Botwawki 2.6

EQandcivfanatic

Zailing Captain
Retired Moderator
Joined
Jan 21, 2002
Messages
11,578
Location
On the Zee
The Beginning of the World as We Know It 2.7

The Story​

Summary

IMPORTANT NOTE: Due to time constraints, this game will be aimed at updating on a rigorous “whenever I have the chance” schedule. Updates will come, but they will likely come slowly. The goal here is to have a fairly slow paced game for the time being. Don’t forget about it!

The Fallout world exists in an alternate timeline that split away from the history of the real world following World War II. Up until the Great War in 2077, the Fallout world was dominated by the distinctively American culture of the 1950s, though with different technological progression. The Fallout world's setting is heavily influenced by the science fiction anthology Worlds of Tomorrow, which was released during the Golden Age of Science Fiction in the 1950s. We began in 2240, numerous years after a major nuclear war known as the Great War, or the Last War. Assume that everything that has taken place in the relevant games took place in the lands outside of the playable area. For your interest and background on the universe:

http://fallout.wikia.com/wiki/Fallout_world

Faction Set-up​

Spoiler :

Faction Name: (No use of any faction present in Fallout universe please or anything directly naming Walt Disney, all others fair game) Check out the Capitol Type section for suggestions on names and so forth. Typically it may be best to start out simply naming your faction after wherever you start
Leader Name:
Leader Profession: Choose one from Doctor, Mechanic, Soldier, Sheriff, Farmer, Adventurer, Blacksmith, Technician, Gunsmith, Armorsmith, Entertainer, Politician, Spy, Engineer, or Scientist
Starting Location: Essentially anywhere located on Google Maps that could also be found on the provided world map
Leader Background: optional, story based
Origins: Choose one from Pre-War Military, Vault Dwellers, Tribal Nomads, or Survivors
Capital Type: Choose one from Vault, Urban Ruin, Settlement, Tribal Camp, Bunker
Background: Optional, story based (If you choose Vault, Not Applicable)

Leader Professions

Leader Professions are what sort of training that your leader brings to the faction. When your leader dies, the following leader will have a profession of his own, usually based on your actions in the game to date. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all. Below are listed only the starting bonuses, for more details on what these professions actually do, please see the relevant section of the rules.

Doctor: Clinic completed at start, stockpile of chems exists.

Mechanic: Random basic vehicle(s) available at start in addition to Fusion Cores.

Soldier: Small stockpile of laser weapons and ammunition.

Sheriff: Jail completed at start, small stockpile of 1-H Guns and ammunition.

Farmer: +100 Food and Water per turn at starting settlement.

Adventurer: Random selection of basic weapons and ammunition for them.

Blacksmith: Moderate sized stockpile of Low-Tech Melee and Ranged Weapons.

Technician: Random robots available at start.

Gunsmith: Moderate stockpile of 1-H and 2-H Guns and ammunition.

Armorsmith: Moderate stockpile of Leather Armor available.

Entertainer: Larger starting population and morale.

Politician: Additional bonus specialist at start, but you will NOT receive that specialist’s starting bonus.

Spy: Small stockpile of Stealth Boys at start.

Engineer: Bonus Materials at start.

Scientist: No starting bonus.

Origins

The Origins section of creating your faction revolves around the type of people that your faction was created out of. They should be fairly self-explanatory. With the exception of Survivors, most of the different types can only start in one particular place.

Pre-War Military: This represents the descendants of military units which somehow survived the Great War at various underground bases in North America. Starts with high tech military equipment, but small amounts of all other resources, including low food and water.
Vault Dwellers: This represents the descendants of those who survived the Great War by residing in the Vault-Tec Vault system. Starts with a large amount of food, water, and tech parts; but has very limited military equipment; can only start in vaults, please read the vault section before deciding.
Tribal Nomads: This represents the descendants of those who survived the Great War by retreating to various less populated places and reestablishing a tribal civilization. Has large amount of low tech military equipment as well as food and water; can only start in Settlements or Tribal Camps.
Survivors: This represents the descendants of those who survived the Great War by nearly sheer luck, living in the ruins of the cities and towns and eking out an existence scavenging from the rubble. Moderate in all respects, can start everywhere except for Tribal Camps and Vaults.

Starting Community Types

Your starting community will be the place your nation is born from. While you may start as a humble settlement among the Wasteland, the type of place you choose to begin from will indubitably shape the sort of nation you create. Each starting type has its benefits, and some starting types can ONLY become settlements in a nation by starting with them (see Rules section for more information on settlements). Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location. Lastly, some starting community types cannot be created in certain climate regions. Check Google Earth to find good locations.

Vault: A vault is part of a pre-war nuclear shelter campaign, which was advertised to protect the people, and even help them thrive in a post-nuclear environment. They are said to be self-sufficient and able to sustain internal support indefinitely. Can only be started in by Vault Dwellers, will have higher number of food, water, and tech parts. Most vaults can be sealed in an emergency, which prevents any attack. Therefore a vault will NEVER be attacked by NPC raiders. These can also be started anywhere on the map, regardless of terrain. There is one important addition to this place however, which can either make your or break you from the very beginning, beyond your own control. All vaults are part of the Vault-Tec Sociological Experiment. This means that every vault has a flaw or unique feature, which will be randomly selected at the start of the game. This means, that beyond the already stated benefits, stats like population, ammunition, and your arsenal will be completely randomized, and unknown at the start. (Examples of Vault Names: Vault 101, Vault 3, Vault 21)

Urban Ruin: Located only within the highly urban regions of the former United States, these ruins are generally notable and relatively intact buildings. A good example would be communities based around pre-war landmarks or businesses. You can only start in an Urban Ruin if your starting location is within a heavily developed city region (as on the terrain map). Starting here will mean a moderate starting stockpile of food and water, but food and water gathering in an urban area is reduced by half. Starting weapons will be typically moderate, a small amount possibly being military grade. Your starting population number will typically be rather low.

Settlement: These are recently established settlements which have established new civilization. You can only begin in one of these in a region that is not extensively urban. These are typically able to feed and water themselves, but rarely have any starting weapons or otherwise. They also start with a relatively large number of people as compared to other starting sites.

Tribal Camp: Though some tribes have settled down, most have not, and continue to lead a nomadic existence across the more open areas of North America. A Tribal Camp is a mobile settlement, and is the only one of its type. If you are a nomadic tribe, this is also your only settlement, and it cannot have structures or anything. The plus side is that with a tribal camp, you are able to grow food on the move, but overall, you're going to want to look for a new home.

Bunker: These are Pre-War installations established by the United States military in the case of nuclear war. They come with large stockpiles of food, water, and ammunition, but no inherent way to produce any more of their own.

Cave System: Cave systems are naturally occurring formations which exist throughout North America, typically as Pre-War tourist attractions or hideaways. They were therefore ideal refuges after the conflict, and some contain springs and so forth, allowing for survival of a few lucky individuals. Starting here gives a lower starting population, but typically a more self-sustainable one at the same time.


Sample Standard Game Stats​

East Florida Trading Company: Golden1Knight
Leader: Trade Lord John Smith (Adventurer; 59)
Faction Morale: 60%
Population: 2,710
Slaves: 800
Specialists: Ian Jacobs (Farmer; 33), William Mayhem (Gunsmith; 64), Thomas Graham (Engineer; 71), Daisy King (Blacksmith; 31)
Caps: 47k
Food: 430 (+2,700)
Water: 3,800 (+2,900)
Fusion Cores: 0
Materials: 4,900
Chems: 0
Ammunition: 2,175
Military Skill: 12
Settlements:
Spoiler :

Fort Jacksonville (Southside, Jacksonville, FL; Urban Ruin):
-Structures: Fortifications
-Arsenal: 150 Low-Tech Melee Weapons, 50 Low-Tech Ranged Weapons, 110 1-H Guns, 150 2-H Guns, 15 Laser Weapons
Reach (JEA, Jacksonville, FL; Urban Ruin)
-Structures: Fortifications (3)
-Arsenal: 194 Low-Tech Melee Weapons, 5 1-H Guns, 50 2-H Guns
Saint Augustine (Settlement, Capital): +1,500 Food, +2,100 Water
-Structures: Farming Equipment (3), Water Station (3), Fortifications (5), Radio Tower, Gunsmith, Ammunition Convertor, Jail, Inn
-Arsenal: 400 Low-Tech Melee Weapons, 100 Low-Tech Ranged Weapons, 50 High-Tech Melee Weapons, 325 1-H Guns, 110 2-H Guns, 25 Laser Weapons, 1 Howitzer
St. Johns (Settlement; St Johns, FL): +1,200 Food, +800 Water
-Structures: Water Station (2), Farming Equipment (2), Fortifications (4)
-Arsenal: 100 Low-Tech Melee Weapons, 470 1-H Guns, 150 2-H Guns, 10 Laser Weapons, 5 Heavy Weapons


The Rules​
Spoiler :

Caps: A Merchant’s Tale

The basic unit of currency in the wastelands are old bottle caps. There’s plenty of these about and they act as the financial bedrock of the apocalyptic international community. These can be generated each turn by building a marketplace or by issuing new taxes upon your people. Obviously people will object to taxation when it is implemented. Caps can be used to purchase resources on the open market provided with each update or to hire various mercenary groups.

Morale, Population, and Slaves

Your population is all your people that you have available to you. Typically the numbers are going to start very small, but will quickly grow throughout the course of years. The "civilized" zones such as your faction won't be the only survivors out there, and based on your faction traits and other stats, you'll be receiving a slow flow of immigrants and refugees from more wild territories. This will be included alongside "natural" growth as well.

Faction Morale is a new and fairly important stat representing how well your people think you are doing as their leader. Morale will automatically decrease each turn by 2% for each settlement you have and 1% for every 500 Population you possess. You can mitigate Morale decrease by building certain structures such as the Brothel, Inn, or Jail. When you reach below 40% Morale the troubles will begin and people will get unruly. When you reach below 20%, a civil war becomes probable. If you somehow manage to allow things to reach 0%, you will face total faction collapse, end of game. Missing a turn’s orders will automatically drop faction morale by 20%. You’ve bene warned.

The Population stat isn't a representation of a larger population or a base from which to create an army. Your Population IS your army. Therefore, it is very important to keep your people happy and loyal as well as provide them with state of the art weapons and good equipment for battle. You have absolute control over your people, send them wherever you choose. They live to serve your whims and the faction as a whole. As long as they stay loyal, that is.

The slave stat is entirely up to you. If you want slaves, feel free to capture some from the wasteland or other factions. Slaves produce double results when sending out to scavenge, gather, or farm when compared to normal population. Of course, sending them out into the wastelands also increases the chance that they may escape, so make sure you have loyal guards with them.

Specialists

Specialists are a new addition to this game style, replacing the old Education system. There are fifteen classes of specialist that exist in this game, each with their own abilities and functions. Specialists unlock different buildings and items for construction, and will have their own personalities and agendas. Most of the Challenges for your faction will likely be driven by conflicts and disputes between your specialists. Your leader also counts as a specialist, to be selected when you create a faction. When your leader dies, one of your other specialists will likely gain control. Remember, each of these specialists offer new opportunities and chances, but can occasionally be more trouble than they are worth. Also, some items require multiple types of specialists for construction. Here’s a quick overview of each profession and what they can do for you.

Spoiler :

Doctor: A doctor allows for the production of Chems which help improve performance of your Population both in battle and in collection of scrap. New Chems can be produced 1 Chem for every 5 units of Food.

Mechanic: The Mechanic opens up the construction of a variety of vehicles for use, and keeps any vehicles you do obtain in good repair.

Soldier: A soldier is a skilled warrior who will dramatically improve the performance of any combat group when he leads them personally into battle.

Sheriff: A Sheriff keeps the peace in your faction and prevents total faction collapse when morale gets low, preventing morale from falling below 10%. They also prevent Spies from infiltrating whatever community they are assigned to.

Farmer: Farmers unlock Farming Equipment for construction and each Farmer adds +100 Food per turn to your faction total each turn.

Adventurer: Adventurers improve the odds of finding unique and interesting scrap out in the wasteland when they are sent out with a salvaging team.

Blacksmith: Blacksmiths allow the production of a wide variety of low-tech weaponry.

Technician: Technicians reconstruct robots and can unlock treasures contained behind terminals in the wasteland if sent with salvage teams.

Gunsmith: Gunsmiths unlock the construction of firearms.

Armorsmith: Armorsmith unlock the construction of armor.

Entertainer: Each Entertainer boosts morale by 5% a turn, as well as unlocks a variety of morale-boosting buildings.

Politician: Politicians reduce the chances of negative Challenges and unlock more options when it comes to dealing with Challenges that you do receive.

Spy: Spies can be used to infiltrate other factions and communities and find weaknesses or perform other covert activities. They are the only such unit that can infiltrate and conduct these sorts of operations and are even more effective with Stealth Boys.

Engineer: Engineers unlock a variety of high-end buildings and also can be used to improve returns of Materials when sent with salvagers.

Scientist: Scientists offer the ability to research new technology as well as unlocking the construction of advanced weapons, buildings, and equipment.


Supplies in Their Natural Habitats

Chems are an element of supplies that are created by Doctors from Food. Chems provide a strong boost to your Population in different circumstances. They can be used to double the amount of Materials slaves or population can collected while scavenging. They also can be used to double the effectiveness of your soldiers in battle. Chems can also be exchanged for Faction Morale. They can be exchanged at a rate of 100 Chems for 1% Morale increase, with a maximum increase of 10% a turn. Be warned, chems are highly addictive, and each largescale use of chems will create a risk of addiction, which will cause a constant drain of chems on your stats. If you do not have enough chems to meet this drain, you will face harsh morale penalties.

Food and Water are the most important resources out there, period. Good food and purified water are essential to the literal survival of not just the faction, but the very species. Each person that you have in your faction will require 1 Food and 1 Water every year. If they do not receive it, they will die. This includes slaves unfortunately. Some old pre-war facilities have food or water production of their own, sometimes in large amounts. The only reliable way to gather food and water is to send out your population or slaves each turn to collect it from the wilderness. Collecting water won’t do you much good, however, unless your town is near a fresh water stream, river, or lake.

Fusion Cores are what is needed to power most vehicles and for the construction of robots. They can be found fairly extensively through old world ruins, as they were in common use among the military and old corporations. Fusion Cores are essential to maintaining and using the most powerful weapons and equipment available to wasteland factions.

Materials represent the random detritus that is the leftovers of the modern world. This can include anything from the shells of cars, to timber, to any assorted scrap metal, wood, or other building material. They are used in construction as well as to create weapons. They can also be converted into ammunition with the appropriate facilities.

Ammunition is required for the use of all non-melee weapons. Without it, your guns are just fairly useless clubs and you'll get torn apart by the most primitive tribes. Different types of guns expend ammunition quicker, and you lose ammunition based on how many battles you fight in a turn and how many.

Military Equipment and Skill

Scavenging and exploring will often result in the recovery of different types of weapons. Even better, when you defeat a group of raiders or another faction's army, their weapons become your own. The list of goodies you can use to fight are in a below post. Lastly, if you don't have enough weapons for your whole population, it is assumed that they are using standard melee makeshift stuff, which is always the least effective tool. Your military equipment stat is the total military equipment for your faction, and each settlement’s individual arsenal stats are taken out of this total.

Military Skill is the type of ability that your population has for combat. Remember, all of your population generally knows at least something about fighting and war, otherwise they'd die off. Therefore, your whole population is your army and this stat reflects what sort of experience and abilities they possess in the terms of combat. Obviously the higher the better, and the more you fight, the better you get. Better weapons, armor, and chems will help improve the military skill stat in combat situations.

Exploration and Scavenging

As frequently mentioned above a large amount of your time and energy would be best focused on sifting through the ruins of society. With scouting parties you can locate promising ruins which could work well as a outpost or community. You can find nice bits of salvage and old-war gems, including hidden special projects that you could bring to life with just enough Tech Parts and/or Energy. My recommendation is that you have at least one scouting party heading out somewhere every turn. Of course, there's always the small chance that they'll get hit by raiders or other factions, so make sure to give them some firepower to help them out. To Explore to Scavenge simply say in orders "Send __ people with ____ weapons to Explore and/or Scavenge in _____ spot.”

Settlers can gather at most 1 Material per turn, and Slaves can gather 2 per turn. Sending expeditions to multiple spots matters less than having a large force conducting the scavenging.

Outposts and Expansion

The civilizations of the wasteland begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. There's always the chance settlers will be hit by raiders on the way, so once again, make sure they have weapons. There are several "standard" types of places you can discover that are detailed here. These do not include some of the places which qualify as starting zones, as they typically must be conquered, not colonized. Settlement prices are listed below based on type of settlement.

Urban Ruin: This is the most common type of outpost or settlement that you can establish. These typically are buildings, small towns, or landmarks leftover by the old world which are intact enough to be fortified and turned into outposts. When establishing a base in an urban ruin, you are likely to find tech parts, and this is the only way you're likely to discover the rarest of pre-war artifacts as well as plenty of standard ammunition and regular weapons.

Military Base/Bunker: This is a particularly uncommon type of outpost or settlement you can discover and claim. These are particularly nice because frequently they have large amounts of ammunition, and occasionally even ammunition-producing machines. They can also have decent stockpiles of food and water within them, sometimes even limited production facilities of their own. One or two military bases may even have fun treasures hidden within them.

Settlement: Whenever you're in a particularly barren region, there's always the option to simply just create a settlement out of spare parts in the area. While this may be useful to help monitor your territory or encourage trade, typically settlements have little or no resources of their own. If they're created in fertile lands they can become profitable farming communities.

Cave System: Outside of the cities, there are occasionally cave systems in the mountains and other isolated regions. These are frequently a good source of water, and perhaps other resources as well from failed post-war attempts at survival. They are also hard to find and therefore rarely come under attack by raiders, making them easy to defend and man. Of course, if you’ve researched an area and know where a nice cave system is, the advantage is yours.

Warfare in Post-Apocalyptia

As I've already mentioned, there are no standing armies or militias. Every person in your faction knows how to fight and thanks to the leftovers of modern technology, only a small number of people actually need to stay home and farm or maintain things. In order to fight, simply state the number of people you want to send into battle, what weapons you want them to carry, and where you want them to go. Typically war is fought as a series of firefights, not sustained fronts or warfare. Each battle will expend ammunition, so be careful of your stockpiles before you go out on campaign. If you run out of ammo, it is quite likely things will end poorly for you. Always keep a garrison at your outposts if you want to keep them. When planning battles, feel free to be as detailed as you'd like, it can only help.


The World of Fallout Florida​

War, war never changes.

The outbreak of war with China led to a significant drop in the importance of Florida to the United States’ government. Most military forces moved to the west coast, and with the Baby Boomer generation beginning to fade, the civilian population soon followed. As a state which relied heavily on tourism, nuclear, pandemic, and war scares began to cripple the state, leaving it with a declining infrastructure and severe economic troubles. As international travel was brought to a halt, many hotels and theme parks shut down, unable to maintain a solid business. Therefore, when nuclear weapons were unleashed, Florida was not a priority target for Chinese missiles and attacks. Though large urban centers and military bases were hit, much of the state was spared from direct nuclear attack. Unfortunately the chaos that followed did more damage and harm than any nuclear weapons could.

The geography of Florida is as diverse as it is unique. In the south, the Everglades has overrun the ruins of Miami, and much of the southern part of the peninsula has been claimed by the swamps. These swamps are deep and mysterious, few enter them and fewer leave, especially in the vine-choked ruins of the great city of Miami. Miami itself consists of half-sunken skyscrapers and derelict vessels, as well as hordes of various creatures and monsters looking to feast. Along the western coast of the peninsula lie a number of sparse and disparate coastal communities, most long abandoned by their residents. Tampa was badly hit by nuclear weapons during the war and traditionally has been avoided by scavengers due to high radioactivity. On the eastern coast from the edge of the swamps to Jacksonville is an unending row of hotels and beach towns, stretching as far as the eye can see. These tilted hotels are without number, standing as if tombstones to the people who once lived in them, a modern Easter Island, facing toward the sea. In the center of the state is the metropolis of Orlando, the most populous city in Florida at the time of the war. Hit hard by nuclear weapons, it is full of ruins, and the skies remain choked with dust and radiation. In the south the old amusement parks crumble, though some remain hauntingly active, as some old rides still, just barely, function, without any riders or operators. Throughout northern Florida and southern Georgia, the numerous small towns and cities remain mostly abandoned, lost during the chaos after the war. Some treasures may remain, as scavengers from more organized communities look for ways to prolong their existence.
 
Mercenaries of the Wasteland​

These are the various groups for hire to perform various deeds and activities for caps. Each type of organization has their own rules and ethics for conduct, and will not perform certain types of deeds. They accept payment through caps only, and will not accept any form of material goods as compensation. Be warned, if they feel they were not properly compensated or otherwise mistreated, they possess the know-how and firepower to make your life very difficult. Prices for activities must be determined through negotiation on a case by case basis. The resources of mercenary groups are finite. If another faction offers a more lucrative contract, regardless of whether or not you have agreed to one, they will give that priority. Your money will be refunded, but the contract can be completed at a later date should you choose to do so, for a new market cost.

Sunshine Construction Union: A poorly armed group, these people are not really your standard mercenaries. Instead, you can hire the construction union with caps to build any sort of building that you may not have the resources otherwise to complete. The cost can be heavy, but that is the price of excellence.

Weapons of the Wasteland​

These are the various weapons which can be salvaged or built by the factions of the Wasteland, including you. Some can only be scavenged, so keep this in mind when you're drooling over the possibilities.

Standard Weapons
Spoiler :

Low-Tech Melee Weapon: These are purpose built melee weapons such as swords and the like. Significantly better than improvised arms that people use by default. Obviously, Melee weapons do not expend ammunition in battle.
Cost: 1 Material
Requisites: Blacksmith

Low-Tech Ranged Weapon: These are purpose built ranged weapons along the lines of bows and crossbows. These weapons do not expend ammunition.
Cost: 5 Materials
Requisites: Blacksmith

Low-Tech Siege Weapons: These are things like catapults and trebuchets, relics of a more barbaric age. They can bring down all but the toughest walls, and in theory could be used to inefficiently respond to more advanced ranged equipment. They expend 5 Materials in each battle they are used.
Cost: 150 Materials
Requisites: Blacksmith and Engineer

High Tech Melee: These are pre-war military hand to hand combat devices, such as "Power Fists" and more civilian items like chainsaws. These are great for stealthy operations and combat against those who do not have guns. Like Low Tech Melee, these devices do not expend ammunition in battle.
Cost: 10 Materials
Requisites: Blacksmith and Technician

One-Hand (1-H) Guns. These are projectile 1 hand weapons such as pistols, submachine guns, and revolvers. For the sake of simplicity I'm including shotguns in this category as well. Simply put, these are the best weapons for combat in close quarters, urban regions. They are fairly common throughout civilian ruins. They expend 1 Ammunition each per battle fought in a turn.
Cost: 10 Materials
Requisites: Gunsmith

Two-Hand (2-H) Guns: These are projectile rifles, hunting or otherwise. Best for open base defense and in-the-field combat, as well as being nearly as good as 1-H Guns in close combat. They are somewhat common among civilian ruins. They expend 2 Ammunition each per battle fought in a turn.
Cost: 20 Materials
Requisites: Gunsmith

Heavy Weapons: These are missile launchers, grenade launchers, and other explosive devices. They are good in any circumstance when you're not trying to be subtle about your capabilities. They can normally only be salvaged from prewar military installations and a select few civilian installations. They expend 5 Ammunition each per battle fought in a turn.
Cost: 50 Materials
Requisites: Gunsmith and Engineer

Howitzer: These are modern artillery pieces in their purest form. One of the few pieces of military equipment pre-war not based on electronics, except for guidance, these artillery devices can be found at scattered bases across the wasteland. However, without the attached vehicles, they can be very difficult to move, so are best in a defensive position. They expend 50 Ammunition each per battle fought.
Cost: 600 Materials
Requisites: Completed Manufactory, Gunsmith, Mechanic, Engineer, and Technician

Laser Weapons: These were fairly standard issue for the United States military at the time of the Great War. They come and all shapes and sizes, and are generally known for packing a much bigger punch than projectile weapons. They are typically only found among Army or National Guard bases. They expend 3 Ammunition each per battle fought in a turn.
Cost: 30 Materials
Requisites: Gunsmith and Scientist

Plasma Weapons: These had just been issued to the military prior to the Great War, and are known for the extreme firepower, being able to punch through almost any type of armor, reducing their victims to a green goo. They are difficult to find and can only be located from ruins of large military bases. They expend 4 Ammunition each per battle fought.
Cost: 60 Materials
Requisites: Gunsmith, Scientist, Technician, and Engineer

Fat Man/Mini-Nuke: The Fat Man is one of the biggest guns out there. Essentially this gun propels a small nuclear device out of a launcher, smashing apart medium-sized groups of enemies, as well as pretty much any vehicle or hapless fool in power armor. Unlike other guns they use Mini-Nukes as ammunition. Unlike other guns, they will ONLY be used in battle if you specifically say so, due to the rarity of both the gun and the ammo. Both the Fat Man and Mini-Nukes can only be found through lucky salvage.

Stealth Boy: The Stealth Boy is a pre-war stealth device that renders almost complete invisibility upon its wearer for a few moments. The charge is limited and there’s no recharge, so use of a stealth boy will render the device useless, not much more than garbage. A rare device and particularly lethal when appropriately used in action.


Armors
Spoiler :

Leather Armor: Leather Armor is the most basic protection beyond normal clothing, crafted out of animal hide and old clothing. Leather Armor is best against animal attacks and conventional firearms.
Cost: 5 Materials
Requisites: Armorsmith

Metal Armor: Created out of old car parts and other detritus of the old world, metal armor is somewhat tougher than Leather Armor. They lack the same maneuverability, however, and are far better against swords and low-tech weaponry, as well as higher tech energy weapons.
Cost: 10 Materials
Requisites: Armorsmith

Combat Armor: Combat Armor is the basic infantry reinforcement used by the US Army before the end of the world, or a passable replica thereof. It protects equally against all types of attacks, and costs 20 Materials per outfit of Combat Armor. They require and Armorsmith and a Technician to create.
Cost: 20 Materials
Requisites: Armorsmith and Technician

T-45 Power Armor (T-45 Suit): T-45 Power Armor was the first power armor suit introduced by the United States military into combat against the Chinese. It was in the process of being phased out when nuclear war at last broke out. Power armor is highly effective in combat, granting supreme protection and strength to the wearer. Unfortunately they are notoriously power inefficient, consuming 5 Fusion Cores per use in battle.
Cost: 300 Materials
Requisites: Armorsmith, Scientist, Engineer, and Technician

T-51 Power Armor (T-51 Suit): The T-51 power armor was the type of suit deployed in the Anchorage campaign and saw extensive trial in combat. It was known for having a more efficient energy system, but roughly the same level of armor. Therefore it offers the same amount of protection as the T-45, but only consumes 3 Fusion Cores per use in battle. The T-51 can only be scavenged, not built.

T-60 Power Armor (T-60 Suit): The T-60 power armor suit was the latest being rolled out to American military units when the war came to an end. It has significantly higher damage resistance than earlier models and all energy issues were resolved, vastly reducing fuel consumption. The T-60 only consumes 1 Fusion Core for use in battle. The T-60 can only be scavenged not built.

X-01 Power Armor (X-01 Suit): The X-01 Power Armor Suit was designed by the Enclave after the Great War and rectifies all previous suits’ flaws. They possess state of the art power systems which require no Fusion Cores for consumption. They can only be found in the hands of the Enclave and a very lucky few scavengers.


Robots
Spoiler :

Mr. Handy: These were developed for the civilian market as the first personal robot, particularly for cooking and repair work around the house. They still can help maintain fortifications and so forth, but you'll likely find them best for close-combat, as they possess a small flamethrower as well as numerous melee weapons. They can also be used for basic salvaging and construction, and will always return with something to show for it.
Cost: 100 Materials, 1 Fusion Core
Requisites: Technician

Protectron: These are common pre-war robots, generally used by civilian companies and police forces. They are the most versatile robots that were available on the prewar markets, able to be programmed for a variety of purposes, including law enforcement, emergency medical treatments, and repair and construction. They possess a laser weapon as well as limited disabling close-combat devices.
Cost: 150 Materials, 1 Fusion Core
Requisites: Technician

Mr. Gutsy: This was the military model of Mr. Handy, capable of constructing field fortifications, as well as possessing a military grade flamethrower and laser or plasma weapons.
Cost: 200 Materials, 1 Fusion Core
Requisites: Technician and Soldier

Assaultron: This is a fast moving and deadly robot, specializing in close combat and hand to hand fighting, but also possesses long range and powerful laser weaponry.
Cost: 300 Materials, 1 Fusion Core
Requisites: Technician, Scientist, and Soldier

Sentry Bots: These are very rare and uncommon pre-war advanced security and military robots. Unlike the Mr. Gutsy, these have no "peaceful" functions. They are armed with a gatling laser, missiles, and a flamethrower, all of which are constructed and supplied by internal programming. If you encounter these, be prepared to die or run away.
Cost: 300 Materials, 2 Fusion Cores
Requisites: Technician, Scientist, Soldier, and Engineer


Vehicles
Important Note: You should be aware that when it comes to creating larger and more complicated vehicles such as anything that isn’t a raft or canoe, what is actually occurring is the restoration of pre-war artifacts. Therefore you are not building a truck from scratch, but are rather restoring an old truck for use once again.

Spoiler :

Raft: This uncontrollable floating device is simply a means of carrying people or items behind a different, slow-moving boat. Used best with canoes. Trade over water is not viable for a turn without rafts to go with your canoes.
Cost: 25 Materials
Requisites: None

Canoe: These ancient boats are going to require at least 5 people each to move them swiftly along. They of course have no fighting capacity, but can be used in conjunction with rafts to move supplies around on rivers or lakes.
Cost: 50 Materials
Requisites: None

Small Boat: These are modern powered vessels that can carry a good deal of cargo and can move on larger rivers, assuming no significant debris. They can be armed if you choose to arm them with whatever weapons you have in your arsenal. Consider these to be approximately the size of a large fishing boat or very large yacht. These vessels will consume 1 Fusion Core per every 40 miles travelled.
Cost: 2,000 Materials
Requisites: Mechanic

Large Boat: These are modern powered vessels of far greater size than the Small Boat, roughly equivalent to a modern freighter. They can be armed and are mostly meant for oceanic travel, though it is not recommended to try to cross the Atlantic. They can haul massive amounts of scrap and other salvage from coastal areas. These vessels will consume 1 Fusion Core per every 10 miles travelled.
Cost: 6,000 Materials
Requisites: Manufactory, Mechanic, Technician, and Engineer

Motorcycle: These land-based powered vehicles are the epitome of fast reconnaissance for scouts. Capable of easily maneuvering through the ruins of the old world at high speed, they offer the ease of quickly transporting one’s scouts through the countryside. Sadly, due to the high speed, they are far more likely to fall prey to traps and are not so good off of pre-war roads. Motorcycles will consume 1 Fusion Core for every 100 Miles travelled.
Cost: 100 Materials
Requisites: Mechanic

Highwayman: These are some standard passenger cars from before the war, best suited for travel on good roads and open spaces. They are not particularly good for hauling goods, just people, and less maneuverable than a motorcycle, but offer somewhat more protection. Highwaymans will consume 1 Fusion Core for every 50 Miles travelled.
Cost: 300 Materials
Requisites: Mechanic

Truck: These lumbering pre-war vehicles are the ultimate land-based supply haulers. Far superior to carts or Brahmin, they can easily carry a large amount of salvaged goods or soldiers across the wasteland. Incredibly sturdy, they can go off-road with ease anywhere except swamps, but are typically best when escorted by friendly infantry or when travelling roads in friendly territory. Consumes 1 Fusion Core for every 20 Miles travelled.
Cost: 400 Materials
Requires: Mechanic

Vertibirds: A standard piece of equipment used by the military and private companies before the war. Possesses extremely hefty firepower and countermeasures against missiles and other ground-based offensive systems. Well suited for the deployment of mini-nukes against ground targets and expends 50 Ammunition per battle fought otherwise. Vertibirds consume 1 Fusion Core per 30 miles travelled. Vertibirds do not require airfields to land.
Cost: 1,000 Materials
Requisites: Manufactory, Mechanic, Technician, Soldier, Engineer, and Scientist


Unique Weapons and Vehicles

The weapons and vehicles below are most likely only found once or twice and will rarely be seen again. For the sake of simplicity, I’ve used traditional weapon names for these and have solely provided the consumption of ammunition they will use. In some cases, these units may use special types of supplies, such as Fuel.

B-77 Heavy Bomber: Developed in 2075 by Airdyne Industries, the B-77 was created to deliver massive amounts of conventional or nuclear ordnance upon enemy populations. Conceived for strategic bombing they operation on nuclear engines and were used en masse against Chinese cities during the Great War prior to the fighting becoming atomic. They use 100 Ammunition on each bombing run, but deploy a truly devastating payload in the process. They will use up 1 Fusion Core every 100 miles of travel.

Infantry Fighting Vehicle (IFV): Prior to the nuclear stage of the Great War, the United States was still using lighter assault vehicles for transit of infantry on the battlefield. Armed with a light turret cannon, the IFV is powerful against everything except heavy and plasma weapons, though they make a bigger target than power armored soldiers. They will use up 1 Fusion Core every 25 miles of travel (Rounded up). To use their main cannon in battle will cost 50 Ammunition per fight. An IFV can accommodate 10 passengers, and can haul a decent amount of scrap parts, tech parts, or ammunition using attachable trailers.

Light Aircraft: Civilians could own aircraft before the nuclear bombs dropped, and a number of private aircraft may have survived intact throughout the wasteland. Powered by small nuclear engines and unarmed, they could still make excellent scouting aircraft if deployed from an airfield. They will use up 1 Fusion Core every 500 miles of travel.

X-17 Fighter Aircraft: These fighters were the pride of the United States Air Force before the war. They were featured in every display and presentation as a symbol of American glory and power. Their durability was renown, and while most were sent to the front lines, others have remained intact. They have no missiles, and expend 50 Ammunition for each fight they are in. They will use up 1 Fusion Core for every 300 miles of travel.

USS Alabama: A warship with powerful guns and a history dating back to the Second World War. Having been repaired, it’s easily the most powerful ship on the seas, with massive armaments and storage for supplies. Unfortunately it requires a crew of 300 to operate and expends 800 Ammunition every time it’s in a fight. It will also consume 1 Fusion Core for every 10 miles of travel.

Railroad Assets

Railroads are a growing facet of life in the Sunshine Wasteland. They offer rapid transit for anyone lucky enough to have one nearby. An engine is required for any of these assets to actually move on the rails. Towns require a Train Station (see Structures) for an engine to stop at them for transportation purposes. The cost of track between settlements depends on the length of the route, the presence of pre-war railroad tracks, and the amount of debris between locations. Consult me for an exact price.

Engine: The Engine required for dragging cars along the tracks.
Cost: 3,000 Materials
Requisites: Technician, Engineer, Mechanic

Car: Basic boxcar that could carry either passengers or cargo with the least amount of comfort.
Cost: 100 Materials
Requisites: Engineer

Luxury Car: Passenger car with all sorts of amenities allowing for the highest class of transit along the railroads.
Cost: 200 Materials
Requisites: Technician

Important Structures

The following are key structures which are used to expand the capabilities of your faction, in order to secure your safety and prosperity. All buildings are listed in the settlement's stats in which they are built. This is by no means an all inclusive list, and feel free to think of anything else that may have been missed here. Another note is that farms are not included here (beyond hydroponics), and this is because with the exception of automated equipment, I am assuming all gathering takes place from existing farms. Please read the descriptions thoroughly as some structures require a geographic trait. Furthermore, as it is clarified here, your educational level makes a difference on the prices for various things. A detailed summary of this is above under the Education rules.

Spoiler :

New Town: This is the construction of a new settlement of different types, each with their own advantages/disadvantages, as discussed above in the ruleset. New settlements cost varying amounts depending on how/where you build them.
Settlement: Can usually only be built in open territory, but this can also be used to “reclaim” a small town that you have scouted. Best type of settlement for food production. 3,000 Materials to build.
Military Base/Bunker: If you’ve found a military base that you’d like to inhabit, it’ll cost 2,000 Materials to make the needed repairs and secure the place as a community. Usually standard for food production, assuming the area is any good for farming.
Urban Ruin: Can only be built in a heavily urban area. 1,000 Materials to patch holes in the walls and fortify the position. Poor food production.
Cave System: Can only be claimed and built where caves exist. 500 Materials are needed to turn a cave system into a functioning community center. Food production minimal at best, water production is typically doubled that of usual settlements due to easier access to the Florida aquifer.

Radio Tower: This structure allows for broadcasting into the wasteland, music or otherwise. Allows long distance communication and diplomacy with other factions that also have radios. Increases attention of would-be immigrants and raiders to your faction.
Cost: 1,000 Materials
Requisites: Technician

Water Station: This structure combines a purifier with a pump, allowing for mass production of clean water for your community. It is possible to pump a lake dry with years of sustained use.
Cost: 800 Materials
Requisites: Engineer

Farming Equipment: These are any facilities and equipment used for improving agriculture. Assuming your area is suitable for farming in the first place, this will improve the output you provide. After 3 levels of farming equipment, no more food can be provided. Therefore any construction will be ignored.
Cost: 800 Materials
Requisites: Farmer

Energy Generator: This is a basic nuclear reactor that can be constructed with a significant background in education or the ability to learn it from other sources. Generators convert raw energy from scavenged materials into Fusion Cores at an exchange rate of 10 Materials for each Fusion Core. Fusion Cores are used by a variety of vehicles, armor, and buildings for power.
Cost: 1,500 Materials
Requisites: Technician and Engineer

Ammunition Converter: This facility allows you to convert Materials into Ammunition for use on the battlefield. Conversion is done at a cost of 1 Materials into 1 Ammunition.
Cost: 1,500 Materials
Requisites: Gunsmith and Engineer

Fortifications: Fortifications are any sort of purpose-built defensive works that protect the settlement in question. Ten levels of fortification can be built at any particular settlement or outpost. Each level represents essentially adding +1 Military Skill to any defenders of that settlement. It is assumed that any existing settlement has a basic level of fortifications, these structures are anything that could be considered additions. This could include, but is not limited to: pillboxes, additional walls, parapets, and interior strongholds.
Cost: 500 Materials
Requisites: None

Manufactory: Manufactories are used solely for the production of particularly high tech and complicated sorts of equipment and arms. Allows the creation of Farming Equipment, Leather Armor, Low-Tech Melee Weapons, Low-Tech Ranged Weapons, 1-H Guns, and 2-H Guns without the need for specialists.
Cost: 4,000 Materials
Requisites: Technician and Engineer

Automated Defense System: This powered facility is a series of automated defense turrets, which increase the defense capacity of your base and reduce the need for a garrison. Systems use no ammunition or Fusion Cores, recycling their own over time. They are vulnerable to hacking by Spies.
Cost: 600 Materials
Requisites: Technician and Soldier

Clinic: This is a place for treatment for radiation poisoning and wounds of all sizes and types, as well as the creation of chems to enhance and aid wastelanders. Improves survival chances for victims of attacks on the settlement, and opens up new options in regards to Challenges.
Cost: 600 Materials
Requisites: Doctor

Jail: This is a fortified structure that offers a place to contain those who disrupt the harmony of a settlement. Halves standard settlement morale penalty from 2% a turn to 1%. Also can open up new options in regards for Challenges and reduces risk of slave revolt or escape.
Cost: 400 Materials
Requisites: Sheriff

Brothel: This is a location for the practice of the oldest profession for males and females alike, helping people find an escape from the woes of the world for a brief time. Produces 2% morale per turn.
Cost: 300 Materials
Requisites: Entertainer

Inn: This is a family-friendly location for people to visit for a drink or conversation. A favorite place for traveling wanderers and adventurers, and will produce 1% morale per turn, and increase odds of receiving a Challenge that will allow for recruitment of a new specialist.
Cost: 400 Materials
Requisites: Entertainer

Hotel: This is a major entertainment and hosting area, where bars and parties are plentiful, providing a taste of prewar luxuries. They produce 3% morale per turn.
Cost: 2,000 Materials
Requisites: Entertainer, Engineer

Airfield: A place in a settlement where planes can take off and land. Required for use of any aircraft. Only one can be built per town.
Cost: 3,000 Materials
Requisites: Engineer, Technician

Deepwell: An advanced drilling and pumping facility that turns out very large amounts of clean water from deep in the earth’s surface from ancient reservoirs. Can only be built on the Floridian peninsula.
Cost: 2,000 Materials
Requisites: Blueprints, Engineer

Train Station: A facility designed to allow easy loading and boarding of passenger trains throughout the Sunshine Wasteland.
Cost: 500 Materials
Requisites: Engineer

Mine: A facility that allows the use of Population and/or slaves to dig up valuable Materials from beneath the earth. Can only be built in mountainous areas with viable resources.
Cost: 1,200 Materials
Requisites: Engineer
 
Player Faction Stats

Alisonia: SouthernKing
Leader: Queen Artemisia II Jackson (Entertainer; 27)
Faction Morale: 70%
Structures: None
Population: 260
Slaves: 0
Specialists: None
Caps: 199k
Food: 720 (+450)
Water: 1,520 (+450)
Fusion Cores: 200
Materials: 2,600
Chems: 0
Ammunition: 650
Military Skill: 5
Settlements:
Spoiler :

The Parthenon (Vanderbilt University, Nashville, TN; Urban Ruin): +450 Food, +450 Water
-Structures: None
-Arsenal: 80 Low-Tech Melee Weapons, 20 Low-Tech Ranged Weapons, 100 1-H Guns, 65 2-H Guns, 25 Laser Weapons, 2 Howitzers, 40 T-45 Suits, 10 Highwaymans


Cape Coral Trading Company: Scarlet King
Leader: CEO Allister Watts (Politician; 36)
Faction Morale: 60%
Structures: None
Population: 550
Slaves: 0
Specialists: None
Food: 2,600 (+300)
Water: 2,600 (+200)
Fusion Cores: 200
Chems: 0
Materials: 0
Ammunition: 1,000
Military Skill: 3
Settlements:
Spoiler :

CCTC HQ (Cape Coral, FL; Urban Ruin): +300 Food, +200 Water
-Structures: None
-Arsenal: 100 1-H Guns, 50 2-H Guns, 25 Laser Weapons, 5 Small Boats


Columbia: <nuke>
Leader: President Odel Ryan III (Scientist; 41)
Faction Morale: 60%
Population: 19,850
Specialists: Walter McDowell (Blacksmith; 57), Diana Tuck (Gunsmith; 32), Ernest Parker (Armorsmith; 55), Luis Verdoni (Mechanic; 28), Carlos Ojeda (Farmer; 61), Karen Daniels (Technician; 34), Mika (Entertainer; 37), Donny Ryan (Engineer; 40), Sherman House (Doctor; 67)
Caps: 1892.9k (-10k)
Food: 2,200 (+16,630)
Water: 660 (+14,960)
Fusion Cores: 630
Materials: 5,800
Chems: 300
Ammunition: 9,520
Military Skill: 6
Settlements:
Spoiler :

Alafaya (Alafaya, FL; Settlement): +1,550 Food
-Structures: Fortifications, Farming Equipment (5)
-Arsenal: 350 Low-Tech Melee Weapons, 50 Low-Tech Ranged Weapons, 75 1-H Guns, 5 Heavy Weapons
Bushnell (Bushnell, FL; Settlement): +1,600 Food, +1,000 Water
-Structures: Farming Equipment (5), Water Station (3), Fortifications (2)
-Arsenal: 250 Low-Tech Melee Weapons, 50 1-H Guns
Cedar Key (Cedar Key, FL; Settlement):
-Structures: Fortifications (2)
-Arsenal: 200 Low-Tech Melee Weapons, 50 1-H Guns, 25 2-H Guns
Dragonville (Orange County Courthouse, Orlando, FL; Urban Ruin)
-Structures: Fortifications (3)
-Arsenal: 100 1-H Guns
Edgewood (Edgewood, FL; Settlement): +1,650 Food, +2,500 Water
-Structures: Farming Equipment (5), Water Station (5), Energy Generator, Fortifications (5), Automated Defense System, Ammunition Convertor, Deepwell
-Arsenal: 300 Leather Armor Suits, 400 Low-Tech Melee Weapons, 60 Low-Tech Ranged Weapons, 200 1-H Guns, 85 2-H Guns, 30 Laser Weapons, 10 Plasma Weapons, 7 Heavy Weapons, 3 Mr. Handys, 7 Protectrons
Fort Apopka (Apopka, FL; Urban Ruin)
-Structures: Fortifications (3), Radio Tower
-Arsenal: 50 Leather Armor Suits, 150 Low-Tech Melee Weapons, 50 Low-Tech Ranged Weapons, 25 1-H Guns
Fort Gainesville (University of Florida, Gainesville, FL; Urban Ruin)
-Structures: Fortifications
-Arsenal: 200 Leather Armor Suits, 50 Metal Armor Suits, 300 Low-Tech Melee Weapons, 200 1-H Guns, 200 2-H Guns, 100 Laser Weapons, 5 Mr. Handys, 21 Mr. Gutsys
Leesburg (Leesburg, FL; Settlement): +1,100 Food, +1,600 Water, +5 Energy
-Structures: Water Station (4), Fortifications (4), Farming Equipment (5), Wasteland Tech Fairgrounds, Energy Generator, Train Station
-Arsenal: 244 Low-Tech Melee Weapons, 95 1-H Guns,20 2-H Guns, 40 Laser Weapons
Newberry (Newberry, FL; Settlement): +1,550 Food, +600 Water
-Structures: Fortifications (3), Water Station, Train Station, Farming Equipment (5)
-Arsenal: 200 Low-Tech Melee Weapons, 220 1-H Guns, 320 2-H Guns, 10 Laser Weapons, 1 Howitzer, 5 Mr. Handys
Ocala (Ocala, FL; Settlement): +1,900 Food, +1,360 Water
-Structures: Farming Equipment (5), Water Station (4), Fortifications (4), Radio Tower, Train Station, Airfield
-Arsenal: 50 Leather Armor Suits, 120 Low-Tech Melee Weapons, 10 High-Tech Melee Weapons, 200 1-H Guns, 115 2-H Guns, 45 Laser Weapons, 5 Heavy Weapons
Ocoee (Ocoee, FL; Settlement): +200 Food, +1,000 Water
-Structures: Fortifications (4), Water Station (3), Farming Equipment
-Arsenal: 100 Low-Tech Melee Weapons, 100 1-H Guns, 30 Laser Weapons
Spring City (Citrus Springs, FL; Settlement): +2,300 Food, +1,300 Water
-Structures: Fortifications (7), Water Station(2), Farming Equipment (5)
-Arsenal: 80 Leather Armor Suits, 400 Low-Tech Melee Weapons, 100 Low-Tech Ranged Weapons, 400 1-H Guns, 200 2-H Guns, 30 Heavy Weapons
Umatilla (Umatilla, FL; Settlement): +100 Food, +1,000 Water
-Structures: Fortifications (3), Water Station (3)
-Arsenal: 100 Low-Tech Melee Weapons, 150 1-H Guns
Universe City (Universal Studios, Orlando, FL; Settlement): +2,700 Food, +2,100 Water
-Structures: Farming Equipment (5), Water Station, Fortifications (5), Hotel (3), Amusement Park Rides (3), Race Track, Golf Course, Energy Generator, Automated Defense System, Deepwell, Radio Tower
-Arsenal: 50 Combat Armor Suits, 190 High-Tech Melee Weapons, 300 1-H Guns, 75 2-H Guns, 3 Heavy Weapons, 1 Howitzer, 20 Motorcycles, 25 Mr. Handys, 2 Protectrons
Terminus (Orlando International Airport; Urban Ruin):
-Structures: Fortifications (10), Train Station, Energy Generator, Automated Defense System
-Arsenal: 30 Leather Armor Suits, 150 1-H Guns
Vault 77 (Outside of Lisbon, FL; Vault): +1,980 Food, +2,500 Water
-Structures: Fortifications, Ammo Convertor, Radio Tower, Water Station (4), Farming Equipment (5)
-Arsenal: 200 Low-Tech Melee Weapons, 40 High-Tech Melee Weapons, 125 Low-Tech Ranged Weapons, 790 1-H Guns, 415 2-H Guns, 380 Laser Weapons, 149 Plasma Weapons, 2 Heavy Weapons, 56 T-45 Suits, 1 Raft, 5 Canoes, 25 Mr. Gutsys


Darcy&#8217;s Raiders: Zappericus
Leader: Captain William Darcy (Soldier; 26)
Faction Morale: 60%
Population: 330
Slaves: 30
Specialists: None
Food: 1,470 (+200)
Water: 1,470 (+200)
Fusion Cores: 200
Materials: 1,630
Chems: 0
Ammunition: 3,000
Military Skill: 5
Settlements:
Spoiler :

USS Goliath (Camp Lejeune, NC; Urban Ruin): +200 Food, +200 Water
-Structures: None
-Arsenal: 50 High-Tech Melee Weapons, 300 Laser Weapons, 10 Heavy Weapons, 120 StealthBoys, 50 T-51 Suits, 1 X-17 Fighter Aircraft


East Florida Trading Company: Golden1Knight
Leader: Trade Lord John Smith (Adventurer; 59)
Faction Morale: 60%
Population: 2,710
Slaves: 800
Specialists: Ian Jacobs (Farmer; 33), William Mayhem (Gunsmith; 64), Thomas Graham (Engineer; 71), Daisy King (Blacksmith; 31)
Caps: 47k
Food: 430 (+2,700)
Water: 3,800 (+2,900)
Fusion Cores: 0
Materials: 4,900
Chems: 0
Ammunition: 2,175
Military Skill: 12
Settlements:
Spoiler :

Fort Jacksonville (Southside, Jacksonville, FL; Urban Ruin):
-Structures: Fortifications
-Arsenal: 150 Low-Tech Melee Weapons, 50 Low-Tech Ranged Weapons, 110 1-H Guns, 150 2-H Guns, 15 Laser Weapons
Reach (JEA, Jacksonville, FL; Urban Ruin)
-Structures: Fortifications (3)
-Arsenal: 194 Low-Tech Melee Weapons, 5 1-H Guns, 50 2-H Guns
Saint Augustine (Settlement, Capital): +1,500 Food, +2,100 Water
-Structures: Farming Equipment (3), Water Station (3), Fortifications (5), Radio Tower, Gunsmith, Ammunition Convertor, Jail, Inn
-Arsenal: 400 Low-Tech Melee Weapons, 100 Low-Tech Ranged Weapons, 50 High-Tech Melee Weapons, 325 1-H Guns, 110 2-H Guns, 25 Laser Weapons, 1 Howitzer
St. Johns (Settlement; St Johns, FL): +1,200 Food, +800 Water
-Structures: Water Station (2), Farming Equipment (2), Fortifications (4)
-Arsenal: 100 Low-Tech Melee Weapons, 470 1-H Guns, 150 2-H Guns, 10 Laser Weapons, 5 Heavy Weapons


Finders Keepers Trader Union: Terran Emperor
Leader: CEO Johnathan Hill (Adventurer; 27)
Faction Morale: 60%
Population: 650
Slaves: 0
Specialists: None
Food: 1,600 (+500)
Water: 1,600 (+500)
Fusion Cores: 0
Materials: 1,000
Chems: 0
Ammunition: 3,600
Military Skill: 3
Settlements:
Spoiler :

Cross (Cross, SC; Pre-War Community): +500 Food, +500 Water
-Structures: None
-Arsenal: 150 1-H Guns, 100 2-H Guns, 10 Heavy Weapons


Florida Reclamation District: Tonli
Leader: Governor Amber Jones (Politician; 55)
Faction Morale: 60%
Population: 4,780
Slaves: 0
Specialists: Jason King (Farmer; 37), Lucy Moos (Blacksmith; 34), Megan Cowles (Gunsmith; 33), Bruton Gastor (Scientist; 44)
Caps: 711.4k
Food: 940 (+7,210)
Water: 10,740 (+9,000)
Fusion Cores: 310
Materials: 4,860
Chems: 0
Ammunition: 1,970
Military Skill: 5
Outposts:
Spoiler :

Alfredstown (Molino, FL; Settlement): +500 Food, +500 Water
-Structures: None
-Arsenal: 500 Low-Tech Melee Weapons, 20 1-H Guns
Bellto (Campbellton, FL; Settlement): +260 Food, +700 Water
-Structures: Fortifications (3), Farming Equipment (2), Water Station (2)
-Arsenal: 300 Low-Tech Melee Weapons
The Door (Theodore, AL; Settlement): +500 Food, +500 Water
-Structures: Fortifications (3)
-Arsenal: 300 Low-Tech Melee Weapons, 300 1-H Guns, 50 2-H Guns
Linkton (Mobile, AL; Urban Ruin): +50 Food, +350 Water
-Structures: Water Station, Fortifications
-Arsenal: 250 Low-Tech Melee Weapons, 50 1-H Guns, 25 2-H Guns, 20 Laser Weapons, 10 Plasma Weapons
Mariana (Mariana, FL; Settlement): +1,900 Food, +1,800 Water
-Structures: School, Fortifications (6), Ammunition Convertor, Water Station (4), Energy Generator, Automated Defense System (3), Farming Equipment (2)
-Arsenal: 700 1-H Guns, 300 2-H Guns, 200 Laser Weapons, 50 T-45 Suits, 6 Mr. Handys
New Panama (Panama City, FL; Settlement): +850 Food, +350 Water
-Structures: Water Station, Farming Equipment
-Arsenal: 250 Low-Tech Melee Weapons, 50 1-H Guns, 50 2-H Guns
Pensacola (Pensacola, FL; Settlement): +750 Food, +1,300 Water, +3 Energy
-Structures: Water Station (2), Fortifications, Radio Tower, Farming Equipment (2), Forge, Airfield, Energy Generator, Ammunition Convertor
-Arsenal: 350 Leather Armor Suits, 935 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 485 1-H Guns, 390 2-H Guns, 30 Laser Weapons, 40 Plasma Weapons, 40 Heavy Weapons, 3 Howitzers
Saint George (Apalachicola River Management Area; Settlement): +400 Food, +700 Water
-Structures: Fortifications (2), Farming Equipment (2), Water Station (2)
-Arsenal: 75 1-H Guns
Vault 24 (Crawfordville, FL; Vault): +2,000 Food, +2,000 Water
-Structures: Cloning Facility, Radio Tower, Ammunition Convertor, Fortifications
-Arsenal: 2,125 Low-Tech Melee Weapons, 75 1-H Guns, 45 2-H Guns, 175 Laser Weapons, 5 Mr. Handys


Georgia Reclamation District: DuneBear
Leader: Governor Thaddeus Tyreen (Sheriff; 61)
Faction Morale: 65%
Population: 18,020
Slaves: 0
Specialists: Kylee Smalls (Mechanic; 21), Daniel MacArthur (Soldier; 30), Henry Smithers (Farmer; 35), John Henderson (Blacksmith; 37), Juliet Courts (Technician; 27), Fiona Glens (Gunsmith; 29), Edward Smith (Armorsmith; 55), Victoria Burns (Engineer, 41), Paul Russo (Scientist, 63)
Caps: 154.6k
Food: 2,410 (+19,060)
Water: 2,940 (+16,900)
Fusion Cores: 400
Materials: 1,650
Chems: 0
Ammunition: 530
Military Skill: 6
Settlements:
Spoiler :

All&#8217;s Well (Roswell, GA; Urban Ruin): +100 Food, +500 Water
-Structures: Fortifications (6), Water Station (2)
-Arsenal: 300 Low-Tech Melee Weapons, 150 1-H Guns, 100 2-H Guns, 50 Laser Weapons, 10 Heavy Weapons, 5 Mr. Handys
Arlington (Arlington, GA; Settlement): +1,550 Food, +1,100 Water
-Structures: Fortifications, Water Station (2), Farming Equipment (5)
-Arsenal: 2,620 Low-Tech Melee Weapons, 120 1-H Guns, 10 2-H Guns, 10 Laser Weapons
Baldwin (Baldwin, GA; Settlement): +500 Food, +500 Water
-Structures: Fortifications (5)
-Arsenal: 250 Low-Tech Melee Weapons, 170 1-H Guns, 40 Laser Weapons
Bonanza (Bonanza, GA; Settlement): +100 Food, +100 Water
-Structures: Fortifications (5)
-Arsenal: 250 Low-Tech Melee Weapons, 50 1-H Guns, 25 2-H Guns, 20 Laser Weapons
Cartersville (Cartersville, GA; Settlement): +950 Food, +500 Water
-Structures: Fortifications (5), Ammunition Convertor, Farming Equipment (3)
-Arsenal: 400 Low-Tech Melee Weapons, 100 1-H Guns, 100 2-H Guns
Clermont (Clermont, GA; Settlement): +1,200 Food, +700 Water
-Structures: Fortifications (5), Water Station, Farming Equipment (3)
-Arsenal: 500 Low-Tech Melee Weapons, 100 1-H Guns, 80 2-H Guns, 30 Laser Weapons, 10 Heavy Weapons
Cleveland (Cleveland, GA; Settlement): +2,100 Food, +1,700 Water
-Structures: Fortifications (5), Farming Equipment (5), Water Station (3)
-Arsenal: 1,010 Low-Tech Melee Weapons, 200 1-H Guns, 100 2-H Guns, 30 Laser Weapons
Dallas (Dallas, GA; Settlement): +200 Food, +200 Water
-Structures: Fortifications (4), Ammunition Convertor
-Arsenal: 200 1-H Guns, 150 2-H Guns
Demon&#8217;s Rest (Demorest, GA; Settlement): +2,600 Food, +2,500 Water
-Structures: Fortifications (4), Ammunition Convertor, Farming Equipment (5), Water Station (4)
-Arsenal: 500 Low-Tech Melee Weapons, 250 1-H Guns, 66 Laser Weapons
Dobbins Air Reserve Base (GA; Military Base): +200 Water
-Structures: Airfield, Fortifications (7), Water Station, Jail
-Arsenal: 600 Leather Armor Suits, 200 Metal Armor Suits, 100 Combat Armor Suits, 1,000 Low-Tech Melee Weapons, 30 1-H Guns, 180 2-H Guns, 200 Laser Weapons, 40 Heavy Weapons, 2 Howitzers, 5 Mr. Handys, 40 Protectrons, 10 Mr. Gutsys, 10 Sentry Bots, 5 X-17 Fighters, 3 B-77 Heavy Bombers
Fairmont (Fairmont, GA; Settlement): +1,100 Food, +700 Water
-Structures: Fortifications (5), Water Station, Farming Equipment (3)
-Arsenal: 100 Leather Armor Suits, 700 Low-Tech Melee Weapons, 50 1-H Guns, 40 Laser Weapons
Flatland (Hickory Flat, GA; Settlement): +100 Food, +100 Water
-Structures: Fortifications (2)
-Arsenal: 100 1-H Guns, 50 2-H Guns
Hampton (Hampton, GA; Settlement): +1,750 Food, +1,300 Water
-Structures: Fortifications (7), Farming Equipment (5), Water Station (2)
-Arsenal: 100 Leather Armor Suits, 400 Low-Tech Melee Weapons, 250 1-H Guns, 25 2-H Guns, 20 Laser Weapons, 4 Low-Tech Siege Weapons, 1 Howitzer
Jasper (Jasper, GA; Settlement): +250 Food, +300 Water
-Structures: Fortifications (5), Water Station, Farming Equipment
-Arsenal: 300 Low-tech Melee Weapons, 150 1-H Guns, 50 2-H Guns, 100 Laser Weapons
McDonough (McDonough, GA; Settlement): +100 Food, +100 Water
-Structures: Fortifications (6)
-Arsenal: 300 Low-Tech Melee Weapons, 115 1-H Guns, 25 2-H Guns, 20 Laser Weapons
Oakwood (Oakwood, GA; Settlement): +100 Food
-Structures: Fortifications (6)
-Arsenal: 50 Leather Armor Suits, 300 Low-Tech Melee Weapons, 30 2-H Guns, 100 Laser Weapons, 2 Howitzers
Oddity (Homer, GA; Settlement): +360 Food, +600 Water
-Structures: Fortifications (5), Farming Equipment (3), Water Station
-Arsenal: 30 Leather Armor Suits, 150 2-H Guns, 40 Laser Weapons, 2 Howitzers
Ranger (Ranger, GA; Settlement): +1,200 Food, +900 Water
-Structures: Fortifications (6), Farming Equipment (3), Water Station
-Arsenal: 400 Low-Tech Melee Weapons, 300 1-H Guns, 40 Laser Weapons, 1 Howitzer
Rockmart (Rockmart, GA; Settlement): +900 Food, +500 Water
-Structures: Fortifications (4), Farming Equipment (2)
-Arsenal: 100 Leather Armor Suits, 700 Low-Tech Melee Weapons, 100 1-H Guns
Two Ty (Ty Ty, GA; Settlement): +500 Food, +500 Water
-Structures: Fortifications (4)
-Arsenal: 30 Leather Armor Suits, 200 Low-Tech Melee Weapons, 400 1-H Guns, 250 2-H Guns, 50 Laser Weapons, 20 Heavy Weapons
Union City (Union City, GA; Settlement): +800 Food, +500 Water
-Structures: Fortifications (5), Farming Equipment
-Arsenal: 500 Low-Tech Melee Weapons, 50 1-H Guns, 41 2-H Guns, 30 Laser Weapons
Vault 136 (Vault; Dahlonega, GA): +2,000 Food, +2,700 Water
-Structures: Fortifications (10), Radio Tower, Energy Generator, Automated Defense System (2), Water Station (2), Farming Equipment (3), Manufactory, Jail
-Arsenal: 400 Leather Armor Suits, 100 Metal Armor Suits, 50 Combat Armor Suits, 850 Low-Tech Melee Weapons, 100 High-Tech Melee Weapons, 495 1-H Guns, 77 2-H Guns, 401 Laser Weapons, 20 Plasma Weapons, 5 Heavy Weapons, 2 Howitzers, 1 Fat Man, 1 Power Armor Suit Mk2, 15 Motorcycles, 3 Vertibirds, 33 Mr. Handys, 29 Protectrons, 8 Mr. Gutsys, 28 SentryBots
Villa (Villa Rica, GA; Settlement): +500 Food, +500 Water
-Structures: Fortifications (4)
-Arsenal: 550 Low-Tech Melee Weapons
Vinland (Vinings, GA; Urban Ruin): +100 Food, +200 Water
-Structures: Fortifications (5), Water Station
-Arsenal: 200 Low-Tech Melee Weapons, 60 1-H Guns, 50 2-H Guns, 50 Laser Weapons


Green Bear Corps: Menoetius
Leader: Captain-General Aidan Waugh (Soldier; 36)
Faction Trait: Barbaric
Population: 500
Slaves: 0
Specialists: Rory Daniels (Engineer; 25)
Caps: 42.2k
Food: 1,850 (+0)
Water: 850 (+600)
Fusion Cores: 300
Materials: 1,000
Chems: 0
Ammunition: 1,385
Military Skill: 10
Settlements:
Spoiler :

Green Bear Corps Bunker (Four Creeks State Forest, FL; Bunker): +600 Water
-Structures: Fortifications (2), Water Station
-Arsenal: 350 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 70 1-H Guns, 370 Laser Weapons, 30 Plasma Weapons, 100 T-60 Suits, 10 Mr. Handys, 25 Protectrons


Jacksonia: J.K. Stockholme
Leader: Overseer Tiffany Jackson (Soldier; 31)
Faction Morale: 65%
Population: 21,540
Slaves: 3,780
Specialists: Gabrielle Jackson (Scientist; 23), Blake Jackson (Politician; 51), Josiah Jackson (Sheriff; 60), Scott Andrews (Farmer; 55), Michelle Vulmer (Mechanic; 33), Henrietta Dauphin (Technician, 39), Misha Blossom (Blacksmith; 44), Samuel Croswell (Gunsmith; 35), Isaac Carpenter (Engineer: 68), Martin White (Armorsmith; 52); Jimmy Bondi (Spy; 27)
Caps: 14,976.2k (-60k)
Food: 0 (+64,670)
Water: 24,430 (+24,190)
Fusion Cores: 910
Materials: 6,145
Chems: 0
Ammunition: 59,935, 3 Mini-Nukes
Railroad Assets: 18 Cars, 2 Luxury Cars, 2 Engines
Military Skill: 9
Settlements:
Spoiler :

Christmas (Christmas, FL; Settlement): +1,700 Food
-Structures: Farming Equipment (3)
-Arsenal: 80 Low-Tech Melee Weapons, 100 1-H Guns
Davenport (Davenport, FL; Settlement): +750 Food, +750 Water
-Structures: Fortifications (2), Train Station
-Arsenal: 700 Low-Tech Melee Weapons, 200 1-H Guns, 80 2-H Guns
Edge (Patrick Air Force Base, FL; Former Military Base): +300 Water
-Structures: Water Station, Airfield, Manufactory
-Arsenal: 100 1-H Guns
Fort Freedom (Tampa Area, Settlement): +19,000 Food, +2,200 Water, +4 Energy
-Structures: Farming Equipment (3), Fortifications (3), Water Station (5), Train Station, Energy Generator, Fire Station, Jail
-Arsenal: 250 Low-Tech Melee Weapons, 160 1-H Guns, 50 2-H Guns, 20 Heavy Weapons, 3 Howitzers, 3 Trucks
Fort Plenty (Tampa International Airport, FL; Settlement): +14,000 Food, +4,500 Water
-Structures: Deepwell (4), Fortifications (3), Radio Tower, Ammunition Convertor, Farming Equipment (3), Museum of the Victors, Jail
-Arsenal: 200 Leather Armor Suits, 300 Low-Tech Melee Weapons, 50 1-H Guns, 50 2-H Guns, 30 Plasma Weapons, 4 Howitzers, 4 Trucks
Fort Strength (Fort MacDill Area; Settlement): +11,800 Food, +2,100 Water
-Structures: Energy Generator, Fortifications (3), Farming Equipment (3), Deepwell (4), Jail
-Arsenal: 500 Leather Armor Suits, 35 High-Tech Melee Weapons, 2,475 1-H Guns, 240 2-H Guns, 149 Laser Weapons, 253 Plasma Weapons, 23 Heavy Weapons, 1 Fat Man, 2 Howitzers, 25 Power Armor Suits, 15 Stealth Boys, 2 Trucks, 1 Small Boat, 3 Mr. Gutsys
Fort Truth (Egmont Key, FL; Military Base):
-Structures: Fortifications
-Arsenal: 50 Leather Armor Suits, 30 Low-Tech Melee Weapons, 20 1-H Guns, 50 2-H Guns, 20 Plasma Weapons, 4 Howitzers
Haven (Winter Haven, FL; Settlement): +100 Food, +500 Water
-Structures: Fortifications (2), Train Station
-Arsenal: 50 Leather Armor Suits, 500 Low-Tech Melee Weapons, 150 1-H Guns, 80 2-H Guns
Mims (Mims, FL; Settlement): +470 Food, +240 Water
-Structures: Farming Equipment (3), Water Station, Train Station
-Arsenal: 170 Low-Tech Melee Weapons, 165 1-H Guns, 50 2-H Guns
Nasacity (Titusville, FL; Settlement): +200 Food, +1,900 Water
-Structures: Water Station, Farming Equipment, Airfield, Deepwell, Train Station
-Arsenal: 100 Low-Tech Melee Weapons, 230 1-H Guns
New Fort Cocoa (Cocoa Beach, FL; Settlement): +350 Food, +1,200 Water
-Structures: Farming Equipment (2), Water Station (3)
-Arsenal: 194 Low-Tech Melee Weapons, 265 1-H Guns, 46 2-H Guns
New Smyrna Beach (Settlement): +1,200 Food, +1,350 Water
-Structures: Fortifications (4), Water Station (2), Farming Equipment (2), Deepwell
-Arsenal: 320 Low-Tech Melee Weapons, 330 1-H Guns, 100 2-H Guns
Oak Hill (Oak Hill, FL; Settlement): +100 Food
-Structures: Fortifications
-Arsenal: 294 Low-Tech Melee Weapons, 165 1-H Guns
Palm Coast (Palm Coast, FL; Settlement): +2,250 Food, +2,350 Water
-Structures: Farming Equipment (5), Water Station (5), Fortifications (5), Ammunition Convertor
-Arsenal: 1,490 Low-Tech Melee Weapons, 300 1-H Guns, 25 2-H Guns, 4 Low-Tech Siege Weapons, 1 Large Boat
Paradise (Heart&#8217;s Island Conservation Area, FL; Settlement): +10,000 Food, +4,100 Water
-Structures: Fortifications, Farming Equipment (4), Deepwell (4), Train Station
-Arsenal: 150 Low-Tech Melee Weapons, 100 2-H Guns
Poinciana (Poinciana, FL; Settlement): +250 Food, +250 Water
-Structures: Fortifications
-Arsenal: 200 Low-Tech Melee Weapons, 100 1-H Guns, 50 2-H Guns
Satsuma (Satsuma, FL; Settlement): +500 Food, +500 Water
-Structures: Train Station, Fortifications, Secured Bridge
-Arsenal: 450 Low-Tech Melee Weapons, 1,300 1-H Guns, 350 2-H Guns, 1 Howitzer, 1 Truck, 3 Mr. Gutsys
Vault 44 (Camp Blanding, FL; Vault): +2,000 Food, +2,000 Water
-Structures: Fortifications
-Arsenal: 500 Low-Tech Melee Weapons, 1,035 1-H Guns, 115 2-H Guns

Long-Term Expeditions:
Spoiler :

Terminus Garrison (Terminus, Grand City of Orlando)
-Arsenal: 100 Leather Armor Suits, 200 Low-Tech Melee Weapons, 200 1-H Guns, 50 2-H Guns


Louisiana Reclamation District: theDright
Leader: Overseer Earl Schwartz (Soldier: 40)
Faction Morale: 60%
Population: 2,850
Slaves: 0
Specialists: Henry Spencer (Farmer; 71), Shaun Deverot (Engineer; 39)
Caps: 706.7k
Food: 1,400 (+3,730)
Water: 10,670 (+3,500)
Fusion Cores: 200
Materials: 2,590
Chems: 0
Ammunition: 13,385
Military Skill: 2
Settlements:
Spoiler :

Baker (Baker, LA; Settlement): +200 Food, +100 Water
-Structures: Fortifications, Farming Equipment
-Arsenal: 250 Low-Tech Melee Weapons
Burned Side (Burnside, LA; Settlement): +160 Food, +100 Water
-Structures: Fortifications, Farming Equipment
-Arsenal: 250 Low-Tech Melee Weapons, 100 1-H Guns
Carveil (Carville, LA; Settlement): +120 Food, +100 Water
-Structures: Fortifications, Farming Equipment
-Arsenal: 250 Low-Tech Melee Weapons
Denham (Denham Springs, LA; Settlement): +300 Food, +100 Water
-Structures: Fortifications (2), Farming Equipment (2)
-Arsenal: 300 Low-Tech Melee Weapons, 100 2-H Guns
Suam (Southern University, LA; Settlement): +850 Food, +600 Water
-Structures: Fortifications (2), Farming Equipment (2), Water Station
-Arsenal: 300 1-H Guns, 200 2-H Guns, 20 Heavy Weapons
Vault 79 (Baton Rouge, LA; Vault): +2,000 Food, +2,000 Water
-Structures: Fortifications (2), Farming Equipment, Water Station (2)
-Arsenal: 200 Low-Tech Melee Weapons, 100 High-Tech Melee Weapons, 2,690 1-H Guns, 4 Rafts, 4 Canoes, 5 Small Boats, 10 Mr. Handys


Night Stalkers: GreekAnalyzer
Leader: LTC John Roscoe (Spy; 38)
Faction Morale: 65%
Population: 560
Slaves: 0
Specialists: Geralt Winder (Engineer: 33)
Food: 750 (+150)
Water: 1,250 (+300)
Fusion Cores: 0
Materials: 900
Chems: 0
Ammunition: 1,900
Military Skill: 6
Settlements:
Spoiler :

Hunter Army Airfield Bunker (Hunter Army Airfield, GA; Bunker)
-Structures: Farming Equipment (2), Ammunition Convertor, Water Station
-Arsenal: 50 High-Tech Melee Weapons, 400 Laser Weapons, 500 Stealth Boys


Paradise Kingdom: Immaculate
Leader: King Pierre Gladstone II (Politician; 56)
Faction Morale: 60%
Population: 2,600
Slaves: 890
Specialists: Manuel Rodriguez (Farmer; 38), Brandon Wilson (Engineer; 37), Kelly Wilson (Blacksmith; 34)
Caps: 26.1k
Food: 2,110 (+2,100)
Water: 2,540 (+2,000)
Fusion Cores: 100
Materials: 4,770
Chems: 0
Ammunition: 6,810
Settlements:
Spoiler :

Andro (Andros Town, Bahamas; Settlement): +450 Food, +400 Water
-Structures: Farming Equipment, Water Station
-Arsenal: 300 Low-Tech Melee Weapons, 20 2-H Guns, 20 Laser Weapons
Cooperston (Coopers Town, Bahamas; Settlement): +800 Food, +400 Water
-Structures: Farming Equipment, Water Station
-Arsenal: 400 Low-Tech Melee Weapons
Freeport (Freeport, Bahamas; Settlement): +600 Food, +700 Water
-Structures: Water Station
-Arsenal: 210 Low-Tech Melee Weapons, 80 1-H Guns, 40 2-H Guns
Paradise Island (Paradise Island, Bahamas; Pre-War Community): +850 Food, +500 Water
-Structures: Fortifications (6), Farming Equipment (2), Water Station (2), Ammunition Convertor
-Arsenal: 2,340 Low-Tech Melee Weapons, 185 1-H Guns, 355 2-H Guns, 80 Laser Weapons, 10 Plasma Weapons, 8 Heavy Weapons, 10 T-51 Suits, 3 Howitzers, 8 Small Boats


People&#8217;s Republic of America: christos200
Leader: Premier Maximilian Kraat (Farmer; 43)
Faction Morale: 60%
Population: 860
Slaves: 0
Specialists: Laura Kells (Engineer; 30)
Food: 1,540 (+800)
Water: 2,390 (+900)
Fusion Cores: 0
Materials: 500
Chems: 0
Ammunition: 730
Military Skill: 3
Settlements:
Spoiler :

Elrod (Elrod, NC; Settlement): +100 Food, +100 Water
-Structures: Fortifications (3)
-Arsenal: 250 Low-Tech Melee Weapons
St. Pauls (St. Pauls, NC; Pre-War Community): +700 Food, +800 Water
-Structures: Fortifications, Farming Equipment, Water Station
-Arsenal: 75 1-H Guns, 25 2-H Guns, 180 Plasma Weapons


Reclaimed Free Republic: Decamper
Leader: Chancellor Norman de Paur (Spy; 55)
Faction Morale: 60%
Population: 11,170
Total Slaves: 0
Specialists: Nathaniel Greene (Farmer; 39), Eugene Johnson (Scientist; 60), Michael Caboose (Blacksmith; 31), Antoine Jacobs (Gunsmith; 51), Edward Meecham (Engineer; 44)
Caps: 23.6k
Food: 21,280 (+6,950)
Water: 3,840 (+9,600)
Fusion Cores: 1,210
Materials: 2,510
Chems: 0
Ammunition: 225; 6 Mininukes
Military Skill: 6
Settlements:
Spoiler :

The Arcade (Arcade, GA; Settlement): +100 Food, +100 Water
-Structures: Fortifications (3)
-Arsenal: 200 Low-Tech Melee Weapons, 50 2-H Guns
Bogarty (Bogart, GA; Settlement): +100 Food, +100 Water
-Structures: Fortifications (2)
-Arsenal: 200 1-H Guns, 50 2-H Guns
Clarkshill (Clarks Hill, SC; Settlement): +500 Food, +500 Water
-Structures: Fortifications (2)
-Arsenal: 500 Low-Tech Melee Weapons, 200 1-H Guns
Lula (Lula, GA; Settlement): +2,100 Food, +2,100 Water
-Structures: Fortifications (6), Farming Equipment (2), Water Station (2), Ammunition Convertor
-Arsenal: 500 Low-Tech Melee Weapons, 250 1-H Guns, 235 2-H Guns, 1 Howitzer
Nanabozho (Rincon, GA; Settlement): +500 Food, +900 Water
-Structures: Fortifications (3), Water Station (2)
-Arsenal: 265 Low-Tech Melee Weapons, 20 High-Tech Melee weapons, 125 1-H Guns, 20 2-H Guns, 125 Laser Weapons, 5 Heavy Weapons, 75 T-45 Suits
Nesaru (Perkins, GA; Settlement): +50 Food
-Structures: Fortifications (3)
-Arsenal: 100 Low-Tech Melee Weapons, 50 2-H Guns, 25 Laser Weapons
Royston (Royston, GA; Settlement): +100 Food, +100 Water
-Structures: Fortifications
-Arsenal: 400 Low-Tech Melee Weapons, 100 1-H Guns, 40 2-H Guns, 20 Laser Weapons
Saya (McCormick, SC, Settlement): +500 Food, +700 Water
-Structures: Fortifications (2), Water Station (3)
-Arsenal: 100 1-H Guns, 40 2-H Guns, 20 Laser Weapons
Sedna (Parksville, SC, Settlement): +500 Food, +500 Water
-Structures: Fortifications (2), Water Station
-Arsenal: 200 Low-Tech Melee Weapons, 25 1-H Guns, 25 2-H Guns, 10 Laser Weapons
Sipa (Augusta, GA; Urban Ruin):
-Structures: Fortifications (3)
-Arsenal: 100 Low-Tech Melee Weapons, 65 2-H Guns, 55 Laser Weapons, 5 Heavy Weapons, 15 T-45 Suits
Statham (Statham, GA; Settlement): +500 Food, +700 Water
-Structures: Fortifications (3), Water Station
-Arsenal: 600 Low-Tech Melee Weapons, 100 1-H Guns, 50 2-H Guns, 20 Laser Weapons
Tabaldak (Savannah, GA; Urban Ruin):
-Structures: Fortifications (3)
-Arsenal: 50 Low-Tech Melee Weapons, 10 High-Tech Melee Weapons, 100 1-H Guns, 20 2-H Guns, 100 Laser Weapons, 50 T-45 Suits, 20 Mr. Handys
Viracocha (Hardeeville, SC; Pre-war Community): +700 Food, +1,500 Water
- Structures: Farming Equipment (2), Water Station (2), Ammunition Convertor, Fortifications (3), Radio Tower, Energy Generator
-Arsenal: 315 Low-Tech Melee Weapons, 20 High-Tech Melee Weapons, 170 1-H Guns, 205 2-H Guns, 105 Laser Weapons, 20 Heavy Weapons, 1 Fat Man, 1 Howitzer, 70 T-45 Suits, 10 Highwaymans
The Warren (Warrenton, GA; Settlement): +1,000 Food, +1,900 Water
-Structures: Fortifications (5), Ammunition Convertor, Water Station (2)
-Arsenal: 1,500 Low-Tech Melee Weapons, 250 1-H Guns, 100 2-H Guns
Waynesboro (Waynesboro, GA; Settlement): +300 Food, +500 Water
-Structures: Fortifications (3), Ammunition Convertor, Water Station
-Arsenal: 250 1-H Guns, 180 2-H Guns, 15 Laser Weapons
 
Seekers of Knowledge: Polyblank
Leader: Dean Phoenix Adam Glueker (Adventurer; 32)
Faction Morale: 60%
Location: Natchez, MS (Tribal Encampment)
Structures: None
Population: 670
Slaves: 0
Specialists: None
Food: 2,280 (+250)
Water: 3,780 (+0)
Fusion Cores: 0
Materials: 7,100
Chems: 0
Ammunition: 225
Military Equipment: 1,250 Low-Tech Melee Weapons, 425 1-H Guns, 40 2-H Guns, 5 Heavy Weapons
Robots: 60 Protectrons
Military Skill: 4

Steelmen: Grandkhan
Leader: Warlord Nebuzzar (Soldier; 34)
Faction Morale: 60%
Location: Valdosta, GA (Nomadic Camp)
Structures: Ammunition Convertor
Population: 890
Slaves: 0
Specialists: Nebuzzar (Blacksmith; 33), Shallapur (Armorsmith; 35)
Caps: 67.2k
Food: 2,420 (+0)
Water: 6,590 (+0)
Fusion Cores: 50
Materials: 2,300
Chems: 0
Ammunition: 755
Military Equipment: 600 Leather Armor Suits, 300 Metal Armor Suits, 2,230 Low-Tech Melee Weapons, 10 High-Tech Melee Weapons, 310 1-H Guns, 64 2-H Guns, 20 Laser Weapons, 5 T-45 Suits
Robots: None
Military Skill: 14

Sunshine Kingdom: Thomas.berubeg
Leader: Queen Laura Bede (Adventurer; 28)
Faction Morale: 65%
Population: 2,560
Slaves: 0
Specialists: Samuel Bede (Spy; 33), Harding (Blacksmith; 30), Marjorie Morrow (Doctor; 32), Titus Nasus (Farmer; 49), Havelock Crookshank (Scientist; 48)
Caps: 212.4k
Food: 1,190 (+2,670)
Water: 2,780 (+2,550)
Fusion Cores: 240
Chems: 0
Materials: 540
Ammunition: 2,235
Military Skill: 14
Settlements:
Spoiler :

Freedom&#8217;s Cathedral (Cathedral Caverns State Park, AL; Cave System): +1,100 Water
-Structures: Water Station (2)
-Arsenal: 50 Laser Weapons
Jessica&#8217;s Hollow (Russell Cave National Monument; Cave System): +350 Water
-Structures: Water Station
-Arsenal: 100 Laser Weapons
New Nasacity (Desoto Caverns, AL; Cave System)
-Structures: Farming Equipment
-Arsenal: 380 Low-Tech Melee Weapons, 260 1-H Guns, 325 2-H Guns, 30 Laser Weapons, 25 Plasma Weapons, 27 Heavy Weapons, 1 Howitzer, 1 Truck, 5 Mr. Handys, 3 Protectrons
Queen&#8217;s Citadel (Redstone Arsenal, AL; Bunker)
-Structures: Radio Tower, Ammunition Convertor
-Arsenal: 40 High-Tech Melee Weapons, 40 2-H Guns, 95 Laser Weapons, 10 Heavy Weapons, 1 Low-Tech Siege Weapon, 90 T-51 Suits
Sam&#8217;s Spring (Laceys Spring, AL; Settlement): +2,300 Food
-Structures: Farming Equipment (5)
-Arsenal: 10 High-Tech Melee Weapons, 10 2-H Guns, 20 Laser Weapons, 5 T-51 Suits
Skyline (Skyline, AL; Settlement): +220 Food, +100 Water
-Structures: Fortifications, Farming Equipment (2)
-Arsenal: 100 Low-Tech Melee Weapons, 70 2-H Guns, 20 Laser Weapons, 5 T-51 Suits
Stephanie&#8217;s Chapel (Baker&#8217;s Chapel, AL; Settlement):
-Structures: None
-Arsenal: 120 Laser Weapons, 5 T-51 Suits


Tennessee Valley Authority: Mosher
Leader: Authority (Spy; 41)
Faction Morale: 40%
Population: 700
Slaves: 0
Specialists: None
Caps: 1.5k
Food: 90 (+100)
Water: 90 (+100)
Fusion Cores: 200
Materials: 0
Chems: 0
Ammunition: 0
Military Skill: 8
Settlements:
Spoiler :

Karns (Settlement; Karns, TN): +100 Food, +100 Water
-Structures: None
-Arsenal: 500 Low-Tech Melee Weapons, 100 2-H Guns
TVA Bunker (Knoxville, TN; Bunker):
-Structures: Ammunition Convertor
-Arsenal: 250 Low-Tech Melee Weapons, 50 High-Tech Melee Weapons, 400 2-H Guns, 400 Laser Weapons, 100 T-51 Suits


Transmississippian Confederation: Ahigin
Leader: Pack Leader Spartacus (Politician; 41)
Faction Morale: 60%
Population: 7,200
Slaves: 0
Specialists: Malika (Sheriff; 38); Nat Gravedigger (Engineer; 31), Rolling Stone (Armorsmith; 33), Don Juan Castaneda (Doctor; 67), Uncle Mark (Blacksmith; 55), Hassan (Spy; 34)
Caps: 19.7k
Food: 3,080 (+7,830)
Water: 9,420 (+7,050)
Fusion Cores: 50
Materials: 350
Chems: 0
Ammunition: 2,400
Military Skill: 8
Settlements:
Spoiler :

Canton (Canton, MS; Settlement): +1,000 Food, +900 Water
-Structures: Fortifications (3), Farming Equipment (3), Water Station (2)
-Arsenal: 200 Low-Tech Melee Weapons, 150 1-H Guns, 50 2-H Guns
Chairkey Den (Yazoo City, MS; Tribal Settlement): +580 Food, +1,650 Water
-Structures: Fortifications, Water Station (3), Farming Equipment (2)
-Arsenal: 100 Leather Armor Suits, 500 Low-Tech Melee Weapons, 35 1-H Guns, 10 2-H Guns
The Glen (Glen Allen, MS; Settlement): +1,300 Food, +1,200 Water
-Structures: Fortifications (2), Water Station (3), Farming Equipment (5)
-Arsenal: 150 Leather Armor Suits, 550 Low-Tech Melee Weapons, 30 1-H Guns, 5 2-H Guns
Goodmen (Goodman, MS; Settlement): +100 Food, +100 Water
-Structures: Fortifications
-Arsenal: 100 Low-Tech Melee Weapons, 100 1-H Guns
Green Vale (Greenville, MS; Urban Ruin):
-Structures: Fortifications
-Arsenal: 300 Leather Armor Suits, 600 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 75 1-H Guns, 45 2-H Guns, 5 Laser Weapons
Headwards (Edwards, MS; Settlement): +50 Food, +50 Water
-Structures: Fortifications
-Arsenal: 50 Leather Armor Suits, 300 Low-Tech Melee Weapons, 25 1-H Guns, 5 2-H Guns
Hermanville (Hermanville, MS; Settlement): +100 Food, +100 Water
-Structures: Fortifications
-Arsenal: 30 Leather Armor Suits, 200 Low-Tech Melee Weapons, 25 1-H Guns
McCool (McCool, MS; Settlement): +100 Food, +100 Water
-Structures: Fortifications (2)
-Arsenal: 150 Low-Tech Melee Weapons, 100 1-H Guns
Minter City (Minter City, MS; Settlement): +450 Food, +250 Water
-Structures: Fortifications (4), Farming Equipment, Ammunition Convertor
-Arsenal: 60 Leather Armor Suits, 200 Low-Tech Melee Weapons, 25 1-H Guns, 15 2-H Guns
Moor&#8217;s Head (Moorhead, MS; Settlement): +1,500 Food, +900 Water
-Structures: Fortifications (4), Farming Equipment (5), Water Station (2)
-Arsenal: 150 Leather Armor Suits, 400 Low-Tech Melee Weapons, 150 1-H Guns, 60 2-H Guns
Terry (Terry, MS; Settlement): +100 Food, +100 Water
-Structures: Fortifications
-Arsenal: 200 Low-Tech Melee Weapons, 100 1-H Guns
Wicked Burrow (Vicksburg, MS; Urban Ruin): +50 Food
-Structures: Fortifications
-Arsenal: 300 Leather Armor Suits, 600 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 75 1-H Guns, 75 2-H Guns, 5 Laser Weapons
Wolf&#8217;s Lair (Settlement; Flora, MS): +2,500 Food, +1,700 Water
- Structures: Farming Equipment (5), Water Station (3), Ammunition Convertor, Fortifications (2), School, Totem Temple of the Great Wolf, Radio Tower, Airfield
-Arsenal: 450 Leather Armor Suits, 1,010 Low-Tech Melee Weapons, 110 High-Tech Melee Weapons, 210 1-H Guns, 445 2-H Guns, 10 Laser Weapons, 4 Light Aircraft


Universal Brotherhood: Celticfury
Leader: Director Terrance Bradford (Farmer; 36)
Faction Morale: 70%
Population: 530
Slaves: 0
Specialists: None
Food: 2,530 (+550)
Water: 2,530 (+450)
Fusion Cores: 0
Materials: 1,050
Chems: 0
Ammunition: 925
Military Skill: 4
Settlements:
Spoiler :

Unity (South Carolina State Fair, SC; Urban Ruin): +550 Food, +450 Water
-Structures: Farming Equipment
-Arsenal: 150 1-H Guns, 100 2-H Guns, 75 Laser Weapons


Vault 56: Lord Herobrine
Leader: Overseer Joseph Larson (Sheriff; 44)
Faction Morale: 65%
Population: 900
Slaves: 0
Specialists: None
Food: 1,100 (+2,000)
Water: 1,100 (+2,000)
Fusion Cores: 0
Materials: 3,000
Chems: 0
Ammunition: 700
Military Skill: 2
Settlements:
Spoiler :

Vault 56 (Blue Ridge, AL; Vault): +2,000 Food, +2,000 Water
-Structures: None
-Arsenal: 100 Low-Tech Melee Weapons, 100 1-H Guns, 10 Mr. Handys

Garden of Eden Creation Kit: 0/1 Fusion Core Required

Non-Player Communities: Feel free to Claim!
Spoiler :

Bimini
Location: Alice Town, Bahamas
Structures: Farming Equipment, Fortifications
Population: 780
Specialists: Farmer
Caps: 11.8k
Food: 1,360 (+550)
Water: 1,010 (+500)
Fusion Cores: 0
Materials: 600
Chems: 0
Ammunition: 300
Military Equipment: 400 Low-Tech Melee Weapons, 50 1-H Guns

Carrollton
Location: Carrollton, GA
Structures: Fortifications (5), Ammunition Convertor
Population: 1,490
Specialists: Gunsmith
Food: 1,620 (+1,000)
Water: 1,620 (+1,000)
Fusion Cores: 0
Materials: 1,000
Chems: 0
Ammunition: 3,000
Military Equipment: 300 Low-Tech Melee Weapons, 700 1-H Guns, 300 2-H Guns, 30 Heavy Weapons

Chochtaw Tribe
Location: Pearl River, MS
Structures: Fortifications (3)
Population: 1,210
Specialists: Blacksmith, Gunsmith
Food: 1,130 (+1,000)
Water: 1,130 (+1,000)
Fusion Cores: 0
Materials: 400
Chems: 0
Ammunition: 1,500
Military Equipment: 800 Low-Tech Melee Weapons, 200 1-H Guns, 100 2-H Guns

Clayhatchee
Location: Clayhatchee, AL
Structures: Fortifications (4)
Population: 1,200
Specialists: Blacksmith
Food: 1,490 (+1,000)
Water: 1,490 (+1,000)
Fusion Cores: 0
Materials: 900
Chems: 0
Ammunition: 500
Military Equipment: 800 Low-Tech Melee Weapons, 200 1-H Guns, 100 2-H Guns

Cowninos
Location: Uniontown, AL (Tribal Settlement)
Structures: Water Station, Farming Equipment, Fortifications (2)
Population: 1,130
Specialists: Farmer, Engineer
Food: 2,670 (+1,550)
Water: 3,520 (+1,500)
Fusion Cores: 0
Materials: 1,150
Chems: 0
Ammunition: 0
Military Equipment: 1,100 Low-Tech Melee Weapons, 90 1-H Guns, 100 Laser Weapons

Currents
Location: Current, Bahamas
Structures: Fortifications (5), Ammunition Convertor
Population: 1,240
Specialists: Gunsmith, Blacksmith
Food: 1,260 (+1,000)
Water: 1,260 (+1000)
Fusion Cores: 0
Materials: 200
Chems: 0
Ammunition: 3,000
Military Equipment: 600 Low-Tech Melee Weapons, 400 1-H Guns, 200 2-H Guns, 3 Howitzers, 4 Small Boats

Draketown
Location: Draketown, GA (Settlement)
Structures: Fortifications (3), Farming Equipment
Specialists: Farmer
Population: 310
Caps: 19.5
Food: 160 (+200)
Water: 60 (+100)
Fusion Cores: 0
Materials: 200
Chems: 0
Ammunition: 400
Military Equipment: 200 Low-Tech Melee Weapons, 50 1-H Guns, 50 2-H Guns

Dunmore
Location: Dunemore Town, Bahamas
Structures: Fortifications (2)
Specialists: None
Population: 430
Food: 1,770 (+200)
Water: 1,770 (+200)
Fusion Cores: 0
Materials: 50
Chems: 0
Ammunition: 500
Military Equipment: 300 Low-Tech Melee Weapons, 150 1-H Guns

Fitzgerald
Location: Fitzgerald, GA
Structures: Fortifications (3)
Population: 790
Specialists: Blacksmith
Food: 960 (+500)
Water: 960 (+500)
Fusion Cores: 0
Materials: 550
Chems: 0
Ammunition: 800
Military Equipment: 600 Low-Tech Melee Weapons, 200 2-H Guns

Fort Anguilla
Location: Anguilla, MS
Structures: Fortifications (4)
Population: 300
Specialists: Soldier
Food: 600 (+0)
Water: 600 (+0)
Fusion Cores: 0
Materials: 1,400
Chems: 500
Ammunition: 4,000
Military Equipment: 300 2-H Guns, 2 Howitzers

Fort Blue
Location: Blue Ridge, GA
Structures: Fortifications (4)
Population: 300
Specialists: Soldier
Food: 1,200
Water: 1,200
Fusion Cores: 0
Materials: 1,000
Chems: 500
Ammunition: 4,000
Military Equipment: 300 Laser Weapons, 2 Howitzers

Free Pitt
Location: South Pittsburg, TN
Structures: Fortifications
Population: 320
Specialists: None
Food: 380 (+100)
Water: 380 (+100)
Fusion Cores: 0
Materials: 500
Chems: 250
Ammunition: 0
Military Equipment: 300 Low-Tech Melee Weapons

Gibton
Location: Port Gibson, MS
Structures: Fortifications (2), Farming Equipment, Water Station
Population: 950
Specialists: Engineer, Farmer
Food: 700 (+650)
Water: 1,090 (+1,000)
Fusion Cores: 0
Materials: 750
Chems: 0
Ammunition: 0
Military Equipment: 700 Low-Tech Melee Weapons, 6 Low-Tech Siege Weapons

Green Castle
Location: Greencastle, Bahamas
Structure: Fortifications (3)
Population: 200
Specialists: None
Food: 700 (+100)
Water: 700 (+100)
Fusion Cores: 0
Materials: 250
Chems: 0
Ammunition: 100
Military Equipment: 200 Low-tech Melee Weapons, 50 1-H Guns, 2 Low-Tech Siege Weapons

Grenada
Location: Grenada, MS
Structures: Fortifications
Population: 190
Specialists: None
Food: 430 (+100)
Water: 430 (+100)
Fusion Cores: 0
Materials: 600
Chems: 0
Ammunition: 700
Military Equipment: 200 1-H Guns

Hackdirt
Location: St. Francisville, LA
Structures: Fortifications (3), Farming Equipment (3), Water Station (2), Ammunition Convertor
Population: 720
Slaves: 350
Specialists: Blacksmith, Gunsmith, Farmer, Engineer, Scientist, Armorsmith, Entertainer
Food: 1,280 (+900)
Water: 2,280 (+1,100)
Fusion Cores: 50
Materials: 1,050
Chems: 100
Ammunition: 600
Military Equipment: 600 Leather Armor Suits, 500 Low-Tech Melee Weapons, 300 1-H Guns, 50 2-H Guns

Hernando
Location: Hernando, MS
Structures: Fortifications (4), Ammunition Convertor
Population: 1,000
Specialists: Gunsmith
Food: 1,030 (+1,000)
Water: 1,030 (+1,000)
Fusion Cores: 0
Materials: 300
Chems: 0
Ammunition: 2,000
Military Equipment: 500 Low-Tech Melee Weapons, 300 1-H Guns, 200 2-H Guns, 20 Heavy Weapons

Hilliard
Location: Hilliard, FL
Structures: Fortifications (2), Farming Equipment, Water Station
Population: 870
Specialists: Farmer
Caps: 13.9k
Food: 1,380 (+600)
Water: 320 (+1,100)
Fusion Cores: 0
Materials: 0
Chems: 0
Ammunition: 300
Military Equipment: 500 Low-Tech Melee Weapons, 100 1-H Guns

Ittabena
Location: Itta Bena, MS
Structures: Fortifications
Population: 240
Specialists: None
Food: 730 (+200)
Water: 730 (+200)
Fusion Cores: 0
Materials: 400
Chems: 0
Ammunition: 0
Military Equipment: 200 Low-Tech Melee Weapons

Jacmed
Location: Jackson-Medgar Wiley Evers International Airport, MS
Structures: Farming Equipment (3), Water Station (2), Fortifications, Ammunition Convertor
Population: 1,160
Specialists: Blacksmith
Food: 960 (+1,000)
Water: 1,510 (+1,100)
Fusion Cores: 0
Materials: 1,800
Chems: 0
Ammunition: 150
Military Equipment: 1,000 Low-Tech Melee Weapons, 10 2-H Guns

Krauts
Location: Carbon Hill, AL
Structures: Fortifications (5), Farming Equipment (2), Water Station
Population: 680
Slaves: 260
Specialists: Farmer, Engineer
Food: 1,050 (+1,000)
Water: 550 (+700)
Fusion Cores: 0
Materials: 1,050
Chems: 200
Ammunition: 100
Military Equipment: 200 Leather Armor Suits, 500 Low-Tech Melee Weapons

Leroy&#8217;s Town
Location: Jenkinsburg, GA
Structures: Fortifications (3), Ammunition Convertor, Farming Equipment
Population: 420
Slaves: 220
Specialists: Gunsmith, Farmer
Food: 300 (+240)
Water: 180 (+200)
Fusion Cores: 0
Materials: 770
Chems: 0
Ammunition: 900
Military Equipment: 200 1-H Guns, 100 2-H Guns, 20 Heavy Weapons

The Liberated
Location: Marion, AL
Structures: Fortifications, Water Station, Farming Equipment
Population: 680
Specialists: Farmer, Engineer
Food: 1,760 (+1,100)
Water: 1,660 (+1,000)
Fusion Cores: 0
Materials: 350
Chems: 0
Ammunition: 100
Military Equipment: 120 Low-Tech Melee Weapons, 40 1-H Guns

Louisville
Location: Louisville, AL
Structures: Fortifications (4)
Population: 260
Specialists: Gunsmith
Food: 630 (+200)
Water: 630 (+200)
Fusion Cores: 0
Materials: 500
Chems: 0
Ammunition: 400
Military Equipment: 200 1-H Guns, 100 2-H Guns

Marv
Location: Marvyn, AL
Structures: Fortifications
Population: 340
Specialists: None
Food: 430 (+200)
Water; 430 (+200)
Fusion Cores: 0 (+0)
Materials: 100
Chems: 0
Ammunition: 0
Military Equipment: 300 Low-Tech Melee Weapons

Nahunta
Location: Nahunta, GA
Structures: Fortifications (4), Farming Equipment, Water Station (2), Ammunition Convertor
Population: 1,050
Specialists: Farmer, Engineer, Gunsmith
Food: 3,540 (+1,000)
Water: 4,430 (+1,300)
Fusion Cores: 0
Materials: 1,450
Chems: 0
Ammunition: 1,050
Military Equipment: 400 Low-Tech Melee Weapons, 200 1-H Guns, 10 Heavy Weapons, 1 Howitzer

New Sparta
Location: Skene, MS
Structures: Fortifications (2), Farming Equipment (2)
Population: 230
Specialists: Farmer, Soldier
Food: 710 (+180)
Water: 550 (+100)
Fusion Cores: 0
Materials: 450
Chems: 0
Ammunition: 800
Military Equipment: 130 Low-Tech Melee Weapons, 120 1-H Guns, 5 2-H Guns

Pegram
Location: Pegram, TN
Structures: Fortifications (2), Ammunition Convertor
Population: 1,110
Specialists: Gunsmith
Food: 1,390 (+1,000)
Water: 1,390 (+1,000)
Fusion Cores: 0
Materials: 0
Chems: 0
Ammunition: 3,000
Military Equipment: 400 Low-Tech Melee Weapons, 500 1-H Guns, 200 2-H Guns

Old Trace
Location: Ridgeland, MS
Structures: Fortifications (6), Farming Equipment (3), Water Station, Ammunition Convertor
Population: 480
Specialists: Farmer, Engineer, Gunsmith
Food: 810 (+400)
Water: 3,410 (+600)
Fusion Cores: 0
Materials: 550
Chems: 0
Ammunition: 1,000
Military Equipment: 150 1-H Guns, 100 2-H Guns

Riveraineville
Location: Venice, LA
Structures: Water Station, Fortifications (2)
Population: 640
Specialists: Engineer
Food: 1,070 (+600)
Water: 1,790 (+700)
Fusion Cores: 0
Materials: 1,000
Chems: 0
Ammunition: 775
Military Equipment: 125 1-H Guns, 85 2-H Guns, 75 Laser Weapons, 5 Small Boats

Rockard
Location: Rockford, TN
Structures: Fortifications (2), Farming Equipment, Water Station
Population: 940
Specialists: Farmer, Engineer
Food: 0 (+600)
Water: 0 (+600)
Fusion Cores: 0
Materials: 200
Chems: 0
Ammunition: 1,000
Military Equipment: 500 Low-Tech Melee Weapons, 200 1-H Guns, 100 2-H Guns, 3 Low-Tech Siege Weapons

Shortville
Location: Shorterville, AL
Structures: Fortifications
Population: 400
Specialists: Blacksmith
Caps: 4.1k
Food: 70 (+100)
Water: 70 (+100)
Fusion Cores: 0
Materials: 0
Chems: 0
Ammunition: 0
Military Equipment: 300 Low-Tech Melee Weapons

Spence
Location: Spence, GA
Structures: Fortifications (5), Ammunition Convertor
Population: 1,410
Specialists: Gunsmith
Food: 1,590 (+1,000)
Water: 1,590 (+1,000)
Fusion Cores: 0
Materials: 700
Chems: 0
Ammunition: 2,000
Military Equipment: 500 Low-Tech Melee Weapons, 600 1-H Guns, 200 2-H Guns, 10 Heavy Weapons

Survivalist Union:
Population: 3,440
Slaves: 340
Specialists: Doctor, Gunsmith, Engineer, Farmer, Soldier
Caps: 396.8k
Food: 3,200 (+5,870)
Water: 11,350 (+5,350)
Fusion Cores: 140
Materials: 0
Chems: 750
Ammunition: 1,750
Settlements:
Spoiler :

Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
-Structures: Farming Equipment (5), Radio Tower, Fortifications (2), The New Strip, Water Station, Ammunition Convertor
-Arsenal: 50 Combat Armor Suits, 360 Low-Tech Melee Weapons, 15 High-Tech Melee Weapons, 695 1-H Guns, 470 2-H Guns, 55 Laser Weapons, 1 Heavy Weapon, 1 T-51 Suit
New Immokalee (Immokalee, FL; Settlement): +200 Food
-Structures: Fortifications (2)
-Arsenal: 350 Low-Tech Melee Weapons
Port Maya (Port Mayaca, FL; Settlement): +2,100 Food, +1,400 Water
-Structures: Fortifications (2), Farming Equipment (5), Water Station (4)
-Arsenal: 70 Low-Tech Melee Weapons, 50 2-H Guns
Refuge (Johnathan Dickinson State Park, FL; Settlement): +610 Food, +750 Water
-Structures: Fortifications (3), Farming Equipment (5), Water Station (2)
-Arsenal: 430 Low-Tech Melee Weapons, 220 1-H Guns, 20 2-H Guns, 15 Laser Weapons, 2 Heavy Weapons, 20 Canoes, 2 Rafts
Stilt Town (Everglades Agricultural Area, FL; Settlement): 1,100 Food, +1,000 Water
-Structures: Energy Reactor (Deactivated), Fortifications, Ammunition Convertor
-Arsenal: 400 Low-Tech Melee Weapons, 220 High-Tech Melee Weapons, 140 1-H Guns, 35 2-H Guns, 1 Low-Tech Siege Weapon, 3 Trucks
St. Lucy (Port St. Lucie, FL; Urban Ruin):+650 Food, +1,250 Water
-Structures: Fortifications, Farming Equipment (3), Water Station (3)
-Arsenal: 25 High-Tech Melee Weapons, 30 1-H Guns, 50 2-H Guns, 1 Heavy Weapon


Twentiers
Location: Tuscaloosa, AL (Tribal Settlement)
Structures: Fortifications (3)
Population: 650
Specialists: Blacksmith
Food: 1,170 (+1,000)
Water: 4,620 (+1,000)
Fusion Cores: 0
Materials: 450
Chems: 0
Ammunition: 0
Military Equipment: 1,000 Low-Tech Melee Weapons, 50 Laser Weapons

Waycross:
Location: Waycross, GA (Pre-War Community)
Structures: Ammunition Convertor, Farming Equipment (5), Water Station (2), Fortifications (4)
Population: 1,210
Specialists: Farmer, Engineer, Gunsmith, Scientist, Entertainer
Caps: 29k
Food: 2,510 (+1,350)
Water: 2,210 (+1,250)
Materials: 1,000
Chems: 200
Ammunition: 665
Military Equipment: 350 Low-Tech Melee Weapons, 200 1-H Guns, 75 2-H Guns, 1 Howitzer

Wetumpka
Location: Wetumpka, AL
Structures: Fortifications (3)
Population: 800
Specialists: None
Food: 1,000 (+1,000)
Water: 1,000 (+1,000)
Materials: 0
Chems: 0
Ammunition: 0
Military Equipment: 900 Low-Tech Melee Weapons, 10 Low-Tech Siege Weapons

Winterville
Location: Winterville, MS
Structures: Fortifications (5)
Population: 1,350
Specialists: Blacksmith, Armorsmith, Gunsmith, Engineer
Food: 3,000 (+1,000)
Water: 3,000 (+1,000)
Materials: 0
Ammunition: 1,000
Military Equipment: 300 Leather Armor Suits, 900 Low-Tech Melee Weapons, 300 1-H Guns, 50 2-H Guns, 30 Heavy Weapons, 10 Low-Tech Siege Weapons


Special Organizations
Spoiler :

Enclave
Leader: Major Michael Weston (57)
Population: 520
Slaves: 0
Food: 3,390 (+330)
Water: 3,210 (+250)
Fusion Cores: 3,000
Materials: 2,450
Chems: 0
Ammunition: 26,230; 150 Mini-Nukes
Military Skill: 21
Outposts:
Spoiler :

Enclave Regional Headquarters (?????; Bunker): +250 Food, +250 Water
-Structures: Energy Generator
-Arsenal: 200 Laser Weapons, 490 Plasma Weapons, 300 X-01 Suits, 90 Heavy Weapons, 6 Howitzers, 14 Vertibirds, 15 Sentry Bots, 30 EyeBots
Fort Jefferson (Dry Tortugas, FL)
-Structures: Fortifications, Relay Station
-Arsenal: 20 Plasma Weapons, 20 X-01 Suits, 1 Howitzer, 1 Vertibird, 2 Sentry Bots
Outpost Alpha (Charleston Executive Airport, SC)
-Structures: Fortifications (2), Relay Station
-Arsenal: 20 Plasma Weapons, 20 X-01 Suits, 1 Vertibird, 10 Sentry Bots, 30 EyeBots
Outpost Beta (Mobile Regional Airport, AL)
-Structures: Fortifications (2), Relay Station, Airfield
-Arsenal: 40 Plasma Weapons, 40 X-01 Suits, 1 Vertibird
Outpost Delta (Fort Pulaski, GA): +80 Food
-Structures: Fortifications (2), Relay Station, Farming Equipment
-Arsenal: 20 Plasma Weapons, 20 X-01 Suits, 1 Vertibird
Outpost Epsilon (St. Mark&#8217;s Lighthouse, FL)
-Structures: Fortifications (2), Relay Station
-Arsenal: 80 Plasma Weapons, 80 X-01 Suits, 4 Vertibirds, USS Alabama
Outpost Gamma (Atlanta, GA)
-Structures: Fortifications (3)
-Arsenal: 20 Plasma Weapons, 20 X-01 Suits, 1 Vertibird, 20 Mr. Handys, 5 EyeBots

Long Term Expeditions:
Spoiler :

Vault 136 Garrison (Vault 136, Dahlonega, GA)
-Arsenal: 20 Plasma Weapons, 20 X-01 Suits, 5 EyeBots
Vault 24 Garrison (Vault 24, Crawfordville, FL)
-Arsenal: 20 Plasma Weapons, 20 X-01 Suits
Vault 79 Garrison (Vault 79, Baton Rouge, LA)
-Arsenal: 20 Plasma Weapons, 20 X-01 Suits, 25 EyeBots, 1 Vertibird

 
Spoiler :



Nasa (the acronym having devolved over time to being just a word.)
Leader: Commander Jayne Bede
Trait: Enigmatic
Leader Background: Commander Bede is a descendant of one of the most famed Astronauts of the 2050s, and, with her well known good luck, was deemed a good choice for leader when the previous leader, Billy Hartigan died.
Location: NASA Facility, Cape Canaveral
Origins: Prewar Military
Traits: Tech Savvy
Starting Community: Bunker (Or Prewar community?)
Background: Cape Canaveral was a significant hub of activity in the last days of the war, being heavily guarded against Chinese infiltrators and Saboteurs. It was from the Launch Facility that most of the United State's Communication Sats, Spy Satellites, and Orbital Weapons platforms were assembled and sent into space to fight against the Red Threat. Barely a year before the end of the war, Space Command at Houston was moved to Cape Canaveral, to ensure ease of communication and efficiency, increasing the effectiveness of NASA tenfold. The fall of the bombs in no way changed the purpose of NASA. Assuming that the United States government would restructure itself and make contact, the Scientists, Soldiers, and Officials swore to fight on. For years, they maintained the Satellite network as best they could, wasting valuable resources to launch Rocket after Rocket to keep the American Orbital Presence intact. However, as food started to grow scarce and the parts to maintain the space assets grew even scarcer, NASA was forced to face the truth they had ignored for so long. They were on their own.
Nasa turned to deal with it's own needs, to protect itself against the growing threat of raiders and radiation altered monsters. However, the Dream of Space was one that would never leave the Heart and Dreams of the people of Nasa.
 
Hey,

Can I use the A. Foxes since the last NES was a short timer? :D

The Atomic Foxes
Leader: Mila Quinn
Leader Trait: Fearsome
Starting Location: Valdosta Ga.
Leader Background: Grand daughter of a Sgt, Mila rose through the ranks to be elected Commander by her fearsome dealings as well as her fearsome actions.
Origins: Pre-War Military
Traits: Industrious
Capital Type: Bunker
Background: The members now known as the Atomic Foxes started as soldiers of the 1057th RCT. A clerical error sent orders for them to "Bunker up".

Atomic Foxes flag
Spoiler :



Blaze Injun
 
Faction Name: The Citizens
Leader Name: Prof. James Smith
Leader Trait: Scientific
Starting Location: Gainesville
Leader Background: James went through all the mess that an devastated and uncivilized world can offer. He lost his family, his career, his home. He came very close to giving up, but then, by chance, he met other survivors, people he came to love and care, and that made him feel human, something unusual in this new world. These people became everything to him, and he would do anything to keep them safe.
Origins: Survivors
Traits: Defensive
Capital Type: Bunker
Background: After years of wandering alone through wasteland, James found himself, suddenly, as the leader of a newly formed group of survivors. The world was a dangerous place for a large group, and it became obvious the need for a new home. Having this in mind, James led his group to a abandoned military bunker, and there they settled. This place became their home, and they will do anything to defend it, because nobody else than these people know the horrors of the outside world.
 
Faction Name: Vanguards
Leader Name: Comrade Oscar
Leader Trait: Enigmatic
Starting Location: Palatka, Florida (renamed "Congress City")
Leader Background: Few are aware of Oscar&#8217;s his life before he took over Palatka, and no one knows what his birth name is. What is generally understood is that he was born to a scavenger family at Stetson University, where he discovered a wealth of intact pre-war Marxist literature, which he read as an adolescent. He later migrated with his leftist readings to Palatka, under the oligarchic control of a few wealthy community members &#8211; which Oscar overthrew in a popular coup.
Origins: Survivors
Traits: Ideological*
Capital Type: Pre-War Community
Background: For a little less than a decade Palatka retained its pre-war name and was run by a small council of the town&#8217;s wealthy elite. Communism was a vague memory to even the town&#8217;s leaders, and Oscar was able to initially persuade residents unabated, until his threateningly revolutionary mission became apparent. Oscar&#8217;s communists staged a coup d'état, and spent a number of years internally restructuring the town, renaming it "Congress City"; but now the town is finally prepared to look outward again, as the Vanguard town of the wasteland.

*The secular version of the Religious trait, preferably with identical benefits.

--

Vanguard Stories:
Marxism-Oscarism 2240
Comrade Morgan 2241
A Tourist's Guide to Vanguard Communism 2242
Comrade Kimberly 2243
The Baptism 2244

--

Vault 37 Stories:
Vault-Tec Reminder: The Second Amendment and You 2246
Matriarchs and Patriarchs &#8211; the Jackson Family 2254
First Census of the Subjects of the Overseer 2255
Mister Lothar 2261
Another Map 2263
 
@J.K. Stockholme: All right, Ideological will function identically to Religious in terms of game mechanics.
 
Since I've had a couple of questions on how combat works, let me explain:

When it comes time for a battle (whether PvP or against raiders/monsters), each partaking individual is assigned a combat number based on the faction's Military Skill, weapons, and armor present.

A single person with no gear and no Military Skill is the baseline, worth 1 point. Each Military Skill number adds 1 point to the baseline. Power Armor adds 5 points to the person wearing it. On top of all of that, each type of weapon adds points to the combat scenario (with Low-Tech Melee being +1 and Plasma Weapons being +6). For purposes of battle it is assumed that each person uses only one weapon (therefore, it's not worthwhile to give a single person a bunch of guns). They will always default to using the most powerful weapon at their disposal. Of course, if there is not enough ammunition, any bonuses from weapons that consume ammo are completely lost.

When all numbers have been calculated for each side, the resulting comparison is used as the base for the battle. At this point various factors such as planning, terrain, defense/offense, and a smidgen of luck are calculated. When all these factors are totaled, the side with the highest number comes out on top, and the difference between the two numbers affects the casualty rates for both sides. Overwhelming superiority (typically 3-4x the lower number) in the calculation will lead to utter annihilation of the enemy force with minimal casualties.

I hope that makes sense to those who have asked. It's not actually as complicated as it sounds, and pretty quick to do.
 
EQ's back! BOTWAWKI's back!

I am extremely keen. :) Can I recycle the Conch Thalassocracy?

Faction Name: The Conch Thalassocracy of the Keys (or just the Keys for short)
Leader Name: High Doge-President Santiago Ruiz
Leader Trait: Charismatic
Starting Location: Duck Key, FL
Origins: Survivors
Faction Trait: Expansionist
Capital Type: Pre-War Community
Background:
Spoiler :

When the nukes fell, Duck Key was spared a direct hit thanks to its remote location and tiny size. With no support coming from the mainland or Key West, and Florida's descent into barbarism, the people of the island were forced to fend for themselves. They established a life more complex than much of the wasteland, creating a small, local democracy on the island of Duck Key and avoiding barbarians and raiders due to their isolation - who would brave the travels of the ocean, or even the increasingly shaky Overseas Highway (by this point the only link to the mainland) for a village of fishermen, after all? Living off fish, seafood, and whatever crops they could grow in the areas of demolished houses, the people of the Republic of the Keys lived a comfortable and quiet life - at least, as quiet and comfortable as one could have in post-nuclear America.

This all changed two years ago, when rumours of the rebirth of civilisation began to travel down to Duck Key. With the promises of civilisation tantalisingly close, the community was split on how to respond to it. Would it be a threat? Would it be friendly? Would they rebuild the Empire of Yuusar together, something few wished for - after all, what did the Empire ever do for the Keys? That was when Santiago Ruiz rose to the fore. He painted a glorious new age of rejuvenation for Flo Rida, where the city-states of the Peninsula would grow and prosper. What would support them in this would be trade - a trade facilitated by the unique placement of the Keys. From there, Duck Key and its inevitable future colonies would grow rich. The Keys would become a thalassocracy, in the vein of Old Venice before them. Encouraged and buoyed by Ruiz's vision, the people of Duck Key elected him to become the first Doge-President for Life of the Thalassocracy of the Keys. They chose, as their standard and banner, the Conch Shell flag of the Flo Ridans, bearing the Conch that was apparently worshipped by the original community of the Keys - as far as the few relics of Old Yuusar that could be recovered could show. Now, Ruiz has a herculean task ahead of him - not only must he build the Thalassocracy's new fleet, from scratch but he must find these new civilisations as well.
 
Update 0: The Before Times

Faction Reports​

The Atomic Foxes
The members now known as the Atomic Foxes started as soldiers of the 1057th RCT prior to the Great War. A clerical error during the opening minutes of the nuclear conflict sent orders for them to "Bunker up". This helped spare the majority of the unit from destruction like so many other forces throughout the former United States. With the base outside leveled by nuclear weapons, and chaos beckoning, the regiment maintained their positions throughout the years, keeping the bunker door sealed. Now, as the observation equipment within the bunker starts to go dark, and food and water supplies begin dwindling, it has become clear that the Atomic Foxes must soon venture out into the wasteland.

Spoiler :

Commander’s Challenge: We have begun to lose our recon abilities as we have run out of spare parts for our computing and monitoring systems within the bunkers. While we could continue to repair these systems and maintain the cameras surrounding the bunker and throughout Valdosta, which would give us a strong advantage against any raiding parties, the cost would take up most of our remaining Tech Parts. Our engineers estimate that 30 Tech Parts would be needed to restore the failing, nearly 200 year old systems and create a strong observation perimeter for our bunker. Some members of our faction are not in favor of this great expense, claiming that manned patrols would be more effective and cost efficient. How do we proceed?


The Citizens
James Smith went through all the mess that a devastated and uncivilized world can offer, being a descendant of countless other wearied survivors over the past two hundred years. He came very close to giving up, but then, by chance, he met other survivors, people he came to love and care, and that made him feel human, something unusual in this harsh world. These people became everything to him, and he would do anything to keep them safe. After years of wandering alone through wasteland, James found himself, suddenly, as the leader of a newly formed group of survivors. The world was a dangerous place for a large group, and it became obvious the need for a new home. Having this in mind, James led his group to an abandoned military bunker that he had learned about from old military logs, and there they settled. This place became their home, and they will do anything to defend it, because nobody else than these people know better about the horrors of the outside world.

Spoiler :

Professor’s Challenge: Our new home and bunker is cozy, but seems to be deeper than we thought. There are a number of blocked off passages within the bunker caused by apparent post-war cave-ins. As this is a military bunker, and we have already recovered ample laser weapons from armories closer to the service, some of our group believe that even greater arsenals could rest deeper within the base. Unfortunately, the instability of these deeper tunnels and passages means that any of them could collapse completely in the near future. Therefore, some of our people have called for intensive efforts to dig out these passages immediately. This would take up the full efforts of 250 people, who would be unavailable for other labor or scavenging. Without this effort, it is likely that any treasures that exist deeper in the earth would be lost completely within the next six months. How do we respond?


The Conch Thallasocracy of the Keys
When the nukes fell, Duck Key was spared a direct hit thanks to its remote location and tiny size. With no support coming from the mainland or Key West, and Florida's descent into barbarism, the people of the island were forced to fend for themselves. They established a life more complex than much of the wasteland, creating a small, local democracy on the island of Duck Key and avoiding barbarians and raiders due to their isolation - who would brave the travels of the ocean, or even the increasingly shaky Overseas Highway (by this point the only link to the mainland) for a village of fishermen, after all? Living off fish, seafood, and whatever crops they could grow in the areas of demolished houses, the people of the Republic of the Keys lived a comfortable and quiet life - at least, as quiet and comfortable as one could have in post-nuclear America.

This all changed two years ago, when rumors of the rebirth of civilization began to travel down to Duck Key. With the promises of civilization tantalizingly close, the community was split on how to respond to it. Would it be a threat? Would it be friendly? Would they rebuild the Empire of Yuusar together, something few wished for - after all, what did the Empire ever do for the Keys? That was when Santiago Ruiz rose to the fore. He painted a glorious new age of rejuvenation for Florida, where the city-states of the Peninsula would grow and prosper. What would support them in this would be trade - a trade facilitated by the unique placement of the Keys. From there, Duck Key and its inevitable future colonies would grow rich. The Keys would become a thalassocracy, in the vein of Old Venice before them. Encouraged and buoyed by Ruiz's vision, the people of Duck Key elected him to become the first Doge-President for Life of the Thalassocracy of the Keys. They chose, as their standard and banner, the Conch Shell flag of Old Yuusar, bearing the Conch that was apparently worshipped by the original community of the Keys - as far as the few relics of Old Yuusar that could be recovered could show. Now, Ruiz has a herculean task ahead of him - not only must he build the Thalassocracy's new fleet, from scratch but he must find these new civilizations as well.

Spoiler :

High Doge-President’s Challenge: Several ancient yachts rest under the control of some of the wealthiest citizens of the Keys. These yachts are currently in use as the homes of these people and their families, but could be the foundation of a fleet, should they be deemed seaworthy. Unfortunately, even just inspecting these craft, much less adapting them for overseas sailing, could be viewed as an insult by the other leaders of the community. On the other hand, as Duck Key has been thoroughly stripped of any new goods, we need these ships for future expansion and trade. How should we proceed?


Nasa
Cape Canaveral was a significant hub of activity in the last days of the war, being heavily guarded against Chinese infiltrators and Saboteurs. It was from the Launch Facility that most of the United States’ Communication Sats, Spy Satellites, and Orbital Weapons platforms were assembled and sent into space to fight against the Red Threat. Barely a year before the end of the war, Space Command at Houston was moved to Cape Canaveral, to ensure ease of communication and efficiency, increasing the effectiveness of NASA tenfold. The fall of the bombs in no way changed the purpose of NASA. Assuming that the United States government would restructure itself and make contact, the Scientists, Soldiers, and Officials swore to fight on. For years, they maintained the Satellite network as best they could, wasting valuable resources to launch Rocket after Rocket to keep the American Orbital Presence intact. However, as food started to grow scarce and the parts to maintain the space assets grew even scarcer, NASA was forced to face the truth they had ignored for so long. They were on their own. Nasa has turned to deal with its own needs, to protect itself against the growing threat of raiders and radiation altered monsters. However, the Dream of Space was one that would never leave the Heart and Dreams of the people of Nasa.

Spoiler :

Commander’s Challenge: A growing dispute has emerged over the precious few remaining rockets and probes that were created for space exploration. While only a handful remaining, they contain valuable technological parts and equipment kept in pristine conditions over the years. A large number of our older population wishes to maintain these relics in preparation for future launches. The rest of our population favors cannibalizing these old rockets and taking the ample amount of advanced Tech Parts that could be used to aid the faction here on Earth. How do we respond?


Vanguards
For over one hundred years Palatka retained its pre-war name and was run by a small council of the town’s wealthy elite. Few are aware of Oscar’s his life before he took over Palatka, and no one knows what his birth name is. What is generally understood is that he was born to a scavenger family at Stetson University, where he discovered a wealth of intact pre-war Marxist literature, which he read as an adolescent. He later migrated with his leftist readings to Palatka, under the oligarchic control of a few wealthy community members. Communism was a vague memory to even the town’s leaders, and Oscar was able to initially persuade residents unabated, until his threateningly revolutionary mission became apparent. Oscar’s communists staged a coup d'état, and spent a number of years internally restructuring the town, renaming it "Congress City"; but now the town is finally prepared to look outward again, as the Vanguard town of the wasteland.

Spoiler :

Comrade’s Challenge: Comrade Oscar recently returned to Congress City with a few more than a dozen fully intact and operational suits of Pre-War military grade Power Armor. These powerful pieces of equipment offer substantial firepower support for any soldier who uses them. Unfortunately, with so few, it’s become clear that only a lucky handful of people will ever get to train with them. There are concerns that these few people will become an unintentional elite, and wield far more power and influence than any other could hope. They have claimed that the armor should simply be stored except in the case of emergency, but a lack of training or experience with this equipment could make it more of a hazard for the Vanguards’ army than they are a boon. How do we respond?


OOC

@Grandkhan: I hope you’ll understand that I have similarly reused the challenge from the other NES. :p

World Map

 
The following is an excerpt from Comrade Oscar's writings and is the typical kind of passage to be orally taught in Congress City.

Marxism-Oscarism

Marx could not have predicted the destructive power of the atom, and so too would never have considered the world’s end to be so total and thorough. The Great War cleared the historical slate, reverting society backward before the stages of imperialism and feudalism. Without the contradictions of fully operational capitalism, how could socialism, and then communism, be achieved? In fact, the destruction of the world after the preconditions for realizing the ultimate future of society precisely allows the survivors of the apocalypse to skip those historical stages. The people of Congress City already know what socialism is, not by experiencing nineteenth century capitalism, but because former social revolutionaries have already studied and forwarded a perfect encapsulation of what capitalism, and by extension, socialism, are like.

These principles still matter, not for the worker – whom is a figure of the past – but for the wastelander, the post-apocalyptic proletarian. We must band together in equality and fraternity in the struggle against the ghosts of nuclear capitalism and the monsters they have produced.

But is our victory a historical necessity like it would have been had nuclear war been averted? It could not be less so. Congress City, our first communist settlement, is a contingency; there indeed was class struggle in it prior to the revolution (all history is the history of class struggles after all), but not of the variety that would naturally bring revolution. We forged a communist society by chance, but now that we have, it is our mission to be both a shining city on a hill, and a vanguard for future extension of communism.

This post-apocalyptic stage poses another problem for the proletariat: how are we to best handle the commodities of the pre-war world? They are often of extreme utility and power, scarce, and most of all, irreplaceable for the foreseeable future. The introduction of power armour into our society has raised the concern that a new class will evolve from the select few trained to use it. Socialist societies of the pre-war era had militaries, aggrandizing soldiers with the provision of advanced weaponry (by this same logic), without the same consequences. Unlike those societies, however, Congress City is faced with the real possibility of immediate extinction without such weaponry. The unity of our people which the struggle against the wastes itself produces should be sufficient to keep those we would privilege humble proletarians – but beyond this, it is in fact our duty to use every resource at our disposal to defend this bastion of communism for future generations and the world.
 
Hey,

OCC
Since I have had maintained the cameras surrounding the bunker and throughout Valdosta. Does that mean I would know if any lowlifes or beasts were around? Or at least till recently I had that ability. This would allow me to pick a force & which area I would have the least trouble against. There are some pretty interesting industries around Valdosta.

Is Tallahassee on the gulf coast now? Looks to be on the map? Or do I need to go there & see myself?

And all the Commander’s Challenges are beautiful. :cooool:

Thanks,

Blaze Injun
 
This was too good to pass up.

Faction Name: Vault 40
Leader Name: Victor Serraño
Leader Trait: Charismatic
Starting Location: West of Miami, on U.S. 41, Somewhere in the Everglades
Leader Background: Overseer.
Origins: Vault Dwellers
Traits: Industrious
Capital Type: Vault
Background: One might, mistakenly, believe that the Everglades are a poor place to locate a subterranean Vault.[1] Not so, with Vault-Tec! Good old-fashioned American ingenuity means that your family will be safe, sheltered behind millions of gallons of fresh, clean water -- Mother Nature's neutron sink. Stay safe and stay clean with Vault-Tec's latest vault -- reserve your spot today!

[1] Not meant as a comment on any pending litigation between Vault-Tec, Inc. and any former geological survey staff, who were fired for incompetence anyway.
 
Sign me up.

(will edit over the next couple hours.)

Faction Name: New Gulf Commonwealth
Leader Name:Booker T. Ryan VI
Leader Trait: Lucky
Starting Location: Libson, Florida
Leader Background: Booker T. Ryan VI inherited everything from his daddy: His favorite guns, his southernly disposition, his irreverence for federal governments and his leadership in the New Gulf Commonwealth. Though he has the proverbial silver spoon in his mouth, that does not mean he spoiled. Working for his father kept him out of trouble, and instilled him with skills and leadership need to run the NGC, though he generally wishes to defer to his father, Beauford T. Ryan III. The diminishing strength of the elder Willington has the young leader worried about how he will manage without his daddy looking over his shoulder.

Origins:
Traits:Industrious
Capital Type:Bunker
Background The New Gulf Commonwealth was the brainchild of the eccentric Booker T. Ryan, grandfather of the current leader of the NGC. A local, affluent celebrity, Ryan made his millions contracting through the state and through various private investments. When the Vault-Tec program was announced, Willington became convinced that it was an attempt on the part of the federal government to establish absolute control over it's citizens during a national emergency. He immediately set out to covertly create his own personal bunker and private army as a form of protest. Due to his modest means of livings and through his business connections with state of the Gulf Commonwealth, he was able to procure several hundred cargo containers and many tons of cement. After consulting with several structural engineers, he scrapped the idea of building a bunker under the ocean and opted to build it in middle of Florida though a front company, Rusty Shackleford Industries. Initially, Ryan intended to recruit the brightest minds in the Commonwealth using a series of clues and puzzles, but concluded that inviting the best and brightest would result in being stuck would result in no one wanting to do the work necessary to maintain the bunker. Ryan scrapped the idea in favor of two small seminar series geared towards preppers and rednecks entitled Preparation and Planning: Who is Rusty Shackleford? and Militias for the Common Man: The Shackleford Project By 2064, Ryan had converted the cargo containers into a large underground complex containing necessary supplies for a couple centuries as well as para-military gear purchased privately or embezzled from local police forces. In 2076, Ryan and his gathered cohort disappeared in the rioting. Ryan's dream had succeeded. Flash forward over a century, the New Gulf Commonwealth is out to reestablish itself.



@EQ: I know that my base is a bunker, but since it's civilian run, can we make it work? I left myself open for a trade-off in the quality/number of weapons. Also, I would like to say I'm glad to see this going again. I always enjoy BOTWAWKI, because it allows create factions loosely based upon video games or movies.
 
@EQ: only if you don't mind me reusing orders. :p

Do you want them PMed or in the thread?
 
First off, I'm getting used to the projection of the map again, and it throws me a bit off as its not the same projection as Google or MapQuest. Some locations of factions may not be 100% accurate, but I'll correct them as I figure out the projection. Consider all pre-war locations approximately where they should be.

@Blaze_Injun: Yes, your guys will have an advantage in generally knowing where to go without the cameras, but obviously, they won't be as effective without the cameras being operational beforehand. Also, the cameras don't cover inside buildings. Somewhat we're talking about control of traffic cameras and parking lot surveillance. Predominantly though, we're talking about the radius around the bunker itself, watching approaches towards the entrance.

@ChiefDesigner: Thank god, I was afraid no one would be a Vault. Made me sad, as vaults are so much fun for me. I've got so many unused Overseer's Challenges (even from the first of these) and ideas for vaults, it'll be good fun.

@Quisani: If you look, Golden1Knight's faction is a civilian group in a bunker. No need to be Pre-War Military for this purpose.

@Grandkhan: Reuse them as much as you'd like, it's almost the exact same start, though I think you have less population this time due to a change in how I calculate starting stats. You can PM them or post them in thread. As I said in the rules, I recommend posting as that way there's no doubt that you did send in orders. It works for you too, as you are well away from almost everybody at this point, to the point of being inaccessible by all extant factions.
 
Oh. I didn't see that. Glad to know it works though.
 
Faction Name:Pox Chains Gang
Leader Name: Edward Pox
Leader Trait: Fearsome
Starting Location: Tallahassee, Florida
Leader Background: Edward Pox was a descendant from a infamous crimelord named Marcus Pox who was smart enough to prepare for worst case scenario. Some people call him paranoid but now look who became ash while he still standing tall. Marcus share his knowledge of extorting people to his children which want on till the present day Edward Pox.
Origins: Survivors
Traits: Expansionist
Starting Community: Urban Ruin
Background: The people who used to live in the now ruined city of Tallahassee were rule by the Pox family after the world burned. The reason why the Pox family rule was because their use of fear to scare the survivors into obeying them. The Pox Family Began to build a sort of small work community from the ruins of Tallahassee.
 
Top Bottom