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Rebel NES: New York Under Siege

Discussion in 'Never Ending Stories' started by EQandcivfanatic, Mar 26, 2017.

  1. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,565
    Location:
    On the Zee
    The Freedom Fighters

    Background

    In a different world than ours, the Soviet Union emerged as the clear victor of the Cold War. The United States’ influence dwindled and a series of weak leaders led to the downfall of NATO and American supremacy. In 2017, the Soviet Union has, against the wishes of the United Nations, now based in Geneva, launched an invasion of America ostensibly to eliminate the last of America’s nuclear arsenal. They have stated that American nuclear weapons pose a grave threat to peace and stability, and seek to eliminate the threat to the world. The US Armed Forces, deprived of funding and support, are quickly defeated and driven into hiding.

    The Soviet Union is now learning, as they search for the well-hidden American weapons of mass destruction, that occupying an entire continent is no easy task. Their forces are stretched thin and their tactics become harsher and harsher upon a beleaguered population. New York City is the symbol of everything American, and the largest center of Soviet troops in the United States. As the leader of a resistance movement, it is your duty to reclaim American pride and drive the Soviets out of your city.

    The Rules

    The Setup

    First, pick out the location on the map that you wish to start, based on the grid coordinates provided on the map. You can pick any hex to setup your headquarters. The map should be fairly explanatory in the types of terrain that exist. Google Maps is your friend when choosing locations and the hex map should be considered for reference only when dealing with Soviet forces and opportunities.

    Second, you need to choose a background for your leader character. This will give your faction advantages or disadvantages, depending on your choice. Choose wisely. The backgrounds are:

    Spoiler :

    Politician: As a former politician of the American government you are a friendly face to the public, showing that there is some strength in the old regime. +20 Bonus Legitimacy from the start.

    Doctor: You once swore to do no harm, but now you are left with no other option. Start with a Free Clinic and Medicine.

    Soldier: You and your comrades were forced to abandon your weapons and posts against overwhelming odds, now you strike back. All starting personnel begin as Regulars.

    Shop Owner: Soviet Occupation has not been kind to the small businessman, and you have a front with which to appease the occupiers while you wage a war for freedom. Start with a free Business.

    Gangster: You were a thug and now you have a chance to take even more power and influence than you had known before the war. Start with a free Chemistry Lab.

    Academic: Working at a college, perhaps teaching a class or achieving a degree, you’re now one of the Soviet’s most-wanted fugitives. Start with a free Computer Lab.

    Teamster: Everyday is backbreaking labor, and now it’s time to start breaking the Soviet army’s back. Start with three times as many Supplies.

    Mechanic: Fuel rationing has made the American dream of owning an automobile an almost unsustainable luxury, but you’re one of the exceptions to the rule. Start with a free Garage, Sedan, and Fuel.

    Service Worker: You worked in an office building, most of which have been closed off by the Soviet administration, and you and your coworkers are doing more than water-cooler talk. Start with additional personnel and twice as many supplies.

    Person of the Sea: You have a boat, and you’re allowed to operate it, that puts you ahead of many others. Free Fishing boat and fuel at start. (Requires Oceanside start)

    Celebrity: Before the war cameras fixated on your every move and you thrived as the center of attention, and you seek the spotlight in the rebellion to come. Start with four times as many Credits.

    Law Enforcement: The NYPD was quickly overrun by the Soviets, but that doesn’t mean that the SWAT team is quite out of business. Start with Assault Rifles and additional ammunition instead of Pistols.

    Journalist: Whether you were part of the free press or a willing stooge of the American government propaganda machine, you're now prepared to roll out a new edition of death for the Soviet occupiers. Starts with a free Radio Transmitter.

    Survivalist: They called you crazy, but you knew the end was coming, and you took…preparations. Random bonus, if you’re feeling lucky.


    If you can think of a background that you would like to use that is not provided on the above list, bring it up and we’ll come up with an appropriate bonus for you.

    Startup Format

    Faction Name:
    Leader Name:
    Background Trait
    :
    Starting Location:
    Background: (Optional)

    Sample Stats

    Faction:
    Leader:
    Legitimacy:
    Notoriety:
    Credits:
    Supplies:
    Medicine:
    Ammunition:
    Explosives:
    Fuel:
    Personnel:
    Wounded:
    Arsenal:
    Headquarters Assets:

    Economy of Guerilla Warfare

    As a rebel leader against Soviet occupying forces, your most valuable asset is your fighting force. If all of your soldiers are dead, you are just about done as an effective would-be army. There are five types of soldiers, and your warriors can gain experience and abilities as they fight the good fight. A soldier can only use a single weapon in combat.

    Civilians: These people have never picked up a gun before in their life and are almost as much of a danger to themselves as to others. Still, they have the spirit and will to take the fight to the oppressors. Can operate up to 3 hexes away from your base.

    Recruits: With some training under their belt, these are the basic front line grunts of any military force. The majority of Soviet forces are green recruits such as these. Can operate up to 5 hexes away from your base.

    Regulars: Soldiers who have seen some battle and know they will not break under pressure. Regulars can operate military land vehicles. A central core of the Soviet Army are regulars. Can operate up to 12 hexes away from your base.

    Veterans: These soldiers have seen plenty of combat and know they can take the worst that will be thrown at them and come out ahead. Can Operate up to 21 hexes away from your base.

    Elites: These warriors are unstoppable killing machines that Hollywood could only dream of in better times. The Soviet Special Forces have only a small presence in New York, but they are feared by all. Can operate freely in any hex on the map, regardless of base location.

    Other important resources are credits issued by the Soviet occupation, Supplies used for feeding your troops, Medicine used for healing wounded soldiers, Ammunition for your guns, and Fuel for your vehicles. All of these can be purchased from the black market as listed below, but you may have better luck raiding government supply lines and depots. What these resources cost and what they are used for are listed below. You also possess a headquarters from which you operate. You must add structures and equipment to it. Some installations are mobile, others are not, so be cautious in your efforts, if you have to abandon house quickly. How you wish to gather the resources you need to thrive is up to you, and I would recommend researching historical rebellions for ideas on financing a guerilla war.

    Notoriety and Legitimacy

    Legitimacy is how valid the American people view your leader as the voice of the rebellion. Reaching 100 Legitimacy will allow you to launch a full rebellion against the Soviets, but be warned, be sure to have plenty of weapons first, as this will end the game for you, one way or another. Legitimacy is also used to recruit people to the cause. You can exchange 1 Legitimacy for 5 Civilians to add to your forces. You can also exchange 1 Legitimacy for 10 Supplies from the local population. You gain legitimacy by winning battles and striking blows against the occupying forces.

    Notoriety is a separate stat that relates to how much interest the occupation forces has in stopping your rise to power. The higher your notoriety is, the more likely the Soviets will do their best to destroy you and everything you hold dear. The more direct actions you take against the Soviets, the higher your notoriety rises. The following is a chart on government responses to varying levels of notoriety. You can relocate your base for an immediate -10 to your notoriety, for a cost of 5 Legitimacy and the loss of any buildings you may have that are not mobile.

    0-10: You are an easily ignored nuisance.

    10-20: Checkpoints will be established in areas you are known to operate in, new military strongpoints will be created.

    20-40: Retaliatory measures will be taken against sympathizers in your area, attempting to reduce your legitimacy.

    40-60: The KGB will deploy numerous new agents to your area to infiltrate your forces, making recruitment more difficult.

    60-80: Armored and air forces will be deployed throughout your area indiscriminately, and in some cases, bombing may be used against your attacks.

    80-100: The Soviets will launch a direct attack on your headquarters.

    Updates and Opportunities

    For each update I will expect spending orders and action orders. You can spend whatever resources you choose, and launch attacks or other operations. Each soldier can only be used once in a turn, and there will not be room for multiple attacks or operations by any soldier, weapon, or vehicle. If you miss two updates in a row without giving a reason, your faction will disappear from history as though everyone was simultaneously abducted by aliens.

    Scouting is a very important part of guerilla warfare, and you will want to launch scouting operations to find opportunities for future attacks or political victories. Opportunities are much like Challenges in BOTWAWKI or EBE. The difference is that these ONLY emerge if you undertake scouting efforts to find them. There are no guaranteed Challenges for each faction, only Opportunities that emerge when you send out scouts to look for them. Also, you can receive multiple opportunities per update, dependent on how much scouting you undertake. Similarly, there can be “global” events that open up new chances for action within a turn. Opportunity sites will be shown on the map, marked as “X” in your faction’s color.

    The Armory: Costs and Recruitment

    Resources
    Spoiler :

    Resources can be bought or sold on the black market, but thanks to the occupation, buying will always be far more expensive than selling. Typically you may find better returns by raiding Soviet outposts or other facilities.

    Supplies: Supplies are consumed by any active soldiers you have each turn. Each soldier consumes 1 Supply for upkeep. They are also used to build new structures and other manufacturing goals. They are the cornerstone of any army.
    Buy: 10 Credits for 1 Supply
    Sell: 5 Credits for 1 Supply

    Medicine: Medicine can be used to cure any soldiers you may have in the hospital and bring them back to the fight. It costs 1 Medicine to cure 1 Soldier that is currently in hospital.
    Buy: 40 Credits for 1 Medicine
    Sell: 20 Credits for 1 Medicine

    Ammunition: Guns don’t work without bullets. The amount of ammunition expended depends upon the weapon.
    Buy: 10 Credits for 10 Ammunition
    Sell: 10 Credits for 20 Ammunition

    Explosives: Explosives are used in heavy weaponry, and can be used for demolition purposes as well.
    Buy: 50 Credits for 1 Explosive
    Sell: 25 Credits for 1 Explosive

    Fuel: Used to power your vehicles, in much the same way that ammunition powers guns.
    Buy: 30 Credits for 1 Fuel
    Sell: 15 Credits for 1 Fuel

    Personnel (Civilian Recruits Only)
    Buy: 50 Credits or 1 Legitimacy for 5 Civilians.
    Sell: You cannot sell people as that would be wrong.


    Weapons
    Spoiler :

    Pistol: the All-American handgun. Present freely through American society and easily found across the countryside. It’s better than nothing. Expends no Ammunition in battle.
    Buy: 1 Credit
    Sell: No Sale

    Shotgun: a staple of home defense, the shotgun lacks the range of a combat ready rifle but has the punch that is needed to defeat body armor, unlike the pistol. Expends 2 Ammunition in battle.
    Buy: 5 Credits
    Sell: 1 Credit

    Carbine: old style rifles, some dating back to the Second World War. Available in ample supply from all sources, and are basic weaponry. Expends 1 Ammunition per Battle.
    Buy: 10 Credits
    Sell: 5 Credits

    Assault Rifle: your typical late 20th century mainstay of modern armies, with both automatic and semiautomatic capability. Expends 2 Ammunition per battle. Requires Armory.
    Buy: 30 Credits
    Sell: 15 Credits

    Battle Rifle: these advanced weapons have the reliability and punch expected of an advanced 21st century weapon. Expends 3 Ammunition per battle. Requires Armory.
    Buy: 50 Credits
    Sell: 25 Credits

    Heavy Machine Gun: a staple of military forces since the First World War, they are highly effective and powerful mankillers with a high rate of fire. Expends 10 Ammunition per battle. Requires Armory.
    Buy: 100 Credits
    Sell: 50 Credits

    RPG Launcher: A powerful weapon for use against lighter armored vehicles. Expends 1 Explosive per battle. Requires Armory.
    Buy: 100 Credits
    Sell: 50 Credits

    Missile Launcher: A weapon most effectively used against the heaviest armored vehicles and helicopters. Expends 3 Explosives per battle. Requires Armory.
    Buy: 300 Credits
    Sell: 150 Credits

    Howitzer: A weapon that can shell targets up to six hexes away, but is not very mobile and will rapidly raise notoriety. Still, it is effective against all targets and is the only weapon capable of destroying a heavy tank. Expends 5 Explosives per battle. Requires Armory and a slot in a Garage.
    Buy: Not available for purchase
    Sell: 1,000 Credits


    Vehicles
    Spoiler :

    If you travel in a vehicle, you no longer are limited by the capped distances of the personnel you are using. However, you are far more observable by Soviet patrols and more likely to attract attention to whatever task you have assigned them.

    Sedan: This is a typical American car, though traffic is closely monitored and substantially lighter with the city under Soviet occupation. The Sedan is the least suspicious vehicle, but can only carry 4 people or 20 Resources. It consumes 1 Fuel per 3 hexes it travels.
    Buy: 200 Credits
    Sell: 100 Credits

    SUV: This is a larger car, and is only lightly suspicious. It can carry up to 8 people or 40 Resources. It consumes 1 Fuel per hex it travels.
    Buy: 300 Credits
    Sell: 150 Credits

    Truck: A civilian semi-truck, most of which are used by the Soviet forces to move supplies and equipment around New York. They can transport 20 people or 100 Resources. Trucks are almost always stopped at military locations for inspection, so drive around with caution. It uses 2 Fuel per hex it travels.
    Buy: 500 Credits
    Sell: 250 Credits

    Technical: An SUV or a Sedan can be converted into a Technical, which is an armored vehicle that can withstand a glancing blast from a lighter military weapon and small arms. A machine gun is mounted behind armored plating offering protection to both driver and gunner. Cannot be bought, only created. Uses 3 Fuel per hex it travels.
    Cost: 1 Heavy Machine Gun, 50 Supplies, 1 Sedan or SUV
    Sell: 300 Credits

    Infantry Mobility Vehicle (IMV): A somewhat armored military vehicle that allows the rapid transit of troops, produced in Russia, allowing rebels to mask themselves as Soviet forces, unless challenged at a check point. These are roughly equivalent to the American Humvee. They can transport 5 people or 25 Resources. Uses up 1 Fuel per hex it travels.
    Buy: 400 Credits
    Sale: 200 Credits

    Armored Personnel Carrier (APC): An armored military-grade transport vehicle that will attract attention wherever it goes, but has onboard weapons that cause a lot of damage to infantry and light vehicles or helicopters. They can transport 10 people or 50 Resources. Uses up 15 Ammunition per battle, uses up 3 Fuel per hex it travels each turn.
    Buy: Not available for sale
    Sell: 500 Credits

    Light Tank: a strong armored vehicle with the ability to withstand most attacks and inflict heavy damage on enemy vehicles, but has no transport capacity. They will obviously attract a lot of attention whenever used or moved. Uses up 30 Ammunition per battle and 5 Fuel per hex it travels each turn.
    Buy: Not available for sale
    Sell: 2,500 Credits

    Heavy Tank: the most powerful weapon in the Soviet arsenal, capable of resisting almost any weapons and fire from any other vehicle beyond other heavy tanks and artillery. They will attract a lot of attention when used or moved. Uses up 50 Ammunition per battle and 10 Fuel per hex it travels each turn.
    Buy: Not available for sale
    Sell: 5,000 Credits


    Ships
    Spoiler :

    Fishing Boat: Fishing boats are common along the coastline, and attract no attention from the occupation. Thanks to being efficient in storage space, they have the best carrying capacity of any vehicle. They can transport 10 people or 200 Resources. They have no weapons beyond those carried by their passengers, and will expend 1 Fuel per hex they travel through in a turn.
    Buy: 1,000 Credits
    Sell: 500 Credits

    Patrol Boat: Light and fast seacraft, using with a mounted light machine gun or cannon, and they can be easily concealed along the coast or even carried inland. They cannot carry passengers. They expend 10 Fuel per hex they travel through in a turn.
    Buy: Not available for Sale
    Sell: 1,000 Credits


    Aircraft
    Spoiler :

    Light Helicopter: These are ultra-light scouting aircraft that are easy to land and conceal and will not attract any undue attention. They have no guns and expend a mere 1 Fuel per hex traveled through. They cannot carry more than one person and can carry no passengers or resources.
    Buy: 1,000 Credits
    Sell: 500 Credits

    Transport Helicopter: These are transport helicopters with no weapons used for rapidly transporting and deploying a large amount of soldiers at once. They can land without a helipad to launch raids, but do require Helipad at a base for purchase and deployment. They attract some attention from the government, but still can be used to effectively bypass any checkpoints or guard stations setup along the road. Can carry up to 10 passengers or 100 Resources and expend 10 Fuel per hex they travel through.
    Buy: cannot be bought
    Sell: 2,000 Credits

    Attack Helicopter: These are advanced helicopters that can transport troops and have a good amount of weaponry attached, making them effective tank-killers. These consume 75 Ammunition per battle, and use up 20 Fuel per hex they travel through.
    Buy: Cannot be Bought
    Sell: 4,000 Credits


    Robotics
    Spoiler :

    Drone weapons are the path of the future and require a Computer Lab to be built to operate them. They do not appear on radar and can effectively surprise attack any location with ease.

    Civilian Drone: These are hobbyist devices that can be deployed to spy upon Soviet positions. However, they are quite noticeable and easily shot down if spotted by a prepared position or checkpoint. They expend 1 Fuel per hex.
    Buy: 400 Credits
    Sell: 200 Credits

    Delivery Drone: These are larger drone devices without an attached camera that can be used to deliver 1 Resource to another destination. They expend 1 Fuel per hex.
    Buy: 500 Credits
    Sell: 250 credits

    Spy Drone: These military-grade stealth drones are used to reliably scout enemy positions without being spotted and by far are the most effective ways to find possible targets. They expend 2 Fuel per hex they travel through.
    Buy: cannot be Bought
    Sell: 400 Credits

    Attack Drone: These weapons of war are the best for surgical strikes to eliminate heavy targets like tanks or structures. They cause a lot of damage but on their own are not enough to wipe out an enemy faction or force. They expend 50 Ammunition per battle, and use 3 Fuel per grid square they travel through.
    Buy: Cannot be bought
    Sell: 3,000 Credits


    Structures

    Structures are built solely with Supplies, and cannot be easily purchased. You can have more than one of each type of structure at your encampment. Structures marked “IMMOBILE” cannot be moved if you have to relocate your headquarters. I am always open to more suggestions for buildings that any of you come up with, and depending on their nature, I may even let you have one for free.

    Spoiler :

    Fortifications: 50 Supplies. Provides defense of your headquarters against a direct attack by the Soviets or another resistance faction. IMMOBILE

    Cover: 100 Supplies. Reduces your notoriety by 1 immediately, and by 1 each subsequent turn. IMMOBILE

    Garage: 300 Supplies. Allows storage of two land vehicles and the production of Technicals. IMMOBILE

    Concealed Helipad: 1,000 Supplies. Allows the storage of a single helicopter aircraft. but increases your Notoriety by 5 points as soon as it is built and by 1 Notoriety per turn as long as an aircraft is located there. IMMOBILE

    Computer Lab: 400 Supplies. A sophisticated center of electronics and devices, allowing the deployment of drone aircraft. Does not increase notoriety.

    Chemistry Lab: 400 Supplies. Allows the conversion of 3 Supplies into 1 Medicine or 4 Supplies into 1 Explosive.

    Business: 400 Supplies. Generates a random amount of Credits per turn based on your level of Notoriety, with a minimum of 10 Credits per turn.

    Armory: 200 Supplies. Allows the purchase of more advanced weaponry.

    Clinic: 300 Supplies. A clinic prevents a wounded soldier from dying if you have no medicine available, without a clinic, a wounded soldier will die without treatment.

    Jail: 200 Supplies: Allows the holding of enemy prisoners without Notoriety gain or risk of escape. IMMOBILE

    Radio Transmitter: 200 Supplies. Provides +1 Legitimacy each turn. Allows recruiting 10 civilians for 1 Legitimacy instead of five (Credit purchases remain same). Also produces +1 Notoriety each turn as a cause of greater visibility.


    The Combat Map of New York City and Surrounding Areas

    Notes: The map provided below is the terrain and feature map used, as well as for reference in travel time and fuel consumption. Hopefully it will be self-explanatory in terms of what each symbol means. If not I will add a key.

    Spoiler :




    The below is the comparative Google Maps image that was used to create the above map for reference.

    Spoiler :


     
    Last edited: Apr 9, 2017
  2. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,565
    Location:
    On the Zee
    Heroes of the Resistance

    79th Precinct: TheLastJacobite
    Leader: Jimmy O’Toole
    Color: Lightish-Red
    Legitimacy: 0
    Notoriety: 0
    Credits: 500
    Supplies: 100
    Medicine: 0
    Ammunition: 100 (-25)
    Explosives: 0
    Fuel: 0
    Personnel: 25 Civilians
    Wounded: None
    Arsenal: 25 Assault Rifles
    Headquarters Assets: None

    American Commune: Terrence888
    Leader: Benji Goldstein
    Color: Light Green
    Legitimacy: 0
    Notoriety: 0
    Credits: 200
    Supplies: 77 (-23)
    Medicine: 0
    Ammunition: 120
    Explosives: 0
    Fuel: 0
    Personnel: 15 Civilians, 8 Recruits
    Wounded: None
    Arsenal: 25 Pistols, 6 Shotguns, 5 Carbines, 10 Assault Rifles
    Headquarters Assets: Computer Lab

    All-Americans: bestshot9
    Leader: Rob Carter
    Color: Yellow
    Legitimacy: 1
    Notoriety: 0
    Credits: 150
    Supplies: 116 (-28)
    Medicine: 0
    Ammunition: 123
    Explosives: 1
    Fuel: 20
    Personnel: 8 Regulars, 20 Veterans
    Wounded: None
    Arsenal: 25 Pistols, 8 Carbines, 47 Assault Rifles, 1 Heavy Machine Gun
    Headquarters Assets: None

    Blue Eagles: Nukasama
    Leader: Isabella Yang
    Color: Purple
    Legitimacy: 0
    Notoriety: 1
    Credits: 550
    Supplies: 24 (-21)
    Medicine: 0
    Ammunition: 0
    Explosives: 0
    Fuel: 0
    Personnel: 21 Recruits
    Wounded: None
    Arsenal: 22 Pistols
    Headquarters Assets: Chemistry Lab

    Eradicators: NinjaCow64
    Leader: Zachary Schaffhauser
    Color: Dark Blue
    Legitimacy: 1
    Notoriety: 3
    Credits: 1,430
    Supplies: 37 (-34)
    Medicine: 0
    Ammunition: 0
    Explosives: 31
    Fuel: 28
    Personnel: 26 Recruits
    Wounded: 8 Recruits
    Arsenal: 25 Pistols, 10 Carbines, 25 Assault Rifles
    Headquarters Assets: None

    Galaxy News Network: SouthernKing
    Leader: Ashley Kim
    Color: Whatever that weird pinkish sort of color is
    Legitimacy: 1 (+1)
    Notoriety: 1 (+1)
    Credits: 500
    Supplies: 75 (-25)
    Medicine: 0
    Ammunition: 0
    Explosives: 0
    Fuel: 0
    Personnel: 25 Civilians
    Wounded: None
    Arsenal: 25 Pistols
    Headquarters Assets: Radio Transmitter

    Hellions: Decamper
    Leader: Connor O’Donnel
    Color: Maroon
    Legitimacy: 0
    Notoriety: 7
    Credits: 530
    Supplies: 17 (-10)
    Medicine: 0
    Ammunition: 78
    Explosives: 0
    Fuel: 12
    Personnel: 8 Recruits
    Wounded: 2 Recruits
    Arsenal: 17 Pistols, 45 Assault Rifles, 7 Heavy Machine Guns
    Headquarters Assets: Chemistry Lab

    Lyzhniki: Ahigin
    Leader: Vasiliy "Vasya" Petrenko
    Color: Dark Green
    Legitimacy: 0
    Notoriety: 0
    Credits: 500
    Supplies: 100 (-25)
    Medicine: 0
    Ammunition: 0
    Explosives: 0
    Fuel: 0
    Personnel: 25 Regulars
    Wounded: None
    Arsenal: 25 Pistols
    Headquarters Assets: None

    Poseidon’s Revenge: Omega124
    Leader: Angelica Salucci
    Color: Green
    Legitimacy: 0
    Notoriety: 1
    Credits: 860
    Supplies: 43 (-18)
    Medicine: 0
    Ammunition: 1,770
    Explosives: 0
    Fuel: 50
    Personnel: 2 Civilians, 14 Recruits, 2 Regulars
    Wounded: None
    Arsenal: 25 Pistols, 5 Shotguns, 29 Assault Rifles, 1 Fishing Boat
    Headquarters Assets: None

    Red Dusk: Thomas.berubeg
    Leader: Jake Sandusky
    Color: Light Blue
    Legitimacy: 0
    Notoriety: 3 (+1)
    Credits: 0
    Supplies: 43 (-18)
    Medicine: 0
    Ammunition: 97
    Explosives: 0
    Fuel: 8
    Personnel: 12 Recruits, 6 Regulars
    Wounded: None
    Arsenal: 30 Pistols, 5 Carbines, 49 Assault Rifles, 1 Sedan, 2 IMVs
    Headquarters Assets: Garage

    The Occupation Forces

    Fifty First Guards Army
    Leader: Field Marshal Sakharov Miron Ilyich
    Supplies: 1,550,025
    Medicine: 49,984
    Ammunition: 3,999,520
    Explosives: 199,972
    Fuel: 495,000
    Personnel: 129,920 Recruits, 19,965 Regulars, 50 Elites
    Wounded: None
    Arsenal: 975 Pistols, 149,935 Assault Rifles, 25,000 Battle Rifles, 2,494 Heavy Machine Guns, 2,000 RPG Launchers, 500 Missile Launchers, 395 IMVs, 199 APCs

    Eleventh Tank Army
    Leader: Field Marshal Stepanov Dmitriy Victorovich
    Supplies: 1,820,000
    Medicine: 39,983
    Ammunition: 3,999,160
    Explosives: 99,985
    Fuel: 1,000,000
    Personnel: 29,880 Recruits, 29,975 Regulars
    Wounded: None
    Arsenal: 500 Pistols, 79,845 Assault Rifles, 587 IMVs, 399 APCs, 198 Light Tanks, 50 Heavy Tanks

    The Red Navy Marine Army
    Leader: Commander Myshkin Valerian Victorovich
    Supplies: 879,730
    Medicine: 30,000
    Ammunition: 1,998,280
    Explosives: 200,000
    Fuel: 999,600
    Personnel: 39,985 Regulars, 100 Elites
    Wounded: None
    Arsenal: 49,990 Assault Rifles, 500 Heavy Machine Guns, 100 IMVs, 149 Patrol Boats
     
    Last edited: Apr 9, 2017
  3. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,565
    Location:
    On the Zee
    This is the reserve reserve post.
     
  4. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    8,870
    Location:
    Ft. Lauderdale
    Faction Name: Red Dusk
    Leader Name: Jake Sandusky
    Background Trait: Survivalist
    Starting Location: Somewhere in the South Mountain Reserve
    Background: They called Ol' Jake crazy. But he knew them damned reds was coming. The damned pinko liberals working to appease the Kremlin, just as much traitors as the politicians and the cops, they just sold the United States of Godamn America to the Ruskies. But ol' Jake, he got ready. He KNEW what was coming. An he got ready.
     
  5. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    8,870
    Location:
    Ft. Lauderdale
    Spoiler Red Dusk: Thomas.berubeg :


    Leader: Jake Sandusky

    Color: Light Blue

    Legitimacy: 0

    Notoriety: 0

    Credits: 500

    Supplies: 100

    Medicine: 0

    Ammunition: 0

    Explosives: 0

    Fuel: 25

    Personnel: 25 Civilians

    Wounded: None

    Arsenal: 25 Pistols, 1 Sedan

    Headquarters Assets: Garage



    Orders:

    Through careful use of bribes and moneys (400 Credits,) the RED DUSK will aquire an IMV.


    Jake, being an irrepressible gun nut, will purchase 500 ammo and 5 carbines.


    Jake himself will take the IMV and 4 other good strong american folk, and drive down, at night, to the Newark docks, see if any supplies can be found and lifted from the occupiers.


    His wife, Gina, will take 3 volunteers in the Sedan, to volunteer at the St. James Hospital in newark, building up goodwill at the hospital.
     
    Last edited: Mar 26, 2017
    Terrance888 likes this.
  6. bestshot9

    bestshot9 Monkey Sharpshooter

    Joined:
    Jan 24, 2008
    Messages:
    2,107
    Location:
    600m Away
    Faction Name: The All Americans
    Leader Name: Rob Carter
    Background Trait: Soldier
    Starting Location: Springfield Township
    Background: One of the few surviving members of the 82nd Airborne Division's attempt at defending NYC from the Soviet Horde, former Lieutenant Colonel Carter now leads a ragtag group of guerrillas somewhere west of the city.
     
  7. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,565
    Location:
    On the Zee
    Radio Free America: Update 0, March 2017

    Is this thing on? Don’t look at me like that, you put the whole damn thing together. It’s time New York, time to sit back and listen to the truth for once. The Red bastards are bleeding our country dry and we need to take it back. I’m gonna go ahead and bring you the news of the brave people who are actually trying to do just that.

    The All-Americans
    Spoiler :

    Available Opportunities
    A Soviet patrol is passing close by our base and could pose a threat to our operations. They are lightly armed and equipped.
    Enemy Strength: 5 Recruits, 1 IMV
    Rewards: None
    Penalties: Risk of Soviets gaining intel on base if ignored (Notoriety +1).

    We have learned that a collaborator foreman is going to be surveying a factory site to the southeast. He has only a small security detail. Killing him will strike a symbolic blow against the occupation.
    Enemy Strength: 5 Recruits
    Rewards: +1 Legitimacy
    Penalties: +2 Notoriety


    The Red Dusk
    Spoiler :

    The leaders of the Red Dusk have aided local hospitals in Newark in treating the injured, especially those who wish to remain below the notice of Soviet authorities. In exchange, the nurses have scraped up several small firearms hidden by hospital security when the war started and a small amount of credits. (+50 Credits, +5 Pistols) Another group attempted to scavenge and search out supplies near the docks, but were unable to get close enough to find anything of value.

    Available Opportunities
    Spoiler :

    A single Soviet IMV has gotten lost in the woods northwest of our position. They have set up a temporary camp to figure out where they are. They are isolated and without communication with other Soviet forces.
    Enemy Strength: 5 Recruits, 1 IMV
    Rewards: None
    Penalties: Risk of Soviets gaining intel on base if ignored (Notoriety +1).

    The Soviets have commandeered a gas station on the edge of the woods for seizing the available Fuel. It is lightly guarded while they await transport, and a decent amount of fuel is present for the taking.
    Enemy Strength: 10 Recruits
    Rewards: Fuel
    Penalties: None if not accepted


    Current Map
    Spoiler :


     
  8. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    8,870
    Location:
    Ft. Lauderdale
    Spoiler Red Dusk: Thomas.berubeg :


    Leader: Jake Sandusky

    Color: Light Blue

    Legitimacy: 0

    Notoriety: 0

    Credits: 50

    Supplies: 100

    Medicine: 0

    Ammunition: 50

    Explosives: 0

    Fuel: 25

    Personnel: 25 Civilians

    Wounded: None

    Arsenal: 30 Pistols, 5 Carbines, 1 Sedan, 1 IMV

    Headquarters Assets: Garage


    Spoiler :

    A single Soviet IMV has gotten lost in the woods northwest of our position. They have set up a temporary camp to figure out where they are. They are isolated and without communication with other Soviet forces.

    Enemy Strength: 5 Recruits, 1 IMV

    Rewards: None

    Penalties: Risk of Soviets gaining intel on base if ignored (Notoriety +1).


    The Soviets have commandeered a gas station on the edge of the woods for seizing the available Fuel. It is lightly guarded while they await transport, and a decent amount of fuel is present for the taking.

    Enemy Strength: 10 Recruits

    Rewards: Fuel

    Penalties: None if not accepted



    Jake Sanduski himself well lead the raid on the gas station the red are holding. He, and 14 more guys will grab 3 carbines and the rest will have pistols to raid the gas station. When we take it, kill the ruskies, gather the fuel, and gather the weapons and ammo the russkies have on them. If there’s any intel, try to grab it as well.


    Jess Vignuli’s gonna take 9 more people, 2 with carbines, the rest with pistols, to try to steal the soviet IMV, and kill the russkies. As usual, they’re gonna try to take the Russkies weapons and ammo, and steal the IMV.
     
  9. Omega124

    Omega124 Challenging Fate

    Joined:
    Nov 1, 2008
    Messages:
    6,944
    Gender:
    Female
    Location:
    Albany, New York
    Faction Name: Posideon's Revenge
    Leader Name: Angelica Salucci

    Background Trait: Woman of the sea
    Starting Location: St. George, Staten Island
    Background: By all accounts, Ms. Salucci should have been a collaborator. Strong Democratic lead, involved in the union on the docks, perhaps a bit of a slight sympathy to unthinkable ideas such as single payer health care. But, then the unthinkable happened.

    The Soviets shut down the ferry.

    All the people on Staten Island were trapped, unable to come on or off the island. All shipments were done under the sole authority of the Soviets, sidelining the hardworking docksters altogether, Ms. Salucci could no longer sit and stand idle as native food and supplies started to dwindle, and took to the seas. She was going to fight for the workers of Staten Island, because nobody else was going to.
     
    thomas.berubeg likes this.
  10. Decamper

    Decamper ..!

    Joined:
    Jul 28, 2014
    Messages:
    1,116
    Faction Name: The Hellions
    Leader Name: Connor O'Donnel
    Leader Trait: Gangster
    Starting Location: Hell's Kitchen
    Background: business wasn't exactly going great for the O'Donnel Cake and Confectionary business before the invasion, so Connor and his brothers and pals set up a little side business to help his ma' pay the bills. The invasion has changed the nature of business from off-the-books to off-the-Russians, but if anything it's a nice change of pace.
     
    Last edited: Mar 26, 2017
  11. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,530
  12. bestshot9

    bestshot9 Monkey Sharpshooter

    Joined:
    Jan 24, 2008
    Messages:
    2,107
    Location:
    600m Away
    All-Americans Orders

    Spoiler :

    All-Americans: bestshot9
    Leader:
    Color:
    Legitimacy: 0
    Notoriety: 0
    Credits: 500
    Supplies: 100
    Medicine: 0
    Ammunition: 0
    Explosives: 0
    Fuel: 0
    Personnel: 25 Regulars
    Wounded: None
    Arsenal: 25 Pistols
    Headquarters Assets: None


    Spending:

    260 supplies (130 credits)
    1 carbine (10 credits)
    2 assault rifles (60 credits)
    10 ammunition (10 credits)
    1 Armory (200 credits)

    Remaining Credits: 290
    Remaining Supplies: 160

    Missions:

    This turn we will observe the patrol operating near our base and be ready to relocate if they get too close. Do our best to not become engaged unless absolutely necessary but try to disperse if we are engaged by the Soviets.

    Also, scout the Collaborator Foreman. A small hit team consisting of a sniper (Carbine), two security (Assault Rifles), and two lookouts (Pistols) will attempt to assassinate him. The plan will be for the sniper and assault riflemen to locate a building they can use as a sniper post with the two pistol armed men providing less suspicious lookouts outside. After the team is comfortable and has multiple escape routes planned, they will attempt to snipe the Foreman and immediately disappear after shooting. They will only take one shot, if they miss the Soviet collaborator will at least hopefully get the message. The point of this operation is to assess the enemy's response capabilities within our area.
     
  13. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,565
    Location:
    On the Zee
    Radio Free America: Update 1, April 2017


    The All-Americans
    The All Americans struck a very visible blow for freedom when a sniper gunned down a foreman nearby one of the Soviet sponsored mega-factories. A known collaborator with the Soviets, he was considered an important target. Soviet garrison forces from the factory responded within minutes, but the elusive resistance forces escaped without further engagement. (-1 Ammunition, +1 Legitimacy, +2 Notoriety) Unfortunately other Soviet forces came close to discovering the All-American hideout, causing the local authorities to become more suspicious towards the group’s operations (+1 Notoriety).

    Available Opportunities
    Spoiler :

    The Soviets have taken over the operation of a big box store to the northeast. They have continued to distribute the goods to the populace, but have regulated it tightly. A large amount of supplies could be recovered with a surgical strike.
    Enemy Strength: 15 Recruits
    Rewards: Supplies
    Penalties: Heavy Civilian Presence at site, risk of collateral damage and Notoriety gain if attacked

    The Soviet patrol we previously ignored is once again passing close by our base and could pose a threat to our operations. They are investigating signs of our presence in the area. They are lightly armed and equipped.
    Enemy Strength: 5 Recruits, 1 IMV
    Rewards: None
    Penalties: Risk of Soviets gaining intel on base if ignored (Notoriety +2).


    The Hellions
    Available Opportunities
    Spoiler :

    A group of Soviets taking a break from the checkpoint at the south entrance to the Lincoln Tunnel have wandered deep into Hell’s Kitchen, just south of our headquarters. Local thugs stole their vehicles so they are now on foot and lost. We have an opportunity to smash them and take their weapons and gear.
    Enemy Strength: 10 Recruits
    Rewards: Weapons and Supplies
    Penalties: None

    Most of Broadway has been shut down by the Soviet occupying forces, but the Barrymore Theater has been kept open for entertaining the Soviet troops. We have received word that a member of the theater’s staff has offered to join us, but he requires assistance in burning the theater down, as he needs someone to distract or eliminate the guards before he can ignite the building. This would be a symbolic gesture against collaborators in and around Hell’s Kitchen.
    Enemy Strength: 15 Recruits
    Rewards: +1 Civilian, +1 Legitmacy
    Penalties: +2 Notoriety


    Poseidon’s Revenge

    Available Opportunities
    Spoiler :

    An old recycling center along Bergen Point has been seized by Soviet forces. Reports indicate that they are stashing explosives here in preparation for future possible demolition of the Bayonne Bridge or other roads. The explosives are only lightly guarded as the Soviets have experienced little hostility on Staten Island to date.
    Enemy Strength: 15 Recruits
    Rewards: Explosives
    Penalties: None

    A group of military trainees that had been tasked to serve with local American military forces before the war but were captured before deployment are being transported to the detention center at JFK Airport. They will be passing through Stapleton shortly under light guard. Freeing them could provide us with new somewhat trained fighters for the cause.
    Enemy Strength: 10 Recruits, 3 IMVs
    Rewards: 5 Recruits
    Penalties: None


    The Red Dusk
    The Red Dusk have launched their first attacks on the Soviet occupation forces. A local gas station had been seized from local owners and nearly drained of fuel. The Soviets were not expecting any resistance and were taken completely by surprise by the Red Dusk, as most didn’t even have their weapons at hand before being gunned down. (15 Civilians Upgraded to Recruits; +10 Assault Rifles, +17 Ammunition, +20 Fuel)

    Another attack was launched upon a lost patrol in the South Mountain Reserve which had been coming dangerously close to the main base. Unfortunately the Soviets here put up a better fight, and three resistance fighters were killed, and two others were seriously injured. The Soviets were killed after a ferocious firefight, and their vehicle was seized. (-3 Civilians, -2 Ammunition, 7 Civilians Upgraded to Recruits, +5 Assault Rifles, +1 IMV)

    Available Opportunities
    Spoiler :

    Scouts have spotted a secret cache of explosives being dug into the South Mountain Reserve by Soviet Forces northeast of our position, likely to be used in future demolition projects. Only a few sentries have been posted to the cache, and could be easily overwhelmed.
    Enemy Strength: 5 Regulars
    Rewards: Explosives
    Penalties: None

    A Soviet armored patrol has been sent out into the woods to investigate our recent attack to the northwest. They are still isolated from Soviet communications and support and could be taken by surprise.
    Enemy Strength: 10 Recruits, 5 Regulars, 2 IMVs, 1 Light Tank
    Rewards: None
    Penalties: Notoriety +2 if not wiped out


    OOC

    Just ask if you have any questions, happy to help.

    Current Map
    Spoiler :

     
  14. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    8,870
    Location:
    Ft. Lauderdale
    Spoiler Red Dusk: Thomas.berubeg :


    Leader: Jake Sandusky

    Color: Light Blue

    Legitimacy: 0

    Notoriety: 0

    Credits: 50

    Supplies: 80

    Medicine: 0

    Ammunition: 65

    Explosives: 0

    Fuel: 45

    Personnel: 20 Recruits

    Wounded: 2 Recruits

    Arsenal: 30 Pistols, 5 Carbines, 15 Assault Rifles, 1 Sedan, 2 IMVs

    Headquarters Assets: Garage



    Spend 50 Credits to recruit 5 red-blooded americans from the local bar, Ol’ Paddy’s.

    Spoiler :


    Scouts have spotted a secret cache of explosives being dug into the South Mountain Reserve by Soviet Forces northeast of our position, likely to be used in future demolition projects. Only a few sentries have been posted to the cache, and could be easily overwhelmed.

    Enemy Strength: 5 Regulars

    Rewards: Explosives

    Penalties: None


    A Soviet armored patrol has been sent out into the woods to investigate our recent attack to the northwest. They are still isolated from Soviet communications and support and could be taken by surprise.

    Enemy Strength: 10 Recruits, 5 Regulars, 2 IMVs, 1 Light Tank

    Rewards: None

    Penalties: Notoriety +2 if not wiped out




    Jess’s gonna finish the job she started. She’s gonna grab 14 guys, and they’re all gonna grab ten of those new machines guns and 3 carbines, and they’re gonna sneak up on the russkies with the tank. Our boys know these woods like the back of their hands: They’ve been hunting up in there for years, while the russians are all used to some godforsaken icy gulag. So, Jess’s gonna set up an ambush, fall on the russians while they’re sleeping... hunting russkies out of their element’s gotta be easier than hunting deer. Knife their sentries, kill as many of them before they wake up, prevent any of the people they wake up from getting to the tank... Steal their supplies and vehicles.

    If that works, we’re gonna pass on the two IMVs to the local resistance networks, someone, somewhere’s gonna be able to use them. (Sell the IMVs if possible.)

    If we can’t take what we want, torch the rest.


    Jake himself’s gonna go after the Demolition supplies. He’s gonna take the rest of our men and the rest of our guns and take the cache.
     
  15. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,530
    Faction Name: Eradicators
    Leader Name: Zachary Schaffhauser
    Background Trait: Celebrity
    Starting Location: I honestly don't know my NYC Geography, so just place me somewhere that seems appropriate for the backstory.
    Background: Zachary Schaffhauser is a retired famous Swiss-American film actor, known primarily for blockbuster action films such as Eradicator and Hunter. Schaffhauser was in New York City filming a reality TV show, Celebrity Tutor, when the Soviets attacked. The Soviets thought that capturing Schaffhauser would be a major propaganda victory, so he was driven underground. Luckily he is mildly paranoid, so he was carrying around a suitcase filled with gold at the time and was able to exchange that for many credits. As feeling the heavily occupied city is nearly impossible due to his high profile, Schaffhauser has decided to start a resistance movement. Named after his most famous movie, his small resistance group consists of his former bodyguard and a few star-struck civilians. While he might have a funny accent, he's a red-blooded American as much as you or me and will not rest until the damn Ruskies are all eradicated!
     
  16. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    8,870
    Location:
    Ft. Lauderdale
    Probably somewhere on Long Island, I'd imagine.
     
  17. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,530
    Long Island it is then!
     
  18. bestshot9

    bestshot9 Monkey Sharpshooter

    Joined:
    Jan 24, 2008
    Messages:
    2,107
    Location:
    600m Away
    All-Americans' Orders

    Spoiler :

    All-Americans: bestshot9
    Leader: Rob Carter
    Color: Yellow
    Legitimacy: 1
    Notoriety: 3
    Credits: 460
    Supplies: 75
    Medicine: 0
    Ammunition: 10
    Explosives: 0
    Fuel: 0
    Personnel: 25 Regulars
    Wounded: None
    Arsenal: 25 Pistols, 3 Carbines
    Headquarters Assets: None


    Spending:

    Spend 50 Credits on 5x Carbines
    Spend 10 Credits on 10 Ammunition
    Spend 100 Credits on 2 Explosives

    Operations:

    Observe the Soviet patrol near our base. When we've determined a pattern, we will set up an ambush along its route in a closed in space where the IMV will have trouble maneuvering and reacting to fire, preferably where the road turns into a blind corner. When the IMV is in this position we will have a sniper armed with a carbine open fire from a safe down the road, attempting to force the Soviets to dismount to engage him. When they do, 7x All-Americans armed with carbines will open fire on the patrol and attempt to steal their vehicle, weapons, supplies, ammo, etc. If we open fire on the vehicle and it leaves without troops dismounting, or if we are unsuccessful in the ambush (the enemy patrol is able to escape) we will relocate our base east into a new safehouse in the suburbs.

    Assuming the previous mission was successful and we were able to capture the enemy vehicle and kill their squad, we will attempt an assault on the big box store. Judging from the enemy's reaction to the assassination of the foreman, and the fact that the troops stationed at the store are less professional, we will utilize 16 of our own soldiers, 8 armed with carbines and the rest with pistols, to attack the big box store. We'll initiate with a sniper attack again, to draw at least some of their forces away and hopefully disperse the civilians, hoping they react the same as at the factory. At this point 3 men with carbines, four with pistols, will ambush the soldiers reacting to the sniper fire and 4 men with carbines and 3 with pistols will attack the guards at the big box store (if they don't react to the sniper fire then all 16 soldiers, including the sniper, will assault the defenders at the big box store after the majority of civilians flee the area). Once the defenders are dead we'll commandeer what ever enemy vehicles we can, load them up with as many supplies as possible, as well as have all the soldiers carry off as many supplies as they can, and return to base.

    After we return to base we will drive the IMV as far east as we can, rig it with command detonated explosives and abandon it in an area without a lot of civilian traffic. We will post some guys within visual range of the IMV to watch for Soviet patrols discovering the vehicle. When they do, and once they get inside to inspect it, we'll detonate the explosives and sneak away.
     
  19. Nuka-sama

    Nuka-sama :)

    Joined:
    Jan 27, 2006
    Messages:
    9,314
    Gender:
    Female
    Location:
    Tokyo, JP
    Faction Name: The Blue Eagles
    Leader Name: Isabella Yang
    Background Trait: Gangster
    Starting Location: New York Chinatown (southern/downtown Manhattan)
    Background: The USA...it's not just pretty little blonde boys and girls who love this country. Have the Chinese taken their licks? You better believe it. We remember the insults, the slurs. But we also remember the kindness, those who opened this country to us. We fought for America in Europe, the Pacific, Korea, Vietnam. If you think we're not going to fight for America in New York? In Chinatown? You better think again.

    Oh so if you could give me that whole "Triads gaining power in Chinatown" report you made? That'd be....very helpful. The Soviets are evil, not stupid. Thank you!
     
    Last edited: Mar 26, 2017
    thomas.berubeg likes this.
  20. Terran Empress

    Terran Empress Hornet

    Joined:
    Mar 30, 2011
    Messages:
    1,998
    Gender:
    Female
    Location:
    Hallow Nest
    I'm establishing Interest, but need some time to think of a faction and to join
     

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