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Future of RoD. (Read latest Waz Post)

RoD to the players!
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Waztaskio
Negotiator
 
Posts: 7077
Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Fri Feb 24, 2017 9:27 pm

Faction/Nation Name: The Brotherhood of Steel
Faction/Nation Territory: Cheyenne Mountain Complex (Main HQ) and Joint Base Elmendorf–Richardson.
Capital City/Faction HQ: Fort Maxson - Cheyenne Mountain Complex
Population: 2,000
Government: The Brotherhood of Steel is technically directed by the High Elder, who serves as the leader of the Brotherhood of Steel but shares power with the Council of Elders. The Council of Elders is comprised of five members including the High Elder himself, who discuss all major decisions to be undertaken by the Brotherhood such as campaigns, expeditions, etc. The Council of Elders decision is final and cannot be appealed even by the High Elder, and each member on the council is given one vote on the council when voting on major decisions, with a majority having to approve of such actions with the exception of the High Elder being merely a tie-breaking voting member. All members of the Council of Elders are voted in by majority vote in case of death, resignation, or removal of such Elder and are given lifetime terms. The High Elder is also voted in by the Council of Elders for a lifetime term, and not subject to removal once placed in. The Council of Elders however, can initiate impeachment proceedings against another Elder by majority vote with the High Elder acting as the head of the impeachment proceedings, and can be removed by majority vote from their position on the Council of Elders.
Leaders: High Elder Gregory Maxson, Elder Kline, Elder Quentin, Elder Bragg, Elder Pepper, and Elder Graham.
National/Group Ideology: The professed mission of the Brotherhood is the preservation of technology and knowledge for future generations, by recovering, restoring, and recording knowledge and its practical applications. The Brotherhood has researched theoretical and practical aspects of science at length, including biology, physics, and chemistry, as well as practical applications - weapons, ammunition, medical technology, and so on. Furthermore, the Brotherhood strives to contain advanced, yet potentially dangerous technologies, until the world is ready for them. Then, the Brotherhood would surface and restore the Earth, dealing out parcels of technology to those it deemed responsible enough to use it.
Military: The Brotherhood of Steel is a military organization, with every member being trained in combat. However, the Brotherhood is divided into sections to help focus it's military for the best effect.

  • Undecided (300)- The youngest members of the Brotherhood are not assigned to any particular segment of the Brotherhood before the completion of their training. Once they finish basic education and combat exercises, they may choose which path to pursue: that of a Knight or a Scribe. Once they do, they are promoted to Apprentice. The ranks in this field are Apprentice (40), Senior Initiate (50), Initiate (70), and Squire (140).
  • Knights (800)- Knights are members of the Brotherhood that completed training necessary to serve as technicians, engineers and soldiers if the need arises. They are competent fighters and excel in applied sciences, a complicated term for manufacturing weapons, ammunition and maintaining the ever-expanding stock of combat technology in the Brotherhood's bunkers. After years of service and experience (or showing exceptional talent in combat), the best Knights are promoted to Paladins, the pinnacle of the Brotherhood military. The ranks in this field are Head Knight (2), Senior Knight (140), Knight (310), and Journeyman Knight (348).
  • Paladins (400)- Paladins are the protectors of the Brotherhood and their primary, elite fighting force. Each is a highly trained combat veteran with high tech equipment at their disposal. They are responsible for maintaining security, from enemies both within and without the organization. The ranks of the Paladins are reinforced through promoting veteran Knights of exceptional combat aptitude. It's generally impossible to become a Paladin any other way. The ranks in this field are Head Paladin (2), Star Paladin (30), Senior Paladin (100), Paladin (150), and Junior Paladin (118).
  • Scribes (400)- Scribes are tasked with creating and keeping records of the technology recovered and used by the Brotherhood and experimenting with new weapons and other useful devices to be used in the field by the Knights and Paladins. Scribes rarely leave the safety of the BoS bunkers, but they are sometimes called into the field to examine a piece of technology or perform a task beyond the skills of the Brotherhood soldiers. The attitude of many scribes in the Brotherhood can be described as techno-centric. While a great number study history and cultures, the majority of scribes focus their studies on subjects related to the acquisition, repair, or creation of technology. There are three major Scribe orders: Each is headed by a High Scribe (Proctor), designated by the Head Scribe. The Order of the Sword is responsible for weapons research and development such as guns, ammunition, and anything of an offensive nature. The Order of the Shield is responsible for defensive research such as power armor, defensive structures, and anything that is intended to protect. And the Order of the Quill preserves the written knowledge of the ancients, by seeking out all manner of books and holotapes. As well as engaging in research not of a military nature. The ranks in this field are Head Scribe (2), High Scribe (6), Senior Scribe (100), Journeyman Scribe (40), Scribe (200), and Apprentice Scribe (52).
  • Elders (6)- The Elders are the commanders of the Brotherhood and their ultimate leaders. They wield complete authority and rule the entire organization. The core council comprises four Elders and one High Elder to moderate meetings and cast votes to break ties. Only High Elder (1) and Elder (5) make up the ranks of this.
  • Inquisitors (94)- The Inquisitors are a special group within the Brotherhood, with them being in charge of intelligence gathering and interrogation. Commanded directly by the High Elder, unless on detachment with another Elder who will oversee operations, this special group is known for it's training in subterfuge, sabotage, intelligence gathering, and disguise. All members of the Inquisitors are distinguished veterans of one of the other groups within the Brotherhood, leading to a variety of unique skills present within Inquisitors. The ranks in this field are Grand Inquisitor (2), Senior Inquisitor (20), Inquisitor (52), and Junior Inquisitor (20).


The equipment of the Brotherhood of Steel is varied, however there is some standardization. A list of equipment for each rank shall now be shown. Equipment is to be considered appropriate for each class, however all options for such classes are shown. No two weapons will be carried by such class with the exception of the Inquisitors, meaning only one of such weapons may be used at a time. Stocks of such weapons within the Brotherhood arsenal are also included beside each weapon, but does not include a complete list. If no number is given for an item, it simply means that it is fully standardized for each individual to use. If the equipment has the term (Varied), it means that such equipment is not standardized and can be a variety of what it's describing. If the equipment has a specific rank, that means only that rank is allowed to use such equipment within a class.

  • Paladins - Gauss Rifle (40), Tri-Beam Laser Rifle (900), Mini-Gun (70), Gatling Laser (150). T-51b Armor.
  • Scribes - Laser Pistol, Scribe Robe.
  • Undecided - BoS Uniform. Weapons (Varied).
  • Knights - Laser RCW (100), Laser Rifle (400), Assault Rifle, T-51b Armor (Head Knight, Senior Knight), T-45d Armor (Knight, Journeyman Knight).
  • Elders - Varied.
  • Inquisitors - Anti-Material Rifle (20), Silenced 10mm Pistol, Power Fist, Sniper Rifle. Clothing (Varied).


The Brotherhood of Steel maintains a vehicle fleet, that is uses to help transport supplies and troops between certain bases. The fleet is comprised of thirty military transport trucks, with twenty five stationed in Fort Maxson, and the remaining five stationed in Fort Snow. The Brotherhood also maintains an advanced communication system that links Fort Snow with Fort Maxson, via the old NORAD satellites present in orbit. This has allowed the Brotherhood the power to take pictures of various areas for analysis, and re-position the satellite to point towards certains areas of the Wasteland for monitoring as well as manage their communications between bases.
Major Towns or Locations: The Brotherhood of Steel is deployed currently into two locations, being Fort Maxson the main permanent installation inside Cheyenne Mountain Complex and Fort Snow, a Brotherhood of Steel expeditionary base within Joint Base Elmendorf–Richardson. The troop deployments within the bases are as follows.

  • Fort Snow - 1 Elder, 1 Grand Inquisitor, 2 Senior Inquisitors, 5 Inquisitors, 2 Junior Inquisitors, 1 Head Scribe, 3 High Scribes, 20 Senior Scribes, 5 Journeyman Scribes, 30 Scribes, 11 Apprentice Scribes, 1 Head Paladin, 3 Star Paladins, 15 Senior Paladins, 25 Paladins, 6 Junior Paladins, 1 Head Knight, 20 Senior Knights, 50 Knights, and 79 Journeyman Knights. Making a total of 150 Knights, 50 Paladins, 1 Elder, 70 Scribes, and 10 Inquisitors.
  • Fort Maxson - 1 High Elder, 4 Elders, 1 Grand Inquisitor, 18 Senior Inquisitors, 47 Inquisitors, 18 Junior Inquisitors, 1 Head Scribe, 3 High Scribes, 80 Senior Scribes, 35 Journeyman Scribes, 170 Scribes, 41 Apprentice Scribes, 1 Head Paladin, 27 Star Paladins, 85 Senior Paladins, 125 Paladins, 112 Junior Paladins, 1 Head Knight, 120 Senior Knights, 260 Knights, 269 Journeyman Knights, 40 Apprentices, 50 Senior Initiates, 70 Initiates, and 140 Squires. Making a total of 5 Elders, 84 Inquisitors, 330 Scribes, 350 Paladins, 650 Knights, and 300 Undecided.

History: The Brotherhood of Steels beginnings started from the moment of the Great War in 2077. Due to increasing unrest on the domestic front in the United States, the Department of Defense began to recall certain units from the frontline in Anchorage and China to help police the population, who were rioting over lack of food and resources that had been in severe shortage. On March 6th, 2077 the United States 19th Mechanized MP Brigade was deployed to Colorado Springs, Colorado to help contain the unrest and assist in the food distribution operations that were being hindered by angry Americans. Although being deployed to Colorado Springs, various companies within the 19th Mechanized MP Brigade were split off into certain sections with some being stationed within the city, or at various army bases such as Cheyenne Mountain Air Force Station, Peterson Air Force Base, Schriever Air Force Base, and Fort Carson Army Base. The 15th Mechanized Military Police Company of the 19th Mechanized MP Brigade was the unit that got deployed around Cheyenne Mountain Air Force Station to help provide security.

Over the months, the 15th Mechanized would suffer from low morale due to frequent reassignments of it's commanders and non-commissioned officers, as well as growing distrust of their government for allowing heavily armed soldiers from the frontlines to police citizens, with many incidents ending in a deadly outcome. Two weeks before October 23rd of 2077, Captain Roger Maxson was assigned as the new commander of the 15th Mechanized, and would serve as the final one before the Great War. At 9:17 am on October 23rd, NORAD confirmed earlier reports from the Integrated Operational Nuclear Detection System that four ballistic missiles were enroute to the US Mainland. During the scramble to retaliate, Captain Maxson ordered the 15th Mechanized to begin moving their families and important items within the Cheyenne Mountain Complex. At 9:38am, Nuclear Bombs begans to fall around the Cheyenne Mountain Complex with the blast doors fully closing two minutes earlier. As the earth began to get pounded in the flames of Atomic Fire, Captain Maxson and his men from the 15th attempted to keep the civilians and staff calm within the complex, with assistance from other soldiers stationed on the Cheyenne garrison. They were joined by the base commander United States Air Force General Claude Madison, and Canadian Air Force Lieutenant General Tillerson, and additional elements of the base garrison along with some Canadian Airman who were stationed within the complex in maintaining security.

After the initial bombardments ended, Maxson began a census of the population within the complex for accounting purposes, and began to move many of the civilians and staff into private rooms, or other areas away in order to communicate directly with his soldiers and base garrison on their next course of action. Maxson, along with the Madison and Tillerson agreed to keep the complex sealed for at least two years, before attempting to head out and for the remainder of 2077, 2078, and most of 2079, the 15th stayed sealed within the complex, organizing the civilians, equipment, etc to begin expeditions when radiation levels had gone down. In the year 2080, the doors of the complex were opened and Maxson who had by then been declared the leader of their leader group had named their new group the Brotherhood of Steel, drawing up new symbols and insignia's to enhance morale that everyone was severely lacking at the time. He would also introduce the various classes such as Squire, Paladin, Knight, Elder, and Undecided, with him being named the High Elder with the first two Elders being Elder Madison and Elder Tillerson.

From 2080 through 2108, the Brotherhood would mostly be concerned with scavenging nearby ruins, nearby military bases for supplies and resources to help build up the mountain complex, and convert it into a permanent new home for everyone. New facilities were created within the installation, such as a living quarters, an armory, classrooms, various offices, guard posts, and extra defenses. At this early point of the Brotherhood, the focus was on immediate survival, rather then a bigger goal. By the year 2108, the Brotherhood grew the Mountain Complex into a highly secure and comfortable base for the families and soldiers who now took refuge within the complex. Roger Maxson during this time would also have a child with a army widow, named Peter Maxson, who would take over the Brotherhood in the year 2129, after the death of Roger Maxson from a heart attack at the age of 79. Peter Maxson, aged 29 would become the new High Elder of the Brotherhood of Steel.

From 2129 to 2195, Peter Maxson would continue as High Elder and bring about what is known as the "Modern Brotherhood." He would introduce a new doctrine, called the "Chains that Bind," a policy that requires all members of the Brotherhood to obey a superior's orders and maintain chain of command when issuing them with no skipping ranks. Peter also created the Brotherhood Codex which every member of the Brotherhood must live up to, and defines the traditions, tactics, history, etc of the Brotherhood of Steel. Some of the main excerpts from the Codex are as follows;

  • "Give way your suspicions to the wisdom of thine Elder. Where he shows trust, so shall you."
  • "Shield yourself from those not bound to you by steel, for they are the blind. Aid them when you can, but lose not sight of yourself."
  • "Fear those who do not pledge to the Brotherhood for though their eyes may be opened through service, they are now blind."
  • "Provide assistance humbly, but never place humbleness over the completion of the mission."


Through Peters leadership, the Brotherhood would establish itself internally as a force to be reckoned with, and placed the Brotherhoods goal of the preservation of technology and knowledge for future generations, by recovering, restoring, and recording knowledge and its practical applications as the top priority. He would be succeeded by his son John Maxson who served from 2195 to 2242, who's main contribution to the Brotherhood was making the recruitment of outsiders not born in the Brotherhood a priority to help boost numbers and provide a wide variety of expertise and soldiers. Was responsible for the massive boost from the initial survivors of the Great War population of 600, to the 2,000 it has now. Cheyenne Mountain Complex would also be renamed Fort Maxson during this time, and new additions and rooms would be added within the mountain.

In the year 2242, the Council of Elders voted Elder Rothschild as High Elder, who was a descendant of General Madison one of the original high elders, disallowing a cult to be built around the Maxson family which was beginning to take root around 2225. High Elder Rothschild would launch the first Brotherhood expedition during his short-lived leadership, to Anchorage Alaska to search for pre-war tech and historical records, with Fort Snow being established during his leadership. Rothschild would also found the Inquisitors class within the Brotherhood, believing it important to have intelligence agents within the Brotherhoods ranks to help locate technology, keep an eye on possible threats, etc. High Elder Rothschild would die in an weapons misfire incident in 2251, with many in the Brotherhood suspecting that it may have been from the "Cult of Maxson," members which is denounced by the Council of Elders. However, after the death of High Elder Rothschild, the Council would vote in High Elder Gregory Maxson, a descendant of both the Captain Roger Maxson line and the General Tillerson line, taking power at the end of 2251 receiving high praise throughout the organization.
Last edited by Waztaskio on Sat Feb 25, 2017 12:18 am, edited 1 time in total.

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Parcia
Powerbroker
 
Posts: 7877
Founded: Feb 11, 2016
Democratic Socialists

Postby Parcia » Fri Feb 24, 2017 9:31 pm

HEEEY, your online, almighty OP.

Fixed those numbers, anything else?

Wait, 15 of my pop is 1,203

4%, which is what is listed the tops for militia, is 4,814...were did i go wrong with the numbers?
Last edited by Parcia on Sat Feb 25, 2017 12:30 am, edited 1 time in total.
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
Right leaning Centrist from Florida No I am not The Floridaman...hes my uncle. Other then that dont @ me about politics, im leaving that
hell hole behind until I leave Uni.
I reserve all rights to my posts, OCs, and contributions to any threads I post on.
I'm a Pagan too, figure that shit out!
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Waztaskio
Negotiator
 
Posts: 7077
Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Fri Feb 24, 2017 9:55 pm

Parcia wrote:
Faction/Nation Name: Republic of Castio
Faction/Nation Territory:http://imgur.com/gallery/L7W9P - incorporates the major cities of Jacksonville, Orlando, St. Augustine, and Daytona. Incorporates Naval Base Mayport, Naval Air station Jacksonville, Camp Blanding, and Cecile field.
Capital City/Faction HQ: St. Augustine Florida
Population: 120,344
Government: Democratic State
Leaders: President Achermen - General 4 star Graves, Generals 2 Star Heartment and Nacnarma
National/Group Ideology: Capitalism
Military: Regulars: 1,203 on hand.
Regular Load out:
http://vignette1.wikia.nocookie.net/fallout/images/d/d5/Combat_armor.png/revision/latest?cb=20120115053044

R91 assault rifle (supplemented with Type 98 rifle were needed) renamed the "Rifle, M1, 5.56mm" and "Rifle, M2, 5.56mm" Respectively.
N99 pistol, renamed "Pistol, Model 10, 10mm"
or
.45 Auto pistol, renamed to its old military label "Pistol, .45 caliber, model of 1911"
Snipers are given the DKS line of rifles, renamed "Rifle, long range, model 5, 7.62mm (.308)
Guards and security troops are given the 10mm SMG (Fallout 3) renamed "Side arm, automatic, M9, 10mm"

4,814 are conscripts militia, armed with the standard hunting rifle in .308, with various side arms.

The Republic is in possession of a squad(4) of T-51-D Power armor sets, as well as a platoon of T-45-B(12) power armor sets, training is underway at Camp Blanding.


The Republic also posses small stocks of shoulder mounted missile launchers, a stock of 6 miniguns, and a pair of working M41 "Fat Man" Tactical nuclear launchers, though only with a single round for each launcher.

The special weapon of the Republic is the M3 squad support weapon; A modified version of the standard M2 .50 HMG with a top carry handle mounted on top of the receiver and a pistol grip taken from a broken Minigun, turning the gun in to a longer ranged, heavier hitting alternative to the minigun.

Militia forces and infantry under go training at Camp Blanding, Power armor troops are trained at NS Mayport. Militia training is comparable to National Gaurd/Police training, with Regular training being on par with Pre-war US army training.

Major Towns or Locations: Jacksonville, St. Augustine, Orlando, Mayport, Gainsville and Daytona. Military bases include: Naval Air Station Jacksonville, Naval Station Mayport, Camp Blanding, Castio De San Marcos, Cecile Field.
History:

The republic was born out of two distinct group of people: A large group of Vault dwellers from up north, their home Vaults being lost to time, and the dependents of the survivors of the major US military bases in the area. When the dwellers arrived, the different bases were at war with each other yet could barely hold there own. After some political maneuvering, the dwellers were able to negotiate a treaty, which included a sizable land-claim in St. Augustine. In time, the two groups worker more and more closely together as they expanded. Eventually, roughly 50 years prior to the modern day, the Republic of Castio was created as a singular, unified government.

In the years since then, and even before the declaration, the two group shad been working together closely in order to restore some order to Florida, setting up a stable power grid in St. Augustine, then later Jacksonville, and restoring important land marks and buildings. Now the Republic stretched as far north at the old boarder, and as far south as Orlando, its relatively peacefull, with the rare bandit raid getting put down by the active and armed militia as to not bother the Regulars, who are busy with scouting out the area out side the Republic's boarders.

4,814 are conscripts militia, armed with the standard hunting rifle in .308, with various side arms.

Needs to be downsized too. Power Armor training is only for high officers, with the rest having to function with their joint servos ripped out like the NCR Heavy Infantry Corp.

NewLakotah wrote:
Faction/Nation Name: Plains Nations Confederacy (PNC), Simply: Plains Nations
Faction/Nation Territory: South Dakota area, from The Black Hills region, south along the Lakota-Sioux Indian Reservations at Pine Ridge and east ending at the Missouri River. North up to the North Dakota Border. More or less all of Western South Dakota, and parts of Eastern Wyoming and up to the Crow Reservation of Montana.
Capital City/Faction HQ: Oglala
Population: 125,000 members of the Tribes
Government:Chiefdom, established by a rotating system by which each tribe rotates the Chief's position after the former tribe's chief dies or abdicates. Each tribe also sends representatives to the High Council of Elders, who meet in Oglala to conduct matters of economics, defense and military organization.
Leaders:
Chief Derrick Whitehawk - Crow
High Advisor- Chief Elder - Ógle Lúta "Red Shirt" - Lakota
Elder Michael Longsmith - Rapid City Tribe (primarily white tribe) - military advisor
Elder Dance Standing Claw - Cheyenne - Economics
Elder Charles MacLauren - Lakota - agriculture
Elder Sam Samuels - Sioux - police/border security
National/Group Ideology: Remain independent and unite the various plains nations together as united again. Under their banner, however. Fiercely independent, they would fight if encroached upon.
Military: Active Warriors: 1,150
The military of the Plains Nations are highly mobile. Their main source of transportation. The horse. Due to the lack of proper road renovations, The fastest and best way to travel is by horse. The rough terrain allows for the ability of the horse warriors to travel very fast. They travel mostly light. With a few heavy weapons sections that are also deployable. Most of the warriors are haphardly equipped with various types of different weapons 5.56mm assault rifles, 10mm pistols, revolvers, 10 missile launchers. A solo fat boy with only 2 rounds, keep under tight security in Oglala, various combat shotguns, but several sniper rifles as well. A few of the Heavy weapons sections also carry 3 miniguns taken from only destroyed power armor. None of the power armor was salvageable. The preference for most of the warriors was light, easy to carry and easy to fire while on the move. They also carry as many different types of grenades as they possibly can. Explosives, smoke grenades, mines, etc, they make the backbone of the military. They also are well-known for carrying of many types of melee weapons, particularly knifes, tomahawks, axes of all types, a few machetes and swords as well. Many have even been known to learn the long dead practice of horse archery, a still burgeoning number of archers exist, mostly for ceremonial purposes.

Their tactics rely on swarming. Remaining at a distance as much as possible and wearing out the opposing force by forcing them to keep on the move. When facing ground forces, their go to tactic is to swarm with their horses, and a few armoured cars where the miniguns get to go on, but they are mostly not used as the roads are in to poor a shape, and lay down a lot of heavy fire. When facing against armored and cars with the enemy forces, the tactic is to quickly retreat and make the enemy chase across long hard country, laying down their mines and attempting attacks with their grenades and missile launchers. However, once they reach the rough terrain and the cars break down, they swarm, cutting them off and wearing them down before going in for the final kill.

Generally speaking, they rarely attack at first sight. Rather scouting them for long periods of time, using their speed and maneuverability, as well as stealth and knowledge of the land to their advantage. After scouting for some time, they often try to intimidate the enemy to either retreat or surrender, if they attack, they generally withdraw until the most opportune time.

Training on horseback begins at a very young age, where they are taught how to ride, how to break and train a horse. It is a tradition passed down along from generation to generation. They are often put on horseback before they can walk, or talk. They are highly trained on horseback, which makes up for their very light armament. They also, generally speaking, wear very little armor, outside of a few toughened vests, as this only weighs them down.
Major Towns or Locations: Oglala (capital)
The Black Hills region (mining)
Montana and Crow Nation (mining and border
Rapid City, largest pre-war city
Pine Ridge Rez most populated area


History:
The war the destroyed the world affected the people of the tribes, however, most of the targets were at the main cities, and the effects of the direct blasts were much more limited. A few of the fallout shelters were in the area, and many people took refuge. After dealing with the initial assault, they attempted to rebuild society. Lead by the surviving nation of the Lakota people, led by Duke Crazy Horse, the Natives quickly established themselves as the strongest of the rising clans. The other natives in the area from various tribes quickly joined with them. Many of the white people in the area also saw the safety in numbers idea and joined the tribe.
It wasn't all easy. Dealing with the effects of the fallout laid waste to the area, leaving many of the early pioneers dead. After being ravaged by several bandit groups and factions, the Nations had had it. They quickly organized their army, termed the Warrior Society, and set about eliminated the different bandit groups. This tactic initially failed. They were simply not equipped well enough to fight off the raiders. However, they soon received their secret weapon. The Horse. Tactical, quiet and energy efficient. The horse saved the nation from collapse. The knew tactic took the raiders by surprise and the quick and organized army soon established themselves as a strong Nation.
They made the place safe by enacting strict military discipline for all men and women between the ages of 16-24. Teaching them to ride, to survive of the land for long periods of time. To be stealthy, and to kill. To kill, namely on horseback.
A large percentage (68%) of the Tribes are Native American. The rest are white (22%), African-American (6%), Asian-American (2%) and Hispanic (2%). However, the native traditions are shared with all of them. The non-Natives were allowed to form their own "tribes of the plains", The Rapid City Tribe being the largest, the Vault Tribe also being a very important non-Native one.
The Plains Nations Indians had found themselves back on top in America. They, of course, knew that kicking out the whites would be stupid, so they allowed in anyone who was willing to help and contribute. Their are several towns and set-ups, but the main livelihood of all the people is on horses. It was time again for the peoples of the Plains to return back to their old ways, the ways that had keep their lands free from destruction. It was only after the whites took over that everything had gone downhill. And they were sure never to let that happen again, no matter what. Their territory was theirs again, and no one would take it from them again.
Several of the elders found the writings and translations of their native languages, and set about teaching it to all of the young children, through to adulthood. The ancient rituals and beliefs were reinstated. The old ways of the Natives were once again found on the plains of the Americas.

How about North Dakota, South Dakota, Minnesota, and the parts of Montana. Wisconsin is half controlled by another nation.

Ostnea wrote:Mind reserving this for me?

I'd like to do something like a combined CDC/Atlanta City Council, if that's okay.

Sure.

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NewLakotah
Minister
 
Posts: 2504
Founded: Feb 18, 2011
New York Times Democracy

Postby NewLakotah » Fri Feb 24, 2017 9:58 pm

Waztaskio wrote:
-snip-


How about North Dakota, South Dakota, Minnesota, and the parts of Montana. Wisconsin is half controlled by another nation.



Yeah, that works. Its basically what I asked for, I didn't ask for Wisconsin.
"How smooth must be the language of the whites, when they can make right look like wrong, and wrong like right." ~~ Black Hawk, Sauk

"When it comes time to die, be not like those whose hearts are filled with the fear of death, so when their time comes they weep and pray for a little more time to live their lives over again in a different way. Sing your death song, and die like a hero going home." ~~ Tecumseh

Free Leonard Peltier!!

User avatar
Waztaskio
Negotiator
 
Posts: 7077
Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Fri Feb 24, 2017 10:03 pm

NewLakotah wrote:
Faction/Nation Name: Plains Nations Confederacy (PNC), Simply: Plains Nations
Faction/Nation Territory: South Dakota area, from The Black Hills region, south along the Lakota-Sioux Indian Reservations at Pine Ridge and east ending at the Missouri River. North up to the North Dakota Border. More or less all of Western South Dakota, and parts of Eastern Wyoming and up to the Crow Reservation of Montana.
Capital City/Faction HQ: Oglala
Population: 125,000 members of the Tribes
Government:Chiefdom, established by a rotating system by which each tribe rotates the Chief's position after the former tribe's chief dies or abdicates. Each tribe also sends representatives to the High Council of Elders, who meet in Oglala to conduct matters of economics, defense and military organization.
Leaders:
Chief Derrick Whitehawk - Crow
High Advisor- Chief Elder - Ógle Lúta "Red Shirt" - Lakota
Elder Michael Longsmith - Rapid City Tribe (primarily white tribe) - military advisor
Elder Dance Standing Claw - Cheyenne - Economics
Elder Charles MacLauren - Lakota - agriculture
Elder Sam Samuels - Sioux - police/border security
National/Group Ideology: Remain independent and unite the various plains nations together as united again. Under their banner, however. Fiercely independent, they would fight if encroached upon.
Military: Active Warriors: 1,150
The military of the Plains Nations are highly mobile. Their main source of transportation. The horse. Due to the lack of proper road renovations, The fastest and best way to travel is by horse. The rough terrain allows for the ability of the horse warriors to travel very fast. They travel mostly light. With a few heavy weapons sections that are also deployable. Most of the warriors are haphardly equipped with various types of different weapons 5.56mm assault rifles, 10mm pistols, revolvers, 10 missile launchers. A solo fat boy with only 2 rounds, keep under tight security in Oglala, various combat shotguns, but several sniper rifles as well. A few of the Heavy weapons sections also carry 3 miniguns taken from only destroyed power armor. None of the power armor was salvageable. The preference for most of the warriors was light, easy to carry and easy to fire while on the move. They also carry as many different types of grenades as they possibly can. Explosives, smoke grenades, mines, etc, they make the backbone of the military. They also are well-known for carrying of many types of melee weapons, particularly knifes, tomahawks, axes of all types, a few machetes and swords as well. Many have even been known to learn the long dead practice of horse archery, a still burgeoning number of archers exist, mostly for ceremonial purposes.

Their tactics rely on swarming. Remaining at a distance as much as possible and wearing out the opposing force by forcing them to keep on the move. When facing ground forces, their go to tactic is to swarm with their horses, and a few armoured cars where the miniguns get to go on, but they are mostly not used as the roads are in to poor a shape, and lay down a lot of heavy fire. When facing against armored and cars with the enemy forces, the tactic is to quickly retreat and make the enemy chase across long hard country, laying down their mines and attempting attacks with their grenades and missile launchers. However, once they reach the rough terrain and the cars break down, they swarm, cutting them off and wearing them down before going in for the final kill.

Generally speaking, they rarely attack at first sight. Rather scouting them for long periods of time, using their speed and maneuverability, as well as stealth and knowledge of the land to their advantage. After scouting for some time, they often try to intimidate the enemy to either retreat or surrender, if they attack, they generally withdraw until the most opportune time.

Training on horseback begins at a very young age, where they are taught how to ride, how to break and train a horse. It is a tradition passed down along from generation to generation. They are often put on horseback before they can walk, or talk. They are highly trained on horseback, which makes up for their very light armament. They also, generally speaking, wear very little armor, outside of a few toughened vests, as this only weighs them down.
Major Towns or Locations: Oglala (capital)
The Black Hills region (mining)
Montana and Crow Nation (mining and border
Rapid City, largest pre-war city
Pine Ridge Rez most populated area


History:
The war the destroyed the world affected the people of the tribes, however, most of the targets were at the main cities, and the effects of the direct blasts were much more limited. A few of the fallout shelters were in the area, and many people took refuge. After dealing with the initial assault, they attempted to rebuild society. Lead by the surviving nation of the Lakota people, led by Duke Crazy Horse, the Natives quickly established themselves as the strongest of the rising clans. The other natives in the area from various tribes quickly joined with them. Many of the white people in the area also saw the safety in numbers idea and joined the tribe.
It wasn't all easy. Dealing with the effects of the fallout laid waste to the area, leaving many of the early pioneers dead. After being ravaged by several bandit groups and factions, the Nations had had it. They quickly organized their army, termed the Warrior Society, and set about eliminated the different bandit groups. This tactic initially failed. They were simply not equipped well enough to fight off the raiders. However, they soon received their secret weapon. The Horse. Tactical, quiet and energy efficient. The horse saved the nation from collapse. The knew tactic took the raiders by surprise and the quick and organized army soon established themselves as a strong Nation.
They made the place safe by enacting strict military discipline for all men and women between the ages of 16-24. Teaching them to ride, to survive of the land for long periods of time. To be stealthy, and to kill. To kill, namely on horseback.
A large percentage (68%) of the Tribes are Native American. The rest are white (22%), African-American (6%), Asian-American (2%) and Hispanic (2%). However, the native traditions are shared with all of them. The non-Natives were allowed to form their own "tribes of the plains", The Rapid City Tribe being the largest, the Vault Tribe also being a very important non-Native one.
The Plains Nations Indians had found themselves back on top in America. They, of course, knew that kicking out the whites would be stupid, so they allowed in anyone who was willing to help and contribute. Their are several towns and set-ups, but the main livelihood of all the people is on horses. It was time again for the peoples of the Plains to return back to their old ways, the ways that had keep their lands free from destruction. It was only after the whites took over that everything had gone downhill. And they were sure never to let that happen again, no matter what. Their territory was theirs again, and no one would take it from them again.
Several of the elders found the writings and translations of their native languages, and set about teaching it to all of the young children, through to adulthood. The ancient rituals and beliefs were reinstated. The old ways of the Natives were once again found on the plains of the Americas.

My bad, read that as Wisconsin. You can have all that land. Accepted.

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Parcia
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Founded: Feb 11, 2016
Democratic Socialists

Postby Parcia » Sat Feb 25, 2017 12:31 am

Parcia wrote:HEEEY, your online, almighty OP.

Fixed those numbers, anything else?

Wait, 1% of my pop is 1,203

4%, which is what is listed the tops for militia, is 4,814...were did i go wrong with the numbers?
Last edited by Parcia on Sat Feb 25, 2017 12:31 am, edited 1 time in total.
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
Right leaning Centrist from Florida No I am not The Floridaman...hes my uncle. Other then that dont @ me about politics, im leaving that
hell hole behind until I leave Uni.
I reserve all rights to my posts, OCs, and contributions to any threads I post on.
I'm a Pagan too, figure that shit out!
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Waztaskio
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Posts: 7077
Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Sat Feb 25, 2017 1:16 am

Parcia wrote:
Parcia wrote:HEEEY, your online, almighty OP.

Fixed those numbers, anything else?

Wait, 1% of my pop is 1,203

4%, which is what is listed the tops for militia, is 4,814...were did i go wrong with the numbers?

4,814 is your max conscription, and from your app your militia meet that number. However, you also have 1,203 regulars which would put you above the 4% limit. Hence why it needs to be lowered.

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Zelent
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Ex-Nation

WIP

Postby Zelent » Sat Feb 25, 2017 10:08 am

Faction/Nation Name: Nebraskan Empire
Faction/Nation Territory: https://drive.google.com/open?id=1ooz1M ... sp=sharing
Capital City/Faction HQ:
Lincoln: Executive Capital (Located here is the Emperors Estate, the headquarters of most executive level agencies and The Imperial Court.)
North Platte: Legislative Capital (Congress is here, with a limited number of agencies here.)
Population: Estimated at 700,000
Government: A constitutional monarchy, with a hereditary Emperor, and a elected Senate of currently 267 Voting Senators and 16 Territorial Senators (Senators elected from districts part of a territory, as compared to districts in a county.) The Senate is elected by the people of their Congressional District. The Senate votes on and passes laws and spending budgets, which are then sent to the Emperor to either Veto or Sign, if he veto's it but writes requested revisions, the Bill's author can amend the bill, and then the voting process begins again. The Emperor can also Veto but make no revisions, implying that under no circumstances would he pass the bill. Should Congress vote and pass unchanged legislation with a 3/4 majority, it becomes law. The Senate can also pass Senatorial Resolutions, which aren't laws but rather more like temporary responses for example to deal with a crisis or pass unsuspected spending, accept or deny Imperial Nominations for Cabinet positions,

The Emperor has the ability to establish Imperial Decrees (Much like Senatorial Resolutions, or IRL Executive Orders, but with a wider scope of things acceptable), Initiate War, Make Treaties (However, treaties have to be accepted by the Senate), and direct the Executive Agencies.

Leaders:
Empror Sylvester II
Crown Prince Jericho I
Speaker of The Senate Quiset Foldurn

National/Group Ideology:
Based on old-world ideals of freedom, democracy and justice with an aim to build a significant empire in the Great Plains, determined on its manifest destiny to own the region.
Military: The Grand Nebraskan Army (TGNA) is the Nebraskan Military. It consists of 11,000 Regulars, 20,000 Constabulary Militia, 5,600 Tribal Auxiliaries

And then the 500 civilian contractors and 200 military personnel who staff the Robotic Corps, which is made up of 200 or so various different models of combat,recon, security and repair bots.

The Regulars: Of the 11,000 Regulars, 10,200 are grouped into mainstray units. Specifically, 5 Regiments consisting of 3 Battalions, a HQ Company, and a supply/kitchen platoon. Each battalion is made up of a Command Platoon, A Cavalry Platoon, a Recon Platoon and 4 Infantry Companies of about 125 men each. These are the bread and butter of TGNA, medium infantry equipped with R-91 Assault Rifles, Combat Armor and miscellaneous gear, although in every platoon there is a Light Machine Gun and a Missile Launcher assigned to every company. They are well trained combatants who've become experienced after years of war. There are 100 men assigned to the Howitzer Battery, and after that 650 men make up The Imperial Battalion. A entirely mounted infantry (cavalry) unit of the best men in The Regular Corps led by the Emperor himself. Furthermore, there is the Aerial Reconissance Squadron, a small unit of 50 men, who operate out of what used to be the Manhattan Regional Airport near Topeka, Kansas. They fly and maintain small low altitude reconnaissance and unguided attack aircraft. Currently operating four repaired crop dusters, 11 paramotors and 6 Ultralight type aircraft, fueled with bio diesel. The crop dusters equipped with either x2 15 kg or x1 30 kg bomb, either incendiary, high explosive or shrapnel. Shrapnel bombs can be used to target tight troop formations where as incendiary and high explosive weapons are used for targeting entrenched positions or logistical/command centers.

The Constabulary Militia are civilians given a rifle and basic equipment along with a small stipend to serve alongside their local Police/Sheriffs in maintaining order, protecting their towns in time of war and preventing bandit activity throughout the nation.

The Tribal Auxiliaries are a light infantry unit made up now mostly of Winnipegi and Manitiboan refugees whose allegiance was pledged in exchange for citizenship of their tribes. Their NCO's mostly come from Central Iowan tribes who stayed in the service after their own five year duty was complete.

Robotic Corps: The high-tech army of automated machines. Structured as a highly movable separated unit, with individual robot crews usually with three technicians/operators and a single robot moving around the country to serve along side various different units for different purposes. 80 men are staffed at HQ in Omaha, to act in a coordinating capacity to track the teams across the nation and to provide servicing in the event of severe damage to a bot.
Major Towns or Locations:

-
Denver/Dog City- Once a absolute mess when first annexed, now a large trading hub with relatively decent safety and economic wealth, also a center of robotics production.
Grand Island- Largest biofuel refinery in the country, meets 85% of bio-fuel production needs.
Des Moines- Quickly becoming a major center of industry, location of the CAT primary tractor production facility.
Omaha- Most populous city, a model community with large ammounts of industry, also a key railroad hub.

History:
Shortly after the Great War, Nebraska morphed into a wasteland with scattered settlements and tribal bands eeking out a living. One of these tribal groups, known as the Skarecrows, a farming based tribal group from Southwestern South Dakota was forced do to a series of notably horrible winters and raids from a different tribe to head south around 2150. They swept into Nebraska and assimilated with the tribes in the Northwest there, and rebuilt their farming communities. In 2161 the now burgeoning confederation of tribes and settelments came across a scavenging patrol from Vault 203, Vault 203 was just near the city of North Platte and had established their own major trading hub along I-80. For a while, relations between the Skarecrows and friends with 203 were amicable, but a series of disputes finally led to war in 2163, the Skarecrows were beaten badly in the first months of the conflict, until the successful leadership brought by a mysterious man named simply Rocky The Great hailing from the Shoshone Wasteland offered his leadership. He led the badly beaten tribal groups on the offensive as they fought their way across Western Nebraska to North Platte, where a embattled Overseer of Vault 203, facing a population demanding a end to the war commited suicide in the Vault. The remaining people of Vault 203 offered peace and thus, their assimilation. Rocky The Great, having at this point taken command of the war almost entirely accepted the peace offer. The Skarecrows now owned a huge chunk of the western-central region of Nebraskaland. Meanwhile, the King of The Skarecrows, Crow II, being almost terminally ill and near to death without a male successor arranged the marriage of his teenage daughter to Rocky The Great, making him the future King once Crow II passed. In 2165, he died and Rocky became King. Rocky as King changed the nature and name of the Skarecrows to Nebraskaland, embracing the other tribes who declared loyalty to the Skarecrows and setting the precedent that they had a destiny to control all of Nebraskaland. Under Rocky's reign, which lasted until 2188 Nebraskaland conquered vast amounts of territory stretching all the way to Omaha city, created a constitution and congress, modernized to bring in many Old-world ideas and values, and rebuilt the land through much civil development, dotting it with grain silos and rail road tracks, establishing court systems for crime and legal claims and in some larger cities like Omaha,Lincoln and the capitol of Platte factories were built.

From 2188, Nebraskaland was mostly stagnant in terms of expansion. With plenty of farm and grazing land to support it's growing population, most of the Kings saw no need to conquer more territory, and individual farms or settlements on the borderlands would join into the Republic on their own free will. Nebraskaland continued to develop from it's tribal past into a old-world styled nation with it's own democratic system. It flourished with much land along I-80 that traders would rest along and trade their goods. (Although with the little thorn that was the Aero Republic in the way)

During the reign of Sylvester II's father Crow III, Nebraskaland faced a severe drought, barbarian raids, political instability and had only been able to regain some of it's success toward the end of his reign, as the famine subsided and the barbarians cast back or consumed outright into the nation. Sylvester II in the past 6 years of his reign has reversed the tides yet more. Excellent agricultural management has brought regular surplus to the grain silos driving down the price of food in the city's and the efficient collection of taxation has meant civil development and military expenditure can go ahead at full speed. Now, with his nation consolidated and stable, Sylvester II, in his youthful desire for adventure looks to capture borderlands and go forward on a Crusade not seen since Rocky The Great.

In 2242, Sylvester II led his key troops on a conquest of Northern Kansas, establishing a new county. Not long after, an emissary was sent to meet with the tribes of Des Moines, and reach an agreement to incorporate those tribes into Nebraska. 7/9 tribes of the confederation agreed, establishing Central Iowa as a exclave of Nebraskaland.

In 2243, Sylvester II led his second campaign into Colorado, sweeping west along I-70 to the outskirts North,South and East of Denver. Capturing the large towns of Boulder, Loveland, Fort Collins and Colorado Springs. Meanwhile, the exclave in Iowa was connected by I-80 to the rest of the nation.

2244, Nebraskan Troops annexed Denver, Kansas City and continued capturing territory in Western Iowa, mostly done peacefully.

2245, the last major campaign taken by Sylvester II, leading his men into Wyoming to capture the farming towns on the border and the trade settlements of Douglas and Casper along I-25. Meanwhile, at The Sterling Polytechnical University, a group of engineers and scientists begin work on synthesizing an efficient bio-fuel from Corn stalks.

2246, the scientists publish their fuel and upon receiving capital from investors, begin the process to purchase, tool and man a refinery that would turn not only corn stalks but other biowaste into useable fuel, and another factory to make various engines using the biofuel. These engines range from small two-stroke motors to tractor engines to generators. Other factories pop up to build goods that use the engines, notably a upstart company known as CAT, producing tractors from a sprawling Des Moines Factory. By 2248, these tractors wouldn't be a uncommon sight on larger farms. Meanwhile, seeing the growing disparity in infrastructure,wealth, safety and health between the interior counties and the borderlands, The Emperor moves to pass Imperial Decree 5825, which establishes the same development that was afforded to Kansasa years earlier in all the lands that had been taken in the last four years. Expanding railroads, bridges, other infrastructure, opening various offices and expanding telegraph lines, while also targeting remaining bandits, also establishing a clause that this would preactively apply to any territory annexed later on. This sent unemployment down in the outer territories, as thousands of men were needed for the construction projects, but given the large ammount of territory this applied to, put a gap in the federal budget.

2247, two regiments move south east to Kansas City taking advantage of political unrest in the trade dependent city. They move along I-70 and I-35 and raise the Nebraskan flag over little settlements in their wake, rounding on Kansas City, a pitched battle with the warlord of the city and his goons resulted in a decisive Nebraskan victory.

2248, A credit crunch caused by the banks having lent out too much money to wealthy landowners seeking to establish more estates in the added Colorado and Kansas territories causes a short economic bust for Nebraska. Many smaller landowners are also foreclosed upon, losing their surplus subsistence farms. The Peoples National Party a centrist populist bloc, the dominant political party in Nebraska and sympathized with by the King himself passes a bundle of emergency recession legislation that not only included banking, currency and land reform all aimed at helping the working and middle class and reinvigorating the economy, but also included a act that appropriates 20 akres (each akre is about 1.25 acres) per head of household who settles in unoccupied land in what was declared the Yankton Settlement Area (What used to be Yankton Reservation, South Dakota), and essentially claiming that land for the Nebraskan Empire. Many poorer families from Kansasa, also taking advantage of government funding for irrigation and construction of farm buildings moved into the region. This led to some degree of dissatisfaction and anger among native farmers and settlements in the YSA. This anger and distrust is at a boiling point, between the Nebraskan farmers and the people who've lived on the land longer. It only become more complicated a year later.

2249, reports fly in that two massive tribes, numbering about 20,000 people each have arrived on the northern borders. The two tribes are the Winnipegi and and the Manitobans. They seek to become refugees in Nebraska. Seeing the potential they have to disrupt the country, Emperor Sylvester II develops a plan. Much like the tribes of Iowa who had served as auxiliaries in the Nebraskan Army, they would be turned into a large movile light infantry army. The elderly and middle aged men,women, and children were allowed to make camp with government protection near Omaha, while the young men were converted into the Tribal Auxillary Corps and sent on the warpath again northwards, annexing the area around Le Mars, Iowa and Sioux City, South Dakota on behalf of the empire, the tribes were both completely moved to that area, at the wishes of Omaha citizens.

2250, The Aerial Reconnisance Squadron was formed, with just two operating pre-war crop dusters. In time, and with much development they show their worth as a military unit, widening the number of aircraft and pilots and equipping undercarriages that haul small, inaccurate aerial bombs.

Meanwhile, in Denver at a small robotics laboratory, a more then qualified group of engineers is tasked by the Nebraskan government to build a series of various different modified pre-war robots. Their various lines of products are now the bulk of the Robitcs Corp.

2251-2, not much notable happens. The nation is at a important cross roads. Plenty of land at the moment for it's growing population, and thus the backbone of Nebraska, the small farmer is happy with the current state of things and the people of Nebraska overall support their government, as the economy while not booming is not weak either, and things are relatively stable. Although the problem of tribal refugees and the near bankruptcy facing the national coffers is buckling the nation's treasury as a result of the constant state of military campaigns Nebraska has been casting in the past decade, things are alright at the moment, but it will take expert navigating to avoid catastrophe.
Last edited by Zelent on Sun Feb 26, 2017 5:53 pm, edited 5 times in total.
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Waztaskio
Negotiator
 
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Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Sat Feb 25, 2017 10:19 am

Tysklandia wrote:Faction/Nation Name: The PACT
Faction/Nation Territory: Washington DC, virginia, Maryland, large swaths of delaware, West virginia and north carolina

Capital City/Faction HQ: Washington DC
Population: Estimated around 663 000

Virginia, maryland, deleware : These citizens are composed of descendants of both great-war survivors, but mostly vault dwellers across the decades. Vault dwellers, being undiseased and unaffected by the bombs and their radiation, had a much higher birth-rate and quickly surpassed that of the great-war survivors that lived around them. The blood lines have mixed somewhat in the decades since, so slight degradation of the genome by lengthy exposure to radiation is present amongst small percentages of the population, but its effects are slowly removed by natural selection.

North carolina and west virginia : Mostly great war survivors and tribal populations. The bulk does not hold citizenry of the Pact and many serve in the military to earn said citizenship. Many larger settlements in the region are build by settlers and colonists from virginia, working in the vast and quick expanding military and civilian industry the pact is constructing in the pre-war factories and mines in the region.

Mutants of any kind, even humans with visible mutations are not allowed into Pact territory. Tresspassing mutants are shot on sight.

Government: Totalitarian/Militaristic government, with an advisory council of economic leaders and elected advisors. This council is voted in and advised by a Parliament of representatives that each major settlements votes for, which serves an advisory function in the current effective government.

The mayor or representative of each town (and attached land/territory) is voted in by its citizenry. To properly own land under the Pact, one must acquire citizenship. To earn said citizenship one must serve in the military or have enough influence to convince the council to grant them personally, or a group of people, citizenship directly by council vote.

In practice, the council and its preciding leader have full political power in the pact. Which they use to enforce their plans as they see fit.

Leaders and important characters:
General Heinrich Waudman (Leader of the military and leading member of the Council)
Mayor Friedrich Waudman, Mayor Elisabeth Warner (Elected leaders of two influential towns)
Rancher Danny welsh (Important landowner, whose territory provides the majority of the agricultural produce and livestock)
Special forces sergeant: Erika Waudman (Special forces sniper and deep-reconnaisance scout)
Important member of the East Coast Trading Company: Zielden Ackerberg


National/Group Ideology:
Fascism, totalitarian. An ideology bordering on white supremacy, hatred of democracy and mutants is sweeping across the nation. Years of blaming the war on the pre-war nations have embedded a deep rooted hatred of pre-war democracy and so called degeneracy, sparking widespread crimes against anyone who dares to promote these ideas. Further war with the new York Republic, breaching a Non Aggression pact that was signed with them, further cemented their hatred and distrust for the democratic nations.

Military
Size: An estimated 15000 people serve in the Army, Red Berets and CIA in frontline and special forces roles, as a standing military due to limited conscription and volunteers wishing to recieve citizenship or state schooling.

This number of troops can be, in dangerous situations, be aided by a semi-official reservist force consisting of ex-military and Civilian Militia. Technically any male citizen in recruitment age can be seen as a reservist and could be called into service during times of crisis.

Considering the dismal state of the wasteland , supplying and deploying a military force is difficult and cumbersome. But the situation of the wasteland, including factions, nearby nations and a plethora or raider and mutant gangs make an organized and trained armed force necessary. This means that providing weapons, ammunition and uniforms is one of the prime concerns of government. To ensure overall structural oversight in deploying the army, the military is divided into Regimental formations, who have logistical and command detachments to ensure their operational independance in the field.

Army formations (may not be up to date)
[spoiler]
1st Regiment "Washington"
--1st Infantry Battalion
--2nd Infantry Battalion
--3rd Infantry Battalion
--10th Infantry Battalion
--15th Infantry Battalion

2nd Regiment "Virginia"
--4th Infantry Battalion
--5th Infantry Battalion
--11th Infantry Battalion
--14th Infantry Battalion

3rd Regiment "Amerika"
--6th Infantry Battalion
--7th Infantry Battalion
--12th Infantry Battalion

4th Regiment "Carolina"
--8th Infantry Battalion
--9th Infantry Battalion
--13th Infantry Battalion

5th Regiment "Pensylvania"
--16th Infantry Battalion
--17th Infantry Battalion
--18th Infantry Battalion

6th Regiment "Maryland"
--19th Infantry Battalion
--20st Infantry Battalion
--21st Infantry Battalion

7th Regiment "Deleware"
--22nd Infantry Battalion
--23rd Infantry Battalion
--24th Infantry Battalion

8th Regiment "Pittsburgh"
--25th Infantry Battalion
--26th Infantry Battalion
--27th Infantry Battalion

Seperate, attachable or independant army units
--1st Cavalry Battalion
--1st Heavy Infantry Company (t-45D and advanced power armor MK I)
--1st to 4th Infantry Support Company (75mm Infantry support guns and 75mm direct fire guns)
--1 to 9th Artillery Company (5x 150mm Artillery gun per company)
--1st to 4th flak company ( 5x 88mm gun on a wheeled chassis per company, pulled by horse or experimental heavy truck)

Special forces unit
1st SF Company
2nd SF Company
3rd SF Company
4th SF Company

CIA Military Army
~1st CIA Security Battalion
~Unknown Amount of Task force units

Training:
Weapons, amunitions and uniforms are produced in the so called "Armories" across the washington pact territory. Recently, vast investments and reconstruction efforts have made north-carolina and its pre-war gun factories prime real-estate. The quality and quantity of weapons that the Pact had at its disposal has improved immensly and are known to be the best in the east. Rocket and missile launchers, light mortars, artillery guns, rifles, heavy machine guns, LMG's, SMG's and other support equipment are in the process of production, feeding the military with organised small arms the world has not seen since the great-war. This advanced and organised weapon production in the pre-war factories of north carolina ensures that the armies of the pact are supplied well beyond the norm.

Training is centralised in Arlington and Georgetown in a series of military training yards and military universities. Where soldiers are instructed in military discipline, fysical fitness and a host of other skills, reading, writing, basic science and mathematics are given during basic training that lasts nearly a year. This is added upon with the simulators of vault 112 and the vast pre-war training facilities of Virtual Stragetic Solutions in DC.This ensures that pact soldiers have a firm, widespread and practical level of experience that equals and sometimes even surpasses pre-war standards of infantry.

Beyond this expansive training, extra training and education in the military academies are given on a voluntary or as needed basis to train engineers, military scientists and other important specialists, such as mechanics, logistics officers and medics. This means that the Pact and its military academies are the prime source of education and knowledge in its territory. Ensuring that the intellegientia is strongly supportive and indoctrinated in the Pact's way of life and militarisation

Armory:

Uniforms are mostly based on pre-war combat uniforms, armor plating covering military fatigues, combat boots, load bearing vests and backpacks for supplies, gas masks are dispensed to all military personel, to ensure contact with ghouls and irradiated regions, explosives and ruins or especially sudden radioactive storms or rainfall have less impact.
Riot armor and more advanced kevlar or alloy's recovered pre-war are dispensed on a case by case basis such as Radiation suits, gasmasks and similair gear.
The kit of the WSA soldier depended heavily on his mission.

Weapons are dependent on your position in the military, be it officer, rifleman, radio operator, medic or any other. No matter the case, everyone is issued one primary weapon, depending on the situation, a secondary aswel. This is in most cases, a rifle, assault rifle or pistol.

Pact soldiers are expected to survive and act with discipline, experience and knowledge during operations so their training is brutal and extensive to prepare them with the neccesary skills to accomplish this. Field fortifications are a key part of their tactical handbook as are grenades and suppressive fire tactics, aided by the large number of artillery guns and post-war heavy guns which the pact has at its disposal.

The Pact holds a civilised culture at a high regard and believes a militarised society is the best way to achieve order and stability. Hence its soldiers and their lives are considered one of their most important strategic resources, not to be spent cheaply.

The armories in Washington DC, virginia and North carolina produce the vast bulk of the weapons the Pact military uses, aswel as hunting or civilian owned firearms. Pre-war military weapons are discarded or recycled as their age makes them vastly less useful compared to the newer weapons produced by the Pact. Only pre-war Laser rifles or other advanced or heavy weapons such as miniguns, laser gatlings or gaus weapons are used in neglegable amounts as their availibility is minimal.

Current produced weapons include but are not limited to:

Armories in Virginia
10mm pistol
10mm submachinegun (with stock)
8x57 Bolt-action rifle ARLINGTON-1
8x57 fully automatic -BIPOD- Light-Machinegun ARLINGTON-2
8x57 semi-automatic rifle ARLINGTON-3
12g pump action shotgun ARLINGTON-6
RPG single-shot disposable AT recoilless rifle ARLINGTON-14
8cm Light Mortar Arlington-12
--
Armories in Carolina
8x57 semi-fully automatic assault rifle CAROLINA-1
8x57 bolt action rifle/marksmanrifle Remmington 570
.50 AMR bolt-action anti-material rifle Quantico-4
.50 BMG fully automatic machine gun - TRIPOD- CAROLINA-2
12g pump action shotgun tactical stock CAROLINA-6
12g semi-automatic shotgun CAROLINA-7
88mm Reloadable RPG Short to midrange CAROLINA -14 "Schreck"

Carolina Military Foundry
75mm CMF-Carolina-DSG or Direct Support Gun Nicknamed "PAK"
75mm CMF-Carolina-ISG or Infantry Support Gun Nicknamed "Geschutz"
150mm CMF-Carolina-HFH (Heavy Field Howitzer)
88mm CMF-Direct fire artillery canon on fixed or wheeled chassis Nicknamed VIR-88 "FLAK"


Branches of the Military:
Army
The nation keeps a trained and equipped core of soldiers who serve to earn citizenship rights, a stable pay, a place to sleep or otherwise the lifestyle or brotherhood an organized military brings with it. The pride of the Washington Army is a well-known phenomenon in the region and being a veteran or a reservist is almost a requirement to being respected in the nation. So becoming a soldier is to many a requirement to having a proper future.

The military is stationed at key installations, factories, workshops and roads around Washington and the outlying villages in fortified forts and supply hubs, from which they run patrols and deploy to deal with armed criminals and incursions where necessary. The military is often asked to aid the Guard to apprehend well-armed and organized criminals, ensuring the military is decently integrated with the needs of the citizenry and remains respected even during times or relative peace.

Pact Armed Forces, Special tactics unit or "Red Berrets"
The red berrets are the smallest and most specialized branch of the military. Serving as spotters, scouts and military intelligence, the special forces are the best trained men in the pact, Recruiters often scouting and selecting their men from the best the Army has to offer. They run scouting missions across the region, often into neutral, foreign or enemy territory in whatever uniform, clothing or cover story that would give them the most chance to infiltrate and acquire intelligence.
The Red Berrets are often the first to engage the enemy and the likely the last, providing critical intelligence on most hostile factions in the region and deployed constantly to allow for a constant influx of up to date information and intelligence. As well as assaulting strategically targets such as the leaders of raider bands, sabotaging supply roads or hubs in support of the Army.

Guard/Militia
People who are discharged with valor (any soldier leaving after serving a without serious penalization) is asked to join the guard or militia. They serve as the reserves and are expected to serve as town guards and first response defense of their own homes and towns until the military can respond. Often a town elects their sheriff or police force directly from the guard, ensuring that trained men and women serve as their protectors. Guard members serve as army reserve and can be called into action to supplement the army or to replace combat losses in dire situations.

CIA

The Pact Central Inteligence Agency was created after the secret alliance with the United States remenant was signed. Everyone who achieves knowledge of this alliance and the mere existance of the US remenant faction is drafted into the CIA, with an oath of silence or executed to preserve utmost secrecy. Their numbers range in the high hundreds in their military arm alone. Many of their troops are recruited from special forces or from the military, serving as security and quick response forces, dealing with high value and high intelligence targets. The bulk of the CIA's non-military arm is busy with the analysis of advanced technology and the repair of pre-war factories and power stations, specifically with the aid of hundreds of USA engineers and scientists, ensuring the CIA gives the US troops and civilians cover to work in secret. The CIA is kept under tight control of the Washington Pact High command and has already been used for a small amount of political assasinations, slowly removing dangerous and rebellious elements inside the washington Pact democratic structure.


Below is a listing of extra strategical and tactical resources held and currently in use by the pact is the following, can be outdated:
2x recovarable APC's given the right parts and knowhow(external help needed), dozens of APC's in worse states of dissrepair (Quantico vehicle yards)
A few dozen functional pre-war military trucks, dozens of trucks in various states of dissrepair, destroyed or ruined engines. (Quantico vehicle yards)
5x Military humvees, lightly armoured troop transports with swivel mounted MG's
2x ruined verti-bird carriages (Crashed during the great-war period, remains recovered and sent to Davison AAF for investigation. No proper progress has been made)
45x Field Howitzers (30 Gifted by USA, some pre-war scavange, others post-war CMF produced)
20 x FLAK 88mm gun mounted on a wheeled carriage
Dozens of 75mm Infantry support guns
Dozens of 75mm PAK Direct Fire Support guns
1x post-war verti-bird gunship (Agile, missile pods, gatling Laser, side-mounted M230 chainguns, active and passive counter-measures (Gift from USA remnant)
5x post-war verti-bird Transport (heavier lift, less armor. Armored with a M230 chaingun) (Gift from USA remnant)
75x T-45D functional power armoured suits in stockpile, dozens of others in various states of dissrepair, used for analysis and repairs
5x x-01 power armor suits (gift from USA)
Vault 112 simulation pods used for verti-bird and military simulation training (Adams AFB)
North-Carolinan Small arms factories
West-virginian coal-liquification plan in Charleston (In need of moderate repair)
Nuclear power plant in virginia
Fusion core production plant in virginia
Fission generator plant in virginia
Baltimore Stim-tech medical research facility
Baltimore general hospital (Advanced medical care and training)
Arlington Steel yards (Mortar, explosive and amunition production)
Quantico vehicle Yards (Mechanical workshops, training of artillery crew's, repair of pre-war howitzers. Repair and maintance of vehicles)
Carolina Military Foundry (Mechanical workshops, repair of pre-war howitzers and guns. Development of new guns and artillery)
Virtual Strategical Solutions (vast virtual reality training complex)


Economy:
The Pact economy is fledging and growing. Steel and iron, both manufactured products and the materials themselves are produced in pennsylvania and pittsburg.
Vehicles, trucks, miscelanious industry, power generation and the construction of fusion cores and generators is done in Virginia. Maryland produced food, both raw and canned, and medicine.
Deleware produced raw produce and food, primarily for washington DC. North carolina is home to several miscelanious factories, but is primarily home to a vast weapons industry, selling military and civilian small arms and artillery. West virginia is home to coal mining and a coal liquification plant, supplying the nation with a small supply of diesel fuel and coal for furnaces and heating purposes.

A small network of trucks supplements a mostly caravan based supply system between the cities, primarily horse based. Slowly, repaired and refurbished railroad networks prop up across the nation, allowing fusion core-generator powered trains to deliver vast amounts of goods and supplies from pennsylvania to north carolina and everywhere in between.

The East Coast Trading company, the largest and most influential civilian company in the Pact owns large companies and infrastructure projects across the nation. Their investments and economic power ensures they have vast reach in and around the nation. Their caravans and trade routes outside the pact are the primary influx of goods and materials not found or produced in the Pact itself. For many nations, this company and its caravans are the first Pact citizens they ever see or meet.


History:
2077- The Great War occurs. Millions die in minutes as the bombs fall, many millions more in the days and weeks after, dying of radiation, disease, famine, dehydration and worse. A fraction of the population survives the bombs and the ensuing chaos in massive vault shelters build either by the USA government or by Vault Tec, a private corp.
2190- Several Vaults, both vault-Tec and government based begin to systematically open around the DC area, spewing forth a new generation of Americans in the harsh and unforgiving wasteland that has yet to recover from its apocalypse, each attempting to rebuild civilization, All of them fail and pay the price. Incompetence of the dwellers, the insane and unpractical nature of vault-Tec vaults or the sheer unforgiving nature of the wasteland was to blame. But many of the vault dwellers survive and escape into the wider Washington Area, hoping to survive and rebuild.
2153 - A new attempt to rebuild civilization has a better chance, somewhere in the outskirts of Washington a large group of survivors take hold of an old and looted military base, having the luck of finding useful and workable equipment and weaponry. Fighting back against raiders, slavers and worse, the group quickly expanded in influence and territory, pushing back raiders and offering their protection in return for loyalty, tribute and later, tax. That was the birth of the "nation" or "state” of Washington DC, later made into “Washington State” or WS for short.
2210- With stability and safety even a shaky one, comes growth. The settlements nearest to Washington DC grow systematically, tearing down ruins and rebuilding on top of them one town at a time under the protection of the DC group. Hoping to rebuild civilization, the DC group establishes a small government, with an elected president and parliament, holding elections every 4 years. In practice it was a shady and inefficient practice, but it gave people some hope for the future.
2214- Further growth allowed for more centralization and the establishment of a small official corps of Rangers, who patrolled the territory for troublemakers and ran scouting missions for other survivors and interesting places to scavenge.
2220- Increased wealth meant that the DC area became a prime target for raiders and even mutants, in an extent the rangers could not deal with. A new vault opened in the DC-area, unbeknownst to the Washington State settlements and as super mutants started ravaging entire settlements and even penetrating the city itself.
In response the Washington DC arranged a militia that fought a long and bloody fight to remove the mutants. In the end it took years before the Rangers found the source of the mutants and managed to close off the vault that they emerged from. The Militia was re-organized into a proper military and repurposed to fight off the raiders, thieves and mutants that still rampaged across their territory.
2222- With a proper military and a more centralized government, the Washington state has goals to expand and to ensure its continued safety through treaties, military strength, access to resources and other means.
2235- systematic diplomatic expansion througout Virginia, the Pact once again reforms the military, retraining and building a proper professional military, boosted by conscription and intensive training and education.
2241 - The pact expands to West-virginia and north carolina. The resources and pre-war weapons scavanged here pay for the campaign and spark the growth of a proper economy
2241 - Contact is made with a pre-war enclave that names itself the United States of America. The faction allies with the government, the pre-war enclave aiding in the growth of the budding militarised lands of the pact.
2242 - With further expansionism encouraged by the increasingly authoritarian government, a force is sent into pennsylvania. The New York government sends in a force to counter it and a short war rages, weakening both armies. A treaty is signed, dividing the state in half.
2242 - Raven Rock is found to house a force of the illusive Concord of Stars. The USA demands an attack on the facility and a long siege ends in the destruction of the facility as the adversary refused to give the facility up for capture.
2243 - With the losses suffered in pennsylvania and raven rock added to the increasing risk of renewed war with the New York republic, further expansion was halted in favor for garrisoning the border and investing in developing and stabilizing the nation.
2242 - Heavy reconstruction efforts in Baltimore ensure in a sprawling settlement where ruins once stood. Its refurbished hospital and the stim-tech research facility are once again active, providing advanced care and medical supplies for the growing and budding population of the pact.
2243 - Deployment of 2 recovered GECK modules power and support massive water and soil purification efforts across the Potomac and Maryland/Pennsylvania. Slowly, over the years, the soil quality would improve and water purification levels increased. Before the end of the decade, vast stretches of land near the Potomac and Pennsylvania where becomming greener again, something only seen close to unirradiated water aquifiers, a rare sight. It would take many decades for the Potomac and Pennsylvanian/maryland purifiers to spread their effects further from their estuaries, but it was a start. With the population of the Pact growing, the vast majority of the good soil was taken up by farming and pastures, but fears remained that famine was allways the corner. The hunt for more gecks or other forms of advanced industrial purification became a prime concern around this time.
2245 - With the illusive influence of the united states enclave, churches start appearing across the nation, preaching their strange combination of pre-war religions. Counter christian and pagan churches appear, sparking light social friction
2246 - With the capture and pacification of pittsburgh, years prior, a massive train workyard and maintenance facility was captured. Years of investing in trains and railroads ensure that transportation by train is now done from pennsylvania to north-carolina, although only on one major railroad and some minor offshoots.
2247 - The leader of the washington Pact, James Smith, unofficially elects his succesor. He retires and dies of cancer some time after. The new leader reforms the government, reducing the ineffective democratic portion and solidifying the already facistic tendencies inside the leadership. The increasing economic and social wealth of the nation added to the militarised culture solidify loyalty of the people. Propaganda slowly cements this new reality in the population.
2248 - Increased wealth, economic stability and resource availibility allow for the increase in military investment. Weapon workshops in north carolina are turned into small factories, producing amunition, small arms and heavier weapons as prototypes and in newer numbers, feeding the desires of the new expansionist goverment.
2252 - Several border stations across the new york frontline are refurbished and fortified, allowing for a reduced garrison. Troops are retrained and send to excersize towards the south carolinian and Ohio border, in preperation for a new series of expansionism.

Accepted.

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Waztaskio
Negotiator
 
Posts: 7077
Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Sat Feb 25, 2017 5:47 pm

We're missing some very important people for certain positions. Waiting to hear back from them, before we officially start.

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Elerian
Postmaster-General
 
Posts: 11570
Founded: Aug 31, 2012
Ex-Nation

Postby Elerian » Sat Feb 25, 2017 5:52 pm

Waztaskio wrote:We're missing some very important people for certain positions. Waiting to hear back from them, before we officially start.


I have a feeling Pacific probably won't return.

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Waztaskio
Negotiator
 
Posts: 7077
Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Sat Feb 25, 2017 5:53 pm

Elerian wrote:
Waztaskio wrote:We're missing some very important people for certain positions. Waiting to hear back from them, before we officially start.


I have a feeling Pacific probably won't return.

Know anything about New Min?

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New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sat Feb 25, 2017 7:59 pm

Waztaskio wrote:
Elerian wrote:
I have a feeling Pacific probably won't return.

Know anything about New Min?

I'm here.
Faction/Nation Name: The Concord of Stars; The Star Concord: The Concord.
Faction/Nation Territory: The Concord controls a few scattered outposts and military bases outside the vault, as well as Oklahoma City.
Capital City/Faction HQ: Vault 122.
Population: 11,000.
Government: Totalitarianism. Democracy is an illusion to the people, and the power-in-control seeks to keep it that way. While the people may have freedom of speech, those who do not agree with the government is secretly handled with.
Leaders: President Otto R. Cannon, Vice-President Weston K. Stark, Director Quincy J. Kent.
National/Group Ideology: Totalitarian democracy.
Military: 4,000 highly-trained group of soldiers, equipped with the finest weaponry and armoury provided by the government. Only two thousand of them are assigned with the T-70 Mk. II power armour, designed and engineered by the scientists of the Concord. The rest of the non-power armoured soldiers are recruits equipped with combat armours and military grade weapons. The Peacekeepers, an elite company of super soldiers, differ from the rest of the men in that they're significantly stronger than a normal human, engineered by the improved FEV, although without the flaws of the Super Mutants nor lack of intelligence. They're assigned with an improved design of power armour called the RPT-70 Mk. II power armour. There are roughly 200 Peacekeepers active within Concord. They also have in control about 200 Vertibirds scattered across their outposts and hidden bases in the states, and 1,200 working advanced version of the pre-war Sentry bots called "Starbots". For ground vehicles, they control 10 M1126 ICVs for fast striking and transporting small amount of troops, and 15 gun trucks for transporting large amount of troops/cargos.

A secret organization within the Concord is present; the Special Homeland Agency and Division of Espionage, or S.H.A.D.E, is tasked with gathering, processing and analyzing national security information from around the wasteland. Basically, their purpose is to spy, infiltrate, and sabotage other nations within the wasteland. Only a handful of people within the Concord knows the existence of the organization, and they intend to keep it that way. The STAR-Force is the manpower and grunts of the S.H.A.D.E's dirty work. They're equipped with the Stealth and Reconnaisance Armour or S.A.R.A.
Major Towns or Locations: Sierra Army Depot, CA; Fort Sill, OK; Oklahoma City, OK; Hoover Dam, NV.
History: In 2054, a project known as "Project Safehouse' was commisioned by the U.S. government. The project had intended to build 122 vaults across the states by the Vault-Tec Corporation. But in the following year, the government had also created a treaty with Vault-Tec. The last of the vaults, Vault 122, would be built only for the most valuable personnels of the U.S. government, including the president himself. The treaty was known as the "Concord of Stars". Vault-Tec agreed, and the vault was built in Wichita, KS. The vault itself was huge, and inside contained vertibirds and military vehicles. In 2077 as China and USA declared war against each other, all of the nearby personnels were immediately directed to the vault. Most of the people managed to get in, but a handful unfortunate souls were left behind, including the president. The vault was filled with all sorts of people; military, scientists, and engineers. Resources were plentiful, as how it should be. General Garrett Lynn, the only high-ranked military personnel to survive in the vault, quickly put himself in charge of the vault and the people inside. Power hungry, he immediately declared himself the new president of the United States. Twenty years after the Great War, the vault door opened. Vertibirds and soldiers were sent out to recover strategic positions, and soon the Concord of Stars, taken from the treaty name, was built.
2243 - The Concord clashed briefly with the Washington Pact and Columbia in Raven Rock, resulting in the escape of General O'Brien and all of the Vertibirds, along with most of the power-armoured soldiers. Raven Rock was ultimately destroyed, and the men left behind were killed by attacking Washington and Columbian forces or destroyed by the explosion.
2243 - The Concord moved in to secure other remaining oil refineries in Alberta, erecting defences and barricading the locations.
2244 - The Concord finished development of the Cloud. They began mass-producing Cloud grenades and assigning them to soldiers. As the project was finished, a new one started; Project Energy, overhauling the Concord's current Vertibird models to properly adjust them with nuclear power.
2245 - The Concord successfully secured Hopeville and Ashton, turning the former missile silos and bunkers there into Concord's many scattered outposts, although with more men.
2247 - The Concord finished rebuilding Oklahoma City. In the following years, the city would become a strong fortress in Oklahoma and provide food and shelter to many wastelanders. The city guards would become the main source for the Concord's military.
2248 - The Concord finished Project Energy, and began mass-producing fusion cores.
Last edited by New Minahasa on Tue Mar 14, 2017 8:21 am, edited 4 times in total.

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Terintania
Postmaster-General
 
Posts: 12622
Founded: Mar 20, 2011
Left-wing Utopia

Postby Terintania » Sat Feb 25, 2017 9:54 pm

Faction/Nation Name:The Island
Faction/Nation Territory: All of Whidbey island
Capital City/Faction HQ: Fort Casey, though they call it the Nest.
Population:4,500
Government: Monarchy. The leader, or Elder, has a circle of advisors, called Guides, and chooses a Second who will then succeed them when the leader dies. The Second can take charge in situations when the Elder isn’t present, or is unable to do his duties.
Leaders: Elder Falcon Flare and his Second.
National/Group Ideology: The Island is a highly defensive nation, and teaches each and every one of it’s citizens to fight. They each see each and every person of the Island as their family. The Elder, his Second and their Guides are also seen as part of the family, and are respected and obeyed, as any good head of the house would be. They do not allow many outsiders on to their island, apart from a few rare people who show promise and are willing to learn the ways of the island. However, they do trade with other nations by use of boats and planes.
Military:
10 Flack guns around the shores
30 moveable artillery guns around the island
1 Hinds Helicopter. Painted to look like a sooty owl, with tribal style markings.
1Tupolev Tu-95. Painted to look like a red tailed hawk, with tribal style markings.
4 Grumman HU-16 Albatross. 2 Painted to look like a Western Grebe, with tribal style markings, and 2 painted like an Osprey with tribal style markings.
2 PT boats. Simply pained with feather designs along the sides, and with tribal style markings.
2 disappearing ten-inch guns at Fort Casey
2 16 inch, rotating guns at Fort Casey
The beaches are heavily fortified, with mines and machine gun nests, barbed wire, and czech headgehog tank traps. Every person on the island is trained in weapon use, and also trained how to use artillery.
Active Military: 200
The active military is not the only form of defense that The Island has, but they are the first, and defend the shores while the militia rallies to use the artillery guns.
The active army has marksman carbines and ncr-type riot armor.
In emergency they can take the 10 T-45 power armor frames that they use in construction, and use it in the army.
The officers carry spears as tradition. These spears have Rippers as their tips.
They also have hunting spears which can sometimes be used for fighting, but generally they are just used for hunting, and some of the soldiers carry their spears on their backs for luck.
As well as that, they have whaling harpoons, which could technically be use in battle, but generally aren’t, and they have talon-like claws on the fingers of their gloves.
Their Elder, Falcon Flare, is a pyromancer, and thus, can throw fireballs.
Major Towns or Locations: The Bird’s Temple from Before. Also known as an old air force base on Whidbey island.
History:The Island’s history starts only about 30 years after the bombs dropped, though it wasn’t a true nation until later. It started with a few survivors just kind of going to the island, trying to get away from the dangers of this new world. They made a home there, and over time, more and more people began to show up. They used spears to hunt, so as to not waste ammo, and this eventually became a tradition. One day, a helicopter came from the sky, landing on the Island. A couple of old Soviet Ghouls exited, offering for them to have the Helicopter in return for being allowed to build their own homes on the Island. The Island people accepted, and from there on, they managed to build up a basic society, doing things such as fishing and collecting oysters, as well as making desalination systems for water. And as time went on, they became more apart from the way things were before. They didn’t care much for stories of the time before the bombs, and they eventually lost track of how it used to be. They lost track of what happened, with the war and the bombs, and eventually, they came to believe that instead of bombs, there had been a Bird god that had been angry with humanity, and this Bird declared in a screeching voice that echoed across the lands, that humanity would start over. And with powerful beats of it’s wings, it sent the Radiation to wipe the world clean. They believe that their ancestors survived because the Bird choose to take them under it’s wings and protect them. They learned to use the weapons of Before, which the Bird had left for them, through the texts that they had discovered within the ruins of the Bird’s Temple. The Bird had also ensured that they would fly, by teaching with the Spark Machines beneath The Bird’s temple. One day, traders came over the old gateway bridge that connected the Bird’s Chosen with the outside world. These traders did not know of the Bird, and only spoke of a war, but their lack of belief in the Truth was met with open minds, and the Bird’s Chosen learned of trading. Upon realizing that they could get things that they needed through this trade, they began using the metal birds to trade with people from beyond the gateway. As more time went on, another day came that outsiders came. But this time, it was men of fire and death, servants of the Cat god, a dark and evil entity. The Bird’s Chosen knew they had to act to defend their home, and their Elder ordered the guns of the Nest to be fired upon the gateway bridge, to sever it, and to cut off the Cat Servant’s path to their lands.
A time came that they found another metal bird on distant shores. This one was different, and instead of being marked with a star, this one was marked with a star, crossed with two tools. They saw this as a sign that it was special, and they took it home with them, loading it on to small waterbirds to take it back to their Island. While the bomb bays were damaged badly enough to be unusable, they managed to repair it well enough to use to help in their trade.
As they continued with their lives, they were met with another surprise. This one in the form of a large waterbird. While they had a couple of their own, they hadn’t expected one so large to come their way. The large waterbird had been sailing the seas since Before, or so the metalmen would have them believe. The metalmen said that they were looking for seattle, and were too far out of sorts to realize that the Island wasn’t the city they were looking for. And so, through the guidance of old books they had found, the Bird’s chosen reprogrammed the metalmen to serve them and pilot the waterbird in battle, if need be.
A neighboring nation had come to them at one point, from Seattle. The people of Freehold. An alliance was struck between the Freehold, and the Island, where if the Island helped them, and offered some of their trade, the Freehold would offer protection. And not kill them.
Now, today, they have a small nation that follows the will of their Elder, and the Bird, and they treat each other like family. They fish and collect clams, trading the pearls for things they might need. They tend to keep to themselves, not having much to do with outsiders, beyond the trading and occasional exploration outside their island.



Name of Character: Falcon Flare
Age of Character: 18
Appearance:
Image

Gender: Male
Faction Alignment: The Island
Character S.P.E.C.I.A.L:
S. 4
P. 6
E. 5
C. 6
I. 6
A. 7
L. 6
Equipment:
-Skull mask(Shown in appearance)
-Talongauntlet (He wears a black leather glove beneath it.
-Traditional staff
-A ripper knife
-Rugged NCR riot armor type armor, styled with feathers and bones.
-Not really equipment, but as the Elder, Falcon has a Northern Goshawk.
-He has Psyker abilities, but they are quite tiring for him to use, so he tends not to.
Character Backstory: Falcon doesn’t remember much about his early life. Mostly just dark halls, a small room, and experimentation. While he may not remember most of his time that he’d spent in the lab of some mad scientist, the truth is that he was given an injection with FEV, which lead to him gaining the powers of a Pyromancer. He managed to use these powers to his advantage, and escape. He was 11 at the time. He wandered in the the wastes, and was eventually found, cold and hungry, by some teens from the Island who had sneaked out to explore the mainland a bit. They brought him back to the Island, and he was raised into their ways. He began to hallucinate, due to the FEV, and believe he would talk to the Bird god that the people of the Island worship. He told people about these hallucinations, which he saw as visions, and they came to believe he was some kind of chosen one. Why else would he have the ability to throw fire, if he weren’t chosen by the Bird? This is what lead to him to receiving the name Falcon Flare, and becoming the previous Elder’s Second. He trained hard, and did his best to serve the people. Some years later, the previous Elder died earlier than expected, stung by a radscorpion, leaving Falcon to be the leader at the age of just 17. Over the last year, he has lead his people based off of his ‘visions’, which so far hasn’t really lead to anything significant happening.
Last edited by Terintania on Mon Feb 27, 2017 7:19 pm, edited 2 times in total.
God help us from half the people who believe they're doing God's work~

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Waztaskio
Negotiator
 
Posts: 7077
Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Sat Feb 25, 2017 10:31 pm

Terintania wrote:
Faction/Nation Name:The Island
Faction/Nation Territory: All of Whidbey island
Capital City/Faction HQ: Fort Casey, though they call it the Nest.
Population:4,500
Government: Monarchy. The leader, or Elder, has a circle of advisors, called Guides, and chooses a Second who will then succeed them when the leader dies. The Second can take charge in situations when the Elder isn’t present, or is unable to do his duties.
Leaders: Elder Falcon Flare and his Second.
National/Group Ideology: The Island is a highly defensive nation, and teaches each and every one of it’s citizens to fight. They each see each and every person of the Island as their family. The Elder, his Second and their Guides are also seen as part of the family, and are respected and obeyed, as any good head of the house would be. They do not allow many outsiders on to their island, apart from a few rare people who show promise and are willing to learn the ways of the island. However, they do trade with other nations by use of boats and planes.
Military:
10 Flack guns around the shores
30 moveable artillery guns around the island
1 C-130. Painted like an Osprey, with some sort of tribal style warpaint type markings on it
1 Hinds Helicopter. Painted to look like a sooty owl, with tribal style markings.
1Tupolev Tu-95. Painted to look like a red tailed hawk, with tribal style markings.
4 Grumman HU-16 Albatross. Painted to look like a Western Grebe, with tribal style markins.
2 PT boats. Simply pained with feather designs along the sides, and with tribal style markings.
1 Forrest Sherman destroyer. Run by 30 humans, and 70 robots. Painted like it has giant, folded wings down the side, with swirling, tribalistic markings along the middle parts.
2 disappearing ten-inch guns at Fort Casey
2 16 inch, rotating guns at Fort Casey
The beaches are heavily fortified, with mines and machine gun nests, barbed wire, and czech headgehog tank traps. Every person on the island is trained in weapon use, and also trained how to use artillery.
Active Military: 200
The active military is not the only form of defense that The Island has, but they are the first, and defend the shores while the militia rallies to use the artillery guns.
The active army has marksman carbines and ncr-type riot armor.
In emergency they can take the 10 T-45 power armor frames that they use in construction, and use it in the army.
The officers carry spears as tradition. These spears have Rippers as their tips.
They also have hunting spears which can sometimes be used for fighting, but generally they are just used for hunting, and some of the soldiers carry their spears on their backs for luck.
As well as that, they have whaling harpoons, which could technically be use in battle, but generally aren’t, and they have talon-like claws on the fingers of their gloves.
Their Elder, Falcon Flare, is a pyromancer, and thus, can throw fireballs.
Major Towns or Locations: The Bird’s Temple from Before. Also known as an old air force base on Whidbey island.
History:The Island’s history starts only about 30 years after the bombs dropped, though it wasn’t a true nation until later. It started with a few survivors just kind of going to the island, trying to get away from the dangers of this new world. They made a home there, and over time, more and more people began to show up. They used spears to hunt, so as to not waste ammo, and this eventually became a tradition. One day, a helicopter came from the sky, landing on the Island. A few Ghouls exited, offering for them to have the Helicopter in return for being allowed to build their own homes on the Island. The Island people accepted, and from there on, they managed to build up a basic society, doing things such as fishing and collecting oysters, as well as making desalination systems for water. And as time went on, they became more apart from the way things were before. They didn’t care much for stories of the time before the bombs, and they eventually lost track of how it used to be. They lost track of what happened, with the war and the bombs, and eventually, they came to believe that instead of bombs, there had been a Bird god that had been angry with humanity, and this Bird declared in a screeching voice that echoed across the lands, that humanity would start over. And with powerful beats of it’s wings, it sent the Radiation to wipe the world clean. They believe that their ancestors survived because the Bird choose to take them under it’s wings and protect them. They learned to use the weapons of Before, which the Bird had left for them, through the texts that they had discovered within the ruins of the Bird’s Temple. The Bird had also ensured that they would fly, by teaching with the Spark Machines beneath The Bird’s temple. One day, traders came over the old gateway bridge that connected the Bird’s Chosen with the outside world. These traders did not know of the Bird, and only spoke of a war, but their lack of belief in the Truth was met with open minds, and the Bird’s Chosen learned of trading. Upon realizing that they could get things that they needed through this trade, they began using the metal birds to trade with people from beyond the gateway. As more time went on, another day came that outsiders came. But this time, it was men of fire and death, servants of the Cat god, a dark and evil entity. The Bird’s Chosen knew they had to act to defend their home, and their Elder ordered the guns of the Nest to be fired upon the gateway bridge, to sever it, and to cut off the Cat Servant’s path to their lands.
A time came that they found another metal bird on distant shores. This one was different, and instead of being marked with a star, this one was marked with a star, crossed with two tools. They saw this as a sign that it was special, and they took it home with them, loading it on to small waterbirds to take it back to their Island. While the bomb bays were damaged badly enough to be unusable, they managed to repair it well enough to use to help in their trade.
As they continued with their lives, they were met with another surprise. This one in the form of a large waterbird. While they had a couple of their own, they hadn’t expected one so large to come their way. The large waterbird had been sailing the seas since Before, or so the metalmen would have them believe. The metalmen said that they were looking for seattle, and were too far out of sorts to realize that the Island wasn’t the city they were looking for. And so, through the guidance of old books they had found, the Bird’s chosen reprogrammed the metalmen to serve them and pilot the waterbird in battle, if need be.
Now, today, they have a small nation that follows the will of their Elder, and the Bird, and they treat each other like family. They fish and collect clams, trading the pearls for things they might need. They tend to keep to themselves, not having much to do with outsiders, beyond the trading and occasional exploration outside their island.



Name of Character: Falcon Flare
Age of Character: 18
Appearance:
Gender: Male
Faction Alignment: The Island
Character S.P.E.C.I.A.L:
S. 4
P. 6
E. 5
C. 6
I. 6
A. 7
L. 6
Equipment:
-Skull mask(Shown in appearance)
-Talongauntlet (He wears a black leather glove beneath it.
-Traditional staff
-A ripper knife
-Rugged NCR riot armor type armor, styled with feathers and bones.
-Not really equipment, but as the Elder, Falcon has a Northern Goshawk.
-He has Psyker abilities, but they are quite tiring for him to use, so he tends not to.
Character Backstory: Falcon doesn’t remember much about his early life. Mostly just dark halls, a small room, and experimentation. While he may not remember most of his time that he’d spent in the lab of some mad scientist, the truth is that he was given an injection with FEV, which lead to him gaining the powers of a Pyromancer. He managed to use these powers to his advantage, and escape. He was 11 at the time. He wandered in the the wastes, and was eventually found, cold and hungry, by some teens from the Island who had sneaked out to explore the mainland a bit. They brought him back to the Island, and he was raised into their ways. He began to hallucinate, due to the FEV, and believe he would talk to the Bird god that the people of the Island worship. He told people about these hallucinations, which he saw as visions, and they came to believe he was some kind of chosen one. Why else would he have the ability to throw fire, if he weren’t chosen by the Bird? This is what lead to him to receiving the name Falcon Flare, and becoming the previous Elder’s Second. He trained hard, and did his best to serve the people. Some years later, the previous Elder died earlier than expected, stung by a radscorpion, leaving Falcon to be the leader at the age of just 17. Over the last year, he has lead his people based off of his ‘visions’, which so far hasn’t really lead to anything significant happening.

I'm going to say this, as we ran into problems doing this earlier. Being that isolated on an island, is most likely going to leave you bored after a while due to little to no other player interaction. I had about three nations around that area which were abandoned by the players, because they got bored. Are you entirely sure you want to isolate yourself like that? And another thing, C-130's don't exist in Fallout, and most of that equipment either dosen't exist, or needs to be done in the IC. And you do not have the knowledge to produce Power Armor. Only a select few factions do.

User avatar
New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sat Feb 25, 2017 10:37 pm

Waztaskio wrote:I'm going to say this, as we ran into problems doing this earlier. Being that isolated on an island, is most likely going to leave you bored after a while due to little to no other player interaction. I had about three nations around that area which were abandoned by the players, because they got bored. Are you entirely sure you want to isolate yourself like that? And another thing, C-130's don't exist in Fallout, and most of that equipment either dosen't exist, or needs to be done in the IC. And you do not have the knowledge to produce Power Armor. Only a select few factions do.

Other than those, I'd also like to add that your psyker cannot be affiliated with your faction, as stated within the Psyker rules.
Last edited by New Minahasa on Sat Feb 25, 2017 10:38 pm, edited 1 time in total.

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Sodrix
Lobbyist
 
Posts: 15
Founded: Feb 09, 2017
Ex-Nation

Postby Sodrix » Sat Feb 25, 2017 10:44 pm

Sodrix wrote:
Faction/Nation Name: The People's Republic of Idaho.
Faction/Nation Territory: (Please be descriptive. If you create a faction in Little Rock and control some important areas, detail it as much as possible. I will need it to accurately make the map to represent your claims.) State of Idaho, surrounding areas. (https://ibb.co/jA6xAa)
Capital City/Faction HQ: (If no capital city, please specify a bunker or other installation where you mainly operate.) Mountain Home Air Force Base.
Population: (Citizens for nations, membership for factions.) Around 210,000.

Government: (How does your nation run? Or if a faction, how does the faction run?) The government is entirely run by a Fanatical Communist Dictatorship. Various sectors within the People's 'Republic' are assigned a single General-Commissar, who's job is to write monthly situational reports, then sent to the Lieutenant-Majors of the Republic serving different branches. From here reports are taken apart to their core problems, and presented to the General-Major, the single highest rank within the Republic.
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.) General-Major Joseph Droske.
National/Group Ideology: (What is your ideology of your nation or group? What are the goals, ambitions, etc.) The People's Republic of Idaho are finatically engulfed with the idea of securing it's independence, along with expanding it's land's borders to acquire more materials for the war machine.

Military: (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here. Remember 1% of Population for Volunteers. 4% of Population for Conscripts.) In total, the People's Republic of Idaho would have 2,100 soldiers within their various military branches. The main bulk of 2,000 men would be enlisted into the main military core, with a small 100 being the most combat-able warriors used for a personal guard of the high command, aswell as being used only on the field for highly dangerous operations. Alongside these few hundred men, there would come two flatbed trucks refitted with armor and an LMG in one of the front windows. Used exclusively for transporting this crack division of men, it's a very prized possession of the military. Alongside these vehicles, 50 pairs of scavenged power armor (45 T-45, 5 T-51) would accompany heavy troops of the Republic. Though without servos to increase their combat effectiveness, they still hold the sole purpose of breaking through enemy lines.

An average load out for the soldiers within the Republic's few would come with a suit of Combat Armor, a main weapon (45. Auto SMG / Hunting Shotgun / Assault Carbine), and a sidearm (9mm. pistol / 10mm. pistol). Heavy troops would be fitted with a suit of T-45 power armor, their commanding officers with T-51. Alongside this, an Automatic Rifle. As for the specialists, they would receive MK. 2 combat armor, their commanding officers outfitted with Riot Armor. Receiving the same weapons as the regular soldier, this division comes with a few highly skilled snipers, fitted with .308 hunting rifles.

A regular soldier: https://staticdelivery.nexusmods.com/mods/120/images/10348-2-1260594071.jpg
A regular heavy trooper: http://vignette1.wikia.nocookie.net/fallout/images/5/5b/Fo3_Outcast_power_armor.png/revision/latest?cb=20140717223734
Major Towns or Locations: (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? All of them should be placed here and why they're important.) Boise - Major Population Hub, Pocatello Armory - Major Military Installation.

History: (How did your nation or group come to be?) The People's Republic of Idaho would be founded 200 years after the bombs had dropped, shrouding the world into the dark age. Born from a large group of scavengers finding the remnants of a pre-war military base, people began to flock to them for salvation. At first, the Government was a democracy, as many others, though over time, supplies began to strain. The main group of the scavengers that had previously found the base, received many more materials for their everyday life, despite being outnumbered by the migrants five to one. Once the migrants had caught word of this, unrest began to spread like fire. All over the base and surrounding areas, men and women alike, began to rise up and march upon the settlers that would be considered 'high class', living within the base's walls, with food to fill their stomach each night. After a successful assault upon the base, the new leader of the revolution, Joseph Droske, declared himself General-Major of the renamed People's Republic. Soon after this, he began to craft his command structure carefully, appointing the most fanatical revolutionaries into positions of power, ensuring his time at the head of a nation.
Last edited by Sodrix on Sat Feb 25, 2017 11:04 pm, edited 2 times in total.

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Zepplien
Negotiator
 
Posts: 6750
Founded: Oct 10, 2010
Ex-Nation

Postby Zepplien » Sat Feb 25, 2017 11:27 pm

Faction/Nation Name: The United Protectorate of Vault Tec
Faction/Nation Territory: From Navarro all the way South to Monterrey, and from the seas inland just beyond the Bay Area to Vault 42 on the boarders near the outskirts of Sacramento. It also has an exclave in Shasta.
Capital City/Faction HQ: Vault 14 (De Facto as current meeting place of the Council of Overseers, holds no more political sway than any other Vault)
Population: The Citizenry of the United Protectorate of Vault Tec (UPVT) is measured by city and by vault, and a common tally is rarely used due to the decentralized nature of the Vaults.
Vault 3: 778
Vault 8: 103
Vault 9: 823
Vault 11: 549
Vault 14: 653
Vault 16: 902
Vault 21: 921
Vault 27: 3,235
Vault 34: 890
Vault 36: 667
Vault 42: 743
Vault 53: 597
Vault 69: 504
Vault 89: 200
Neo Francisco: 6,628
The Docks of Oak Land: 5,158
Neo Jose: 8,322
Navarro: 220
(Secret) Oil Rig: 1,270
Santo Rosa: 13,045
Shasta Dam: 1,764
Tzardom of Monterrey: 1,023
Neo Sacramento: 11,102
Minor Cities and Townships who are member states of the Protectorate: 7,890
Total: 67,454(Of which only 12,525 have full Vault Born Citizenship) Not counting secret population of Oil Rig.
Government: Each Vault and major city (With populations more than one thousand persons, with special consideration given to the Enclave of Navarro) is lead by an Overseer, all of whom are answerable to the Council of Overseers above them, and the Citizenry Councils under them. The Council of Overseers is made of an upper house and lower house legislative system, with the upper house made of the Vault Overseers who have the ability to propose legislation, levy taxes, and approve applications to join the UPVT. The Lower House made of the City Overseers must approve these laws by simple majority for them to be put into effect. Furthermore both houses can put forth, and must vote on laws to raise military forces (Beyond the security forces in place), and approve of treaties with foreign powers of equal or greater power to the UPVT (Such power is determined by a special committee of Security Force Officers) Each Vault and City decides on its Overseer differently, however each must be a Vault Born Citizen despite many protests by the Cities within the UPVT. The Citizenry Councils of each city and Vault are in charge of the day to day running of the UPVT command economy, social structure, and insuring that any Overseer that goes overboard is... Taken care of. These councils are made of United Protectorate Born Citizens, and as such are open to anyone born within the UPVT (Citizenship is seen as retroactive, therefor if your city joins the UPVT you are considered a citizen of the UPVT, allowing even newly assimilated groups a voice in politics.
Leaders:
Overseer Vault 3: Nathan Jamison
Overseer Vault 8: James McClure
Overseer Vault 9: Joshua Kendricks
Overseer Vault 11: Mathew Anders
Overseer Vault 14: Leslie Kellogg
Overseer Vault 16: Jin van der Hout
Overseer Vault 21: Alydis van der Hout
Overseer Vault 27: Thomas Hendricks
Overseer Vault 34: Makayla Edwards
Overseer Vault 36: Fiona Gerhardt
Overseer Vault 42: Catherine Kim
Overseer Vault 53: Alexandria Sinclair
Overseer Vault 69: Betty McLanster
Overseer Vault 89: Catherine Davis
Overseer-Chairwoman of Neo Francisco: Wu Shi
Overseer-Admiral of The Docks: Peter Smith
Overseer-Warlord of Neo Jose: Suong Thi Ngo
Overseer-President of the Enclave of Navarro: Diana Richardson
Overseer-Executive of Santo Rosa: James Nicholson
Overseer-Foreman of Shasta Dam: Amata Lopez
Overseer-Tzar: Victoria Emanuel IV
National/Group Ideology: While each City and Vault within the UPVT has separate goals ranging from the resurrection of the United States by Navarro, to simple restarting of light bulb production by Vault 42. The main division within the nation is between the Cities who seek to have more fair population based representative government, and the Vaults who hold onto their power as the leaders of the UPVT, leading to a large amount of gridlock on the Overseer's Councils. This extensive power over each city has lead many Citizenry Councils to agree to that the best Overseers simply keep out Federalism. Despite all of this, a recent bill from Neo Fransisco has gone through to secure their boarders and rebuild pre war infrastructure rather than focus on expansion.
Military: Each City and Vault operates their own Security Forces which are kept in reserve as a paramilitary group with the job of both keeping the peace and keeping the cities secure. Instead of trying to break them down as a combined unit, I will instead break it down by internal faction. Many elite soldiers and commanders have some implants to assist them in their roles, produced by the various Vaults.

Neo Fransisco is often what people think of when they think of the UPVT Army, with their Security Force being equipped with light armour manufactured from pre war combat armour design, and commonly carry manufactured battle rifles. Commanders are often battle hardened from fighting on the front lines of the UPVT expansion projects, or operating anti bandit posts, though they do wear full fledged heavy combat armour. They currently provide a tithe of 150 Soldiers to the UPVT Armed Forces.

The Docks provide no soldiers to the UPVT Army, when they do they are in similar equip to their Neo Fransisco brothers and sisters in arms. Where they shine however is the operation of the UPVT Navy, operating a group of 4 armed merchant ships with fusion powerplants, and 1 dedicated warship retrofitted from pre war wrecks that were found near the city, operating old powder weapons rather than modern naval railguns. These naval forces have secured the seas for the merchants of the Docks to explore and establish lucrative routes.

Neo Jose provides a tithe of 200 armed soldiers to the UPVT Army, commonly equipped with personalized combat armour and specializing in close combat 12.7mm SMGs, semi auto Shotguns, and in the case of officers the occasional Shish kebab. Their equipment and tactics both reflect their roots as raiders before being brought in to the UPVT, often charging in one group, then vanishing, continuing a cycle of attacks until the enemy as lost enough morale to break and run.

The Enclave of Navarro offers only 12 soldiers to the UPVT Army as well, however it does so in two Veribird gunships (Pilots and gunners not included in the 12), allowing rapid deployment and heavy firepower wherever they are deployed. Clad in experimental power armour, and equipped with plasma weaponry, they are a sight to behold for any enemy of the UPVT, and something that strikes fear into the heart of any raider who dares attack the northern boarder towns.

Santo Rosa, trading hub of UPVT provides one of the largest tithes to the Army, at 250 Security Forces, with a massive variety in weapons, and normally assigned to protect the trade caravans. They likewise protect the aqueducts, and power lines that run from Shasta Dam, and allow small trade craft to float down from Shasta. As with many security forces, the Santo Rosa Security Force is more loyal to the city than to the united UPVT, and will almost never use them in situations that will not be to the city's benefit.

The Shasta Dam, in accordance with their treaties, is immune from the tithes on its security force, however it maintains several artillery guns and its security force maintains mounted weapons that focus entirely on defense of the Dam. It also maintains a fleet on the Sacramento river to guard the canals that provide food and water from the UPVT.

The Tzardom of Monterrey has ten combat lancers under arms, riding in furs that are more suited to the USSS than they are to any sane nation in the California desert. Riding motorcycles instead of
horses, this group of rough riders is equipped with Thermal Lances, and laser RAWs for weapons alongside pulse grenades to be used against any kind of robotic enemies they should face. Being the personal force of the Tzar they wear Combat Armour Mark Two, with a gas mask typically worn over the face while riding to prevent the dust and debris from hitting their eyes or mouth.

Neo Sacramento operates the semi independent Sacramento Self Defense Forces, equipped with AK assault rifles, and Metal Armour. These citizen-soldiers are to be kept as a working force until such a time as Sacramento is fully integrated into the UPVT.

The Minor Townships and Cities are invited to contribute to the Auxiliary Corp, which stands at 30 soldiers in armour ranging from full pre war combat gear to tee shirts and jeans, and likewise their weapons ranging from laser pistols to bolt action rifles. Neither united nor well trained, the Auxiliary Corp is mostly used as a goodwill force sent to towns under threat of raider attack.

Vault 3,9, 11, 14, 16, and 21 provide a united tithe of 130 soldiers in heavy riot gear with AK rifles or 10mm SMGs and officers having shotguns and combat armour. These forces are regulars, decently well trained from those who were determined by the GOAT to be worthy of service in the Security Force. With all three being control vaults, or close enough to it, they have no special traits that give them any advantages of normal soldiers of the Cities beyond their training in the security of the Vault.

Vaults 9, 14, and 16 further provide 20 Frontline Vault Loyalty Inspectors, from their VLI intelligence bureau, these political officers are placed in key positions, given 10mms pistols and almost full immunity from the laws. Crafted upon the positions of Soviet Commissars, they will hold the line against any invader, or the troops under them will sorely wish they had.

Vault 27, with almost half of the in vault population of the UPVT provides 100 soldiers to the Army, each one of them given a 10mm SMGs, and riot armour while, officers given a service rifle or laser pistol, and combat armour. It is not their equipment that gives Vault 27 a fearsome reputation, it is that both the commanders and soldiers know their lives, and the lives of their troops are worthless. They will gladly employ human wave tactics, and replenish numbers through conscription of any able bodied woman in the Vault. If a soldier is badly injured they are expected to perform a suicide attack instead of using a more valuable stimpack, or Med-X. Indeed only the most valuable commanders can be expected to be given extensive medical care, and only the Chief of Security herself would get painkillers.

Vault 34, the Boomers as their preference for heavy ordinance nicknamed them, serve as the heavy troopers of the Vault armies when true firepower is called for. While any soldier can pick up a rocket launcher, or grenade launcher, the troops of Vault 34 bring it to a true art form. Each soldier is given a rocket launcher, or grenade launcher, while their elite troops can bring Fat Men to bear on the enemy. Their heavy munitions allow them to only provide a tithe of 20 troops.

Vault 36, the Vault of horrors, the cannibal Vault, it had many names in the past when it was based on raiding, and truly it lives up to each of them with its brutal tactics. Its tithe of 40 troops may not seem like much, but with their lighting fast attacks with bladed weapons, and custom made rapid fire dart guns, they are a terrifying force on the battlefield. Using a unholy mixture of combat drugs, and driven to combat through cultural obligation the thin and pale soldiers fighting each other for the chance to raid like their ancestors.

Vault 42 is a Vault of darkness, each visitor remarking on the almost total lack of light from the few dim bulbs of the Vault. With this upbringing, the tithe of 30 troops are not brought in with the ideas to be perfect soldiers, nor to be the backbone of any attack. These soldiers are brought in when a single shot is needed, with keen eyesight due to the generations of natural selection in their vault, and an almost natural nightvision that compliments their role as snipers and assassins. They are normally not given thick armour, but each is given a rifle, ranging from long range bolt action weapons with scopes for recruits, to full anti material weapons as used by their most elite soldiers, who can also be seen with a handful of working stealth suits.

Vault 53, a vault of tinkering mechanics and technophiles that keep the UPVT running on the whole. Their forces are comprised of an elite corp of 20 soldiers in home made Power Armour, with laser rifles and often the support of combat robots. They are also perhaps the only faction to have their forces fully mechanized, with one Chimera 'tank' and two APCs that are kept in reserve due to their massive consumption of power and difficulty keeping them running. Vault 53 is almost the polar opposite of Vault 27, putting huge emphasis on the survival of their soldiers and equipment, thus normally take to field behind a screen of other UPVT forces, and use Med-X in abundance with their stimpacks. They operate two armoured trains.

Vault 69, the matriarchal Vault of the wasteland, provides 30 Pathfinders to the larger Vault Tec army. These ladies are experts at not being seen, even without their stealth boys, using the natural camouflages of the wasteland to great effect. They act as both spotters and as snipers (At least when no Vault 42 snipers are available), however their true skill is being able to move quickly forward in front of an army and insuring that the paths are safe, and clear. They typically wear a lightweight variant of the combat armour, carry gas masks, radios, and use silenced rifles to insure their job is done properly.

Unless otherwise mentioned each soldier is given a marching pack before combat containing 2 meals, 1 Protein Bar, 2 canteens, a first aid pouch containing Med-x and a Stimpack, 2 fragmentation grenades, an entrenching tool, 1 bar of chocolate (Or one pack of cigarettes), 1 Mess Tin, 2 packs of chewing gum, 1 Combat Knife, 1 Shaving Kit, and Dog Tags

The motor pool for the entire UPVT armed forces, including above has 2 Armoured Trains, 3 Railway Artillery, 2 APCs, 1 Soviet IFV, 2 Chimera 'tanks, 1 Assault Gun, 1 Flame Tank, 1 Mk2 Chimera, 10 Armoured Cars, 5 Katusha Trucks, 5 Troop Transporting trucks, 10 Transport Cars, 20 motorcycles, 2 Gunship Veribirds, 4 Transport Veribirds, 20 Artillery guns

The Fleet of the UPVT, including above is: 4 Armoured/Armed Merchant Ships, 1 Armoured 'Warships' (Made from merchant ships), 1 Armed Barges, 10 Armed Speedboats (River)

The special Armour pool for the entire UPVT armed forces: 20 Suits of Advanced Power Armor, , 1 Suit of Tesla Trooper Armour, 50 Suits of Ramshackle (Homemade) power armor, 40 suits of Hei gui stealth armor, 2 Big Mt. Stealth Suits

The Mechanical forces of the UPVT include the following numbers 100 Robo-scorpions, one X-42 giant robo-scorpion, 150 Protectrons, 50 Securitrons, 40 Mr. Gutsys, 20 Duriframe Eyebots, 20 Sentry Bots, 10 Robobrains, and 9 Assultrons
Major Towns or Locations:
Neo Fransisco: After being Rebuilt in accordance with the Grand Compact, the city became home to a primarily Chinese population from both Chinatown and the offshore ships of the PRC. Known for fishing, and providing the true backbone of the UPVT army, it is seen as the leader of the Cities, the one that all look up to, and without a doubt the most beautiful, with a rebuilt style that is a mixture of Chinese and Americana. Vault 14 is just south of here.
The Docks of Oak Land: The shipbuilding and Naval hub of the UPVT, it was seen as a scavenger's dream until the UPVT rolled up and overthrew the 'Prospector-Admiral' and installed a puppet that joined the Protectorate. The ruins were picked through with a shocking efficiency once the area was secured, and the materials were used to rebuild the docks as best they could. Vault 27 is just east of the city.
Neo Jose: It was a large raider settlement before its leaders agreed to join the UPVT, and still carries on the tradition of lawlessness, being referred to as the 'Vegas of the New World' thanks to its extensive casinos, brothels, and chems. All but the most heinous of crimes are fully legal within the city limits, and it is certainly the chem and pornographic hub of the UPVT.
Enclave of Navarro: The mad men and women who claim to be part of the United States government still, specifically the 'Enclave of the United States of America', however lacking the needed forces to retake the United States by themselves, and seeing the Vault lead nation as 'pure enough' President James Richardson, Great Grandfather of the current Overseer-President, signed a deal to be a semi independent part of the UPVT. Its actual settlements are shrouded in rumors and mysteries, all that is truly known is that it supplies the finest soldiers in the UPVT Army.
Shasta Dam: A northern exclave of the UPVT, the Shasta Dam is similar to the Enclave of Navarro in that it is semi independent from the main UPVT government. It is a main supplier of fresh water and power for the UPVT, reviving protection from external threats, a fair amount of old war army guns, and even howitzers for its membership. It is unique in that it provides only water and power in tithe, in place of submitting its soldiery.
Vault 3: The first of those who joined the UPVT in the Mojave Expansion, they are a control vault whose existence was threatened by the fiends. When the UPVT first came to their Vault door they were skeptical, even slightly distrusting, but over the last decade they have became a honored partner of the UPVT, and became known for being their main command post for the New Vegas area.
Vault 9: One of the three founders of the UPVT, it is a powerful control vault whose desperation for a water chip lead it to open its doors early and join with the other Vaults to provide strength in numbers. Though no longer truly as glorious as it once was, the Vault is still a powerful force in the wasteland. Kept in good repair, the Vault is always kept ready in case of a 'second great war' and is self sufficient in case sealing is needed.
Vault 11: Vault 11 is a curious case of a relatively normal Vault that only once per year performs ritual human sacrifice of its overseer to insure its central computer doesn't gas their population. Through the Enclave of Navarro has offered to fix the computer for them they violently objected to anyone getting close to the computer. Instead they follow their historic rituals, and provide appropriate taxes and tithes to the UPVT in a sense of obligation for opening their Vault door.
Vault 14: A vault that originally held people broken into a class hierarchy of eye colour, this experiment went horribly awry when artificial chems to change ones eye colour were developed, and thus it became far more akin to a control Vault. The second to join the forming UPVT, it was chosen to be the area where the council would meet due to adept political maneuvering by their Overseer, and holding a precious water chip hostage.
Vault 16: A Multicultural vault, it was the third and final founding member of the UPVT, with its security officers being the ones to liberate nearby small towns from raiders and thus bring them into the Vault system. It is always seen as the least elitist of the Vaults, with an emphasis on being inclusive to the minor city states.
Vault 21: Perhaps the greatest economic power of any vault in the wasteland, Vault 21 operates a casino-hotel on the New Vegas strip and rakes in chips with both hands. Their people pride themselves on their independence from the UPVT, providing a large tax tithe and needing them for neither offence or economic help. They are acutely aware that many other powers crave the riches of Vault 21, and thus only remain part of the UPVT for defense against those who would do them harm.
Vault 27: 123 days after the Vault sealed it was reported that the Vault Tec Overseer was cannibalized by an angry and vengeful population. Overcrowded to the extreme, Vault 27 is extremely weary of 'uplanders' even by the standards of the Vaults, and has a view of human life that would make even Stalin and Cheng look favorable. With an ever expanding birthrate, its view on human life is justified by the thousands stuffed into the crowded halls of the overpopulated Vault, seen by only a handful foolish enough to enter.
Vault 34: Standoffish and isolationist by nature, the people of Vault 34 tend not to like traveling beyond their Vault. It is by a desire to gain resources from the other Vaults that they joined the UPVT, their soldiers their face to the world. When a wasteland gang known as the Slither Kin tried to attack one of Vault 34's convoys they learned the power of the Vault. The survivors told of missiles and grenades fired like bullets, a hail of explosives causing their raiding party to simply disintegrate.
Vault 36: While Vault 27 sees human life as nothing more than another resource, Vault 36 sees life beyond their Vault with open disdain. When sealed into their tomb the horrified residents found that their food consisted of nothing but a thin, watery, disgusting, albeit nutritious, gruel. The first Overseer was slaughtered, cannibalized for just the taste of meat once more. The residents were smart, they knew they could not leave just yet, but they took their time and waited. These turned to the bandits of Vault 36, known for cannibalizing their enemies, and feasting directly after combat. Though some 'uplanders' enter Vault 36, only a handful have ever left its combat arenas alive.
Vault 42: Vault 42 had no light bulbs supplied that were over 40 Watts, creating a civilization in a crypt without so much as a nice light bulb. It was horrifying, stressful, but each generation after became more and more adapted to the dark, till they fully couldn't operate in sunlight without protective goggles. They are secretive, allowing only a handful of people into their vault, normally the highest end ammo traders, gun merchants, and occasionally glass makers.
Vault 53: While not everything was peachy for the residents of Vault 53, they had it better than most, only a couple things breaking down a year, easily solved with maintenance classes included into their GOAT. Instead of being a hindrance, the breakdowns became their training rituals, each child of the Vault learning how to tinker, some even how to program, making the easily the technology hub of the UPVT. They are comparatively open to outsiders, but only those that are useful to them, especially technology merchants, and prospectors.
Big Moutain Research Facility: While others see the endless sandstorm, breaking only sometimes to allow Vertibirds to fly in or out, the Vault elites see their best chance for fixing the wasteland. While other nations would look at the combat robots, LAERs, and Cyberdog guns, the UPVT looked to work robots, work holograms, Hexaconcrete, and Saturnite to build their civilian industry. Protected by a vast robot army and a handful of Vault scientists and soldiers, it is considered a strong force in the UPVT.
Minor Factions: Small description of the small groups that play a fair role in the UPVT
History: It was fifty years after the bombs dropped that the door of Vault 9 opened upon a war torn and blasted hellscape, forced by the needs of their vault to dispatch a force to journey to their nearby Vault allies to request a water chip. It was this small act that became the foundation of civilization in the bay area, for when they came upon Vault 14, and 16, an accord was struck. They would not simply cower under the dirt now that the radiation had subsided, they would come to the world above once more, and refound civilization. Overseers Sergei, Rebeca, and Klein were all united in this common goal of refounding their once great country. They would together make America great once again.

In 2125, the first true expedition moved out from the trio of vaults, moving into the ruins of nearby San Fransisco. A deal was struck with a man named Chairman Shi, who spoke for a group of Chinese remnants and Chinese Americans who had banded together. They had manpower unlike the vaults, and they had skills that would take years for the Vault dwellers to master, yet they chose a subservient role in the treaty, due to one item known as the Garden of Eden Creation Kit. This made rebuilding San Fransisco a breeze, what would take decades or centuries done instead in just a handful of years, much to the rejoicing of the young United Protectorate and the people of the newly renamed 'Neo Fransisco'.

The second expansion was over the waters, across the Bay to the far less inviting arms of what was once Oakland. Unlike the ease and grace they faces in San Fran, Oakland had many sea bound raiders, pirates who objected violently to joining the United Protectorate. The Vault dwellers had not the numbers to force their way into the city, but they knew of a nearby Vault where they might find friendship. Vault 27 was annexed with the demands for food being met by the budding fishing and agricultural centers of Neo Francisco, and they levied their militia to help. What was once a couple dozen Vault dwellers harassing the city became a tidal wave of bodies hurling themselves into the wall, the city surrendered, accepting UPVT occupation until 2150 when they were officially offered membership in the United Protectorate.

It was at this point in 2153 the budding Merchant Republic of Santo Clara applied for membership in the UPVT, trading away its sovereignty in exchange for a common market, free trade, a GECK, and accepting the Santo Clara Cap as the currency for all money in the UPVT to be pegged to. This deal was accepted, but a tax was almost instantly placed upon the merchants to subsidize another expansion to the south this time. For a long time the raiders of San Jose had been a thorn in the side of the UPVT, and preparations were made to deal with them. The First Delta Campaign began in October of 2155, with UPVT troops surging south, it was an unmitigated failure, with the raiders deflecting, surrounding, and often destroying entire platoons of soldiers. The UPVT command recoiled from the blows, and retreated to their lands, holding the boarders but unable to push up beyond them. Almost a decade of back and forth continued until a figure approached them from a southern Vault, offering their services in exchange for a spot within the UPVT, and letters of Marque to continue raiding outside the UPVT's lands.

The Second Delta Campaign began in 2164, the UPVT pushing south while the raiders of Vault 36 moved up from the south, leaving the city all but defenseless. Unconditional surrender to the UPVT was offered when the forces of Vault 36 reached the city gates, and Neo Jose was incorporated into the rapidly growing collection of city states. The UPVT began getting hit with growing pains, and took the time to consolidate its holdings, rebuilding some of the trains between Neo Francisco and Neo Jose to allow quick supplies of food to run back and forth. Agriculture, logistical supply, and fishing were given priority, but supplies of fresh water were becoming an issue as well, not enough for true desperation, but certainly short enough that it would be a massive issue in drought, or if even one of the five Vault water purifiers broke down.

In late 2173 an expeditionary force was organized and sent north. what they found was beyond the wildest dreams of the UPVT, Shasta Dam was intact and could be restored in terms of both water and power production. When they returned in 2174, they found the UPVT had peacefully assimilated Vault 53 and agreed with the leader of the expeditionary force that Shasta had to be taken at all costs. A fully armed expeditionary force, with elements from all of the cities and townships under the UPVT, however what they found was not the standoffish locals that had been spoken of, but a goodnatured people who claimed to want nothing more than to assimilate into the UPVT. An agreement was settled upon, the vast resources of the Shasta Dam would be brought into the UPVT, but it would have an opt out on supplying troops to the army, and would receive various up front bits of military hardware.

It took until 2196 for the full effects to reach the UPVT, but as once promised by the Overseers, every household had power, food, and water in abundance. Radio Vault Tec began broadcasting across the California Wasteland, adds for caravans, open invitations for small towns to join the UPVT, and music that would entertain travelers on their trips. In 2200 the UPVT was approached by a group of well dressed men and women who offered advanced technology for membership and voting rights in the UPVT, these men and women later known as the Enclave of Navarro as that to was where they made their base. The next three decades was another age of expansion, Vault 42 brought in as the easternmost settlement, their boarder towns nicknamed the 'wild wild east' in reference to pre war history. North to Navarro towns either opened their doors and joined the UPVT, or sorely wished that they had.

The last great expansion was in 2236, when the Dukedom of Monterrey was sacked by the UPVT, the settlement rebuilt afterword to be their 'gateway to the south' where they have heard only awful rumors. Though successful in some ways, the infrastructure of the UPVT has lagged behind, and with the secured areas of territory they had it was determined that they would refocus on building up train lines and roads. The army was set to work securing the various sectors, insuring no bandit camps still existed, then setting up boarder patrols to keep bandits out. Most have moved east for greener pastures, but a handful of raider groups keep being a thorn in the side of the UPVT, bothersome but never deadly.

In 2242 it was decided by a vote of the Overseer Council that the Mojave would be bought into the UPVT by all means that need be put to it. An expeditionary Corp was organised with a hundred 'willing' men and women sent to liberate the Vaults of the wasteland. The campaign against the outer raiders was quick and easy. Vault 3 was the first to see the light of the UPVT and joined with little hesitation. Vault 21 likewise joined willingly, though only to keep itself from being annexed by the other major powers around it, to insure at least it had Vault kin rather than outsiders running the Vault. Vault 11 was the third Vault, and had to be offered control of its Vault door to join the UPVT, as it had been locked for 165 years at that point. The final conquest was Vault 34, who was enticed by the offer of a missile trade to allow them to use their weapons with disturbing regularity.

In the years following the Mojave expansion, the UPVT once more turned inward, salvage teams and diplomats seen alongside their traders instead of military forces. They looked inward toward themselves to improve, fantastical new projects, such as the Bay Bridge being put foremost. Jewels of the pre war days, Hexaconcrete, Saturnite, Service Holograms, and autodocs came flowing in from an ancient facility that none but the Overseers knew of. These objects touted as the wonders of Vault Science were put to work, the building of the great hexagonal walls of Monterey, the saturnite reinforcement of the Bay Bridge, and of course the expansion of existing Vaults with a combination of their miracle constructs and work robots.

While for the most part this was a time of peaceful regrowth, there were a duo of new areas annexed into the UPVT, Area 2 (Alongside Nellis AFB) and the fat flung exclave of Hawthorne. Neither had any true populations to speak of, but the stockpile of munitions was an economic boon that allowed them to advance the project they had planned for years. Their army would be made great once more. It wasn't without catalyst, the Soviet Union was faced with a horde of raiders that showed just how badly the UPVT would fair against a similar attack. Pistols were stored in favor of rifles, riot armour in favor of their mass produced combat armor.

With such prosperity, and such a roaring economy, they prepare now for the sixth sphere expansion, a peaceful annexation of Sacramento, while their projects thunder away at home. Blueprints are being presented, information shared between factions, and even claim being laid to a once great battlefield...

The UPVT without a doubt has the highest per capita wealth in the wasteland, often compared to the nations of the pre war. Supported by assembly lines, robotic workers, and holographic workers, the industry of the UPVT hits far above their population. Infrastructure projects are common, such as the retaring of major roadways, construction of both train lines, and metros, and the construction of bridges are all conducted by both work crews and construction robots. Due to delicate nature of the Vault production process they are very shy about allowing forgien workers to assist them, leading to a near constant shortage of labour, and negative unemployment.
Last edited by Zepplien on Tue Mar 21, 2017 4:24 pm, edited 17 times in total.
Generation 29 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)
Come to the Communist side, we have Cookies Wheat
I take boring you to a whole new level!
Never mistake my IC nation for communism. think of it as Zepism, something unique and terrifying
Ode to Zepplin:

You Play as a Bisexual think tank, in a woemans body so gracefully... But as quickly as you came you are gone playing a Chineese Clone... Then you are a stupid, homocidal iddiot who will kill 1000 people for his own power... You are my hero.

User avatar
New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sat Feb 25, 2017 11:42 pm

Sodrix wrote:
Sodrix wrote:
-snip-

Zepplien wrote:
-snip-


Both accepted.
Last edited by New Minahasa on Sat Feb 25, 2017 11:46 pm, edited 1 time in total.

User avatar
Fascist Russian Empire
Powerbroker
 
Posts: 9267
Founded: Aug 11, 2013
Ex-Nation

Postby Fascist Russian Empire » Sat Feb 25, 2017 11:46 pm

New Minahasa wrote:Accepted.

I would like you to review Sodrix's territorial claims in a bit more depth; they encompass parts of Utah, a state which has already been claimed in its entirety.
Last edited by Fascist Russian Empire on Sat Feb 25, 2017 11:46 pm, edited 1 time in total.

User avatar
New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sat Feb 25, 2017 11:47 pm

Fascist Russian Empire wrote:
New Minahasa wrote:Accepted.

I would like you to review Sodrix's territorial claims in a bit more depth; they encompass parts of Utah, a state which has already been claimed in its entirety.

They will be removed accordingly.

User avatar
Intermountain States
Minister
 
Posts: 2509
Founded: Oct 12, 2014
Capitalist Paradise

Postby Intermountain States » Sun Feb 26, 2017 2:58 am

Faction/Nation Name: The Poor Fellow-Soldiers of Christ and of the Temple of Flagstaff
Faction/Nation Territory: Flagstaff, Arizona
Capital City/Faction HQ: Camp Navajo Army Base
Population: 370 (300 Knights, 25 Healers, 24 Builders, 21 Squires)
Government: The primary focus of the Flagstaff Templars is to serve as defenders, repairmen, and chaplains of Flagstaff. They usually do not get involved in local politics but allow locals to help their cause either by assisting with town militias or sending kids over to be trained as squires. Within their ranks, everyone are allow to share their voices for the future of the Templars and are lead by the Council of Three which are people who hold the highest ranks among the groups.
Leaders:
Grandmaster George Watson
Head Builder Lance Smith
Senior Healer Clara Grace
National/Group Ideology: To protect the people of Flagstaff from super mutants and any foreign control.
Military: Out of the 370 Templars living in Flagstaff, 300 of them serve as "knights." Knight's armor vary between T-45 and T-51 power armors with T-51s being reserved to officers with some of the Knights wearing combat armors for sniping roles. The Knights are equipped with a wide-range of pre-war heavy weapons (from miniguns to Anti-Material Rifles to Super Sledge) to provide maximum firepower against their enemies.

25 of the Templars are Healers. Healers serve as chaplains and medics of the Templars, educated in both in the field of medicine and faith. Besides healing their fellow Templars, the Healers teach their knowledge to aspiring nurses and doctors of the city along with converting them to Mormonism. Unlike the Knights, the Healers wear reinforced combat armors out in the field, believing them to be sufficient enough to provide enough protection without sacrificing mobility. To keep with their mobilities, they refrain from heavy weapons but still protect themselves with energy rifles and pistols along with Rippers.

24 of the Templars are Builders. The Builders can be compared to Healers with similar equipments and armor but while Healers focus on medicine and conversion, builders focus on general manual labor such as repairs and maintenance. While they do follow the Healer's doctrine of mobility and sufficient protections, they do not use energy weapons and are instead equipped with submachine guns and assault carbines.

Squires are local youths who serve as apprentices to certain individuals to learn skills and experience until they're old enough to be official Templars. They wear combat armors and shadow individuals they serve with. They don't get involved in front line combat until they're in their teens in which they're given a pistol and to carefully see how their masters deal with issues.
Major Towns or Locations: Camp Navajo Army Base, various police stations in Flagstaff.
History: The Poor Fellow-Soldiers of Christ and of the Temple of Flagstaff was formed right after the Great War by surviving soldiers living in Camp Navajo Army Base. While a good number of soldiers were perished by the nuclear storm when they went to search for their families. Most of the Mormon soldiers and the families untouched by the storm believed that they were part of God's plan for the future in which they protect the city of Flagstaff from any threat. After spendings times in their base, they ventured out into Flagstaff with their advanced equipments to save Flagstaff from the evils put in place by Satan in the Wasteland.

Originally, the soldiers served as protectors to the survivors in Flagstaff, providing needed support against raiders and large creatures. It was after contact with an expedition party from a vault in which the soldiers changed their missision from guardian angels into fixing the wasteland. While much of the Vault Dwellers settled in the city, some of the vault dwellers joined the soldiers and provided much needed medical and mechanic support to the soldiers. The locals and the vault dwellers who joined with the Camp Navajo survivors converted to Mormonism and the Flagstaff Templar was born. The Templars provided additional services to curry favors with the now stable Flagstaff populace from education in medicine and language to providing free repairs on generators and even helping out with farming.

The descendents of the original Templars continue to hold by their ancestors' mission to protect and serve the city of Flagstaff. Although the situation in Arizona is violent, the Templar's dedication to the folks of Flagstaff earned the small city a status of being a relative safe place to live in Arizona. To improve their protection capabilities, the Templars occupy police stations around Flagstaff to serve as base of operations for their knights.

The advent of Super Mutants provided challenge for the Templars. Raiders and wasteland creatures are largely primitive menaces that can be dealt with easily. The Super Mutants, however, are stronger and more organized than an average raider and Templars lives begin to be lost with combat against the Mutants. This lead to towns and settlements forming militia and security groups to provide support to the Templars as another way to "give back" to their protectors. Even with the setback, the Templars still continue to be the prime army for Flagstaff.
I find my grammatical mistakes after I finish posting
"A well regulated Militia, being necessary to the security of a free State, the right of the people to keep and bear Arms, shall not be infringed"
Lunatic Goofballs wrote:I'm a third party voter. Trust me when I say this: Not even a lifetime supply of tacos could convince me to vote for either Hillary or Trump. I suspect I'm not the only third party voter who feels that way. I cost Hillary nothing. I cost Trump nothing. If I didn't vote for third party, I would have written in 'Batman'.

If you try to blame me, I will laugh in your face. I'm glad she lost. I got half my wish. :)
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New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sun Feb 26, 2017 3:02 am

Intermountain States wrote:
Faction/Nation Name: The Poor Fellow-Soldiers of Christ and of the Temple of Flagstaff
Faction/Nation Territory: Flagstaff, Arizona
Capital City/Faction HQ: Camp Navajo Army Base
Population: 370 (300 Knights, 25 Healers, 24 Builders, 21 Squires)
Government: The primary focus of the Flagstaff Templars is to serve as defenders, repairmen, and chaplains of Flagstaff. They usually do not get involved in local politics but allow locals to help their cause either by assisting with town militias or sending kids over to be trained as squires. Within their ranks, everyone are allow to share their voices for the future of the Templars and are lead by the Council of Three which are people who hold the highest ranks among the groups.
Leaders:
Grandmaster George Watson
Head Builder Lance Smith
Senior Healer Clara Grace
National/Group Ideology: To protect the people of Flagstaff from super mutants and any foreign control.
Military: Out of the 370 Templars living in Flagstaff, 300 of them serve as "knights." Knight's armor vary between T-45 and T-51 power armors with T-51s being reserved to officers with some of the Knights wearing combat armors for sniping roles. The Knights are equipped with a wide-range of pre-war heavy weapons (from miniguns to Anti-Material Rifles to Super Sledge) to provide maximum firepower against their enemies.

25 of the Templars are Healers. Healers serve as chaplains and medics of the Templars, educated in both in the field of medicine and faith. Besides healing their fellow Templars, the Healers teach their knowledge to aspiring nurses and doctors of the city along with converting them to Mormonism. Unlike the Knights, the Healers wear reinforced combat armors out in the field, believing them to be sufficient enough to provide enough protection without sacrificing mobility. To keep with their mobilities, they refrain from heavy weapons but still protect themselves with energy rifles and pistols along with Rippers.

24 of the Templars are Builders. The Builders can be compared to Healers with similar equipments and armor but while Healers focus on medicine and conversion, builders focus on general manual labor such as repairs and maintenance. While they do follow the Healer's doctrine of mobility and sufficient protections, they do not use energy weapons and are instead equipped with submachine guns and assault carbines.

Squires are local youths who serve as apprentices to certain individuals to learn skills and experience until they're old enough to be official Templars. They wear combat armors and shadow individuals they serve with. They don't get involved in front line combat until they're in their teens in which they're given a pistol and to carefully see how their masters deal with issues.
Major Towns or Locations: Camp Navajo Army Base, various police stations in Flagstaff.
History: The Poor Fellow-Soldiers of Christ and of the Temple of Flagstaff was formed right after the Great War by surviving soldiers living in Camp Navajo Army Base. While a good number of soldiers were perished by the nuclear storm when they went to search for their families. Most of the Mormon soldiers and the families untouched by the storm believed that they were part of God's plan for the future in which they protect the city of Flagstaff from any threat. After spendings times in their base, they ventured out into Flagstaff with their advanced equipments to save Flagstaff from the evils put in place by Satan in the Wasteland.

Originally, the soldiers served as protectors to the survivors in Flagstaff, providing needed support against raiders and large creatures. It was after contact with an expedition party from a vault in which the soldiers changed their missision from guardian angels into fixing the wasteland. While much of the Vault Dwellers settled in the city, some of the vault dwellers joined the soldiers and provided much needed medical and mechanic support to the soldiers. The locals and the vault dwellers who joined with the Camp Navajo survivors converted to Mormonism and the Flagstaff Templar was born. The Templars provided additional services to curry favors with the now stable Flagstaff populace from education in medicine and language to providing free repairs on generators and even helping out with farming.

The descendents of the original Templars continue to hold by their ancestors' mission to protect and serve the city of Flagstaff. Although the situation in Arizona is violent, the Templar's dedication to the folks of Flagstaff earned the small city a status of being a relative safe place to live in Arizona. To improve their protection capabilities, the Templars occupy police stations around Flagstaff to serve as base of operations for their knights.

The advent of Super Mutants provided challenge for the Templars. Raiders and wasteland creatures are largely primitive menaces that can be dealt with easily. The Super Mutants, however, are stronger and more organized than an average raider and Templars lives begin to be lost with combat against the Mutants. This lead to towns and settlements forming militia and security groups to provide support to the Templars as another way to "give back" to their protectors. Even with the setback, the Templars still continue to be the prime army for Flagstaff.

Accepted.

User avatar
The Traansval
Powerbroker
 
Posts: 9322
Founded: Jun 26, 2016
Left-wing Utopia

Postby The Traansval » Sun Feb 26, 2017 3:07 am

Good fucking lord. Whole fuck ton of new people.

Means I actually have to do work and update the map... dang.
she/her

User avatar
Alinora
Minister
 
Posts: 2501
Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Sun Feb 26, 2017 8:23 am

Name of Character: T6-77
Age of Character: 29
Appearance: This.
Gender: "Male"
Faction Alignment: Institute.
Character S.P.E.C.I.A.L:
S - 9
P - 5
E - 5
C - 4
I - 9
A - 5
L - 3
Equipment: Courser Uniform, usually carrying an Institute rifle and various medical supplies and the like.
Character Backstory: T6-77 is a Synth, and one of the most advanced 3rd Generation Synths to date. He was built to be stronger, faster, smarter, and more skilled than any Synth before him, and is currently one of the most accomplished Coursers in the SRB. Having conducted dozens of missions on the surface, he is fully dedicated to serving the Institute, and will die in it's defense.

Ten years have passed since the mission in Washington, where he was critically damaged and during his recovery, it was discovered that he'd become sentient and free-thinking. Still loyal to the Institute, Director Hampton spared him - allowing him to serve while being capable of free thought, and he would grow into one of the most legendary Coursers in the Institute. Due to his skills and his range of accomplishments, he gained the name "Sovereign", and serves as one of the top commanders in the Synth Army.
Last edited by Alinora on Sun Feb 26, 2017 8:23 am, edited 1 time in total.

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