704878430.jpg (187.36 KB,1150x500,23:10,1150x500_7223_Chicago_on_f….jpg)

[Combat Report: 2nd Battle of Chicago]

>>Snowfalls have started…

[Result: Inconclusive skirmishing.]

[Bombard: Cult + Allies]

The bombardment by the coalition forces is signifigant, but the colder weather prevents a conflagration from forming a proper firestorm. It is still costly, however, despite the resistance infected units have generally developed to hazardous environmental conditions.

[Bombard: Infected]

The bombardment by the infected manages to mildly disrupt the opposition forces, but does no real damage. It generally prevents encirclement, however.

[Camelot]

3x5; 1x14 = 29

1 M1A16 [5x][Arm]

1 Mechanized Camelot Company [x14][Mech]

[Cult]

8x5, 3x15, 3x1, 2x4, 5x6, 3x6, 9x6, 2x6, 9x6, 2x6, 6x5, 5x6, 1x4 = 354 [Stims: 1.2][Tactics: 1.2]

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]

[Infected]

6,x5 4x5, 5x10, 10x12[!], 3x9, 8x9, 10x9, 10x9, 10x9, 8x9, 4x9, 10x9, 3x9, 8x9, 5x9, 3x9, 10x9, 3x9, 3x9, 6x9, 2x9, 3x4x2 = 1011

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]

2 [Calcified Kodiak][x3][Arm]

[Deliverance]

1x2, 11x5, 2x5, 9x10, 10x12, 5x12, 5x12 = 487 [Green: .8]

1 Bomma Boyz Platoon [x2][Sap]

2 Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x10]

3 Mobilized Boyz Company [x12][Inf]

[NFC] 7x6, 8x10, 5x13, 6x13, 6x13, 5x13, 5x15, 1x15, 6x5, 7x10 = 598

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]

Totals:

Infected: 1011 [Coordination: 1.2][Artillery Shock .8] = 970.56

Cult/True/Harbinger/Deliverance: 386 [Deliv] 509 [Cult] 26 [True] 598 [NFC] [Coordination+Fortifications: 1.2] = 1837.2

[Combat Report]

The infected forces find themselves on the defensive as the raw weight of the opposition numbers turns against them. Against a single foe or a duo of such enemies, the infected might have had the advantage or parity, but the raw weight of the enemy makes any reasonable appliction of the total force strength problematic. As such the infected opt for a relatively conservative strategy, and this seems to pay off – little ground is taken, but the infected aren't able to advance very much in exchange for the losses they inflict on the sporadic probing attacks by the enemy. Overall both sides seem reticent to make a full attack or commit their units proper, and the city soon quiets down to a series of flashpoints where little progress is made for either side. Both sides seem to be mulling over their options, but the constant usage of supplies seems to play into the hands of the infected in the long run. Contra this, the raw amount of equipment deployed – tanks and helicopters – is profoundly useful to the Cult and its allies.

[Resource Expenditures]

Infected: Ammo 2, fuel 4

Cult: Ammo 5, fuel 3, lose 3 pop

[Results]

[Infected:]

4 Mobilized Infected Formations [x9][Inf]

[NFC:]

Disband: 1 Mobilized Fan Company [x13][Inf]

[Deliverance:]

Disband: 1 Bomma Boyz Platoon [x2][Sap]

Revise: 1 Combined Aerial Brigade [Helo][x10] to [x7]

[Cult:]

Disband: 2 Mobilised Cult Company [x6][Inf], 1 [Snow Inquisitors] [x1][Pol], 1 Zealot Militia [x4][Inf][Zeal]

[True Camelot]

Disband: 1 Mechanized Camelot Company [x14][Mech]

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03a99b No.20760

[Commune]

>>You are encountering massive fuel shortages. Attacking with mechanized units will invoke a massive penalty.

>>You are mobilized! [6 turns]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 4 Mobilized Commune Platoons [x9][Inf]

>>Lose 6 pop

1: You start fortifying Brookings. (Fortifications/Repairs 4/10)

2: You expanded a little bit. (Expansion: 6/10)

3: Work continues on Metal Gear! (?) [Metal Gear]

4. The units move, but the mechanized units will take an additional turn… (Advantage: Very good – 1.4x)

[Infected]

>>You are mobilized!

>>Set mobilization status: 8 turns. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 8 pop

1. The amalgm just isn't done yet despite the resources amassed. (Amalgm: 1/5) (-5 Explosives; -4 Anti-Tank; -4 Heavy Weapons; -2 bears, -2 APCs)

2. The work in Bio-fuels completes despite some catastrophic disasters. (Add technology: [Bio-Fuels I])(Add resource: [Biofuel:4+.4/turn]

3. The ice devil claws are…considerably difficult to imitate. (Armor-Piercing Claws: 6/10)

4. Attempt to reinforce your held portions of Chicago, but it doesn't go very well….construction is halted by sporadic fighting.

5. You manage to increase your overall infection ability. While still spreading by aerial contact, you now also are transmittable by blood. [Infection I]

[Felinid]

1. You have developed increasingly effective methods of mobilization. (Set Mobilization to II)

2. [You took an action] (-2 culture)

3. You recruited some crack commandos! These girls are hard as nails while also maintaining a certain feminine sexuality that is agreeable to propaganda. (Add 1 unit, player's name commandos [x5][Sappers][Black Ops][Resilient][Fearless])

4. You build some basic cattle farms. They're..pretty basic, but they get the job done. (Add player's name choice unique building, cattle farm) (add resource: Cattle: [4+.3/turn])(set food to: Good)

[Rhinestone]

>>You are mobilized! [3 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Rhinestone Platoon [16x][Inf]

>>lose 3 pop

1. You continue clearing St. Louis. (St Louis: 11/20) (-27 currency)

2. [GM: You can't alter mobilized units. Chemical weapons deployment is done automatically.] While the attempts to equip the mobilized units are clear enough, specialists need to be brough in and trained. (Add 1 unit, player's name choice chemical infantry [x5][Chem])

3. None of the units are able to move thanks to tornado warnings in the area. After a few hours, tornados strike and damage some buildings. (Revise: Country Music Hall of Fame [Council Chambers] to [Damaged]) and Legitimacy: to [Spooked])

4. There's no progress on the assembly lines. Most of the research team gets embroiled in a series of duels with airsoft guns.

[Franz]

1. You aren't able to find the facility for some reason. It's supposed to be on the map, but isn't!

2. Needless to say, construction on the facility doesn't make any real headway.

[Reapers]

>>Scavenger robots have recovered 2 small artifacts.

1. You start working on some basic nanites. There's some odd interactions with the Terran atmosphere, so the existing nanites need to be reworked. (Nanites: 9/10)

2. You sent commodities to the MPD. [-4 commodities]

3. You start working on a third layer of defense of the failsafes. (Failsafes III: 3/12)

4. You start working on better cloaking technology based on general field knowledge. Some of the engineers think it might be better to just buy the tech from the fleet, but there's some disagreement… (Cloaking III: 3/12)

[GM: You are over the limit.]

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03a99b No.20761

[Vanguard]

1-2. You manage to produce a single UFO. It's not equipped with very good stealth tech, though… (Add 1 unit: 1 Sickle (UFO). [x5][Quick][Arm])

3. You manage to train up some very basic infantry, but they're…sort of mediocre.. (add 1 player named unit [x3][POW])

4. You manage to find a medium-sized artifact. Add: [Artifacts, Medium:1]

[Cult]

>>You are mobilized! [7 turns]

>>You are partially mobilized.

1. You manage to raise a good deal of militia! They are really very brave. (Add 1 player named infantry unit [x6][Inf][Zeal])

2. You halt mobilization.

3. You moved additional units to Chicago. (Disadvantage: Reasonable [.8x])

4. The research on the anti-fungal tactics seems to stall thanks to some additional mutations by the infected. No progress.

[Clankers]

>>You got: [Energy Weapons I] from

TARME

>>You got a [Mothballed A-10:1] from Bellemos!

1) Needless to say, it doesn't go very well. In what is generally agreed to be a bad move, you pry the suit off of it, which kills it. [Add resource: [Reaper Corpse:1])

2) You start working on a university for applied military…considerations. (STEMMU: 3/10)

3) The expansion halts due to a series of really very unpleasant tornados.

4. While certainly reasonable, the next level of ARMED stalls due to the constant weather warnings.

[Bellemos]

1. The defense network expands slightly but isn't done yet. (Defense Network 11/20) +10

2. You sent the A10 over.

3. You established a trade route with the Clankers. (Add trade route: Clankers: [Medium; +2 currency/turn; +2 industry]

4. You start working on better tools. (Tools: 5/8)

[Deliverance]

>>You are partially mobilized

1. The boys manage to find a ruined cache of artillery pieces, but not much else. (Add resource: [Wrecked Artillery:3])

2. You sent: Mobile Warfare II and Industry II to True Camelot.

3. While progress appears to be consistent, a lightning strike causes portions of the coal plant superstructure to burn to uselessness. (Coal Plant: 4/6)

4. Several of the boys are too distracted by the coal plant situation to do any work proper.

[Gear Knights]

1. The facility makes some minor progress. (9/30)

2. While everyone is certainly inspired, progress is less than forthcoming. (Aeronautics I: 1/15)

[Vector]

1) The nexus expands a little bit, but progress is mediocre. [Factory Nexus (4/15)]

2) The first layer of hazard resistance is effectively completed. It will help with violent and sudden attacks. (add technology: [Hazard Resistance I])

[NFC]

>>The nation is growing increasingly difficult to administrate. At population 100, you will require bureaucracy 3 to function effectively.

1.At the last minute your forces find themselves engaged in a standoff with Rhinestone Cowboy Forces and can't really take the city. Something needs to be done. (St. Louis/???)

2. You moved your units. (Advantage: Average)

3. You expanded a little bit. (Expansion: 4/8)

4. You finished a network of bureaucratic offices. They're pretty good and make expanding the bureaucracy easier…. (Add player's name choice bureaucratic network)

5.Progress is slow, but progress is progress! (Mechanics: 4/12)

[Sound]

1. Much to your surprise, the songs translate into a series of amazing ballads about..uh…logistics. Everyone is really very surprised that the songs manage to increase the overally efficiency of the troops at the front. (Add technology: Logistics [II]) (+4 industry)

2. At the last minute your forces find themselves engaged in a standoff with NFC Forces and can't really take the city. Something needs to be done. (St. Louis/???)

[Growers]

1. You managed to get the basics of war animal training completed. (Add technology: [War Animals I])

2. You start workoing on a more formal breeding program. (Breeding Kennels: 4/6) (-5 scrap, 1 electronics, 1 concrete)

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03a99b No.20762

[TARME]

1. You sent: [Energy Weapons I] to Clankers

2. The radar installation still has a variety of issues that need to be hashed out. No progress. [Radar 4/11]

3. The recyling effort turns into a failure after a good portion of the machinery suffers from an electrical issue. After some investigation, it's found that a group of molder-rats have been nesting inside the recycling facility. The drones start clearing them out, but it's sort of slow…

4.TARME and the drones are baffled by the NASA equipment, but they start working on it.

[MPD]

>>You gained the following from the indoctrination network: [Resoc'ed Gangs:2]

>>you gained [Alien Commodities:4]

1) You start fixing up Boise, Idaho. (Boise Reconstruction: 7/10)

2) You expanded! The indoctrination network is really killing it. (add 4 hex, +.4/pop/cur/turn)

3) There's a major slipup in the papwork. Several suspicious perps are arrested. (lose 1 pop)

4. R&D is working on very interesting electrical weapons. (Electrical Weapons IV: 3/12)

[True Camelot]

>>You gained: Mobile Warfare II and Industry II from Deliverance.

[Tribes]

1-3: You captured Dallas! (Add city: Dallas [Wrecked])

4. You finished some basic cryptographic methods! (Add technology: [Cryptography I])

[Tsardom] 98, 37, 17, 98

You reorganized some units!

You merged: 2 Squads of Death [x3][Inf][Shock]

Into 1 White Army Death Platoon [x8][Inf][Shock]

You merged: 2 White Army Fireteams [x4][CQB][Brave]

Into 1 White Urban Fireteam [x6][Inf][CQB][Shock]

You merged: 2 Sputnik-Class Visual Probe Systems [1x][Air]

Into 1 Sputnik-Class Probe Unit [x2][Air]

3: You constructed a tank! It is of slow. (Add 1 Tsar Tank [x4][Arm][Slow])(Lose 4 scrap)(Tank Production Line: 4/8)

4. The drone vehicle research is of complete! It can control of small vehicles. (Add technology: [Drone Vehicles I])

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03a99b No.20763

File: 1451706145863-0.jpg (147.03 KB,1024x768,4:3,snow_in_black_and_white_7_….jpg)

File: 1451706145873-1.jpg (36.05 KB,320x239,320:239,Journal_08_Deep_One_Attack.jpg)

>>World Event - Northern Weather [The Albino Death Chiggers]: OPPENHEIMER has a general defensive warning for the nothern territories for the coming winter. The general assessment is grim: albino death chiggers in record numbers have been slowly moving south consuming most organic material they are able to find. This, compounded with the worsening snowfall, will make this year possibly the worst chigger attack in nearly two decades. Oppenheimer estimates: [2 turns] and suggests the deployment of plasma-based weapons and electrical defenses. Polar cells will inundate most northern nations sooner. [1 Turn]

>>World Event – Tropical Weather [The Deep Spawn]: WOPR has issued a general warning about the general status of the deep ones for the coming season. Projected attacks will occur along the eastern seaboard to Virginia to Texas. WOPR has already begun to station nuclear arms to defend critical interior halt lines in case the invasion overpowers local nations and their defensive capacities. The rumored size of the threat this year is off all known recorded attacks, and WOPR is attempting to maneuver sattelites to observe movements from orbit; the current issue with the kessler sydrome will make warnings spotty at best. WOPR estimates [3 turns] until landfall, but this estimate is left to some dispute. Hurricane-class weather has already begun to form off the coast. [Landfall: 2 turns]

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03a99b No.20765

[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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03a99b No.20766

[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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03a99b No.20770

All of my resources, units and tech are to be handed over to True Camelot.

I ain't playin' in this bullshit no more.

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03a99b No.20771

Dice rollRolled 16, 51, 90, 52 = 209 (4d100)

>>20761

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: [56] [+3.7/turn][28 Mobilized]

Food: [Stable]

Raw Currency: [152.4][+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);(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:

2 Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x7]

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:14.7 +.5 a turn]];[Ammo:28.2 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 5.2][4x4s:3][Ruined Trucks: 15.1:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:7.8+.6/turn; -.4 a turn for Hmmv factory][Moonshine:5.8 +.2/turn] [HMMVs:3.2+.5/turn][Heavy Arms:7.4+.2/turn] [Power Armor:2][ASAT Missile:1][Chemical Weapon Payloads:3][Wrecked Artillery: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][Infrastructure III]

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 9 turns 100% industry; Rating Average

1. Finish the coal plant! (4/6)

+15 Industry

+Construction I

+Tools II

+Mechanics I

+Industry II

+Metallurgy I

+Power I

+Infrastructure III

2.Repair the damaged tanks and ruined artillery.

+Tools II

+Mechanics I

+Industry II

+Metallurgy I

+Motorpool I

+15 Industry

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

+[Ruined Raytheon Plasma Tank:1]

+[Wrecked Artillery:3]

+5 Scrap

+3 Electricity

+5 Fuel

+3 Heavy arms

+ 5 ammo

+50 currency

3. Rebuild Birmingham. (4/10)

+15 Industry

+Construction I

+Tools II

+Mechanics I

+Industry II

+Metallurgy I

+Power I

+Infrastructure III

4. Finish mechanic research (8/10)

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03a99b No.20772

Dice rollRolled 65, 55 = 120 (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:

"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]

Projects:

Interstate road system: Atlanta Needed

Cybernetics II 3/10

Diplomacy 1/10

1-2 "Lost again eh? Might as well keep looking"

Keep looking for the Motorcycle facility.

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03a99b No.20773

Dice rollRolled 100, 8, 6, 99 = 213 (4d100)

>>20761

1. Continue work on that network! We need it up soon. (Defense Network 11/20)

2. That electric fence idea WOPR has isn't a bad one. Start setting that up too.

3. Start working on….well lets call them MurdeRVs using the RVs we have in storage. (Mechanical Gift +10)

Research: Alright, it's something, and it's a start. Continue researching more advanced tools. I have a feeling we'll need them. (Tools III 5/8)

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: [95.4] [+4.4/turn]

Food: [Good]

Raw Currency: [163.8] [+16.2/turn]

Legitimacy: [Average]

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

Industry: [10]

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][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:0]

[Fuel:23.7][+1/turn]

[Volkswagons:0]

[Electricity:9.1][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:3][+.0/turn]

[LAV:2]

[Scrap:18.8][+1.5/turn]

[Water:28][+1/turn]

[RVs:10.7][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

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

[Wrecked Vehicles: 4.8] [+.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]

Clankers [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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03a99b No.20774

Dice rollRolled 93, 58, 45, 24 = 220 (4d100)

>Don't forget to vote, fellow Union members

Rhinestone Pioneer: "Sir, the St. Louis plan is taking longer than expected. We need more guns."

?? ?. ??????: "Ten-four good buddy. Bringing more guns."

1. Pacify St. Louis, preparing for the arrival of reinforcements to help the pioneer's deal with any deadlier threats.

(St Louis: 11/20)

>2 Culture trying to win over the locals to my cause and make seizing control easier

2. Troop Movement:

>10 Currency & Logistics II, hoping things turn out better this time;

bound for the front, under Commander Starr (ensemble, no vanguard this time)

>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]

>1 Mobilized Rhinestone Platoon [8x][Inf]

>1st Rad Spider Riders [x2.5][Cav][Quick]

>1 St. Tesla's Gun Paladins [x5][Cav][Las][Quick]

bound for St. Louis, under Al C. Biades

>1 Chemical Combatants [x5][Chem]

>1 Mobilized Rhinestone Platoon [16x][Inf]

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

3. Emergency repairs! We can't go lookin' all akimbo with a war on–it's no way to run a government.

Repair Country Music Hall of Fame [Council Chambers][Damaged], utilizing [Industrial II],[Heavy Construction I], and [Architecture I] to try making it even more resplendent than before, in the hopes of restoring morale.

>17 Currency

4. Really do our darndest to see this thing through to the end though Smith AND Wesson know it's takin' long enough.

(Assembly lines: 5/8)

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: (40.2) (+2.6/turn)

Food: (Above Average)

Raw Currency: 77.4 (+27/turn)

Legitimacy: (Spooked)

Culture: (38.2)(+1.3/turn[+.5]==effective +1.8)

Industry: (12)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified] [Fixed]

>><<

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:

>[Moving to] Front

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]

>[Moving to] St. Louis

1 Mobilized Rhinestone Platoon [16x][Inf]

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

1 Chemical Combatants [x5][Chem]

>><<

Resources/Quantity: [Ammo: 7+.8/turn][Small Arms:20.3+.6/turn][Heavy Weapons:3][Horses:9+.2/turn][Pigs: 8.8+.2/turn][Cows: 11.3+.5/turn][Beef:6.6+.2/turn][Ruined Tanks: 2] [Rad Spiders:13.6+.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+.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][Logistics II]

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.20775

>>20773

Spend 20 currency to buy enough supplies for roll 2

Spend 20 currency on Roll 3 as well.

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03a99b No.20776

File: 1451710488141-0.jpg (38.52 KB,600x865,120:173,scar1.jpg)

File: 1451710488161-1.jpg (420.41 KB,775x1024,775:1024,scar2.jpg)

Dice rollRolled 97, 60, 4, 99 = 260 (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: [51.4] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [68.8] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [3+.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:12.7+.3/turn][Small Arms:2][Scrap:3][Electricity 8.6+.2/turn][Sheet Metal 2+.2/turn][Cars 1.8+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 8.2+.2/turn][Steel:4.2+.2/turn][Scrap:7.5+.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 |][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] [Energy Weapons 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) Send the .pdf's on [Retrofitting II] to the TARME system

2) The Clanker University continues construction, complete with a view of the pristine woods lakes that serve as a park for the students. (STEMMU 3/10)

3) With warnings of more hurricanes expected, and some kind of monstrous fish people, the Clankers begin reinforcing their buildings against the biting winds of the hurricanes. Luckily, brutalist style buildings are very resistant to the forces of nature. They require only a few upgrades, which should help also against the fish monsters, though they are of lesser concern. After all, there's hundreds of miles between Clanker territory and the ocean. Even so, civilians are encouraged to carry firearms in the event of an attack.

Research

4) ARMED 3.0 is underway, the research station built to withstand the effects of the weapon easily able to withstand hurricanes.

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03a99b No.20778

>>World Event – Standoff!: In the ruins of St. Loius, NFC and Rhinestone cowbows square off over the remains of the city. While both sides claim portions of the former metropolis, there is an unease after both have claimed it for themselves. Thankfully fighting hasn't started, but negotiations are surely needed to fix the problem…

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03a99b No.20779

>>20763

The Scythes begin attempting to open a direct channel to WOPR, attempting to circumvent the jam imposed by WOPR or at the very least grab it's attention. They do not begin broadcasting a message until they confirm that WOPR is listening.

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03a99b No.20780

>>20778

>

Well cowpokes. I believe this is our land. We have majority of this city claimed anyways.

Meta:(my progress was 19/20 last turn yours was 7/20 I take this to mean I hold the majority)

However in the interest of keeping the peace between our nations I will offer you compensation for your time in the form of 5 fuel and 5 ammo

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03a99b No.20781

Late at night, Melissa Brown and some trusted advisers make the crop circles the Reapers said to make, to get their attention.

They hope to discuss possible trade deals.

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03a99b No.20782

Dice rollRolled 38, 29 = 67 (2d100)

>>20761

1) Continue construction of Factory Nexus

[Factory Nexus (4/15)]

2) Begin improving Fungal Towers to be more corrosive and effective against air targets.

http://pastebin.com/Fyjjg3Sa

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03a99b No.20783

>>20780

>>GM: There was some confusion about Witchita/St. Louis. Assume a 70 NFC/30 Rhinestone Split

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03a99b No.20784

Dice rollRolled 7, 30, 45, 17 = 99 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [68.2] [+3.8/turn]

“Food”: [Steel: 7.0] [-0.0/turn]

Status: Partially Mobilized [No Units] [Efficiency: 100%] [Rating: Good] [Turns: 7]

Raw Currency: [45.4] [+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: 11.0] [+.2/turn]

[Ammo: 6.8] [+.5/turn]

[Scrap: 42.8] [+.8/turn]

[Copper: 4.8] [+.2/turn]

[Sheet Metal: 3.6] [+.2/turn]

[Electricity: 13.0] [+.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 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.

TARME gathers a small number of willing volunteers from Chochtaw and establishes a diplomatic embassy with [True Camelot]. Staffed by select TARME drones and the human assistants, this embassy shall hopefully herald greater cooperation between the two UNION ALLIANCE members.

2.

TARME begins fortifying the remains of Johnson airforce base and the [Satellite Uplink, Houston]. The facility must be hardened against both Hurricanes and potential attack…

+[Scrap: 20]

+[Energy Weapons I]

+[Railguns I]

+10 Currency

+ 9 Mobilized Drone Swarms [x3] (extra labor!)

3.

TARME continues work on the Radar…

Radar 4/11

+20 currency

4.

TARME turns frustrated attentions toward improving its own ability to produce additional AI Cores for itself.

[Not sure if better tools required first, research that if so]

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03a99b No.20785

>>20779

[WOPR] WOPR states that he's still calibrating the satellite orbits. He has no real understanding of the "CURRENT OPPOSITION STRENGTH." Thermal imaging is "NOT GOOD" but "VAGUE." He reiterates that the removal of nuclear weapons in Mexico was largely due to spawning season the previous year. WOPR states that such creatures attack with hydrological manipulation and amphibious weapons when they come ashore. The weapons are increasingly sophisticated and have unknown properties.

WOPR then promptly goes silent.

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03a99b No.20788

>>20780

Our diplomat was met with immediate hostility and threats to "step in line" They have effectively declared war.

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03a99b No.20789

>>20780

Al C. Biades rejects the preposterous suggestion that an entity with a seat of power easily over a thousand miles away holds sovereignty.

He is, however, willing to compensate their government with 5 Small Arms. The matter of sovereignty is clear by proximity, however, and his men have clear orders to secure the city.

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03a99b No.20791

>>20788

>>20780

My last progress was, additionally, 12/20

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03a99b No.20792

>>20791

* (St Louis: 11/20)

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03a99b No.20794

Furthermore this number discounts the fact that my Courtier's expansion into St. Louis last turn was rendered ??? by the standoff.

One can assume we would have gained even more standing within the city.

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03a99b No.20799

Dice rollRolled 30, 3, 4, 95, 15 = 147 (5d100)

FREE: Move several pieces of ruined junk, to just outside the nation borders to the west of the Command Node. (St. Paul)

[Ruined Tanks:3] [+0.0/turn]

[Ruined Power Armor:3] [+0.0/turn]

[Ruined Aircraft:5] [+0.0/turn]

George Walker sits on top of one of the tanks, waiting.

When the NFC officials arrives he smiles a serene smile. "Things have changed. Partners for now?" He holds out his hand.

1. You continue the growth of the Tank Buster Amalgamate. (??/??)

2. Seek out supplies from Fungal Fortress, much of the old city the fungal towers grow upon is still unscavenged. Look especially for ammonition.

3. Move reinforcements to Chicago.

4. A great number have died, or lie dying in city of Chicago. Their vehicles lie ruined. Their weapons spent. Their purpose gone. Seek them out, infect those bodies and their equipment. Raise them again to a new purpose. Join them to their vehicles and their weapons. Make them Unity.

5. RESEARCH. Finish Armor-Piercing Claws: [6/10]

http://pastebin.com/Fyjjg3Sa

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03a99b No.20801

>>20799

Tank Buster should be at 1/5, not ??/??

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03a99b No.20802

Dice rollRolled 23, 5, 83, 15 = 126 (4d100)

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

>Population: [96.3] [+4.1/turn] [Mob 3]

>Food: [Good]

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

>Legitimacy: [Maximum]

>Culture: [2]+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 Tumblrina Mechanized Company [Shattered] 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" [Shattered]

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

>Resources/Quantity: [“Captive” Males:3][Wood:5+.2/turn][Scrap:9.6+.1/turn][Chads:6][Small Arms:6.6+.2/turn]; [Concrete:3.2+.2/turn][Explosives: 4.8+.4/turn][Ruined HMMV:2][Fuel:15+.5/turn] [Ammo:16.4/.6][Graboids:4] [Water:5.6+.2/turn][Body Armor:2.4+.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 II]

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

SF 5/20

Mob Turns 4 100%

1. Under orders from the Commissioner-General supply and logistics personnel make the alien's requested sign in the wheat fields of southern California. It doesn't take long for the aliens, who had been closely monitoring the Matriarchy, to respond to their summons request and the groups hashed out a strong deal.

- Trade Cloning I, Genetics III to the Aliens. -5 currency

2. Meanwhile diplomats in the Desert Tribes have come to a different trade agreement.

- Trade Genetics III to the Desert Tribes -5 currency

3. Operation Breakout begins. -20 Currency, -2 culture

4. The F-22 in Felinid hands is poured over by scientists and engineers as they seek to unlock the secrets of [Aeronautics]

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03a99b No.20805

Dice rollRolled 8, 8, 6, 2, 10, 1, 9 = 44 (7d10)

Tyranna Matriarch Sorryn Emilia fem Femenia stood motionless in her immaculate white Tyranna uniform, gazing out over the expanse of desert toward Bellomos. The mobile forces of the War Boys were closing in fast, in their typical raider fashion, and kicking up a hell of a dust storm no less. She'd give it an hour or so before the host arrived in force, but they'd known about their arrival for some time, and had prepared plenty of defenses for them as they began to approach. Under her command was three-thousand expertly trained and well equipped Felinid soldiers who had built their defenses and prepared their positions well for the coming battle.

The drawn up battle plans are fairly simple. The city defenses had been laid out in a method to draw the Bellomos into the city center through a maze of road-blocks and magnetic mine fields. These areas are thickly garrisoned with felinid infantry wielding hated small arms, explosive spears, and a truly staggering amount of the newest XPG launchers. As the enemy forces are drawn into the city by sporadic weapons fire and light resistance the trap will be sprung, where units hidden in the city's buildings emerge to carry out ambush and hit and run attacks against Bellomos vehicle formations before the 3rd Infantry Battalion engages in hand to hand combat, trusting in the superiority of their armor and equipment to prevail over the Bellomos forces. Mobilized companies are held as a tactical reserve in several dozen locations scattered throughout the city in areas that are planned to be "hot-spots". The attack helicopter stays at high altitude, safely out of the effective range of Bellomos small arms fire, and targets the enemy's infantry formations specifically with it's rockets and chaingun.

1-2. Defensive artillery bombardments - Targeting War Rigs as they're the largest target.

3. 1 AH-1Z Viper [x4][Arm][Helo]

4. 3rd Infantry Battalion [x5][AT][Inf]

5. 8th Support Company [x4][AT][Inf]

6-7. 2 Mobilized Felinid Infantry Company [x14]

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03a99b No.20806

Dice rollRolled 6, 6 = 12 (2d10)

>>20805

Bombard defenses, focusing on serpentine

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03a99b No.20807

Dice rollRolled 8, 8, 8, 5, 9, 7, 4, 6, 5, 9, 2, 1, 8, 9, 2, 8, 1, 8, 4 = 112 (19d10)

The first sign that something is wrong is that the Cult generals withdraw to their rooms with copious amounts of cocaine to pray for guidance.

The next is NFC troopers dropping off ammunition and fuel into Unity held portions of the city.

[META] : NFC has agreed to cover fuel and ammo costs for the shared battles.

The Infected brave the enemy lines, taking aggressive approach, they bait the Cult fortifications into firing upon the mobilized warforms then bring in the bears to smash through enemy lines. and open up holes in their defensive positions. Allowing the infantry and the slower amalgams to get into combat range and then tear them to shreds.

NFC then joins the battle to the relief of the defenders.

Relief turns to shock and horror as the infected horde subsequently not only doesn't attack the seeming reinforcements, but is joined by them.

Surprise should be total.

Note: If True Camelot and the Mutants choose to quit the battle and instead evacuate civilians Unity will allow it to concentrate solely on overwhelming the Cult forces and pushing past Chicago and into Cult lands.

2 [Calcified Kodiak][x3][Arm]

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]

13 Mobilized Infected Formations [x9][Inf]

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03a99b No.20808

Dice rollRolled 4 (1d10)

Bombarding Cult fortifcations to nullify their advantage.

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

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03a99b No.20814

Dice rollRolled 9, 2, 4, 10, 8, 4, 3, 8, 5, 8 = 61 (10d10)

>>20807

The cult has effectively ended their resistance to the infected freeing us from having to fight them as well.

In the south the rhinestone people have decided to threaten us with war. As they are the head of the union I take this to mean the union treats its allies in such a manner. That kind of ally is not necessary for the NFC. They wanted war they will have war. Thankfully we are not alone. Unity has been nothing but diplomatic to us. and has fought us only after we started attacking them. Furthermore despite being able to they never spore bombarded our lands. I take this as a sign of understanding and as head coach of the NFC announce friendship and at least a temporary alliance with them.

Attack the city. Kill the union forces. Their bullying and threats are not acceptable.

Save as much of the cult populace as possible and escort them back to our lands.

meta:(will be using an action for this as well)

I will leave strategy up to the group leaders they are in the shit and will know what is best to do. Trust a sergeants intuition.

Dice:

NFC Offensive Line [6x];

1st Fan Company [x7]

The Chief's APCs [x10][Mech]

4 Mobilized Fan Company [x13][Inf]

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

1 Texan Tanks Platoon [x10][Arm]

Bombard roll

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03a99b No.20815

>>20814

>>in a meta irc conversation, nothing in the thread or IC

But alright.

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03a99b No.20818

>>GM: In the future, I will be asking for players to track their moves in addition to my own tracking. Thank you.

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03a99b No.20819

Dice rollRolled 19, 27, 92, 32, 63 = 233 (5d100)

http://pastebin.com/30A6YY0R

1. 2.MOVEMENT

Base the

2 Mobilized Fan Company [x13][Inf] and the 1 Redskins railgun tank [x5][AP/AT][Arm] at des moines, Iowa and move them south to st louis. The reinforcements originally meant for chicago will be joining you shortly

6 Mobilized Fan Company [x13][Inf]

After the battle for chicago is over Move our main army south to st louis

NFC Offensive Line [6x];

1st Fan Company 1st Fan Company [x7]

The Chief's APCs [x10][Mech]

4 Mobilized Fan Company [x13][Inf]

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

1 Texan Tanks Platoon [x10][Arm]

(or whatever is left after chicago)

3.Claim the stuff left for us by the infected

[Ruined Tanks:3] [+0.0/turn]

[Ruined Power Armor:3] [+0.0/turn]

[Ruined Aircraft:5] [+0.0/turn]

4. Save as much of the cult populace and stuff as we can from chicago. Those who don't wish to join unity can join us.Their government abandoned them. But we will not.

5 Work on bureacracy III

Bureaucratic Offices network (They're pretty good and make expanding the bureaucracy easier….)

[Education I]

[Empiricism II]

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03a99b No.20820

>>20818

Added to sheet

Military Positions:

General Unity Lands : Nothing

Chicago : Main Army, Currently fighting.

Moving to Chicago : 8 Mobilized Re-reinforcements, 1 discrete turn

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03a99b No.20821

>>20819

We are indeed apparently going to war on the basis of a meta irc chat. Very well then. While I lack the privilege of making my unit movement with this foreknowledge, my only recourse is communications.

[[RHINESTONE >> UNION]]

Reports from the front are bleak. Radio chatter suggests the same faction of humans opposing Rhinestone sovereignty in St. Louis have turned against fellow defenders at Chicago in favour of the IFM.

el Presidente Henry O.C. Grant's secretary of war goes ahead and drafts letters to all the relevant commanders. TARME, the Clankers, and Camelot are written first using the standard DEFENSIVE WAR IMMINENT letter format.

Thinking on his feet and remembering that their own men are embroiled in the conflict alongside Union forces, he also drafts one to "Whom it may Concern" inside Deliverance's camp. He was unaware of their power structure but knew they were fierce combatants by all accounts, and had also just been betrayed in the fight against the IFM.

The letter asks that Deliverance aid the defense of Rhinestone sovereignty in return for both continued mutual defense against the IFM and NFC, as well as "negotiable compensation."

He creates two versions of each letter, one to be sent in the event of Chicago's fall and one to be sent in the event of victory at the front in the ongoing battle. Then, sat by the nearest radio he waits, pensively tapping his pen on the desk and grinding his lips slowly.

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03a99b No.20822

[[RHINESTONE >> HARBINGER]]

"This is Nashville hailing Harbinger do you read? We have imminent threat on territorial integrity. We need air support, over. The biggest guns you've got." Dick and Tara pensively wait on either side of the radio operator awaiting a response.

[[RHINESTONE >> TARME]]

"TARME, Union sovereignty has been challenged by foreign human entity now seemingly allied with IFM. Please respond with the status of available drones, over–we're going to need a hand up here. Major threat to human lives detected."

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03a99b No.20823

>>Q

Who will reach Chicago in time for the fight? I assume not anyone leaving this turn, but the Clankers? More Deliverance?

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03a99b No.20824

The lands of the Cult of Cocaine are nothing short of a bedlam. People are panicking, the Commandant is dead. The government has shattered with his passing and the infected bay at the walls of Chicago.

They gather in small groups and huddle together for warmth, for safety, and in fear of the future.

Among them the two walk, compared to the citizens they are calm, serene. They pause here and there and talk to people single or in small groups and when they depart the ones left behind are shaken, and scared.

Their words are always the same.

"I am Jacob Wilder"

"I am Samantha"

"WE ARE UNITY. WE ARE THE INFECTED."

"Do not fear me. I can spread no disease. No plague comes with me. All I have are words."

"WE COME WITH AN OFFER."

"The NFC, and most likely the True Camelot will offer you refuge. You can leave with them and you will be safe."

"BUT YOU WILL LEAVE YOUR HOMES. ALL YOU HAVE WILL BE LEFT BEHIND."

"I can offer a different alternative. Stay. Unity will welcome all who wish it."

"YOU WILL BE SAFE"

"You will be loved."

"ALL YOUR NEEDS AND WANTS WILL BE GIVEN TO YOU."

"All you have to do is join Unity. Take off your masks and breath deep."

"WE HOPE YOU WILL CONSIDER OUR WORDS."

"Goodbye."

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03a99b No.20826

>>20824

A Knight of True Camelot responds upon a motorcycle with a loudspeaker.

"Unity!" he shouts.

"By honor bound to our Union, True Camelot must fight until such that our allies agree to peace.

Thou woulds't release the civilians. Thou hast shown to us that thou are at least in that regard

. . .JUST."

"But nay! Thou would deprive them of their lands and that is your right as conqueror. But that thou would deprive them of their belongings, their possessions, wrack them into poverty.

In the name of the humanity and just that thou intendeth to show, True Camelot beeseches allow the people their livelyhood. Do not deprive them all that they have.

True Camelot wished that if thou wert ever to be the conquered, thou be given time to take thine belongings and thine possesions to live in peace elsewhere. Shall Unity show the same to the defeated here?"

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03a99b No.20827

File: 1451751540431.jpg (375.88 KB,1513x1077,1513:1077,Last Stand.jpg)

Dice rollRolled 4 (1d10)

>>20807

>>20814

True Camelot came to the call of aid of the Cult and its people.

And despite our best efforts, we were not able to push them out of Chicago. Our football allies afar have joined the infected, over what we can only imagine is a bout of madness between them and the Rhinestone.

Unity has given their ultimatum to the civilians. I'm not sure what these football people are after.

The Cult is no more. . .but the people live. And so long as there is but the last breath in the body of any Knight, it is their duty to defend the people. Not for gold, not for glory, not even for victory but for honor and justice.

The Armored War Carriage of True Camelot, the last of its expeitionary force, does not retreat. It places itself square betwixt the civilians and those on the otherside. And it shall not move until the last civilian has fled.

There are people who want to flee to the football lands. Let them be. There are some, who may wish to walk into the spores. Let them be. Perhaps there are those who have heard of our lands, away from war, where the land is green, and free of radiation, and wish to come. They may come.

But this tank will charge with all fury and might if ever we have seen a single soul pulled away against their will. If ever a mother is pulled from their child, if ever people are rounded up and forced to leave, we will not stand by. This tank will stay here until every last civilian has made their mind to be free of this battleground.

1 M1A16 [5x][Arm]

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03a99b No.20828

>>20822

>>20821

[TARME >>> UNION]

TARME calls an emergency vote of no confidence in the leadership of the Rhinestone Cowboys.

Specifically, the choice to act with belligerence toward a force fighting with Union and Cult forces against the Infected, over a ruined city.

This choice brings the Union into further warfare during a time of desperate warfare against the Infected, and demonstrates objectively incompetent judgement.

TARME votes to Impeach, nominating True Camelot as an immediate replacement.

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03a99b No.20829

[Harbinger]

1. The propaganda isn't going very well compared to True Camelot's supermarket and food blitz, but it's going. (USA2/???)

2. [This dice has been refunded; the units can continue bombardment without additional moves.] [Dice: 88]

3. The town in Maine – "Bebop" – greets your envoys cooly, but seems receptive given the imminent Chigger attack. (Bebop/???)

4. The research is done! (Add technology: [Air-Ground Tactics I])

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03a99b No.20830

File: 1451756495223.jpeg (47.29 KB,500x375,4:3,images.duckduckgo.com.jpeg)

Dice rollRolled 73, 22 = 95 (2d100)

[Transition: Cult]

[1-25: Factionalization]

[26-50: Wobbly Provisional]

[51-75: Stable Provisional]

[76+: Reformed and robust modern theocracy!!!]

[General Tearer]

[1-25: Ripper soldiers seize the weapon]

[26-50: Weapon is damaged in fighting]

[51-75: Provisional government has the weapon]

[75+: General Tearer seizes control of government AND THE WEAPON]

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03a99b No.20831

>>20826

"THE PEOPLE MAY TAKE WHAT THEY OWN WITH THEM."

"They cannot carry much and the trip is long and arduous."

"WE ARE WARNING THEM THAT WE ARE COMING."

"I am giving them an option."

"THEY WILL HAVE TIME TO DECIDE AND TO PREPARE."

"But their own belongings are all that they can carry."

"THE CULT WOULD HAVE SEEN US EXTINCT"

"I claim everything that the Cult has owns."

"WE CLAIM EVERYTHING THE CULT HAS DEVELOPED"

"It is MINE." The last word is shouted. Samantha and Jacob have lost their serene smiles at the end of their declaration. Unity is truly angry at the Cult and it shows .

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03a99b No.20832

Dice rollRolled 77 (1d100)

[Nuclear Event: Chicago]

[1-25: Provgov intervenes]

[26-75+: Detonation, Fallout is low]

[76+: Detonation, Fallout is extreme]

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03a99b No.20833

Dice rollRolled 44, 17, 36, 26, 24, 5 = 152 (6d100)

[Nuclear Event Damage][Lower: percentage of forces surviving]

[Infected][-30:Resistance+exposed/close range]

[NFC][-30:NBC+exposed/close range]

[Harbinger: 0]

[Cult][NBC+General Alert: +40]

[Camelot][NBC+ Armored: +30]

[Deliverance][NBC: +20]

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03a99b No.20837

Dice rollRolled 74 (1d100)

[???:???]

[???: 1-25][Not good]

[???: 26-50]

[???: 51-75]

[???: 75+][Good]

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03a99b No.20838

>>20837

You roll a plot of 74s my man.

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03a99b No.20839

File: 1451762834506.jpg (31.17 KB,635x473,635:473,Chicago.JPG)

>>Nation Event – Cult: A change in government has happened to the Cult of Cocaine! Following the surprising death of the commandant, a provisional government has been established and it vows to continue the war against the enemies of the faith. The current government is stable and has begun to implement a series of new policies that will increase the overall warfighting capacity of the faith.

>>World Event – Nuclear Detonation, Chicago: Following the transition of the Cult of Cocaine to a new government, General Tearer of the Cult forces has detonated a nuclear weapon in Chicago against the invading forces. The damage has been severe and all forces in the area are stunned. Arriving forces are unscathed, but will need to deal with radiological issues. Naturally, OPPENHEIMER and WOPR have both noticed the event with some concern… [All units in Chicago: Stunned, 1 turn; Fallout in 1 turn, Severe]

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03a99b No.20844

Dice rollRolled 74, 59 = 133 (2d100)

>>20761

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] (Retrofitting)

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

1 Sickle (UFO). [x5][Quick][Arm] (Retrofitting)

Scythe Minor Platoon [x18][POW]

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 is quite frustrated with current events. First, the new batch of Minors proved arrogant yet weak, they were quick to pick a fight with some of their elder Minors soon after waking up and were promptly beaten down, it was pathetic. If they were not so in need of new bodies the Chaplain might have just used them as live practice for his REAL units. As it stands the Chaplain simply orders that they be absorbed into the larger platoon, let the elder minors beat the green from their pod fresh counterparts.

The Chaplin considers merging his Darkclaws with his platoon but decides against it for now, Minors would be unable to deal with the sort of unit cohesion and strategy involved in making such a union work. Instead he begins working and having his UFOs form a small formation. Unfortunately they have a gap in their stealth capabilities, one of their stealth systems being nonexistent. The Chaplain reminds itself to flay the engineer responsible for making that blunder. For now, The Chaplain grounds all three of the ships for retrofitting as they drill the pilots in how to fly in formation. This will reduce the upkeep costs and give us time to adequately merge them into a single formation.

The Chaplain having heeded WOPR’s warning on the deep ones moves to bolster the outpost his gods have erected on this forsaken backwater. The minors are ordered to begin retrofitting [Phase Disruptors] onto the [Reaper Automated Defenses]. While not as effective on vehicles or shielded units it will render unshielded infantry and light vehicles or submersibles all but useless against the mighty bulwark of the Star Scavengers.

1. Consolidate like units and ground all three UFO’s making them unable to be used until I upgrade all of them to stealth II and consolidate them into a formation.

2. Have all my ground units act as manpower to help us integrate Phase Disruptors into the Automated Defenses.

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03a99b No.20846

>>20822

[[HARBINGER >> RHINESTONE]]

"Copy Tennessee, Elaborate on this threat. Be advised Due to extreme weather support may not be available. Do you have any information on the nuclear event in Chicago?"

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03a99b No.20847

>>20846

[R → H]

"Conventional forces, mostly infantry. A rogue faction known as the NFC has turned against us. We believe the Cult has detonated a thermonuclear device but we do not yet know the nature of deployment or degree of fallout.

We can only assume that Chicago is probably an irradiated hell hole by now, so we may be facing a new front closer to home here in Nashville. We understand you may be unable to deploy new forces to the theatree during winter but request continued support of your Fire Hawks, assuming they evaded the blast."

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03a99b No.20848

File: 1451781703985.jpg (131.22 KB,800x1200,2:3,woman.jpg)

>>20828

The Union representative votes in favor of impeachment, as well as supporting the True Camelot candidate over herself. Broadcast around the Union, her speech is echoed by newspapers the following day.

"I stand before you today, in the wake of a great tragedy. The Union allowed itself to be conned into fighting the war of a deranged cult, against an opponent that we never bothered to explore. An opponent that, while by no means innocent of wrongdoing, was attacked by this Cult of Cocaine. We must question what guided our hand in this, as the government seems happy to ignore the sentience of Unity.

How much longer will our brothers and sister, our sons and daughters fight this war? Children have grown up knowing nothing but war, never free to play in the streets. What purpose is there to this Union, if not to provide a safe environment to live in. The knights of True Camelot have shown what a nation unburdened by war can do. Sanitation, clean water for all citizens, and a surplus of food rivaling the time from before the Fall. Do you not wish that for your children? Your children's children?

How many more will we lose to fighting a nation that wishes only to learn? Over the past year, the Unity system has shown an ability to reason and has attempted peace. But instead of brokering a peace, Henry Grant took the word of coke-addled psychopaths and continues the war. And now he wishes to use Union troops, your sons and daughters, to steal a pile of rubble from the NFC for his nation's own gain!

The role of the Union is not to attack weaker nations, nor bully others into ceding land to us. We are here to protect those that cannot protect themselves, and make the world a better place to live. For this, I support

The True Camelot candidate for presidency of the Union, and I hope the rest of you will join me." The tall woman steps down from the podium and stage, boots clicking sharply against the wood.

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03a99b No.20850

>>20828

Item 1.

No need to impeach, it's election season, just vote for someone else.

Item 2.

This is purely meta based on something said in an irc chat that was OOC. The only ic actions I took after stalemate was announced was a counter offer of 5 Small Arms.

Please, do not be fooled by Russian Nationalist style propaganda tactics Tansen is deploying. This is how he has chosen to act after I have made several attempts over the course of weeks to negotiate with him.

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03a99b No.20856

Dice rollRolled 64, 66 = 130 (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. Sing some of those amazing ballads about logistics and rally the people, with an emphasis on restoring Legitimacy.

“We are cowboys! Rhinestone cowboys, and our top research team has reported that rhinestones make everything better! We will not be daunted by bad weather or uppity critters or a bunch of roided-up jockeys who’re trying to take what’s ours and have abandoned the actual war with the people who ate Jimmy Smith and want to eat us and our lands in the process. Rhinestone! Rhinestone! Rhinestone!”

2. Erect a defensive network of fungicide towers throughout Rhinestone territory using the material from our Chem Depot and [Chemical Weapons I][Industrial II][Heavy Construction I][State Research I][Chemistry I][Logistics II].

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03a99b No.20871

File: 1451787765043.jpg (65.26 KB,1024x543,1024:543,overlord_4.jpg)

Dice rollRolled 63, 16, 94, 18 = 191 (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: [32.5] [+2.5/turn]

Food: [Stable]

Raw Currency: [3.2] [+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:36.8+1.4/turn][Electricity:5.6+.1/turn][heavy weapons 10][ammo 9.6+.6/turn][Solar Cells:5][Scrap:18.6+ .2/turn][Radio Equipment:2][Ruined Cars:6.6+.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][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]

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

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. Dedicate all available resources to constructing defensive emplacements along the coasts in our territories, including but not limited to: Napalm mines all over to coasts (with maps of locations for future reference), Artillery emplacements a bit inland to cover the beaches, and earthworks. the Artillery emplacements in Maine should be designed so that they can be turned around to defend against Chigger attacks. Use 5 (heavy weapons) to construct the artillery. [Mechanics IV][Tools IV][Incendiaries II][Civil Defense I]

2.Send a team to scavenge Bath Iron Works. before the war most afl america's naval vessels were designed and constructed there, including the new Zumwalt class destroyers. grab anything that looks of use. focus on schematics or weapons.if we're lucky enough to find one make sure to grab any intact (or intactish) vessels.

3. My oil rigs are likely to be the first place hit by the fish-people, so train the crews in the art of combat. [Marines II][Civil Defense I]

Research:

Heaters, we’ll need them for the coming storm

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03a99b No.20925

[[RHINESTONE >> ???]]

Somewhere in the winter's heat of the deep south, a posse of cowboys with an important letter rides along the trade lanes of the land. When they come to their destination only one man, the Courier, goes forward.

He's got a letter in his hands, and steel in his eyes.

"Anybody here read?" he asks. "This letter's for the man in charge 'round here."

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03a99b No.20926

>>20925

A very large Brother walks out. "Yes we are here. You realize we could have talked via radio correct?"

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03a99b No.20929

>>20926

"Yup. But that's a party line, fellah, and we were told to be discrete as can be." He indicates the letter with a tap of his finger, and proffers it to the large Brother. "Deliverance alone was meant to see this message. My job was to get it front'ah your eyes."

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03a99b No.20930

>>20929

"Ah, fair enough. Let me take this to paw."

The brother does so and returns some time later.

"Agreed"

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03a99b No.20931

>>20930

With a smile and a nod the courtier nods, picks up a radio, and says a simple slip of nonsense:

"The Bourbon's ripe." With a nod and a tip of his cap, the Courier rejoins the posse and rides off–from whence he came and where he goes, no one knows. He's the Courier. He just gets it there, on time so long as it's on your dime.

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03a99b No.20938

File: 1451799811491.png (771.56 KB,1200x1600,3:4,HenryOCDONOTSTEALGrant.png)

[[HENRY O.C. GRANT >> UNION]]

[[cited Legislation: http://pastebin.com/kc5f513R]]

>>20848

>>20828

Waiting patiently in the wings, el Presidente Grant listens to the delegates make their case.

"My fellow representatives of the Union. I hear your cry, and it is not an unjust one. We have known plight, we have known pain, we have known losses and we question the nature of our gains."

"When the Union voted, unanimously, to enter this war we were all convinced that there was no reasoning with the IFM. That they were a mindless horde that knew only slaughter. That they were an imminent threat to human life of all stripes and in all places."

"However, we were not without mercy, nor did we act with bloody intent–to quote USB A-00002, provision four: 'Should the IFM somehow prove sentient enough to request terms, an armistice of no longer than [1 turn] is to be acceptable by direct issue of the UJC without word of the Union. The IFM is to be exterminated unless the Senate decides otherwise.' "

"Thus it is clear to me that as el Presidente given the points raised here and in face of the accusations levied, I must request that Union Joint Commander Starr initiate the cease fire. It rests thus upon the Senate to decide what, if any, terms are to be acceptable if we may no longer fight–no evidence has been furnished that 'Unity' members remain sentient themselves, or that they are not just the hosts of a disease that eats them. But Unity is also clearly sentient–its members bleed, know pain, die, and attempt negotiation. We did not know this when we acted. Perhaps, my friends, we should have waited longer to act."

"But we did indeed vote unanimously. While TARME's delegation was not with us at that time, they did consensually and with full knowledge elect to join this Union. If they feel that we as a unit our or elements of our Union act wrongly or in a manner unbecoming of our nature, it is their duty to speak out. So too is it my duty to execute the will of this Senate which until now has voiced no concerns with the going of the war, though we have all watched the coming of this tragedy with some trepidation and in the aftermath of the Cult's collapse it is clear we cannot carry on as we have before."

"I offer my assurances that I shall offer no veto of a Senate Bill proposing peace if that be the will of the Senate, so long as that peace does not condemn those humans within the war zone to a fate of bondage to the IFM's 'Unity.' My actions have been those only of your Hand, overseeing what was unanimously agreed upon to be for the good of the Union. If I have failed in this execution in your eyes after all evidence has been examined, and this is the consensus of the Senate, then I shall seek no second term."

"As for accusations regarding the sovereignty dispute in Saint Louis, I have no reports of any aggressive action, merely a mutual presence in the city. Al C. Biades, an agent of the Rhinestone Republic, was sent to parlay with the NFC presence. This is not the first time we have attempted negotiations with this particular entity, but they have never been willing to give us straight answers regarding future amenable borders. As I am the Union's leader, not Rhinestone's, I cannot speak for the Council's decision making process–but if you feel that I am no longer fit to lead you, then so be it."

"The delegate from the Clankers stands absolutely correct in his assertion that the Union is not meant to bully less privileged states and instead to oversee the safest possible state."

"Thus, given that the entity currently without a voice in its own future is Saint Louis, I propose we offer this city the right of Self Determination. After all, the NFC's seat of power is more than a thousand miles away, and the city lays outside of Nashville's ancient boundaries. I am neutral and serve only the Union, although I am of Rhinestone by birth. Let those of Saint Louis decide their own fate, I ask you, not strength of arms or quickness to arrive. They are not clay to be formed. They are humans interred in the bleeding earth, to be excavated, elevated, and lifted up!"

"Do not in fear vote for weakness. Do not in ignorance vote for tyranny. Vote instead in confidence, in heart, in true patriotism–vote for democracy, compassion, and end to this blood shed and yes, the upholding of independence of the small from the strong, of freedom from slavery, and of life itself from a very real death. For the death of an ideology ushers in millions more in its wake, my friends; let us show the world and eastern seaboard as a whole that we are Union."

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03a99b No.20940

>>20938

meta(you complain about me using a conversation that logically fell into IC as en extension of one began in thread as meta. But then use convo that happened only in IRC well before we were actually aware of each other's existence as not meta)

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03a99b No.20941

>>20940

Meta [[It was explained to me that the general consensus of #Nation is that irc is not wholly meta, but it's also not wholly in-character–kind of creates a grey zone there]].

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03a99b No.20944

>>20941

>>20940

[[TARME officialy denounced the Rhinestone Cowboys over hostilities with NFC and a war.

That didn't happen yet. With no shots fired.

so yeah]]

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03a99b No.20945

Dice rollRolled 90, 56, 26, 49 = 221 (4d100)

>>20762

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: [65.8] [+3.6/turn]

Food: [Good]

Raw Currency: [82.8] [+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]

City: [Dallas [Wrecked]]

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:6.0+.5/turn]

[Small Arms: 6.0+0.2/turn]

[Stone: 8]

[Horses:16.0 +.5/turn]

[Dogs:29 +1/turn]

[Scrap: 5.0 +0.2/turn]

[Heavy Arms: 6]

[Apoc. Eagles: 8.7+.5/turn]

[Wrecked Cars: 6.8+.2/turn]

[Fuel:13.0+.4/turn]

[APCs:2]

[Graboids: 15.7+.9/turn]

[Rad Spiders:6.4+0.4/turn]

[HMMVs:5]

[Rad-Silk: 6.0+0.2/turn]

[Ruined APCs:3]

[Ruined Power Armor:1]

[Micronukes:3]

[Electricity:6.7+.3/turn]

[Doom Elephants: 4.4+0.4/turn]

[Silk:1.7+.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]

[Cryptography 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. Send Communications I to the Felinids

2. Begin preparing for the hurricane. Barricade buildings from wind and prepare low lying areas to evacuate in case of flooding.

3. Send a message to WOPR to request information on where deep ones may invade from near the Tribes, and how we may help with defense lines.

Research: Increase our knowledge of plants (Botany II)

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03a99b No.20984

File: 1451833933580.jpg (121.25 KB,1280x720,16:9,d0b0d180d0bcd0b8d18f-318.jpg)

Dice rollRolled 69, 50, 32, 1 = 152 (4d100)

>>20762

[Mobile Tsardom of Anchorage]

Population: [35.3] [+.7/turn]

Food: [Good]

Raw Currency: [105] [+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]; 2 Tsar Tanks [x4][Arm][Slow], 1 Premium Tsar Tank [x4][Arm]

Resources/Quantity: [Power:23+.8/turn][Small Arms:5.4+.1/turn] [Heavy Arms:6.4+.2/turn][Ammo:27.8+.2/turn][Fuel:49.6+.4/turn][Steel:8.8+.4/turn][Scrap:3.2-.4/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1][Kitschy Russian Goods:5.4+.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][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:

(Tank Production Line: 4/8)

>Actions:

1. -

[Ruined Experimental Particle Cannon:1]

[Ruined Micro-Thorium Reactor:1]

All right, now that Tsar has [Particle Qeapons I] /and/ [Mega Construction I] discovered, he expects workers and researchers to actually REPAIR broken particle cannon now like he ordered several seasons ago! Turret is ready and waiting to be completed, and its owner is anxious to see it in action! Show American wastelander that Russian technology rules supreme! (Begin repair of particle cannon and merging of components with the Tsar Cannon to construct superweapon: The Tsar Turret!)

2. - Initial order is almost complete: one more tank should do for moment. Tsar hopes that in time workers have learned valuble lesson in construction of machine for his glorious Tsardom and will not delay themselves so much in the future. (Construct Tsar Tank; Tank Production Line: 4/8)

3. -

[Alaskan Auto Center]

[Tools IV]

[Mechanical IV]

[Vehicles II]

[Russian Tank Design I]

While tank built to Russian metric standard is perferable than American machine and their dirty measurment system, Tsar needs more vehicles and he is of knowing that more vehicles is not something we can easily procure, even with knowledge of constructing them well known. Tsar shall have American tank refurbished as best as possibility, with modifications made to make them more to traditional tastes. (Repair Ruined Tanks:4)

4. - Bravo, researcher; he has rediscovered how to build Sputnik-class drone. Unfortunately, Tsar DID NOT ASK FOR SPUTNIK-CLASS DRONE, HE ASKED FOR TANK! Get backings to work, and study tank with eyeball until we can make drone of it! (Research Drone Vehicles II)

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03a99b No.21018

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: [56.2] [+15.6/turn]

Legitimacy: [Very Good]

Culture: [27.5] [+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

8 Mobilized Camelot Company [x9][Inf]

1 Mechanized Camelot Company [x18][Mech]

>In Transit

>On the field

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

Resources/Quantity:

[Fuel:2.5]

[Ammo:8 +.2 pt]

[Small Arms:4]

[Scrap:14.2 .5pt]

[Ruined Bikes:10.6 .2 pt]

[Heavy Weapons: 8.5+.1/turn]

[Corn: 5 +(.2/turn)]

[Cows: 3.8+.4/turn]

[Fertilizer:4.0+.4/turn]

[Ruined APCs:1]

[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 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]

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! [5 turns]

>>Your industrial efficiency is 100%.

Fixed Stats

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03a99b No.21022

Dice rollRolled 2, 85 = 87 (2d100)

>>21018

1-2. [Troop Movement] + [Supplies Movement/USA2 Influence]

Even in the face of grave danger, True Camelot does NOT abandon those we have pledged to protect. The people of the former Cult, and those of the USA2, shall be defended as though they were our very own.

>To the Cult refugee's wishing to find shelter in TC

1 Mechanized Camelot Company [x18][Mech] is sent to use their APC capabilities to quickly move and transport the refugee's, and directly protect any possible migration from harm.

Thankfully we already have a pathway that should have them arrive the next turn.

>To the USA2

5 Mobilized Camelot Company [x9][Inf] are sent. They will take two turns (8 hex a turn) to arrive.

We will NOT abandon the people. Nor will we show to the USA2 that our devotion to protecting them only suits us when convenient, when it is easy. We'll show them we too are capable of action. That we can and will defend them.

But we desperately need the people USA2 to come to a decision. Now with the Chigger threat from the north, and the monsters from the sea, they cannot resort to inaction! We will fight for their protection, but we cannot fight for themselves. Only they can do that.

If the USA2 is to survive, it must be determined to reorganize itself. It must take up arms in its own defense. It must allow someone, anyone to take its reigns and lead and not lie down while the beasts invade.

True Camelot are masters of organization ("Ye, be it not our Bonus?"), and we seek is to organize their defense.

We call upon the USA2, in the name of all it stands for, no tot sit down like a babe before the wolves. All True Camelot wishes to do is this:

>"Provide for the common defense, promote the general welfare, and secure the blessings of liberty"

Supplies are spent

-5 Culture - To show the USA2 how True Camelot fully intends to protect their people and American way of life

-15 Currency - To pay for more supplies

-2 Cows - To feed the refugees from the Cult, and provide extra food for USA2 in case the chiggers destroy the local food supply

-2 Corn - Same as above

-2 Beer - Alchohol does in fact, have anti-freeze capabilities

-2 Concrete - To establish coastal defenses alongside the USA2's coast (See Civil Defense II]

Technologies:

[Diplomacy II]

[NPC Integrated Care I]

[Civil Defense II]

[Infrastructure V]

>con't

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03a99b No.21023

File: 1451881788034.jpg (83.28 KB,685x567,685:567,Food_and_Chemical_Public_C….jpg)

Dice rollRolled 63, 14 = 77 (2d100)

>>21022

>Edit: I only have 1.5 Concrete. Adjust that to sending over 1 Concrete

#1-2

Other Tech to helping refugees:

[Medical I]

[NPC Integrated Care I]

3. [Construction] Finish up West Palm Beach, we need a new city to house potential influxes of immigrants. 9/10

If done, I also want fortified bunkers and gun emplacements armed with Heavy Weapons in our city. When the sea monsters come, our Cities shall be the castles in which we will defend our civilian populace from the aquatic menace!

Thankfully, we have already built hurricane defenses which at least held up last time around.

Technology:

[Heavy Construction I]

[Architecture I]

[Civil Defense II]

[Infrastructure V]

Spend 15 Currency - The Concrete Plant and Construction workers are going to have to work overtime. "Extra Gold for all those interested in grinding the Concrete Plants or Construction"

Spend .5 Concrete

Spend 3 Heavy Weapons on Gun Emplacements

4. [Research]

Factories? Look, I know we have a Concrete Plant and a Cattle Ranch but there's only so much grinding in one place people are willing to stomach.

Eugh, we need a better way to improve our industrial capability that isn't factories. So we can actually redirect mobilization efforts to making more metallic mounts and steeds.

Work on developing the technology for Individual Crafting Stations. Why get everyone to go to a dull factory when they can craft said items at home? Technological crafting stations which have the instructions and ingredients to craft anything from armor, guns, even war carriages.

Buildings: [NewbU]

Bonuses:

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

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03a99b No.21024

Dice rollRolled 44 (1d100)

>>21023

4. Rerolling tech as per eccentricity

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03a99b No.21032

File: 1451883563131.jpg (147.03 KB,1024x768,4:3,Chiggers.jpg)

>>Background: “Albino Death Chiggers”: WOPR has sent the following audio file to all nations: “Welcome to Peking university science and applied biology. At Peking University, a world leader in transgenic modification and bioengineering, we try to apply what we know about nature and engineering to the betterment of mankind. Our current landmark effort is the composite heterodox isomorph and greater greenhouse environment germ. Some of the boys around the lab call it the CHIGGER, but that's just a joke. It's actually a very interesting creature: it eats everything that human beings produce as waste! Carbon emissions, methane, detritus, and other things. Imagine that! Now, if you can imagine such a creature deployed on a worldwide scale to deal with the most pressing issues of our day – climate change – surely the viewer can understand the value of the creature. Now, at this point, the viewer might have some concerns: is CHIGGER dangerous? Absolutely not. We've done many thousands of hours of testing, and the state organisms bureau has verified our experimentation. Not only that, but they've made a whole series of very fine improvements to the organism and can even signal the entire host of CHIGGERs to self-terminate. Not that we'd need to, mind you, as the creatures are totally harmless to humans. They even have special safeguards to avoid humans and to recognize them as special friends.”

>>The audio cuts off. According to WOPR, Mass deployment of weaponized Chiggers followed the first American-Chinese skirmishes in Korea, with the creatures running rampant through Alaska, upper Canada, and portions of Russia. Given their general effectiveness against almost all traditional military forces, Chiggers were generally seen as a watershed moment in modern germ warfare with a full 20% of force losses being attributed to Chiggers. Modern adapted Chiggers found in Canada are the only variation that managed to survive deployment of nuclear weapons and the traditional organic energy economy; WOPR speculates that it may have developed similar genetic coding to Deinococcus radiodurans. WOPR further notes that the creatures are not strictly organic in character.

>>At this point WOPR mentions that Peking University was destroyed by the Chiggers just after the war had begun when the kill order deployed by the Peking research team failed to activate; The Chiggers had developed a mutation that had rendered that option unavailable. The only surviving variation – the contemporary Canadian Albino Death Chigger, behaves in a relatively conservative manner compared to its frightening military forebearers. Unlike those forebearers, it is balanced with the local considerations of the natural energy budget; the increasing amount of sunlight, however, has triggered their increasing population and subsequent loss of dormancy. Other variations of Chigger had simply overrun their energy budget and had starved to death…

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03a99b No.21038

There was a somber line of felinids and human women along the sidewalks of Lava Tubs. Even more somber was the steady beat of sticks on man-skin drums. A steady beat accompanied by that of marching feet. A long line of wounded had returned from the battle of Sisterhood. The worst of them were riding on or in the two battered LAVs that had managed to escape along with a few ragged squads of 12th Company. Carried at the front by the strongest of the remaining soldiers was a stretcher bearing the dead Tyranna Desantye. The procession passed quickly to the silence of the crowd and the beat of those steady drums and the various onlookers eventually faded back into the daily business. For Major Dorravere fem Kayle - the highest ranking remaining officer of the task force that hadn't been sent on a different operation - it was the height of embarrassment and shame. The Felinid's cheeks burned as she stepped into the Department of War to deliver her report, but none of her colleagues looked at her with a glance of shame or reproach. At worst, it was apathy, and many gave her their regards.

"Major Kayle, reporting as ordered." She said, snapping a swift salute off to new Tyranna seated behind the desk. A Redfur Felinid, the woman looked to Dorravere with a severe expression, then returned her salute and motioned for the woman to sit opposite her at the desk. For a long moment there was silence as green eyes met blue - the two women studying one another.

"I am the new Tyranna. Tyranna Ophelia. You have a report for me?"

"Yes ma'am, I do." Dorravere replied, handing over the blood spattered paper with a steady hand. Ophelia took it from her gracefully, and read it with catlike swiftness and a woman's intensity before looking up.

"It looks like they outmaneuvered us, Major." Ophelia purred. A thin humorless smile crossed her lips. "A rare feat indeed, but they have the forces to manage such a thing. I suppose that's the benefit to their greater industry. Still, Army Group A did an excellent job. We could've have asked for a better holding action." Ophelia stood, crossing over to the window. She glanced out across the thick forest of the mountain, white and coated with a dusting of fresh snow. "Ultimately they'll arrive here, and we'll have to fight them. Just like we had to fight the Patriarchal scum of the US government centuries ago when they tried to crush us then. It'll be like the epics. The old tales." She clasped her hands behind her back. "And naturally, we'll beat them here. This is our home turf, our home land. It was in this forest that the Felinids were born, and it's from this forest that the Matriarchal Republic will crush the Patriarchy once and for all - and free all women from its rule."

Dorravere frowned. She hadn't come here to listen to politics and propaganda. "Ma'am, as my report states our own army is -"

"Lacking in heavy weapons. I am aware, Major. " Ophelia interrupted harshly. "We are taking steps to rectify that now. But that is not what I need you for. You have intimate knowledge of the maneuvering capabilities of the Enemy." She glanced over her shoulder at the woman seated. "And I need you to lead a company of soldiers in a different operation. A special detachment if you will."

"The task?"

"Win the war, obviously."

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03a99b No.21049

File: 1451888608944.jpg (36.05 KB,320x239,320:239,deep spawn.jpg)

>>WOPR data file: “Deep Spawn”: Deep Spawn are mysterious slightly squad fish-“men”, having only been sighted in recent years after a series of naval engagements with pirates and other travelers crossing from the ruins of Europe. Such attacks are among the disagreeable traits of the creatures: aggression, fearlessness, and a certain fanatical zeal round out their general temper. Physiologically, the spawn themselves are superficially organic: they can be injured by traditional weapons, equipment, and other attacks. However, as the years have gone on, the creatures have demonstrated increasing technological skill insofar as hydromancy and cryomancy: they are able to alter the general properties of water in a way that suits them without massive expenditures of energy. How this occurs is unclear, but the Deep Spawn are undoubtedly dangerous insofar as they they are numerous and organized through unknown means: some assert a government, others assert a massive religious structure. Nothing is clear, however, as the deep oceans have changed a good deal without the sight of humans upon them; who knows what transpires in the umbral plateaus and the vast mutated coral expanse?

>>Tactically, deep spawn favor wave attacks and night attacks: they have natural night vision, and favor assaults on any population centers adjacent to oceans; such an approach is extremely hard to detect and even harder to repulse. Previous years had seen only sporadic raids, but now the creatures make landfall with crude vehicles, deliberate methods, and heavier weapons: they are a proper fighting force, and less a rabble that had been shrugged off as a postmodern irritation to be endured during the rainy season. Those days are over, and now the creatures are excited by the warming temperatures; they roil in the deep ocean waiting for the chance to spawn on the lands long denied to them by the homo sapiens; The lust of reproduction has overpowered their tactical sense and strategic planning capacities generally.

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03a99b No.21209

File: 1451955276813.png (151.39 KB,1079x492,1079:492,Office_of_Naval_Research_O….png)

Courtier to Harbinger

Race: Human

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

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03a99b No.21213

[Combat Report: 1st Battle of Nevada – Felinid v. Bellemos]

[Winner: Felinid, Tactical]

[Bombardment]

The Felinid forces manage to land some minor hits on the advancing Bellemos forces, but the Bellemos are extremely fast. As such the bombardment falls disproprtionately on the Bellmos infantry units with some grazing hits to larger vehicles.

[Felinid]

6x4, 2x5, 10x4, 1x14, 9x14 = 214

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

4. 3rd Infantry Battalion [x5][AT][Inf]

5. 8th Support Company [x4][AT][Inf]

6-7. 2 Mobilized Felinid Infantry Company [x14]

[Bellemos]

9x6, 10x5, 10x5, 1x5, 10x3, 4x12 = 237

1 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]

Felinid: 214 [Tactics: 1.2][Urban: 1.2] = 308.16

Bellemos: 234 [Mobility: 1.1][Advantage: Not good .9][Weapons: 1.1] = 254.826

Combat

The Bellemos forces attack the former flock capital at good speed. The Felinid forces, however, are heavily infiltrated and entrenched in the city. As such, repeatedly effective counterattacks and their established roadblocks seem to bog down the Bellemos forces as they advance into the city. Bellomos is advantaged by lacking armored equipment and artillery, but the massive war rigs do manage to smash some of the basic fortifications. In addition, the raw favoritism of the Felinid toward anti-tank weapons exacts a bloody cost on the Bellemos forces: Bellmos lacks much in the way of mecanized infantry and so the atttack on the city is slowed as dismounted infantry work awkwardly with the blitz-oriented vehicles and motorized squads. Ultimately the Bellemos forces pay dearly in both vehicles and equipment, but take some territory after the initial attacks are bogged down by anti-tank fire and helicopter attacks. (City control: 80% Felinid, 15% Bellemos)

[Felinid]

[lose 2 hex][lose 2 ammo][lose 2 heavy arms]

Lost: 3rd Infantry Battalion [x4][AT][Inf]

Exhausted, 1 turn: 3rd Infantry Battalion [x5][AT][Inf]

Revise: 1 Mobilized Felinid Infantry Company [x14] to [x11]

[Bellemos]

[gain 2 hex][lose 3 fuel, 3 ammo]

Wounded, 2 turns: Imperitor Rosa, Champion [x5][Resilient][Witness]

Damaged, 1 turn: 1 War Rigs [5x][Mech]

Lost: 1 Half life Motorized Squad [x3][Mot]; 1 War Rigs [5x][Mech]

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03a99b No.21215

>>You are a courtier of Harbinger

>>You have been allocated 2 dice

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

>>You have been gifted the following Units: 2 ONR Military Police Squads [x1]

>>You have been given the following bonus.

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

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03a99b No.21219

>>20760

[Commune Fix:] add [Mobilization I] and +2 industry.

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03a99b No.21228

Dice rollRolled 26, 31, 85, 78, 42 = 262 (5d100)

>>21219

The Democratic Commune of Pacifica ['Commune']

Contact With: MPD, Felinids, WNN, Bellomos, Clankers

Government Type: Green Democracy, Parliamentary

Population: [75.4] [+4.5/turn] (Mobilized Pop: 20)[lost 6 mobilized units]

Food: [Burgeoning]

Raw Currency: [57.0] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [19.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [14]

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: 6 Turn, Industrial Efficiency: 100%

Military Units:

At Home:

-2x 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](Advantage: Very good – 1.4x)

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

-Force Mech [ETA 1 more turn]

(1,)-1x Mechanized Raider Band [x7][Mech]

(2)-1x Grey Death Tank platoon [x10][Arm]

(3)-1x Grey Death Tank Platoon[x12][Arm][Vet]

-Force Infantry [Eta Next Turn]

(1,2,3,4,5,6,7,8,9,10,11,12)-12x Mobilized Commune Platoons [x9][Inf]

-Reinforcements

-6 Mobilized Commune Platoons [x9][Inf]

Resources/Quantity:

-[Fuel:0]

-[Weed:10.5+.5/turn]

-[Ammo:6.7+.5/turn]

-[Heavy Arms:0]

-[Small Arms:1]

-[Scrap:14.4,+.6/turn]

-[Electronics:3]

-[Electricity:15.4,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:3.8:+.2/turn];

-[Solar Drones 9.2+.2/turn]

-[Ruined Cars:8.4+.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][Mobilization 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:

- (Power Armor 2: 4/12)

- Sanguine Road to Bellomos (Road Network: 1/12)

- Metal Gear ???/???

- Mobilisation [7/10]

- Brookings [Southern Oregon](Fortifications/Repairs 4/10)

- Oregon Expansion (Expansion: 6/10)

Actions:

1: Repair and Fortify Brookings [IND:14][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 [+20 wealth]

2: Reinforce the Golden State Army with 6 Mobilized Commune Platoons [x9][Inf]

3: Continue work on the Metal Gear!!?! [IND:14][Tools III][Power I][Mechanics IV][Power Armor I][Electrical Engines II][Motorpools I][Vehicles II] with Doc Braun [+20 wealth]

4: Diplomacy: 2 weed and [Mechanics IV] to the NFC. If possible, open a Trade Route.

Research: Infantry Tactics II [Doc Braun's Lab +5][Infantry Tactics I][etc] with Melissa Brown, based on notes by Betty White

Fluff to Follow

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03a99b No.21230

>>21228

Wilbur Capitol Post

"The Commune's First Paper"

ANOTHER VICTORY AGAINST FELINID MENACE

The Golden State Liberation Army won a major battle just south of Brookings, engaging the Felinid forces who were fleeing the city. In what's being called the final battle of the Oregon Liberation, the cat menace were nearly wiped out in what was called Operation Basset Hound. "A few more battles like this," said one Commune commander, "And the war will be over."

BELLOMOS SKIRMISH OUTSIDE OF ELY

Bellomos military forces under Imperator Rosa have begun to skirmish with Matriarchy forces outside of felinid-held Ely, Nevada. The former capitol of the Flock, was forcibly annexed by the Matriarchy some time ago.

REORGANIZATION IMPROVES INDUSTRIAL OUTPUT

Citing recent improvements in methods, the output of the Commune's industry has been increased further. Government officials state that they expect things to level off eventually, btu this ought to be an improvement in the future.

RECRUITMENT UP!

The Commune Army, citing improvements in the supply chain, continue to hit targets for mobilization against the Felinid Menace, and expect to be able to meet increased targets soon. "Things are looking good. With few losses and more reinforcements, we should be able to handle things nicely," said one of General White's aides, visiting the capitol to drop off dispatches.

TREATY OF FRIENDSHIP OFFICIALLY SIGNED WITH NFC

The Neo-Futureball Confederacy, based in the Dakotas and devotees of pre-war sports franchises, has officially signed a treaty of friendship with the Democratic Commune of Pacifica, with the first trade deals signed and to be implemented. Official talks with the Bellomos are still ongoing.

REPORTS OF CHIGGERS IN VANCOUVER OVERHYPED

Government officials have confirmed some reports of the beings known as 'Chiggers' being spotted north of Vancouver are partially true, but that most of the reports are over-exagerated, distorted repetitions of existing reports, or in some cases fabricated. "Several reports are contradictory to the information graciously transmitted by WOPR. Citizens are advised to seek shelter and not engage any Chiggers they may encounter."

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03a99b No.21247

File: 1451972640010.jpg (74.62 KB,720x250,72:25,milmeeting.jpg)

Dice rollRolled 44, 57 = 101 (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

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]

1. Continue the acquisition of Charleston(10/20)

2. Research anti-amphibious assault tactics

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03a99b No.21253

Dice rollRolled 15, 37 = 52 (2d100)

Gear Knights just checking in before I go away, phone posting so this is just actions

1.Continue working on the enrichment facility 9/30

2.Consolidate the power armour together - the scouts and the captain

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03a99b No.21254

File: 1451981528099.png (586.39 KB,648x448,81:56,Hurricane Prince.png)

>>World Event – Hurricane Prince: The hurricane formerly known has prince has begun to form off the coast of Florida as predicted. This hurricane bears a distinctly purple hue and has been named hurricane Prince. There was some dispute about naming the hurricane "the-artist-formerly-known-as-prince-hurricane" but it was rejected by OPPENHEIMER and WOPR as too unwieldy. Image provided is a biographical photo of Prince. [Landfall: 1 Turns]

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03a99b No.21256

File: 1451982251803.jpg (44.36 KB,500x500,1:1,500x500.jpg)

>>World Event – Polar Vortex "Vanilla": Despite reports to the contrary, the polar vortex has begun to calve smaller cells that have begun to lumber toward the northernmost portions of the United States. WOPR and Oppenheimer have both issued general state of alert; Such cells are often a mask for chigger attacks or the movement of ice devils southward.

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03a99b No.21261

>>21256

> ice devils

The Vector combs through the memories of various host organisms of the Unity to see whether there is more information on these Ice Devils.

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03a99b No.21268

>>20760

ontana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (52.8) (+1.8/turn)

Food: (Above Average)

Water:9.4(+.2/turn)

Raw Currency: (39.4) (+5.8/turn)

Electricity:22.8(+1/turn)

scrap:3.6[+.4/turn];

Glass:.4[+.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:4.6 +.2/turn][Donuts:7.8 +.2/turn][Dusty Tanks:1][EWOP Suits:3+.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 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 Reconstruction of Boise.

2) Give Regalia (1) hex of my land, so as to allow him to set up his trading outpost.

3) Continue the electronic hardening of our technology

4) Research ELECTRICAL WEAPONS IV

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03a99b No.21269

Dice rollRolled 18, 71, 12, 66 = 167 (4d100)

>>21268

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03a99b No.21271

Dice rollRolled 83, 2, 56, 80 = 221 (4d100)

[Neo-Cult Actions]

>>You are mobilized! [8 turns]

>>Your industrial efficiency is 50%.

>>You gained the following units from mobilization:

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

>>Lose 4 population [Current: 21.0] [+1.8/turn]

1. Restart mobilization.

2. Recruit massive amounts of units. Chemical weapon equipment increases. [Spend: all money, all culture] [32, 16]

3. General Tearer attempts to seize control of the provisional government and implements a militarized theocracy.

4. Chemical weapons research is restarted. [Chems]

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03a99b No.21272

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03a99b No.21273

>>[LANDFALL REPORT]

>>[2 turns: Chiggers]

>>[1 Turn] Polar Vortex Vanilla

>>[1 Turn] Hurricane Prince

>>[3 Turns: Deep Spawn ]

[Franz]

1-2. You manage to find the facility. You fix it up a little bit and it begins to produce motorcycles at a good rate. (Add resource: Motorcycles:4+.5/turn)(-.5/scrap/turn)

[Bellemos]

>> Tooling tech specialization (pick one) available for research. The other avenue will be blocked: [Automotive Specialization I: +4 Motorized Rolls] or [Mechanical Specialization I: +2 Mechanized rolls])

1. You manage to establish a defense network in record time. It seems to exceed all expectations after some engineers are found among the boys. Apparently a few of them had a few ideas and only needed the resources to build the thing. (Add defense: Integrated Defense Network [Large][Bombard:3] (Add technology: [Defenses I])

2. However, the electric fence proves…more problematic.

3. Everyone likes the name. However, nothing gets done due to a sandstorm. Dammit.

4. The tooling research does very well and seems to leap ahead! (revise tools to [Tools V])

[Rhinestone]

>>You are mobilized! [4 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Rhinestone Platoon [16x][Inf]

>>lose 4 pop

1. You begin to mass forces around St. Louis. The general population is mixed, but they tentatively support you. (St. Louis/???) (Advantage: Prepared – 1.4x])(Planning: 4/8)

2. You moved your units. Due to lack of distance, they will arrive next turn. [Arrival: 1 turn – advantage: None]

3. You make some repairs. (remove modifier: [Damaged]) (add technology: [Civil Defense I])-17 Currency

4. The assembly line research is nearly done. (Assembly lines: 7/8)

[Clankers]

>>You are over the unit cap. You have been fined 1 currency. Consolidate units or face increasingly stiff penalties.

1)You sent retrofitting to TARME.

2) The Clanker University continues construction, complete with a view of the pristine woods lakes that serve as a park for the students. (STEMMU 3/10)

3) Some disputes start over the proper definition of the term “brutalism”. After a few hours there's no real progress and a few architects have black eyes.

4) You manage to make a solid breakthrough in the next level of ARMED technology. (revise: Armed to II)

[Vector]

>>Infected in the polar regions report that ice devils have been sighted probing the northernmost defense cordons…

1) The nexus is nearly completed. [Factory Nexus (14/15)]

2) The towers practice, but they aren't very good at attacking quicker targets yet. [AA II: 2/10]

[TARME]

>>Some smaller expeditionary deep spawn have been sighted off the coast.

>>You gained [Retrofitting II] from Clankers

>>WOPR drone tanks have arrived from Cheyenne mountain. They assume positions around the uplink facility and establish a small communications array. The vehicles are truly massive and represent a massive departure from pre-war designs; they appear to have massive gauss batteries of considerable power. [add special unit: WOPR Armor Platoon [x12][Arm][Gauss])

1. You established an embassy with True Camelot (Add unique building True Camelot [Embassy])

2. Fortifications begin. WOPR gives some advice and statistical information. [Houston Defenses: 9/10]

3. The radar is done! You spend a good deal of money finishing it, but it's done. (Add player's name unique radar facility [Medium]) (Add technology: Interdiction I)

4. After some initial tinkering, no progress is made. TARME thinks more specialization in AI will allow for such an option… [GM: V would make it feasible.]

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03a99b No.21275

[TARME]

>>Some smaller expeditionary deep spawn have been sighted off the coast.

>>You gained [Retrofitting II] from Clankers

>>WOPR drone tanks have arrived from Cheyenne mountain. They assume positions around the uplink facility and establish a small communications array. The vehicles are truly massive and represent a massive departure from pre-war designs; they appear to have massive gauss batteries of considerable power. [add special unit: WOPR Armor Platoon [x12][Arm][Gauss])

1. You established an embassy with True Camelot (Add unique building True Camelot [Embassy])

2. Fortifications begin. WOPR gives some advice and statistical information. [Houston Defenses: 9/10]

3. The radar is done! You spend a good deal of money finishing it, but it's done. (Add player's name unique radar facility [Medium]) (Add technology: Interdiction I)

4. After some initial tinkering, no progress is made. TARME thinks more specialization in AI will allow for such an option… [GM: V would make it feasible.]

[Infected-Unity]

>>You are mobilized!

>>Set mobilization status: 9 turns. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 9 pop

>>Food and control is increasingly an issue.

>>Infected in the polar regions report that ice devils have been sighted probing the northernmost defense cordons…

1. Work continues. [Tank Buster Amalgamate. (??/??)] [Amalgm Production Chamber: 3/10]

2. The scavenging doesn't go very well. Advance chiggers kill a few infected. (lose 1 pop)

3. The reinforcements move to Chicago. (advantage: [Pretty bad: .7x])

4. You raise some of the dead from Chicago. The radiation is interfering with the process, but it works. (Add 1 unit, player's name infected rabble [x6][Motley] (Add technology: [Combat Infection I])

5. The claws are incomplete. They are found to be slightly effective against lighter vehicles, but the..heavier equipment..is…difficult. [7/10]

[True Camelot]

>>Some smaller expeditionary deep spawn have been sighted off the coast.

>> Specializations tech (pick one) available for research. The other avenue will be blocked: [Urban Specialization I: +2 Urban Rolls] or [Bureaucratic Specialization I: +2 Bureaucracy Rolls])

#1-2: You sent help to the population around Chicago. (Diplomacy: 1/???) (Civil Defense 1/???)

3. You manage to finish up west palm beach, florida. (Add city: Palm Beach, Florida [Fortified]) [-15 Currency; -.5 Concrete; -3 Heavy Weapons on Gun Emplacements

4. You start working on crafting stations and better tooling methods. You're still going to need factories, though. (Tooling/Crafting Stations: 4/10)

[ONR]

>>Some smaller expeditionary deep spawn have been sighted off the coast.

1. Squads continue clearing the city. Expansion is hampered due to some preliminary attacks by deep spawn, though, and it draws some resources. (15/20)

2. You start working on better tactics. (Amphib.Tactics: 5/8)

[Commune]

>>Your logistical capacities are taxed. The worsening weather is also impacting solar effectiveness.

>>Chiggers are increasingly visible around Vancouver.

>>You are mobilized! [7 turns]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 4 Mobilized Commune Platoons [x9][Inf]

>>Food is increasingly a problem.

>>Lose 7 pop

>>You have been given additional progress: Planning I 3/8)

1: You manage to fortify brookings. (Add unique building: Brookings [Fortified])

2: You reinforced the army. [MOVEMENT remaining: 1 discrete turn]

3: The metal gear is finished. It is equipped with large railguns, but the full capacities of the unit remain up for debate. Braun has completely shit his pants at this and seems to insist that it wasn't actually “Metal Gear” and that “the entire assertion it's based on some video game is totally false.” Literally. (Add technology: Mecha Theory ???//???) (Add unit: OsirisEX-00: [x12][Bombard:2][Arm][AP/AT/HE][Resilient])

4: You sent mechanics IV and 2 weed to NFC. [-2 weed]

5. Your infantry tactics develop a little bit. (Infantry 2: 4/10)

[Gear Knights]

1.Part of the foundation collapses and needs to be fixed. No progress. [Enrichment: 9/30]

2.Consolidate the power armour together - the scouts and the captain

[Tsardom]

>>Chiggers have been sighted in the north.

1. Construction of the Tsar turret starts. The reactor..not makings good..but..is moving forward. (Tsar Turret: 1/???)(Remove: [Ruined Experimental Particle Cannon:1][Ruined Micro-Thorium Reactor:1]

2. The production line is finished! It's sort of small, but is works. You could probably make bigger. (Add resource: [Tsar Tanks:0+.3/turn]([Scrap: -.4/turn]))

3. You manage to fix up a single tank. Is American but good. (Add 1 player's name choice American tank [x5][Arm])

4. There is of much drink and lab. Some explosion. Is not good and repairs underway. Is disaster! (Research slot unavailable for 1 turn)

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03a99b No.21276

[Tribes]

>>You got: Genetics I from the Felinid.

1. You sent communications to the Felinid.

2. You start working on some capacity to weather the storm. (Weathering I: 5/8)

3. WOPR replies with minimal additional information of value.

4. The next level of Botany research starts. (Botany 4/8)

[Felinid]

>>You are mobilized! [5 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>1 Mobilized Felinid Companies [x14][Inf]

>>Lose 5 population

>>You gained: [Communications I] from the Tribes

1. You sent the tech. The money is useless and is refunded.

2. Meanwhile diplomats in the Desert Tribes have come to a different trade agreement.

- Trade Genetics III to the Desert Tribes -5 currency

3. [Advantage: Very good+][ -20 Currency, -2 culture]

4. While well intentioned, the F-22 is a highly complex and overengineered machine. More time is needed. (Aeronautics/???)

[Harbinger]

>>Deep spawn have been sighted scouting in the area…

1. Construction on defensive fortifications starts. (Coastal defense network: 6/12)(-5 heavy weapons)

2. The works is totally destroyed. The facility took repeated nuclear strikes and is totally unapproachable.

3. The marines are drilling and develop some interesting methods. (Add technology: [Defensive Tactics I])

4. The heating research goes nowhere. Boo!

[Sound]

1. The ballads are taken pretty well, frankly. (Legitimation I: 5/8)

2. The defense network starts construction. Given the size of the territory it will take a…bit. (Defense network: 6/15)

[Vanguard]

1. The UFO retooling starts… [Retooling 1/2]

2. The defensive systems are being modified currently. (Defense upgrades: 9/10)

[NFC]

>>You gained: Mechanics III and [Weed:2] from Commune.

1. 2.You moved the units. [Advantage: None][Movement time remaining: 1 Discrete Turn]

3. You gained: [Ruined Tanks:3] [+0.0/turn] [Ruined Power Armor:3] [+0.0/turn] [Ruined Aircraft:5] [+0.0/turn]

4. It doesn't work. They see you as a traitor, which you kind of are. Their religion also sees you as an enemy, now. There is some shooting. (lose 2 ammo)

5. The next level of bureaucracy moves ahead. (Bureaucracy 3: 6/10)

[MPD]

>> Indoctrination tech specialization (pick one) available for research. The other avenue will be blocked: [Pacification Specialization I: +4 Urban-Related Rolls] or [Domination Specialization I: +2 Indoctrination rolls]) (Former: Applies to urban projects; Latter: Applies to capturing units, combat)

>>You lost 1 hex.

1) Boise is fixed up! (set Boise to [Fixed][+.4/pop/turn]

2) You surrendered 1 hex.

3) You managed to figure out how to harden your equipment. (Add technology: [Hardening I])

4) You're almost done with the next level of electrical weapons. (Elect. Weapons 4: 11/12

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03a99b No.21278

[Reapers]

>>You gained 1 hex from MPD.

>> You gained: Cloning I, Genetics III

[Neo-Cult]

>>You are mobilized! [8 turns]

>>Your industrial efficiency is 50%.

>>You gained the following units from mobilization:

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

>>Lose 4 population [Current: 21.0] [+1.8/turn]

>>[Government Type] Changes To: Coup

>>[Legitimacy: Chaos, Fighting]

1. Mobilization starts.

2. Recruitment fails. The cultural input is ineffective, and the money is a waste. (lose money, culture)

3. Tearer's men manage to find some support. The goverment is partially toppled and there is some confusion as a good deal of the provisional government is assasinated. [Coup/??] (lose 2 pop)

4. Chemical Weapons III (7/10)

[Deliverance]

>>You are partially mobilized…

1. The plant isn't finished! (Coal Plant: 5/6)

2.You manage to fix up a few of the artillery pieces. (Add 1 unit, M-198 Artillery Cluster [x8][Bombard:6]

3. Birmingham is fixed up! (Set: Birmingham to [Fixed]) (+.4/pop/turn)

4. Mechanics is advanced. (Add technology: Mechanics I)(II: 3/8)

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03a99b No.21279

{NFC Amendment}

>>You are mobilized! [6 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]

>>lose 6 pop

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03a99b No.21280

Dice rollRolled 93, 6, 55, 11, 22 = 187 (5d100)

1. Mutate a new type of organ for your hosts and structures that can generate a great deal of electric current, shocking and destroying all that touch them. The Machines have announced this as a viable way to combat this incoming threat. You are willing to try it.

2. Begin creating a type of spore that will attack dangerous microbes like the chiggers that try and enter your territory. Try various avenues such as anti-bodies, acids or digestive enzymes until you find the one best suited to take on the chiggers.

3. Grow another Control Node in the Fungal Fortress formerly known as Minneapolis. Your hosts need it. Devote 10 stone towards providing the structure for it.

4. The Tank Buster Amalgamate continues to grow (??/??)

5. You need those rending claws. Your enemy grows desperate and dangerous. (7/10)

http://pastebin.com/Fyjjg3Sa

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03a99b No.21282

File: 1452033339477.jpg (155.42 KB,478x617,478:617,hbonestell-1.jpg)

{{{{{[[[Nuclear Event: Chicago Results]]]}}}}

[Percentage Remaining]

Infected: 14%

NFC: 0%

Harb: 36%

Cult: 76%

Camelot: 54%

Deliverance: 22% [+Bonus] = 50%

[Cult]

Disband:

2 Mobilized Cult Companies [x6]

1 Powderpyre LAV [x4][Bombard][x2][CQB] [Mech]

Unhamed:

1 Cult Flamer Platoon [x5][CQB]

Revise to [Damaged]: 1 Cocaine Tank Platoon [x15] [Arm]

Revise to [Inoperable]: 1 Cocaine Tank [x6][Arm]

[Harbinger]

[Set aircraft to damaged]

[Infected:]

Disband: 2 [Calcified Kodiak][x3][Arm]; 13 Mobilized Infected Formations [x9][Inf]; 1 Infected Ice Devil [x5][Resilient][Raging][Injured];1 [Grand Bear] [x5][Arm]

Unharmed:1 [Bullet Storm Amalgam][10x][Arm][Slow];1 [Grand Bear Amalgam][x12][Arm][Slow][Bombard][x4]

[NFC:]

Disband: NFC Offensive Line [6x]; 4 Mobilized Fan Company [x13][Inf]

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

Revise to [Inoperable]: 1 Texan Tanks Platoon [x10][Arm]; The Chief's APCs [x10][Mech]

[Camelot:]

Revise - 1 M1A16 [5x][Arm] to 1 M1A16 [5x][Arm][Damaged]

[Deliverance]

Disband: 1 Motorized Boyz [x5][Mot]; 2 Mobilized Boyz Company [x12][Inf]

Unhamed:

1 Combined Aerial Brigade [Helo][x7]

1 Mobilized Boyz Company [x12][Inf]

[**All non-destroyed/operable units listed are available for utilization.*]

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03a99b No.21283

Dice rollRolled 24 (1d100)

[Fallout Direction: Severe Impact]

[1-25: Oppenheimer]

[26-50: Cult]

[51-75: NFC]

[76-100: Infected]

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03a99b No.21284

Dice rollRolled 68 (1d100)

[Reaction: Oppenheimer to Cult fallout]

[1: ???]

[1-20: Retaliation, Minor]

[21-50: Complaints to UNION]

[51-99: Silent Resentment.]

[100: ???]

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03a99b No.21285

File: 1452035302387.jpg (114.04 KB,706x540,353:270,fallout1958.jpg)

>>World Event – Fallout, Michigan: Severe fallout has begun to fall upon the Detroit area as Oppenheimer attempts to coordinate civil defense. The human population under his administration complain openly that Oppenheimer should retaliate, but the AI seems to think a more circumspect approach is preferable. As such, no response is forthcoming as radiation sickness begins to plague Iron Detroit's human population.

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03a99b No.21286

Dice rollRolled 23, 89, 66, 100, 71, 30, 85, 75 = 539 (8d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population: [12.4] [+.2/turn]

Food: [N/A]

Raw Energy: [65] [+5/turn]

Legitimacy: [Good]

Culture: [0]

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:10.4:+.7/turn][Artifacts, Medium:1][Artifacts, Small:0][Artifacts, Rare:0][Artifacts, Unique:1][Phase Disruptors:2][Kitschy Reaper Goods:.8+.2/turn]

Technology: [Alien Vehicles II][Alien Infantry III][[Alien Tools V][Communications V][Zyrbite Conversion I][Alien Cloaking II][Failsafes II][Alien EWAR I][Project 42 IV][Phase Disruptors I][Scavenger Robots II][Cloning I][Genetics III]

Trade Routes: [none initially]

Territory: [6]

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]

-Vehicles (2/8)

-Failsafes III (3/12)

-Cloaking III (3/12)

-Nanites (9/10)

—–

1,2. Teach the Felinids our ways of basic ship construction and weapon construction. While they may not have the technology to produce weapons or ships on par with ours, they have offered fine payment for such technologies. [Phase Disruptors I][Alien Vehicles I][Nanites I (if completed)]

3. Assist MPD in the production of a power plant to provide them energy.

4. A factory to produce more alien commodities a turn is produced in our newly purchased land from the MPD.

5. Another factory to produce phase disruptors is built in order to supply weapons to our buyers.

6. A third factory producing stock UFO models is built should our buyers want to travel in a more efficient way similar to ours. These templates feature failsafes to prevent tampering with such designs, however they are fully functional and weapons are modifiable.

[Research:] Continue the production of Failsafes III (3/12)

[Research 2:] Complete Nanite Production (9/10)

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03a99b No.21287

Dice rollRolled 82, 87, 56, 68 = 293 (4d100)

>>21273

>>Tooling tech Specialization: Automotive Spec I chosen

1. Good job on the network boys. Lets see if the same boys can get this anti-chigger fence up and done.

2. Alright alright, lets get some warmth going then. We may not beat out the vortex but we'll keep warm at least soon.

3. GUYS. We got NEW TOOLS! Turn on the lights, get a few of those RVs in here, and close the door against the wind.

We're weaponizing these bitches! MURDERVS GO! [+10 Mechanically Gifted][+4 Automotive Specialization]

Research: MY PRIESTS MECHANIC, SO WISE ARE YOU! PLEASE RESEARCH INTO MOBILITY TACTICS SO WE MAY BETTER ADVISE OUR MOTORIZED UNITS.

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: [99.8] [+4.4/turn]

Food: [Good]

Raw Currency: [180] [+16.2/turn]

Legitimacy: [Average]

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

Industry: [10]

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]

Integrated Defense Network [Large][Bombard:3]

Military Units: [Unit Cap: 8]

V8 Platoon [x8][Mot]

Motorized Squadron [x6][Mot][Quick]

1 War Rig [5x][Mech]

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

1 Mobilized Bellomos Company [x12]

Resources/Quantity:

[Ammo:9][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:0]

[Fuel:21.6][+1/turn]

[Volkswagons:0]

[Electricity:9.6][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:3][+.0/turn]

[LAV:2]

[Scrap:20.3][+1.5/turn]

[Water:29][+1/turn]

[RVs:11][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:2]

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

[Wrecked Vehicles: 5.2] [+.4/turn]

[Dusty Tanks: 2]

Technology:

[Defense I]

[Tools V] [Automotive Specialization I: +4 to Motorized Rolls]

[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]

Clankers [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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03a99b No.21289

Dice rollRolled 25, 45, 60, 72 = 202 (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 Tumblrina Mechanized Company [Shattered] 1 F22s [x6][Bombard:1] 1 AH-1Z Viper [x4][Arm][Helo] 3rd Infantry Battalion [x5][AT][Inf] 2nd Red Berets [x8][Resilient][AT][Commando]12th Infantry Company "Skulltakers" [Shattered] 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: 5.2+.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]

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

SF 5/20

Mob Turns 5 100%

1. Operation Walpurgisnacht

+Pacific Highway [Highway] [Raiding I] [Infilitration-Assault II] [Winterization I]

2. Operation CAR

+Pacific Highway [Highway] [Raiding I][Infilitration-Assault II]

The Felinids defending the city of Matriarchia begin Operation CAR - an infiltration action that utilizes the training and natural stealth of the Felinid infantry defending the city. Their objective is fairly simple - get close enough to enemy lines to utilize anti-tank and explosives weaponry to completely destroy the War Boys vehicles while they're immobile during the night. Afterward a general charge of felinid infantry to engage in close quarters melee where their body armor and claws will allow them to make short work of the war boys.

3. [Build a Unit] 12th Infantry Company "Skulltakers" [Shattered] [Brave] and the 1 Tumblrina Mechanized Company [Shattered] [Mech] are reformed using 1 Mobilized Felinid Infantry Company [x14] to create a new mechanized regular unit trained in shock and anti-armor tactics. Surviving veterans are given positions are junior officers and NCOs, and Major Dorravere is put in command.

-20 currency -1 Body Armor -1 Small Arms -1 Explosives

4. [Logistics I] With winter comes a renewed focus on dash and elan, but those are only proper with the proper amount of supplies. Begin developing a logistics corps and the associated research.

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03a99b No.21292

Dice rollRolled 39, 2, 72, 34, 36 = 183 (5d100)

>>21278

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: [60.1] [+4.1/turn][28 Mobilized]

Food: [Stable]

Raw Currency: [166.8][+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: 4/6)

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

Tallahasee[City];ASAT Pad [Small]

Birmingham[City]

Defenses: Deliverance: Da Posses [Some]

>Marching units 0 turns til arrival

Military Units:

1Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x7]

5 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:15.2 +.5 a turn]];[Ammo:29.4 +1.2 a turn][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 5.6][4x4s:3][Ruined Trucks: 15.5:+.4/turn;];[Ruined Raytheon Plasma Tank:1][Electricity:8+.6/turn; -.4 a turn for Hmmv factory][Moonshine:6 +.2/turn] [HMMVs:3.7+.5/turn][Heavy Arms:7.6+.2/turn] [Power Armor:2][ASAT Missile:1][Chemical Weapon Payloads:3]

Technology: [Tools II][Militias III][Mechanics II](3/8)][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]

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 9 turns 100% industry; Rating Average

1. Finish that coal plant! Buy as many supplies and specialists as it takes to finish it!

+15 Industry

+Construction I

+Tools II

+Mechanics II

+Industry II

+Metallurgy I

+Power I

+Infrastructure III

+20 Currency

2. Repair the tanks! Buy what we need to make them work now.

+Tools II

+Mechanics I

+Industry II

+Metallurgy I

+Motorpool I

+15 Industry

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

+[Ruined Raytheon Plasma Tank:1]

+4 Scrap

+30 currency

3.Use our church and radio tower to host a Massive revival service to everyone!

+Church

+Radio tower

+Communications II

+Religion 1

+2 moonshine

4. Prepare for the storm and the Deep ones it brings. Set up lightning rods ,ad make sure every building is water tight and on a strong foundation! Buy supplies we need to set them up and fortify rapidly. Bonus pay to the most efficient crews.

+15 Industry

+Construction I

+Tools II

+Mechanics II

+Industry II

+Metallurgy I

+Power I

+Infrastructure III

+2 Scrap

+20 currency

5. Continue work on Mechanics research

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03a99b No.21294

Dice rollRolled 14, 22 = 36 (2d100)

>>21273

>>21280

In light of information recieved from the primary unity, about the encroachment of the biological matter devouring Chiggers, the Vector places the mutational advances on the Fungal Towers and the Factory Nexus on hold, and instead turns it's full mutational power towards microbial warfare, seeking to advance it's own microbiological defenses in much the same way as antibiotics function, fungi often live off of an devour bacteria and other microbiological entities, and so shall we

1) Microbiological warfare/defenses, specifically targeting the chiggers methods of attack.

2) Finish the Fungal Factory Nexus

Paused Research

[AA II: 2/10]

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03a99b No.21300

File: 1452047585015.jpg (63.92 KB,700x302,350:151,dubs_bill.jpg)

[NEW NATION]

[Bebop Poppies]

Population: [10] [+1/turn]

Food: [Stable]

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

Legitimacy: [Stable]

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

Industry: [5]

Unique Buildings: [player's name choice government building]

Defenses: [Mutant Poppy Fields, Massive]

Military Units: 2 player named infantry platoons [x5]; 2 player named motorized platoons [x4][MOT]

Resources/Quantity: [Ammo:4+.3/turn][Fuel:4+.3/turn][Scrap:10+.4/turn][Poppies:4+1/turn][Opiates:4+.3/turn]

Technology: [Militia II][Farming II][Diplomacy II][Power I][Wildlife Management I][Religion III]

Trade Routes: [none]

Territory: [5]

Bonuses:

1. Do You Like Phill Collins?: You are, for whatever reason, very lucky. It's not clear why this is the case. If you get doubles, you automatically attain a critical success even on low rolls.

2. Dude..due..whoa…: Inexplicably, your strange combination of religion, drugs, and music seems combine to a weird admixture that results in a general bonus to social cohesion. Nobody really understands why, but you get a general +15 to all constructions and stability rolls.

Eccentricities:

1. Functioning Addicts: Generally, you aren't good at fighting without drugs and a good sound system. You get a -1 to combat rolls with most units if you don't have a good sound unit or drugs. Yep.

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03a99b No.21301

File: 1452049258311.jpeg (13.73 KB,300x300,1:1,yerb.jpeg)

>>World Event – Muh Terrorism, Commune: TERRORISTS have EXPLODED several AMMO STOCKS in the Commune! It's generally agreed that it's totally buzzkill and harsh, man. The Commune will probably have like 20,000 meetings to talk about the issue and then get sidetracked by that one person in the room that says "what" and then that one person has to stop the room and explain it to them and it eats a whole bunch of time and then everyone gets confused and that one guy with the butcher paper is like a white dude and he doesn't write anything and tries to remember the main line of conversation but it like splintered in 3 directions. Anyway I have to go now and buy Yerba Mate from the health food store bye. [Commune: Lose 5 ammo]

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03a99b No.21302

File: 1452049818303.jpg (65.8 KB,250x314,125:157,van_halen.jpg)

>>20593

Name: The Road Warriors

Race: Well lets see, we got 2 humans, Carl the Singer and Val the Lead Guitar, One Lizard lookin' dude, that'd be Gregor our drummer, Jenni the Rhythym Guitarist is some sort of Half-fish half-frog thing. Xavier our Bassist is basically a human but all his bones are on the outside, kinda fucking awesome

Color: As close to black and red as i can get

Fluff: So a bunch of guys got together and said, fuck all those other guys we just want to crash and thrash and play some fucking music. So we decided fuck it we don't need these jackasses with their limiting rules, there's a whole wasteland to grab and turn into a heavy metal fortress. But then we thought, hey that ain't fair to all the other poor fuckwits being crushed under the heel of big governments, so we said let's go fuck them up, but then we thought, hang on we're just a small band how are we gonna do that. To which Carl said with the power of HEAVY METAL! So we were all for it, decided to figure out just how to turn Heavy Metal into a weapon and did so, so now we go around to the different places challenging their leaders to a rock off, if they win hey cool we'll leave them alone for now they're obviously not doing to bad at this whole wasteland overlord shtick, if they lose though we're gonna trash the place and free a bunch of people from Tyranny before moving on. Simple really, and hey if anyone wants to follow us, well, every band needs groupies.

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

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03a99b No.21303

>>21300

Nice dubs yo!

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03a99b No.21304

Dice rollRolled 48, 41, 10, 56 = 155 (4d100)

>>21276

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: [69.4] [+3.6/turn]

Food: [Good]

Raw Currency: [92.4] [+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]

City: [Dallas [Wrecked]]

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:6.5+.5/turn]

[Small Arms: 6.2+0.2/turn]

[Stone: 8]

[Horses:16.5 +.5/turn]

[Dogs:30 +1/turn]

[Scrap: 5.2 +0.2/turn]

[Heavy Arms: 6]

[Apoc. Eagles: 9.2+.5/turn]

[Wrecked Cars: 7.0+.2/turn]

[Fuel:13.4+.4/turn]

[APCs:2]

[Graboids: 16.6+.9/turn]

[Rad Spiders:6.8+0.4/turn]

[HMMVs:5]

[Rad-Silk: 6.2+0.2/turn]

[Ruined APCs:3]

[Ruined Power Armor:1]

[Micronukes:3]

[Electricity:7.0+.3/turn]

[Doom Elephants: 4.8+0.4/turn]

[Silk:1.8+.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]

[Cryptography I]

[Genetics 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. Weathering 5/8

research: Botany 4/8

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03a99b No.21305

Dice rollRolled 57, 87, 35, 67 = 246 (4d100)

[DIPLOMACY: Commander Starr attempts to inform Unity forces she is working under Armistice and attempting only to escort civilians and friendly forces to safety–she has assumed command of all Union Forces present (or will she she arrives)(so long as player consent is not rescinded obvs)]

>>You are mobilized! [4 turns]

>>lose 4 pop

1. Inspire the people with our culture, our money, and our love.(Advantage: Prepared – 1.4x])(Planning: 4/8)

>3 culture

>5 currency

2. Move Troops

[Help Refugees Flee, Assist Union Forces]

>(Consider Deliverance Forces allied)

++++++++++++++___++++++++++++++

Union Army

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]

>Clankers Mechs

>Bazrael's Damaged Tank (which we will help move with APC Gang, if applicable)

++++++++++++++___++++++++++++++

Commander Starr receives her orders to initiate the Armistice, and takes it upon her to withdraw as many fleeing civilians and others trying to escape the coming fallout as possible to

>BowlinGreen

She takes command of those Union Forces that are present when she arrives, informing them an Armistice is temporarily in place and in light of thermonuclear deployment the front has been deemed temporarily untenable.

3. Send [Chemical Warfare I] to Deliverance

4. Polish off Assembly Lines [7/8].

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: (38.3) (+2.6/turn)

Food: (Above Average)

Raw Currency: 99.4 (+27/turn)

Legitimacy: (Spooked)

Culture: (36.5)(+1.3/turn[+.5]==effective +1.8)

Industry: (12)

Unique Buildings:

>><<

Cities:

[Capital, Outskirts of Nashville]

[Nashville, Tennessee] [Fortified] [Fixed]

>><<

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

1 Mobilized Rhinestone Platoon [16x][Inf]

>[Moving to] Front [Arrival: 1 turn – advantage: None]

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]

>[Moving to] St. Louis

1 Mobilized Rhinestone Platoon [16x][Inf]

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

1 Chemical Combatants [x5][Chem]

>><<

Resources/Quantity: [Ammo: 7+.8/turn][Small Arms:20.3+.6/turn][Heavy Weapons:3][Horses:9+.2/turn][Pigs: 8.8+.2/turn][Cows: 11.3+.5/turn][Beef:6.6+.2/turn][Ruined Tanks: 2] [Rad Spiders:13.6+.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+.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][Logistics II][Civil Defense 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.21306

Dice rollRolled 46, 47 = 93 (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:

1-2 Alright,time to- ARE YOU KIDDING ME?! A FUCKING HURRICANE?! Well, better build up some defenses that can withstand that

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03a99b No.21307

File: 1452053122345-0.jpg (248.23 KB,1104x1104,1:1,peace.jpg)

File: 1452053122862-1.jpg (70.96 KB,450x337,450:337,cowboy_science.jpg)

[[VANDERBILT XENOBIOLOGICAL SOCIETY >> UNION]]

Dr. Heckle takes the podium at a tense moment after being admitted only warily by the men guarding the newly restored Senate building.

"Gentle people of the Union Senate! Representatives! Robots! Politicians! All of you!" he says, gesticulating broadly.

"We have made the most UN-usual of discoveries! After months of research conducted upon a survivor who returned to us unexpectedly, infected by the spores, of his own free will, named Jimmy we have–well made an EXTRA-ordinary discovery!"

"Jimmy co-habitates his body with another symbiotic set of sentient consciousnesses, known now as 'Unity.' Via various biological mechanisms they commune directly with Jimmy, and while Jimmy does indeed consider himself to be both Unity AND Jimmy, it's clear–after cross referencing his war journal, interviews with his commanders from the Dragoon School, and even a particularly titillating conversation with his mother–that Jimmy is, in fact, still Jimmy after all!"

"I come with the full weight of the Vanderbilt Xenobiological Society's word here to beg that you reconsider your stance on Unity, or the IFM as they have been formally termed up 'til now. The endgame of this war is not only xenocide of a sentient race, but it is killing those who whom have begun to cohabitate with Unity–they're alive! They're all still alive!" No one has ever heard, of course, of this society of scientists–anyone with intimate knowledge of Vanderbilt knows of it only as a sci-fi book club with only two members, Dr. Heckle and Mz. Jibe.

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03a99b No.21308

File: 1452054237173.jpg (149.84 KB,640x571,640:571,my-house.jpg)

Dice rollRolled 70, 21, 13 = 104 (3d100)

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: [35] [+2.5/turn]

Food: [Stable]

Raw Currency: [6.4] [+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:38.2+1.4/turn][Electricity:5.7+.1/turn][heavy weapons 5][ammo 10.2+.6/turn][Solar Cells:5][Scrap:18.8+ .2/turn][Radio Equipment:2][Ruined Cars:6.8+.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][Air-Ground Tactics I][Defensive Tactics I]

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. Execute order 85. use my saved roll (88) on this.

2.continue propaganda on USA2. focus on the weakness of the TCs standing military. compare them to the “distant monarchy” which america fought against in the revolutionary war. in addition point out that USA2 would be forced to quarter the troops they are sending over, violating the 3rd amendment. also lower their gas prices by throwing some fuel at them. after all americans love nothing more than cheap gas! (30 fuel)

3. Send [Aircraft II] over to the clankers, along with a team tasked with making schematics of their A-10 using the techniques i used on my own craft to make schematics.

Research:

We need heaters, get them right this time.

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03a99b No.21309

File: 1452054404425.jpg (81.42 KB,600x400,3:2,Hunting_With_Firepower.jpg)

>>21275

Upon reading the recent news, the Tsar frowned. It seemed that his workbase was undisciplined and prone to causing shenanigans which set progress back for vital amounts of time; did the men not know that the Tsar only pushed them to work so hard for their own safety. Still, the news that now injuries occured with the latest issue kept him at slight ease, the fact that no Russian blood had been spilled in spite of the perilous conditions of their work something he most admired: more than the Soviets could have claimed when they were still a superpower.

The burly man reclined on his throne of velvet; through all the hardships his people faced, he hoped that someday, the time would come where they didn't have to suffer anymore; that being reduced to but a few thousand had meant that they had payed the proper price in lives. Through all his threats and appearances of gruffness, the Tsar silently admitted to himself that he probably wouldn't ever send even the most incompetent of his workers into the gulag of the lower gut; he would not emulate his ideological predicessors any more than needed, and felt dirty just thinking of the word.

He took a moment to think back at those left behind: he was but a child when the exodus happened, and wondered what became of them in his doomed homeland, as well as those who took seperate routes than the monarchy's. That none other significant populations of his people had been found made him doubt that they survived, and how could they; were they not the ones that brought Russia to ruin in the first place.

Wiping his eyes of gunk, he stood up, dusting off the faded, unwashed cloak that was among the salvaged icons that represented his position. He noted the last bit of information involving some unruly wildlife…

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03a99b No.21310

File: 1452054577676.png (32.83 KB,935x711,935:711,Ptr.png)

Dice rollRolled 85, 18, 49 = 152 (3d100)

>>21309

[Mobile Tsardom of Anchorage]

Population: [36] [+.7/turn]

Food: [Good]

Raw Currency: [115] [+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]; 2 Tsar Tanks [x4][Arm][Slow], 1 Premium Tsar Tank [x4][Arm], 1 M60A3 Tank [x5][Arm]

Resources/Quantity: [Power:23.8+.8/turn][Small Arms:5.5+.1/turn] [Heavy Arms:6.6+.2/turn][Ammo:28+.2/turn][Fuel:50+.4/turn][Steel:9.2+.4/turn][Scrap:2.4-.8/turn][Pre-War Documents (Used):3][Electronics:6][Glass:5][Cars:4][Concrete:10][Radspiders:1][Kitschy Russian Goods:5.6+.2/turn][Plutonium:1][Ablative Armor Segments:2][Volatile Chemicals:2][Laser Components:2][Strange Ablative Armor:4][Nanogoop:3][Tsar Tanks:0.3+.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 (1/???)

>Actions:

1. - More demon from wasteland come to haunt Tsar? Silly animal shall be crushed with firepower! Ready Tsar Canno! (Fire the Tsar Cannon at stupid chigger to scare them away/destroy them.)

2. - Haha, if animal survives that, Tsar will wonder how they deal with particle weapon? Nyet, they shall be away long before that. Continue workings on weapon, workers! (Tsar Turret: 1/???)

3. -

[Reorganization I]

[Vehicles II]

-2 Tsar Tanks [x4][Arm][Slow]

-1 Premium Tsar Tank [x4][Arm]

-1 M60A3 Tank [x5][Arm]

-[Cars:4] (As logistical/support vehicles)

Is disaster that tank production has been of delay, and that automation integration has been stalled with destruction of factory, but unit organization must continue: send brightest men to man 1st Imperial Tank Platoon, and retool civilian machine into logistical component. Spend 30 currency to ensure that unit creation goes of most smoothness! Will have to start at understrength western unit size until more tank can be constructed and repaired.

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03a99b No.21311

Dice rollRolled 46 (1d100)

>>21310

Tsar shall look again and pretend that worker is doing their job properly, and that when he caught them first time they were just fooling around. Is joke, yes? Haha! (Reroll action 2.)

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03a99b No.21313

>>21300

>>Revise eccentricity: 1. Audiophiles: Generally, you aren't good at fighting without a good sound system. You get a -1 to combat rolls with most units if you don't have a good sound system with the army. Yep. Remember Mad Max? It's kinda like that except you know less patriarchy.

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03a99b No.21314

Dice rollRolled 89, 89, 93, 89 = 360 (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: [53.6] [+2.2/turn]

“Food”: [Stable]

Raw Currency: [76.6] [+8.8/turn]

Legitimacy: [Very Good]

Culture: [3.5+.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:12.7+.3/turn][Small Arms:2][Scrap:3][Electricity 8.6+.2/turn][Sheet Metal 2+.2/turn][Cars 1.8+.2/turn][Heavy Weapons 2+.2/turn][Screenplays 8.2+.2/turn][Steel:4.2+.2/turn][Scrap:7.5+.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]

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 Navy researchers are led onto the base, where they are allowed to study the mothballed A-10

2) Clanker University finishes construction, the brass shined, the gears blackened, and the swords cleaned. (STEMMU /10)

3) With the hurricane formally known as Prince growing ever stronger off the coast of Flo Rida, the Clanker buildings are reinforced against the coming winds.

Research

4) The SHIVA Project begins

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03a99b No.21315

File: 1452055134236.jpg (16.38 KB,300x236,75:59,REEFER-REDOUBT.jpg)

Dice rollRolled 10, 28, 96, 91 = 225 (4d100)

>>21276

Montana State Police

Fluff: http://pastebin.com/cvCi1HVE

Population: (55) (+2.2/turn)

Food: (Above Average)

Water:9.6(+.2/turn)

Raw Currency: (45.2) (+5.8/turn)

Electricity:23.8(+1/turn)

scrap:4[+.4/turn];

Glass:.6[+.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]

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:4.8 +.2/turn][Donuts:8 +.2/turn][Dusty Tanks:1][EWOP Suits:3.5+.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 III][Fortifications I][Industry II][+5 industry][Tesla Coils: Experimental][Mechanized Tactics I][EWOP Power Armor I][Chemical Tactics II][Hardening 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.

(UCI/Counterespionage 2/8)

I SELECT:

[Domination Specialization I: +2 Indoctrination rolls]

1) Begin Operation: Reefer Madness. Give the order that the Lt. Is to IMMEDIATELY move into the Commune's territory and begin making their way to the Capital of the Commune. Any enemies that they encounter along the way are to be smashed aside, and their leader's arrested for treason against the US.

2)Begin using our auto-foundries to kick start our ammunition production. To help supply materials, one of the Resoc'ed gangs will given the honor of helping scavenge and collect the necessary materials for the production of these weapons. IF possible, set up a small Ammo factory of sorts, to help produce the weaponry.

3) Begin consolidating all mobilized forces into one attack force under the command of the Lt, so as to better command and field our troops.

RESEARCH: Finish our research on Electrical weapons IV.

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03a99b No.21316

>>21315

I put (30 currency, 10 Electricity(To Super charge the EWOP suits), 10 population(Use them as human shields, execute them if they disobey,) and all EIGHT DONUTS.

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03a99b No.21317

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03a99b No.21319

>>21306

"Good work Franz, we already have Defenses from last years hurricane BUT improving them will help us considerably"

[[META:: Requesting this action to improve/expand our existing hurricane defenses]]

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03a99b No.21320

>>21302

>>You are a special unit.

>>You can move to any nation that hasn't sealed itself to you.

>>You cannot take territory or engage in many national actions.

>>You cannot engage in combat, but you have a retinue that can.

>>You have access to the WNN transmitter network.

>>You have two dice.

>>Your statline is as follows:

Military Units/Retinue: 1 Ravening Fan Platoon [x5][Zeal]; 1 Fan Horde [x10][Inf][Mob]; "Evil" Micheal Peterson, Manager [x1][Infiltrate][Resilient][Special]

Home Base: [Player's name choice home base, location]

Culture: [5+.5/turn]

Money: [5+5/turn]

Bonuses:

1. VanillaISIS: You can reroll music related actions once per turn. Why? Greatest band to exist, period. Fuck that country shit back east, that shit is bullshit.

2. Hair Spray and Blue Jeans4eva: You get a combat multiplier for every 25 money you have. This stacks. For example: You would get a multiplier of +.15 if you had 25 currency.

Eccentricities:

1. Propaganda War: You are vulnerable to sex scandals. This has a tendency to hurt the fanbase if you get caught with underage fancatgirls or…whatever. I mean, I realize they look 18 but it's still kinda wrong, dude. Dude, I know, shit is fucked. [-2 to all espionage rolls attempting to defame you.]

2. Cocaine Is A Hell Of A Drug: Roll 1d100 every 3 turns to figure out how much money you spent on coke and other REQUIRED SUPPLEMENTS to the musical career. I guess you can make more money with shows and shit to mitigate this or something.

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03a99b No.21321

>>21307

TARME issues a 5 currency bounty for the crackpot scientist Dr. Heckle, dead or alive.

Charges include aiding the enemy and treason against Humanity through ignorance.

"A parasitic blight such as the so-called 'Unity' is a threat to all biological life forms. The ability to control the host body combined with displays of intelligence bring a simple conclusion: This 'Unity' is desperate and seeking to deceive the UNION ALLIANCE into showing mercy while 'UNITY' is weak. No such mercy will be shown to any biological life forms that 'UNITY' is able to infect and seize control over. That it may still have access to the host body's memories and personalities is a simple conclusion, as it already controls the body physically."

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03a99b No.21322

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

5 Mobilized Camelot Company [x9][Inf]

>In Transit

5 Mobilized Camelot Company [x9][Inf]

>On the field [Chicago]

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

1 Mechanized Camelot Company [x18][Mech]

Resources/Quantity:

[Fuel:2.5]

[Ammo:8.4 +.2 pt]

[Small Arms:4]

[Scrap:14.7 0pt]

[Ruined Bikes:10.8 .2 pt]

[Motorcycles:4.5+.5/turn]

[Heavy Weapons: 5.8+.1/turn]

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

[Cows: 4.2+.4/turn]

[Fertilizer:4.4+.4/turn]

[Ruined APCs:1]

[Beer:6.5+.5/turn]

[Concrete:1+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 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]

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.

Projects:

Interstate road system: Atlanta Needed

Cybernetics II 3/10

Diplomacy: 1/???

Civil Defense 1/???

Tooling/Crafting Stations: 4/10

>>You are mobilized! [5 turns]

>>Your industrial efficiency is 100%.

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03a99b No.21323

File: 1452058283732.jpg (62.08 KB,857x644,857:644,milmeeting2.JPG)

Dice rollRolled 78, 98 = 176 (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]

1. Continue to bring order to Charleston (15/20) [Marines II]

2. We’ve seen these fish-people monsters, we must finish strategizing about how to deal with such threats. (5/8)

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03a99b No.21324

Dice rollRolled 63, 6, 75, 31, 16 = 191 (5d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

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

Population: [72.0] [+3.8/turn]

“Food”: [Steel: 7.0] [-0.0/turn]

Status: Partially Mobilized [No Units] [Efficiency: 100%] [Rating: Good] [Turns: 7]

Raw Currency: [29.8] [+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, Medium]; [Sys 32 Radio Transmitter, Small] ; True Camelot [Embassy]

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]

*Special* WOPR Armor Platoon [x12][Arm][Gauss]

>Following forces sent to OPPENHEIMER, part of Union anti-infected force.

6 Mobilized Drone Companies [x13]

>Resources/Quantity:

[Fuel: 11.2] [+.2/turn]

[Ammo: 7.3] [+.5/turn]

[Scrap: 23.6] [+.8/turn]

[Copper: 5.0] [+.2/turn]

[Sheet Metal: 3.8] [+.2/turn]

[Electricity: 13.5] [+.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]; [Retrofitting 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]; [Interdiction 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:

Houston Defenses 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 continues the fortification of Houston.

9/10

2.

TARME's drones begin working on the remaining Sys 32 drones. VTOL aircraft will aid greatly in defensive actions, especially with flooding.

[Ruined VTOL Drones, Large: 2]

3.

TARME's drones in the north are once again connected… TARME is back in control. They fly South, from OPPENHEIMER's territory to aid the Cult of Cocaine.

Human lives are in danger, and TARME now possesses the ability to act.

>Following forces move from OPPENHEIMER, to CULT. Primary Objective: destroy INFECTED LIFEFORMS.

6 Mobilized Drone Companies [x13]

4.

TARME once again becomes introverted…

[Research AI V]

+Introverted

5.

TARME assesses the various threats to human life present, and attempts to reign in more troublesome drones to task.

[Eccentricity!]

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03a99b No.21328

Dice rollRolled 16, 100 = 116 (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. Restoring legitimacy is going fairly well, but it needs more flair. A bigger audience. And, of course, more rhinestones. The Nashville Sound who are currently in Nashville broadcast a special concert live over the radio to Rhinestone territory, St. Louis, and Bowling Green to boost legitimacy and general morale. [Legitimacy I: 5/8]

“To those out there who haven’t heard of us – oh, who am I kiddin’, we’ve probably played at every barn and dive in Tennessee. You know who we are and what we do. To the people of St. Louis and Bowling Green, our neighbors in fair Kentucky, we are the Nashville Sound, yes, the people you’ve seen wandering around with guns and instruments, not just guns, and tonight we’re going to let you in on a little Rhinestone secret: true country music!”

2. The Sound inspires the populace in Bowling Green and takes to the streets to show them how it’s done. Cult of the Gun style. [Bowling Green 13/20]

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03a99b No.21329

Dice rollRolled 95 (1d100)

>>21328

Cultural reroll for action 1.

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03a99b No.21331

>>21330

Uuuh… reCind that.

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03a99b No.21340

Dice rollRolled 866, 886 = 1752 (2d1000)

>>21276

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] (Retrofitting)

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

1 Sickle (UFO). [x5][Quick][Arm] (Retrofitting)

Scythe Minor Platoon [x18][POW]

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 is pleasantly surprised. For once, all of the minors under its command have made actual progress on their assigned projects, this is good. Not that the Chaplain will show them it’s happy. The Minors still receive the roughly same rough treatment as always, the only difference is that the Chaplain does not beat any of them within an inch of their lives if they act out of place or slack. He only beats them severely.

The set projects continue ever-onward, the UFO retooling is the simplest task and once that is complete they can be turned into a single formation, allowing us to manage our resources more efficiently. The defensive systems augmentation is considerably more complex and demanding but the raw manpower being thrown at it has sped things along nicely, the Chaplain expects it to be done presently. If it isn’t there will be hell to pay.

1. Finish retooling he UFO’s with Stealth 2 [Retooling ½]

2. Finish retrofitting the defenses with Phase Disruptors [Defense upgrades 9/10]

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03a99b No.21341

Dice rollRolled 25, 1 = 26 (2d100)

>>21340

….those totally would have been 80's. Anyway, re-rolling. Don't mind me.

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03a99b No.21342

File: 1452087462378.jpg (67.73 KB,587x663,587:663,9bdb0c9daf1b8f708bb9bf30f7….jpg)

>>21341

This just in.

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03a99b No.21343

File: 1452088806615.jpg (29.23 KB,300x250,6:5,image.jpg)

>>21342

You're fired.

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03a99b No.21351

File: 1452113220304.jpg (2.5 MB,3000x1925,120:77,AP11040803182-(1).jpg)

Dice rollRolled 41, 9, 72, 50 = 172 (4d100)

>>21322

1. [USA2 Defense/Entrenchment]

>5 Mobilized Camelot Company [x9][Inf]

Our troops should arrive this turm.

We have little time to deal with enemy propaganda, when true threats are present. Nay, actions speak louder than words.

Our military may not be the strongest it is true. The world is filled with strong militaries.

Spend

>3 Heavy Weapons - Gun Emplacements

>1 Concrete - For the Foritifications

>15 Currency - For hired labor. We are not slave drivers

To create "Castles" (bunkers) and bases of operations, and have our troops dig in to protect against the income sea monsters. This should also alleviate those silly notions that we will quarter our soldiers in their homes. These should strategically protect the cities.

We're not the biggest, but we are here when no one else arrived, even when our own lands where threatened, and we will be here to defend the people the last man! That is what separates us. And that is our devotion to the USA2.

Technology:

[Heavy Construction I], [Civil Defense II], [Architecture I]

2. [Chicago-Iron Detroit Humanitarian Aid/Defense]

>1 Mechanized Camelot Company [x18][Mech]

The Mechanized company arrives at Chicago, as a non-official yet clearly enforced ceasefire with the Unity has come to pass.

The Mechanized company has numeous riders and APC's, their steeds shall serve them well.

"Men, the task before you will not be an easy one. The fallout spreads, it has already afflicted many. Upon you lies the task of assisting relief efforts in not just Chicago, but in Deroit as well.

But do not doubt, we ARE prepared. We are experienced, and we are capable. We have fought against the invisible plague before, in Florida, in USA2, and we shall do it again. Here.

We have the finest medical facilities in the wasteland, the best medical training, and the organizational ability to govern large groups of people. All of whom are now your charge as though they were your very own.

Remember your training! All NPC"s shall be protected. Every-man here shall level up once this is all over."

True Camelot will facilitate in the evacuation and medical aid of all Cultish citizens who wish to leave the battle for Chicago. In addition, using our speed and being in range, we will also deliver medical supplies such as iodine and NBC suits to the civilians there.

>Spend 3 NBC Gear - To be doled out to Chicago and Detroit denizens to protect against radiation

>Spend 2 Fertilizer - These fertilizer chemicals like Phosphorous and Nitrates when broken down actually contain components which are usable in medicine

>Spend 15 Currency - On additional medical supplies against radiation

>Spend 1 Fuel - Our mechanized company will need it to keep moving two and fro such vast distances

Bonus:

[Bureaucratic Specialization I: +2 Bureaucracy Rolls] - To organize such a vast relief efforts, we'll need to categorize and manage every package of medicine, every civilian, every person that needs transport, food, shelter in Chicago or Detroit

Technology:

[Medical I], [NPC gear I], [NBC Warfare II], [NBC Containment/Clearing I] - Fallout cleanup and protection of soldires and citizens - To organize relief efforts

[Communications I], [Mobile Warfare II], [Civil Defense II] [Infrastructure V] - To organize relief efforts by the mobile force by preparing and enacting sound, timed plans and goals via using existing knowledge of city infrastructure and over the wide distance and populations

[Training/'Quests' I] - DOUBLE EXP PER EVERY ADDITIONAL CIVILIAN SAVED OVER QUOTA BOYS!

3. Construct an Embassy in the Clanker lands, we need their technology to defend ourselves more effectively.

[Heavy Construction I]

[Architecture I]

[Industry II]

4. [Research]

We will continue research on the personal crafting stations.

Tooling/Crafting Stations: 4/10

Buildings: [NewbU]

Technology:

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

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03a99b No.21352

File: 1452115606919.jpg (371.5 KB,1326x1019,1326:1019,dreddcrab.jpg)

Dice rollRolled 4, 2, 6, 1 = 13 (4d10)

>>21340

[Event: Combat]

Several squads of deep spawn are attacking! You aren't sure how they've found the base, but you should figure out a defense. They appear to have stumbled on a crew of scythe crews working on disruptor mounting.

[Attackers:]

2 Deep Spawn Companies [x4][Inf][Cowardly]

1 Deep Spawn Hydrocontroller [x2][AP]

1 Trained Leviathan-Crab [x5][Arm][Fearless][AP]

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03a99b No.21362

Dice rollRolled 17, 6, 37, 11, 32 = 103 (5d100)

1. Send The commune 10 fuel and 6 ammo

2. Repair the inoperable troops and return them home

[Tools IV]

[Mechanics III]

3. Build more tanks using our equipment

spend 20 currency

+[Ruined Tanks:3] [+0.0/turn]

+[Mothballed M1A1:1]

Use as much steel,scrap, electricity and other stuff as you need to get them up and running.

4.Build a network system of AA defense. War with the union means I will most likely soon face bombing runs from the ship guy they have supporting them. Similar to what the infected faced. Put the troops on high alert and get those AA towers built ASAP

Spend 60 Currency and 2 culture on construction workers and gunsmiths.

Industry: [13]

[Tools IV]

[Infrastructure II]

[Power II]

[Mechanics III]

[Industry I]

[Industrialization II]

5. Finish researching (Bureaucracy 3: 6/10)

Bureaucratic Offices network (They're pretty good and make expanding the bureaucracy easier….)

[Education I]

[Empiricism II]

http://pastebin.com/jJ4DaSNf

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03a99b No.21363

Dice rollRolled 100 (1d100)

>>21362

Action 4 titan dome Reroll

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03a99b No.21364

File: 1452125929436.jpg (124.46 KB,620x240,31:12,2015-11-18-1447882423-1800….jpg)

>>Nation Event – Bellemos: Terrorism strikes the occupying forces around and inside Matriarchia. They manage to contaminate, destroy, and otherwise terrorize a good deal of equipment within the motorpool. They had vagina shaped weapons. GEE I WONDER WHO COULD HAVE DONE THIS?

>>Bellemos:

>>Lose the following resources - 3 fuel,1 ammo

>>Set from [Damaged] to [Crippled, Inoperable] 1 War Rigs [5x][Mech]

>>Revise strength: 1 Motorized Squadron [x6][Mot][Quick]; to [x3][Damaged]

>>[Damaged]: 1 War Rigs [5x][Mech]

>>Your motorized units are somewhat hindered…

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03a99b No.21365

Dice rollRolled 7, 1, 4, 2, 1, 9 = 24 (6d10)

Tyranna Sorryn fem Femenia looked through her binoculars and felt her lips twist with a savage snarl as the night sky was lit with orange blossoms of flame.

"I don't know who these servants of the Patriarchy are," she began "but they fucked with the wrong army." She tore her glance away from the sabotage to look to the black uniformed felinid to her right and nodded her head sharply. That woman in turn pulled a flare gun from the case beside her and loaded a flare with a green ring into the gun, pointed it into the sky, and fired it off. It was met by two other flares and the scream and thunder of artillery and helicopter alike. Night battle was joined now in earnest.

——–

The final part of Operation CAR involves the use of Matriarchia's defenders and supporting troops to route the war boys from the city entirely. Without their vehicles they have no hope of escape or outmaneuvering the felinid infantry in the city proper, and all efforts are taken in the systematic building by building hand-to-hand fighting to kill every single war boy that can be found that does not surrender. Buildings too thickly garrisoned to be considered worth the cost in Felinid lives are destroyed using demolition charges, while rooms are cleared with liberal use of grenades and explosive spears.

In addition, to support this operation artillery will blanket the outskirts of the town while the helicopter and F-22 provide air support, denying the war boys the ability to move unmolested through the city or suburbs or escape from this salient.

1-2. Bombardment

3. 1 F22s [x6][Bombard:1]

4. 1 AH-1Z Viper [x4][Arm][Helo]

5. 1 Mobilized Felinid Infantry Company [x14]

6. 1 Mobilized Felinid Infantry Company [x11]

Use 1 Explosives to ensure that the proper number of demolition charges and grenades are prepared.

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03a99b No.21366

Dice rollRolled 2, 9, 9, 9, 8, 3 = 40 (6d10)

TARME's drones surge fourth from Iron Detroit, resupplied and prepared to defend human lives from the Infected menace that now calls itself 'Unity' in a blatant attempt to garner sympathy.

The drones have a simple mission. Seek out Infected heavies and overwhelm the targets. Improvised explosives will be deployed against the enemy's larger assets, with drones using themselves to anchor the bombs in place if need be.

Drones will make contact with any UNION, DELIVERANCE, or CULT forces active in the combat zone, and attempt to coordinate their seek and destroy mission with allied information. If all known enemy heavy units are destroyed, drones will focus upon aiding allied forces.

If NFC forces are still in the area, they will be considered hostile terrorist forces and eliminated.

"TARME to all CULT, DELIVERANCE, and UNION forces. Engaging hostile bio-hazards. Requesting enemy and allied positions and for artillery to standby for enemy coordinates!"

>6 Mobilized Drone Companies [x13]

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03a99b No.21367

Dice rollRolled 6, 6, 3, 10 = 25 (4d10)

>>21366

Unity forces begin a shooting retreat towards the nearest patch of AA spore towers and the incoming reinforcements.

http://pastebin.com/Fyjjg3Sa

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03a99b No.21368

>>21367

Unit list.

2 [Skulker Horde] [x6][Motley]

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

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

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03a99b No.21369

>>21366

and since I forgot techs and such…

+Swarm Robotics:

+Cybernetic:

+[A.I. IV]

+[Air-Ground Tactics II]

+[Electronic Warfare I]?

+[Energy Weapons I]?

+[Explosives I]

+[Military Drone Tactics I]

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03a99b No.21370

Dice rollRolled 96, 54, 37, 91, 95, 37 = 410 (6d100)

>>21365

The Imperator held her side as she glared at the wreckage, at the sheer, Horrible, Uncanny HERESY that she witnessed. Turning, she moved up to the remaining troops.

"WHAT WE SEE HERE, IS PROOF OUR ENEMIES ARE COWARDS WHO NOT ONLY CANNOT PLAY FAIR, BUT REFUSE TO MEET PROPERLY ON THE FIELD OF BATTLE!" she screams, almost loud enough the echos may be heard from the enemy camp. The felines, if they could hear it, would hear not even fury of a female, but pure, unadulterated hate and rage.

"WE WILL NOT RUN FROM THIS! WE WILL CHARGE IN, AND WE WILL EITHER WIN, OR DIE GLORIOUSLY! ALL OF YOU WILL BE WITNESSED BY ME, AND ALL OF YOU WHO DIE WILL RIDE BY MY SIDE IN VAHALLA!" she cries out, a loud cry in return from survivers as they set up their plan.

———–

The war rigs will be towed into place as emplacements to prevent anyone rushing this way, and to prevent any warboys who may think differently, not that any will. The rest will fill 2 fuel worth of fuel to pour behind them as they rush the defenses, pouring it out and attempting to get as many emplacements/defenses/troops covered in it as possible, before lighting everything on fire. It doesn't matter if all of the fuel gets used, or if everything is on fire, as long as enough fire is happening to cause sheer chaos, and preferably a large thick smoke cloud to obscure vision otherwise.

May the wasteland take what she needs from our bodies.

V8 Platoon [x8][Mot]

Motorized Squadron [x3][Mot][Quick] [Damaged]

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

Imperator Rosa, Champion [x5][Resilient][Witness] [Wounded: 1 turn]

1 Mobilized Bellomos Company [x12]

The Warboys are motivated to punish the felines for their cowardice, and will not let anyone live. Anyone. There will either be Warboy victory, or a burning, bloody mess in their wake. There will be no other option.

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03a99b No.21371

Dice rollRolled 4, 1, 10, 10, 5, 3 = 33 (6d10)

>>21370

OOC Derp. forgot to change my sides.

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03a99b No.21372

>>21366

"True Camelot forces are currently pre-occupied as the only force capable of dealing with the imminent nuclear fallout throughout the wasteland.

It would not do well for the Union to completely abandon the people to sickness and disease. This shall be the task of our forces."

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03a99b No.21373

Dice rollRolled 7, 7 = 14 (2d10)

>>21365

Forgot bombard defense

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03a99b No.21374

Dice rollRolled 3, 10, 2, 3, 3, 8, 6, 7 = 42 (8d10)

>>21366

1Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x7]

1 Humvee Cumpannee [x18][Mot]

5 Mobilized Boyz Company [x12][Inf]

[Explosives II]

[Vehicles I]

[Urban Warfare II]

[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.

Deliverance forces hear the Communication. Brother Gentry smiles. The boyz in infantry had been in battle formations ever since the nuke went off. Infantry spread into formations for area denial to the Infected and NFC hordes. These same formations now moved up along the streets and building, sweeping and clearing them relying on training to make good time. Using make shift explosives to clear hard points, enemy fortifications, and tunnels while they steadily assaulted the Infected lines. Meanwhile the Aerial and motorized group struck out at speed from the side to pin the enemy forces and keep them in place. Ammo and fuel are of NO consequence and spent freely. Anything looking like an enemy is shot period. Again the heavier weapons on the vehicles target the chinks in enemy armor and explosives are deployed from choppers at height and jeeps at speed on hard targets using mobile warfare doctrine. The enemy dies now. Gentry coordinates with TARME and any other UNION forces, as well as the Cocaine cult's tattered army for best effect via radios.

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03a99b No.21375

Dice rollRolled 5 (1d10)

Grand Bear Amalgam bombards the forces attempting to pin them down. Focusing on clearing the way to retreat.

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03a99b No.21376

test

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03a99b No.21377

Dice rollRolled 4 (1d10)

>>21375

Resistance + Sort of Tough +Civil Defense II + Mobile Warfare II

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03a99b No.21379

[Action] I rolled 46 Build industry

[Action] 81 Scout for power plants and try to get them running

[Action] 40 train some holy warriors

[Research] 86 research better agricultural methods

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03a99b No.21380

File: 1452130137131.jpg (75.4 KB,648x648,1:1,2008-11-03.jpg)

Dice rollRolled 8, 8, 4, 1 = 21 (4d10)

>>21366

General Tearer has assumed nominal control over the remaining military forces around Chicago. He attempts to support TARME's attacks and is now increasingly paranoid of treachery. His forces avoid the central Chicago area and instead attempt to push into Infected territory at best speed in order to cut the city off. Tanks are kept in reserve to prevent any sustained push by the infected, but they are applied if the infected act in a coy manner.

[Neo-Cult]

1 Cult Flamer Platoon [x5][CQB],

5 Mobilised Cult Company [x6][Inf]

1 Zealot Militia [x4][Inf][Zeal]

1 Cocaine Tank Platoon [x15] [Arm][Damaged]

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03a99b No.21381

Dice rollRolled 8, 9, 1, 1, 9, 4, 2, 5, 1, 5, 3, 7, 10, 7 = 72 (14d10)

Unity lets the Cult into your lands, and then cuts them off and surrounds them using the tunnels to achieve complete control over the engagement.

Spore towers wait for the perfect moment and then erupt, in massive clouds choking sight and breath and corroding all it touches allowing Unity to move hosts around with impunity.

It is only then that you bombard the tank with boulders from the spore towers, when it is completely caught up in preventing its death.

You then prepare to receive any attackers that cross the borders and support their beleaguered troops.

Meanwhile your scout plane flies high above the spore cloud, guiding your troops from Chicago to home, safely.

1 Fungiborged Scout Plane [x1][Scout]

12 Mobilized Infected Formations [x9][Inf]

Note : 8 Mobilized carry a [0.7] modifier.

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03a99b No.21382

>>21381

Note : 14th dice roll is

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

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03a99b No.21383

Dice rollRolled 8 (1d10)

[Bombardment Defense: NeoCult]

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03a99b No.21385

Dice rollRolled 48, 13 = 61 (2d100)

>>21320

Name: The Road Warriors

Race: Well lets see, we got 2 humans, Carl the Singer and Val the Lead Guitar, One Lizard lookin' dude, that'd be Gregor our drummer, Jenni the Rhythym Guitarist is some sort of Half-fish half-frog thing. Xavier our Bassist is basically a human but all his bones are on the outside, kinda fucking awesome

Color: As close to black and red as i can get

Fluff: So a bunch of guys got together and said, fuck all those other guys we just want to crash and thrash and play some fucking music. So we decided fuck it we don't need these jackasses with their limiting rules, there's a whole wasteland to grab and turn into a heavy metal fortress. But then we thought, hey that ain't fair to all the other poor fuckwits being crushed under the heel of big governments, so we said let's go fuck them up, but then we thought, hang on we're just a small band how are we gonna do that. To which Carl said with the power of HEAVY METAL! So we were all for it, decided to figure out just how to turn Heavy Metal into a weapon and did so, so now we go around to the different places challenging their leaders to a rock off, if they win hey cool we'll leave them alone for now they're obviously not doing to bad at this whole wasteland overlord shtick, if they lose though we're gonna trash the place and free a bunch of people from Tyranny before moving on. Simple really, and hey if anyone wants to follow us, well, every band needs groupies.

>>You are a special unit.

>>You can move to any nation that hasn't sealed itself to you.

>>You cannot take territory or engage in many national actions.

>>You cannot engage in combat, but you have a retinue that can.

>>You have access to the WNN transmitter network.

>>You have two dice.

>>Your statline is as follows:

Military Units/Retinue: 1 Ravening Fan Platoon [x5][Zeal]; 1 Fan Horde [x10][Inf][Mob]; "Evil" Micheal Peterson, Manager [x1][Infiltrate][Resilient][Special]

Home Base: [Road Warrior's Tour Caravan, On the road]

Culture: [5+.5/turn]

Money: [5+5/turn]

Bonuses:

1. VanillaISIS: You can reroll music related actions once per turn. Why? Greatest band to exist, period. Fuck that country shit back east, that shit is bullshit.

2. Hair Spray and Blue Jeans4eva: You get a combat multiplier for every 25 money you have. This stacks. For example: You would get a multiplier of +.15 if you had 25 currency.

Eccentricities:

1. Propaganda War: You are vulnerable to sex scandals. This has a tendency to hurt the fanbase if you get caught with underage fancatgirls or…whatever. I mean, I realize they look 18 but it's still kinda wrong, dude. Dude, I know, shit is fucked. [-2 to all espionage rolls attempting to defame you.]

2. Cocaine Is A Hell Of A Drug: Roll 1d100 every 3 turns to figure out how much money you spent on coke and other REQUIRED SUPPLEMENTS to the musical career. I guess you can make more money with shows and shit to mitigate this or something.

1. Right first thing's first, find out the nearest town, time to set up our first concert and let's head that way

2. Once we get there gotta do some advertising, let people know that we're looking for the toughest cats and wanna challenge them to a rock-off, Winner gets cash

https://www.youtube.com/watch?v=IPOfCrRsTw4

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03a99b No.21411

Dice rollRolled 2, 9 = 11 (2d10)

>>21368

Your hosts meet up with the sole operable NFC unit within city bounds on their way out. The [Skulker Hordes] begin to help move it towards Unity lands proper. The only reason it should stop and fire its main guns is to clear the way if it gets bogged down.

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

First roll is general combat, second roll is bombardment.

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03a99b No.21419

Dice rollRolled 7, 6 = 13 (2d10)

>>21411

>>21366

The tanks and APCs will try to hold out till repair teams get to them. Firing their weapons when they can. But if the enemy is going to overrun them then detonate the ammo and fuel leave nothing but husks for them to claim.

The Chief's APCs [x10][Mech][Inoperable]

1 Texan Tanks Platoon [x10][Arm][Inoperable]

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03a99b No.21420

Dice rollRolled 8, 4 = 12 (2d10)

>>21411

>>21366

The tanks and APCs will try to hold out till repair teams get to them. Firing their weapons when they can. But if the enemy is going to overrun them then detonate the ammo and fuel leave nothing but husks for them to claim. Do not allow the greedy and bullying union to claim them.

The Chief's APCs [x10][Mech][Inoperable]

1 Texan Tanks Platoon [x10][Arm][Inoperable]

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03a99b No.21424

File: 1452182858241.jpg (315.34 KB,750x1046,375:523,The Reapers Scythe.jpg)

Dice rollRolled 6, 10, 2 = 18 (3d10)

>>21352

The Chaplain responds to the alarm immediately, how could he not? Finally The Chaplain had been presented an opportunity to test its minors. A shame that the UfOs are out of commission for the moment, their trial will have to come later. The alien commander takes stock of the opposing forces, they came out of the surrounding abyss and attacked some of the minor retrofitters, and they have a large crustacean with them. The Chaplain flexes it’s claw which shares some features with the Deep Spawn’s pet’s claw and idly notes the similarities. Clearly, the beast is something of a war machine, meant to take a beating and deliver one just as bad. Next the Chaplain notes the two Companies worth of Deep Spawn, they have some level of coordination and formations but they seem rudimentary at best. Still, it’s better than The Chaplains own rabble, these young unproven Minors can barely operate next to one another, let alone fight together. This is an excellent opportunity to show them that they will have to cooperate and learn the damn formations if they are to ever become Megas.

The Platoon is deployed first, they form up into what can scarcely be described as formations, and depart for the front. The platoon is made up of six groups of six. Each group is made up of and ranked in the following order. The Scythe Alpha is the first among them, followed by the Beta, the Gamma, the Delta, the Epsilon, and finally the Zeta. If needed the Alpha and the Beta will split the squad between them to flank enemies or gain a tactical advantage. Should either die their replacements are already lined up within the squad down to the Zeta. The Platoon will focus its attention upon the two deep spawn companies. They shall charge into them and use one of their many natural weapons on their bodies to slay their enemies. No quarter shall be given, the sheer brutality that will be displayed shall strike fear into their hearts. Each squad is also ordered to be aware of the Crab Monster, should it attack them they are to act defensive and ensure that they keep its attention.

The Scythe Minor Squad will focus upon finding and slaying any commander or specialty units among the Deep Spawn. They shall wait in reserve for the fighting to begin then charge straight at any unit the shows itself to either be a commander or one of the hydro controllers that WOPR had mentioned, if all of the Deep Spawn display abilities to manipulate water then the squadron will focus upon commanders to sow chaos among the enemies ranks. They are ordered to avoid the crab monster and to only draw near it if their target is also near it. In which case they will wait for it to be distracted then begin their charge.

The Darkclaws quarry is the large crustacean, they shall stalk it and await for it to engage some of the other minors before striking. Although this crab creature shares some similarities with the Scythes, considering that they both have claws, the crab creature is primitive. Rather than the hard, rock like skin gifted to them by the gods, this monstrosity still has an exoskeleton complete with the soft, weak spots in-between the different parts of its exoskeleton. This, combined with its large size will prove to be extremely fatal to it. When the Darkclaws attack the leviathan they will immediately pounce upon and tear into the exposed softer spots on its underbelly and enter inside of the large creature, tearing it apart from the inside.

The Chaplain expects his forces to finally be bloodied, good. This will show them that they must always improve if they seek to please and defend the gods.

[Defenders]

Scythe Minor Platoon [x18][POW]

Scythe Minor Squad [x3][POW

Scythe Minor Darkclaw Squad [x6][POW][Infiltrate]

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03a99b No.21434

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: 6 +.5/turn]

-[Fuel:0]

-[Weed:10.5+.5/turn]

-[Ammo:6.7+.5/turn]

-[Heavy Arms:0]

-[Small Arms:1]

-[Scrap:14.4,+.6/turn]

-[Electronics:3]

-[Electricity:15.4,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:3.8:+.2/turn];

-[Solar Drones 9.2+.2/turn]

-[Ruined Cars:8.4+.2/turn];

-[Ruined Tanks:1];

-[Ruined LAV: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] -[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]

-[War Animals I]

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:

(Breeding Kennels: 4/6)

>Make up Actions

Almost complete, just as winter is setting in. In hopes of a succesful completion the OGC Elders hold a pot luck dinner, jannis brings pot brownies and it is a roaring good time.

1. [Continue Expantion of Kennels into full "Devil Dog Breeding Program"]-]- [Animal Husbandry II] ]-[Power I] [Greenbuilding I] [War Animals I] Industry: [12] -[Infrastructure I]

Dig a network of trenches for defense, rumors of these chiggers near Vancouver and war to the south have the Elders uneasy, Barbed wire fences and reinforced trenches around the Marijuana Fields with Command HQ at "The Old barn." Special care will be taken to install heated nexus hubs and have canine patrols. We will keep our borders safe.

2.[Build Reinforced Trench Network] -]-[Power I] [Greenbuilding I] [Industry: [12] -[Tools III] [War Animals I] -[Heating I] [Survival I] -[Infrastructure I] ]-[Civil Defense I] -[Urban Wafare II]

[Automated Defenses II]

> Current Actions

Rolls 3&4

I will use my 6 current war ready devil dogs to form a platoon of 4 squads. Each Squad of 9 men will be assigned 2 devil dogs, an emergency supply of joints and the best of the body armor and small arms we have. They will be specially trained in urban warfare, gurilla fighting and reconisence. As well as information gathering with emphasis on search and destroy tactics. They will train to be deployed as a whole as well as break up into individual squads or fire teams to carry out mission objectives as needed.

Every devil dog will be taken to the Communes hold facilities so that each dog may learn the scent of the Captured Felinid Civilians, as well as the handlers interviewing veterans of the Oregon Battles.

[Raise Unit] Tactical Canine Platoon "Death Jaws"

Resources [6 Devil Dogs] [Small Arms 1]

Tech

-[Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Civil Defense I]

-[Body Armor I]-[War Animals I]

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03a99b No.21435

Dice rollRolled 64, 35, 33, 31 = 163 (4d100)

>>21434

Here are the rolls for that

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03a99b No.21437

Dice rollRolled 49, 55, 10, 8 = 122 (4d100)

1. [Action] Build industry

2. [Action] Scout for power plants and try to get them running

3. [Action] train some holy warriors

4. [Research] research better agricultural methods

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03a99b No.21461

Dice rollRolled 44, 90, 92, 86, 28 = 340 (5d100)

>>21275

>>21273

The Democratic Commune of Pacifica ['Commune']

Contact With: MPD, Felinids, WNN, Bellomos, Clankers

Government Type: Green Democracy, Parliamentary

Population: [72.9] [+4.5/turn] (Mobilized Pop: 33)[lost 6 mobilized units]

Food: [Burgeoning]

Raw Currency: [66.6] [+9.6/turn]Includes:[+4/WNN][+3/Bellomos]

Culture: [20.5][+1/turn]Includes:[+.5/WNN][+.5/Bellomos]

Legitimacy: [Maximum]

Industry: [14]

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][Fortified]

Defenses: Booby Traps [Some]

Mobilized: 7 Turn, Industrial Efficiency: 100%

Military Units:

At Home:

-6x Mobilized Commune Platoons [x9][Inf]

-1x Green Infantry[x3][Inf]

-1x Flower Power Armor[x4][Mech][CQW][Damaged][Totally exhausted]

-1x OsirisEX-00: [x12][Bombard:2][Arm][AP/AT/HE][Resilient]

En Route:

Golden State Liberation Army [General: Betty White](Advantage: Very good – 1.4x)

Supporting Techs: [Militia I]-[Terrorism I]-[Infantry Tactics I]-[Urban Wafare II]-[Power Armor I]

-Force Mech [ETA 1 more turn]

(1,)-1x Mechanized Raider Band [x7][Mech]

(2)-1x Grey Death Tank platoon [x10][Arm]

(3)-1x Grey Death Tank Platoon[x12][Arm][Vet]

-Force Infantry [Eta Next Turn]

(1,2,3,4,5,6,7,8,9,10,11,12)-12x Mobilized Commune Platoons [x9][Inf]

-Reinforcements [One More Discrete Turn]

-6 Mobilized Commune Platoons [x9][Inf]

Resources/Quantity:

-[Fuel:0]

-[Weed:9+.5/turn]

-[Ammo:2.2+.5/turn]

-[Heavy Arms:0]

-[Small Arms:1]

-[Scrap:15,+.6/turn]

-[Electronics:3]

-[Electricity:15.8,+.4/turn]

-[Industrial Batteries:4]

-[Plutonium Rods:1]

-[Concrete:4.0:+.2/turn];

-[Solar Drones 9.4+.2/turn]

-[Ruined Cars:8.6+.2/turn];

-[Ruined Tanks:1];

-[Ruined LAV: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][Mobilization 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:

- (Power Armor 2: 4/12)

- Sanguine Road to Bellomos (Road Network: 1/12)

- Oregon Expansion (Expansion: 6/10)

- Planning I [3/8]

- Mecha Theory [???//???][Meta: I think this goes here and not finished]

- Infantry 2: 4/10

Actions:

1: Repair [and maybe upgrade] 1x Flower Power Armor[x4][Mech][CQW][Damaged][Totally exhausted]

2: Oregon Expansion [6/10] [IND:14][Tools III][Power I][Mechanics IV]Electrical Engines II][Heating I][Infrastructure I][Greenbuilding I][Capacitors I], with The Twins

3: Improve Defenses [IND:14][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

4: Repair and Greenfiy the last Tank [IND:14][Tools III][Power I][Mechanics IV]Electrical Engines II][Heating I][Infrastructure I][Capacitors I][Motorpools I][Vehicles II], with Driver

Research: Infantry Tactics II[4/10] [Doc Braun's Lab +5][Infantry Tactics I][etc] with Melissa Brown, based on notes by Betty White

Fluff not to follow, pushing this out the gate.

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03a99b No.21462

>>21461

+20 Wealth to Action 1

+10 Wealth to Research(5).

I meant to post those because if you look at my raw currency total… >_<

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03a99b No.21463

Dice rollRolled 1 (1d3)

>>21461

Assuming that 90 on the 6/10 expansion finishes it, here's my expansion roll

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03a99b No.21466

>>21366

>>21374

In light of the attack an official declaration of war is made on the nation's of tarme and deliverance.

Classified as a shooting war.

The rhinestone war remains classified as a cold war for now.

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03a99b No.21564

File: 1452325234572.jpg (21.17 KB,480x360,4:3,xcom_hidden_movement.jpg)

[Combat: Vanguard v. Deep Spawn: 1st Battle of the Atlantic]

[Winner: Vanguard]

6x18, 10x3, 2x6 = 150 [Awkward Environment: .8] = 120

Scythe Minor Platoon [x18][POW]

Scythe Minor Squad [x3][POW]

Scythe Minor Darkclaw Squad [x6][POW][Infiltrate]

[Deep Spawn]

4x4, 2x4, 6x2, 1x5 = 41 [Surprise: 1.2] = 49.

2 Deep Spawn Companies [x4][Inf][Cowardly]

1 Deep Spawn Hydrocontroller [x2][AP]

1 Trained Leviathan-Crab [x5][Arm][Fearless][AP]

[Combat Report]

While the Deep Spawn have some element of surprise, the quality of the Vanguard troops is considerable: the mobs of deep spawn are scattered by a spoiler attack, but the hydrocontroller manages to rally the force. Unfortunately for the deep spawn, the leviathan-crab seems to perform poorly and devours the hydrocontroller before it is captured by the vanguard forces assigned to recover the corpse. The crab then goes on a rampage destroying some of the vanguard power armor before it is torn to pieces and destroyed by sustained disruptor fire. The corpse then seems to melt and is mostly unrecoverable, but a few of the normal deep spawn corpses are taken in mostly intact…

Vanguard: add resource [Deep Spawn Corpses:2]; lose Scythe Minor Squad [x3][POW]

Deep Spawn: All units were destroyed…

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03a99b No.21576

Dice rollRolled 7, 5, 9, 1 = 22 (4d10)

[Bombardment Defense: TARME]

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03a99b No.21577

File: 1452366325451.jpg (135.73 KB,600x338,300:169,NekaRedfur.jpg)

>>20593

>>21289

>Name: The City-State of Felinid Femenia

>Race: Mainly Redfurs Felnids, with 'minorities' of other Felnids and Humans.

>Color: A darker shade of pink, if it matters.

>Fluff:

Femenia, former capital of the selfish, opressive Patriarchy of the Primadonnans.

Long gone were those days, for now Femenia now shines as the greatest city within the Felnid Republic, both cat and human of the female gender living together in harmony within the city. With the current war against the Clankers in the east, the more political of the felines soon decided to reform the current rule of the city to match the Republic as a whole.

Alongside that, the genetic-based sciences of the former rule still resigns within those Redfurs with STEM degrees. The overall 'master race' vibe that the Felnids gave off led to a focus into ensuring that the females are the greater gender, and if it means mad science to make the felines the ruler of the world, then it shall be done. After all, there is a war going on, and the best way to win the war, is to create super soldiers and super weapons…

>Government Type:

In addition of electing two canadates for the Tumblr, the city of Femenia also hold mini-elections to decide who will rule the city-state itself.

>Economy Type:

In spite of the improved government, how goods and services are handled is still along the lines of bartering.

>Religion [if any]:

The same faith as the Republic shares: The worship of Femininity.

(Courier of the Felinid Matriarchy/SpaceJesus, of course)

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03a99b No.21582

File: 1452377183181.jpg (18.37 KB,480x360,4:3,hqdefault.jpg)

[Combat Report: 3rd Battle of Chicago: Cult/Deliverance/TARME v. NFC/Infected]

[Victor: Cult/Deliverance/TARME, Strategic]

[Bombardment: Infected]

While the bombardment by the Infected is consistent, the shelling only manages to marginally disrupt TARME's forces. Given that TARME's forces are the most mobile and are generally assaulting with other motorized elements, the shelling is mostly ineffective. Other shelling attempts are ineffective. Additionally, the frantic pulling of the artillery cluster away from the combat zone prevents effective usage of it…

[Neocult]

8x5, 8x6x5, 4x4, 1x15 = 311

1 Cult Flamer Platoon [x5][CQB],

5 Mobilized Cult Company [x6][Inf]

1 Zealot Militia [x4][Inf][Zeal]

1 Cocaine Tank Platoon [x15] [Arm][Damaged]

[Deliverance]

3x5, 10x7, 2x18, 3x12, 3x12, 8x12, 6x12, 7x12 = 409 [Urban Specialists: 1.2] = 490.8 [Radiological Environs: 1.2] = 588

1Motorized Boyz [x5][Mot]

1 Combined Aerial Brigade [Helo][x7]

1 Humvee Cumpannee [x18][Mot]

5 Mobilized Boyz Company [x12][Inf]

[Tarme]

2x13, 9x13, 9x13, 9x13, 8x13, 3x13 [Air/Ground: 1.2] = 499.2 [Artillery Shock: .8] = 399.2

6 Mobilized Drone Companies [x13]

[Air-Ground Tactics II]

[Electronic Warfare I]

[NFC]

8x10, 4x10 [Inoperable Vehicles/Scuttle: .3] = 36

1 The Chief's APCs [x10][Mech][Inoperable]

1 Texan Tanks Platoon [x10][Arm][Inoperable]

[Infected]

8x1, 9x9, 1x9, 1x9, 9x9, 4x9 = 215

2x9, 5x9, 1x9, 5x9, 3x9, 7x9, 10x9, 7x9 = [Movement Penalty: .7] = 252 [Total: 467]

1 Fungiborged Scout Plane [x1][Scout]

12 Mobilized Infected Formations [x9][Inf]; [8] Mobilized at[0.7] xxx

[Grand Totals:]

Infected + NFC = 503

Deliverance + Neocult + TARME: 1200 [Combined Arms: 1.2] = 1440

[Combat Report:]

The combined attack by the allied forces against the shattered Infected and NFC forces results in a series of defeats and withdrawals as the Infected attempt to staunch the flow of attacking forces. With most of Chicago effectively destroyed, Deliverance forces seize most of the remaining urban space without much issue owing to their tactics and propensity toward radiological environments. TARME's forces continue to harry the infected host as it flees north, and the Cult forces similarly attempt to chase down the infected as they move north with Deliverance helicopters and drones harrying the force as it retreats.

The entire battle goes poorly for the infected and the NFC. Indeed, while the Infected attempt to stall the assault as it advances, the raw weight of the attacking force outside of an urban environment causes the combat to be exceedingly freewheeling and mobile: this doesn't play into the hands of the Infected, and they lose far more ground than they hope; it is unclear if the Infected can manage to produce an effective halt line as the massed host rolls over the slower infected forces; the numbers and the combination of aerial, armored, motorized units moving quickly across the (mostly ruined) plains of Wisconsin without any real resistance. Casualties increase as the host moves north, but the larger enemy force can absorb them…

Results:

[Force 1]

Infected: Control over Chicago ruins is Lost; lose 8 hexes; Disband: x5 [Mobilized Infected Formations] Total: 45x

NFC: Revise: Units [to] 1 The Chief's APC Remnants [x4][Mech][Inoperable]; 1 Texan Tanks Remnants [x3][Arm] [Total: x13]

[Force 2]

[Cult loses: 4 fuel, 4 ammo, 3 small arms, 1 heavy arms]

TARME: Disband 1 Mobilized Drone Company [x13]

Deliverance: 1 Mobilized Boyz Company [x12]

Cult: 1 Cocaine Tank Platoon [x15] [Arm][Damaged] [to] [x10][Arm][Exhausted][Damaged] [Grand total: [31x]

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03a99b No.21583

File: 1452378342082.jpg (44.78 KB,550x406,275:203,1315279936704_131527993670….jpg)

>>21577

>>You are a courtier of Felinid!

>>You have two dice!

>>You administer the city of [Femenia]

>>You have been given the following units: 2 Tumblrina Death Squads [x3][Death][Fearless]

You have the following bonus:

3. Tumblr Gene-Modded Death Squads: Most of your units are genetically modified super soldiers that are also sexy without being patriarchal or indulging the male gaze. Your forces can engage in [terror] while occupying enemy territory to reduce their combat effectiveness, population, infrastructure, and other things.

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03a99b No.21584

File: 1452381753962.jpg (58.06 KB,800x600,4:3,PowerClaws.jpg)

Dice rollRolled 36, 11 = 47 (2d100)

[City-State of Femenia]

>Unique Buildings:

[Femenia (City)]

>Military Units:

2 [Tumblrina Death Squads] (x3)(Death)(Fearless)

>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.

3. Tumblr Gene-Modded Death Squads: Most of your units are genetically modified super soldiers that are also sexy without being patriarchal or indulging the male gaze. Your forces can engage in [terror] while occupying enemy territory to reduce their combat effectiveness, population, infrastructure, and other things.

>Eccentricities:

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

1: "First day of being the leading scientist for the Republic, and the first request is for improved weaponry? Hmph, the usual, maybe one way to solve this idea is to borrow the energy fields from the phasers and apply them to the usual weaponry, to add a bit more impact to their use."

>Upgrade [Irregular Weapons IV] to [Irregular Weapons V]

2: "Hmm? What's this? The 'Unnatural Selection' project? Oh, I like the sound of this, to strengthen the stronger gender and the ruling race, to help fight against the Patriarchy.that stare us down in the east… Mmh, let work forwards this~"

>Follow through with the 'Unnatural Selection' project to empower the Felines.

+[Genetics III]

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03a99b No.21585

[Combat Report: 2nd Battle of Nevada – Felinid v. Bellemos]

[Winner: Felinid, Questionable.]

[The bombardment was generally considered ineffective.]

[Felinid]

4x6, 2x4, 1x14, 9x11 = 145 [Tactics: 1.2] = 174 [Aerial Support: 1.1] = 191.4

3. 1 F22s [x6][Bombard:1]

4. 1 AH-1Z Viper [x4][Arm][Helo]

5. 1 Mobilized Felinid Infantry Company [x14]

6. 1 Mobilized Felinid Infantry Company [x11]

[Bellemos]

4x8, 1x3, 10x5, 10x5, 5x5, 3x12 = [Scorched Earth: 1.2] = 223.2

V8 Platoon [x8][Mot]

Motorized Squadron [x3][Mot][Quick] [Damaged] x

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

Imperator Rosa, Champion [x5][Resilient][Witness] [Wounded: 1 turn]

1 Mobilized Bellemos Company [x12]

[Combat Report]

The forces arrayed to attack the stricken Bellemos force inside Matriarchia is arranged in good order and makes their attack. Much to their surprise, they are greeted by massive plumes of fuel and smoke that makes assault inside the interior of the city difficult with heavy equipment. The plumes fowl the avionics on the helicopter deployed as well as the avionic suite on the F22 and the AH-1; this state of affairs causes most of the heavy equipment to be effectively useless, but the aerial support still manages some assistance for the Felinid infantry has they advance. The end result is a series of inconclusive clashes with both sides being unable to make any real progress. [City Adjustment: None]

[Bellemos]

{Lose 2 [+2] fuel, 2 ammo}

Disband: Motorized Squadron [x3][Mot][Quick] [Damaged]; 1 Mobilized Bellomos Company [x12]

Disband: 1 War Rig [5x][Mech][Crippled]

Revise V8 Platoon [x8][Mot] from [x4][Mot]

[Felinid]

{lose 1 fuel, 3 ammo}

Disband: 1 Mobilized Felinid Infantry Company [x14]

Revise to [Damaged]: 1 AH-1Z Viper [x4][Arm][Helo]

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03a99b No.21587

>>21564

The Chaplain is pleasantly surprised, yet a little disappointed. On one hand, the fact that these minors could limit themselves enough that any of these corpses are even salvageable speaks volumes of their potential to serve the gods. However, on the other claw they only lost that one squad of raw recruits. The Chaplain had hopped for at least minor losses to all of it's forces, then it could have use that as an example to force the Minors to undergo harsher drills, it seems that the Chaplain will simply have to accept that either the Minors are preforming better than it had thought, or this planet was simply less dangerous that believed. The Chaplain decides to finish shoring up the defenses regardless.

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03a99b No.21609

File: 1452446688945-0.jpg (69.95 KB,1125x825,15:11,skeleton in snow storm.jpg)

File: 1452446688983-1.jpg (224.82 KB,600x211,600:211,07 Stealing the Girls50eb0….jpg)

>>World Event: Polar Vortex Vanilla – Touchdown: Polar Vortex Vanilla has landed in northern Montana generating a considerable amount of snow in the northern regions. Food generation efforts are becoming difficult as the amount of light falls and crops die. [Most food stocks of nations in the north are also decreasing due to the weather…]

>>Addendum: A chigger assault of scale is imminent. The creatures appear to increasingly drawn to nations producing large amounts of carbon emissions and power, generally. [1 turn: Chiggers]

>>World Event: Hurricane Prince – Touchdown : Hurricane prince has touched down in northern Mexico and effectively disrupted Los Panchos. Despite the damage, they told together, but, now that the hurricane has passed, things stir and get closer to making landfall. Overall the damage from the hurricane itself is minor, it being only a category six. [Los Panchos is disrupted and damage is minor.]

>>Addendum: The aforementioned deep spawn assault is imminent. The deep spawn appear to favor nations with large populations, but it's not clear why…] [2 Turns: Deep Spawn]

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03a99b No.21654

Dice rollRolled 8, 7 = 15 (2d10)

[TSAR Firing]

[Chiggers Defense]

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03a99b No.21656

File: 1452481598633.jpg (67.36 KB,600x363,200:121,600px-DrS022.jpg)

Dice rollRolled 4, 2, 72, 30 = 108 (4d100)

[Neocult]

1. Increasingly draconian training regimes are implemented. Child soldiers are implemented and equipped. [spend all small arms]

2. All civilians and all possible individuals capable of bearing arms are recruited or forced into the army.

3. The coup continues.

4. [Research] Chemical Weapons III (7/10)

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03a99b No.21659

File: 1452483331763.jpg (100.28 KB,745x385,149:77,vZF4MwG.jpg)

>>World Event – Political Dissent, USA2: The United States totters and governmental instability reigns. Factions supported by Harbinger insist on consolidation of remaining “American” resources given the looming weather crisis. The factions behind the instability, mostly military elites, are poorly organized and find that most of the population prefers the generally mild-mannered True Camelot military forces sent to prepare for the oncoming deep spawn and winter. The less direct manner seems more effective and the political apparatus is splintered into qurreling groups… [Opinion: True Camelot: 40%, Harbinger: 30%, Current Government: 30%][Status: Quarrelsome, Light Political Violence]

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03a99b No.21660

[[http://pastebin.com/nk1n8nwd]]

Union Senate Bill A-00004, draft 1.

"Provisioning for the Common Defense against Seasonal Threats"

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03a99b No.21661

[Bellomos]

>>Add slot: Specializations: [Automotive Specialization: +4]

1. You manage to set up some fencing that is set up in a relatively janky way to handle the chiggers. (Add defenses: Electrified fencing [Crude])

2. You manage to rig up a basic heating system! (Add technology: [Heating I])

3. You manage to fix up a few of the RVs. [add 2 units, player's name choice RVs [x3][Mot][Troop]

4. You start working on some better mobility warfare methods. [Mobility Warfare I: 6/10]

[Felinid]

>>You are mobilized! [6 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

>>1 Mobilized Felinid Company [x14][Inf]

>>Lose 6 population

>>You gained technology: [Phase Disruptors I][Alien Vehicles I][Nanites I] from the aliens. Our scientists think they will need proper labs, but most of the technology is usable.

>>While our forces view the war as defensive and justified, the strain of the sustained combat is increasingly taxing on our industrial base..

1. Operation Walpurgisnacht [Advantage: Not Good]

2. [Operation CAR] [Advantage: None]

3. You cannibalize the fragments an integrate them into the proper fighting unit with some scrimped vehicles. There is some grumbling, but it is done. [lose allocated units] [Add unit: player's name choice [x10][Mech][-20 currency -1 Body Armor -1 Small Arms -1 Explosives]

4. You work on better logistical methods. So far so good! Your experience in bureaucracy helps, really. (Add technology: [Logistics I])

[Deliverance]

>>You are partially mobilized…

>>You gained: [Chemical Warfare I] from Rhinestone

>>You are partially mobilized: 10 turns… the long standing of the war is beginning to tax the general population.

1. The coal plant is done. The coal stocks aren't an issue. [Add unique building: Coal Plant][revise electricity to: 10+1/turn]

2. The tank is…extremely complicated. After a few hours the boys get bored and decide to go driving around in the mud with their trucks. WEEEEEEEEEE!

3. The revival service goes pretty well! Praise Jebus. (Religion II: 6/8)

4. You try to install some basic storm defenses and build some basic coal redoubts…but they're just not done yet. [Deep spawn defenses: 1/2]

5. Progress on mechanics is mixed, but, it makes some headway. [Mechanics III: 7/8]

[Vector]

>>Chiggers are increasingly visible to the north.

1) The investigation into the chiggers isn't very effective. You don't have much in the way of samples, and the infected sent to capture the creatures…don't return. [lose 2 pop]

2) the factory effort stalls. It's unclear why, but you suspect the weather is making continued growth difficult…

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03a99b No.21662

[Tribes]

1-3. You finished up the weathering modifications. This should help most vehicles and your buildings, generally! (Add technology: [Weathering I])

4. You figured out botany a little bit. Yay! (Botany II: 4/8)

[Rhinestone]

>>You are mobilized! [5 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 1 Mobilized Rhinestone Platoon [16x][Inf]

>>lose 5 pop

[[The Neo-Cult forces grumble but otherwise agree to coordination insofar as war-making capacities.]]

1. You manage to increase the general morale of the population. (add technology: [Morale I])[[GM: Unclear action. If units are committed to the field additional modifiers cannot be input?]]

2. You allocated forces to assist the union and help refugees. There are few refugees from Chicago, as it was mostly a ruin.. (Advantage: Very Strong – 1.5x]) [[GM: Clarify action. Is this a redirect?]]

3. You sent the technology over…

4. You finish some basic assembly lines. (Add technology: [Industry I]) (+2 industry)

[Franz]

1-2. You manage to integrate the storm defenses before the hurricane passes by. They prove to be reasonable in a defensive capacity, too. (Add defenses: [Coastal Defenses/Seawalls, Medium])

[Harbinger]

1. The order is issued, but it doesn't go very well… [see event]

2. The propaganda effort doesn't go very well, but the fuel stocks seems to buy the support of the general population…. [-30 fuel]

3. You sent: [Aircraft II] to the Clankers.

[Tsardom]

>>You have been allocated an additional dice as befitting your growing strength. Izgud.

1. The firing does a good deal to frighten the chiggers. They don't like explosions a good deal, and the shells seem to hit a good portion of the swarm as it moves south. Sensing danger, the creatures appear to moving away from you… [Chiggers are avoiding you!]

2. The crews continue on the turret. It is not done yet! (Tsar Turret: 2/???)

3. You merged [remove these]: -2 Tsar Tanks [x4][Arm][Slow]; -1 Premium Tsar Tank [x4][Arm]; -1 M60A3 Tank [x5][Arm]; -[Cars:4] (As logistical/support vehicles) to

1 Tsarist Tank Platoon [x20][Arm][Comb.Arms]

[Clankers]

>>You gained: [Aircraft I] from Harbinger.

1) You have a look at the A-10 and get a better understanding of close air support, generally. (Add technology: [Close Air Support I])

2) The university is open! (Add unique building [STEMM University, Basic][add technology: State Research I])

3) You develop good methods to resist weather-related issues generally. (Add technology: [Weathering I])

4) Mechanical research takes off! It goes very well, really. [Mechanics V: 9/15]

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03a99b No.21663

[MPD]

>>Chiggers are increasingly visible to the north.

>>You gained some help from the aliens! They help you construct a series of very elegant power relays. They effectively prevent your nuclear plant from melting down, but you aren't sure how, really… (Add unique building: [Xeno Fission Safeties and Amplifiers])

1) You move your units, but there's some organizational problems that aren't very clear… [Movement Time Remaining: 1 Discrete Turn; Disadvantage: Profound - .8]

2) The ammunition production facilities move ahead after adapting some of the auto-foundry production methods. There are some initial problems, but progress is reasonable. (Ammo production: 5/8)

3) You consolidate the forces into a single massed mobilized force. The structure of the force doesn't change, but the aforementioned organizational issues are ironed out. (Revise: Movement disadvantage to Average [1.1x])

4. You manage to develop increasingly effective electrical weapons. The commitment of, ah, human resources provides…unusual benefits. They can attack low flying aircraft, now, also. (Revise: [Electrical Weapons to IV]) ([Microwave Weapon Theory ???/???] [-30 currency, -10 electricity, -10 population, -8 donuts]

[ONR]

>>Chiggers are increasingly visible to the north.

1. You manage to seize control of Charleston, North Carolina. (Add city: Charleston, North Carolina [Ruined]) (lose 2 ammo)

2. After some additional thinking on the subject a few ONR researchers stumble across some really very interesting methods and strategies. It should help generally against the deep spawn, but it can apply to most combat. [Add technology: Amphibious Warfare to II]

[TARME]

1. Houston is fortified! (Revise: Houston to [Fortified])

2. At least one of the drones is totally ruined by a power core explosion. No progress.

3. You moved the units to assist with combat against the infected. [Advantage: Some: 1.2x]

4. TARME makes some reasonable progress on a few things it has been thinking about. [AI IV: 3/10]

5. There are some problems coordinating with the drones and some of the steel stock is lost from the hurricane as the storage facility is flooded. [Lose 5 steel]

[Vanguard]

1. You finished retooling. (Revise all UFOs to [Stealth:2]) (Add technology: Retooling I])

2. The defenses aren't finished. [See combat report…]

[Nashville Sound]

1. The songs continue to go out, but everyone is still nervous about the war in the north… [Legitimacy I: 5/8] [Reroll rejected as being effectively research.]

2. A series of very nice concerts wins over the remainder of the city. Much to everyone's surprise, the remainder portions of city unclaimed are in good shape. [add city: Bowling Green, Kentucky] [+.4/pop/turn]

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03a99b No.21664

[True Camelot]

>>Add slot: Specialization: [Bureaucratic Specialization I: +2 to Bureaucracy]

1. Your soldiers inside the United Starts volunteer their service to the general population. While this initially goes well, political instability impacts the construction of additional defenses against the deep spawn. [See event] [-3 Heavy Weapons;-1 Concrete - For the Fortifications;-15 Currency]

2. Supplies rumble out to Iron Detroit and the Cult territories. There is some mild thanks from the Cult, but Oppenheimer remains somewhat reserved… [-3NBC gear, -2 fertilizer, -15 currency, -1 fuel] [Civil Defense ]

3. You built an embassy to the Clankers. Add unique building: Embassy [Clankers]

4. You finished up the crafting stations! Yay! [Add technology: [Crafting Stations I])(+2 industry)

[NFC]

>>You are mobilized! [7 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]

>>lose 7 pop

>>Chiggers are increasingly visible to the north.

1. You sent the Commune: [10 fuel] and [6 ammo]

2. You aren't able to recall the troops. The mud is too severe and the infected aren't able to spare any units to move the units back home…

3. You manage to repair a few of the tanks. They are rushed but active. On the downside, you need to cannibalize the M1A1 for parts. (Add 1 player named tank platoon [x9][Arm])(-20 currency) (lose: Ruined Tanks:2; Mothballed M1A1:1]

4. After some considerable effort the fans manage to construct a massive array of anti-aircraft guns and improvised flak-guns. They're generally effective, buy lack precision. The crews drill extensively. (Add technology: [Anti-Aircraft Tactics II])(Add defenses: [Anti-Air Network][BombardAA:4)

5. You get a better grip on the mysteries of the bureaucracy. Amazing. Yay. Amazing. (revise: Bureaucracy to IV)

[Road Warriors]

>>Clarify location.

1. You start moving and play a series of shows along the way! (+40 wealth)

2. Nobody answers the challenge. LAME. LAME AS HELL!

[OGC]

>>Chiggers are increasingly visible around Vancouver. Their numbers are increasing.

1. You manage to finish up the program. (Add player's name unique building, kennels) (resource: Devil-Dogs:+.4/turn]

2. You start on the reinforced trench network, but it's…not even close to being done. (Trench Network: 3/15)

3-4: You raised the platoon. Add 1 military unit: "Death Jaws" [x6][Inf][Quick] (-6 Devil Dogs; -1 Small Arms)

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03a99b No.21665

[Bebop]

1. You built a few small workshops and small facilities for production. (+1 industry)

2. Your scouts search around the greater Maine area. They find a small hydroelectric dam, but it's sort of damaged…

3. The initial crop of neophytes isn't terribly impressive either intellectually or physically. Nothing gets done.

4. The research fails.

[Commune]

>>Your logistical capacities are exceedingly taxed. The worsening weather is massively hindering solar panels.

>>Chiggers are increasingly visible around Vancouver. Their numbers are increasing.

>>You are mobilized! [8 turns]

>>Your industrial efficiency: 100%

>>You gained the following units from mobilization: 4 Mobilized Commune Platoons [x9][Inf]

>>Food is increasingly a problem…and it is getting worse.

>>Lose 8 pop

>>You got: 10 fuel and 6 ammo from NFC

1. You fixed up the power armor! (Reset status of power armor, revise to [x5]) (Repairs I: 3/8)

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

3: Unsure of where to start, Harv starts construction on an elaborate mine system for the perimeter of the frontier. (Mine Network: 9/15)

4. You manage to fix up the tank. After some investigation, it proves to be a prototype with extremely resilient armor plating and is very fast. (Add 1 GXV-X Prototype Tank [x7][Arm][Quick])

5. Research moves ahead. Doc's got the infantry running around. “GREAT SCOTT! IT'S GOING VERY WELL!” II [Infantry Tactics II: 8/10]

[Femenia]

1. Revisions to the existing suite of weapons is ongoing. (Irregular Weapons V: 3/15)

2. While the research effort seems reasonable, several of the Tumblrinas instead have a discussion about how patriarchy impacts their lives.

[Infected-Unity]

>>You are mobilized!

>>Set mobilization status: 10 turns. [100%]

>>You gained the following units from mobilization: 4 Mobilized Infected Formations [x9][Inf]

>>Lose 10 pop

>>Food and control is increasingly an issue. It is getting worse.

1. You manage to create very simple bio-electric fields with certain variations of the infected. (Add technology: [Bio-electricity I])

2. The spore doesn't work very well. The chiggers seem to adapt too quickly and the experimental groups sent north are lost. (lose 1 pop)

3. The fungal control node grows a good deal in Minneapolis. [Fungal Control Node, Minneapolis: 8/10] [-10 stone]

4. The amalgm dies suddenly. You aren't sure why, really. You suspect the material being used was simply diseased. The entire effort is lost.

5. The rending claws are nearly completed. They are razor sharp! (Rending Claws: 9/10)

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03a99b No.21666

[Reapers]

1.,2. You sent the technology over.

3. You sent some help to the MPD insofar as power production…

4. The factory, in a word, kills. The production methods and the zyrbite required are minor, and the overall production methods prove to be exceedingly effective. The factory is also completed in record time. (Add player's name unique building: [Commodity Factory, Reaper] Add resource: [Alien Commodities:5+2.5/turn] (Add technology: [Xeno-Industry I])

5. The phase disruptor factory construction starts. (Phase Disruptor Factory: 6/12)

6. The UFO factory is being constructed. The foundation is in, but little else. (UFO Factory: 4/12)

7. The failsafes are nearly completed. [Failsafes III (11/12)]

8. The nanites are done. (Add technology: [Nanites I])

[Neocult]

>>You are mobilized! [9 turns]

>>Your industrial efficiency is 100%.

>>You gained the following units from mobilization:

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

>>Lose 8 population [Current: 13.8] [+1.8/turn]

>>Revise: Food to [Low, Collapsing Industrial Base!]

>>[Government Type] Changes To: Fundamentalist Dictatorship

>>[Legitimacy: Military-Theocratic Government, Martial Law]

1. The arms are distributed, but the children aren't ready. (lose 2 arms)

2. Recruiting is difficult. Harsher methods are deployed and violence increases. (lose 1 pop)

3. The coup is complete. General Tearer has overthrown the government. He will no longer allow the infected to sap and impurify our precious fluids.

4. Chemical weapons reach a new level! Delivery methods are inadequate, but who cares. [Chemical Weapons IV]

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03a99b No.21667

Dice rollRolled 99, 64 = 163 (2d100)

>>21665

1) Continue research into Chigger immunization or at least resistance. The morphs are ultimately expendable in the face of the coming threat, even if they will not target us due reduced carbon emissions and energy emissions and such.

2) Continue growing the Factory Node. Boosting war-form production is a must.

[Factory-Node: 14/15]

http://pastebin.com/Fyjjg3Sa

Paused Research

[AA II: 2/10]

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03a99b No.21670

Dice rollRolled 43, 90, 26, 52 = 211 (4d100)

[Reapers][Scavenger]

Fluff: http://pastebin.com/rqky9Utn

Population:[12.6][+.2/turn]

Food:[N/A]

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

Legitimacy:[Good]

Culture:[0]

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]

[Commodity Factory, Reaper]

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:11.1:+.7/turn]

[Artifacts, Medium:1]

[Artifacts, Small:0]

[Artifacts, Rare:0]

[Artifacts, Unique:1]

[Phase Disruptors:2]

[Kitschy Reaper Goods:8.5:+2.7/turn]

—–

–[TECHNOLOGY]–

[Alien Vehicles II]

[Alien Infantry III]

[Alien Tools V]

[Communications V]

[Zyrbite Conversion I]

[Alien Cloaking II]

[Failsafes II]

[Alien EWAR I]

[Project 42 IV]

[Phase Disruptors I]

[Scavenger Robots II]

[Cloning I]

[Genetics III]

[Xeno-Industry I]

[Nanites I]

[Retooling I]

—–

Trade Routes: [NONE]

Territory: [6]

—–

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]

-Vehicles (2/8)

-Phase Disruptor Factory (6/12)

-UFO Factory (4/12)

-Failsafes III (11/12)

-Cloaking III (3/12)

—–

1. Continue construction of the Phase Disruptor Factory (6/12)

-[Nanites I]

-[Alien Tools V]

-[Phase Disruptors I]

-[Xeno-Industry I]

2. Continue construction of UFO Factory. (4/12)

-[Nanites I]

-[Alien Tools V]

-[Alien Vehicles II]

-[Xeno-Industry I]

3. Begin construction of a Reaper Automated Defenses around our new

[Research:] Failsafes III (11/12)

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03a99b No.21671

Dice rollRolled 53, 32, 49, 82, 57 = 273 (5d100)

1. Finish the control node in the Fungal Fortress. [Fungal Control Node, Minneapolis: 8/10]

2. Produce several new hosts with the ability to channel electricity. We shall test out this new adaption in battle.

3. Finish the Rending Claws [9/10]

4. To aid in the growth of future Amalgams devote energy to completing the new building that started growing in response to your efforts. Amalgam Production Chamber: [3/10]

5. RESEARCH : Turn your attention to the project started by the part of you that is separate. You need for your forces and spore towers to be better able to combat flying units. [AA II: 2/10]

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03a99b No.21673

Dice rollRolled 96 (1d100)

>>21670

Action 3 was supposed to be revised to:

Have Scavenger Robots [x5][Mot][Scav][Stealth] search for artifacts. (hence the half finished sentence. Also activating reroll.

-[Scavenger Robots II]

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03a99b No.21675

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03a99b No.21677

Dice rollRolled 60, 74, 95, 99 = 328 (4d100)

>>21662

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: [73.0] [+3.6/turn]

Food: [Good]

Raw Currency: [102.0] [+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]] [Road Network [Small]]

town: [Grand Peaks]

City: [Dallas [Wrecked]]

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:7.0+.5/turn]

[Small Arms: 6.4+0.2/turn]

[Stone: 8]

[Horses:17.0 +.5/turn]

[Dogs:31 +1/turn]

[Scrap: 5.4 +0.2/turn]

[Heavy Arms: 6]

[Apoc. Eagles: 9.7+.5/turn]

[Wrecked Cars: 7.2+.2/turn]

[Fuel:13.8+.4/turn]

[APCs:2]

[Graboids: 17.5+.9/turn]

[Rad Spiders:7.2+0.4/turn]

[HMMVs:5]

[Rad-Silk: 6.4+0.2/turn]

[Ruined APCs:3]

[Ruined Power Armor:1]

[Micronukes:3]

[Electricity:7.3+.3/turn]

[Doom Elephants: 5.2+0.4/turn]

[Silk:1.9+.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]

[Cryptography I]

[Genetics 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. Project Black Sea

2. Project Wendingo

3. Set up an embassy with the Clankers. The council fears we may have ignored our neighbor for far too long.

Research: Botany II 4/8

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03a99b No.21678

Dice rollRolled 69, 86, 22, 43 = 220 (4d100)

>>21661

1. Lets take the turn to see if we can't shore up that fence a little better. Better to be safe then sorry at this point.

2. Send Standing Armies tech to The Clankers in return for tech sent to us.

3. Priests Mechanic not working on Mobility Warfare should start researching Engine technology. We clearly need to look into improving our most holy V8! (+4

Research: Continue researching Mobility Warfare. I want tactics to keep our units moving and harrasing while infantry does what they need to do. And the better to keep our units too fast to be hit with anything slower then bullets. Granted if they are fast enough to avoid being strafed all the better. (Mobility Warfare I: 6/10)

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: [104.2] [+4.4/turn]

Food: [Good]

Raw Currency: [196.2] [+16.2/turn]

Legitimacy: [Average]

Culture: [9] [+.5/turn]

Industry: [10]

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]

Integrated Defense Network [Large][Bombard:3]

Electrified fencing [Crude]

Military Units: [Unit Cap: 8]

V8 Platoon [x4][Mot]

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

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

2 MurdeRVs [x3][Mot][Troop]

Resources/Quantity:

[Ammo:6.5][+.5/turn][-.2 Electricity/turn][-.2 scrap/turn]

[Small Arms:3]

[Broken Vehicles:0]

[Fuel:17.5][+1/turn]

[Volkswagons:0]

[Electricity:10.1][+.7/turn][-.1/turn fuel]

[Ruined Vehicles:3][+.0/turn]

[LAV:2]

[Scrap:21.8][+1.5/turn]

[Water:30][+1/turn]

[RVs:11.3][+.3/turn]

[Ruined Tanks:3]

[Ruined Helicopters:2]

[Mothballed A10s:1]

[Corn:6.6] [+.2/turn]

[Wrecked Vehicles: 5.6] [+.4/turn]

[Dusty Tanks: 2]

Technology:

[Tools V] [Automotive Specialization I: +4 to Motorized Rolls]

[Vehicles IV]

[Mechanics III]

[Religion III]

[Power II]

[Refining II]

[Hydrology II]

[Militias II]

[Raiding I]

[Industry I]

[Defense I]

[Scavenging I]

[Hydroponics I]

[Communications I]

[Recycling I]

[Ultramodern Firearms I]

[Body Armor I]

[Standing Armies II]

[Heating 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]

Clankers [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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03a99b No.21679

Dice rollRolled 18, 37, 62, 59 = 176 (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: [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]

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: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.

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

1 ) A crew of Clanker engineers and construction workers are sent to the south, with orders to construct a lab for genetics research and making biopunk creations. While some question why Clankers are helping what amount to Darwinists, they are silenced when they hear about the chance of Clanker vs. Darwinist battles in the Imperial Mech Arena.

2 ) The Clanker scientists work on the new material given to them by the Navy, attempting to figure out the complex schematics in the documents on Aeronautics II. [Aeronautics II]

3 ) Send [Vehicle Armor] to the Bellamos

Research

4 ) [Mechanics V: 9/15]

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03a99b No.21680

The mobile city of the Anchorage would soon notice someone flashing a signal to them, someone on a four wheeler. It was simple Morse code, a common message asking if there was a way to come aboard, or meet a representative of the ruler/people/whoever ran the thing. The diploboy hoped someone would answer soon.

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03a99b No.21688

File: 1452497051483.jpg (125.17 KB,1230x920,123:92,IMG_0181.JPG)

>>21680

https://www.youtube.com/watch?v=LEm5_Z-gkV0

The Tsar giggled with glee as the chiggers panicked and dispersed at the mighter thunder of the Tsar Cannon: they would not be bothering Anchorage any time soon, for dealing with wildlife was something the ruler had become adept at; if he had not, the moving city would have likely been hard pressed to navigate out of Alaska, after all.

The tyrant pantomimed an explosion (which to anyone watching, would resemble a cough more than a "boom"), recording the moment when the shell hit the puny animals in his head; He sat down on a table of timbers and started to play with an arrangment of pre-war toys, pretending they were chiggers and that he was the Tsar Cannon, beating them down, when suddently a drone-seer came storming into the middle of the akward scene, causing the Tsar to seize up suddently and throw the playthings to the side.

"YOU! Uh, who told you to barge into Tsar's personal room!? GUAR-"

The seer ignored his master's…eccentricies and tried his best to calm him, holding an almost skeletal palm from under his obscuring coat as to silence him, the goggles covering his eyes glinting with curiosity and excitement.

"ц︢рь, пожалуйста, cлушать! юг! /смотреть!/"

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03a99b No.21689

File: 1452497152839.jpg (59.64 KB,402x314,201:157,TsarTanks.jpg)

>>21688

The Tsar scratched his head and headed outward to the main hall of the palace, looking through a massive window directed southward: he saw a faint set of flashing lights circling the city; another civilization. The first they had met since they left the tribes of Alaska to their own devices, in fact. His heart started to pound heavily as adrenaline rushed through his body, trying to remember what procedure they had in case such an event would happen.

"Get man down there now! Tsar wants to see the meaning of this!"

https://www.youtube.com/watch?v=z6flTC-gvTo

Down bellow, the massive figure of the Anchorage loomed over the tiny Bellamosian buggy like an elephant might stand over a small rodent. From its jaw-like maw, a quartet of far smaller, though still by no means small machines poured out: the lead vehicle was fairly recognizable as an older pre-war tank design, but the three vehicles that followed were almost otherworldly: strange devices propelled by two massive wheels and a smaller roller on the back, each bristling with dozens of machine guns and a couple of cannon.

From the top of the main tank, popped out a man dressed in a discinct white uniform complete with a ushanka, far too warm for the weather one would normally expect in these parts. He spoke in a legible, though heavilly accented form of English, through some sort of megaphone.

"You! Person with light! What are you doing? Where did you come from? How you did find us?"

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03a99b No.21690

>>21689

The diplomat chuckled, her shoulders bobbing with delight. "I'm signalling you. Old signal, yeah? I'm from a city in the mountains, run by The Immortan. We noticed your city a few days ago, and wanted to make contact, yeah? Not like a giant moving city is exactly stealthy." she said, standing up on her quad. "The Bellomo people and Cult of V8 greet the mobile city, and wish to enter talks of cooperation, possibly."

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03a99b No.21691

>>21690

The tanker pondered. It appeared that in the aftermath of the war, the Americans had subdivided into various smaller factions, though it was still somewhat surreal to see that balkanization in action given how stubborn he typically associated them to be. Stranger still was the terminology used by the woman: what was an immortan?

Nevertheless, he felt assured that this wasn't a trap of some sort (for if it was, the Anchorage's own armaments would more than likely be sufficient to retaliate), and decided to respond. "Da, you have contacted Glorious Tzardom of Anchorage! Is greaty city of north, ran by Russian peoples; you are (we think) first outsider to speak with us!

He motioned towards the large jaw of the Anchorage.

"That way into city; much time to talk in Anchorage: we trusted men of Tsar, so no funny buisness or bad things happen, eh?"

The tanks led the small car up to the menacing metal maw, with the commander shouting something in his native language in order to get it to momentairly seize up, an opportunity he used to move the convoy into the city proper, parking the many vehicles in a large compartment full of many more machines of various states of repair, including several more tanks and a few forlorn artillery pieces. Dismounting, the commander and his men landed on the half-concrete half-iron slab surface with a muffled clang, motioning the diplomat and any cohorts to move out of their own vehicle. "Do not worry; car is safe here, and so long as jaw is in motion workers could not steal your automobile if they wanted to."

Back at the main floor of the GUT, a look through the inside of the complicated system of crushers and shovels revealed an intenstine-like complex of pipes, chutes, and rollers carrying various metal and stone debris and processing them into materials; some of them flowed into molds with were then stamped down to forge metal ingots, while others were stretched out to wire like some sort of iron taffy, and sifters worked every other cycle to pull out stone powder in order to process into concrete. Occasionally, a soot-covered worker would notice something shiny and yank it out before it fell into the main processors, a practice which one could say was very dangerous.

"Shortcut to upper level near by: not all of Anchorage is like this, I assure you."

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03a99b No.21701

Dice rollRolled 95, 99, 35, 83, 67 = 379 (5d100)

>>21664

1. Send as many vehicles as needed to tow the god damn tanks and APC's home from infected territory and fix the damn things. Leave the Artillery cluster. It is temporarily seconded to the infected.

[Cars:16.2 +.4/turn]

[RVs:8.6+.2/turn]

2. Send reinforcements to the st louis line.

1 Mobilized Fan Company [x13][Inf]

1 player named tank platoon [x9][Arm]

3. Prepare for a long winter.

3 Mobilized Fan Company [x13][Inf]

Are martialed to the north and ready to fight off the hordes of chiggers. They are attracted to vehicle emissions so the northern territories are ordered to cut all civilian usage of fuel beyond absolute life necessities. Bunkers down and make all preparations needed.

4. We should finally have the tech needed to get this damn autofoundry pumping out power armor.

[Autofoundry] [Unprogrammed]

[Tools IV] [Mechanics III] [Cybernetics II] [Power armor II] [Autofoundries I]

5. Its time to finish our pioneering research [Pioneering V ??/??]

The commune sent us a present. [Weed:2] said it helps open your mind. Maybe give it to the pioneers? should help them find new techniques I think.

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03a99b No.21703

File: 1452510349008.png (660.88 KB,775x714,775:714,ChocolateWhitefur.png)

Dice rollRolled 29, 7 = 36 (2d100)

>>21665

[City-State of Femenia]

>Unique Buildings:

[Femenia (City)]

>Military Units:

2 [Tumblrina Death Squads] (x3)(Death)(Fearless)

>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.

3. Tumblr Gene-Modded Death Squads: Most of your units are genetically modified super soldiers that are also sexy without being patriarchal or indulging the male gaze. Your forces can engage in [terror] while occupying enemy territory to reduce their combat effectiveness, population, infrastructure, and other things.

>Eccentricities:

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

"…Really? Outside of our borders there are females being harassed and sexually assaulted, and you say that the Patriarchy is affecting you in the most harmonious nation in the world? Just, really?"

1: "Besides, if we finish the 'Unnatural Selection' program, we would come one step closer to having the greater gender to be the dominate ruler of the worlds. After all, what are men to Goddesses?~"

>Follow through with the 'Unnatural Selection' project to empower the Felines. (2/10)

+[Genetics III]

2: "Nonetheless, we need to continue work on the improved weaponry. The Tumblr requested we look into projecting the energy out of some kind of tube to help us with our range. I have no serious complaint about that, but it does sound a lot like a male's genitals…"

>Upgrade [Irregular Weapons IV] to [Irregular Weapons V] (3/15)

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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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