Botwawki 2.6

@ EQ:
Is he an American citizen? Does he have a foreign accent?

People around your vault also noticed this thing in the ruins near you:

Tardis-JPEG-720x420.jpg
 
Whoops, sorry with the triple post :(

Sunshine Kingdom:
Spoiler :
Leader: Queen Jayne Bede (Enigmatic)
Faction Trait: Tech Savvy
Capital: Nasacity (Titusville, FL; Settlement)
Structures: Pumping/Purification Water Station (2), Farming Equipment (2), Radio Tower, Fortifications, Ammo Convertor, Jail, Recycling Facility, Market, Energy Reactor, Automated Defense System, Airfield, Hydroponics Farm (2)
Population: 440
Total Population: 1,830
Slaves: 0
Education: Applied Science
Food: 170 (+1,620)
Water: 2,950 (+1,740)
Energy: 5 (+3)
Tech Parts: 21
Scrap Parts: 900
Ammunition: 1,025, 20 Mini-Nukes
Military Equipment: 115 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 15 1-H Guns, 80 2-H Guns, 25 Laser Weapons, 5 Plasma Weapons, 5 Heavy Weapons, 2 Fat Mans, 9 Power Armor Suits, 2 Rafts
Robots: None
Military Skill: 8
Outposts:
Spoiler :

Edge (Patrick AFB, FL): +200 Food
-Population: 500
-Structures: Airfield, Farming Equipment
-Arsenal: 100 Low-Tech Melee Weapons, 150 2-H Guns, 150 Laser Weapons, 5 Plasma Weapons, 5 Mr. Gutsys
Fort Cocoa (Cocoa Beach, FL; Settlement): +750 Food, +600 Water, +1 Energy
-Population: 660
-Structures: Farming Equipment (3), Water Pump/Purifier, Solar Energy Reactor
-Arsenal: 100 Low-Tech Melee Weapons, 325 1-H Guns, 110 2-H Guns, 5 Laser Weapons, 5 Heavy Weapons, 8 Power Armor Suits, 15 Mr. Gutsys
Mims (Mims, FL; Settlemetn): +220 Food, +240 Water
-Population: 230
-Structures: Farming Equipment (2), Fortifications, Pumping/Purifier Water Station
-Arsenal: 70 2-H Guns, 105 Laser Weapons, 10 Plasma Weapons, 8 Power Armor Suits



Queen’s Challenge:
Spoiler :
A strange foreigner has come to our lands, settling in Fort Cocoa, calling himself Maieek the Liar and stating that he knows many things that others do not. In addition to his unusual accent, he has had many stories to tell of the Sunshine Wasteland and regions beyond. At the same time, people have begun to notice a number of items, particularly calipers, going missing, and they blame the newcomer for the thefts without any evidence. Quite a large group has begun forming up to “bring Maieek to justice”, but he remains popular with the town’s children as a teller of stories. How do we defuse this potentially ugly situation?


Queen’s Decree:
Spoiler :

Why is this individual special? We have a judicial system and Due process, do we not? Investigate the rash of thefts, but, innocent until proven guilty still applies.


Orders:
Spoiler :
Build an automated Defence system in Fort Cocoa.
Build one farming equipment in Edge
Convert remaining scrap into ammunition.

The Kingdom must be proactive in it’s defense. The individuals who were affecting our radio tower are most likely hostile, as there are very few peaceful uses for sabotaging radio, especially in a way that causes headaches. Though the IBEH enemy has two known locations, only one is within striking distance of the Kingdom at this time, and that is in Sebring.
As such, a military expedition consisting of 10 Mr. Gutsies, 10 Sunshine Guard in Power Armor, with 9 equipped with plasma weapons and 1 with a fatboy and 10 mininukes, and 400 individuals, drawn proportionally from our four settlements, equipped with 75 lasers, 5 heavy weapons, and enough 1-H and 2-H guns to equip them all, are to make their way to Sebring to see what is going on there. Should they encounter hostility on route, they are to respond in kind, but if they encounter peaceful people, they are to hold their fire and continue to sebring. In sebring, the Commander of the Sunshine guard will have unilateral decision on how to act, with the sole instruction of preserving the mininukes unless dire straits require their use. ALL members of the guard are trustworthy, so I trust their decisions on the ground. As per all Kingdom expeditions, scouts are to be employed to prevent the expedition from falling prey to traps and other hazards. In general, the weaponry used for this expedition are to come from Nasacity and Fort Cocoa, as those two are able to defend themselves effectively now that the automated defense networks are active.
Meanwhile, scavenging expeditions are to be continued in and around Fort Cocoa and Edge. Continue to explore the base, in the hopes of finding previously missed store-rooms and whatnot. Additionally, scavenging expeditions are to continue exploit the scrap and remains in Port Canaveral (especially the military facilities at and around the trident turning basins) and South Patrick Shore.
 
People around your vault also noticed this thing in the ruins near you:

Tardis-JPEG-720x420.jpg

Just started watching that yesterday. It takes some getting used to at the beginning with all the sci-fi aspects, but its pretty good. :)
 
To: Fellowship of the Palm
From: New Age Corporation

We are interested in exchanging our 8 tech parts for 300 scrap parts and 100 Low-Tech Melee Weapons.
 
So everyone is aware: I plan on starting updating tomorrow, and then concluding the update on Thursday. You've been warned.


To: New Age Corporation
From: Fellowship of the Palm

Agreed.
 
Spoiler :
Monastic Brotherhood of Poor-Fellows and Crusader Knights: Seon
Leader: Grandmaster Browning (Charismatic)
Faction Trait: Religious
Capital: The Citadel (Ocala National Forest, FL; Settlement)
Structures: None
Population: 400
Total Population: 970
Slaves: 0
Total Slaves: 80
Education: Oral
Food: 10,785 (+1,650)
Water: 6,420 (+1,450)
Energy: 0
Tech Parts: 34
Scrap Parts: 590
Ammunition: 80
Military Equipment: 138 Low-Tech Melee Weapons, 15 High-Tech Melee Weapons, 50 1-H Guns, 10 2-H Guns, 50 Laser Weapons
Robots: None
Military Skill: 9
Outposts:
Spoiler:

Oscargrad (Gainesville, FL; Bunker): +400 Food, +200 Water
-Structures: Pumping/Purifying Water Station, Farming Equipment, Hydroponics Farm, Ammo Convertor
-Population: 570
-Slaves: 80
-Arsenal: 1,060 Low-Tech Melee Weapons, 110 1-H Guns, 2 Power Armor Suits


Spoiler :
Grandmaster's Solution: The freakishly tall beings going around worshipping something called MINORNE are clearly DEMONS worshipping their PAGAN GODS and anyone who BLASPHEMES as such can rot in our NEW JAIL.


Spoiler :
Gather up the honor guard! We have an internal strife to police!

Get the crusading knights openly speaking against these minorne things and give them all the ammunition we have left along with the laser weapons and high-tech melee weapons. Give two of our strongest and loyalest soldiers the power armors from Gainesville and high tech melee weapons. The Grandmaster will go around preaching against the Minorne craze... after all they kinda made it easy to argue against them by explicitly telling our explorers to worship Minorne.

But if that doesn't work, it's time to purge the ranks. Use 300 scraps to build a jail cell. Convert 100 scraps to additional ammunition. Anyone explictly preaching that Minornes are angels and messengers of God will be thrown in there until further notice. Anyone who resists with violence will be cut down or shot. The first one to get loyalty checked will be that goddamned 'prophet.'


After all the unpleasantries are over, gather up 100 more men with low-tech melee weapons and send them out towards Fort McCoy and Reddick for some scrap metal gathering expedition (grumble).

Also our chapel in Ocala is to be given 300 units of water to distribute among the faithful.
 
Vault 71 Orders

Stats
Spoiler :
Vault 71: the Dright
Leader: Overseer Horatio Morgan (Scientific)
Faction Trait: Industrious
Capital: King’s Bay (King’s Bay Naval Base; GA)
Structures: None
Population: 910
Slaves: 0
Education: General
Food: 90
Water: 690
Energy: 0 (+0)
Tech Parts: 76
Scrap Parts: 1,700
Ammunition: 900; 20 Sea-to-Surface Missiles
Military Equipment: 100 1-H Guns, USS Florida
Robots: 10 Mr. Handys
Military Skill: 1


Overseer's Challenge
Spoiler :
Our people are surprised by the setbacks we have had, but are confident that we will survive the year through hard work and intensive farming. They have distracted themselves from our woes by arguing about how to identify ourselves. With the loss of the vault and the apparent betrayal of Vault-Tec, it seems that we can no longer maintain our identity. Who are we, and what will we become?


Overseer's Solution
Spoiler :
Former residents of Vault 71! We have traveled a hard road to this new place, and have been betrayed by the very organization that promised to protect our forefathers. We were citizens of the United States, if it still even exists, and residents of Vault 71. But no longer! We will arise stronger and more confident than before, and create a new society, a better society, using the relics of the old world to create a new one. I announce today the creation of the Kingdom of the Bay, as well as the formation of a new Bay Senate. The next couple of months will involve a lot of hard work and sacrifice, but we will overcome this betrayal.


Orders
Spoiler :
Send 25 with 1-H weapons to scout toward I-95 and Kingsland, returning either after reaching it or encountering something deemed impossible to handle. At all times they will try to move as unobtrusively as possible, avoiding contact with any settlements, wildlife, or 'raider' groups.

70 with 1-H weapons, 140 with no weapons, and 10 Mr. Handys will be used for providing security around and in King's Bay, and will support the retreat of the scouting party should they come back pursued. They will also salvage resources identified in St. Mary's and King's Bay Naval Base, provided the areas have been identified as safe.

Build 3 lots of Farming Equipment in King's Bay for 300 Scrap Parts and 12 Tech Parts.
Build 2 Water Pumping and Purifying Stations in for 600 Scrap Parts and 16 Tech Parts.
Build Fortifications in King's Bay for 500 Scrap Parts.
Build 1 Canoe in King's Bay for 50 Scrap Parts and 1 Tech Part.

Send 1 Canoe with 5 with 1-H weapons to scout nearby waterways and Cumberland Island, staying within sight of spotters from King's Bay at all times.


OOC: I totally thought that one of the sites would be just awful, or that there would be nowhere to live. I am pretty lucky everything isn't radioactive slag. As for saving us from Minorne, we are nowhere near them, and completely isolated, so it will be a while before IC it makes sense to do anything about them. I am surprised everyone who does know about it and is concerned hasn't formed some coalition against it yet.
 
I just could not write this week. Gah.


Survivalist Union:

Spoiler :
Leader: Headman Julie Keyes (Charismatic)
Faction Trait: Defensive
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment, Water Purifier
Population: 850
Slaves: 0
Education: General
Food: 1,420 (+830)
Water: 1,860 (+900)
Energy: 0 (+0)
Tech Parts: 8
Scrap Parts: 900
Ammunition: 2,975
Military Equipment: 125 1-H Guns, 100 2-H Guns, 25 Laser Weapons
Robots: None
Military Skill: 5


Headman’s Challenge solution:
Spoiler :
We believe in freedom of religion. However, we will not support dangerous forces that threaten the people, and there I wouldn’t put it past some cult to use drugs to induce symptoms of “judgment” on the people. As such, members of the Union found to be most resistant to any sort of influence by this cult shall be armed and readied to protect the Union. All members of the cult shall be disarmed, and have a curfew placed upon them.

All leading members of the cult shall be placed under house arrest, and assigned a permanent escort. They will be allowed to lead services for their religion as long as they cease they cease any and all threats towards others. If they sure break this rule, then they shall be confined in solitary once our new jail is built. And cultist who acts against the Union or its people will be similarly confined.



Orders:
Spoiler :
We have big problems, so we fill focus on the internal. If this stabilize, small scouting teams can scour the area of signs of hidden loot.
Build a Jail and a Forge in Liberty City.


GENERAL ADDRESS BY THE HEADWOMAN
There has been weird behaviour on the radio stations recently, and I’m suspecting that there may be a connection to our new problems. Maybe someone plugged some old Mind Control device into their radio transmitter by accident or something, I don’t know.

As such, all radios within Liberty City that can receive general broadcasts will be confiscated for a period of 6 months, and placed into a secure location. If the signs of brain problems are relieved in this time, than they will be a assumed responsible.

We thank you for your cooperation in this matter, and assure you that any radios placed in storage will have ownership clearly marked, to ensure return or compensation in the future.

Also, given the rash of foreign individuals attempting to scavenge in near our territory, we have decided that, should a reasonable (I.E. no hostile seeming) looking group be sighted, contact should carefully be made. Informed them of our identity, and that this territory is claimed by use. Try to establish lines of communication with them, for latter diplomacy.


Restrict immigration to no more than 30 people this turn, or enough to fill any loses.
 
Orders

Stats:

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: Water Pump/Purifier, Market, Farming Equipment
Population: 450
Slaves: 50
Education: Oral
Food: 1,935 (+750)
Water: 2,300 (+750)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 200
Ammunition: 2,530
Military Equipment: 165 1-H Guns, 85 2-H Guns, 9 Heavy Weapons, 2 Rafts, 5 Canoes, 2 Small Boats
Robots: None
Military Skill: 10

Spending:
-195 Food, 195 Water is set aside for the Tubaroes

Orders:
-40 men, armed with 18 1-H guns, 20 2-H guns, and 2 Heavy Weapons are to quickly sail to the ruins of Naples in the two small boats and to attempt to scavenge anything useful from the ruins there. They are to remain friendly with the Vault dwellers in the region and avoid conflict. Above all tehy are to protect the boats and get them home, even if this means abandoning salvage in the face of danger.
-Given that the upkeep of slaves is in the hands of the owner, it makes no sense for Duck Key to intervene and enforce some minimum standard of upkeep. Once agian, Duck Key will purchase any slaves deemed excessively mistreated and sell them back to another owner at a cut price, but otherwise that is the responisibility of the owner.
 
I just could not write this week. Gah.

Well, I kinda could, and my browser crashed twice right before I was done. It's my fault for not using an editor of some kind, but still frustrating.
 
New Gulf Commonwealth: Quisani
Leader: Governor Booker T. Ryan VI (Lucky)
Faction Trait: Industrious
Capital: Vault 77 (Outside of Lisbon, FL; Vault)
Structures: Fortifications, Forge, Ammo Convertor, School, Radio Tower (Disabled)
Population: 470
Total Population: 1,535
Slaves: 0
Education: General
Food: 10,940 (+1,600)
Water: 11,040 (+1,700)
Energy: 0 (+0)
Tech Parts: 42
Scrap Parts: 1,630
Ammunition: 1,200
Military Equipment: 60 1-H Guns, 20 2-H Guns, 30 Laser Weapons, 5 Plasma Weapons, 2 Power Armor Suits, 1 Raft, 5 Canoes
Robots: None
Military Skill: 7
Outposts:
Spoiler:

Fort Apopka (Urban Ruin)
-Structures: Fortifications
-Population: 385
-Arsenal: 100 Low-Tech Melee Weapons, 100 1-H Guns, 100 2-H Guns, 100 Laser Weapons, 4 Power Armor Suits

Leesburg (Settlement): +300 Food, +300 Water
-Structures: Water Purifier, Fortifications (3), Farming Equipment
-Population: 380
-Arsenal: 229 Low-Tech Melee Weapons, 115 1-H Guns, 40 2-H Guns, 70 Laser Weapons, 2 Power Armor Suits, 1 Howitzer

Umatilla (Settlement): +300 Food, +400 Water
-Structures: Fortifications (2), Farming Equipment, Water Pump/Purifier
-Population: 250
-Arsenal: 100 Low-Tech Melee Weapons, 150 1-H Guns, 2 Power Armor Suits





Governor's Challenge

Spoiler :
Our people are upset that the radio has gone off the air, claiming that the broadcasting remaining isn’t really worth it. They have requested that our radio start broadcasting entertainment once more to help kill the time. Should we agree to this request?


Governor's Challenge Solution

Spoiler :


M'aiq knows many things. What is your interest? You seek knowledge about the Emerald Vault. M'aiq has much. Some of it verified by actual facts! I will tell you a story about the Emerald Vault.

---------

Far far of to the west lies the Emerald vault. The vault is a wonderous lands full of bright and happy people. Their ruler is a man who goes by the name of Booker. Like Maieek, his father has the same name, and his father's father has the same name. But this story is not about Booker. This story is about another man. A man and his team and a game of dice and dragons. You can hear them on the radio right now. Maieek did not say this story would be long. The End.




New Gulf Commonwealth Order Stories

Spoiler :





New Gulf Commonwealth Orders (Short)

Spoiler :


This season we will be turning on the radio tower and adding 2 programs to our line up. The Game Master and his team of "Questanaughts" will be explaining and playing various board, dice, and card games. The emphasis will be on games that folk out there can all play.

The other one will be a mild propagandic civic show.

A group of 200 will continue scavenging in Apopko towards Forest City. Armed with 2 power suits, 100 laser, 49 2-h and 49 1-h guns.

A group of 200, similarlly armed, gathered from the Vault and Leesburg will move Ocoee to scavenge.



Spending

Food: 10,940 (+1,600)
Water: 11,040 (+1,700)
Energy: 0 (+0)
Tech Parts: 42
Scrap Parts: 1,630
-300 Scrap (Ammo)
Ammunition: 1,200
+300 Ammo
 
orders
Spoiler :
start looking for any pre-war towns using maps and such. Also send 30 people armed with laser weapons to search the surrounding area of Holly Wood (excluding Charleston) for any scrap, none to be taken from the town itself. They will also note anything of interest they find on the search
 
OOC: I totally thought that one of the sites would be just awful, or that there would be nowhere to live. I am pretty lucky everything isn't radioactive slag. As for saving us from Minorne, we are nowhere near them, and completely isolated, so it will be a while before IC it makes sense to do anything about them. I am surprised everyone who does know about it and is concerned hasn't formed some coalition against it yet.

Me and Thomas share ideas through PM about what actions may be taken to combat them and the illness. About in-game, I do not think that anyone is aware of another faction with the problems. My every attempt to spread the word resulted in more and more faulty broadcasting, which led my faction to stop the broadcasts. If word were to get out to every faction about the Minorne, some sort of coalition may form.
 
Project Log Entry 5
7/10/2077

We received samples of the FEV from Mariposa today, they had to ship it in by special train, apparently due to problems with base personnel there. As the second shipment of test items won’t be arriving for a couple of months, we have nothing to test it on, so I’ve subjected it to detailed chemical analysis in the labs. A couple days ago, I made a breakthrough and discovered some errors in the formula that would lead to horrific failure of the program should it be deployed as is. The Mariposa notes suggest that the subjects should be fully engulfed in FEV for greatest effect, but that’s only due to the inefficient of the formula. Based on my calculations, this would only lead to brutes with great strength and fighting capacity, but would be easily outwitted by the dimmest of Chinamen.

I submitted my findings to the scientists at Mariposa, but have received no response. It figures, if you’re not from a New Englander Ivy League hellhole, you’re not worth anything to the minds of those bastards. They only provided us with ten samples anyways, and not enough for even a single application by submersion! Through the dedicated work of my team, we’ve managed to correct a few of the calculations and develop a self-replicating form of the FEV, which we’ve obviously kept contained. This is only a proof of concept though, and not enough for any deployment or even testing. We’ll demonstrate it when the SecDef returns from wherever half the government has evacuated to out west. We have otherwise greatly enhanced the efficiency of the FEV, and a secondary sample has been stored, though I suspect that the Army won’t be as impressed, as the projected specimens would be less than half the size of those created by standard FEV processing. The rest of the samples we will use upon the arrival of the second half of our test subjects, and we’ve modified them to reduce the standard subject to a malleable biomass for fusion.

We’ve had little to do since the first half of each test subject arrived and were setup in the assembled cells. By necessity they’ve been attached to the network, but without a proper AI attached, the computers themselves pose no security threat. When experimentation starts, a switch has been secured for deactivation of network ties should any of the melded subjects demonstrate hostility.

-Dr. Austin Rich
 
Stats
Spoiler :
Vault 40: ChiefDesigner
Leader: Overseer Elizabeth Finn (Fearsome)
Faction Trait: Industrious
Capital: Vault 40, Everglades, FL (Vault)
Structures: Gunsmith, Ammo Convertor
Population: 730
Total Population: 1,240
Slaves: 0
Education: General
Food: 6,620 (+2,000)
Water: 6,020 (+2,000)
Energy: 0 (+0)
Tech Parts: 32
Scrap Parts: 290
Ammunition: 3,245
Military Equipment: 248 Low-Tech Melee Weapons, 105 1-H Guns, 35 2-H Guns, 5 Laser Weapons, 5 Heavy Weapons
Robots: 3 Mr. Handys
Military Skill: 3
Outposts:
Spoiler :
Caloosahatchee (FPL Facility, Ft. Myers, FL; Urban Ruin)
-Population: 120
-Structures: None
-Arsenal: 47 Low-Tech Melee Weapons, 53 1-H Guns
Port Authority (Southwest Florida International Airport, Ft. Myers, FL; Urban Ruin)
-Population: 200
-Structures: Airfield
-Arsenal: 150 1-H Guns, 70 2-H Guns, 10 Heavy Weapons
Naples (Naples Municipal Airport; Urban Ruin)
-Population: 190
-Structures: Airfield
-Arsenal: 35 Low-Tech Melee Weapons, 120 1-H Guns, 35 2-H Guns, 5 Laser Weapons, 5 Heavy Weapons, 4 B-26 Marauders


Orders
Spoiler :
* An expedition of 75 People (35 1-H Guns, 35 2-H Guns, 5 Heavy Weapons) from Port Authority attempts to chart a route to Sarasota, avoiding the mirelurk concentrations at Port Charlotte/Punta Gorda and Minorne-held territory near Lake Placid. Be cautious; avoid combat where possible and return safely.

Any nomads or wanderers without a Pip-Boy should carry a radio or other electronic talisman.


Overseer's Challenge
Spoiler :
Overseer’s Challenge: A man arrived recently at Caloosahatchee, calling himself “Minorne” and otherwise describing himself as a missionary. He is over eight feet tall and in apparently immaculate physical condition. He has refused accommodations in the town, but comes to the gate and preaches daily to our people. He claims that Minorne will lead the people of Vault 40 to a new paradise, and help them ascend beyond their current forms if they will cast aside the bonds that bind them to this world and move north. He has some appeal to some of the newer members of our faction, but overall, people view him as a nuisance, and want the overseer to ban this preaching. How do we respond?

Shadow him to find out where it goes at night. If it sleeps alone, or can otherwise be ambushed while distracted, murder it, and send its corpse down to Dr. Erika Vahlen in the medbay to conduct an autopsy, noting especially any growths in the brain or other tumors or strange growths. Incinerate the remains, incinerate them again, encase the ashes in multiple concrete blocks, and sequester them someplace safe.

Try to do this covertly, without implicating ourselves in thsi.
 
Jesus man Chief that overkill is what I would say if we wasn't for the fact that were in a fallout setting.
 
Me and Thomas share ideas through PM about what actions may be taken to combat them and the illness. About in-game, I do not think that anyone is aware of another faction with the problems. My every attempt to spread the word resulted in more and more faulty broadcasting, which led my faction to stop the broadcasts. If word were to get out to every faction about the Minorne, some sort of coalition may form.


My leader is already paranoid about old American sci-fi weapons and tech, so about the best I can do is what I did: assume that the weird broadcasts are connected, but because of an old CIA device or something.

It was hard not to allow her to connect the cult with the First Symptoms.

Of course, if it does connect to Enclave tech, then she will be thrilled. Unfortunately, it seems to just be properly functional FEV and possibly a control computer. I don't know how she'll take that.
 
Orders Edited to increase the forces sent to Sebring.

EQ: As we discussed, my stats don't reflect the scrap that the update claims I should have. My orders use the update's numbers. :)
 
Spoiler :
Saint Vikings Lord Herobrine
Leader: Overseer Shawn Lapointe (Charismatic)
Faction Trait: Tech Savvy
Capital: Vault 73, St. Petersburg, FL (Vault)
Structures: Radio Tower, Ammo Convertor, Market
Population: 750
Total Population: 1,340
Total Slaves: 0
Education: Applied Science
Food: 11,760 (+2,000)
Water: 10,560 (+2,000)
Energy: 0 (+0)
Tech Parts: 47
Scrap Parts: 2,825
Ammunition: 1,650
Military Equipment: 200 Low-Tech Melee Weapons, 80 1-H Guns, 35 2-H Guns, 5 Laser Weapons
Robots: 10 Mr. Handys, 20 Mr. Gutsys
Military Skill: 3
Outposts:

Hangarville (Urban Ruin, Whitted Airport, St. Petersburg, FL)
Population: 590
Structures: Fortifications (2), Airfield, Jail, Forge
Arsenal: 200 Low-Tech Melee Weapons, 50 1-H Guns


Orders for Update Sixteen
In light of the horrid mass murder committed by some Vault dwellers, Overseer Lapointe ordered the lockup of those responsible. Tensions are as high as ever while the wait for the Calusa to strike looms. Despite these problems, Lapointe saw an opportunity to investigate the Tampa area in greater detail and to warn others of the Calusa and Yawn disease.

Movements / Orders
-Construct three new levels of fortifications around Hangarville. (1500 Scrap)
-Hold the mass murderers in Jail for a couple of months.
-Use any reserve Pip-Boys that are in the Vault and place several on both afflicted and un-afflicted Hangarville residents. Watch for any signs of change in the ailed people. Attempt to scan the DNA of the people and compare for differences. If there are any differences, attempt to reverse the mutations.
-Send an expert team of 20 with 1-H, 30 with LT-M, and 5 with LW to explore the Tampa area and warn others of the regional problems. Attempt to map out the Tampa area in great detail and mark the routes of the Minorne and potential strongholds. Bring a simple short-range radio transmitter and receiver to look for any stray signals. If the hijacking broadcast comes back, attempt to trace the source.
-Move 50 1-H and 25 2-H guns to Hangarville.
 
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