Botwawki 2.6

A couple of suggestions here.

First - did you give a thought to scrolling through, say, half a century and creating a strategy game with properly formed nations in the Botwawki 2.6 world? Similar to Capto Iugulum, but with a different economic and military system (or maybe even the same system, if its simplicity pays off for the lack of details and nuances).

Second - I kept it in secret, but for the last several days I was actually writing a homebrew Warhammer 40k 7th edition codex for the Transmississippian Confederation. Obviously, it's unrelated to the WH40k universe, but I wonder if anyone is interested in co-writing a dozen different homebrew codices for different Botwawki 2.6 nations and then having mini-games of tactical wargaming.

Here's a little sneak peek at a section of the codex:
Spoiler :
Elite

- Gray Champions
Gray Champions are chosen war priests of the Great Wolf. When a Transmississippian warrior survives impossible odds or recovers from a wound that should have killed him, he often dedicates the rest of his life to serving the war aspect of the Great Wolf. Gray Champions are known for their great stamina and a unique combat style that combines advanced melee weapons and close quarter firearms.

Unit Points/Model WS BS S T W I A Ld Sv
Gray Champion 13 5 4 4 4 1 4 2 9 5+
Foregoer’s Chosen 20 5 5 4 4 1 6 3 9 4+
Medicine-man 23 4 4 3 3 1 4 2 8 6+

Squad: Gray Champions’ Pack consists of between five and ten Gray Champions.

Weapons: Ripper vibroblades and 10mm pistols.

Options: Up to five Gray Champions may switch both of their weapons for combat shotgun at +4 points per model or switch their 10mm pistols for laser pistol at +8 points per model.

The entire squad may be equipped with frag grenades at +1 pt per model and incendiary grenades at +2 pts per model.

Foregoer’s Chosen: One Gray Champion may be upgraded to Foregoer’s Chosen at an additional cost of +7 pts. The Foregoer’s Chosen may make any or both of his weapons master-crafted (re-roll 1 failed To-Hit roll per turn) for additional +5 pts. The Foregoer’s Chosen can choose to switch his tomahawk for a power fist for additional +10 pts.

Medicine-man: One Gray Champion may be upgraded to a Medicine-man equipped with tomahawk and 10mm pistol at an additional cost of +10 pts. The Medicine-man receives a potions sack.

Special rules:

Great Hunt: Gray Champions can benefit from the Great Hunt special rule described in the Transmississippian Confederation Special Rules section.

“These eyes have seen death!” Gray Champions are not fearless berserkers, but they have already been through the worst horrors a war can bring. If a Gray Champions’ Pack loses the Sweeping Advance check after losing close combat and failing the Leadership check, the Pack doesn’t get instantly destroyed and instead stays in melee.

- Thunderhands
Long before first Gray Champions swore their oaths of initiation, pre-war communities of the Mississippi Valley had their own heroes of legends. Armed with two sub-machine guns and wearing numerous ammo pelts to feed the needs of their gluttonous weapons, these desperados were known as Thunderhands for the ability to turn a sunny day into a thunderstorm of gunfire. With the establishment of the Transmississippian Confederation many of these adventurers and self-proclaimed heroes have lost their job of hitmen and raider-hunters, but soon they found another career: riddle Confederate enemies with bullets in exchange for a decent payload of caps.

Unit Points/Model WS BS S T W I A Ld Sv
Thunderhand 10 3 5 3 3 1 4 2 8 6+
Gun Whisperer 15 4 5 3 3 1 5 2 9 5+
Medicine-man 20 4 4 3 3 1 4 2 8 6+

Squad: Thunderhands’ Party consists of between ten and fifteen Thunderhands.

Weapons: Two 10mm SMG.

Options: For each five people in the Party additional two may be armed with one of the following each: Pancor Jackhammer at +8 point, spasm gun at +11 points.

The entire squad may be equipped with frag grenades at +1 pt per model and incendiary grenades at +2 pts per model.

Gun Whisperer: One Gray Champion may be upgraded to Gun Whisperer at an additional cost of +5 pts. The Gun Whisperer may make any or both of his weapons master-crafted (re-roll 1 failed To-Hit roll per turn) for additional +5 pts and switch both of his 10mmSMG to FN P90c for additional +3 pts.

Medicine-man: One Gray Champion may be upgraded to a Medicine-man equipped with tomahawk and 10mm pistol at an additional cost of +10 pts. The Medicine-man receives a potions sack.

Special rules:

Always outnumbered, never outgunned: Thunderhands are trained to overwhelm their enemies with the sheer intensity of fire before closing up for a vicious close quarter combat. Thunderhands can chose to Rapid Fire their weapons even if they have moved in the Moving Phase. Even if a Thunderhands’ Party chose to Rapid Fire their weapons in the Shooting Phase, it can still attempt to charge enemy in the subsequent Assault Phase. However, when rolling dice for Charge Range, they receive a -2’ modifier.

Barrage of bullets: Thunderhands can deploy small-arms firepower overwhelming enough to pin enemy troops to the ground. The Transmississippian Confederation player can declare Barrage Of Bullets attack in the Shooting Phase against any enemy unit within the range of fire. For the length of that Shooting Phase, the Ballistic Skill of the Thunderhands’ Party and any characters that joined it is decreased by -1, but their shooting attacks count as Pinning.
 
@Ahigin: As a matter of fact, I did. I did consider just fast forwarding the 40-50 years (post-FO3) to proper nations with a ruleset I created for such a game (was going to be used for my next world-spanning historical game). The reason it wasn't mentioned here is because I was waiting for fallout 4. My plan was to include the entire east coast in that game, as with Fallout 4, we should have a decent idea of what the northeast looks like politically. Like I said though, I don't want to do that until Fallout 4 has been out a little while. I will do that though. The epilogue was just going to cover what I had planned to take place in this game.
 
Option 3. I know what I did.
 
My plan was to include the entire east coast in that game, as with Fallout 4, we should have a decent idea of what the northeast looks like politically.
BTW, just another idea to throw into the mix: to expand the map not to the north, but to the south and a little bit west, thus including the Great Planes, Texas, the Mexican Gulf shore of Mexico, Central America, Caribbean islands, and northern shore of South America. That would make sea trade and warfare much more important, since majority of factions would have access to the sea or major rivers. Another benefit is that in that scenario we're not messing with any canon content from Fallout 4. If we play with northeastern nations, there's a high chance that a single big Fallout 4 DLC or addon from Bethesda would render our game non-canon immediately.

Of course, it's just a suggestion. It really comes down to what interests you personally.
 
BTW, just another idea to throw into the mix: to expand the map not to the north, but to the south and a little bit west, thus including the Great Planes, Texas, the Mexican Gulf shore of Mexico, Central America, Caribbean islands, and northern shore of South America. That would make sea trade and warfare much more important, since majority of factions would have access to the sea or major rivers. Another benefit is that in that scenario we're not messing with any canon content from Fallout 4. If we play with northeastern nations, there's a high chance that a single big Fallout 4 DLC or addon from Bethesda would render our game non-canon immediately.

Of course, it's just a suggestion. It really comes down to what interests you personally.

Yeah, I'd prefer to do the whole east coast though, because reasons. Also, I was considering just covering all of North America, including California, as I really like the Great Khans Empire that canonically could have conquered most of the Great Plains after New Vegas. Like I said though, it would have to wait until after Fallout 4. I'm assuming that FO4 will render a lot of stuff non-canon, particularly regarding the Brotherhood of Steel. BOTWAWKI 2.6 2 will wait until late in the year, either way. I'd say December around Christmas time. If we stop now, we'll have more time for whatever comes in between the two games. Current favorites (of mine) are:

1. Rebellion: XCOM style game in which players lead factions against a corrupt government, and probably against each other for control.

2. Prohibition: A game similarly styled to this one taking place in the 1920s USA, where players play as mob families making their fortunes off of illegal enterprises. See the following, but with a less rigid map and new businesses:

http://forums.civfanatics.com/showthread.php?t=515497

3. BOTWAWKI 3: Taking place in Florida/south Georgia only. Same rules as the game has now, and overall much less forgiving start and challenges.

4. Gaia's Illusion: BOTWAWKIish ruleset and system in a fantasy world, with the current resources being changed and adjusted. Would be less about survival than building a new human kingdom or settlement in a land fill with mythological creatures and civilizations that want to kill you. Technology would be roughly that of the Golden Age of Exploration, combined with magic. For anyone familiar with the SNES game called Illusions of Gaia, it is a very similar universe to that one.

EDIT 5.: Lost Regiments: Based off of an older book series (and other series since then) about an Union regiment from the American Civil War being sent to another world, this one would be about players taking various groups from times throughout Earth's history to an unfamiliar environment and trying to survive against the elements and each other. Modern units would have less people and know-how but better equipment and vice versa for more primitive forces.
 
Option 3 or 4, I think, if for sure this is ending... In that order.

In the setup for BOTWAWKI 2.6 2, would you allow us to give input on how our nation might have gone forward in the next 50 years?
 
What Thomas said.
 
I would love either option 3 or 4 equally. However if you choose 3, would you consider a different setting than Florida? After all, this game already covered it in the beginning as I understand, and I feel it might be more rewarding to cover a different area this time around rather than rehash what has already been done with newer rules. Perhaps Texas? From what I hear, it would be perfectly suited to a harsh game atmosphere, and depending on what year it is set in you could handily utilize F:NV elements during the game.
 
The thing is, EQ's FROM florida, and therefore knows a lot of the strange idiosyncrasies of the people here. Of which there are many.
 
Even those I was destroyed I would look forward to both options 3 and 4

with the dream of the MC being reborn in some new form :)
 
4 and 5 sound interesting to me
 
Option 1! MOAR REBELNES!
 
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