Rebels With a Cause

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The Chernarus Rebellion

Background:

The Chinese bubble burst in 2015 led to the rise of Russia as a soaring new political superpower, retaking its place as the perceived nemesis of the United States after the collapse of China. Fearful of a resurgent Russia, the American government initiated what many refer to as the Little Cold War, as the Russians began acting more assertive, seeking to rebuild the buffer zones they had lost in the collapse of the Soviet Union. The Russian government began pushing the borders west, in order to prevent an invasion, particularly once Poland and Eastern Europe became the United States' greatest allies in Europe. This proved wise as the Poles and other former satellites of the Soviet Union soon became the core of a new NATO, particularly after the partial collapse of the European Union in 2023. Unfortunately, Russia's power did not survive the graying population of Europe, and as alternative energy sources were developed by desperate governments in Western Europe, the Russians failed to adapt from a resource supply economy. Under mounting pressure from the United States' renewed policies of military and political containment, the Russian government collapsed weeks after Vladimir Putin's death in 2029. The Russian Federation as a whole was brought to an end, and regional warlords arose, despite NATO's attempts to control the chaos.

In 2035, Chernarus was a smaller region of the Russian Federation on the Black Sea, and fairly isolated from the rest of the nation. With a low population and few natural resources, it has not been a priority for foreign investment and intervention. An authoritarian regime under General Miroslav Pishchalnikov has emerged, declaring an independent Republic of Chernarus. He has managed to bring a harsh and brutal order to the republic, using an arsenal of old Russian and Soviet Weapons and a loyal army. With other nations distracted by more prosperous parts of the collapsed Federation, it rests upon you and other would-be rebels to secure freedom, or perhaps establish an even more absolute regime than the one you now face.

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 anywhere to setup your base camp or headquarters, urban or in the woods. Since there really aren't any other types of terrain in Chernarus, it should be pointed out that the woods are superior in terms of building up a large military force, while in a city is better for recruitment and acts of sabotage and attack.

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:

Politician: +20 Bonus Legitimacy from the start.

Soldier: Free Fort at starting location.

Priest: +40% Popularity in town or city nearest to your starting location.

Businessman: Double starting funds.

Gangster: Free Drug Lab at starting location.

Mercenary: Free stockpile of advanced infantry weapons and ammunition.

Farmer: Free farm at starting location, extra carbines and ammunition.

Industrial Worker: Bonus trucks and fuel at start.

Service Worker: Larger amount of personnel at start.

Fisherman: Free Fishing boat and fuel at start. (Requires Oceanside start)

Pilot: Free Light Helicopter and fuel at start.

Student: Random bonus from above.

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[/b]

Faction Name:
Leader Name:
Background Trait:
Starting Grid Coordinates:
Background: (Optional)

Sample Stats

Faction:
Leader:
Total Personnel:
Legitimacy:
Notoriety:
Funds:
Drugs:
Ammunition:
Fuel:
Bases:
Spoiler :

Base Location (Urban or Rural)
-Garrison:
-Arsenal:
-Structures:
Spoiler :


Economy of Guerilla Warfare

As a rebel leader against a corrupt regime, your most valuable asset is your fighting force. If all of your soldiers are dead, you are just about done as an effective solution to the government’s corruption. Other important resources are the funds you have, the drugs you can sell, and the ammunition and fuel used in your weapons. 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. You can also forcibly impress people into your army from neighboring villages or otherwise extract the materials you need from the countryside. 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.

Structures and Bases

As in other games, your factions are divided into a number of bases throughout the map. They are listed by grid location on the map, and can be improved with a variety of structures. The more bases you have, the harder you are to destroy by the government or other factions. Bases do not require any finances to establish, but without any defensive improvements, your base will be a sitting duck for strikes by other organizations or the government. You will have to deploy forces to establish a new base, and they can be intercepted in the process, so be careful on the routes you take to expand your operations. Other structures provide different opportunities and bonuses, and they are detailed further below.

Notoriety, Legitimacy, Fear, and Popularity

Legitimacy is how valid foreign powers view your leader as ruler of Chernarus. If you can achieve 100 Legitimacy, you will be recognized as the true president of Chernarus and find yourself able to receive direct foreign military aid. The higher your legitimacy, the easier it is to receive support from the United States or other foreign powers with an interest in Chernarus. You gain +1 Legitimacy for every town or village you have 100% influence in at the end of each turn. You will receive +5 Legitimacy per turn if you have 100% influence in one of the three major cities.

Notoriety is a separate stat that relates to how much interest the government has in stopping your rise to power. The higher your notoriety is, the more likely the government will do its best to destroy you and everything you hold dear. The more direct actions you take against the government, the higher your notoriety rises. You also will receive +1 Notoriety a turn for every town or village you have 100% influence in. The following is a chart on government responses to varying levels of notoriety.

0-10: Government doesn’t care about you.

10-20: Checkpoints will be established in grid sections you are known to operate in.

20-40: Retaliatory measures will be taken against towns and villages you have influence in.

40-60: Active patrols will be launched in areas you are known to operate in.

60-80: Airborne operations and bombing runs will be launched against any encampments you have that are exposed.

80-100: Government forces will prepare and launch a full scale offensive against any territories or encampments in your possession.

One of the most important parts of winning a guerilla war is winning the hearts and minds of the public. Or, instilling a deep sense of fear in all that would oppose you to establish your dominion over the feeble masses. Every town, village, and city has its own stats and population. All factions will be rated by popularity or fear, and based on that, you will receive new recruits every turn. The Fear-Popularity scale is rated from -100% to 100%, with the negative number being the most terrified and 100% being the most popular. If you achieve 100% in either direction, you are deemed to be fully in control of that town or village. You can take whatever actions you believe would be effective to push that community one way or another, but both end with the same result. The primary difference between the two is that you will receive more recruits by forcible impressment if you have a high fear rating, while if you are popular, you will be more likely to receive willing volunteers from that community.

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. A 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.

The Armory: Costs and Recruitment

Resources
Resources cannot be sold, with the sole exception of drugs, which require a helipad or airfield for transit to the larger world. The sale of drugs will raise your notoriety and put pressure on the government to act against you. You can trade resources with other factions, assuming you are able to find a way to transport them between you without being intercepted by the government.

Personnel: 100 Credits, 1 Legitimacy, or 10 Drugs for 1 person.
NOTE: Most recruitment will come from merit of your actions against the government and other factions. Similarly, you will receive volunteers each turn from towns and villages where you have a high popularity or fear rating. Purchasing personnel should be a last resort in desperate situations.

Drugs: Cannot be purchased, but can be sold for 50 Credits per unit if you have a helipad or airfield.

Ammunition: 5 Credits per 1 Ammunition

Fuel: 20 Credits per 1 Fuel.

Weapons
Carbine: 1 Credit; 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.

Assault Rifle: 10 Credits; your typical late 20th century mainstay of modern armies, with both automatic and semiautomatic capability. Expends 5 Ammunition per battle.

Battle Rifle: 50 Credits; these advanced weapons have the reliability and punch expected of an advanced 21st century weapon. Expends 10 Ammunition per battle.

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

RPG Launcher: 100 Credits; A powerful weapon for use against lighter armored vehicles. Expends 25 Ammunition per battle.

Missile Launcher: 250 Credits; A weapon most effectively used against the heaviest armored vehicles and helicopters. Expends 50 Ammunition per battle.

Howitzer: 500 Credits; A weapon that can shell targets in neighboring grid sections, 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 100 Ammunition per battle.

Vehicles
Truck: 250 Credits; A predominantly civilian heavy-duty transport vehicle. They can transport 20 people. Will attract less attention from government authorities than any other vehicle. Has no weapons and so expends no ammunition, but it does use 1 Fuel per grid square it travels each turn.

Armored Personnel Carrier (APC): 2,500 Credits; A 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. Uses up 50 Ammunition per battle, uses up 5 Fuel per grid square it travels each turn.

Light Tank: 5,000 Credits; 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. Uses up 75 Ammunition per battle and 10 Fuel per grid square it travels each turn.

Heavy Tank: 10,000 Credits; the most powerful weapon in the former Russian 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. Uses up 100 Ammunition per battle and 15 Fuel per grid square it travels each turn

Ships
Fishing Boat: 1,000 Credits; Fishing boats are common along the Chernarus coastline, and attract no attention from the government forces. They can transport 10 people. They have no weapons beyond those carried by their passengers, and will expend 5 Fuel per grid zone they travel through in a turn.

Patrol Boat: 2,000 Credits; 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 grid zone they travel through in a turn.

Corvette: 10,000 Credits; a coastal interception naval vessel with light cannons and machine guns, common in international coast guards. They cannot be concealed from government forces and will raise your notoriety. They can hold up to 40 passengers and crew. They will use 100 Ammunition per battle and consume 20 Fuel per grid zone they travel through.

Destroyer: 15,000 Credits; a larger, modern craft that matches the best available in most 3rd World arsenals. They have heavy cannon and highly effective anti-air capabilities. They can hold up to 100 passengers and crew. They will use 200 Ammunition per battle and consume 30 Fuel per grid zone they travel through.

Aircraft
Light Helicopter: 1,500 credits. 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 grid section traveled through.

Civilian Utility Aircraft: 3,000 credits. These are basic civilian aircraft that can be used to shuttle around troops to various bases or scout, but lack any weapons. They rarely attract attention from the government, and can be used to bypass checkpoints. CUAs carry up to 10 passengers and expend 5 Fuel per grid square they travel through. Requires an Airfield for purchase.

Transport Helicopter: 5,000 Credits. These are large 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 20 passengers and expend 20 Fuel per grid square they travel through.

Attack Helicopter: 7,500 credits. These are advanced helicopters that can transport troops and have a good amount of weaponry attached, making them effective tank-killers. They require a Helipad to purchase. They consume 75 Ammunition per battle, and use up 30 Fuel per grid square they travel through.

Cargo Airplane: 10,000 credits. These are massive aerial transport shuttles that can carry a large amount of troops and even armored vehicles. They have no weapons, and use up 50 Fuel per grid square they travel through. They can hold up to 50 passengers or 2 vehicles (or 25 passengers and 1 vehicle).

Jet: 20,000 credits. Very expensive to purchase and maintain, jets deliver a massive amount of ordinance upon any target. They alone have the firepower to destroy structures and buildings, and can only be destroyed on the runway or by other jets. They use 200 Ammunition per battle and 50 Fuel per grid square they travel through.

Robotics
Drone weapons are the path of the future and require a Control Center to be built to operate them. They do not appear on radar and can effectively surprise attack any location with ease. They are expensive to purchase, but are highly reliable when you do find them.

Spy Drone: 5,000 credits. These stealth drones are used to reliably scout enemy positions and by far are the most effective ways to find possible targets. They expend 5 Fuel per grid square they travel through.

Attack Drone: 10,000 Credits. 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 5 Fuel per grid square they travel through.

Military Structures
These can only be built in bases located outside of urban areas or villages.

Camp: 1,000 credits. Provides the best concealment and lowest notoriety of a base, but is only a minor improvement to an unimproved location in terms of fortification.

Fort: 2,000 credits. Provides moderate concealment against detection, a moderate amount of fortification, and a low level of notoriety. Requires and replaces a Camp when built.

Base: 5,000 credits. Provides a permanent living facility, usually carved out in a mountain side or abandoned buildings. Provides no real concealment against detection, but is a strong defensive position. Requires and replaces a camp when built.

Helipad: 3,000 credits. Needed for the deployment of helicopter aircraft, but increases your notoriety and visibility to government forces. Enables sale of drugs to the outside world.

Airfield: 6,000 credits. Needed for deployment of larger aircraft, but dramatically increases your notoriety and visibility to government forces. Enables sale of drugs to the outside world.

Control Center: 20,000 credits. A sophisticated center of electronics and devices, allowing the deployment of drone aircraft. Does not increase notoriety.

Rural Structures
These can only be built in bases located outside of urban areas or villages.

Farm: 1,000 Credits. These actually lower your notoriety by acting as a front for your rebel activities. They also produce a measly 50 Credits each turn from selling off crops.

Drug Lab: 2,000 Credits. These facilities produce 20 Drugs per turn, but you will require an airfield or helipad to sell these goods to the rest of the world, as the local market is not enough to pay for it itself. Some locals may accept drugs in trade for other goods or services.

Urban Civilian Structures
These require construction in a base in a zone with a town or city. Be warned, if you come to the attention of the government or more powerful factions that completely control the city, you could lose control of the facility fairly easily.

Recruiting Center: 3000 credits. Provides various amounts of soldiers each turn.

Business: 5000 credits. Provides varying amounts of income each turn, also based on the size of the city in question. Reduces notoriety, as it acts as a cover for your operations.

Hotel: 10000 credits. Provides income, brings in foreign support, and occasionally even gives free volunteer forces from abroad.

A Hiker’s Map of Chernarus

Notes: The map provided below is the terrain and feature map used, as well as for reference in travel time and fuel consumption. A bare-bones MS Paint map will be used for locations of bases and factions. Please use the below map for your planning and operations.

Spoiler :

Z4PA17W.jpg

 
Towns and Cities of Chernarus

There are three different sizes of community in Chernarus: Village, Town, and City. Villages rarely have more than the most basic amenities and smallest garrisons by the government. It is easiest to win support or undertake operations in a village, simply because very few people care about the little resources they have. Towns on the other hand will typically have a small garrison with small arms, and a decent amount of supplies and resources. Conducting operations in a town will almost certainly attract attention. There are only four major cities in Chernarus, but they have ample supplies and facilities for use, and heavy government presence. On top of that, there are other locations scattered throughout Chernarus that can be raided or have a military presence. Be sure to carefully scour the map for anything you may find useful or interesting. Below is a quick guide to the communities of Chernarus and the amount of support or fear they have for the factions vying for control.

Balota
Location: 04, 12
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A fishing town with a smaller regional airport for luxury planes flying into a closer airport to Chernogorsk.

Berezino
Location: 12 05, 12 06, and 13 05
Size: City
Support:
-Brotherhood of the Ten Scorpions: 5%
-Cell 60: -5%
Description: The largest port and shipping center for Chernarus, as well as the final railroad depot and exchange center. Almost all of Chernarus’ overseas trade leaves from Berezino’s port, making it a vital center for the government and any organizations seeking to seize power.

Bor
Location: 03, 11
Size: Village
Support:
-Brotherhood of the Ten Scorpions: -10%
Description: A small village based on the tourist trade for visitors to the nearby Windy Mountain.

Chernogorsk
Location: 06 12, 06 13, 07 12, and 07 13
Size: City
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: The capital of Chernarus and the largest city. This is the cultural, political, and economic heart of Chernarus and the prize for any organization hoping to gain control of the nation.

Dolina
Location: 11, 08
Size: Village
Support:
Description: One of many small farming villages in the Chernarus interior.

Drozhino
Location: 03, 10
Size: Town
Support:
-Factory Boys: 50%
- Brotherhood of the Ten Scorpions: 5%
Description: A factory town built around one or two heavy industry plants that help the Zelenogorsk economy.

Dubrovka
Location: 10, 05
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Elektrozavodsk
Location: 09 13, 10 13, and 10 12
Size: City
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: The largest industrial center in Chernarus, containing numerous factories and facilities for production. The town also includes the largest power plant in the country, powering almost the entire interior and making the city a vital strategic asset.

Gorka
Location: 09, 06
Size: Town
Support:
-Brotherhood of the Ten Scorpions: 5%
Description: A larger agrarian center, where many farmers bring produce for canning and delivery to the port at Berezino.

Grishino
Location: 05, 05
Size: Town
Support:
-Jess’s Angels: 30%
- Brotherhood of the Ten Scorpions: 5%
Description: The town where most of the people who work at the International Airport live, though it does have a small industry related to car repair and construction.

Guglovo
Location: 08, 08
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Gvozdno
Location: 08, 03
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
-Jess’s Angels: 5%
Description: A smaller town along the roads from the Chernarus northeast on the way to the International Airport.

Kabanino
Location: 05, 06
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Kamenka
Location: 01, 13
Size: Town
Support:
-Chernarus People’s Army: 20%
- Brotherhood of the Ten Scorpions: 5%
Description: A small coastal town that thrives on fishing and trade coming from the western coast road.

Kamyshovo
Location: 12, 11
Size: Village
Description: A small fishing village along the southeastern coast of Chernarus.

Khelm
Location: 12, 04
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A small industrial town that frequently exports its products to neighboring Berezino.

Komarovo
Location: 03, 12
Size: Village
Description: A small village that grew up on the intersection of the Zelenogorsk road and the coastal highway.

Kozlovka
Location: 04, 10
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A larger town in the Chernarus interior that revolves around a series of cattle farms and granaries.

Krasnostav
Location: 11 02 and 11 03
Size: Town
Support:
-Liberal Army: 30%
-Brotherhood of the Ten Scorpions: 5%
Description: A town that could have once been called a city, during the heyday of the Soviet Union, it had a large military base and airstrip and continues to act as a major military center for the new republic of Chernarus.

Lopatino
Location: 02, 05
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
-Holy Russian Empire of Chernarus: -5%
Description: Located near the Chernarus International Airport, the town of Lopatino is the first step for anyone coming down the northwest road into Chernarus.

Mogilevka
Location: 07, 10
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A larger farming town in the Chernarus interior.

Msta
Location: 11, 09
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Msyhkino
Location: 01, 08
Size: Village
Support:
Description: A small mountain village known for a nearby ski lodge deep in the mountains to the west.

Nadezhdino
Location: 05, 10
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A small industrial town producing goods for sale in Chernogorsk.

Nizhnoye
Location: 12, 07
Size: Village
Description: A small fishing village along the coast road to Berezino.

Novy Sobor
Location: 07, 07
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A town that’s barely separated from the larger industrial center of Stary Sobor.

Olsha
Location: 13, 02
Size: Village
Description: A small resort village that used to cater to Russian military officers but has since fallen on hard times.

Orlovets
Location: 12, 08
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A large service town and hub for farmers and workers in the service industry.

Pavlovo
Location: 01, 11
Size: Village
Support
-Chernarus People’s Army: 20%
Description: A small village built around a gas station along the road from Zelenogorsk to the coast.

Petrovka
Location: 04, 02
Size: Village
Support:
-Petrovka: 5%
Description: A resort village in the northern mountains of Chernarus.

Pogorevka
Location: 04, 08
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Polana
Location: 10, 07
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A large factory and farming town in the Chernarus interior.

Pridgorodky
Location: 07, 11
Size: Village
Description: A collection of granaries and warehouses on the outskirts of Chernogorsk.

Pulkovo
Location: 04, 09
Support:
-Brotherhood of the Ten Scorpions: 20%
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Pusta
Location: 09, 10
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Pustoshka
Location: 03, 07
Size: Town
Support:
Description: A small town built around a local oil refinery from nearby oil fields and trade from the international airport.

Rogovo
Location: 04, 08
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Shakhovka
Location: 09, 08
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Solnichniy
Location: 13, 09
Size: Town
Support:
- Brotherhood of the Ten Scorpions: 5%
Description: A larger town on the eastern coast that relies both on a megafactory to the north and the local fishing industry.

Sosnovka
Location: 02, 09
Size: Village
Description: A poorer subordinate area to the much larger neighboring city of Zelenogorsk.

Staroye
Location: 10, 09
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Stary Sobor
Location: 06, 07
Size: Town
Support:
- Most Christian State of Chernarus and the Black Sea: 20%
Description: A larger industrial and farming town that just borders upon becoming a true city.

Tulga
Location: 12, 10
Size: Village
Description: A small mining village in the mountains near the southeastern coast.

Vybor
Location: 03, 06
Size: Town
Support:
-Brotherhood of the Ten Scorpions: 5%
-Holy Russian Empire of Chernarus: -10%
Description: The closest town to the International Airport, economy revolves around a cluster of hotels catering to international tourists before they head to larger cities.

Vyshnoye
Location: 06, 09
Size: Village
Description: One of many small farming villages in the Chernarus interior.

Zelenogorsk
Location: 02, 09 and 02, 10
Size: City
Support:
- Brotherhood of the Ten Scorpions: 10%
-Chernarus People’s Army: 5%
Description: The only inland city of Chernarus, and the smallest of the four major urban centers of the young nation. Known for the service industry and heavy trade from the nearby international airport.
 
The Government: Nonplayable

Republic of Chernarus
Leader: General Miroslav Pishchalnikov
Total Personnel: 29,590
Total Arsenal: 29,810 Assault Rifles, 396 Heavy Machine Guns, 498 RPG Launchers, 100 Missile Launchers, 30 Howitzers, 384 Trucks, 198 APCs, 98 Light Tanks, 50 Heavy Tanks, 8 Corvettes, 4 Destroyers, 30 Transport Helicopters, 40 Attack Helicopters, 10 Transport Planes, 30 Jets
Task Forces:
Kamenka-Pavlovo Interdiction Task Force: 0111, 0112
-Personnel: 160
-Equipment: 160 Assault Rifles, 8 Trucks
Stary Sobor Task Force: 0507, 0607
-Personnel: 460
-Equipment: 478 Assault Rifles, 10 Heavy Machine Guns, 20 RPG Launchers, 3 Howitzers, 17 Trucks, 9 APCs, 8 Light Tanks, 2 Attack Helicopters
Berezino Checkpoint Task Force: 1205
-Personnel: 50
-Equipment: 45 Assault Rifles, 2 Heavy Machine Guns
Western Interdiction and Highway Task Force: 0306, 0307, 0207, 0208
-Personnel: 373
-Equipment: 375 Assault Rifles, 15 Heavy Machine Guns, 15 Trucks, 10 APCs, 5 Light Tanks


Rebel Scum: Player Factions

Brotherhood of the Ten Scorpions: Shadowbound
Leader: Dabih
Total Personnel: 54
Legitimacy: 0
Notoriety: 10
Funds: 3,900
Drugs: 0
Ammunition: 215
Fuel: 0
Bases:
Spoiler :

Headquarters: 03, 09 (Rural)
-Garrison: 54
-Arsenal: 40 Assault Rifles, 5 Heavy Machine Guns, 5 RPG Launchers
-Structures: None


Cell 60: Omega124
Leader: Sofyia Umarova
Total Personnel: 100
Legitimacy: 0
Notoriety: 10
Funds: 800
Drugs: 0
Ammunition: 75
Fuel: 0
Bases:
Spoiler :

Headquarters: 12, 05 (Urban)
-Garrison: 50
-Arsenal: 50 Carbines
-Structures: None


Chernarus Free State: TheLastJacobite
Leader: "Wild" Bill Walker
Total Personnel: 40
Legitimacy: 0
Notoriety: 0
Funds: 1,000
Drugs: 0
Ammunition: 285
Fuel: 0
Bases:
Spoiler :

Headquarters: 01, 06 (Rural)
-Garrison: 40
-Arsenal: 30 Assault Rifles, 4 Heavy Machine Guns, 4 RPG Launchers
-Structures: Camp


Chernarus People’s Army: Decamper
Leader: Rayshun Udom Zolotov
Total Personnel: 57
Legitimacy: 0
Notoriety: 23
Funds: 465 (+50)
Drugs: 0
Ammunition: 672
Fuel: 10
Bases:
Spoiler :

Headquarters: 01, 11 (Rural)
-Garrison: 57
-Arsenal: 60 Carbines, 70 Assault Rifles, 5 Heavy Machine Guns, 3 RPG Launchers, 1 Truck
-Structures: Farm, Camp


Deadman Cabal: Everblack
Leader: Zoya Gorchakov
Total Personnel: 24
Legitimacy: 0
Notoriety: 0
Funds: 100 (+50)
Drugs: 30 (+20)
Ammunition: 31
Fuel: 0
Bases:
Spoiler :

Headquarters: 03, 06 (Rural)
-Garrison: 24
-Arsenal: 42 Carbines, 1 Heavy Machine Gun, 2 Trucks
-Structures: Drug Lab, Farm


Factory Boys: Ahigin
Leader: Sergey “Bolt” Zabolotin
Total Personnel: 85
Legitimacy: 0
Notoriety: 2
Funds: 345
Drugs: 0
Ammunition: 260
Fuel: 39
Bases:
Spoiler :

Headquarters: 03, 10 (Rural)
-Garrison: 75
-Arsenal: 50 Carbines, 25 Assault Rifles, 2 RPG Launchers, 3 Trucks
-Structures: None


Holy Russian Empire of Chernarus: <nuke>
Leader: Natasha Romanov
Total Personnel: 35
Legitimacy: 0
Notoriety: 13
Funds: 2,645
Drugs: 0
Ammunition: 215
Fuel: 0
Bases:
Spoiler :

Headquarters: 03, 06 (Rural)
-Garrison: 35
-Arsenal: 5 Carbines, 64 Assault Rifles, 1 RPG Launcher, 1 Missile Launcher, 2 Trucks
-Structures: Camp, Helipad


Jess&#8217;s Angels: Thomas.berubeg
Leader: Jess
Total Personnel: 48
Legitimacy: 0
Notoriety: 0
Funds: 200 (+50)
Drugs: 0
Ammunition: 50
Fuel: 7
Bases:
Spoiler :

Headquarters: Base Location 06, 03 (Rural)
-Garrison: 48
-Arsenal: 45 Carbines, 45 Assault Rifles, 3 Trucks, 1 APC
-Structures: Farm


Most Christian State of Chernarus and the Black Sea: Grandkhan
Leader: Sasha Soborskiy
Total Personnel: 173
Legitimacy: 0
Notoriety: 60
Funds: 50 (+50)
Drugs: 0
Ammunition: 0
Fuel: 12
Bases:
Spoiler :

Headquarters: 05, 07 (Rural)
-Garrison: 173
-Arsenal: 165 Carbines, 42 Assault Rifles, 1 Missile Launcher
-Structures: Farm
 
Post that will be used in case of emergency.
 
Faction Name: Chernarusan Social Liberation Front
Leader Name: Alexi Orlov
Background Trait: Politician
Starting Grid Coordinates: 09, 02
Background: (Optional): will add later
 
Are you completely certain about ammunition costs? It appears that you'd spend more on ammunition per battle as it would cost to outfit a soldier.

How much in the way of funds does each new player get?
 
Faction Name: Liberal Army
Leader Name: Alexander Matviyenko
Background Trait: Politician
Starting Grid Coordinates: 11 - 2
Background: Leader of Liberal Party of Chernarus, a party which supports classical liberal economics on financial issues and is conservative on social issues, Alexander Matviyenko had campaigned for years for the independence of Chernarus from Russia. However, despite initial support for General Miroslav Pishchalnikov, he quickly went to opposition when he saw that the General had no desire to hold free elections. So, Alexander declared his opposition to the regime, formed the 'Liberal Army', an armed force of volunteers (mainly high school and university students as well as middle-class people) and called on the foreign powers, especially the US and the Europeans, to intervene and overthrow the tyrant.
 
@Shadowbound: All new factions start with 2,000 Credits. I am lowering the cost to purchase ammunition by half as you make a good point.
 
All stats and cities are now up for viewing. Orders are required from those joining up this turn, as I will rush out a good update, and that will give you early arrivals a small bonus for being first to arrive!
 
Faction Name: The Brotherhood of Ten Scorpions
Leader Name: Dabih
Background Trait: Mercenary
Starting Grid Coordinates: 03 09
Background: Out of the chaos of the Near East emerged a legendary Jihadist, a foreign convert to Islam from Chernarus. For twenty years the man known as "Dabih", the Butcher, has waged a holy war against dictatorships in Syria, Egypt, and Saudi Arabia. Rumor is that he's returned to his native country with a hand-picked group of followers, to rally the country's oppressed Tatar population.
 
Faction Name: Seventh Son Of A Seventh Son
Leader Name: Igor Rasputin (go go rasputin lover of the Russian queeeen!)
Background Trait: Priest
Starting Grid Coordinates: 11,8 (Did you know that Dolina means Valley? Yeah, now you do)
Background: As order collapsed, the peasants and simple folks of Dolina sought refugee in religion and superstition. A priest, descendant of exiles from Moscow during the Soviet era, appeared to fill in here. He claims that he's the Seventh Son of the Seventh Son, the seventh, the holy one - the chosen one, who will be their savior in those dark times. It is claimed that he can heal and see all that there is to it. It didn't take too much effort until these simple people followed him. Which path will he take - the good or the evil, only he knows...

(Yes, it's literally this song. Bite me.)
 
Faction Name: Cell 60
Leader Name: Sofyia Umarova
Background Trait: Service Worker
Starting Grid Coordinates: 12,5
Background: (Optional): Cell 60 is a recent militant break-off of the Chernarus branch of FEMEN, a group devoted to feminist issues. When Chernarus broke away from Russia in 2035, the ruthless law-and-order established by Pishchalnikov made Umarova and other feminists afraid of a reactionary backlash against women's rights. Therefore, Cell 60 was formed in the heart of Berezino; the name to confuse the government into thinking they are much larger than they actually are.
 
Faction Name: Jess's Angels
Leader Name: Jessica Avery
Background Trait: Student (Archaeologist)
Starting Coordinates: 06 03 Devil's Castle
Background: Jessica Avery was a Canadian archaeologist graduate student working in the ruins of the 11th century fortress known as Devil's Castle when the collapse of the government trapped her there. Using the supplies she had, as well as the relative immunity she retained as a foreign national, Jessica's research team was able to provide a refuge for a large number of displaced migrants. Arming themselves to repel the bandits (and, arguably, government forces, themselves little better than bandits,) Devil's Castle came to be known as a place that those in need could come find safety.
 
Faction Name: Cell 60
Leader Name: Sofyia Umarova
Background Trait: Service Worker
Starting Grid Coordinates: 12,5
Background: (Optional): Cell 60 is a recent militant break-off of the Chernarus branch of FEMEN, a group devoted to feminist issues. When Chernarus broke away from Russia in 2035, the ruthless law-and-order established by Pishchalnikov made Umarova and other feminists afraid of a reactionary backlash against women's rights. Therefore, Cell 60 was formed in the heart of Berezino; the name to confuse the government into thinking they are much larger than they actually are.

Those godless feminists are at it again.
 
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Faction Name: The Holy Russian Empire of Chernarus
Leader Name: Tsarina Natasha Romanova "The Black Widow"
Background Trait: Spy
Starting Coordinates: (03, 06)
Background: A former state security agent under the old Russian regime, Natasha found herself stationed in Chernarus when she ran afoul of her superior. However, taking to her new assignment, Natasha put a level of brutality and finesse into the police that made them one of the top performing agencies in the Federation. With the collapse of Russia, and the Army (an institution with bitter hatred for State Security), Natasha found little room in any of the new regimes popping up around the former Federation. Feeling secure only when she was on top, Natasha opted to fight back against the so called Republic of Chernarus. Taking her old nickname back at the Academy for a surname, Natasha believes that only with a strong, brutal dictator can Russia be safe and prosperous, and plays off the nostalgia of Russian conservatives by taking on the Romanov name and title. She has created a band of soldiers and has called upon the people of Chernarus to restore her to the "throne", though her methods may end up leaving her rather....unpopular. However, a Tsarina must refuse to be burdened by the opinions of peasants, foreigners, or incompetent buerecrats. Today, Natasha will mold Chernarus into her image. And then? The rest of the Motherland....
 
Faction Name: RCM (The Royalist Chernarussian Militia)
Leader Name: Colonel. Yuri Checheno Yekom
Background Trait: Mercenary
Starting Grid Coordinates: (03,07)
Background (Optional): Remnant paramilitary forces of the former Chernarussian regime with a royalist extremist agenda. Under the command of Yuri Yekom, the purpose of the RCM is to overthrow the current government and establish "Tsarina" Natasha Romanov as the sovereign ruling body, even at the cost of innocent lives.
 
Faction Name: The Eye
Leader Name: Tania de la Courneuve
Background Trait: Priest(ess)
Starting Coordinates: 11-02
Background:
 
Faction Name: Chernarus People's Army (CPA) / &#1063;&#1077;&#1088;&#1085;&#1086;&#1088;&#1091;&#1089;&#1089;&#1080;&#1080; &#1053;&#1072;&#1088;&#1086;&#1076;&#1085;&#1072;&#1103; &#1040;&#1088;&#1084;&#1080;&#1103; (&#1063;&#1053;&#1040;)
Leader: Rayshun Udom Zolotov
Background Trait: Farmer
Starting Coordinates: (11,01)
Background: Even simple folk can tell when enough is enough, you here. Well, here I think some change might be a nice thing, huh? I may know how to move dirt better than moving big ol' countries, but maybe it'd be nice for someone who's worked the dirt to have a say for once?
 
Spoiler :
Orders

Send three 3-man teams to explore the surrounding area, armed with assault rifles, establishing the security of our base camp.

One 2-man team, unarmed, will be dispatched to Drozhino to identify targets.
 
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