EQ: I want to be sure this isn't a typo; the Advanced Gunsmith and the Power Mill do not require a constant input of energy per turn for my faction due to our theoretical science education correct? Lovely update by the way
EQ: I want to be sure this isn't a typo; the Advanced Gunsmith and the Power Mill do not require a constant input of energy per turn for my faction due to our theoretical science education correct? Lovely update by the way
You are correct. Theoretical Science allows the exploitation of internal power sources, rather than requiring an outside reactor for use in those sort of buildings.
Update 17: 2248, January June Governors Challenge: A crazy man wearing a Vault 77 jumpsuit and carrying a puppet has arrived at our doorstep, claiming that we are in his castle and must leave. He doesnt seem too dangerous, but has proven a disruption to our supply convoys leaving the vault. How do we respond to this deranged interloper?
Edge (Patrick AFB, FL): +450 Food
-Population: 510
-Structures: Airfield, Farming Equipment (3), Water Pump and Purifier
-Arsenal: 100 Low-Tech Melee Weapons, 150 2-H Guns, 150 Laser Weapons, 5 Plasma Weapons, 1 Mr. Handy, 5 Mr. Gutsys
Fort Cocoa (Cocoa Beach, FL; Settlement): +750 Food, +600 Water
-Population: 660
-Structures: Farming Equipment (3), Water Pump/Purifier, Solar Energy Reactor, Automated Defense System
-Arsenal: 100 Low-Tech Melee Weapons, 290 1-H Guns, 75 2-H Guns, 5 Laser Weapons, 5 Heavy Weapons, 8 Power Armor Suits, 5 Mr. Gutsys
Mims (Mims, FL; Settlement): +470 Food, +240 Water
-Population: 290
-Structures: Farming Equipment (3), Fortifications, Pumping/Purifier Water Station
-Arsenal: 70 2-H Guns, 105 Laser Weapons, 10 Plasma Weapons, 8 Power Armor Suits
Spoiler
Queen’s Challenge: :
A sizeable group of people, without food or water, have arrived at Fort Cocoa, consisting of over a hundred individuals, calling themselves the Cult of the Damned. They have stated that they were forced out of a community further south due to their religious beliefs. They have asked us for refuge in our faction. Community leaders in Fort Cocoa are nervous, because there is likely a reason why these people were expelled, and would like us to refuse their entry into the faction. Others argue that we should continue to maintain religious freedom and welcome these individuals to our nation. How do we respond?
SpoilerQueen's Solution :
Carefully interrogate these individuals, separately interviewing them one by one to determine why they were banished and what their beliefs are. If it is for reasons against our laws (Murder, rape, etc.) do not permit them to settle. Otherwise, allow them into our settlements, or provide them with protection if they wish to establish their own settlement somewhere within our borders (This, of course, is the preferable choice.)
SpoilerOrders :
Construct 1 Truck
Send 400 people drawn equally from every settlement and, using the truck, establish a settlement in the University of Central Florida, called The Mine. The core of this settlement will by the UCF Student Union, though we will expand to the rest of the buildings in the circlular university. Accompanying these settlers will be 5 gutsies, and the settlement be armed 75 lasers, 50 1-H, 50 2-H, 5 heavy weapons, 3 power armor, and enough low tech melee for everyone to at least be armed.
This settlement will immediately begin farming, using 2 newly built farming equipment. Additionally, a Mr. Handy will be constructed to accompany the settlement and assist in salvage and construction operations there.
Fort Cocoa and Edge will continue to salvage their areas, continuing to strip the area of scrap and important salvage.
the Settlement of The Mine will begin to scrap the outsides of the ruins of orlando. Additionally, send small, stealthy, scouting parties into the outskirts of orlando, to get an idea of the state of the city (I know there are ghouls, but, are there specific concentrations of the creatures? any predominant monster populations aside for ghouls? any survivor communities? any interesting scrap and salvage?) In particular, we want to know the state of these areas vis a vis future settlement options: Orlando Executive Airport, The Orlando International Airport Police Station, The Orlando Science Center, and Winter Park memorial Hospital.
Keep scouts near the kissimmee river, to get advance warning in case of warriors of minorne attack. Rig any crossings over the river that we can reach to explode, just in case.
An expedition of 300 from Fort Cocoa and 200 from edge, led by one member of the sunshine guard, all, armed with lasers and 2-H guns will approach the death rays camp and offer them the chance to surrender. If they refuse, attack them, eradicating them from the map. If at any point they surrender, accept the surrender. Their supplies will be added to our own, and reeducation will be initiated of the former raiders, who will be split amongst all our settlements, until such time that we can build a new one.
Quick question: how likely would it be for the former Big Piners to remain loyal if I released them from slavery. Like, into teh community as free citizens. Would they be greatful or would we all die?
The new influx of people will stay in Pensacola for now as well don't have enough resource to built a new outpost for them. A new area will be space out for this group to live in since they have a different culture/language. The Area will be call Alpha Sector. We will encourage individuals from both their society and our to be representatives so as to learn from one another and lessen the impact of culture shock.
Orders:
Spoiler:
- 50 1-H gunmen will search Pensacola just to make sure that all scrape in city is picked up and that their no stone/area left unturned.
- 50 2-H gunmen 20 Laser Weapons will head to Crestview to see if there any scrape to pick up
- 10 High-Tech Melee Weapons, 20 2-H gunmen, and 10 1-H gunmen will take the boat and head to Choctaw Navy Outlying Field.
OCC: This Ambitious salvage orders could be the death of me. Also is it possible to make a radio cartoon show? I was planning on adding the idea to my Maritime Collective radio.
Yeah it would only be voices of characters and the narrator. Am hoping of bring back cartoons back into this world to atleast give these kids some entertainment. So far am writing up epsiode one (mind you guys that am not a good author so it might take me an update or 2 to finish it)
Yeah it would only be voices of characters and the narrator. Am hoping of bring back cartoons back into this world to atleast give these kids some entertainment. So far am writing up epsiode one (mind you guys that am not a good author so it might take me an update or 2 to finish it)
Umatilla (Umatilla, FL; Settlement): +300 Food, +400 Water
-Structures: Fortifications (2), Farming Equipment, Water Pump/Purifier
-Population: 310
-Arsenal: 100 Low-Tech Melee Weapons, 150 1-H Guns, 2 Power Armor Suits
Governor's Challenge
Spoiler:
Governor’s Challenge: A crazy man wearing a Vault 77 jumpsuit and carrying a puppet has arrived at our doorstep, claiming that we are in his castle and must leave. He doesn’t seem too dangerous, but has proven a disruption to our supply convoys leaving the vault. How do we respond to this deranged interloper?
Governor's Challenge Solution
Spoiler:
Is this nutter related to the Ant King? If the fellow is mostly harmless, we find him some of the original stuff that we're not using (fountain pens or knicknack puppets maybe), and we send him on his way. If he won't leave we'll shoo him off. If he still doesn't leave, well, a night in jail couldn't hurt. And if he still doesn't leave, we have ways of making him disappear (bullet-related means).
New Gulf Commonwealth Order Stories
Spoiler:
New Gulf Commonwealth Orders (Short)
No stories. I'm getting ready to move.
Spoiler:
This hayseason, we'll be excavating closer to Orlando. Double group size (400 men, 4 power armor, 100 laser, 100 2-h, 100 1-h, 100 low tech).
Additionally, we need to rebuild the radio tower, so there's that. Once it is rebuilt, we can resume regular broadcasting.
We'll be expanding Leesburg a bit, by building a jail and market. Attract merchants and ward of vagrants is the hope.
Leader: Headman Julie Keyes (Charismatic)
Faction Trait: Defensive
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment (2), Water Purifier, Jail, Forge
Population: 790
Slaves: 0
Education: General
Food: 1,390 (+930)
Water: 1,870 (+900)
Energy: 0 (+0)
Tech Parts: 4
Scrap Parts: 500
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:
In this, I agree with you lot. Chems are one thing, death-drugs is another. The Marshals will work to find this Danger-to-Society and arrest him. A few days of hard labour and the loss of his gear should teach him. Destroy the chems, and confiscate his chemistry set.
Orders:
Spoiler:
So, the radios are probably safe. Bring your recites. After a month of two give away any that have not been claimed (presumably ‘cause the owner was one a the ones that got the boot).
Send the fellows with 30 armed members (10 long guns, 20 1-H) back up to up to Indian Hideout. They are to aid the Hideout with security and defense, as well help with work that needs some extra hands. If things are quit, then they will do a sweep of the area, to check for threats or scavenge. Give the stuff found to the Hideout for now; we can work out trade agreements in few months, once they’re on their feet.
A team will travel west back to Okeechobee (probably follow the 70, and then sweep down the East side of the lake as Pahokee. If the way south is blocked or seem to dangerous, the they will head back east Indian Town, which should be searched in any case. They will also return to Indian town if they reach Phokee, since it will probably be safer near the 76 than further south. Make sure to hit the power plant is you can. On the way back, stay far enough inland to avoid the Mirelurks at the south side of the estuary.
This team will be composed of 80 men, with 10 lasers, 30 2-h and 40 1-h. Also use the forge to make 20 1-h weapons with 100 scrape, and issue them to this team. It might be better to try to kill the roaches around Okeechobee without using ammo, if they can do it without being swarmed.
With the first civilian group under the firm control of the Brotherhood, it is time for us to establish to fully establish the Church of the Holy Lands. For that, the wisdom of our wisest priests shall be consulted, and the enigmatic Great Priest Koch shall be proclaimed the leader.
Spoiler:
Crusader Order's Work:
Our first step is to clean up the debris around Ocala in order to transform it into a city worthy of God's Love. Task 300 men with low tech melee weapons and set them to work, clearing away any nasty rubble and finding any materials for building purposes.
1000 scrap metal and 5 tech parts shall be used to build a school in Ocala, where we will be able to train the best minds of tomorrow to spread God's Love to this godforsaken lands.
Meanwhile, since we have a new jail facility after all, I believe that it is time to reopen experimentation on ghouls to see if they may be rehabilitated to society. Set aside 50 scraps and 50 men with low tech melee weapons to build traps on locations where these ghouls may be located. These ghouls are to be brought to the citadel where they will be enchained in our jail facilities. Let's see if some pain remedies can make their pain bearable enough to talk. Who knows what these ancient men and women may know.
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: 380
Slaves: 265
Education: Oral
Food: 2,220 (+750)
Water: 2,585 (+750)
Energy: 0 (+0)
Tech Parts: 5
Scrap Parts: 500
Ammunition: 2,140
Military Equipment: 400 Low-Tech Melee Weapons, 265 1-H Guns, 110 2-H Guns, 9 Heavy Weapons, 2 Rafts, 30 Canoes, 2 Small Boats
Robots: None
Military Skill: 11
Construction
-500 Scrap into building 1 set of fortifications
Orders
The threat of another raider attack looks likely. Bunker down and arm up. The small boats are to be protected at all costs and if sinking them looks likely they are to be withdrawn from any attack or counterattack. If the raiders attack and are beaten back, pursue them with the canoes and attempt to herd them into surrendering themselves and their boats.
-the recently enslaved Big Piners are to be purchased by Duck Key from their owners and set free to replace population losses. They are to be kept watch on for the first six months at least, and not allowed near weapons unless we come under attack. Otherwise, aside from being kept watch on, they are to be integrated into the community. The other slaves are still slaves, however, for the time being, and slavery is still to be permitted in Duck Key's markets.
AUTOPSY REPORT: WARRIOR OF MINORNE Codename: Damocles
Physiologically, the subject simply appears to be a proportionally larger human.
However, the team is at a loss to what would cause a human to grow to this size.
The subject lacks developmental markers characteristic of either naturally or artificially administered human growth hormone. Additionally, dental wear, as based on samples randomly selected from the Vault population, indicates that the specimen is between 10 and 20 years of age not only is this specimen, then, a postwar phenomenon, but one that has arisen very recently.
Additionally, its regenerative abilities seem to defy the principle of conservation of mass. In order for known physical principles to apply, it must be metabolizing considerable amounts of food within minutes; its blood must contain a powerful coagulant allowing it to stop blood loss.
Given the predilection of the Warriors towards kidnapping children, it is logical to assume that new warriors are children that have been captured and somehow changed or mutated. While we are developing countermeasures, it is my personal recommendation that children in the outlying settlements be immediately evacuated to the Vault.
Dr. Erika Vahlen
Overseer:
The network locks me out every time I've tried to submit the original draft, the one with my teams findings on the unknown virus. All the techs can say is that there are a few keywords that trigger a network lockdown, and that evolution and virus are on the blacklist. I suspect that Vault-Tec was neck deep in this, but without more detailed archives were just stabbing in the dark.
I have completed the update for everyone who has managed to send in orders. The following have not sent orders: poketwo, theDright, CheifDesigner, and Lord Herobrine. If no orders are sent, the final three in that list will be dropped, and their factions will likely experience catastrophic consequences.
Vault 40: ChiefDesigner
Leader: Overseer Elizabeth Finn (Fearsome)
Faction Trait: Industrious
Capital: Vault 40, Everglades, FL (Vault)
Structures: Gunsmith, Ammo Convertor
Population: 760
Total Population: 1,140
Slaves: 0
Education: General
Food: 7,480 (+2,000)
Water: 6,580 (+2,000)
Energy: 0 (+0)
Tech Parts: 32
Scrap Parts: 490
Ammunition: 3,190
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:
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: 180
-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/Overseer's Challenge
Spoiler:
Overseers Challenge: We are at war! Apparently related to the person who arrived last year at Caloosahatchee, a massive army has appeared out of the wastes and razed the town. Our best reports indicate that they will soon be headed south. Two alternatives have been suggested. First, some of our people have recommended that we fight for every inch of ground, and use persistent bombardment by our planes to diminish their numbers. Second, some of our people suggest that we evacuate our settlements outside of the vault, and hide within the swamps until scouts report that the enemy has departed. How should we defend our people?
* Construct a radio tower at Vault 40, to coordinate air traffic, manage communications, and act as a hub for intelligence reports.
* Evacuate noncombatants and children from Port Authority and Naples to the Vault.
* Activate our pilots; begin aircraft sorties against the Army of Minorne. Issue suicide pills to pilots; under no circumstances should they be taken alive.
* A force of 280 People (10 Laser Weapons, 20 Heavy Weapons, 100 2-H Guns, 150 1-H Guns) lays traps, ambushes and preplanned firing positions to snipe at the Army of Minorne as they approach our settlements. Do not fight to save the settlements themselves; evacuate them instead, and reduce their numbers via attrition.
* If both Naples and Port Authority need to be abandoned, request emergency landing authorization at the Sunshine Kingdom, or any other community with an airfield, over radio.
* Try communicating with the mirelurks. It costs us nothing, and we're too busy with Minorne to spare the resources to assault them.
* If both Naples and Port Authority need to be abandoned, request emergency landing authorization at the Sunshine Kingdom, or any other community with an airfield, over radio.
Orders for Update Eighteen:
Overseer Shawn Lapointe has made an ultimate decision for the Saint Vikings. He claims that the faction must hold their ground against the Minorne for as long as possible, to defend countless more survivors from being slaughtered or enslaved to Minorne in the Wasteland. If they fail to defend Hangarville, what is left of the Saint Viking's forces are to retreat back into the Vault for a yet to be determined amount of time.
Movements / Orders -Construct a Gunsmith within the Vault. (500 Scrap, 10 Tech)
-Send all available weaponry except for 25 LT Melee to Hangarville to defend the settlement.
-The people at Hangarville are to hold the defensive line as long as possible. They are to use any means to defeat the Minorne horde. If it gets down to the point where the Minorne are at the doorstep to the Vault, all remaining people are to retreat into the Vault and seal it from the Minorne.
OOC: I was having a heck of a time typing this up, as my internet browser crashed for no reason on me repeatedly in the middle of the write-ups.
SILENCE FALLS IN THE WEST. The Sunshine League Radio has fallen silent once more, this time under far worse circumstances. According to last newscasts, the town of Hangarville was being assaulted by the feared Army of Minorne. These vicious monsters attacked the settlement, and left no survivors in their onslaught, observed only by Saint Vikings watching from a radio tower. The reports indicated that the Warriors of Minorne used laser weapons and other advanced weaponry against the town, in addition to their truly formidable numbers. The attack persisted until the entire town was destroyed, and the last reports from the radio station were claiming that the Army of Minorne was assaulting the Saint Vikings’ vault itself. With the radio silent, the Sunshine Wasteland has no idea if these brave vault dwellers still survive.
SOUTH FLORIDA BURNS. Even as word spreads about the massacre at Hangarville, other reports have emerged of heavy fighting in the southern part of the Sunshine Wasteland. A new radio station came on air in the area, but remains coded, and used for alleged military purposes only. Followers of the radio station claim that it sounds like major battles were being fought in Naples and Fort Myers as a vault’s militia fought against a different Army of Minorne. Reputedly, this led to the burning of three known settlements and heavy casualties for civilians in the area. Scattered reports further exist of aircraft being used by the vault in combat, and Nasa newscasts seem to indicate that these aircraft are now in their possession. Even after these broadcasts, there has been reportedly larger numbers of people fleeing from the south, as stories of other burning towns abound as the Armies of Minorne disappear, temporarily, into the wasteland.
Faction Reports
The Citadel
Spoiler:
Nothing of note happened in the Citadel. A group of musicians came by, performed, and moved on.
Turn Stat Changes
+30 Population from immigration
+220 Food, +170 Water from surplus production
Commander’s Challenge: Our bunker’s reactor has gone critical! We are faced with a dilemma. Do we attempt to fix the reactor and risk the skilled crews repairing it to a critical meltdown, or do we abandon our position and the defenses we’ve established in favor of evacuating to Holy Wood?
The Conch Thalassocracy of the Keys
Spoiler:
The Thalassocracy braced itself for a new attack, this time from the Tubaroes, who had been ominously silent since the battle with Big Pine. No attack came, though the population remained on edge for the remainder of the year. New fortifications were constructed along the beaches to help deter any possible attack and to protect the community. To help bolster the island’s numbers the Big Piners who had been captured and temporarily enslaved were released by order of the High Doge-President, to be integrated into the larger population. Many of these people are still somewhat bitter in the Thalassocracy’s role in the enslavement or death of most of their friends and family, but it has been acknowledged that they were the ones who chose to attack Duck Key, and not the other way around. Still, a bitter divide has been created within the Thalassocracy’s population, and it seems likely to remain for the foreseeable future.
Turn Stat Changes
-200 Food, -600 Water from contamination
-500 Scrap Parts from Construction
+190 Population from freed slaves
+10 Slaves, +250 Water from market dividends
+10 Population from immigration
+170 Food and Water from surplus production
High Doge-President’s Challenge: Immense political pressure has been mounting upon the High Doge-President to end the slave trade and ownership of people. The Big Piners of course have formed the foundation of this movement, but a number of former supporters of Rodriguez’s late political rivals have begun backing the Big Piners’ cause. In addition to moral agendas, they also argue that freeing these people could be a practical step towards bolstering the island’s defensive capacity. How do we respond to the rising internal pressure?
Kingdom of the Bay
Another promising society has been swept from the Sunshine Wasteland as the Kingdom of the Bay collapses. Faced with a looming water shortage, the faction descended into a civil war as various groups fought over what supplies remained. One eventually seized control of the USS Florida and began bombarding the rest of the settlement with the missiles within. Unfortunately, the fighting resulted in a catastrophic meltdown in the submarine’s reactor, leading to an explosion and the irradiation of the entire area. What people weren’t killed immediately or by the violence preceding the disaster became maddened ghouls, and travelers learned for generations to come to avoid the area, a hive of savage ghouls and deadly radiation.
Maritime Collective
Spoiler:
The Maritime Collective faced a surprise attack by a loosely organized band of raiders, seeking to steal large amounts of food and water. The initial assault led to the deaths of sentries and guards, but the mobilization of the Collective’s IFVs eventually led to the literal crushing of the attackers. The remaining raiders fled into the woods, though most were slaughtered in the fighting. Following the battle, under guard of various members of the militia, the population of the Collective began more organized salvaging of Pensacola, which has ample potential amounts of scrap throughout the ruin. A large amount of scrap was quickly and easily returned to the Collective’s walls, and plenty still remains throughout the ruins.
Two major salvage expeditions were organized and sent out into the Sunshine Wasteland by the Maritime Collective. The first of these was sent to the town of Crestview, and had some difficulty upon arriving. They found the town was infested by all sorts of nasty critters, and they did not part with salvage easily. Several casualties were had among the members of the expedition, and no truly interesting items were found during the course of salvage operations. The second expedition was sent by boat to Choctaw Outlying Field, hoping to find anything of value there. They had extraordinary luck in this regard, despite having to fend off numerous mirelurk attacks. An old transport plane was found, loaded to the brim with plasma weapons bound for the Chinese front. These still serviceable weapons were recovered, and added to the Collective’s arsenal.
Turn Stat Changes
-5 Population, -690 Ammunition, -2 Fuel from raider attack losses
+1 Military Skill from combat
+500 Scrap Parts from local area salvage
-10 Population, -160 Ammunition from Crestview expedition losses
+300 Scrap Parts from Crestview expedition salvage
-50 Ammunition from Choctaw Field Expedition losses
+150 Scrap Parts, +320 Ammunition, +80 Plasma Weapons from Choctaw Field Expedition salvage
+5 Population from immigration
-280 Food, -180 Water from consumption
Mayor’s Challenge: Some of the batch of plasma weapons we recovered appear to be leaking and causing damage in the process. Some of our people recommend simply disposing of the nonfunctional weapons, but others are concerned. They claim that these weapons could be recovered and repaired, but some people could die in the process due to the leakage of plasma. Should we risk lives to repair these weapons or simply throw them out?
Monastic Brotherhood of Poor-Fellows and Crusader Knights
Spoiler:
The Monastic Brotherhood continues to thrive as they integrate Ocala into their larger political structure. As the first purely civilian settlement acquired peacefully, the local leaders continue to retain management status in the town, but the priesthood maintains overall political power. This came into play as the priests of the Brotherhood convened to select one of their own as the new High Priest of the Brotherhood and Church. The new High Priest Koch reigns from the Citadel, and many are a bit concerned about the reliability of his enigmatic nature and way of rule. Still, with the loss of the popular Grandmaster Browning, this is seen as a strong step forward for the future of the Church.
Turn Stat Changes
-10 Population, -370 Ammunition from raider attack on Ocala
+1 Military Skill from combat
-1,000 Scrap Parts, -5 Tech Parts from construction
+400 Scrap Parts from Ocala area salvage
+10 Population from immigration to the Citadel
+10 Population from immigration to Oscargrad
+30 Population from immigration to Ocala
+940 Food, +200 Water from surplus production
Grandmaster’s Challenge: A divisive issue has emerged among the population in Ocala that has been granted to the Church to resolve. Apparently a man there is allegedly the father of children by three different women, and refuses to acknowledge any of them. Previously the local town council had attempted to force him to provide a portion of the rations to these children and their mothers, but he had refused. There is no decisive proof that he is the father, beyond some circumstantial evidence about the times of conception. The Church has been asked to rule on how the situation should be managed now, and whether or not the alleged father should have to provide support for the bastard children. Some within the Church argue that regardless of the circumstances, the women are most to blame for harlotry and bad judgment. How do we handle this issue?
New Age Corporation
Spoiler:
The New Age Corporation continues to thrive and develop with little hindrance. Construction was completed on some new fortifications for its cities, increasing the defensive capacity of the faction’s people. After facing a decline in merchant participation in the Corporate marketplace, the faction converted some of its food production to the creation and sale of chems to the Wasteland. They have restricted use on the home front, but freely allow the purchase of chems to any wandering merchants. A major expedition was once again launched to the west side of Jacksonville, and returned with a decent haul of scrap and even some loose tech parts found in the Jacksonville ruins. The faction had little else going on, but still seems to be prospering in the harsh wasteland.
Turn Stat Changes
-50 Food per turn to chem production
-2,000 Scrap Parts from construction
+1,100 Scrap Parts, +3 Tech Parts from Jacksonville expedition salvage
+25 Slaves, +50 Food from market dividends
+80 Population from immigration to Saint Augustine
+100 Population from immigration to St. Johns
+10 Population from natural growth
+10 Food from surplus production
-290 Water from consumption
CEO’s Challenge: One of our enterprising corporate agents has suggested that with our production of chems, we could destabilize other neighboring communities. He claims that an underground network of chem sellers could be established in the various East Coast communities, creating profits and reliable informants throughout the Sunshine Wasteland. On the other hand, if such an effort were exposed, we could face retaliation by other communities. How do we respond to this proposal?
New Gulf Commonwealth
Spoiler:
The New Gulf Commonwealth has entered the larger Sunshine Wasteland caravan system, with its own introduction of a marketplace in Leesburg. As the marketplace closest to the southwest, it has offered a new first stop for refugees or travelers coming from the southern Floridian peninsula. Much wasteland wealth could emerge from this development, and it’s hoped that Leesburg will prosper from it. The most focus of the Commonwealth has been upon the ongoing salvage efforts of Fort Apopka in the greater Orlando metropolitan area. This time, they sought to undertake an expedition into the very heart of Orlando, which had not yet been attempted by any known faction. The expedition went well enough but as they sought to seek an entrance into the rubble-filled downtown, they were ambushed by a large amount of ghouls. The vicious fight led to the fall of a number of the members of the expedition, and rather than be trapped, the expedition pulled back from the downtown ruins in favor of exploration on the outskirts. A number of tech parts were recovered from an old electronics store, while a sizeable amount of scrap was further returned to Fort Apopka.
Turn Stat Changes
-1,250 Scrap Parts from construction
-20 Population, -600 Ammunition from Orlando expedition losses
+1,800 Scrap Parts, +4 Tech Parts from Orlando expedition salvage
+15 Low-Tech Melee Weapons from market dividends
+30 Population from immigration to Leesburg
+40 Population from immigration to Umatilla
+10 Population from natural growth
-100 Food from consumption
Governor’s Challenge: With the opening of a new marketplace, the question emerges on whether or not we want to allow the slave trade. Some have argued that the allowance of the slave trade will likely bring larger overall market dividends to our government, not to mention a growing supply of free labor. Others argue that slavery is immoral and should not be welcomed in the New Gulf Commonwealth. Which side should we take in this debate?
Saint Vikings
Spoiler:
The Saint Vikings were besieged by the Army of Minorne in Hangarville and sought to hold back the tide as long as they could. The army attacked the settlement relentlessly, surrounding the walls and cutting it off from Vault 77. Communications were quickly lost after noncombatants were withdrawn, though the vault was able to maintain observation of the site from the top of the radio tower at the vault. The walls held for a time, as they were quite formidable, but the Warriors of Minorne began deploying laser weapons at selected points along the fortifications. Outmatched in firepower and weaponry, the defenders were whittled down, until eventually a ram brought down the town’s gate. The Warriors of Minorne poured into the city and viciously attacked and mauled all those within. The town itself was torn to shreds and burnt by the attackers, and they pursued anyone attempting to flee, cutting them to pieces.
After razing Hangarville, the Army of Minorne moved towards Vault 77, and attacked, likely seeking to destroy it too. The radio tower was destroyed in the process, and the vault dwellers sealed the vault door as quickly as they could. With the closure of the vault, several days passed as a constant thumping was heard. After a week, the Army of Minorne departed the area, abandoning the siege and leaving the vault dwellers to their own devices. Refugees from around the area came to the vault reporting that the Army of Minorne had returned to the old site of Tampa, and appeared to be heading towards the east. After losing so many to the attack, the Saint Vikings remained within their vault, mourning the dead and preparing for the future.
Turn Stat Changes
-500 Scrap Parts, -10 Tech Parts from construction
-490 Population, -180 Ammunition, -345 Low-Tech Melee Weapons, -110 1-H Guns, -35 2-H Guns from Battle of Hangarville losses
+1 Military Skill from combat observation
+20 Population from immigration
+10 Population from natural growth
+1,200 Food and Water from surplus production
Overseer’s Challenge: Over a third of our population was killed in the razing of Hangarville, and the detrimental effect upon our people’s morale has been devastating. Many have fallen into lethargy and despair, concerned about what the future will bring. Some of our advisers have suggested that something must be done to help restore enthusiasm to the public, while others cynically suggest that lethargic people are better than angry ones. How do we respond to this issue?
Sunshine Kingdom
Spoiler:
The Sunshine Kingdom has truly had a magnificent conclusion to the year, celebrating a year of massive growth and new potential. A large group of settlers came up from the south, calling themselves the Cult of the Damned, and were interviewed as possible new citizens of the Sunshine Kingdom. All of the members reported that they were discriminated against by the people of the “Survivalist Union” for unjust causes. No discrepancies or crimes were discovered during attempts to interrogate them. They agreed, however, to establish their own settlement under Sunshine jurisdiction, travelling to a place called Oak Hill north of Mims. They drove out the local mirelurk population and established a new community there as part of the Kingdom. Already migrants have arrived and formed the nucleus of a thriving new settlement.
Another new settlement was established further to the west as a massive expedition was sent to the outskirts of Orlando. Selecting the old campus of the University of Central Florida as the new site of a settlement, called “The Mine,” efforts were made to fortify the area. New walls were constructed and old buildings were repurposed for the greater objective of “mining” the ruins of Orlando for as much scrap as it would provide. So far most of the community’s efforts have been at establishing new farms within the confines of the campus or salvaging the immediate area. The faction is optimistic that The Mine will prove to be a vital part of the Kingdom’s economy.
Even as the faction expanded, they turned a substantial amount of force to face the Death Rays to the south, a large raider clan which has repeatedly attacked Fort Cocoa. Offering an ultimatum to surrender to the raiders, they surrounded the encampment with ample firepower and weaponry. The Death Rays refused and a bitter battle emerged as the raiders closed ranks with the Sunshine Kingdom’s soldiers. Losses were proportionately light, and most of the raider clan was destroyed in the process. The slaves were freed and the few raiders who survived to surrender were reeducated and dispersed among the numerous settlements of the Kingdom.
Great excitement abounded in Nasacity later in the year as radio communication was made with a nebulous group from a vault in the south. As reports of a war against the Army of Minorne grew, it was claimed that these vault dwellers had planes and bombers. Later on, a group of these bombers asked for permission to land at the derelict airfield in Nasacity. Dubious at these claims, the Nasa leadership still granted permission for a landing, and to the astonishment of all concerned, the planes actually landed at the city. Representing Vault 40, they have since encamped on the airfield, stating that their old fields further south were overrun by the enemy.
Turn Stat Changes
-1,500 Scrap Parts, -9 Tech Parts, -1 Energy for construction
+300 Scrap Parts, +120 Ammunition, +30 2-H Guns from settlement of Oak Hill
+600 Scrap Parts, +2 Tech Parts from settlement of The Mine
-40 Population, -750 Ammunition from losses in battle with the Death Rays
+1 Military Skill from combat
+220 Population, +1,890 Food, +1,890 Water, +30 Ammunition, +700 Low-Tech Melee weapons, +30 Laser Weapons from spoils of battle with the Death Rays
+10 Population from immigration to Nasacity
+10 Population from immigration to Fort Cocoa
+20 Population from immigration to Mims
+10 Population from natural growth
+100 Food from market dividends
+530 Food, +2 Energy from surplus production
-50 Water from consumption
Queen’s Challenge: The population of Nasacity have suggested that the city could use better lighting at night, also allowing full nighttime commerce to take place in the marketplace. They have requested that one energy unit be dedicated solely to extensive lighting of Nasacity from our reactor. How do we respond to this request?
Survivalist Union
Spoiler:
The Survivalist Union was viciously attacked by raiders, which some believe to be connected to an attempt to detain a chem dealer. Efforts were made to find a chem dealer who had been selling deadly chems to the population, and shortly before they were able to seize him, the raiders attacked. The raiders fought briefly before retreating, and there’s ample evidence that the drug dealer fled with them, along with his supplies. This has led to growing concern that there could be a highly organized group of raiders somewhere nearby, seeking to undermine the Union. In other significant news, an expedition was sent out to Okeechobee to salvage whatever supplies could be found. The expedition was only moderately successful, and they managed to retrieve a modest amount of scrap. In the other towns the expedition passed through, several gun stores were looted and some smaller firearms were discovered along with ammunition. Still, the expedition was mostly a success, even if not as wildly successful as some had hoped for.
Turn Stat Changes
-10 Population, -200 Ammunition from raider attack losses
+1 Military Skill from combat
+300 Scrap Parts, +5 Tech Parts, +20 Ammunition, +10 1-H Guns from Okeechobee expedition salvage
-100 Scrap Parts from construction
+40 Population from immigration
+110 Food, +80 Water from surplus production
Headman’s Challenge: A growing quarrel has erupted which threatens to cause a major outbreak of violence in our town. Two of the largest clans within our Union have had a feud since times of old, and recently the heir of one fell in love with a girl from the other. The end result of this ill-fated romance was the suicide of the two lovers. From this, a violent war threatens to erupt between the two, as each call upon the Headwoman to expel the other. One clan is renowned for their ferocity in battle, while the other is known for their skills with guns and explosives. How should we handle this volatile situation?
Vault 37
Spoiler:
Vault 37 launched a grand expedition to the west and found that the Sunshine Wasteland is home to all sorts of life. Peacefully bypassing the township of Poinciana, the expedition continued on to Davenport, which was similarly found to be occupied by peaceful settlers. They welcomed the vault dwellers, and even allowed them to undertake salvage efforts outside of the town. This proved most successful, as the expedition retrieved a number of assault rifles from a pre-war militia stash along with an assortment of tech parts. The expedition continued by pushing into Haines City, where they found the community of Supercenter. These people were far less friendly than those in Davenport, refusing rights to salvage in the ruins nearby. Not willing to start an incident, the vault dwellers pushed on towards Winter Haven, where yet another community awaited. The town of Winter Haven, now known simply as “Haven” reported increasing menacing presences around the city outskirts, including agents of a being known only as “Minorne.” They claim that they are bracing themselves for war, and allowed the vault dwellers to salvage in the area, due to their preoccupation with building up their defenses. The expedition easily returned to the vault, bringing word of their ample number of neighbors.
Turn Stat Changes
-300 Scrap Parts, -10 Tech Parts from construction
+600 Scrap Parts, +11 Tech Parts, +50 Ammunition, +25 2-H Guns from western expedition salvage
+10 Population from immigration
+1,280 Food and Water from surplus production
Overseer’s Challenge: The discovery of numerous settlements in the area around us have led some of our people to have dreams of conquest. Reading old books of warfare and the building of empires, and fueled by the militancy of the youth gangs, a growing percentage of our people advocate conquest using our vast arsenal. There is some risk that they may depart themselves if we do not accede to their pressure. How do we respond to this situation?
Vault 40
Spoiler:
War has come to Vault 40 as the Army of Minorne attacked the outlying settlements of the Vault Dwellers throughout the Sunshine Wasteland. Preparing themselves for conflict, the pilots of the B-26s took their first combat flights, bombing the encampment of the Army of Minorne. Over the course of the follow couple of months, the bombing continued, helping damage the enemy force. The first battle on the ground took place near the settlement of Port Authority, as the forces of Vault 40 attempted to delay the settlement’s destruction with a coordinated ambush. They managed to inflict some damage before withdrawing, having moderate success. The outpost had already been previously evacuated, but that did not stop the Army of Minorne from burning what remained. A similar ambush took place near Naples, as the army was not stopped or even slowed, and this one went a bit more poorly for the vault dwellers, leading to higher casualties and a general retreat into the swamps. The bombers were forced to take off, and managed to delay the pursuit of the main force, though at the cost of one of their own, which was brought down by a missile from a sentry bot. The remaining fighters pulled back to Vault 40 itself, where they have hunkered down. It seems, however that the Army of Minorne chose not to pursue and refugees from the area claimed that towards Christmas, there was no sign that the Army had been there besides the scorched earth of the vault dweller’s former settlement.
The bombers had a different odyssey in store for them. After taking off for a final bombing run against the Army of Minorne, with as many mechanics and support crew as they could fit in each aircraft, they went to the north. The bombing run was moderately successful, though one of the aircraft was lost with all crew members. The bombers, aware that they would require a safe landing zone, began looking for somewhere to set down that would be friendly. Thanks to communications between Vault 40 and the Sunshine Kingdom, a safe airfield was found in Nasacity, though it did have to be cleared of bystanders. The aircraft landed safely and have since been relaxing among the people of the Sunshine Kingdom as they await new orders.
Turn Stat Changes
-200 Water from contamination
-200 Scrap Parts, -10 Tech Parts from construction
-5 Population, -800 Ammunition, -1 B-26 Marauder from bomber strike losses
-50 Population, -480 Ammunition from battle near Port Authority losses
-70 Population, -480 Ammunition from battle near Naples losses
+1 Military Skill from combat
+10 Population from immigration
+5 Population from natural growth
Overseer’s Challenge: The Army of Minorne has vanished and we can safely say that our fighters performed admirably. A debate has emerged on how to recognize these brave heroes of the vault. Some claim that they ought to be extended special privelidges and rights over other vault dwellers. Others suggest that a medal or something could be formed. A select few have suggested that as they were simply performing a duty that any vault dweller could or would do, no special recognition is necessary. How do we respond to this issue?
Radio Stations
Collective Assistance Radio – Broadcasting in the Clear – Pensacola, Florida
-Music
-Tips and Hints for surviving in the Sunshine Wasteland
Nasa Educational Radio – Broadcasting in the Clear – Titusville, Florida
-Educational Radio Broadcasts about Wasteland Survival
-News relating to communities on the Atlantic Coasts
-Weather Reports for east and central Florida
-Baseball invitations and games
New Age Corporate Radio – Broadcasting in the Clear – Saint Augustine, Florida
-Sporting Events
-Comedy Shows
-Local Advertisements
Vault 40 Military Radio – Coded Broadcasts
OOC
@thomas.berubeg: Due to time constraints, your people were not able to immediately begin scouting the Orlando destinations listed. All efforts were focused into local salvage and completing construction.
@Darksaber: I assume you meant that the forge should make 20 Low-Tech Melee Weapons, and not 20 1-H Guns, which cannot be done without a Gunsmith.
@Lord.Herobrine: Though it was not expressly stated, I assumed base on your post that any noncombatants should be evacuated to the vault. Therefore, I made sure that only enough people to man the weapons provided remained in Hangarville.
@ChiefDesigner: I assume that due to the retreat to the vault, that your food stockpiles will remain static once more as space is still conserved for use in ball games.
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