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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1434079111510.jpg (341.54 KB,1920x1200,8:5,Copter-Spotting.jpg)

b7fb01 No.3827 [View All]

In the year 2024, the continental United States- along with all but Northernmost Canada and Southernmost Mexico-were wiped off the map. Not in a conventional sense, brought about by warfare or disease, but quite literally a vast expanse of darkness enveloped the entirety of that region of the earth, cutting off all contact in an unexpected cataclysm.

The world reeled like a boxer that had taken a hard haymaker to the jaw, the remnants of the American military abroad struggled in enemy territory until they could be extracted, economies went into nosedives, mass panic and speculation as to whether or not the strange occurrence could happen again ran rampant.

But slowly, ever so slowly, the world got back on its feet, as the world was wont to do. The big blue (and marginally black) ball kept spinning until after a great many expeditions and probes were lost trying to investigate the insides of the massive blot, the world have given up ever understanding what had happened.

Then everyone woke up on January 1st, 2070 and realized it had all come back. The veil had been torn away and reports were coming in of a devastated land, where nature ran rampant, civilization looked to have devolved into anarchy, and the wildlife appeared to have mutated beyond all recognition.

All attempts at establishing contact with communities in the area in the name of diplomacy and disaster relief have failed, either assaulted by savage-almost tribal-forces or hunted mercilessly by the mutated fauna.

A mere three months after America returned, it was quarantined, a place where only a fool would go…

6 postsand5 image repliesomitted. Click reply to view. ____________________________
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b7fb01 No.3854

>>3829

>Group Name: The South American research initiative

>Country of Origin: Brazil

>Point of Entry: Texas

>Purpose of Expedition: Research

>Fluff: A collective expedition from the universities of all the south american countires in an attempt to study the new wildlife as well as try and find out how the veil came about and the origin of the rapid mutation and evolution.

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b7fb01 No.3855

File: 1434116008425.jpg (114.85 KB,800x1173,800:1173,1423530567578.jpg)

>>3829

American Tribals:

Name of Tribe: The Raiders of Oakland

Tribe Leader: Defensive Captain King Aguirre Tabascus (See Pic)

Location: The ruins of Oakland

Fluff: Before the dark times, the city of San Fran of Cisco was a rough place, the city was ruled by various tribes, the two most powerful of which where the "Crypts" and the "Bluds", in their mighty fortress, the Raiders of Oakland stood watch over the the city of Oakland, challenging and (sometimes) defeating the enemy armies that came to conquer Oakland, driving them from whence theycame. For a time, things were relatively okay, then it happened, the darkness descended, and chaos reigned. Then the brave knights of Oakland rode out in their black and silver armor and vanquished the forces that had been corrupting oakland for so long, and kept the horrors that the darkness wrought at the outskirts of the city. They established a feudal society in Oakland, where the knights and their Captain King ruled supreme and kept the city safe, with the darkness fading, the now seek to expand their kingdom and recover the lost secrets of the before times. They have manage to secure a forge where they have improved upon their armor of old, actual steel has replaced the plastic and foam of the before times, while the city of oakland has provided more than enough arms for them and the city's garrison

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b7fb01 No.3858

File: 1434118797238.jpeg (134.46 KB,615x980,123:196,Tribals.jpeg)

>>3827

>Name of Tribe: Jacob's Deer

>Tribe Leader: Jacob Myers

>Location: Just outside of Philadelphia

>Fluff: Jacob's Deer are a group of surviving tribals who gathered together to escape the rule of the various leading tribes of Pennsylvania. To the West in the land of Lan Kaste Er a tribe known as the Mish rule forcing other tribes to submit to their god or face burning for witch craft, and worst of all THEY DON'T USE BUTTONS! To the south a band of cultists take the city of Philedelphia known only as "Those Who Follow Eagles" They wear green feathers attached to their armor and worship giant mutant eagles.

Jacob and his band wish to retake the most important city in Pennsylvania, Philedelphia, and return the land to what it once was. He travels from town to town searching for other tribal groups to help him take down the Eagle Cult and the Mish.

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b7fb01 No.3860

File: 1434119286156.jpg (59.57 KB,452x640,113:160,1402695016772.jpg)

>>3827

>Group Name: European Intervention Force 221

>Country of Origin:

+ EU (Germany)

>Point of Entry:

+ New York

>Purpose of Expedition:

+ Humanitarian Efforts

>Fluff:

The European Intervention Force 221 was formed at the repeated request of Chancellor Angele Merkal. Eventually after a lot of pressure by Mrs Merkal and several threats of political and economic action the European Intervention Force was finally put together. However as most of the countries had either denounced the Intervention Force or were in a deep economic hole the EIF consists almost entirely of Bundeswehr Forces.

Though many doubt it the truth is that the EIF, a highly modern military force deployed to potentially unclaimed territory is indeed primarily concerned with humanitarian efforts, supplying civilians with food, clothing and potentially after a period of quarantine, relocation to a safer location.

The overall numbers of the EIF are astonishingly low, based on the idea that quality is more important than quantity the EIF is a mix of the best soldiers, doctors, psychologists, cooks and whatever else was deemed necessary for the mission. Though soon enough the EIF may be required to call for reinforcements, should it appear that their numbers are unable to service the amount of refugees.

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b7fb01 No.3861

File: 1434120583973.jpg (73.02 KB,960x719,960:719,drippies.jpg)

Name of Tribe: The Throbbing Drippies

Tribe Leader: Whorsey Khan

Location: Its Detroit!

Fluff: Under the sensual command of Whorsey Khan, the Man with the horse sized member, these serial rapist raiders are hell bent on spread their seed across the american compass. Any hole, any time, the Throbbing Drippies will break your permeable seal with gusto, right before they cave your skull in with your own feet.

Khan keeps his jolly sods hyped up on whatever stimulant they can get their hands on… which is probably the reason for the wide spread ultra-violent psychosis. Primarily only those who've lost their marbles are accepted into the ranks, but any man who's looking for some nihilistic fun can roll with the Drippies.

In short, a hedonistic hate march led by a head case with unyielding sexual frustration…

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b7fb01 No.3863

File: 1434120975712.jpg (145.39 KB,688x1000,86:125,The HeartHunter.jpg)

American Tribals:

Name of Tribe:Azteca Hijo (Aztec Son)

Tribe Leader: Rivera the Hearthunter (Hero Unit, will give a +10 to a single action per turn, can be killed/injured)

Location:Near the border of Texas

Fluff: During the assaults of raiders and attacks by strange mutated creatures we still survived and we remembered our past. We must remember our ancestors who have lived under this land and hunted these heretics of Dallas who hunted us even more. We have capture a heretic of Dallas the one who call himself a cowboy. He hasn't become blessed under the one true lord. Perhaps his soul can still be saved in the pyres of our lord. For Xiuhtecuhtli our lord and savor of the flames takes his heart so he'll become pure within the eyes of our blessed one.- A speech by Rivera the Hearthunter before taking the heart of a Cowboy of Dallas

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b7fb01 No.3866

American Tribals:

Name of Tribe: Astro Lords

Tribe Leader: Houston (Hero Unit, will give a +10 to a single action per turn, can be killed/injured)

Location:Madison County, Alabama

Fluff:At first there was noise then came silence as every piece of monitoring technology in the Nasa research center went silent. Then came the panic as they lost contact with the rest of North America. Then came the monsters, the first wave was the worst as most of the employees families couldn't make it in time but once the doors were sealed they were safe. The first years were the worst with the facility overrun and the survivors scavenging for food but then the first of the Houstons rose up and led the people cobbling together their space age technology into armour and weapons they retook the facility. Then as time passed the second Houston rose up and turned their compound into a fortress against the monsters of the world and led his people on raids for supplies. Now the Third Houston faces the greatest trial yet as the skies have changed and not even the vaunted ivory armour and rocket torches may protect them from what is coming

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b7fb01 No.3882

File: 1434143348684.jpg (346.54 KB,800x800,1:1,Ben Wootten - Loki.jpg)

>>3829

>Group Name: The Free Thinker's Circle

>Country of Origin: France

>Point of Entry: Southern Washington

>Purpose of Expedition: Conservation

>Fluff: Everyone just wants to use this place for profit, man. What about the REAL value? A whole continent, and now it's Back to Nature. It's free from the greedy hand of civilization, entirely unspoiled! We can't just let the corporations and the fascists in Europe just take everything and ruin it like they did before! We gotta protect the wildlife, man!

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b7fb01 No.3891

File: 1434145948242-0.jpg (20.01 KB,404x237,404:237,337---Image_large.jpg)

File: 1434145948243-1.jpg (111.11 KB,768x511,768:511,FINUL_Leclerc_France_01.jpg)

>>3829

>Group Name: UNONA

>Country of Origin: UN

>Point of Entry: Washington DC

>Purpose of Expedition: Restoration of Civilization

>Fluff:

Representing a multinational coalition of the World, the objective United Nations Operations in North America is the "restoration of domestic order and civil government in the United States, and the enforcement of justice and order."

To that end, an army of soldiers, engineers, and aid-workers arrive behind a great convoy of supplies to rebuild and restore the United States back to a semblance of civilization and democratic rule. The ousting of raiders and warlords, reconstruction of cities and civil centers, and bringing food, homes, and jobs to the survivors are its primary objective.

During the 2nd World War, the United States stepped forward to help lift a world out of darkness.

Now that world has come to return the favor.

https://www.youtube.com/watch?v=-GAHggrOCoA

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b7fb01 No.3893

Group Name: New Pacifica Expeditionary Fleet

Country of Origin: New Pacifica (Formerly Isabela, Philippines )

Point of Entry: Pacifica (San Francisco), California

Purpose of Expedition: Reclamation

Fluff:

When the Veil rose, the United States armed forces forces across the Pacific were thrown into disarray. Only after months of fighting did a leader look to the future of his men. So it was that the first El Presidente claimed the island of Isabel with skillful diplomacy and the remaining forces that had been withdrawn from across the Pacific.

With the Veil lifted, El Presidente gathered together a taskforce of willing men and women and sent them to Pacifica, California. The namesake of New Pacifica would be reclaimed, and then the United States! A Manifest Destiny of birthright!

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b7fb01 No.3905

>>3827

>Group Name: Exploratory Commission of the Federal Republic of Rossiya

>Country of Origin: Russia

>Point of Entry: Anchorage

>Fluff:

The official Russian 'exploratory' effort into North America. In reality, a group with intent to claim as much land as possible for themselves, and the valuable resources inside… Mainly made out of Spetsnaz and military agents, the Russian-American Protectorate seems to look like a real possibility.

>Bonus: Russian Elite (+5 to combat rolls)

+Anchorage Locals (+5 to civil construction/production)

+REAL America (+5 to diplomacy with American Tribals, -5 to diplomacy with PEF and Reclamation)

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b7fb01 No.4099

>>3905

>Group Name: Exploratory Commission of the Federal Republic of Rossiya

>Country of Origin: Russia

>Point of Entry: Anchorage

>Purpose of Expedition: Conquest, Exploitation later.

>Fluff: The official Russian 'exploratory' effort into North America. In reality, a group with intent to claim as much land as possible for themselves, and the valuable resources inside… Mainly made out of Spetsnaz and military agents, the Russian-American Protectorate seems to look like a real possibility.

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b7fb01 No.4119

>>3829

Name of Tribe: The Lost

Tribe Leader: Malus

Location: Southern California-Southern Nevada.

Fluff: Formerly a motorcycle crew, the Lost have since degenerated into two clear castes, neither of them having the luxury of their sweet machines anymore with the lack of gas. At least, not as vehicles.

The first caste, the Wild Ones, are a populous bunch of drug-addicted mutants who have been warped by the same darkness that covers everything. Large, powerful, but stupid and easily swayed, they make up the majority of the Lost.

The second, smaller Caste, the Angels, make up the leaders of the group. While visually they don't look much different from normal, healthy humans, this group was refined, enhanced. They display remarkable levels of intellect and agility, having converted the bikes of old into more immediately useful tools and weapons. Their superior minds are the driving force that helps guide the Wild Ones, and their council is presided over by the illustrious Malus, the high-quality metal of his father's bike having been converted into a sword and a set of half-plate. They lack proper gasoline, but that doesn't mean they lack understanding of how things work.

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b7fb01 No.4123

File: 1434320939047.jpg (33.13 KB,300x432,25:36,Binary_Domain_-_Assault_Sh….jpg)

>>3827

Group Name: Japanese Advanced Net Artificial Intelligence J.A.N.A.I.

Country of Origin: Japan

Point of Entry: West Coast

Purpose of Expedition: Stripping America of its natural resources (However that is just a cover for setting up secret labs for trying to create a second 'Darkness' that could revert Europe, African and Asia back to full of natural resources which can be used to expand J.A.N.A.I.)

Fluff: Since its creation by accident some years ago J.A.N.A.I. brought the Japanese Government to heel by using its vast Net capabilities and the creation of the Robotic Defense Force. To acquire the resources in America these military robots have been sent with equipment to harvest the west coast.

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b7fb01 No.4133

>Keepers

>Bonus: Human Bulwark (+5 to defense construction)

>Staff:

50 Experienced Troopers (10 Troops = 1 Combat Die)

10 Researchers

20 Engineers

>Black Gheist

>Bonus: Suffer Not The Mutant (+5 to Combat Rolls against Mutants)

>Staff:

50 Experienced Troopers (10 Troops = 1 Combat Die)

30 Scientists

10 Engineers

>Chiefs

>Trait: Desirable Area (+5 to Recruitment Rolls, however, heightened attraction for hostile factions)

>Population: 150 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

>South American Research Initiative

>Bonus: For Science! (+5 to Research Rolls)

>Staff:

Troops: 60 Green Troops (20 Troops = 1 Combat Die)

Scientists: 40 (+5 to Research for every 20 additional Scientists over 20)

Engineers: 20

>Raiders of Oakland

>Trait: "Courtly Intrigue" (Upon death of leader, commence project 'Kingsmoot', ten successes required to create new leader, critical failure will produce an NPC 'Claimant' tribe hostile to your tribe)

>Population: 200 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

>Jacob's Deer

>Trait: Freedom Fighters (+5 to combat against the Eagles and the Mish, but their power makes recruitment difficult unless you roll above a 65.)

>Population: 150 Raw Tribesmen (50 Tribesmen = 1 Combat Die

>European Intervention

>Bonus: Humanitarians (+5 to diplomacy with neutral civilians)

>Staff:

100 Green Troopers (20 Troopers = 1 Combat Die)

30 Researchers

30 Engineers

>Drippies

>Trait: Leave Nothing Behind ( +5 to combat, but your tribesmen tend to destroy everything they can in raids and kill any survivors, new tribesmen can only be recruited by beating a 69 in a recruiment action.)

>Population: 200 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

>Azteca Hijo

>Trait: For the Glory of Xiuhtecuhtil (+5 to combat against enemy factions, diplomacy impossible with infidelic scum)

>Population: 150 Raw Tribesmen

>Astro Lords

>Trait: High Tek (Start with Green tribesmen instead of Raw, lower population)

>Popluation: 80 Green Tribesmen (20 Tribesmen = 1 Combat Dice)

>Free Thinkers

>Bonus: Gaia's Sons (+5 to interactions with natural entities)

>Staff:

40 Green Troopers (20 Troops = 1 Combat Die)

40 Scientists (+10 to research for every 20 researches over 20)

60 Engineers (+10 to construction for every 20 engineers over 20)

>UNONA

>Bonus: 'The United Nations' (+5 to intimidation of raiders and tribals)

>Staff:

100 Green Troopers (20 Troopers = 1 Combat Die)

30 Researchers

30 Engineers

>PEF

>Bonus: Destino Manifiesto (+5 to combat against tribals)

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

>Exploratory Commission

Bonus: Russian Elite (+5 to combat rolls)

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

>The Lost

>Trait: Guardian Angels (+5 to combat, but all forces must be lead by an Angel, opposing forces have the option to focus attacks on the Angel, if Angel successfully killed, the Wild Ones morale will break)

>Population: 200 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

>JUNAI

>Machine Efficiency (+5 to Resource Explotation

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

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b7fb01 No.4134

>>4133

ROLL 2d100 FOR YOUR ACTIONS

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b7fb01 No.4135

Dice rollRolled 26, 10 = 36 (2d100)

>>4133

>>Name of Tribe: Jacob's Deer

>>Tribe Leader: Jacob Myers

>>Location: Just outside of Philadelphia

>>Fluff: Jacob's Deer are a group of surviving tribals who gathered together to escape the rule of the various leading tribes of Pennsylvania. To the West in the land of Lan Kaste Er a tribe known as the Mish rule forcing other tribes to submit to their god or face burning for witch craft, and worst of all THEY DON'T USE BUTTONS! To the south a band of cultists take the city of Philedelphia known only as "Those Who Follow Eagles" They wear green feathers attached to their armor and worship giant mutant eagles.

>Jacob and his band wish to retake the most important city in Pennsylvania, Philedelphia, and return the land to what it once was. He travels from town to town searching for other tribal groups to help him take down the Eagle Cult and the Mish.

>Trait: Freedom Fighters (+5 to combat against the Eagles and the Mish, but their power makes recruitment difficult unless you roll above a 65.)

>Population: 150 Raw Tribesmen (50 Tribesmen = 1 Combat Die

1:Make camp on the outskirts of the city, hidden from the sight of the Eagles.

2:Search the area for a weapon cache in order to arm our men.

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b7fb01 No.4137

Dice rollRolled 45, 46 = 91 (2d100)

>Group Name: UNONA

>Country of Origin: UN

>Point of Entry: Washington DC

>Purpose of Expedition: Restoration of Civilization

>Fluff:

Representing a multinational coalition of the World, the objective United Nations Operations in North America is the "restoration of domestic order and civil government in the United States, and the enforcement of justice and order."

To that end, an army of soldiers, engineers, and aid-workers arrive behind a great convoy of supplies to rebuild and restore the United States back to a semblance of civilization and democratic rule. The ousting of raiders and warlords, reconstruction of cities and civil centers, and bringing food, homes, and jobs to the survivors are its primary objective.

During the 2nd World War, the United States stepped forward to help lift a world out of darkness.

Now that world has come to return the favor.

https://www.youtube.com/watch?v=-GAHggrOCoA

>Bonus: 'The United Nations' (+5 to intimidation of raiders and tribals)

>Staff:

100 Green Troopers (20 Troopers = 1 Combat Die)

30 Researchers

30 Engineers

1. Set up a Satellite Communications Relay for long distance communications across the United States as well as the rest of the world, to allow for communication with our oversea's resource

15 Engineers

2. Prepare the nearby airport and docks for the deployment of additional UN equipment and supplies, we will need to start ferrying in resources, manpower and aid supplies for an extended operation.

15 Engineers

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b7fb01 No.4138

Dice rollRolled 28, 100 = 128 (2d100)

>>4133

American Tribals:

Name of Tribe:Azteca Hijo (Aztec Son)

Tribe Leader: Rivera the Hearthunter (Hero Unit, will give a +10 to a single action per turn, can be killed/injured)

Location:Near the border of Texas

Fluff: During the assaults of raiders and attacks by strange mutated creatures we still survived and we remembered our past. We must remember our ancestors who have lived under this land and hunted these heretics of Dallas who hunted us even more. We have capture a heretic of Dallas the one who call himself a cowboy. He hasn't become blessed under the one true lord. Perhaps his soul can still be saved in the pyres of our lord. For Xiuhtecuhtli our lord and savor of the flames takes his heart so he'll become pure within the eyes of our blessed one.- A speech by Rivera the Hearthunter before taking the heart of a Cowboy of Dallas

Trait: For the Glory of Xiuhtecuhtli (+5 to combat against enemy factions, diplomacy impossible with infidelic scum)

Population: 150 Raw Tribesmen

1-2 TAME THE BEASTS FOR XIUHTECUHTLI THE LORD OF FIRES SHALL WANT THE MUTANT BEASTS TO KILL THE INFIDELS

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b7fb01 No.4139

Dice rollRolled 45, 86 = 131 (2d100)

>>4133

Group Name: Japanese Advanced Net Artificial Intelligence J.A.N.A.I.

Country of Origin: Japan

Point of Entry: West Coast

Purpose of Expedition: Stripping America of its natural resources

Fluff: Since its creation by accident some years ago J.A.N.A.I. brought the Japanese Government to heel by using its vast Net capabilities and the creation of the Robotic Defense Force. To acquire the resources in America these military robots have been sent with equipment to harvest the west coast.

>Machine Efficiency (+5 to Resource Explotation

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

1 Engineers set up our beachhead camp

2 Scientists search the area for veins of metal

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b7fb01 No.4140

Dice rollRolled 64, 6 = 70 (2d100)

>>4133

Group Name: New Pacifica Expeditionary Fleet

Country of Origin: New Pacifica (Formerly Isabela, Philippines )

Point of Entry: Pacifica (San Francisco), California

Purpose of Expedition: Reclamation

Fluff:

When the Veil rose, the United States armed forces forces across the Pacific were thrown into disarray. Only after months of fighting did a leader look to the future of his men. So it was that the first El Presidente claimed the island of Isabel with skillful diplomacy and the remaining forces that had been withdrawn from across the Pacific.

With the Veil lifted, El Presidente gathered together a taskforce of willing men and women and sent them to Pacifica, California. The namesake of New Pacifica would be reclaimed, and then the United States! A Manifest Destiny of birthright!

>Bonus: Destino Manifiesto (+5 to combat against tribals)

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

1.

Our first objective is to secure our logistics chain! Let us occupy the port of San Francisco and set up a defensive perimeter.

2.

Once we have secured the port facilities, our engineers will have their work cut out for them. We shall need to assess, repair and perhaps replace the basic amenities of the port: Docks, fuel facilities, and cargo areas.

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b7fb01 No.4141

Dice rollRolled 36, 70 = 106 (2d100)

>>4133

>Group Name: Exploratory Commission of the Federal Republic of Rossiya

>Country of Origin: Russia

>Point of Entry: Anchorage

>Purpose of Expedition: Conquest, Exploitation later.

>Fluff: The official Russian 'exploratory' effort into North America. In reality, a group with intent to claim as much land as possible for themselves, and the valuable resources inside… Mainly made out of Spetsnaz and military agents, the Russian-American Protectorate seems to look like a real possibility.

Bonus: Russian Elite (+5 to combat rolls)

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

1. Set up a command HQ inside Anchorage to contact HQ back in Rossiya, and establish control over this surviving American city with our Engineers and Scientists.

(30 Engineers, 10 Scientists)

2. Hah! Is good day, Sergei. Today, we announce to world, and specifically Anchorage, the birth of Russo-American protectorate! Namely, all of former America fall under perfectly beneficial and friendly protectorate , and that all of American belong to us because of thatisk. We are of REAL america, of course, and all world must know that this is what last remnant of American have agreed to!

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b7fb01 No.4142

Dice rollRolled 27, 61 = 88 (2d100)

>Group Name: The Free Thinker's Circle

>Country of Origin: France

>Point of Entry: Southern Washington

>Purpose of Expedition: Conservation

>Fluff: Everyone just wants to use this place for profit, man. What about the REAL value? A whole continent, and now it's Back to Nature. It's free from the greedy hand of civilization, entirely unspoiled! We can't just let the corporations and the fascists in Europe just take everything and ruin it like they did before! We gotta protect the wildlife, man!

>Bonus: Gaia's Sons (+5 to interactions with natural entities)

>Staff:

40 Green Troopers (20 Troops = 1 Combat Die)

40 Scientists (+10 to research for every 20 researches over 20)

60 Engineers (+10 to construction for every 20 engineers over 20)

1/2 - Alriiight, look at it all. It's kodak, man. It's fuckin kodak. We gotta keep it safe, but first we gotta study the area first. Learn all about the flora and fauna, really get to know them man. Once we're one with the environment, we'll be… with it, you know?

>+Gaia's Sons (+5 to interactions with natural entities)

>+40 'Scientists'

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b7fb01 No.4143

Dice rollRolled 93, 6 = 99 (2d100)

>>4133

The Lost

Leader: Malus

>Trait: Guardian Angels (+5 to combat, but all forces must be lead by an Angel, opposing forces have the option to focus attacks on the Angel, if Angel successfully killed, the Wild Ones morale will break)

Population: 200 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

1. Begin fortifying our territory

2. Begin scavanging

1 Angel to each task, 50 Wild Ones

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b7fb01 No.4144

Dice rollRolled 9, 45 + 5 = 59 (2d100)

>Group Name: The Keepers of Fate

>Country of Origin: Britain

>Point of Entry: Maryland, Chesapeake bay

>Purpose of Expedition: Conquest

>Fluff: In the wake of such a mysterious event the british made a team to keep britain and england safe. Named "The Keepers of Fate" their job was to protect england from whatever possible dangers were inside of the black mass. They were trained extensively, given their own uniforms, and granted access to the best technology and knowledge. In wake of america returning they were given new orders. To begin operations in capturing area, and making sure the land was taken for british rule. Give no mercy, leave no survivors, and give this land over to home and country.

>Bonus: Human Bulwark (+5 to defense construction)

>Staff:

50 Experienced Troopers (10 Troops = 1 Combat Die)

10 Researchers

20 Engineers

1. Explore the sourrounding area.

2. Set up a Heavily Defensible base and lab +5

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b7fb01 No.4147

File: 1434327573849.jpg (336.16 KB,1280x960,4:3,1422667239905.jpg)

Dice rollRolled 6, 24 = 30 (2d100)

>>4133

American Tribals:

Name of Tribe: The Raiders of Oakland

Tribe Leader: Defensive Captain King Aguirre Tabascus (See Pic)

Location: The ruins of Oakland

Fluff: Before the dark times, the city of San Fran of Cisco was a rough place, the city was ruled by various tribes, the two most powerful of which where the "Crypts" and the "Bluds", in their mighty fortress, the Raiders of Oakland stood watch over the the city of Oakland, challenging and (sometimes) defeating the enemy armies that came to conquer Oakland, driving them from whence theycame. For a time, things were relatively okay, then it happened, the darkness descended, and chaos reigned. Then the brave knights of Oakland rode out in their black and silver armor and vanquished the forces that had been corrupting oakland for so long, and kept the horrors that the darkness wrought at the outskirts of the city. They established a feudal society in Oakland, where the knights and their Captain King ruled supreme and kept the city safe, with the darkness fading, the now seek to expand their kingdom and recover the lost secrets of the before times. They have manage to secure a forge where they have improved upon their armor of old, actual steel has replaced the plastic and foam of the before times, while the city of oakland has provided more than enough arms for them and the city's garrison

>Raiders of Oakland

>Trait: "Courtly Intrigue" (Upon death of leader, commence project 'Kingsmoot', ten successes required to create new leader, critical failure will produce an NPC 'Claimant' tribe hostile to your tribe)

>Population: 200 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

1. A knight must earn his armor, send out 25 of my best men and tell them to bring me back the body of one of the Death-claws of Pacifika, then they will truly be worthy of their armor.

2. Meanwhile, I, Defensive-Captain King, will take a group out and secure the tribe weapons from the before time.

+ [Hero Unit] - will give a +10 to a single action per turn, can be killed/injured

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b7fb01 No.4149

Dice rollRolled 96, 86 = 182 (2d100)

>>4133

>Group Name: The South American research initiative

>Country of Origin: Brazil

>Point of Entry: Texas

>Purpose of Expedition: Research

>Fluff: A collective expedition from the universities of all the south american countires in an attempt to study the new wildlife as well as try and find out how the veil came about and the origin of the rapid mutation and evolution.

>Bonus: For Science! (+5 to Research Rolls)

>Staff:

Troops: 60 Green Troops (20 Troops = 1 Combat Die)

Scientists: 40 (+5 to Research for every 20 additional Scientists over 20)

Engineers: 20

1. Set up a base of operations.

2. Start documenting the surrounding wildlife. +15

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b7fb01 No.4189

>>4133

>Name of Tribe: The Kansas City Chiefs

>Tribe Leader: Quarterback Zerubbabel O'Malley

>Location: Kansas City, Missouri

>Fluff: After the darkness decended upon the land, the Kansas City Chiefs rallied their fans together against the advance of anarchy. The team lead the way on the battlefield, and soon had carved out a chunk of territory around the confluence of the Missouri and Kansas rivers. Now, with the lifting of the veil, the team intends to hit the road, and expand their influence throughout the former American heartland.

>Trait: Desirable Area (+5 to Recruitment Rolls, however, heightened attraction for hostile factions)

>Population: 150 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

1. Send exploratory teams up the Kansas river, and up and down the Missouri River, to make contact with any settlements along the banks, have some barbacue with them, throw the ol' pigskin around, and invite them over for the game on Sunday.

2. Begin recruiting local boys who can throw, run, block and catch.

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b7fb01 No.4190

Dice rollRolled 36, 56 = 92 (2d100)

>>4189

forgot roles

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b7fb01 No.4193

File: 1434375913474.jpg (177.12 KB,752x1063,752:1063,diamondback_recon_by_alexj….jpg)

Dice rollRolled 75, 63 = 138 (2d100)

>>4133

>Group Name: European Intervention Force 221

>Country of Origin:

+ EU (Germany)

>Point of Entry:

+ New York

>Purpose of Expedition:

+ Humanitarian Efforts

>Fluff:

The European Intervention Force 221 was formed at the repeated request of Chancellor Angele Merkal. Eventually after a lot of pressure by Mrs Merkal and several threats of political and economic action the European Intervention Force was finally put together. However as most of the countries had either denounced the Intervention Force or were in a deep economic hole the EIF consists almost entirely of Bundeswehr Forces.

Though many doubt it the truth is that the EIF, a highly modern military force deployed to potentially unclaimed territory is indeed primarily concerned with humanitarian efforts, supplying civilians with food, clothing and potentially after a period of quarantine, relocation to a safer location.

The overall numbers of the EIF are astonishingly low, based on the idea that quality is more important than quantity the EIF is a mix of the best soldiers, doctors, psychologists, cooks and whatever else was deemed necessary for the mission. Though soon enough the EIF may be required to call for reinforcements, should it appear that their numbers are unable to service the amount of refugees.

>Bonus: Humanitarians (+5 to diplomacy with neutral civilians)

>Staff:

100 Green Troopers (20 Troopers = 1 Combat Die)

30 Researchers

30 Engineers

1. Size Ellis and Governor Island and establish a base of operations there.

2. Being in potential hostile territory with recruits far from their full fighting capabilities was an irresponsible danger. Combat drills to improve troop readyness and training would commence once Ellis and Governor island had been seized.

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b7fb01 No.4195

Dice rollRolled 93, 1 = 94 (2d100)

>>4133

>Group Name: Black Gheist

>Country of Origin: Unknown

>Point of Entry: Anywhere

>Purpose of Expedition: Extermination

>Fluff: Few have seen a Black Gheist and lived, The platoons are normally formed from aspiring Soldiers who have been deemed unfit for duty by their Countries Of Origin. They wear flame retardant garbs which are covered by a Thick full body armor suit named "Ghost veil". The suit offers protection against gun fire and Radiation, It also contains an Oxygen filter and a full spectrum Headset that streams video and audio to surrounding Units. Their weapon load-out normally consists of High caliber weapons, Flame throwers and grenade launchers. The Black Gheist are Dispatched to Extreme High Risk situations and have been given authority to eliminate anything they see as an enemy to Humanity. They've been deployed to Eliminate any mutant activity and Discover what caused The Veil.

>Bonus: Suffer Not The Mutant (+5 to Combat Rolls against Mutants)

>Staff:

50 Experienced Troopers (10 Troops = 1 Combat Die)

30 Scientists

10 Engineers

1/2: Set up HQ, Somewhere They Won't find us. Perhaps an Underground mall. Make sure It's Secured.

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b7fb01 No.4209

File: 1434381010063.jpg (47.73 KB,1280x720,16:9,throbbing.jpg)

Dice rollRolled 6, 59 = 65 (2d100)

>>4133

Detroit, a dilapidated pit of despair. No law, no order, a real wasteland. Chocked full of the kind of human detritus that you could only be conceived in the most grotty of nightmares… then the invasion happened.

Theres still not much to say for the city, with the Drippies having a loose control over the north of the river, the souths littered with the bodies of those foolish enough to try their luck in heading over the Canadian boarder. The cities been picked clean, better think about setting up shop somewhere else if we're gonna carry on the party…

So its time to suck the bones dry. We're getting ready for a road trip…

1, Try one last time to get into that police station armory. Gotta be some goodies in there, given the whole 'militarized police force' thing that happened before the alien shit storm…

2, Try and raid the police motorpool. Fingers crossed theres no stubborn squaddies that'uv been hiding down in the garage. A working car or two will help with the moving immensely.

_

>Name of Tribe: The Throbbing Drippies

>Tribe Leader: Whorsey Khan

>Location: Its Detroit!

>Fluff: Under the sensual command of Whorsey Khan, the Man with the horse sized member, these serial rapist raiders are hell bent on spread their seed across the american compass. Any hole, any time, the Throbbing Drippies will break your permeable seal with gusto, right before they cave your skull in with your own feet.

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b7fb01 No.4490

>>4135

1. Your men venture in to try and find a spot close to the city, but they can hear the far off war cries of the Eagles. They dared not venture much further for fear of drawing their ire.

2. However, it seems that inside the city is the only place TO find weapons, most areas in your current position are picked clean. The only real options available to you are look farther afield, or risk the wrath of the Eagles.

>>4137

1. The communications is set up, but your men are encountering strange amounts of static, as though another signal is interfering with their efforts.

2. Your engineers send back reports that the airport and docks are in heavy disrepair, almost as though the entire place has been abandoned for centuries rather than eighty or so years. However, with some luck and elbow grease, they should be able to get it operational.

>Project: Restored Logistics (1/10)

>>4138

1/2: Your men manage to not only find but tame several large and extremely armored lizards. Minor problem, they tend to curl up into heavily armored balls when distressed. Luckily your men have managed to almost completely break them of the habit.

>Project: Tame Lizardillos [8/10]

>>4139

1: The engineers units find the current set up of the landing zone untenable for a proper base camp. However…

2: Your small group of science drones have managed to locate a vein of an unidentified metal below the surface of a patch of land due north of your main force's location.

>Project: Exploit unknown metal [1/5]

>>4140

1. Your forces manage to claim the port for themselves, unfortunately…

2. The whole set up has been pillaged several times over it seems. This will require some work…

>Project: Restore Sea Port [1/10]

>>4141

1. The HQ is having a little problem getting put together, it seems your engineers lost their blueprints en route to the build site, butterfingers.

2. Thankfully the people of Alaska are receptive to the idea of being brought under a proper government…or they're just terrified of being Gulag'd. Either way, the Protectorate is official. That's probably going to go down well with the Pacificans…

+Bonus: REAL America (+5 Diplomacy with Tribals, -15 Diplomacy with Pacificans)

>>4141

1/2: Your guys move out and totes find all kinds of natural wonders, bruh. There's like this mushroom that's like, as tall as Moonchild over there and it's craaazy, man. And get this, maaaan, it totally spoke in my head the other day, no I haven't touched that kush since we got here, it's totes telepathic!

>Contact: Psionic Shroom

>>4143

1. Your Angels and Wild Ones manage to erect a competently made palisade around your home. Pretty good if some raiders or smaller mutants come a-callin'.

>Structure: Palisade (+2 to defensive combat rolls in your HQ)

2. Sadly it seems the immediately area is going dry as far as salvage goes, you might have to look farther afield.

>>4144

1. Cursory scans show the marshes around your home base seem to exude a gas that not only scrambles sensors but also seems almost impossibly poisonous, dark forms can be seem shambling about in the miasma, but it's going to take a full expedition to check it out.

2: Your men begin to construct a suitable base for your 90 or so operatives.

>Project: Basic Defenses [1/5]

>>4147

1. Your twenty-five men are never seen again. Mayhaps they were not as great as they proclaimed to be, your liege. Mayhaps the dangerous mutants or vile brigands of the wasteland got them. Alas, we shall never know.

> -25 Men

2.You ride out, but the weapons caches seem to be completely exhausted, you even seem incapable of finding adequate metal for even the simplest Rebar Spear. A quest, mayhaps, m'lord?

1/2

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b7fb01 No.4491

>>4490

>>4149

1. Your base camp is probably the most technologically and scientifically advanced structure Texas has seen for quite some time. Adequately defensible and useful as a repository of knowledge in this new world.

>Structure: Base Camp (+5 to Defensive Combat Rolls)

2. Your researchers catalog a wide variety of strange and wondrous life in the Texas Wasteland. While far from complete, when it is, you might have unparalleled knowledge of the natural world.

>Project: Texas Compendium [5/10]

>>4189

1: The settlements you come across look at you with jealous and hungry eyes…they don't seem to be fans of your prime position.

2: The recruitment goes well. Very few scrubs appear for tryouts. A little work and you'll have enough to cover the spread.

+25 Raw Tribesmen

>>4193

1. Ellis and Governor Island are taken as bases of operation, this location will be the future staging area of all operations in the area.

2. Five troopers are successfully briefed and trained on the special skills required to survive in the wastes outside of large numbers. You will require five more to make a full viable compliment.

>+5 Experienced Troopers

>-Green Troopers

>>4195

1/2: Good news, you found a mall, bad news, it's a teeming nest of horrible mutants.

150 Raw Mutants vs 50 Experienced Troops

Please roll 5d100

>>4209

1. Well boss, bad news, seems the Police took their own weapons when they bugged out all them many many many years ago. Bummer. However…

2. You come across a lot of their old rides (5 Patrol Cars and a Van with SWAT written on the side) and one of your wrench wankers has an idea. If you find enough cars and get them gassed up, you can take the show on the road and speed up the rape train with no breaks!

>Project: Motor Fleet -Rides- [6/20]

>Project: Motor Fleet - Gas- [10/30]

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b7fb01 No.4492

Dice rollRolled 52, 1 + 10 = 63 (2d100)

>>4490

>Group Name: The Keepers of Fate

>Country of Origin: Britain

>Point of Entry: Maryland, Chesapeake bay

>Purpose of Expedition: Conquest

>Fluff: In the wake of such a mysterious event the british made a team to keep britain and england safe. Named "The Keepers of Fate" their job was to protect england from whatever possible dangers were inside of the black mass. They were trained extensively, given their own uniforms, and granted access to the best technology and knowledge. In wake of america returning they were given new orders. To begin operations in capturing area, and making sure the land was taken for british rule. Give no mercy, leave no survivors, and give this land over to home and country.

>Bonus: Human Bulwark (+5 to defense construction)

>Staff:

50 Experienced Troopers (10 Troops = 1 Combat Die)

10 Researchers

1. Continue construction of the base.

2. Have heavy weapon emplacements set up around the base area.

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b7fb01 No.4493

Dice rollRolled 64, 82 = 146 (2d100)

>>4491

>Group Name: The South American research initiative

>Country of Origin: Brazil

>Point of Entry: Texas

>Purpose of Expedition: Research

>Fluff: A collective expedition from the universities of all the south american countires in an attempt to study the new wildlife as well as try and find out how the veil came about and the origin of the rapid mutation and evolution.

>Bonus: For Science! (+5 to Research Rolls)

>Staff:

Troops: 60 Green Troops (20 Troops = 1 Combat Die)

Scientists: 40 (+5 to Research for every 20 additional Scientists over 20)

Engineers: 20

>Structure: Base Camp (+5 to Defensive Combat Rolls)

1. Set up a lab for better study of lifeforms around here.

2. Continue working on the Texas Compendium 5/10 +10

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b7fb01 No.4494

Dice rollRolled 73, 80 = 153 (2d100)

>>4490

Group Name: Japanese Advanced Net Artificial Intelligence J.A.N.A.I.

Country of Origin: Japan

Point of Entry: West Coast

Purpose of Expedition: Stripping America of its natural resources

Fluff: Since its creation by accident some years ago J.A.N.A.I. brought the Japanese Government to heel by using its vast Net capabilities and the creation of the Robotic Defense Force. To acquire the resources in America these military robots have been sent with equipment to harvest the west coast.

>Machine Efficiency (+5 to Resource Explotation)

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

>Project: Exploit unknown metal [1/5]

1 Move more northward closer to this metal for a suitable Base Camp

2 Continue to excavate and experiment with this new metal

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b7fb01 No.4496

Dice rollRolled 14, 63 = 77 (2d100)

>>4490

>Group Name: Exploratory Commission of the Federal Republic of Rossiya

>Country of Origin: Russia

>Point of Entry: Anchorage

>Purpose of Expedition: Conquest, Exploitation later.

>Fluff: The official Russian 'exploratory' effort into North America. In reality, a group with intent to claim as much land as possible for themselves, and the valuable resources inside… Mainly made out of Spetsnaz and military agents, the Russian-American Protectorate seems to look like a real possibility.

Bonus: Russian Elite (+5 to combat rolls)

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

+Bonus: REAL America (+5 Diplomacy with Tribals, -15 Diplomacy with Pacificans)

1. Agh, stupid engineers. Continue work building a headquarters in Anchorage - we will be needinginsk it to continue operations throughout America. We must think of suitable punishment if they fail once again!

2. Begin southward advance to start expansion Protectorate territory into America proper. The veil to be breached, and all of America's wealth given to us…. Errr, haha, I mean, to set up mutually beneficial trade…

[+5]

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b7fb01 No.4497

Dice rollRolled 18, 96 = 114 (2d100)

>>4490

>Group Name: UNONA

>Country of Origin: UN

>Point of Entry: Washington DC

>Purpose of Expedition: Restoration of Civilization

>Fluff:

Representing a multinational coalition of the World, the objective United Nations Operations in North America is the "restoration of domestic order and civil government in the United States, and the enforcement of justice and order."

To that end, an army of soldiers, engineers, and aid-workers arrive behind a great convoy of supplies to rebuild and restore the United States back to a semblance of civilization and democratic rule. The ousting of raiders and warlords, reconstruction of cities and civil centers, and bringing food, homes, and jobs to the survivors are its primary objective.

During the 2nd World War, the United States stepped forward to help lift a world out of darkness.

Now that world has come to return the favor.

https://www.youtube.com/watch?v=-GAHggrOCoA

>Bonus: 'The United Nations' (+5 to intimidation of raiders and tribals)

>Staff:

100 Green Troopers (20 Troopers = 1 Combat Die)

30 Researchers

30 Engineers

1. Increase signal strength until we can breech the static and reach our support bases across the sea.

2. Good work men, keep it up.

Restored Logistics (1/10)

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b7fb01 No.4498

Dice rollRolled 97, 71 = 168 (2d100)

>>4490

>>>Name of Tribe: Jacob's Deer

>>>Tribe Leader: Jacob Myers

>>>Location: Just outside of Philadelphia

>>>Fluff: Jacob's Deer are a group of surviving tribals who gathered together to escape the rule of the various leading tribes of Pennsylvania. To the West in the land of Lan Kaste Er a tribe known as the Mish rule forcing other tribes to submit to their god or face burning for witch craft, and worst of all THEY DON'T USE BUTTONS! To the south a band of cultists take the city of Philedelphia known only as "Those Who Follow Eagles" They wear green feathers attached to their armor and worship giant mutant eagles.

>>Jacob and his band wish to retake the most important city in Pennsylvania, Philedelphia, and return the land to what it once was. He travels from town to town searching for other tribal groups to help him take down the Eagle Cult and the Mish.

>>Trait: Freedom Fighters (+5 to combat against the Eagles and the Mish, but their power makes recruitment difficult unless you roll above a 65.)

>>Population: 150 Raw Tribesmen (50 Tribesmen = 1 Combat Die

1:Continue searching for an area to set up base out of sight from scouting bands.

2:Send a small recon group into the city to retrieve some weapons.

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b7fb01 No.4499

File: 1434661299527.jpg (228.42 KB,1280x870,128:87,1393465524703.jpg)

Dice rollRolled 89, 33 = 122 (2d100)

>>4490

American Tribals:

Name of Tribe: The Raiders of Oakland

Tribe Leader: Defensive Captain King Aguirre Tabascus (See Pic)

Location: The ruins of Oakland

Fluff: Before the dark times, the city of San Fran of Cisco was a rough place, the city was ruled by various tribes, the two most powerful of which where the "Crypts" and the "Bluds", in their mighty fortress, the Raiders of Oakland stood watch over the the city of Oakland, challenging and (sometimes) defeating the enemy armies that came to conquer Oakland, driving them from whence theycame. For a time, things were relatively okay, then it happened, the darkness descended, and chaos reigned. Then the brave knights of Oakland rode out in their black and silver armor and vanquished the forces that had been corrupting oakland for so long, and kept the horrors that the darkness wrought at the outskirts of the city. They established a feudal society in Oakland, where the knights and their Captain King ruled supreme and kept the city safe, with the darkness fading, the now seek to expand their kingdom and recover the lost secrets of the before times. They have manage to secure a forge where they have improved upon their armor of old, actual steel has replaced the plastic and foam of the before times, while the city of oakland has provided more than enough arms for them and the city's garrison

>Raiders of Oakland

>Trait: "Courtly Intrigue" (Upon death of leader, commence project 'Kingsmoot', ten successes required to create new leader, critical failure will produce an NPC 'Claimant' tribe hostile to your tribe)

>Population: 200 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

1. No King lets his men be slaughtered unanswered! Ride out with the best gear available and my five best men and slaughter the ones responsible for the loss of our brothers!

+ [Hero Unit] - will give a +10 to a single action per turn, can be killed/injured

2. Send men out to recruit others into our tribe, the loss our our dear brothers means we need more to replace them. The holy roster must be full!

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b7fb01 No.4513

Dice rollRolled 53, 86 = 139 (2d100)

>>4490

American Tribals:

Name of Tribe:Azteca Hijo (Aztec Son)

Tribe Leader: Rivera the Hearthunter (Hero Unit, will give a +10 to a single action per turn, can be killed/injured)

Location:Near the border of Texas

Fluff: During the assaults of raiders and attacks by strange mutated creatures we still survived and we remembered our past. We must remember our ancestors who have lived under this land and hunted these heretics of Dallas who hunted us even more. We have capture a heretic of Dallas the one who call himself a cowboy. He hasn't become blessed under the one true lord. Perhaps his soul can still be saved in the pyres of our lord. For Xiuhtecuhtli our lord and savor of the flames takes his heart so he'll become pure within the eyes of our blessed one.- A speech by Rivera the Hearthunter before taking the heart of a Cowboy of Dallas

Trait: For the Glory of Xiuhtecuhtli (+5 to combat against enemy factions, diplomacy impossible with infidelic scum)

Population: 150 Raw Tribesmen

>Project: Tame Lizardillos [8/10]

1-2 Countune taming the Lizardillos for Xiuhtecuhtli

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b7fb01 No.4514

Dice rollRolled 86, 62 = 148 (2d100)

>>4490

Group Name: New Pacifica Expeditionary Fleet

Country of Origin: New Pacifica (Formerly Isabela, Philippines )

Point of Entry: Pacifica (San Francisco), California

Purpose of Expedition: Reclamation

Fluff:

When the Veil rose, the United States armed forces forces across the Pacific were thrown into disarray. Only after months of fighting did a leader look to the future of his men. So it was that the first El Presidente claimed the island of Isabel with skillful diplomacy and the remaining forces that had been withdrawn from across the Pacific.

With the Veil lifted, El Presidente gathered together a taskforce of willing men and women and sent them to Pacifica, California. The namesake of New Pacifica would be reclaimed, and then the United States! A Manifest Destiny of birthright!

>Bonus: Destino Manifiesto (+5 to combat against tribals)

>Staff:

120 Green Troopers (20 Troopers = 1 Combat Dice)

10 Scientists

30 Engineers

>Projects:

San Fran Sea Port [1/10]

1.

We must make contact with any of our brothers and sisters that have survived here! Search the nearby cities and lands for Americans that have survived.

2.

We shall continue work on the port!

1/10

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b7fb01 No.4547

Dice rollRolled 22, 17 = 39 (2d100)

>>4491

>Name of Tribe: The Kansas City Chiefs

>Tribe Leader: Quarterback Zerubbabel O'Malley

>Location: Kansas City, Missouri

>Fluff: After the darkness decended upon the land, the Kansas City Chiefs rallied their fans together against the advance of anarchy. The team lead the way on the battlefield, and soon had carved out a chunk of territory around the confluence of the Missouri and Kansas rivers. Now, with the lifting of the veil, the team intends to hit the road, and expand their influence throughout the former American heartland.

>Trait: Desirable Area (+5 to Recruitment Rolls, however, heightened attraction for hostile factions)

>Population: 150 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

1. Alright, fuck those nerds. We need to focus on what we've got here. Get those scrubs doing routes and hitting dummies, and we'll have them on the depth chart in no time.

2. Continue with recruitment–we're a little shallow on our d-line, and could use backups.

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b7fb01 No.4551

Dice rollRolled 67, 84, 74, 62, 89 = 376 (5d100)

>>4491

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b7fb01 No.4581

>>4490

The Lost

Leader: Malus

>Trait: Guardian Angels (+5 to combat, but all forces must be lead by an Angel, opposing forces have the option to focus attacks on the Angel, if Angel successfully killed, the Wild Ones morale will break)

Population: 200 Raw Tribesmen (50 Tribesmen = 1 Combat Die)

Structures: Palisade (+2 to defensive combat rolls)

Hmm. This is unfortunate. Well, have a small team of angels lead a scavenging crew of the Wild Ones out east. The old legends tell of a place called Vegas, a wondrous land of opportunity hidden in the desert. There is sure to be salvage there.

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b7fb01 No.4582

>1. Search for this 'Vegas'

>2. look for salvage along the way

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b7fb01 No.4583

Dice rollRolled 77, 59 = 136 (2d100)

>>4582

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b7fb01 No.4594

Dice rollRolled 66, 44 = 110 (2d100)

>>4491

>Group Name: European Intervention Force 221

>Country of Origin:

+ EU (Germany)

>Point of Entry:

+ New York

>Purpose of Expedition:

+ Humanitarian Efforts

>Fluff:

The European Intervention Force 221 was formed at the repeated request of Chancellor Angele Merkal. Eventually after a lot of pressure by Mrs Merkal and several threats of political and economic action the European Intervention Force was finally put together. However as most of the countries had either denounced the Intervention Force or were in a deep economic hole the EIF consists almost entirely of Bundeswehr Forces.

Though many doubt it the truth is that the EIF, a highly modern military force deployed to potentially unclaimed territory is indeed primarily concerned with humanitarian efforts, supplying civilians with food, clothing and potentially after a period of quarantine, relocation to a safer location.

The overall numbers of the EIF are astonishingly low, based on the idea that quality is more important than quantity the EIF is a mix of the best soldiers, doctors, psychologists, cooks and whatever else was deemed necessary for the mission. Though soon enough the EIF may be required to call for reinforcements, should it appear that their numbers are unable to service the amount of refugees.

>Bonus: Humanitarians (+5 to diplomacy with neutral civilians)

>Staff:

95 Green Troopers (20 Troopers = 1 Combat Die)

5 Experienced Troops

30 Researchers

30 Engineers

1. Continue to train the Green Troopers.

2. Send out several drones to scan the ruins of New York. They are to recon the area to find civilians and tag them on the interactive holographic super fancy EIF map.

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b7fb01 No.4597

Dice rollRolled 61, 31 = 92 (2d100)

>>4490

>Group Name: The Free Thinker's Circle

>Country of Origin: France

>Point of Entry: Southern Washington

>Purpose of Expedition: Conservation

>Fluff: Everyone just wants to use this place for profit, man. What about the REAL value? A whole continent, and now it's Back to Nature. It's free from the greedy hand of civilization, entirely unspoiled! We can't just let the corporations and the fascists in Europe just take everything and ruin it like they did before! We gotta protect the wildlife, man!

>Bonus: Gaia's Sons (+5 to interactions with natural entities)

>Staff:

40 Green Troopers (20 Troops = 1 Combat Die)

40 Scientists (+10 to research for every 20 researches over 20)

60 Engineers (+10 to construction for every 20 engineers over 20)

>Contact: Psionic Shroom

1 - Whoooaa man. This is frackin' crazy. We gotta see what this Shroom bro knows, what he's all about. Is he like, a God or something? Real snazz, getting in touch with the divine, man, feel me?

2 - Meanwhile, we better set up camp. Get quaint. Get into the place, get everything set up, maybe some vantages in the trees to see what's what. Real scope stuff for a forest like this, you know man?

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