Botwawki 2.6

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: None
Population: 880
Slaves: 0
Education: Oral
Food: 590 (+500)
Water: 520 (+500)
Energy: 0 (+0)
Tech Parts: 11
Scrap Parts: 200
Ammunition: 1,060
Military Equipment: 85 1-H Guns, 45 2-H Guns, 10 Heavy Weapons, 2 Small Boats
Robots: None
Military Skill: 3

Buildings
-100 Scrap Parts, 2 Tech Parts into a Water Purifying Station
-50 Scrap Parts, 2 Tech Parts into Farming Equipment
-50 Scrap Parts into a canoe

Orders
-We are not to go after the mutinying vessels - the risk of loss to our remaining ships are too great for it to be worth it. They will likely meet their deaths somewhere in the keys in future - no need to bother.
-With the construction of farming and water purifying facilities, our food supplies should be secure. Once again, Santiago Ruiz has saved the Conch Thalasocrassy. You're welcome, naysayers.
-60 people, armed with 45 one handed guns and 15 two handed, are to travel aboard two small ships back to Marathon to try to gain as much salvage and scrap from it than they can. After it is denuded, they are to carry on to Pine Key, and repeat the process. Afterwards, if they can denude Pine Key of salvage, they are to move on to Cudjoe Key, and repeat the process, before returning home.
-15 people, armed with 15 one handed guns and 5 two handed guns, are to take a canoe and travel east along the Keys, trying to scope out the islands for salvage, agriculture and search for signs of life. They are to return home at the end of the period with their report.
 
Update 3: 2241, January – June

Florida, the Monsters, and You


Faction Reports​

Atomic Foxes
Spoiler :

The only event of note, beyond the beginning of a trading relationship with the town of Lakeshire, was the Battle of Valdosta, as the Atomic Foxes sought to gain full control of Valdosta. Thanks to using cameras to monitor the movement of the ghouls within, the Atomic Foxes established a fortification in the center of town, and used loud speakers strategically positioned to draw the ghouls in for a standup fight. The battle itself was vicious, as thousands of ghouls descended upon the force, and the fighting lasted throughout most of the day. The Atomic Foxes successfully managed to use their box formation to the greatest advantage, as the perimeter was protected by melee forces and the laser weapons within provided intensive firepower. At the end of the end, the majority of the ghoul infestation of Valdosta was destroyed, and the Atomic Foxes retired to their bunker, tired but victorious.

Turn Stat Changes
-20 Population, -600 Ammuntion from Battle of Valdosta losses.
+1 Military Skill from combat
+150 Food, +150 Water, -350 Scrap Parts from Lakeshire trading
+20 Population from immigration
-255 Food and Water from consumption

Commander’s Challenge: Our victory over the ghouls is complete, and we have full reign over Valdosta, giving us an open field for salvaging. However, our food shortage is becoming more apparent, and it seems likely that even with our current agreement with Lakeshire that we may soon starve. The hawks among us argue for conquest of Lakeshire and Hahira, putting their populations into servitude to help maintain our own people. Other suggest that using the scrap we’ve accumulated, that we search out an area better for farming for us to live in. How do we respond to this debate?


The Citizens
Spoiler :

Once again the Citizens have come under direct assault by raiders, particularly well-armed ones this time. Thankfully, this time patrols spotted the raiding party as they were incoming and managed to timely warn the bunker about the potential threat. The attack was defeated and the raiders routed, in no small part to the activation of the protectrons and deployment to the front. Casualties were low, and none of the precious robots were lost either. The bunker was able to peacefully return to unprecedented levels of construction and farming, helping to secure ample sustenance for the people within. Many were also preoccupied with the naming debate for the vicious felines in Gainesville, and ultimately the less formal option “Damncats” was chosen as the “official” name for these creatures.

Meanwhile, two significant expeditions were launched from the bunker, seeking to further explore the towns surrounding Gainesville. The first expedition to Alachua never returned, and patrols have been unable to deduce what happened, only that they disappeared into the wasteland with no survivors. The second expedition to Archer was more successful, avoiding any confrontation with hostile wildlife or humans alike, finding the town completely empty of any significant life. The expedition was unfortunately unable to find anything more than scrap, and what they could carry was hauled back to the bunker without incident.

Turn Stat changes
-5 Population, -280 Ammunition from Raider Attack
-20 Population, -20 Ammunition, -20 1-H Guns from lost Alachua expedition
+30 Scrap Parts from Archer expedition
-500 Scrap Parts, -14 Tech Parts from construction
+1 Military Skill from combat
+255 Food from production surplus
-45 Water from consumption

Professor’s Challenge: As we have expanded our complex above ground, we are now likely to encounter larger numbers of people on the surface. Some of these people may seek to join our faction to build a better life for themselves. Unfortunately, as we have painfully discovered, others may seek to murder us for our stuff. Some people argue that any would-be immigrants should be carefully vetted or outright rejected. How should we treat those seeking to join us?


The Conch Thalassocracy of the Keys
Spoiler :

The Thalassocracy was brutally surprised this year when five ships full of hostile raiders disembarked upon Duck Key. Several hundred well-armed attackers descended upon the city, and quickly began rampaging about the island as the defenders fought the best they could. Unfortunately, the best of the defense was not enough, and in the fighting, eventually only several strongholds held out, as the raiders pillaged and brutalized the rest of the populace. A large amount of food from stores was stolen, as were a number of working tech parts. The raiders burned some of the gardens and fields providing food to the key, and destroyed several facilities that had still been under construction. The fires raged even after the raiders returned to the sea, and significant damage was done, as the survivors counted their dead and struggled to return to normalcy.

The problems were compounded by two expeditions being abroad at the time of the attack, one in Marathon Key which returned a meager amount of salvage to Duck Key. Another one was sent east in a heavily burdened canoe, and never returned. Some believe it is quite likely that it overturned, and the entire expedition was lost. Others suggest that the mutineers not only murdered the expedition east, but also led the raiders to the community despite a lack of any evidence supporting this theory. With a major food shortage looming, there have grown numerous fears of instability and unrest among the populace.

Turn Stat Changes
-200 Scrap Parts, -4 Tech Parts from construction
-180 Population, -125 Ammunition, -1 Farming Equipment, -1 Water Purifier, -100 Food, -220 Food per turn, -60 Water per turn, -5 Tech Parts from Raider attack
+1 Military Skill from combat
+200 Scrap Parts from Marathon salvage
-15 Population, -15 1-H Guns, -30 Ammunition, -1 Canoe from lost expedition
+5 Population from Natural Growth
-290 Food, -190 Water from consumption

High Doge-President’s Challenge: People will start starving within the next six months if nothing is done. Once more a number have begun calling for the wealthy to share their food stores for the better of everyone, calling for nationalization of those assets. Desperation has begun to get high, and there are fears of revolt should food not be obtained in a rapid manner. How do we respond?


Monastic Brotherhood of Poor-Fellows and Crusader Knights

The people within the Monastic Brotherhood of Poor Fellows and Crusading Knights were drawn from all over America the Brotherhood passed by in their pilgrimage and thus represents people from all walks of life. Having traveled as far southeast as possible, the people of the Poor Fellows finally decided, upon reaching the lush forests of Ocala National Reserve, that this was the legendary destination of the Crusades. Having constructed a citadel for themselves, the Knightly Order is now finally ready to begin their sacred task: to safeguard the Holy Lands from the demonic monsters that haunts the earth and ensure the safe passage of all Believers who seek the Holy Lands.

Spoiler :

Grandmaster’s Challenge: The Holy Lands are awash not just with demons, but also with unenlightened other factions and people who do not know of the good word. Some of these people are simply nomadic travelers looking for the home, others are vicious raiders, and yet more have set up societies and strongholds much like our own. Some of our people believe that anyone not part of our group is a heathen, and must be converted by sword or servitude. Others believe that we should tolerate other ways so long as they do not threaten our own good work. How should be act towards the other factions and people throughout these lands?


Nasa
Spoiler :

Nasa’s new headquarters faced its first interaction with the outside world as a band of raiders struck at Nasacity, and inflicted heavy damage. With most of the faction’s fighters away scavenging, the raiders appeared in substantial numbers to the point where Nasa’s fighters were unable to respond to every point of advance, allowing the raiders to overwhelm portions of the fortifications. The result was fires and destruction within the interior of the compound as a chaotic fight erupted, leading to the loss of multiple stores of food and water. Eventually the superior weaponry of Nasa drove the raiders away, but it’s clear that they were only slimly defeated. When local scavengers returned, they brought with them ample scrap they had found throughout various points of salvage. While they had been on the lookout for more advanced equipment, they were unable to find anything beyond the scrap they had recovered This scrap was immediately put to use, as the compound built its first pumping station, as well as creating the equipment they needed to undertake agriculture to any significant extent.

Another expedition was sent to return to Cape Canaveral, but with the lack of any intact bridges, they were forced into a long and difficult journey through mirelurks and marshes. With the destination being the former Military Sealift Command from before the war, it was hoped the prize would be worth the hardships. It wasn’t. Upon arrival, it was discovered that the area had been quite thoroughly annihilated in the Great War, and that nothing of value remained, and the area itself was still highly irradiated. The expedition was unable to even obtain any scrap of potential value, returning to Nasacity empty-handed.

Turn Stat Changes
-30 Population, -300 Food, -50 Water, -300 Ammunition from Raider Attack losses
+450 Scrap Parts from Titusville scavenging
-75 Ammunition from Sealift Command expedition losses
-400 Scrap Parts, -10 Tech Parts from construction
+160 Food, +230 Water from production surplus

Commander’s Challenge: A few dozen of our people who had made the journey from the bunker to our new settlement have apparently come down with radiation sickness, as their hair begins to fall out and they become very ill. While we are uncertain of the cause of the sickness, it is obvious that symptoms began before arriving at our current location. Some of the family members of these people have been calling for the retirement of the victims from active duties. Doing so will not only substantially reduce the amount of people we have available for labor, but they would also reduce the amount of food and water produced for others of our society. How do we respond to this sensitive issue?


New Gulf Commonwealth
Spoiler :

The war against the spider-ants took precedence above all else as the New Gulf Commonwealth faces a grave challenge to its very existence. A massive expedition was undertaken with very little preparations or scouting, and no real knowledge of the workings of the enemy, beyond an understanding of how regular ants operate. At first it seemed as though the expedition was going to be successful, as the group followed a trail left by the spider-ants into the heart of Emeralda Marsh. Eventually they found the way blocked to all sides by thick barriers of web, though lasers were able to cut through much of it. As they attempted to make their way through, they were attacked by hundreds, perhaps thousands of spider-ants, overwhelming the sentries and getting into the midst of the group. Many were killed by friendly fire, as it was reported that the spider-ants preferred to take people alive as opposed to killing them. The group began to fall back, only to find that the path they had created had also been blocked off by thick webbing. Trapped, and faced with waves of spider-ants, the expedition desperately fought until a hole could be made, as people were abducted by the horrible creatures. Of the army that had marched into the Marsh, only marginally more than a quarter came out again. Attempts were begun to set fire to the marshes, but these were met with limited success, as the ants persistently and aggressively began attacking all humans in the area. Though they do attack, the spider-ants have continued to focus on taking people alive, and dragging them deep into the marshes to an unknown location.

The scale of the defeat sent the Commonwealth reeling, and most have returned to their home’s defenses, watching as seemingly innumerable ants march by throughout the days and nights. A new ammunition convertor was built, and preparations have been made for the defense of the compound should it come under attack.

Turn Stat Changes
-120 Population, -520 Ammunition, -80 Laser Weapons from Emeralda Marsh expedition
-500 Scrap Parts, -5 Tech Parts from construction
+1 Military Skill from combat
+10 Population from immigration
+100 Food, +50 Water from Surplus production

Governor’s Challenge: Some of our people are scared to death with the recent disaster in the marsh. They have called for us to join Grand Island in fleeing the area, even claiming they would probably be amenable to joining the Commonwealth in retreat. Of course, doing so would mean abandoning the farms and structures, not to mention the bunker itself for unknown destinations and fates. Also, such a movement could invite a large spider-ant attack down upon our migrating people, and large amounts of supplies may be abandoned in the process. At the same time, if we don’t flee, we may very well be destroyed by the hordes of spider-ants. Do we stand our ground or head for greener pastures?


Pox Chains Gang
Spoiler :

The Pox Chains Gang began welcoming in new citizens at the start of the year, hoping to gain more information about Tallahassee and the surrounding area. These new people helped provide a limited amount of information for the major activity of the gang. A well-armed expedition was launched into the city, hoping to systematically destroy known concentrations of feral ghouls throughout the region. The effort was widely successful, though it is believed that a large number of ghouls remain in the area, as the safe zone around the Capital itself has been expanded. The Chains Gang has continued to pledge safety for its inhabitants, protecting those inside from the attacks of the feral ghouls throughout the ruins of the city.

Turn Stat Changes
-50 Water from radiation contamination
-135 Ammunition from ghoul clearing expedition
+5 Population from Immigration
-175 Food and Water from consumption

Boss’s Challenge: A man claiming to be able to see the future has become notorious among our population, soothsaying and offering up the fates of the people who come to him. He claims that he can see all that is to transpire and all that has passed throughout the years. He has gained a substantial following among the people of the Gang, and this could pose a threat to the Boss’s own influence among the faction. Some close supporters of the Boss have suggested that the soothsayer be executed or exiled, to prevent him from undermining the leadership. How do we respond?


Saint Vikings
Spoiler :

The Saint Vikings spent most of the beginning of the year focusing on local salvage expeditions and efforts, to a varying degree of success. Though they didn’t find anything of significant value, plenty of scrap was recovered and returned to store houses within the Vault. Unfortunately this peace was interrupted when a gang of desperate bandits being hunted by the hounds sought to seize power for themselves. Sneaking past our defenses on the outside they managed to get into the entryway of the vault, where they were halted. The vicious firefight that ensued did not stop until the Mr. Gutsys available wiped out the last of the raiders. The vault was secured once more, but there were some losses through the course of the attack and the vault dwellers have mourned their lately departed.

Turn Stat Changes
-15 Population, -5 Mr. Gutsys, -205 Ammunition from Raider Attack
+1 Military Skill from combat
+400 Scrap Parts from St. Petersburg local salvage.
-50 Scrap Parts from pillbox construction.
+5 Population, +5 Scrap Parts from immigration
+5 Population from Natural Growth
+1,180 Food and Water from surplus production

Overseer’s Challenge: The Hounds have discovered us! They are definitely now on their way, shepherding their armed slaves in front of them to do battle. Their whole force now seeks to steal our food and probably our home, now that they know where it is. Some of our members believe that it would be best simply to seal the vault door and wait for them to go away or starve. Others believe that it is right to fight them and hope for the liberation of the slaves they hold. Do we hole up or do we fight?


Vanguards
Spoiler :

The Vanguards have had a triumphant victory this year as the now destroyed gang known as the Panthers launched a full scale attack on Congress City. There were some fears at first when it was discovered that the Panthers had put hundreds of explosive slave collars on their slaves and forced them to fight, sending them ahead of the main group of attackers. Quick thinking by one of the Vanguard’s snipers with a hunting rifle led to the tactical destruction of the mass detonator behind the lines, making an incredible shot. The sniper continued to show his value, killing the obvious leaders of the Panthers and throwing them into disarray. This disarray became immediately obvious when the slaves discovered it, turning the weapons they had been given against their captors. With a cheer, the Vanguards themselves joined in the melee and fighting, and the Panthers were overwhelmed, routed, and scattered. The slaves who had survived the fight were carefully disarmed of their explosive collars, and the assets and possessions of the Panthers were seized and added to the community’s stockpiles. All of this was done with only minimal casualties, as the Vanguards celebrated this great victory.

Turn Stat Changes
-10 Population, -150 Ammunition from Panther attack losses
+310 Population, +600 Food, +700 Water, +1,200 Scrap Parts, +95 Ammunition, +300 Low-Tech Melee Weapons, +50 1-H Guns from spoils of victory against the Panthers
+1 Military Skill from combat
+5 Population from Natural Growth
+30 Population, +30 Food, +10 Water from immigration
-120 Food and Water from consumption

Comrade’s Challenge: The sniper who destroyed the mass detonator used by the Panthers has become an idolized hero among the recently freed slaves and among some of our own people. He has been called out for his skill in battle and quick thinking which helped secure us such an overwhelming victory. His popularity among the people has made him a hero on the scale of Comrade Oscar and could prove to be a political opponent of some threat if he chose to be. Some of Oscar’s advisers are suggesting that an accident take place to prevent such an eventuality. Of course, the idolizers of the sniper are calling for official recognition of his achievements. How do we respond?


Vault 40
Spoiler :

This has been a trying time for Vault 40. A rise in the use of chems recovered last year caused a soaring amount of addiction and crime among the vault dwellers. Eventually the person who found the chems in Everglades in the first place was found and his assets were confiscated by the vault. Unfortunately, it seems that someone else may be producing fresh chems within the vault, as the trade has continued. The Overseer has continued to try to assist those who have become addicted through medical treatment, and the efforts have been mostly successful. Unfortunately, events in later months have led to declining morale, and people looking for escape through use of chems.

Two major expeditions were launched, well-armed and supplied to scout out areas to the north and west. Neither would return, vanishing into the swamps. While some sentries outside of the vault claimed to hear gunfire in the distance, there was never any trace of the expedition or their supplies on the road. As the months passed and no one returned, the vault began to fear the worst. The fears compounded when a survivor did return, half-starved and babbling, as her clothing was mostly destroyed and covered with an unknown substance. The dwellers attempted to help her and find out what happened, but she was incoherent, and unable to express herself, only screaming whenever she was in a truly enclosed space. After only a few days, refusing to eat or drink, she killed herself while screaming about “sliding trees.”

Turn Stat Changes
-40 Population, -30 1-H Guns, -10 2-H Guns -50 Ammunition from lost Port of the Islands expedition
-40 Population, -30 1-H Guns, -10 2-H Guns, -50 Ammunition from lost FL-29 Expedition
+5 Population from Natural Growth
+1,020 Food and Water from surplus production

Overseer’s Challenge: Morale has rarely been lower than it is now. The loss of almost a tenth of our population has weighed heavily on the minds of our people, and chem usage is going up despite our efforts. People are terrified and looking for anything to ease their minds, particularly from the losses that have been suffered. Two suggestions have been made to help restore order. One is to lead a new, larger expedition to follow the tracks of one or both of the expeditions lost, and recover or avenge them. The other is to ease up on restrictions upon chem usage, allowing people to relax without becoming too disruptive or dangerous to the rest of the vault. What approach of these two, or any other, should we take to help the faltering morale of our people?


NPC Diplomacy

To: New Gulf Commonwealth
From: Grand Island

We’re leaving. This is too much, we’re going to start packing our things and getting out of here. If you’re smart, you’ll do the same.

To: Atomic Foxes
From: Lakeshire

Congratulations on your victory, from this point we will be increasing our supply of Water to you to 200 units.

OOC

@Grandkhan: Denuded is a strong word when it comes to harvesting scrap. In fact, it takes a good long time to convert everything that could possibly be converted into building scrap parts. This is why your people never moved on from Marathon.

World Map

 
Nuts. I wasn't sure what would happen, but I wasn't expecting the expedition to be that bad.

To: Grand Island
From: NGC


We're understand why you are leaving the area. We would point out though that the likelihood of you getting out is not high. You only have one bullet per person. If there are any among you who wish to join the NGC while we decide to relocate, we will welcome you. Where do you plan on traveling to?
 
To: NGC
From: Grand Island

We're headed east until we find somewhere more friendly.
 
Spoiler :
Nasa: Thomas.berubeg
Leader: Commander Jayne Bede (Enigmatic)
Faction Trait: Tech Savvy
Capital: Nasacity (Titusville, FL; Settlement)
Structures: Pumping/Purification Water Station, Farming Equipment (2)
Population: 270
Slaves: 0
Education: Applied Science
Food: 440 (+430)
Water: 680 (+500)
Energy: 0 (+0)
Tech Parts: 26
Scrap Parts: 50
Ammunition: 3,060
Military Equipment: 50 High-Tech Melee Weapons, 400 2-H Guns, 425 Laser Weapons, 20 Plasma Weapons, 50 Power Armor Suits
Robots: None
Military Skill: 5


Commander’s Challenge Solution:
As these people have served NASA, so now must we serve them. Any of the sickly who wish to retire will be allowed to do so, and those who do not wish to retire will be given less strenuous tasks, perhaps helping around the med-center, or keeping watch on the walls of Nasacity. They will likely not be a drain for long, as radiation poisoning kills pretty quickly.

Orders:
Immigrants will only be allowed if they have something to contribute to the settlement or the mission. This means water, technology, robots, weapons, food, information (of any useful sort: Invaders, locations of useful things, survival, etc), or a useful skill. This will be decided by a trusted lieutenant of Commander Bede. The lieutenant will also decide whether the gift is good enough to justify the giver bringing in other people with them (A big gift will be good for a group, while a small one or only a single family, or even a single individual.) Food and water will be worth more, as we need a lot of that. However, we are not heartless. Those who are not accepted into Nasaville proper will however be provided incentive to settle nearby. We will extend our protection to any who settle within easy reach of our capital, and, once they are productive members of Nasa society, we will welcome them into the fold. (In essence a homestead/commonwealthish system.)
Send an expedition of 25 Power-armored soldiers, with 75 others (10 plasma weapons, 25 hightech melee and 65 Lasers) to continue to scavenge the ruins of old Titusville for scrap and other good finds. Ideally, finding a boat would be the best, so search mostly along the sea shore. Since we focused on scavenging the north, last turn, focus southwards this turn.
The rest of our population will work in the fields, work on water, and keep the city and it’s people safe. No longer do we need to risk our entire population for food and water.
If we acquire enough scrap this turn, construct a radio tower, and begin broadcasting to the wasteland.

For the first 24 hours of broadcast, Repeat this message:


Link to video.
https://www.youtube.com/watch?v=gAIIKuSI2Z0

“Greetings, Florida! Commander Jayne Bede of Nasa speaking to you. Though the bombs fell and the United States burned, it did not die. Not while there are those who hold it’s ideals of Freedom and Liberty to heart. We at Nasa were the guardians of the future, sending mankind into space, maintaining the United State’s satellite network, and we have not abandoned our wardenship of the future. We, here, at Nasa offer any who work, any who provide, a warm meal, a warm bed, and safe walls. We hope to see you soon.”

After the first 24 hours, intersperse this message with tips on how to survive the wasteland (Guns, food, how to recognize radiation,) educational programs (Try to return literacy to the tribals), music, literature, History, etc, 24 hours a day, 7 days a week. Additionally, explain Nasa’s immigration policy (see above.)


Link to video.
https://www.youtube.com/watch?v=qtFBRJFN3p8
 
Hey,

To: Lakeshire
From: Commander Mila Quinn of The Atomic Foxes 1057th RCT U.S,A.F.


Thank you.

I am happy with the increase of the water supply. Now.
1. Can the food supply be increase? Either through more land or equipment?

2. How far have you looked or scouted for farmable land? I would be willing to send expeditions to any areas known for such lands.

3. What knowledge do you have of any other groups?



EDIT: OOC Would you say Valdosta is big enough for Urban Ruins?

AfLS04
 
TO: Grand Island
FROM: NGC


Best of luck.

New Gulf Commonwealth: Quisani
Leader: Governor Booker T. Ryan VI (Lucky)
Faction Trait: Industrious
Capital: Commonwealth Bunker, Lisbon, FL (Bunker)
Structures: Forge, Pumping and Purifying Station, Farming Equipment, Ammo Convertor
Population: 200
Slaves: 0
Education: Oral
Food: 2,750 (+300)
Water: 2,900 (+250)
Energy: 0 (+0)
Tech Parts: 31
Scrap Parts: 1,100
Ammunition: 1,345
Military Equipment: 60 1-H Guns, 170 Laser Weapons
Robots: None
Military Skill: 4

Governor's Challenge

Spoiler :
Governor’s Challenge: Some of our people are scared to death with the recent disaster in the marsh. They have called for us to join Grand Island in fleeing the area, even claiming they would probably be amenable to joining the Commonwealth in retreat. Of course, doing so would mean abandoning the farms and structures, not to mention the bunker itself for unknown destinations and fates. Also, such a movement could invite a large spider-ant attack down upon our migrating people, and large amounts of supplies may be abandoned in the process. At the same time, if we don’t flee, we may very well be destroyed by the hordes of spider-ants. Do we stand our ground or head for greener pastures?


Governor's Challenge Solution

Spoiler :
It had been days since he'd seen his father. He didn't know what to say. He didn't want to see the disappointment in his eyes. He'd try to make it right. He had to. He'd move more cautiously this year.


New Gulf Commonwealth Orders (Storied)

Spoiler :

We gotta figure this crap out. Gotta figure out how they work, if at all possible. We've enough ammo and supplies hopefully to last for a bit, but they could attack at any moment. We'll try an snag one of them, and figure out if we can kill them more effectively or get them to stay away from us to buy us more time.



New Gulf Commonwealth Orders (Short)

Spoiler :
CHALLENGE

Stay our ground in the region. Observe the spider ants and prepare for any assault. Have armed groups engage the ants within the vicinity of the bunker if we have a clear advantage. If possible, obtain a carcass of one of the soldiers and one of the workers for study of abilities, or to perhaps figure out how to kill them more effectively or to ward them off.

EXPEDITIONS

A team of 5 men will take a canoe up Haine's Creek into the Emerald Marsh to scout out the swamp, and perhaps find out what happened to the failed expedition. Hopefully the buggers aren't masters of the water. Ideally, the creek will keep the ants away and the added speed going back to Libson will help them outrun the spider ants. At the first sign of trouble, they're to return. (2 Laser Weapons, 3 Low Tech Weapons.

Tech Parts: 44
Scrap Parts: 1,100
-25 (5 Low Tech Weapons)

Ammunition: 1,345
Military Equipment: 60 1-H Guns, 170 Laser Weapons
 
Pox Chains Gang
Spoiler :
Leader: Boss Edward Pox (Fearsome)
Faction Trait: Expansionist
Capital: Florida State Capital, Tallahassee, FL (Urban Ruin)
Structures: None
Population: 375
Slaves: 0
Education: Oral
Food: 1,755 (+200)
Water: 1,705 (+200)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 80
Ammunition: 1,265
Military Equipment: 90 Low-Tech Melee Weapons, 110 1-H Guns, 70 2-H Guns, 25 Laser Weapons, 10 Heavy Weapons
Robots: None
Military Skill: 5


Boss’s Challenge Solution
Spoiler :
This guy is messing with my control on the people and I cant let that happen.
I'll listen to my guys and have this so called "Soothsayer" exiled. I make sure to tell the people that follow him if they leave their no coming back and that they going out into the dangerous unkown. They will only have the clothes on their backs. No food, no water, and no weapons. My guys will make sure to check them as they leave to make sure they dont sneak out anything.


Pox's Order
Spoiler :
-A fresh new group of 60 heavey armed party of 10 Laser Weapons, 5 Heavy Weapons, 35 2-H Guns, and 10 1-H Guns will go out and hunt ghouls while looking for scraps in the ruined city.
 
Hey,

To: Lakeshire
From: Commander Mila Quinn of The Atomic Foxes 1057th RCT U.S,A.F.


Thank you.

I am happy with the increase of the water supply. Now.
1. Can the food supply be increase? Either through more land or equipment?

2. How far have you looked or scouted for farmable land? I would be willing to send expeditions to any areas known for such lands.

3. What knowledge do you have of any other groups?



EDIT: OOC Would you say Valdosta is big enough for Urban Ruins?

AfLS04

Valdosta is big enough.

To: Atomic Foxes
From Lakeshire

1. Well, we suspect that we could push our farming potential a bit more and expand into the areas around us we haven't used yet. We've got a little ways to go before hitting maximum capacity. Some tech parts would help with this.

2. We only know the area immediately around us, and we're not well suited to setting up other settlements.

3. We know of no other factions or settlements.
 
Hey,

To: Lakeshire
From: Commander Mila Quinn of The Atomic Foxes 1057th RCT U.S,A.F.


How many tech parts would you require? For what purpose would these Tech Parts be used?

I only was thinking of expanding around Lakeshire & not a new settlement.

OOC
Writing orders now.

AfLS05
 
To: Atomic Foxes
From: Lakeshire

With 4 Tech Parts we can probably achieve maximum usage of the farming areas around our settlement through production of more farming equipment.
 
Spoiler :
Saint Vikings Lord Herobrine
Leader: Xavier Rivero (Enigmatic)
Faction Trait: Tech Savvy
Capital: Vault 73, St. Petersburg, FL (Vault)
Structures: None
Population: 820
Slaves: 0
Education: Applied Science
Food: 2,280 (+2,000)
Water: 1,680 (+2,000)
Energy: 0 (+0)
Tech Parts: 55
Scrap Parts: 925
Ammunition: 595
Military Equipment: 130 1-H Guns, 25 Laser Weapons
Robots: 10 Mr. Handys, 55 Mr. Gutsys
Military Skill: 1
GECK: Ready for Deployment!


Orders for Update Four:
With the looming terror of the Hounds on their way to the vault, drastic action was taken to fortify the vault and prepare defenses. Xavier ordered the lightning-fast construction of a small forge to create many low-tech melee weapons for use against the Hounds. All of the robots were activated and put on defense. The Saint Vikings were preparing for the greatest test of their determination yet in the new world.

Movements/Orders

-Quickly construct a makeshift forge (300 Scrap, 1 Tech) to create 500 Low-Tech Melee (500 Scrap?) weapons for the populace.
-Equip 475 with Low-Tech Melee weapons and prepare for defense.
-Equip 130 with 1-H Guns, 25 with Laser Weapons.
-Activate all Mr. Gutsys and place them on defense.
-Once the Hounds are in shouting range, use microphones and speakers obtained from Tropicana Field (Assuming I got them) to try and dissuade the attackers and turn the slaves against their captors. When the Hounds commit to their invasion, have the melee and Mr. Gutsys in the front-line with the 1-H Guns behind them along with the 25 Laser Weapons people on a raised platform to shoot over the friendlies. The Mr. Gutsys are then to make their way into the throng of the attackers and unleash hell upon the Hounds with devastating flamethrowers and plasma weapons. Try to target those in control of the slaves and allow the slaves to revolt against the hounds if possible.
-If for some very terrible reason we do not succeed, 25 Low-Tech Melee are to guard the vault door and close it if the Hounds have defeated our initial defense. Guard the GECK to the death.
 
I would like to start work on the update tomorrow, so those remaining, please get your orders in.
 
The Citizens Orders

Professor’s Challenge Solution

Spoiler :

These immigrants are not much different than we were in the past: people seeking a safe place to call home. We'll welcome them, but obviously we will take appropriate security measures. Those wishing to join us will have to respect the following rules:

-Any immigrant will have their weapons confiscated.
-Any immigrant will be examined. People with infectious diseases will not be permitted.
-Any immigrant will be tested psychologically. We will not let any serial killer live under our roof.



Expeditions and other Related Activities

Spoiler :


-Launch an expedition consisting of 20 men (armed with 10 1-H guns and 10 2-H guns) to Williston. The main objective is to obtain scrap. A scout will go ahead of the rest of the group.

-Launch an expedition consisting of 20 men (armed with 10 1-H guns and 10 Laser guns) to Citra. The main objective is to obtain scrap. A scout will go ahead of the rest of the group.

-Launch a diplomatic expedition to Congress City (Palatka). It will consist of two men and one Protectron.

Spies will continue to watch the surroundings.
 
I'd like to join.
I'll continue my sign up later this evening. Do I need to send in orders this turn or not yet?

Faction Name: Calusa Indians
Leader Name: Hower brothers; Sam, overall command, Connor, military command
Leader Trait: Enigmatic
Location: Kissimmee Prairie Preserve State Park , FL (next to the river)
Leader Background: The Hower brothers grew up in an isolated farm with a three generation family. However, when the boys where out hunting, aged 25, raiders attacked the farm, killed the family and burned the farm. The brothers where forced to wander the wastelands, hunting, scaveging and occassionally trading with friendly survivors. After 2 years of wandering they came across a nomad camp, near the edges of the southern marshes, and stayed with the group.
Origins: Tribal Nomads
Traits: Industrious
Capital Type: Tribal Settlement
Background: After the Last War a group of survivors banded together and for lack of a proper living enviroment started wander Florida. As proud Floridans, with no sense of political correctness, they called themselves the Calusa Indians, after an indigenous tribe of Florida. For years the group was a poor band, just making ends meet by scavenging, hunting and hiding from other survivors. This was the state of the group when the Hower brothers found them. Within a year the enigmatic twins brought the group out of missery. Somehow they found items others couldn't, shelter, weapons, spare parts and other essentials. The group started to depend on the brothers more and more and soon the brothers assumed control of the group. When the group came to the prarie the brothers decided it was time to settle down and started building a settlement next to the river.
 
@mayor: No orders are required for the first turn, but I would appreciate a faction name, and you picking out a first name for whatever brother is in charge, or else I'll wind up calling them Daryl and Merle.
 
OOC: What if I told you my RL name is Daryl, you would feel pretty stupid then! Fortunately my name is not Daryl, and I will grudgingly choose a brother for overal command.

I do have a question, the rules on slaves are conflictory. In the section 'population and slaves' you specify that slaves are exempt from food and water consumption, however in the section on supplies you say they aren't. Which is it?
 
@mayor: They are immune from consuming food and water, will fix the section you stated, thanks for pointing it out.
 
Spoiler Grandmaster's Challenge :

Most people living on this earth follows God's will, even if they may be ignorant of the exact words. We will allow those who are willing to accept the words of Christo into their midst alone, and even offer them protection against the heathens. For now.

More pressing is the matter of savages who have forgotten god in their pursuit of material wealth, evil, and communism. These communities, we shall show no mercy towards. All who belong to these people must either be killed or be forced to join our community where they may be taught the True Way. The savage bandits, raiders, and gangs living in the Holy Lands shall be our first target.


Spoiler The Crusader Orders :


Send 15 men scouting party with melee weaons into the local area of the forest to identify fertile grounds for farming. They might as well bring in some game/forage as well.

Send 15 men scouting party with low tech melee weapons to Ocala. If no community is present, Send 50 men salvaging party to gather scraps and tech parts to expand our citadel. If a community is present and they are obviously a civilized community, an attempt at diplomatic contact will be made, asking them to establish a chapel/chapter of our brotherhood in their city.

If they refuse and, in doing so, harm our diplomats, send in an army of 300 men with low tech melee weapons and sort them out. Capture the peasants as serfs (ie, slaves) and bring them back to the citadel.

Send a scouting party of 15 men with low tech melee weapon up north. Salvage/forage what they can and come back.

Send a scouting party of 15 men with low tech melee waepons east. Salvage/forage what they can and come back.
 
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