Icerust

Ahigin

Emperor
Joined
Apr 18, 2013
Messages
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Location
Chicago
Icerust

Welcome to Icerust, a game is set in the post-apocalyptic Great Lakes Region, after a mysterious cataclysm wipes out the most of the civilization, brings about a massive global cooling (known also as the Long Winter), and creates an ever-shifting patchwork of physics-defying anomalies, known as the Oz. This binds the remaining civilization to rare islands of stability amid the perpetual frost, with only few safe trails and corridors (known as the Highways) connecting them. Naturally, war and scavenging become the way of survival for these factions, and motor vehicles are the steeds and the chariots for the warriors of Icerust.

In this game, you'll rule a post-apocalyptic faction (a gang, a guild, or a cult). You'll start as a warlord ruling a single settlement and a puny motorcade of improvised vehicles, and you'll turn it into a wasteland empire with a fleet of warmachines. Or not - life of a warlord is short, after all.



How to play?
First, read the ruleset. It's written to make your game-learning experience interesting to read. It's also going to tell you something about the world. And yes, it has cool pictures.

Ruleset

How to start?
Fill in the questionnaire and post it in this thread.
Spoiler :

Faction name: make it fun and not too long
Faction motto: don’t break forum rules)
Faction background: history and who-is-who
Faction origin: choose between the following options:
  • Cult: start with a lot of Proles, few Jacks, very few Clouts
  • Tribe: start with a lot of Proles, few Clouts, very few Jacks
  • Free town: start with a lot of Jacks, few Proles, very few Clouts, and a Rockpile (defensive structure)
  • Guild: start with a lot of Jacks, few Clouts, very few Proles, a Rockpile and Sentry tower (defensive structures)
  • Fiefdom: start with a lot of Clouts, few Proles, very few Jacks, and a Rockpile (defensive structure)
  • Gang: start with a lot of Clouts, few Jacks, very few Proles, a Rockpile and Sentry tower (defensive structures)
Faction leader: name
Leader’s story: (optional)
Leader’s past: choose between the following options:
  • Stern survivor: starts with a big Grub amount, average Commander stats (starting leader can’t be let go or retrained)
  • Competent techie: starts with a big Junk amount, average Commander stats (starting leader can’t be let go or retrained)
  • Oil baron: starts with a big Guzz amount, average Commander stats (starting leader can’t be let go or retrained)
  • Quiet intellectual: starts with a big Plush amount, average Commander stats (starting leader can’t be let go or retrained)
  • Wasteland fox: starts with average amount of all resources, high Ruse (starting leader can’t be let go or retrained)
  • Battle chief: starts with average amount of all resources, high Tactic (starting leader can’t be let go or retrained)
  • Living legend: starts with average amount of all resources, high Spirit (starting leader can’t be let go or retrained)
  • Has-been hero: starts with low amount of all resources, evenly high Commander stats (warning: very challenging early gameplay)
  • Privileged hack: starts with decent amount of all resources, horrible Commander stats (starting leader can’t be let go or retrained)
  • Lucky adventurer: starts with a very big amount of a random resource, very high randomly chosen Commander stat and very low other Commander stats (starting leader can’t be let go or retrained)
Capital name: make it interesting
Capital location: pick a spot on the map (feel free to use ice-over parts of lakes, too)
Capital type: choose between the following options:
  • Drag. Organically formed settlement. Gives a +1 bonus to the Site’s Fertility.
  • Barrack. Encampment for industrial workers. Gives a +1 bonus to the Site’s Deposit.
  • Boomtown. Workers’ village formed around production and trade in gasoline. Gives a +1 bonus to the Site’s Fossil.
  • Revetment. A fort or military settlement. Gives a +1 bonus to the Site’s Protection.
War doctrine: pick Combat Tactics for all three combat phases; see Combat Tactics from the Ruleset
Highway philosophy: choose between the following options:
  • Bike cavalry. Capital starts with Bike Stables, Bomb lab, and Forge.
  • Drive-by raiders. Capital starts with Car Shoppe and Bullet Farm.
  • Fast & Furious. Capital starts with Speed Temple and Bomb Lab.
  • Heavy duty. Capital starts with Lorry Plant and Forge.


Where can I see my faction?
In a spreadsheet below. All major sections are collapsible/expandable, so feel free to dig into details or ignore them all.

Faction Details

Where can I mess around with custom vehicles?
Now we're talking. Let's take a look at your garage.

Garage

What about buildings?
Here's the roster of all building costs.

Construction

What about a map?
Let's start with a blank map of the Great Lakes region.
Pick your starting position on it OR just give me a city name (make sure I can find it on Google Maps).
BTW, white parts of the lake surface can be chosen for a settlement (it's frozen through). Light blue parts of all lakes are also traversal (meaning you may discover Highways there)
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I'm a data demon - let me dig into the numbers! All the numbers!
All right, that's brave of you. There you go.

Icerust World
 
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Claiming Chicago (or part of Chicago).
 
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Roughly around University hill, Milwaukee, Wisconsin.
 
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FYI - for big cities like Chicago, claim neighborhoods, not the entire sprawl. Google Map will help you.

Also, let's not throw dibs on cities before submitting your faction. :)
 
Faction Name: Order Implacable
Faction Motto: World does not weep
Faction Background: A following of random assortment of refugees and desperates who have coalesced around a self styled (and frankly insane) knight driven by their personal legend.
Faction Origin: Cult

Faction Leader: Sir (Dame?) Ducati
Leader's Story: No one actually knows what Ducati looks like, as they go about covered head to toe in home made platemail (as in, made out of ceramic plates), but everyone have heard of their legends. They say they have slaughtered a thousand highwaymen at once with a swing of a sword of light. They say Sir Ducati have single handedly rescued a damsel (or a man, story is rather confusing) in distress from being infested by a car polyp. They say they have walked *through* an aurora wall and lived to tell the tale. Whatever the case, Sir Ducati finds themself as a relatively reclusive leader of a cult that have coalesced around their supposed exploits.

Leader's Past: Living Legend

Capital Name: Hammertown
Capital Location: University Hill, Milwaukee
Capital Town: Drag

War Doctrine:
Motorized Screen
Mechanized Wave
Rapid Withdrawl

Bike Cav
 
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Wasteland go vroom
 


Faction Name:
The Wobblies
Faction Motto: Workers of the World, Unite!
Faction Background: The Industrial Workers of the World were a international labour union in the World of Autumn. In the World of Autumn they were often referred to and referred to themselves as the Wobblies, a name of often debated origin and etymology. During the Long Winter, they have referred to themselves and have been referred almost exclusively by this moniker.

When the Long Winter began and the World of Autumn ceased to be, a group of IWW members became the nucleus of a settlement in Ravenswood, Chicago (which had the good fortune of becoming an anomalously fertile and hospitable area). The Wobblies have established a revolutionary anti-capitalist society, although due to the chaos of the Long Winter the implementation of this society is different to how those in the World of Autumn would have imagined it.

The Wobblies follow "from each according to their ability, to each according to their work". Or, more accurately, "those who work, eat". Like in most other settlements the Prole/Jack/Clout dynamic has established itself (the terminology imported by refugees and sticking). Proles do basic and menial labour and are therefore entitled to the fewest luxuries and basic rations. Jacks, those with specialised skills (of which there are many due to the Wobblies' industrial background), are afforded more luxuries and better rations. And Clouts, a title only afforded to a select group of venerable elders, the extremely wise and the fiercest combatants, are entitled to the greatest luxuries and the finest foods. This is considered fair due to the quality of the work that each group provides - they are all workers, but some provide more value than others. The disparity is seen as a necessary compromise due to the extreme conditions of the Long Winter and a necessary phase of Socialism to the long and bleak road to Communism.

The Wobblies practice democracy and elect leaders and representatives. In this manner the Prole/Jack/Clout dynamic arises again, as more experienced and valuable workers (Jacks and Clouts) are given more votes than the less experienced and less valuable (Proles). The elected officials in most administrative positions are, by definition, Clouts. The Head of "State" of the Wobblies is known as the Grand Foreman.

Faction Origin: Guild
Faction Leader: Foreman Chandra Gardener
Leader’s Story: Chandra Gardener was formerly in charge of agriculture, she is expert agriculturalist who oversaw many a bountiful harvest. She is also a fierce and stubborn fighter, routing a raid by highwayman scabs. According to legend, she refused to die or retreat even when her vehicle had been destroyed, taking on enemy vehicles armed with nothing but a machete. Due to her actions she became overwhelmingly popular and won recent Foreman elections, on a platform of expansion. She has pledged to expand the Ravenswood Commune, to find and save the lost workers of the wastes and to drag the reactionary highwaymen out of their camps and subject them to the People's Justice.
Leader’s Past: Stern Survivour
Capital name: Ravenswood Commune
Capital location: Ravenswood, Chicago
Capital Type: Drag
War doctrine:
  • Motorized Screen
  • Armored Phalanx
  • Orderly Evacuation
Highway Philosophy: Heavy Duty
 
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Faction name: Mid-Apocalypse Chaos Carnival
Faction motto: Sig Semper Tyrannosaurus
Faction background: A democratic community built around the idea of bringing some fun and color to the bleak wasteland. Formed by the leader of a destroyed circus, Shelby Adams, the Chaos Carnival started life as a nomadic entertainment group before booting out a tyrannical despot from a small fishing town and taking over the place. The Carnival started out as a peace loving community, but overtime the cruelty of the wasteland warped it into a more sadistic, but still fun-loving community.
Faction origin: Free town: start with a lot of Jacks, few Proles, very few Clouts
Faction leader: Ringmaster Vanessa
Leader’s story: Vanessa became the most recent ringmaster of the Shelby Carnarium with her sharp tongue and quick wit. Her crafty nature earned the respect of her fellow performers, leading to her election after the previous ringmaster retired.
Leader’s past: Wasteland fox: starts with average amount of all resources, high Ruse
Capital name: Shelby Carnarium
Capital location: Mackinaw City
Capital type: Barrack. Encampment for industrial workers. Gives a +1 bonus to the Site’s Deposit.
War doctrine:

  • Spearhead
  • Mechanized Wave
  • Orderly Evacuation

Highway philosophy:
Drive-by raiders. Capital starts with Car Shoppe and Bullet Farm.
 
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Faction name:
Monolith of Sarkic
Faction motto: Shepherd the Flesh

Faction background:

The Sarkic Monolith is an occult religious sect formed around the belief that the milky way galaxy has been blessed with the arrival of a benevolent and loving otherworldly god known as Yaldabaoth, the Devourer. Their faith revolves around the mystical Oz, anomalies and the artifacts they conjure - which the Sarkites believe to be the result of their deity's influence directly seeping into our reality. Mutation and physical change brought on by the Oz is often viewed with reverence and Sarkic shrines often hold offerings of swollen lymph nodes and tumorous growths. The cult treats the Oz as consecration, a means to "cull the weak" and purify the masses, and thus actively seek to ensure its protection, spread - and to harvest its mystical "gifts". Their end-goal is theophagy, devouring the flesh of their god, as they believe that by doing so they will ascend to godhood themselves and live eternally in Yaldabaoth's promised paradise.

Faction origin:
Cult
Faction leader: Grand Karcist Maxwell
Leader’s story: Maxwell was a scavanger who rose to prominence after seeking shelter within a series of underground tunnels beneath Sault Ste. Marie during an emission blowout. Unluckily, he had unwittingly stumbled into direct view of a mindbender and become fully exposed to its effects. Experiencing vivid hallucinations and visions of a grotesque and maddening nature, he wandered about in the dark in desperation until coming across a curious humming rock of crimson - composed of flesh, bone and metal fused together. The bloody sphere calmed and focused his visions as it spoke to him, revealing to Maxwell the "truth" about the Oz, about the universe, and about his skin, sinew and blood. Enlightened by these new truths and guided by the voice of a true god, Maxwell returned to his settlement a new man and formed the Sarkic Monolith, preaching his truths and exposing his followers to the whispers of the cult's holy idol.
Leader’s past: Living Legend

Capital name: The Cathedral
Capital location: Steel Mill, Sault Ste. Marie, Ontario
Capital type: Barrack

War doctrine:
  • Motorized Screen
  • Mechanized Wave
  • Rapid Withdrawal
Highway philosophy: Drive-by raiders
 
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Faction name: The Motors Parliament (MPs)
Faction motto: Road Usque Ad Road
Faction background: There is a sight that the bandits of the ice-roads have come to fear, and the free-settlements hope to see in the mornings of this broken world, and that is the sight of the bewigged MPs of the Parliamentary Garage roaring down the ice-roads in their red and white gun-rigs. When the world shattered, the ancestors of the MPs came together, and scavenged together an ideal from the broken shards of the past...
Faction origin:
  • Free town: start with a lot of Jacks, few Proles, very few Clouts
Faction leader: The PM (Prime Motor)
Leader’s story: Before she was PM, she was just an MP, but with every victory, ever broken bandit camp, every saved settlement, the P moved to the left, and the M moved to the right, until she was sworn in with great hat upon her wig, and scepter in her hand.
Leader’s past:
  • Living legend: starts with average amount of all resources, high Spirit
Capital name: The Parliamentary Garage
Capital location: Parliament Hill, in Ottawa
Capital type:
  • Revetment. A fort or military settlement. Gives a +1 bonus to the Site’s Protection.
War doctrine:
  • Motorized Screen: in the Probe combat stage, the highest Traversability vehicles are eliminated first based on the damaged pool.
  • Armored Phalanx: in the Clash combat stage, the highest Protection vehicles are eliminated first based on the damaged pool.
  • Orderly Evacuation: in the Clash combat stage, the highest Resilience vehicles are eliminated first based on the damaged pool.
Highway philosophy: choose between the following options:
  • Fast & Furious. Capital starts with Speed Temple and Bomb Lab.
 
Faction name: Ogayori Clan
Faction motto: Let your blade forge a path
Faction background: Ogayori Clan were once a group of Japanese survivors that just survived mysterious cataclysm. They were disorganized, depress, hungry and low on resolve. These survivors reverted back to their ancestral roots as a mean to survive the Long Winter. Gone were the days of modern governing in favor of feudal lords ruling. Out of all the many smaller clans the formed on the Isle that the survivors lived on one clan stood out among the rest was the Ogayori. The Ogayori clan was biggest among the rest as they had the most resources and manpower. They wrestle control of the whole Isle through force and cunning tactics to become the most dominante clan on the Isle.
Faction origin: Tribe (Clan)
Faction leader: Ogayori Denji
Leader’s story: Ogayori Denji head of the Ogayori Clan was the one that unified all other clans under his clan banner. He is know among many as a true warrior of unmatched prowess and amazing skills in leading men in times of battle. Outside of combat he a calm by passionate person who care for his people.
Leader’s past: Battle chief
Capital name: Ryūgū-jō
Capital location: Belle isle, Michigan
Capital type: Drag
War doctrine:
Motorized Screen:
Mechanized Wave:
Rapid Withdrawal
Highway philosophy: Bike cavalry
 
tolmekia_small.jpg


The Republic of Sinclair

Faction Name:
The Republic of Sinclair
Faction Motto: We who wander shall rest in the grave.
Faction Background: A slave revolt that overthrew and fled their masters, wandered in the wastes for five years, and finally settled in Old Cleveland. Led by their liberator leader, Captain-Defender Eugenia St. Clair, and her husband, Offset Jaw.
Faction Origin: Tribe

Faction Leader: Captain-Defender Eugenia St. Clair
Leader's Past: Has-Been Hero
Leader's Story: The Captain-Defender has been so-called since the founding of the Republic; before that, she was just St. Clair. Like her fellows, she was a slave who toiled for a cruel and evil king, one who had ruled the Detroit flats for many years. But though the king was great and terrible and ruled many through fear, in the twilight of his life his empire began to fall apart, and rivals chased his men across the flats. Eugenia and her fellow slaves continued to toil, with ever-increasing obligations placed on them by their desperate exploiters. Though there had been many slave revolts over the years, they always ended bloodily. But Eugenia and her fellows continued to dream of freedom, and under her organization they rose up and killed the king and many of his lieutenants. However, they were forced to flee, and so they did - a desperate excursion into the cold and empty flats.

There was no plan. The hero who had finally broken their shackles did not know any better than the rest of them where to go. Wandering like this, always on the run from beasts, anomalies and, worst of all, other humans, many died on this aimless exodus. After five years of being chased, they finally arrived in the ruins of east Old Cleveland, where an old church stood that had survived the ages, and the name ST. CLAIR stood as a peculiar omen, being also the name of their leader. Here, they settled, not expecting to stay forever but, in the end, doing just that.

Eugenia continues to lead them, now as the elected Captain-Defender of their small republic. She who freed slaves is now responsible for their lives in this desperate wasteland. She has already failed many of them.

Capital Name: St. Clair (old signage); Sinclair (popular)
Capital Location: St. Clair-Superior, Cleveland
Capital Type: Drag

Combat Tactics:
  • Motorized Screen
  • Mechanized Wave
  • Rapid Withdrawal

War Doctrine: Drive-By Raiders


 
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Faction name: The Motors Parliament (MPs)
Faction motto: Road Usque Ad Road
Faction background: There is a sight that the bandits of the ice-roads have come to fear, and the free-settlements hope to see in the mornings of this broken world, and that is the sight of the bewigged MPs of the Parliamentary Garage roaring down the ice-roads in their red and white gun-rigs. When the world shattered, the ancestors of the MPs came together, and scavenged together an ideal from the broken shards of the past...
Faction origin:
  • Free town: start with a lot of Jacks, few Proles, very few Clouts
Faction leader: The PM (Prime Motor)
Leader’s story: Before she was PM, she was just an MP, but with every victory, ever broken bandit camp, every saved settlement, the P moved to the left, and the M moved to the right, until she was sworn in with great hat upon her wig, and scepter in her hand.
Leader’s past:
  • Living legend: starts with average amount of all resources, high Spirit
Capital name: The Parliamentary Garage
Capital location: Parliament Hill, in Ottawa
Capital type:
  • Revetment. A fort or military settlement. Gives a +1 bonus to the Site’s Protection.
War doctrine:
  • Motorized Screen: in the Probe combat stage, the highest Traversability vehicles are eliminated first based on the damaged pool.
  • Armored Phalanx: in the Clash combat stage, the highest Protection vehicles are eliminated first based on the damaged pool.
  • Orderly Evacuation: in the Clash combat stage, the highest Resilience vehicles are eliminated first based on the damaged pool.
Highway philosophy: choose between the following options:
  • Fast & Furious. Capital starts with Speed Temple and Bomb Lab.
I kept waiting for a reference to the Ottawa Senators...

This should be ur logo:
upload_2020-9-16_19-22-22.png
 
Faction name: Momma's Boyz
Faction motto: "Family is forever"
Faction background: Personality cult centered around a 'grandmother' figure and her 'children'
Faction origin: cult
Faction leader: Grandma Ultra Violet
Leader’s story: An ice-age survivor, Bubble Gum Ultraviolet is a longtime veteran in her sixties, a very rare thing indeed in the wastelands. Bubble gum is small, barely 5'1" and has bright purple hair she doesn't bother to comb very often. She smiles easily and constantly and doesn't appear to even feel or understand anxiety, worry or fear. She is an absolute hedonist and will not deny herself anything she likes be it drugs, men, women, or violence. She likes fire. A lot. She considers her 'tribe' all her children and loves them all in an abusive manipulative sociopathic but ultimately very real way.
Leader’s past: Wasteland fox
Capital name: the Crib
Capital location: Cedar Rapids
Capital type: Drag
War doctrine:
Motorized Screen
Armored Phalanx
Rapid Withdrawal
Highway philosophy: Fast & Furious
 
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Faction name: Restless Spirits
Faction motto: Relentlessly Unending
Faction background:
In the frozen slums of post-apocalyptic Saginaw, roving gangs used to roam the 'burbs looking to take advantage of any passerby. After decades of inter-gang struggles the Restless Spirits began to rise above and assimilate the surrounding gangs under the leadership of Clara Eden. Ruthless and overwhelming, the Spirits managed to muscle the gangs out of the downtown area and take over the old stadium. Turning it into a garage and fortification for the Spirits, the Autos Bastille propelled the cult into a dominant position in the area. With their solidified power in the city it has now become common for gangs to join up and become a branch of the Spirits, looking to expand their influence and climb the ranks of the cultist establishment.

Faction origin:
choose between the following options:
  • Cult: start with a lot of Proles, few Jacks, very few Clouts
Faction leader: Dame Eden
Leader’s story: (optional)
Leader’s past: choose between the following options:
  • Living legend: starts with average amount of all resources, high Spirit
Capital name: Autos Bastille
Capital location: Dow Event Center, Saginaw, MI
Capital type: Revetment

War doctrine: pick Combat Tactics for all three combat phases; see Combat Tactics from the Ruleset
  • Spearhead
  • Armored Phalanx
  • Rapid Withdrawal
Highway philosophy: Heavy duty
 
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@Lord_Herobrine - To introduce your faction in the upcoming update, I need to know at least something about its background. So, I'm not rushing you, but if you want to make it to the update 0 (due tomorrow), then a sentence or two would suffice.
 
Faction name: Greylaw
Faction motto: We are the Law
Faction background: Surviving police forces tried to coordinate response at the beginning of the Long Winter, degenerated into de facto maurauders known as "Bluelaw" due to use of blue Michigan police vehicles and (increasingly perfunctory) traditions, terminology, and culture of lawmen. Years of marauding wore down their vehicle fleet and so Bluelaw forcefully seized a burgeoning settlement and former Greyhound bus depot, Ypsilanti, converting their stock of buses into a new war fleet and garnering the new name, Greylaw. Its been many years since the war buses were the mainstay of the faction, and the Hounds of Greylaw (as they call themselves) are today a violent gang of kleptocrats and murderers held together by patriotic deference to the gang's arbitrary codes, and also plush.
Faction origin: Gang

Faction leader: Alfa-Alfa Conan the Snowflake
*the top dog of Greylaw is known as the Alfa of Alfas, shortened to Alfa-Alfa or Double A; various other sub-divisions of the faction have their own NATO-alphabet names, e.g. the Bravos, the Kilos, the Romeos, and also a sub-division leader, e.g. Bravo-Bravo or "Beebee"
Leader’s story: Conan was not meant for this cruel world. His father chose a name to evoke the legendary strongman of yore, but he was a sickly child. He was the first born son of the Alfa of Alfas, but while other boys brawled, Conan snuck out to abandoned buildings to read old books. Conan and his few friends held only contempt for Greylaw's hyper-masculine hierarchy - the debauchery, the barbarism, the inefficiency! Meanwhile in the eyes of that hyper-masculine hierarchy, Conan was an embarrassment. But one's weakness can be transformed into a strength, as Conan once interpreted Nietzsche to have written. Nobody thought Conan the Snowflake would have a chance in hell of succeeding his father as Alfa-Alfa, and so nobody cared what Conan knew - and Conan listened to the swirling vortex of plots to kill this or that clout and thus make themselves Alfa-Alfa. So when his father died, and the plots commenced, Conan knew exactly on whose side to intercede. For one bloody week, the Hounds were not seen anywhere on the highways, but when the fighting ended, it was Conan who had saved the lives of those clouts remaining, and guaranteed the death of those that perished. Many don't trust or like Conan, but the higher ups of the gang (the Alfas), whether out of genuine gratitude from his actions, out of respect for his father, or with a sense of "we'll see how long he lasts" - they now call him the Alfa of Alfas.
Leader’s past: Quiet intellectual

Capital name:
Thunderbolt
Capital location: Ypsilanti
Capital type: Drag
War doctrine:
Spearhead, Armoured Phalanx, Rapid Withdrawal
Highway philosophy: Drive-by raiders
 


The Addlebrained Alcoholics
Faction motto:
“Cold Hearts & Warm Bellies”


Faction background: Formed outside the ruins of Cleveland, they initially only grew their own food to survive. A growing culture around rebuilt breweries began, and the town cherished their alcohol and eventually their drugs, for it was all they had.

However, when they began to export their excess narcotics through trade, they found more than a few willing customers who would do anything for a good drink. After some soul-searching (and skull-smashing), the survivors began to focus on exporting as much Beer, Cider, Weed and whatever’s in-between throughout the former great lakes...


Faction origin: Free Town
Faction leader: Evie Jiang
Leader’s story: (To be added)
Leader’s past: Quiet Intellectual


Capital name: Rotten Apple
Capital location: Outskirts of Cleveland, along the lakeside.
Capital type: Drag

War doctrine:

· Motorized Screen

· Mechanised Wave

· Rapid Withdrawal


Highway philosophy: Heavy Duty
 
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