Botwawki 2.6

Comrade Kimberly

Without looking to hard she could be found between the workshop and the schoolyard, either tinkering with old world technology or singing the music of old world blues with the choir. In her early twenties, single, an Asian American by birth and a beautiful tenor, Comrade Kimberly was a prominent and respected member of the community when Comrade Oscar told her about the planned radio tower.

To her, communism was fairness and working together, it was about ignoring differences and bringing about the common good. To best do meant being as exceptional in your field as you could be, a spirit instilled both by her parents and the community’s general attitude towards the division of labour. She found herself incapable of rejecting Comrade Oscar’s offer to become the People’s Disc Jockey for Radio Socialism – she ecstatically agreed to use her talents for the betterment of radio.
 
To: The Members of the Central Florida (Nasa) Congress
From: Nasa

One of our members requires our aid. The good people of the State of Daytona are under constant attack by the band of raiders known as the beach boys. As per our decision, it is all of our duty to help our brothers. As such, We call for a SECOND congress, where we can come up with a plan to aid our brethren.
 
Current offers for assistance:

Fort Cocoa: 100 1-H Guns, 50 2-H Guns for 2 Tech Parts and even split of the spoils.

Christmas: 200 1-H Guns for 4 Tech Parts and even split of the spoils.
 
Nasa
Spoiler :
Leader: Commander Jayne Bede (Enigmatic)
Faction Trait: Tech Savvy
Capital: Nasacity (Titusville, FL; Settlement)
Structures: Pumping/Purification Water Station, Farming Equipment, Radio Tower, Fortifications, Ammo Convertor
Population: 365
Slaves: 0
Education: Applied Science
Food: 365 (+300)
Water: 1,115 (+500)
Energy: 0 (+0)
Tech Parts: 12
Scrap Parts: 20
Ammunition: 690 (-20)
Military Equipment: 50 High-Tech Melee Weapons, 320 2-H Guns, 405 Laser Weapons, 20 Plasma Weapons, 50 Power Armor Suits, 2 Rafts, 1 Canoe
Robots: None
Military Skill: 7


Commander’s Challenge:
Spoiler :
We will take no action regarding what is going on in the aftermarket. However, should any of it’s activities spill over into the Real market, or Nasa City itself, those activities will be shut down. In the same vein, if those people refuse to submit to our registrations and regulations, then they will receive no protection from Nasa forces.


Other Orders:

War!:

Spoiler :
Transfer 2 Tech parts to Fort-Cocoa and 4 to Mims, in exchange for their contributions to the war against the Raider tribe known only as the “Beach Boys.”
The Army will consist of an Allied force, led by General Scott Cho, of Nasa.
The forces being contributed are as listed:
Nasa: 25 Power armored soldiers: 10 equipped with plasma 15 with lasers. 75 regular Soldiers with lasers weapons.
Fort Cocoa: 100 1-H Guns, 50 2-H Guns
Christmas: 200 1-H Guns
Daytona State: 100 1-H

Total forces:
300 1-H, 50 2-H, 75 laser, 25 power armor.

As the army gathers at New Smyrna, a recon mission of the 10 best wilderness-survivalists in the alliance will be dispatched northwards to find as much info as they can on the beach boy’s base and defenses. They will travel as sneakily as possible, under cover of darkness and brush, alone or together, as they see fit to fullfill their mission (if they want to use the canoe/a raft, allow it). We want a decent breakdown of the enemy base. As they are known to be using slaves, see where they are being kept, whether a sneaky force could free the slaves/remove the collar from enough of them at night that they could overwhelm their captors (especially if they are armed with weapons.) Perhaps an infiltration mission to find the keys/over ride code to the collars. If they deem it possible, they are to attempt to do this. They are also to attempt to sneak through the enemy camp and destroy what they can, without getting caught. If I have any stealth boys, they are to use them.
Their priority should be to get at least one person back with an overview of what we’re against, while some will keep an eye on our enemy.
While the army is waiting, they are to be on guard, and destroy any raider force that shows up at New Smyrna. If any of them are from the beach boys, an attempt to capture some will be made, and they will be interrogated to find out more intel on the enemy.
Should a slave rebellion be successfully implemented, when the army shows up, the slaves are to be rehabilitated, and the settlement welcomed into the arms of the alliance.
Should the infiltration mission fail, the Army is to march north, killing any beach boy encountered, to prevent the man base of learning about our arrival too soon. Once we arrive at their camp (using the scouting and intelligence gathered,) Under cover of darkness, we will encircle it, and, at a predetermined signal (communicated to the forces through the short-range radios inside the power armored soldiers, who will be acting behind the lines as officers and coordinating the offensive: Though the power armor is powerful, they are also fairly vulnerable to the beach boys, and instrumental in the logistics of the Allied Army) the army will open fire, drowning the enemy base in withering laser and bullet fire. Hopefully, we will catch them in drunken revel. The 1-H equipped soldiers are to essentially keep up a regimented wall of death, dissuading the enemy from attacking, while the laser equipped soldiers, and the 2-H, which will be scattered throughout the ranks, are to act as snipers, taking out enemies who are clearly Beach Boys (have weapons other than melee/are not wearing slave collars.) The Power armored soldiers will act as coordinators, and join the fight if it appears that the area they are supporting looks to be overwhelmed, but otherwise, they are to stay back.
Though we would like to save as many slaves as we can, until the fighting is done, the slaves are considered enemies, as the Beach Boys are known to use them as a suicide force. Once the fighting is over, however, we will attempt to assist them either in finding new homes or making the Beach Boy Camp their home (as it already has a number of assets they may want to keep: EG the forge and ammo-convertor.)
Loot the place, splitting the loot equitably between the participating forces. If the slaves do decide to rebuild there, incorporate them in as a Nasa Settlement. We will take care of them.

Announce the victory over the radio, Saying how one band of "those who would further despoil our great country" have been destroyed.


Civil Stuff:
Spoiler :
Build farming equipment (300 Scrap, 1 tech part)

Meanwhile, operations are to continue in the market, continuing to patrol it, and the area.

We will continue to strip Titusville of scrap (as we need the stuff)

We will have, on alert, a force of 50 (15 power armored soldiers, 5 plasma, and 45 lasers) to act as a quick response force to come to the assistance of any of the Allied settlements who may fall under attack while their defenses are off destroying the Beach Boys.
 
@Thomas: Thank you, Thomas. A good resource indeed.

@EQ:

I posted my orders. What does Leesburg think about that?
 
Sorry for not posting in a while had some papers to do.

Boss Solution
Spoiler :
See his dreams of rebuilding his home made Edward bite his lip real hard. He had no choice but to give Tallahassee for now and move east were Jacksonville is. Edward swear that one either him or his descendants will come back to reclaim what was our.


Order
Spoiler :
Everything we can salvage we will take from our old base and head east.
 
Made some progress on the update today, will be finishing it tomorrow as a warning to those few who have not gotten orders in.
 
Update 8: 2243, July – December​

What a Wonderful World​

Inter-Faction Reports​

BATTLE OF ORMOND. Nasa Radio has begun broadcasting late in the year news about a resounding victory over a vicious band of raiders known as the Beach Boys. They claim that an allied force from a number of towns successfully assaulted and destroyed the main compound of the raiders, leaving nothing behind but ashes and taking everything. Numerous slaves were freed from the raiders, and have been successfully integrated into peaceful and free lives back within Nasacity. They have lauded this as a victory over those who seek to soil the fine ground of the nation. The radio states that this is a sign of Nasa’s dedication and determination to create a free and safe land out of the chaos that is currently the Sunshine Wasteland.

NEW RADIO STATION PLAYS BALL. If radio aficionados didn’t have enough choices about what to listen to, a third option emerged broadcast from the ruins of St. Petersburg. The new station broadcasts a select choice of popular music, while also being focused upon sporting events played in the restored Tropicana Field. Baseball games are the sports of choice, and the exciting play by play of the narrators has help enrapture a new generation of ball game fans. Even though no one really knows the rules of baseball, assistance from the radio has helped explain the rules, reintroducing the game to the more separated tribes and nomads of the Sunshine Wasteland. The sport has taken on a new popularity, a symbol of determination, as reports from Tropicana Field add a refreshing hope and prosperous outlook to the larger wasteland.

SONG OF THE SOUTH PLAYS ON THE AIR. Not long after the first broadcast of sports from St. Petersburg, a new signal emerged from Central Florida, claiming to represent the New Gulf Commonwealth. The new nation plays self-performed music, along with a large selection of mournful old tunes from the Old South. The station is currently not much more than music and occasional announcements relating to the New Gulf Commonwealth and its inhabitants. So far they have not revealed too much about their location or intentions, and remain the most mysterious of the extant signals broadcasting throughout the Sunshine Wasteland. The station has furthermore taken a more religious tone, and occasionally church services are held over the airwaves, calling to the old faiths and Christianity of the South.

Faction Reports​

Atomic Foxes
Spoiler :

The Atomic Foxes have continued to struggle to make their way and find a new course through the wasteland. A new agreement with Lakeshire in theory assures them of a steady supply of food and water to help keep the Foxes afloat. Unfortunately, shortly after an expedition departed to the southeast the Lakeshire supplies arrived. While they were unloading the supplies, and preparing to open the bunker, a massive force of raiders attacked. Well aware they would not be able to repulse such a massive force, the Foxes sealed the bunker with what Lakeshire people could make it in time. Unfortunately the caravan was wiped out and the supplies were stolen by the raider band. Fortunately, the raiders’ attempts to penetrate the bunker door failed, allowing the Foxes within to remain safe from attack. The raiders eventually grew frustrated and burned what supplies they could not take with them as they left.

The expedition actually had a more pleasant time abroad than the others did at home. They went southeast, scouting the towns in that area distant from the ruins of Valdosta. The first stop was Lake Park, which they found to have been spared too much damage during the war, leaving the soil fairly arable for farming. The town itself was full of varied mutated wildlife, though no one species was seen to be dominant over the rest. The town of Jasper in Florida was different, overrun with a large number of ghouls. The expedition assaulted the ruins directly, clearing out the ghouls as they went in a major fight. They were successful with minor losses, clearing the ruins and emptying them out of any hostiles. The town itself was viewed to be fairly arable much like Lake Park before it, equally good for farming and habitation. The expedition acquired a significant amount of salvage, including a couple of tech parts found within the ruins and returned home without incident.

Turn Stat Changes
+125 Food and Water from Lakeshire support
-125 Food and Water from destroyed Lakeshire convoy
-5 Population, -240 Ammunition from southeastern expedition losses
+200 Scrap Parts, +2 Tech Parts from southeastern expedition salvage
-120 Food and Water from consumption

Commander’s Challenge: With Lakeshire’s support our supply situation should become less dire in coming years. With that in mind, there’s still plenty of people wandering the wastes, and some of our people have concerns about the future now that we know there will be one. Our population has not grown since we opened the bunker doors, and some have advocated advertising our presence to any nomads or travelers through our area, and actively recruiting new members and securing a larger population. Opponents state that such advertising will only bring more raiders down upon us and threaten everything we have built. How do we respond?


Calusa Indians
Spoiler :

The Calusa Indians continue to be blighted by uncontrollable sleepwalking and nightmares, causing very little sleep for those who choose to fight it. At this point almost the entire population are out at night sleepwalking and digging holes for unknown purposes all around the compound. Ironically these holes came in handy when the camp came under attack by raiders, acting as unplanned trapped for the charging attackers. The attackers were bogged down and easily destroyed by laser weapons. Beyond this attack, little happened for the Calusa, and they have continued to live a quiet, if somewhat disturbed existence.

Turn Stat Changes
-10 Population, -410 Ammunition from raider attack losses
+5 Population from immigration
+5 Population from natural growth
+80 Food, +190 Water from surplus production

Chief’s Challenge: Some of our people have begun showing signs of confusion while in waking hours, and the same word emerges: “Minorne.” Frequently the people have called each other this name unintentionally, not realizing their mistake until it is pointed out to them. This likely has something to do with the digging, but we are unsure what. Some of our leaders have continued to advocate either leaving the area quickly or beginning sacrifices to hopefully appease the evil spirits. How do we respond?


The Conch Thalassocracy of the Keys
Spoiler :

The People of Duck Key have done not much more than huddle in their abodes, fearful that at any moment raiders from the south could arrive and end them all. Very sad.

Turn Stat Changes
-295 Water lost from contamination
+295 Food and Water from surplus production

High Doge-President’s Challenge: Despair has made its home among our people. We need something to lift morale or we could face destruction from within. What sort of activity could we undertake to give our people something to do?


Monastic Brotherhood of Poor-Fellows and Crusader Knights
Spoiler :

The Monastic Brotherhood continues to prosper and grow, faced with fertile lands but not very many constructive resources. In order to appease some of the more liberal clerics as well as to acquire more salvage, an expedition was sent to the place called The Villages in pre-war times. The expedition first sought to clear out what monsters were present, as well as trapping any particular ghouls found in the ruins. The expedition itself was successful, finding a decent amount of scrap to return to the Citadel. About a dozen ghouls were trapped in the process, and carted back along with the other salvage from the ruins. Careful experimentation and efforts to rehabilitate these ghouls were mostly failed, and almost all had to be put down to avoid casualties among the Brotherhood. Surprisingly though, one was able to recover speech for a little while and begin talking to the Brotherhood’s researchers. He described unending and constant pain as part of his existence and that most were driven to made despair, becoming what others know as feral ghouls. The ghoul was unable to even remember his name, eventually once more succumbing to the madness and attacking the researchers. Still, the brief recovery has given some hope to the clergy of the eventual rehabilitation of these lost people. The home front was further disrupted when the Vanguards arrived near the Citadel at last, passing through the Ocala National Forest on their way to destinations further south. The expedition was very well armed, and the Brotherhood immediately manned the defenses and was on high alert until the Vanguards had passed by completely.

Turn Stat Changes
-5 Population from the Villages expedition losses
+200 Scrap Parts from the Villages expedition salvage
+5 Population from immigration
+5 Population from Natural Growth
+125 Food and Water from surplus production

Grandmaster’s Challenge: Our priest in Ocala has reported the opening of an embassy of the Vanguards in the town’s walls. They have begun to preach atheism and their communistic faith to the people there, as well as broadcast their heresy over the radios. Some of our more aggressive clergy has recommended that we make efforts to force Ocala to expel the Vanguards and make moves to contain their heretical influences. Others have continued to counsel caution, but still express concern at this latest development especially when combined with the nearby passing of a massive armed Vanguard force. How do we respond?


Nasa
Spoiler :

The primary focus of Nasa and its allies was upon the destruction of the notorious gang known as the Beach Boys up in the ruins Ormond Beach. An impressive and well equipped army from the various towns of the east was rapidly assembled and sent north to the State of Daytona in New Smyrna Beach. The army was prepared for a major offensive and scouts located the main Beach Boys’ encampment after a few weeks of scouting. With the enemy discovered, the army moved north and sought to engage, unfortunately they were spotted ahead of time by raider patrols. Though these early engagements were quickly won, the main enemy compound was given enough warning to prepare for an attack. The resulting battle resulted in heavy casualties for Nasa and its allies, including among the slaves of the Beach Boys. The fighting was terrible, but eventually Nasa managed to secure a breach of the enemy walls and enter the compound. Despite it taking another couple of weeks to destroy the last holdouts of the raiders, Nasa and friends emerged victorious, liberating the surviving slaves in the process. Over the next few weeks, the allies salvaged what they could, but substantial damage was done to the compound over the course of the fighting. After promising residence for the freed slaves, many have since traveled with Nasa’s expedition back to Nasacity where they have been given possibly temporary residence for the time being. Substantial amounts of weaponry were also recovered, helping to add to Nasa’s own impressive arsenal.

On the home front the victory over the Beach Boys was loudly trumpeted over the radio, playing up Nasa’s role in the coalition attack. The market continues to boom outside of the city, including the aftermarket which offers a number of less condoned products including chems, and possibly even sponsoring a slave trade. The market has become known as the place to get anything you’d ever want in the Wasteland, and has become an attractive destination for wanderers of all types to visit. Ammunition continues to act as the de facto currency among traders seeking to purchase any particular items. Efforts were temporarily distracted when Christmas came under attack by a western raider band, and a rapid response force hustled quickly to the defense of the town. The defenders and Nasa’s relief force managed to repulse the raid with minimal casualties.

Turn Stat Changes
-20 Population, -225 Ammunition, -5 Power Armor Suits from Battle of Ormond losses
+210 Population,+ 300 Food, +300 Water, +1 Tech Part, +50 Scrap Parts, +25 Ammunition, +215 Low-Tech Melee Weapons, +25 1-H Guns, +10 2-H Guns, +5 Heavy Weapons from spoils of Battle of Ormond
+1 Military Skill from combat
-155 Ammunition from defense of Christmas losses
+500 Scrap Parts from local salvage
-300 Scrap Parts, -1 Tech Part from construction
+50 Population from immigration
-155 Food, -105 Water from consumption

Commander’s Challenge: The massive influx of new residents has given some of our people cause for concern. They have argued that as we are nearing the limit of the farming we can manage around Titusville, the slaves should be quickly resettled to Mims or a new community constructed altogether. Others have argued that the resources to establish a new community are simply not there, and that instead restrictions should be put back upon immigration as a whole. Still others claim that all should continue to be welcomed, and that emphasis should be on trade with the other communities in the region. How do we respond to this great debate?


New Age Corporation

Allan Westman has always been a man of business, even in a post-apocalyptic world where such quality came to be underestimated. The residents of Saint Augustine sympathized with this charismatic figure, and they accepted him in the community. An excellent speaker, of mysterious origins, Allan never had trouble getting attention for himself. In short time, he had the minds and hearts of the youth of the community. Before they had been a contented people, Allan made them eager for more, inspiring in them a sense of ambition. And after a few years, he disappeared, only to return accompanied by a small group of people, whom he called the Last Executives. With the consent of the majority, the local government was deposed and replaced by what came to be called the New Age Corporation. There are rumors that Allan and his companions are part of a group of descendants of executives who took refuge during the war, and now desire to return to be as powerful as in the Better Days. However, it is general consent that this matter should be avoided, and that the Corporation does not want anything but the safety of its employees.

Spoiler :

CEO’s Challenge: After our takeover, various members of the leadership have reviewed our situation and have called for an end to open door immigration. Previously Saint Augustine had welcomed anyone of good intent as members of their population. Unfortunately this has led us to a point where we have no room for expanding food production, and a population too large to sustain without a deficit in our reserves. Ending immigration would ease the problem substantially, but it runs the risk of alienating some of the older residents here. What approach should we take in this situation?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth made great strides to finish up the year, arranging the annexation of Leesburg into the Commonwealth. They were more than happy to join, being given food and new safety in the shelter of their new faction. The Commonwealth immediately went to work, bringing the older, sicker, and weaker residents of Leesburg into Vault 77, helping protect them from the hazards of the wastes. The rest remained in Leesburg, but were bolstered by material aid and support from the vault, helping feed them and keep them safe. Salvaging went fairly well in the surrounding area, and the scrap was soon returned to the central stockpile, but more attention went to an expedition sent to Tavares in the east. Tavares was found to be occupied by giant ants, likely the source that the previous resident of Vault 77 had used for his experiments. Thankfully these appear to lack the webbing or cohesion of those the Commonwealth had previously fought. The ants mostly stayed out of the way of the expedition, though a few minor skirmishes took place. The expedition was able to retrieve a moderate amount of salvage, including an ample supply from tech parts from an old computer store. Far more interesting news was with the arrival of a massive armed party from the north, claiming to represent a group known as the Vanguards. The two expeditions exchanged relatively friendly greetings, thankfully the Commonwealth’s group was already leaving at the time of the Vanguards’ arrival, allowing the newly arrived party to search without either group stepping on each other’s toes.

Turn Stat Changes
-300 Scrap Parts, -14 Tech Parts from constructions
+200 Scrap Parts from Leesburg salvage
-5 Population, -95 Ammunition from Tavares expedition losses
+150 Scrap Parts, +6 Tech Parts from Tavares salvage
+60 Population from immigration into Leesburg
+5 Population from Natural Growth
+690 Food and Water from surplus production

Governor’s Challenge: The launching of a radio broadcast has begun to attract large amounts of immigrants into our area, particularly those who had been avoiding it previously when the spider-ants dominated. Many are likely looking for habitation and safety in the Sunshine Wasteland, and Leesburg already invited a large number to live with them. These new immigrants are likely to come in large amounts, and some of our more cautious people are not eager to invite them all into the vault. They have recommended that instead Leesburg ought to be the destination for the new members of the Commonwealth, preventing that sort from overwhelming the Vault. How do we respond?
 
Pox Chains Gang
Spoiler :

With a heavy heart, the boss of the Chains Gang determined that with no ammunition and breached defenses, there was no choice but to abandoned the gang’s old home and head east, to the next large city of Jacksonville. They exited the city under the cover of nightfall, losing a few people to the hazards of walking through ruins with no light. They used the old elevated road of Interstate 10 to escape from the city and begin their true journey, being burdened by supplies to slow travel. They avoided most former population centers until they reached the town of Madison, a barren land with a number of vicious monsters within the town limits. They quickly moved on, stopping again at the town of Live Oak, which they found to be habited by a group of friendly townsfolk. They exchanged friendly salutations, but the Gang was still encouraged to move on. The next stop was the larger town of Lake City, which was inhabited by what appears to be the same raiders who have caused the gang the most grief. They avoided direct conflict, but still came to blows with a number of enemy patrols. These raiders apparently call themselves the Scourge, and are visibly cannibals and often hopped up on chems. Lastly before reaching Jacksonville, the Gang passed through the worthless and abandoned town of Macclenny, finding nothing but rubble. Despair set in once they reached the outskirts of Jacksonville itself, finding it in even worse shape than Tallahassee had been in. Large pockets of the city continue to be radioactive, and large amounts of ghouls and other mutated horrors reside in all corners. Disheartened, the Gang returned to Macclenny to decide their next move.

Turn Stat Changes
+300 Scrap Parts, +4 Tech Parts from salvage of old base
-25 Population from travel losses
+40 Low-Tech Melee Weapons from travel salvage
-205 Food and Water from consumption

Boss’s Challenge: Our destination is in even worse shape than our old home was! On the verge of despair, we’ve come up with a few options to help save us from horrible deaths in the wasteland. One group suggests we could return to Live Oak, and appeal to become part of their community, or find some way to force ourselves in. The risk being we’d have to once again travel past the Scourge in the process. Others suggest continuing to look to the north, bypassing Jacksonville and seeking out new homes in Georgia or the Carolinas. The largest group of our people claim that with all the radio broadcasts coming in from the south, it’s clear there are more people there. They argue that this group called “Nasa” should be sought out, as they apparently operate a major marketplace and have the firepower to give us safety. Where do we go to save our people?


Saint Vikings
Spoiler :

The Saint Vikings have at last had their illusions of safety and peace shattered in the wake of the end of this year. Safe Crossings, only recently discovered, was wiped out by a massive raider party, and the crossing used for more disorganized rabble. Three vicious and massive attacks were launched on Hangarville and Vault 73, though the latter was able to seal the door when faced with assault. Hangarville’s population suffered greatly in all three attacks, but managed to survive nonetheless. The raiders were repulsed at heavy cost in life, but they were not destroyed and pockets continue to lurk throughout the St. Petersburg ruins, often using chems and otherwise preying on people in a haze. The destruction of Safe Crossings caused massive turmoil throughout the north, but the Saint Vikings carried on regardless, salvaging from areas throughout the peninsula. Another expedition was sent east across Tampa Bay, to check MacDill Air Force Base for salvage. Things came to a promising start, finding the soil on the base to be remarkably well suited to farming, but then reality set in. The base’s automated defenses came online, wiping out half of the expedition in the process. Interrogations of a nearby fisherman revealed the status of Tampa as a whole, with the exception of the air force base. The city ruins, while barely radioactive, are inhabited by two to four major bands of raiders at any given time, constantly warring over the troubled buildings. The Hounds had actually been an expelled gang that had lost a local fight, as were the shattered raiders who destroyed Safe Crossings and raided Hangarville. The fisherman was unable to provide any further information on the current raider powers in Tampa, though he was well informed about the Saint Vikings thanks to the recent introduction of radio broadcasts.

Turn Stat Changes
-45 Population, -50 Ammunition from first raider attack losses
-20 Population, -50 Ammunition from second raider attack losses
-30 Population, -50 Ammunition from third raider attack losses
+1 Military Skill from Combat
-400 Scrap Parts, -7 Tech Parts from construction
-10 Population, -1 Canoe, -1 Raft from MacDill Expedition losses
+1,000 Scrap Parts, +20 2-H Guns, +40 Ammunition from St. Petersburg area salvage
+40 Population from immigration to Hangarville
+5 Population from natural growth
+905 Food and Water from surplus production

Overseer’s Challenge: The news from Tampa is highly concerning. The Hounds were a vicious bunch and threatened to destroy us, but now we have word that even more powerful bands lurk throughout the Tampa ruins. With our recent radio broadcasts, they could very well deduce our location and arrive in force to seize the vault and enslave us, or worse. Some of our more fearful people have called for shutting down the radio tower before it is too late. How do we respond?


Vanguards
Spoiler :

The Vanguards continue to prosper and grow as they seek to spread the revolution beyond their borders. They have continued feuding on the air with Nasa, but have faced a vicious threat at home. One of their own has begun stalking and killing women in the streets, and to respond, a Bureau of the Interior was established. This new Bureau has been assigned to hunt down criminals and this newly feared murderer who is killing women within. Eventually the murders did stop, but the Bureau has yet to find the person responsible for the vicious crimes. This has led some to believe that the murderer may have been one of the members of the grand expedition sent out to explore and salvage the Florida interior in force.

The expedition, numbering three hundred, was well armed and equipped, sent out through the Ocala National Forest to make a loop back around to Congress City from the eastern side of the St. Johns River. Upon passing through the Forest, they observed the main Citadel of the Brotherhood within, and were warily watched until they had passed far away. No armed confrontation took place, but both sides could sense the mutual hostility and tension. When they at last exited the great forest, they stumbled into the small hamlet of Umatilla, which was habited and friendly, though surprised to see such a large force. They told the expedition of a recent war against some sort of “spider-ants” which ended when they all mysteriously died. They stated that the spider-ants had destroyed numerous settlements in the area before their passing, and greatly reduced Umatilla itself. The expedition was allowed to camp nearby, as Umatilla saw them on their way. The next stop was in the town of Eustis, where a settlement had once existed. A local gun store was discovered and looted, adding to the party’s arsenal. As they were departing Eustis, they encountered a smaller salvage expedition, near the town of Tavares, claiming to represent the New Gulf Commonwealth. Friendly exchanges were had, and neither group interfered with the other’s salvage efforts.

The next stops on the grand expedition brought the group closer towards the large city of Orlando, though never into it. The first of these stops was the ruins of Apopka, which they found to be somewhat radioactive, and full of all sorts of nasty little monsters. Some of these resulted in the first deaths on the expedition and first fighting to take place. They were able to retrieve a small amount of salvage before they were forced to push on. Though most of the area between the two towns was built up and urban, they then pressed through the ruins to Altamonte Springs, which was found to have a similar amount of background radiation, but less present monsters, consisting of only a few pockets of feral ghouls. Some more scrap was recovered before the expedition left the Greater Orlando area and pushed back north.

The expedition’s first stop on the circuitous route home was the city of Sanford, wherein they found it to be occupied by a hostile base of slavers and raiders. The result was a vicious fight between the expedition and the raiders, as the expedition had stumbled into the heart of the fortified outpost. The raiders were defeated, and a number of slaves were freed in the process, with some joining the expedition. Others instead chose to travel to a home in the east, which they called the State of Daytona. Some light salvaging was done in the ruins, but then the expedition went on to Deltona. Once again, the expedition found themselves in a death struggle with a large number of raiders, which surrounded the expedition and attempted to wipe them out. As ammunition for the ranged weapons was mostly gone, the fighting was predominantly hand to hand, leading to heavy casualties, particularly among the slaves recently freed from the last group of raiders. The raiders were defeated after brutal fighting, and their camp was salvaged from within the city of Deltona itself. The few slaves there were freed and similarly joined the expedition’s journey. The town itself had a few tech parts within which were salvaged along with any easy to grab scrap. Thankfully the next town of DeLand was less hostile, and only a smattering of various monsters were within to challenge the group. More scrap was recovered and added to the growing load carried behind the enlarged expedition. Pierson was the next stop, and was found to be empty of everything except radroaches. What scrap could be recovered was taken, and the expedition moved on to Crescent City. Crescent City was a bit more populated with different types of monsters, but they proved to be easily handled with melee weapons. The expedition once more recovered what scrap they could and then they pushed on to their home crossing over the St. Johns back into Congress City, full of news of their adventures and their recovered friends and salvage.

Turn Stat Changes
+25 Plasma Weapons from Enigmatic find
-5 Population from Congress City murders
-320 Scrap Parts from construction
-90 Population, -510 Ammunition from grand expedition losses
+160 Population, +1,350 Scrap Parts, +4 Tech Parts, +350 Low-Tech Melee Weapons, +130 1-H Guns, +50 Ammunition from grand expedition salvage
+1 Military Skill from combat
+30 Population, +5 Food, +25 Water from immigration to Congress City
+50 Population, +30 Food, +20 Water from immigration to Gainesville Bunker
+5 Population from natural growth
+700 Food from Surplus production

Comrade’s Challenge: There is some concern about the creation of the Bureau of the Interior. Opponents to the Bureau claim that it could be used to oppress the people of the Vanguards, much as the police forces of the old world had suppressed dissent and the revolution as a whole. They have called for a reduction in power and influence for the Bureau, but of course face opposition from the Bureau itself. The head of the Bureau has suggested that those seeking to contain or reduce it are themselves suspect of various crimes and are simply seeking to cover their own tracks and prevent justice. How do we respond to this divisive debate?


Vault 40
Spoiler :

An abortive raider attack led to the sealing of the vault for most of the remnant of the year. The vault door never opened, keeping the population inside safe. Some dissent has begun to ferment among dissatisfied members of the vault, claiming that a better choice for Overseer exists. Unfortunately, the sealing of the vault prevented any sort of action or activity, allowing the current overseer to retain her iron rule over the rest.

Turn Stat Changes
+5 Population from natural growth

Overseer’s Challenge: The dissidents have begun advocating reopening the door, and claiming that the overseer has lost her nerve. Others claim that the world outside is still too hostile and that we should remain sealed in until a more civilized outside society emerges. How do we respond?


Radio Stations​

Nasa Educational Radio – Broadcasting in the Clear – Titusville, Florida
-Educational Radio Broadcasts about Wasteland Survival
-News relating to communities on the Atlantic Coasts
-Weather Reports for east and central Florida

Radio Socialism – Broadcasting in the Clear – Congress City, Florida
-Denouncements of capitalist marketplace in Nasa territory
-Appeals for unionization and revolution
-Music of the People

Radio of the South – Broadcasting in the Clear – Undisclosed Location in Central Florida
-Southern Rock and Country Music

Sunshine League Radio – Broadcasting in the Clear – Vault 73, St. Petersburg, Florida
-Baseball Game Reports
-Assorted Music

NPC Diplomacy

To: Vanguards
Spoiler :

From: Ocala

Would you be interested in trading away one of your tech parts? We can trade you a limited amount of ammunition or food, depending on your preference.


OOC

I have added a number of newer, high end things that can be built. Enjoy if you can.

@Blaze_Injun: There’s both a Lakeland and a Lake Park near you. Based on the direction of your orders, I’m assuming you meant to go by Lake Park this time.

@Golden1Knight: Sorry, but orders could not be accepted for this first turn of your new faction.

@J.K. Stockholme: I know it may appear that you expended more ammunition than you actually had, but that is because ammunition found at various places was expended later on in the expedition.

World Map

Aiy37HX.png
 
I have to drop out sadly, I am busier with life than expected.
 
Never too late for you, especially if you work up a rather lovely map. You can either start up a new faction somewhere unused, or adapt one of the existing NPC states.
 
The city ruins, while barely radioactive, are inhabited by two to four major bands of raiders at any given time, constantly warring over the troubled buildings. The Hounds had actually been an expelled gang that had lost a local fight, as were the shattered raiders who destroyed Safe Crossings and raided Hangarville.

...Good things I have a Weapon of Mass Destruction/Creation :mwaha::nuke:
 
Well for both newcomers, just fill in the format or claim an NPC faction and we can throw your intro into the next update.
 
Oh nuts I completely forgot about this. Sorry :(

The Conch Thalassocracy of the Keys: Grandkhan
Leader: High Doge-President Santiago Ruiz (Charismatic)
Faction Trait: Expansionist
Capital: Duck Key, FL (Pre-War Community)
Structures: Farming Equipment, Water Pump/Purifier
Population: 505
Slaves: 0
Education: Oral
Food: 1,030 (+800)
Water: 295 (+800)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 400
Ammunition: 0
Military Equipment: 80 1-H Guns, 45 2-H Guns, 10 Heavy Weapons, 4 Canoes, 1 Small Boat
Robots: None
Military Skill: 7

Orders:
-25 People, armed with 25 2-H guns mostly as glorified clubs, are to sail to the source of the previous broadcast in the one Boat and 1 canoe. They are to either to make contact with the source of the broadcasts, if they are still alive, or scavenge any ammunition or scrap they can, before returning home.
-30 People, armed with 20 2-H guns and 10 1-H guns, mostly as glorified clubs, are to sail East to Marathon and attempt to scavenge any scrap, ammunition, or tech parts they can, before returning home.
-Citizens are encouraged to take up productive labour in their time so they don't despair. Citizens are encouraged to take up knitting and sowing, in order to have a large stock of clothing to trade if we do make contact with someone. Worst case scenario, if we don't make contact with anybody at least we have some clothes.
-Pray that raiders don't come.
-Deeply, deeply regret starting this far south. :p
 
Boss’s Solution:
Spoiler :
Edward ponder on the choices the group give him and he decide that if the Pox gang and Live Oak combine their resources these would be more than a match against the bandits. So he decide that his group should go back and see if the Live Oaks would let them stay with Edward give them the deal that if they work together we can they can both benefit from this.
 
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