Botwawki 2.6

@Lord_Herobrine: 2240.

@Quisani: Whatever is easiest for you, I'll adjust to.
 
The Citizens Orders

Professor's Challenge Solution

Spoiler :
Bring a wild creature into our home would be something of extreme recklessness. However, the idea is not bad, these creatures can be really useful. Maybe we can try to isolate a specific area of the bunker to train one of these felines, and this area would be guarded day and night by two Protectrons. If the project goes wrong and the creature becomes hostile, the Protectrons will eliminate it summarily. If the idea works out, we will begin to train others of these mega felines.


Orders

Spoiler :
Operation Gainesville

100 men, armed with 50 Laser Weapons and 50 1-H Guns, will participate in a major operation in Gainesville. The whole city will be turned upside down: University, airport, museums, hospitals, laboratories, and everything else that can contain useful things. We will also take one Protectron to assist in the capture of a specimen of the mega feline. James will go on this expedition personally, as they will visit various old installations of knowledge, which are abundant in the region. (true fact, take a look at Maps) With so much of our personnel in the area, it is expected that the operation be performed quickly and efficiently, so that the time spent out of the bunker is minimal. But, in case of hostilities, we have enough men to defend us, and we will not be far from the bunker.

Interesting Places:
-Gainesville Regional Airport
-University of Florida
-Horticultural Sciences Dept.
-US Agricultural Research Devices
-UF Hospitals
-Florida Museum of Natural History
-Energy Research and Education Park

Planting the Seeds of the Future

If possible, 30 people will begin to cultivate the fertile lands closest to the bunker. If we do not have the necessary material, instead these people will explore the suburb of Gainesville (maybe for food?). They will be armed with 30 1-H Guns.

The rest of the people will remain in the Bunker.
 
Two things: As I stated in the first couple of posts, these days I prefer that if you have a lengthy question that could lead to other questions that you ask me through Steam chat. My SN there is the same as here. Second, for those of you in the Central Florida/Tampa areas, you really don't need to assure me that something's there, I know the area pretty darn well, that's why the map is where it is. :p
 
Two things: As I stated in the first couple of posts, these days I prefer that if you have a lengthy question that could lead to other questions that you ask me through Steam chat. My SN there is the same as here. Second, for those of you in the Central Florida/Tampa areas, you really don't need to assure me that something's there, I know the area pretty darn well, that's why the map is where it is. :p

For me it's the complete opposite: I depend on the Maps to know the area. :p

And another thing, believe me, before this NES, I had never heard of Fallout. :lol:
Also, I only now discovered the incredible coincidence that there is actually a scientist named James in this game. :think:
 
Conch Thalassocracy Orders

The Conch Thalassocracy of the Keys: Grandkhan
Leader: High Doge-President Santiago Ruiz (Charismatic)
Faction Trait: Expansionist
Capital: Duck Key, FL (Pre-War Community)
Structures: None
Population: 900
Slaves: 0
Education: Oral
Food: 970 (+500)
Water: 950 (+500)
Energy: 0 (+0)
Tech Parts: 10
Scrap Parts: 0
Ammunition: 1,100
Military Equipment: 100 1-H Guns, 50 2-H Guns, 10 Heavy Weapons, 3 Small Boats
Robots: None
Military Skill: 3

Orders

-60 Men, 45 armed with 1-H Guns and 15 with 2-H Guns, aboard 3 Small Boats, are to sail west to Marathon, which they are then to excavate for scrap or tech parts as well. Once Marathon has been denuded of salvageable materials as well, they are to continue to sail along to Pine Key, and repeat the process. They are then to continue to Cudjoe Key, and again repeat the process. After Cudjoe and Pine Key are empty of salvageable materials, the expedition is to return home, taking with them everything of use that they have found.

High Doge-President's Challenge
It is the firm belief of Santiago Ruiz and the ideological basis of the Thalassocracy that Wealth Distribution is pure and simple theft. After all, thats what the Communists do, after all. And Communism is a lie! Better Dead than Red!

Citizens of the Conch Thalassocracy are encouraged to put their trust in Santiago Ruiz and the scavenging expedition which should bring back enough spare parts to build a functioning agricultural system before food runs out in Duck Key.
 
Only missing two sets of orders, I'll be starting the update tomorrow.
 
Are food and water consumption automatically deducted from their production, or is that separate that we must calculate ourselves?
 
What blaze said, food and water is deducted automatically at the end of the update from each faction.
 
Vault 40 Orders

Spoiler :
Stats:
Spoiler Stats :

Vault 40: ChiefDesigner
Leader: Victor Serraño (Charismatic)
Faction Trait: Industrious
Capital: Vault 40, Everglades, FL (Vault)
Structures: None
Population: 1,050
Slaves: 0
Education: General
Food: 2,100 (+2,000)
Water: 2,100 (+2,000)
Energy: 0 (+0)
Tech Parts: 50
Scrap Parts: 2,500
Ammunition: 700
Military Equipment: 100 1-H Guns
Robots: 10 Mr. Handys
Military Skill: 0


Overseer's Challenge:

* Post trusted, loyal guards who are also a parent at the door of the luxury goods storeroom. Quietly speak to said guards about discipline issues with children, commiserating with them; there's no need to be direct about this. As parents, they'll understand. Make sure the other accesses/ventilation shafts are also trapped with noisemakers.

* Talk to the boy. Tell him he can't do this sort of thing -- that he has a responsibility to everyone else in the vault not to steal. Make him cry. Then try to channel that energy productively -- get him outdoorsman books and get him trained as a scout.


Orders:

* Build a gunsmith's workshop and an ammunition converter, for 2000 Scrap Parts and 15 Tech Parts. We're going to need a lot more guns in the next few years.

* It's time to unseal the Vault. If external cameras show that opening the vault is safe, and won't (for example) lead to the flooding of the entire Vault or it rapidly being overrun by mutant plants/alligators/swamp things, open the door -- but be prepared to seal it again.

* Post a sentry of 2 Mr. Handys at the Vault entrance at all times, prepared to seal the Vault door if necessary. Exploratory teams work out a knocking protocol to be allowed re-entry, with a code specifically designated for "We are being forced to knock under duress."

* An expedition of 40 men, with 40 1-H guns, explores the town of Everglades itself, testing soil and water for radiation. Specifically note Captain Doug's Airboat Tours, Everglades Fishing Charters, the airport and the marina for intact boats or smallcraft. Should time permit, explore Chokoloskee Island and the stores and fishing areas there.

* An expedition of 40 men, with 40 1-H guns, explores the area at the intersection of US 41/Tamiami Trail and County Rt 29, noting specifically the Collier County Sheriff's Department office. If time and terrain permit, explore farther up Rt. 41 eastward, checking whether the road is passable (or whether it has been reclaimed by the Everglades.)
 
Update 2: 2240 July-December

Welcome to the Sunshine Wasteland

Faction Reports​

Atomic Foxes
Spoiler :

The Atomic Foxes thankfully have entered into a time of ease and peace when compared to the first half of the year. A radroach infestation was eliminated within the bunker, but sadly, it was discovered that a substantial portion of the food stockpile was contaminated by radioactivity, and worthless for consumption. Numerous repairs were made to the bunker itself, and the old camera network was brought back online, allowing the Foxes to view most of Valdosta, which remains heavily infested with ghouls, in the process. Two expeditions were launched towards nearby Moody Air Force Base, and they found that the area was still highly radioactive, though it could be entered safely using power armor. Using said armor, the expeditions managed to find that the base was completely empty of defenses, finding a stockpile of obsolescent weapons from the Twentieth Century. These guns, and various technological parts were returned to the bunker. Another expedition, evading the large number of ghouls in the Valdosta area, thanks to the use of quite melee weapons, travelled up I-75 to the small town of Hahira, which turned out to be home to a sizeable settlement, similar to Whitehead Bay in the east. No contact was made, and the inhabitants of the settlement appear unaware of the Atomic Foxes’ existence, maintaining a well-fortified community for themselves.

Turn Stat Changes
-100 Food from radiation contamination of food supplies
-200 Scrap Parts, -30 Tech Parts from Bunker repairs and construction
+60 Scrap Parts, +5 Tech Parts, +20 1-H Guns, +30 2-H Guns, +160 Ammunition from 1st Moody AFB Expedition
+20 Scrap Parts, +2 Tech Parts, +10 1-H Guns, +20 2-H Guns, +100 Ammunition from 2nd Moody AFB Expedition
-255 Food and Water from Consumption

Commander’s Challenge: The movement of ghouls within the limits of Valdosta cause some restriction of our possible patrols and operations. Some within the bunker have called for the use of tech parts and computing systems to learn to track and monitor the ghouls to help provide safety for our soldiers. The opposition to this plan suggests that instead, a major operation be launched to attract, then destroy, the bulk of the ghoul population in open battle. They are confident that the Foxes have enough resources and weapon to accomplish this. Which plan shall we take?


The Citizens
Spoiler :

The Citizens suffered great tragedy over the course of the late summer and winter. Two massive raider attacks were launched against the bunker, causing extensive damage to the shelter and inflicting harsh casualties, destroying attempts to farm outside the bunker. Thanks to the use of the Protectrons and overwhelmingly superior firepower, the raiders were driven back and defeated. The first group had been destroyed completely, while the second fled into the wilderness after their loss. A number of others were killed in salvaging efforts around Gainesville as the powerful feline critters, have proven to be vicious and cunning, finding the Citizens to be tasty treats for their own consumption. The salvaging still managed to bring back a sizeable amount of scrap for future use in construction, but not much else.

Turn Stat Changes
-30 Population, -370 Ammunition, +25 Low-Tech Melee Weapons, +10 1-H Guns from First Raider attack
-20 Population, -355 Ammunition from Second Raider Attack
-20 Population, -100 Ammunition from Gainesville Salvage losses
+500 Scrap from Gainesville Salvage
+1 Military Skill from combat
-220 Food and Water from Consumption

Professor’s Challenge: The bunker has been divided into two bitterly divided camps: those wanting to call the feline hunters “Damncats” and those believing that “Flions” is a superior name. They have come before the Professor for a ruling on this matter. Which name should be attribute to those fierce beasts?


The Conch Thalassocracy of the Keys
Spoiler :

The main adventure of the Thalassocracy was a prepared expedition to the west, the much larger island of Marathon. The newly acquired three ships were equipped and dispatched to salvage as much as possible from the island before returning home. They were pleased to find that the island of Marathon was fairly well intact, considering the nuclear war, and empty of any hostile life. The island itself was deemed possible for farming, should a new settlement be established outside of Duck Key. Unfortunately, recent dissatisfaction at decisions made by the Doge-President stirred rebellion within the ranks, and the crew of one of the three ships mutinied and left the expedition for parts unknown. Though they gave no notice of their impending revolt, it seems likely that they believe the government of the thalassocracy is quickly leading the population towards starvation and disaster. The remaining two ships soon returned home from marathon with an ample amount of scrap and even a single tech part found intact.

Turn Stat Changes
-50 Water from contamination
-20 Population, -15 1-H Guns, -5 2-H Guns, -40 Ammunition, -1 Small Boat from mutiny
+200 Scrap Parts, +1 Tech Part from Marathon scavenging
-380 Food and Water from consumption

High Doge-President’s Challenge: Some of our wealthiest citizens have begun demanding that a ship be dedicated toward finding the mutineers and their wayward vessel. They have called for an immediate military expedition to find the rebels, and to return them for punishment. Others have stated that due to the worsening supply situation, it would be better to keep both remaining ships on salvage duty to Marathon. If we don’t send out a ship immediately, the mutineers will likely get far away from any retribution. How do we respond?


Nasa
Spoiler :

Nasa’s great challenge was the migration from the bunker headquarters to the newly proposed settlement within Titusville, seeking a change of location to encourage farming and growth. Using the old Astronaut Hall of Fame, and space center visitor’s location, Nasa planned on the construction of a fortified settlement within. The migration itself proved to move with relaxed ease, as power armored individuals successfully cleared out any opposition, particularly from mirelurks encountered along the route. The new settlement was established without any difficulty, as local parts and scrap were immediately used in the construction, as were the salvageable elements of the bunker they abandoned. Very little scrap remained, and what did remain was used to set up some rudimentary farming mechanisms.

Turn Stat Changes
-140 Ammunition from migration losses
-440 Scrap Parts, -2 Tech Parts from migration construction
-220 Food, -300 Water from consumption

Commander’s Challenge: Now that we’ve moved more out into the open and away from the bunker, we’re likely to be noticing by the varying groups of nomads throughout the wasteland. Some of them will likely seek to join us to find shelter. A faction of our people believe that increasing our numbers can help improve food production and development, while others believe that they could dangerously undermine both our stockpiles and our mission. What will our policy be towards future immigrants?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth exited its bunker for the first time, and began immediate construction on a new primary layer of defenses. The new fortifications and space create a wall around the bunker entrance, allowing them to develop new territory for building homes and industry. Within these new walls, a forge was built, along with the systems needing for a pump and purifier from a nearby lake. Farming equipment was built and distributed allowing for ample farming within the new fortifications. Unfortunately, as this construction was undertaken, a new, unusual threat emerged. Surrounding the bunker was a large number of webs, and while these were quickly removed by fire, along with other trees, a new creature was found, bearing an unusual resemblance to pre-war ants. Unlike such ants as were remembered, these are about two feet long, and capable of weaving webs like spiders to catch their prey. Construction was mostly unhindered and the spider-ants seemed to be keeping their distance throughout the rest of the year when it came to the settlement.

This was not the case with the expeditions that departed the bunker. The first expedition to Grand Island actually nearly fell victim to several webs and attacks by the spider-ants which grew surprisingly coordinated as they moved east. In Grand Island, a settlement was discovered, greeting the bunker’s expedition, and expressing great surprise that anyone lived in what has been generally agreed to be spider-ant territory. They stated that over the past fifty years these spider-ants have emerged from Emeralda Marsh, and had already destroyed another settlement that had existed at Haines Creek and been viciously whittling down Grand Island too. They have warned the NGC about the threat of the spider-ants and then sent them on their way back west.

The second expedition left towards Haines Creek and soon learned exactly what the people at Grand Island were referencing, the spider-ants launched a coordinated ambush upon the expedition, which barely escaped with no casualties. In the outskirts of Haines Creek the expedition was fortunate enough to discover an intact propelled hauler of water with countless gallons of pure watery goodness within. This was painstakingly returned to the bunker, while fending off the occasional probes by the spider-ants.

Turn Stat Changes
-500 Scrap Parts for external fortifications
-70 Ammunition from Grand Island expedition losses
-95 Ammunition from Haines’ Creek expedition losses
+200 Water from Haines’ Creek expedition salvage
-1,050 Scrap Parts, -8 Tech Parts from Lisbon construction
+10 Population from immigration

Governor’s Challenge: Some of our people argue that the Spider-Ants could prove a grave threat to our holding, and have argued for an expedition to be launched into Emeralda Marsh to find the theoretical spider-ant queen and destroy it. They have argued, that in theory, if the spider-ants are similar to pre-war ants, such a move could throw them into chaos and eventually lead to their destruction. Others have stated that such an expedition is foolhardy, and an ant queen is only a theory, and there’s no proof of her existence. They have stated, that it would be better to simply continue improving fortifications, and that the spider-ants are hardly more of a threat than raiders or any other beast in the wasteland. How do we respond?


Pox Chains Gang
Spoiler :

The Pox Chains Gang suffered some losses as they ventured out from their Tallahassee headquarters for the first time in years. The city itself is thoroughly overrun by ghouls, which inhabit every nook and cranny of the city limits. Thankfully, the ghouls have learned to avoid (or been wiped out) the area around the gang’s headquarters, making it a relative safe zone in a hostile area. Limited salvaging took place in this area, though it was light at best, due to most of the population being restricted in the compound. The Gang also sent another expeditionary force to scout out a town to the south, but this expedition never returned, and is believed to have been lost completely to the hazards of the wastes.

Turn Stat Changes
-70 Ammunition from Tallahassee salvaging losses
+80 Scrap Parts from Tallahassee salvaging
-30 Population, -50 Ammunition, -10 Low-Tech Melee Weapons, -15 1-H Guns, -5 2-H Guns from lost expedition
-170 Food and Water from consumption

Boss’s Challenge: There are some minor enclaves of human inhabitants throughout the Tallahassee area, and even some wandering nomadic types that may wish to join our civilization down the line. How should we treat these potential immigrants?


Saint Vikings
Spoiler :

The Saint Vikings ventured out for the first time into the ruins of St. Petersburg, not knowing what they would find, but confident in their success. They found ample wreckage, and immediately set to salvaging from whatever surrounding locations they knew of from pre-war maps. Using Mr. Handys to deconstruct the ruins, and Mr. Gutsys to protect the operations, they managed to also bring home a number of lost survivors from the rubble. They have informed the vault dwellers of a powerful raider band known as the Hounds, who eat their captives, and are constantly hopped up on chems of all types. They have yet to encounter any of these Hounds for themselves, but they are known to be a ferocious band, and are constantly hunting for more victims throughout the St. Petersburg area. The salvagers who were sent out were fortunate not to run into any of them, and even more fortunate to make a highly substantial find at nearby old airport. A massive ammunition stockpile was discovered in one of the hangers, along with a handful of small guns. The ammo was immediately hauled back to the vault, and is feasibly enough for any major fight the vault could find itself in.

Turn Stat Changes
-600 Water from reactor radiation contamination
+560 Scrap Parts, +30 1-H Guns, +500 Ammunition from St. Petersburg salvaging
+25 Population from Immigration

Overseer’s Challenge: There are ample amounts of lost people throughout the ruins, evading the hounds and looking for shelter. The location of our vault is well known, but all believe that it is still shut. Some of our people believe that we should keep our presence and activity a secret, only using the robots for salvage, and preventing any immigration. Others believe that we should swing open the doors and invite all who seek shelter from the Hounds to join us. Opponents of immigration state that if it’s easy for immigrants to get in, it may be easy for the Hounds to do so too, and compromise our security. What policy should we take towards immigration?


The Vanguards
Spoiler :

The Vanguards were attacked twice this year by raiders, and both times drove them off, but failed to destroy them completely. A number of people were lost in both attacks, but each time, power armor managed to win the day in the battle. Following the attacks, the leadership felt confident about sending out salvage expeditions to other locations throughout the region. First they began with an expedition to Kingsley Army Base, which they found to be too radioactive still to enter without power armor. Thankfully, using the power armor and ranged weapons, they managed to overwhelm the automated base defenses, and salvage the area. A decent amount of scrap was recovered, but more valuable was a large amount of tech parts from storage. The equipment was all recovered and returned with the group as a whole.

Other, smaller, scouting and salvage expeditions met with more difficulty. An expedition to Interlachen was lost completely, and a subsequent expedition originally destined for Hawthorne discovered why. Apparently, a large and powerful group of nomadic raiders have temporarily settled into Interlachen, and they were likely responsible both for the attacks on Congress City and for the destruction of the first expedition. The group immediately turned back and informed the leadership of this problem stating that the name of the raiders appears to be the “Panthers.” Other expeditions to Florahome and Keystone Heights were more successful, though they did have to fight some giant ants which had made themselves at home in both former towns. Thankfully no one was lost in these fights. In Florahome, they managed to discover an intact gun store with ample hunting rifles and other powerful ballistic weapons, and significant ammunition stocks along with them. These weapons were returned to Congress City.

Turn Stat Changes
-10 Population, -120 Ammunition from Raider Attack 1
-5 Population, -120 Ammunition from Raider Attack 2
-5 Population, -35 Ammunition from Kingsley AB losses
+50 Scrap Parts, +6 Tech Parts from Kingsley AB Salvage
-35 Population, -30 Ammunition -25 Low-Tech Melee Weapons, -5 1-H Guns, -5 2-H Guns, -4 Power Armor Suits from lost Interlachen expedition
-15 Ammunition from Florahome expedition losses
+90 Ammunition, +15 2-H Guns from Florahome expedition salvage
-15 Ammunition from Keystone Heights expedition losses
+60 Scrap Parts, +1 Tech Part from Keystone Heights salvage
+40 Food, +30 Water, +30 Population from Immigration
+1 Military Skill from Combat experience
+215 Food and Water from production surplus

Comrade’s Challenge: The Panthers are heading our way! There’s no doubt, they know of Congress City, are short on food, and desire to take what we have worked to build. Our people are close to panic, and we’re unsure of what to do next. Some have advocated taking everything we can, destroying the bridge across the St. Johns River and moving east. Others have insisted that we remain and fight to the last, even if it means risking our destruction. The raiders are coming, and they will not stop their attack until either we are all dead or they are. Do we fight or do we flee?


Vault 40
Spoiler :

The Vault Dwellers of Vault 40 have opened their door after many decades of awaiting the all-clear from their overseer. At long last they have glimpsed into the sinister looking marsh in which their vault rests comfortably. Thankfully the entryway into the vault was not flooded, and for the most part the access road from the Tamiami Trail remained intact, as did the Trail itself for the most part. To get a better idea of the world they now live in, the vault dwellers launched a major expedition to the nearby town of Everglades, hoping to find supplies and maybe even news of the larger world. The journey was difficult, as they had to cut aside brush and overgrowth along the road, and at night the expedition members would swear that they saw constant movement in the shadows off the road and the feeling of constantly being watched. At one point as it began to get dark, it was reported that a large tree had fallen across the road, and so they made camp in front of it. The following morning, the tree had mysteriously vanished, leaving the road clear once more. Upon reaching the town, it became clear that raiders had briefly encamped themselves here within the past year, and there were signs of all sorts of debauchery and chaos, except that it appeared they left in a great hurry shortly after arriving. The town was completely empty of any life, even the smallest rodents. The expedition itself was a success, as they found a locked storage facility at the Sheriff’s Office containing a substantial amount of assault rifles. These guns were recovered, and the expedition was quite relieved to leave the hauntingly empty town, and begin travelling back. As they did, once more, they felt constantly stalked and watched from the marshes along the road, and night watchment claimed that they saw massive shapes moving through the shadows. All concerned were extremely thankful to have arrived back at the vault with their haul and no casualties.

Turn Stat Changes
+5 Population from Natural Growth
-2,000 Scrap Parts, -15 Tech Parts from vault construction
+100 Scrap Parts, +80 Ammunition, +20 2-H Guns from Everglades expedition
+945 Food and Water from production surplus

Overseer’s Challenge: It seems that someone from the expedition to Everglades found a stockpile of various chems like Psycho, Jet, and Turbo. They have smuggled these goods back into the vault, and have been clearly selling them off to other residents. So far this has not created an issue, but there is some concern that use of these chems will be detrimental to the youth and could cause moral and physical problems for those who use them. How do we respond?


NPC Diplomacy

To: Atomic Foxes
From: Lakeshire

We cannot spare the amount of food and water you request without depriving ourselves of resources, even with the proposed added equipment. We would be willing to provide 150 Food and Water every six months, with more as farming productivity increases. We cannot spare any more without causing losses among our own ranks, as our production is currently even short of what we’d desire now.

OOC

@Everblack, I’m not sure exactly what you intended on doing with your last challenge, so at the moment, I’m assuming that nothing was really done. Please clearly state what you are doing in response to those challenges, it’ll make these updates much easier for all involved.

Just pointing out that the more people used in scavenging operations, the more scrap that can be recovered and returned.

@ChiefDesigner: Due to the relatively short distances involved, I’m counting the areas you outlined all as one scavenging area, and therefore the two expeditions count more or less as one.

World Map

 
Hey,

OOC

Food and Water from Consumption is yearly.
Spoiler :
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.


But the updates are 6 months & have taken out Food and Water from Consumption in each update.


Blaze Injun
 
@Blaze: that's a holdover from the old ruleset where each turn was a year. Fixing now.
 
Are Tech Savvy groups receiving their per turn tech parts? I do not think mine have been updated.
 
Hey,

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


We will agree to Lakeshire providing 150 Food and Water every six months, with more as farming productivity increases.

And you agree to this?
Being farmers I'm sure you can figure out something. You will use Lakeshire Tech Parts. We will supply Lakeshire enough Scarp Parts to build;
Spoiler :
A. Water Pumping Station: Oral Education: 300 Scrap Parts, 3 Tech Parts
B. Farming Equipment: Oral Education: 50 Scrap Parts, 2 Tech Parts 1 or 2 pieces based on potential food production.


Do you agree with the other points for our deal?
Spoiler :
1. You will come under the Protection of the Atomic Foxes. We will do our thing & Lakeshire will do what it wants with Atomic Foxes help.

2. A group of 13 Atomic Foxes (5 Power Armor Suits, 8 men with 1-H Guns) will be used in conjunction with Lakeshire to create Armored police force. To patrol the borders of the town & guard against attacks.


If all is agreed we have a deal.

OOC
Thanks.

Atomic Foxes Stats for Tech Parts is wrong. Should be as follows.
035 TP Total.
-30 TP for Camera network repair.
005
+07 TP from 2 Moody expeditions.
012 TP New Total.

1. What would this cost?
Some within the bunker have called for the use of tech parts and computing systems to learn to track and monitor the ghouls to help provide safety for our soldiers.


Blaze Injun
 
@Blaze: Your total of tech parts is correct. Also the cost is however many tech parts you care to submit to such a project, though I'd say 10 Tech Parts would be the maximum, and probably too many.

To: Atomic Foxes
From: Lakeshire

We agree to your revised proposal.

Are Tech Savvy groups receiving their per turn tech parts? I do not think mine have been updated.

@#$*. That's also an obsolete part of the ruleset, missed it. Tech Savvy do not receive per turn, instead they receive more when tech parts are found.
 
@Everblack, I’m not sure exactly what you intended on doing with your last challenge, so at the moment, I’m assuming that nothing was really done. Please clearly state what you are doing in response to those challenges, it’ll make these updates much easier for all involved.

Edward look for people in the group who were desperate for food and water and gave them a job as being his informants and spies for him. Those who gave him good information on plot against him would be reward with extra food and water.
 
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