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Fallout: South the Mason

For all of your non-NationStates related roleplaying needs!
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The Traansval
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Posts: 9300
Founded: Jun 26, 2016
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Fallout: South the Mason

Postby The Traansval » Sun Mar 18, 2018 9:01 pm



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South the Mason

War. War never changes.
When atomic fire consumed the earth, those who survived did so in great, underground vaults.
When they opened, their inhabitants set out across ruins of the old world to build new societies, establish new villages, forming tribes.

As decades passed, these villages and tribes began to grow. Some united with others, forming greater nations.
Some conquered others, creating vast empires built on a foundation of blood and slaves.

These nations would fight, just as the men of the old world did.
In this cauldron of fire and war, nations would rise and fall, with only a few rising above the others to form great Empires.

Now is your time. For after decades of war, you and your nation stand alive and well over the corpses of the dead nations.
Shall you conquer your neighbors, or band together with them against outside nations. Shall you dominate the land, or protect your Neutrality.
It's up to you, but no matter what, war shall go on. For War, never changes."


ICMAPDISCORD CHAT


Welcome to Fallout: South the Mason.

As the name implies, this is a Fallout Nation RP set in the Southern former United States, starting in the year 2252. While heavily based on, this is not a orthodox retelling of the Fallout Lore. Our Point of Divergence is 2077, when the bombs are dropped and the world is destroyed. From there, nothing is set in stone and is up to all of us. Players, when creating their nations, can choose to use Fallout Lore or come up with entirely new inventions for their nation and its lore. My goal isn't to have people follow a strict idea of Fallout, but instead allow them to build their Fallout world as they want it. If you want a Brotherhood of Steel or a Enclave, your entirely allowed to create one (As long as it fits our rules and regulations down bellow). If you want to create an entirely new Republic or Kingdom or Tribe in the middle of the Bayou, well then you sound just right for this RP. I'd also like to thank Waztaskio, I was apart of his Republics of Dust series and they were a huge inspiration for this RP.




Rules and Regulations


  • Nation Structure
    In this RP, the US south will be host to a number of nations, and to add variety and fairness, we have a Structured Nation System. Each structure will act as a role to be filled, with most having a limited amount. This is to ensure we don't have a world filled with Brotherhood and Enclave clones all flying around and slaughtering people with laser rifles. Each role will have its advantages and disadvantages in terms of Territory, Population, Resources/Resource Gathering, Infrastructure and Technology. For example; a Enclave clone would have a high level of technology, but a small amount of territory, population and resources. Now the wording on each Roles limitations or advantages might sound vague, and thats because they are a Guideline which will be applied on a case by case basis by myself. I could make the most detailed rule set down to how large your nation should be in square inches, but i wanted the guidelines to be flexible to allow for different types or locations for your nation. Also, keep in mind that everything must be balanced; if you nation has a relatively large and well trained army, then you'd also have to have a poor navy. Alternatively, if you focus primarily on your navy or on trade and industry, your Army will be lacking.

    Roles

    Old World Blue: An Old World Blue is a nation, usually a remnant of the Old World, that clings to the ideas of the old world and distrusts the new world.
    Territory: OWB's have small territories, usually centered around one or more outposts no larger than a city block.
    Population: An OWB's population is tiny, usually made up of a few hundred or so members.
    Resources: Due to their small size, they are unable to extract a significant amount of resources, and have to rely on raiding or trading for them.
    Infrastructure: While small, the infrastructure of an OWB's territory is incredibly advanced, rivaling that of the Old World itself.
    Technology: The technological level of an OWB is far superior to that of any other nation. With access to high tech Energy Weapons, Vehicles and Armor, they make up for their small numbers with huge firepower.
    Military: Military power will play a large part in the role of a Old World Blue; their total numbers will be small, although will most likely be a large percentage of their total population. Their small numbers are made up by their access to high tech equipment; Power Armor, Energy Weapons, Vertibirds, you name it, they got it. If the nation has access to the sea or a large enough body of water, they might have access to some pre-war naval technology.
    Limit of OWB Nations: 2

    Regional Power: A Regional Power is a nation, born from the wasteland, that has grown to dominate their region through Political, Economic or Military Influence.
    Territory: Regional Powers control a large amount of territory, sometimes spanning multiple old world States.
    Population: Due to their vast size, Regional powers usually control a large population, from which they usually get their revenue from.
    Resources: Depending on their locations, the size of a Regional Power allows it to have access to large areas of land which gives them access to large amounts of varying resources, like farmland.
    Infrastructure: The large territory of a Regional power causes them to be spread out, leading infrastructure to be largely lacking over much of the nation, causing problems with their Populations Health and Mobility, and also with the extraction or transport of resources.
    Technology: Due to the large size of a Regional Power, they aren't able to research or produce technology on the level of a Old World Blue. Instead, their technology resembles that of a pre-industrial nation of the Old World. Production takes place in workshops by craftsmen, and much of the population is needed to plow the fields to feed said population.
    Military: The Military of a Regional Power will have to be quite larger, most likely made up of men from a Conscript System, in order to control all the territory they have. As such, the quality of the individual soldier will be quite poor, and his equipment will match. While probably not armed with pipe rifles and spears, he or she will be most likely be armed with some sort of cheap combustion weapon that their Nation is capable of mass producing. Transportation would be quite low tech, relying on horses or brahmin pulled carts. At sea, a Regional Power would be able to host a fleet of low tech sail ships to protect trade and enforce laws or crack down on smuggling.
    Limit of Regional Powers: 6

    Minor Power: Minor Powers, despite their names, are quite mighty in their own right. While small in size, they usually are quite good in a particular specialty.
    Territory: While not as small as a Old World Blue, minors powers control territory ranging from a single city to the state of Delaware.
    Population: Minors Powers have a moderate population, usually centered around one or two major cities or trade hubs.
    Resources: The amount of resources available to a Minor are limited, but can be better distributed among its smaller population.
    Infrastructure: Since a Minor Power controls a relatively small amount of territory, they are better able to develop their land and use their resources, leading to a nation of moderate to good infrastructure.
    Technology: The smaller population and territory of Minor Powers creates lesser Demand, which means the supply is able to keep up. Minor Powers are better able to research and produce new or re-learned technologies that they have either research or scavenged from Pre-War sites. While they can never reach the level of a Old World Blue, a Minor Power could find itself outshining a Regional Power in terms of Technological Advancement.
    Military: The size of a Minor Power's military can change depending on a players wishes; they may host a Volunteer Army that would be small but high quality, or they may have a Crack Conscript Force. Either way, the armies of a Minor Power would be smaller than that of the large Regional Powers, but would be of higher quality in both Arms and training. The average Minor Power Infantryman would have access to low tech Armor, quality combustion arms, and possibly some low-quality energy weapons like Laser Muskets. Of course, the quality of arms and training would scale with the size of the army. At sea, a Minor Power could have a fleet similar to Regional Powers, although it would have to be smaller in size. However, a Minor Power's fleet would have access to higher quality, and possibly higher tech ships like Steam paddleboats, which would be treated like Post-apocalyptic battleships.
    Limit of Minor Powers: Unlimited

    Tribe/Raider Band: Tribes or Raider Bands are characterized by a very decentralized or authoritarian ruler, and focus primarily on raiding or pillaging lands.
    Territory: Territory of Tribes or Raider bands is measured more in their area of influence, which can equal that of a Minor Power. A tribe or raider groups Area of Influence can overlap another nations claimed territory, however expect conflict to arise.
    Population: These bands or tribes are very small, between a few hundred and a couple thousand, and are made up primarily by warriors or hunters.
    Resources: Tribes or Raider bands have access to a limited amount of resources, but usually have to aquire them through pillaging, raiding or hunting.
    Infrastructure: The decentralized nature of these tribes or bands leads to little investment in infrastructure outside their camp or outpost. This means they are unable to properly acquire resources outside said camps and must acquire them through Raiding or Trade.
    Technology: The incredibly low infrastructure of these tribes or bands means they have little in the way of technology or industry. Anything they produce must be extremely basic, i'm talking clay pots and wooden spears basic. Most of their technology will come from pre-war loot scavenged or from items acquired through raiding or trade.
    Military: The tribes or raider groups of the Wastes would be highly militaristic, with a warrior society. Their lack of infrastructure and reliance on Scavenging, Raiding or Trade would mean less of the population would be needed as laborers or craftsmen, and more can be Warriors. In raider groups especially, nearly the entire population would be ready for war. Tribes can be the same, although of course can go a more peaceful route and focus more on Trade than war to get the resources they need. The individual soldiers themselves can vary in quality, and their weapons are rarely ever standardized, using either homemade weapons like knifes or pipe guns, or more advanced weapons acquired through scavenging or trade.
    Limit: Eight
    Additional Info: Raiders and Tribes are not like regular nations. They have no territory, only a AOI, and are based around Camps or Outposts. Their entire society is built upon the idea that they are warriors who must pillage or raid to obtain supplies, or that they must be warriors to defend their tribes. This decentralized nature leads to them not really being countries, more like factions. Tribes and Raiders are able to settle down and form nations rooted to a specific spot, but they can also live a nomadic or semi-nomadic life; moving the camp to one spot, pillaging and raiding the surrounding area before picking up and moving again to avoid being attacked by the local nation.

  • Common Courtesy
    • No Godmodding, Metagaming, etc in this RP.
    • No Spamming in the IC or OOC.
    • If you have a problem with a player, take it to TG. If that does not work, bring it to the OP or a Co-Op's attention. Do not turn the OOC thread into chaos.
    • Use proper english and grammar. I'm not super huge on small mistakes, but rather large english grammar/spelling mistakes will be pointed out and you may be removed if you do not attempt to improve.
    • If you have any question on anything, ask me (OP) or one of my Co-Op's about it.
    • While not a rule or regulation, we highly encourage you to be active in the above listed Discord, for much discussion will happen there.





Roster


Placeholder Example - Placeholder Player

State of Norfolk - The Traansval - Minor Power
Enclave - Bermuda - Old World Blue
Fort Knox Reservation - Tayner - Old World Blue
Second Louisiana Kingdom (See map) -Penn Hills - Minor Power
Republic of Texas - Versail - Minor Power
The Mothmen - Ralnis - Regional Power
Republic of Washington - Manticore - Regional Power
Regulators - Greater Redosia - Tribe
The Grand Tsardom - Skarten - Raider Band
88th Brigade - New Minhasa - Raider Band
Johnathan Glass (Character) - Aregin - Character
Gulf Commonwealth - Elerain - Regional Power
Tophat Empire - The Tophat Empire - Minor Power
Children of Atom - Puertollano - Minor Power
The Union - Empire of Tau - Regional Power
San Antonio Despotate - Absolon-7 - Minor Power
Republic of Orange Beach - Northern Poland - Minor Power
National Commonwealth of Texas - Zelent - Regional Power
New Roman Republic - Theyra - Regional Power
Grand City of Augustum - New Minahasa - Minor Power




Application


After reading all that, I'm sure you're just aching to get yourself into our roleplay and I am here to provide you with the tools to do so. Please fill it out in as much detail as you can think of, and your application will receive a response within a 48 hour period by the OP himself. Please be patient with this process, and please for the love of god delete the parts in ().
Nation/Faction Application:

Code: Select all
[box][b]Faction/Nation Flag (Optional):[/b]
[b]Faction/Nation Name:[/b]
[b]Faction/Nation Role:[/b] (See Above; Rules and Regulations)
[b]Faction/Nation Territory:[/b] (Please be as Specific as possible)
[b]Capital City/Faction HQ:[/b] (If no capital city, please specify a bunker or other installation where you mainly operate.)
[b]Population:[/b] (Please calculate your population by taking the IRL current population of your Territory, and subtracting 94% out if your a Minor or OWB, and 96% if your a Regional Power)
[b]Government:[/b] (How does your nation run? Or if a faction, how does the faction run?)
[b]Leaders:[/b] (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
[b]National/Group Ideology:[/b] (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
[b]Military:[/b] (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.)
[b]Major Towns or Locations:[/b] (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? List as many as you can, and also why they are important.)
[b]History:[/b] (How did your nation or group come to be?)[/box]





Miscellaneous


Alright, I know you're ready to just get right into this but here is additional information that can be very helpful concerning our fallout universe.

In the fallout universe, we have seen hints, teasers, and confirmations of certain elements that may or may not have been fully featured in a fallout game. However, with our canon universe there is some rather new and interesting things to take into account and these are the regulations governing them.

  • Vehicles are allowed to be used. These are limited to cars, bikes, and transport airplanes.
  • Bombers and Fighters are not allowed, period.
  • Naval Vessals are allowed, but must be made on a pre-20th century level and appropriate research must have been conducted. Special nations are exempt from this.
  • Horses are canon, and can be used by players.
  • Vertibirds can only be used by Old World Blues, or in special circumstances by others due to Research or Salvage, and can be powered by either oil or nuclear power.
  • Most roads of the wasteland are damaged, meaning infrastructure improvements will need to be made before vehicles can be used across long distances safely.
Certain states within our RP will have special benefits, that you can control for your nation. You must control at least fifty percent of the state to receive the benefit, and they can be flexible based on what your imagination can come up with on this benefit.

Alabama - Pre-War Industry, and Agriculture.
Arkansas - Agriculture and Conventional Mining
Delaware - Agriculture.
Florida - Advanced pre-war research facilities, Agriculture, and Conventional Mining.
Georgia - Disease Research, Conventional Mining (Varied), Textile Industry.
Illinois - Agriculture, Pre-War Gun Schematics, and Coal Mining.
Indiana - Agriculture and Steel Production.
Ohio - Pre-War Industry
Kentucky - Pre-War Industry and Coal Mining.
Kansas - Aircraft Research and Agriculture
Louisiana - Agriculture and Mississippi- Trade Route Control.
Maryland - Agriculture and Advanced Biotech/Medical Research.
Mississippi - Pre-War Industry, Major Trade Hubs.
Missouri - Conventional Mining (Varied) and Agriculture.
North Carolina - Agriculture, Pre-War Military Tech, and Pre-War Industry.
Oklahoma - Agriculture
South Carolina - Agriculture and Pre-War Military Tech
Tennessee - Agriculture and Textile Industry
Texas - Agriculture, Conventional and conventional Mining (Varied), Pre-War Industry, Advanced Space Research and Nationalism.
Virginia - High-Tech Industry, Agriculture, Pre-War Military Tech, Cultural, and Historical Information.
West Virginia - Coal Mining.
Washington DC - Owning Washington DC gives a unique claim to successor of the US. Also confers a small bonus in all fields listed above.
Image

This is the golden chart of Naval Technology. If you want a fleet this is your guideline. It lists the classes of Ships, called "Rates", and how many cannons each one carries. The most powerful ships of all are the Fifth Rates, which are either Great Frigates (If they have sails) or are Paddle Steamers. Below are the Sixth Rates or Frigates, and then the Sloops and Brigs. Sloops and Brigs will be the largest part of your fleet, while your Sixth Rates and (If you focused on your navy in your app) Fifth Rates will be your heavy hitters. Additionally you may have specialty ships: We already mentioned Steam paddleships but there are also Cutters, which are faster versions of Brigs, and Post Ships which are smaller version of Frigates which have less men and guns but also are easier to produce and can be made in larger numbers than regular Sixth Rates.


Last edited by The Traansval on Sat Apr 07, 2018 7:41 pm, edited 22 times in total.

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The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Sun Mar 18, 2018 9:01 pm

OP's App
Faction/Nation Flag:
Image
Faction/Nation Name: State of Virginia
Faction/Nation Role: Minor Power
Faction/Nation Territory: The greater Norfolk area including Chesapeake and Virginia Beach
Capital City/Faction HQ: Norfolk
Population: 78,000
Government: The State of Virginia is run by a Military Junta called the Joint Chiefs of Command Board, or just the Joint Chiefs. The board is made up of Nine Military Commanders; Four from the Army, Four from the Navy and one Chairman of the Board. The Joint Chiefs are both the Executive and the Legislative branch of the Government, although much of its Executive power goes to the Chairman, who is elected by majority vote in the Joint Chiefs council from among themselves. The Chairman appoints his Government; a collective term for the Departments that do the day to day actions of running the nation, like for instance the Department of Agriculture as an example.
Leaders: Chairman of the Joint Chiefs Field Marshal Alexander B. Hayes
National/Group Ideology: Military Dictatorship, Capitalism, Nationalism, Authoritarianism, Militarism.

Military: The Virginia State Military is split between the Virginia State Army (VSA) and the Virginia State Navy (VSN). Collectively they have a manpower pool of 2,000 Conscripts.

NSA: The VSA is a force of 1,200 Conscript Soldiers organized into Six Regiments of 200 men each. Armed with automatic M281 Assault Rifles and Combat Fatigues, they are highly disciplined and trained force. A new addition is the 1st Armored Regiment, made up of fifty men and three Armored Cars produced by Project Ares.
Infantry Platoon:
1 x Commanding Officer
1 x Second in Command
1 x Radio Operator

1st Squad:
1 x Officer
2 x NCO's
2 x Riflemen
1 x Light Machine Gunner

2nd Squad:
1 x Officer
1 x NCO's
1 x NCO (Mortarman)
2 x Riflemen
1 x Enlisted (Mortarmen)

Equipment: 1 x 81mm Mortar, 14 x M12 Service Revolvers, 11 x M281 Assault Rifles, 1 x M68 Light Machine Gun, and 18 x M181 Hand Grenade

Heavy Weapons Platoon:
1 x Commanding Officer
Mortar Squad:
1 x Officer
1 x NCO (Mortarman)
1 x Enlisted (Mortarman)

Machine Gun Squad:
1 x Officer
1 x NCO
2 x Machine Gun Operators

Equipment: 1 x 81mm Mortar, 2 x M34 Heavy Machine Guns, 8 x M12 Service Revolvers, and 5 x M281 Assault Rifles

Three platoons together with a Heavy Weapons Platoon, operating a Mortar and two Machine Guns, make up one Battalion of 50 men, which is then grouped together with four other Battalions to form a Regiment.

The Regiment is normally the basic fighting unit, although sometimes a few Regiments will be put together into a adhoc Brigade, and on large campaigns two or more Brigades can make up a Division. Only one infantry division has ever been formed, the Madhawk Division formed for the Viriginia Beach Campaign.

Armored Platoon
1 x Commanding Officer
1 x Driver
2 x Mechanics
3 x Gunners

1 x Auxiliary Officer
2 x Auxiliary NCO's
4 x Auxiliary Riflemen
1 x Auxiliary LMG Gunner

1 x Armored Car

Three Armored Platoons plus a Headquarters and Logistics Company of 15 men comprise the 1st Armored Regiment.

Additionally, the State of Virginia recently set up the Virginia Foreign Legions, Two "Legions" of 200 men each recruited from Non-Virginian Citizenry, primarily from captured territory.
Foreign Legion Infantry Platoon:
1 x Commanding Officer
1 x Second in Command
1 x Radio Operator

1st Squad:
1 x Officer
2 x NCO's
6 x Riflemen
2 x Light Machine Gunner

2nd Squad:
1 x Officer
2 x NCO's
6 x Riflemen
2 x Light Machine Gunner

Equipment: 18 x M281 Assault Rifles, 4 x M68 Light Machine Gunes, 25 x M12 Service Revolvers, 38 x M181 Hand Grenade and 1 x Saber

Foreign Legion Cavalry Platoon:
1 x Commanding Officer
1 x Second in Command
1 x Radio Operator

1st Squad:
1 x Officer
1 x NCO's
3 x Trooper
1 x Light Machine Gunner

2nd Squad:
1 x Officer
1 x NCO's
3 x Troopers
1 x Farrier

Equipment: 10 x M281 Assault Rifles, 15 x M12 Service Revolvers, 1 x M68 Light Machine Gun, 22 x M181 Hand Grenades

Two Infantry platoons together make up one Battalion of 50 men, which is then grouped together with three other Infantry Battalions and a Cavalry troop to from the Foreign Legion. Three Cavalry platoons together with a Command Squad of Five men form a Cavalry Troop, which with the Three Infantry Battalions make up the Legion.


M281 Assault Rifle
https://vignette.wikia.nocookie.net/fallout/images/a/a8/G3ASSAULTRIFLE.png/revision/latest/scale-to-width-down/2000?cb=20110207002133
M68 Light Machine Gun
https://vignette.wikia.nocookie.net/fallout/images/c/c4/LMGRend.png/revision/latest/scale-to-width-down/2000?cb=20110206234404
M34 Heavy Machine Gun
https://modernfirearms.net/userfiles/images/machine/mg59/m1917a1_2.jpg
M12 Service Revolver
https://vignette.wikia.nocookie.net/fallout/images/8/83/.44_magnum_revolver_%28Fallout_New_Vegas%29.png/revision/latest?cb=20110208183603
Standard VSA Uniform:
https://staticdelivery.nexusmods.com/mods/1151/images/thumbnails/3174-0-1448649572.jpg
Standard Uniform, Infantry Contingent, Virginian Foreign Legions
https://i.pinimg.com/originals/7b/38/0a/7b380a6378083143a577591f1c79940b.jpg
Standard Uniform, Troops of Dragoons, Virginian Foreign Legions
https://i.pinimg.com/736x/58/67/6d/58676db38db33d1646fe424a11d6e558--independence-war-american-independence.jpg
M181 Hand Grenade
https://vignette.wikia.nocookie.net/callofduty/images/b/b3/M2_Frag_Grenade_Menu_Icon_MWR.png/revision/latest?cb=20170306090454
81mm Mortar
http://www.questmasters.us/sitebuilder/images/81mmMortar3-762x574.jpg

NSN: The VSN is a fleet of 12 Ships manned by 1280 Conscript men and guarded by 260 Marines. The ships are:
    VSS Norfolk - Fifth Rate Class Paddle Steamer - 280 men/56 Marines - 2 x 11 inch Guns - 12 x 9 Inch Guns - 18 x 38 Pounder Guns
    VSS Chesapeake - Sixth Rate Class Frigate - 200 men/55 Marines - 30 x 38 pounder Guns - 10 x 9 inch Guns - 4 x 11 inch Guns
    VSS Virginia - Sixth Rate Class Frigate - 200 men/55 Marines - 30 x 38 pounder Guns - 10 x 9 inch Guns - 4 x 11 inch Guns
    VSS Lorraine - Sloop - 100 men/12 Marines - 14 x 32 Pounder Guns - 2 x 9 inch guns
    VSS Matilda - Sloop - 90 men/12 Marines - 14 x 32 Pounder Guns - 2 x 9 inch guns
    VSS Antelope - Sloop - 90 men/12 Marines - 14 x 32 Pounder Guns - 2 x 9 inch guns
    VSS Yankee - Sloop - 90 men/12 Marines - 14 x 32 Pounder Guns - 2 x 9 inch guns
    VSS Humble - Brig - 50 men/10 Marines - 12 x 18 pounders
    VSS Portsmouth - Brig - 50 men/10 Marines - 12 x 18 pounders
    VSS Hayes - Brig - 50 men/10 Marines - 12 x 18 pounders
    VSS America - Cutter - 40 men/8 Marines - 4 x 18 pounders - 1 x 9 inch gun
    VSS Atlantic - Cutter - 40 men/8 Marines - 4 x 18 pounders - 1 x 9 inch gun

Major Towns or Locations: Chesapeake, a major population center and industrial area.
The Virginia Beach Territory, a recently conquered addition to the State that contains a large amount of Farmland and coastal settlements for trading.
History: After the bombs fell in 2077, the citizens of Norfolk retreated to the safety of Vaults 201 and 211, both having been built by the military to house the large Naval Military personeel at Norfolk. Inside the Vaults, a military culture began to form and Officers became the government of the Vaults and the former servicemembers became its citizens. They trained and built up for the day the vaults would open, ready to retake the above ground.

When the vault door did open, the trained military population of the vault began to scout the land around their vaults, eventually making contact with each other. Scout reports had revealed the town had been taken over by a tribe that had built up a cult around the pre-war military instillation's, not stepping foot for they considered it holy ground. The vault dwellers organized themselves and attacked, fighting street to street, building to building and using their superior technology to root out the tribe. It took eight months, but finally Norfolk had been retaken, and the tribe was slaughtered.

On the ashes of the dead tribe, the leaders proclaimed a new nations, the State of Norfolk. Built on a military style of government used in the vaults along with a sense of Nationalism and Militarism, the State would consolidate and colonize the city of Norfolk. Years of building projects would help restore the cities roads, rebuild the houses and buildings, and even rebuild the cities sewer and drydock paving the way for the NSN.

Not long after Norfolk was rebuilt, the vault dwellers multiplied over generations. The streets of Norfolk were bursting with people, and soon the government wanted to expand. They sent men south to conquer the greater Norfolk Area, running into and later battling a citystate in the old ruins of Chesapeake. Later on, a campaign would begin to conquer the coastal region of old Virginia Beach, a campaign that would last nearly three decades. Eventually the area was pacified, and all its citizens brought under the Banner of the State.
Last edited by The Traansval on Sun Apr 08, 2018 6:31 pm, edited 11 times in total.

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The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Sun Mar 18, 2018 9:01 pm

Reserved

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Waztaskio
Negotiator
 
Posts: 7077
Founded: Jun 09, 2013
Iron Fist Consumerists

Postby Waztaskio » Sun Mar 18, 2018 9:07 pm

Tagging for now. May put up an app soon for something. Btw, thank you for the shoutout. :)
Last edited by Waztaskio on Sun Mar 18, 2018 9:07 pm, edited 1 time in total.

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Arengin Union
Powerbroker
 
Posts: 8858
Founded: Feb 23, 2016
Left-Leaning College State

Postby Arengin Union » Sun Mar 18, 2018 9:07 pm

Yo
"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

Proud member of the Federation of Allies

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The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Sun Mar 18, 2018 9:09 pm

Waztaskio wrote:Tagging for now. May put up an app soon for something. Btw, thank you for the shoutout. :)

No problem, your a huge basis for this RP

User avatar
Waztaskio
Negotiator
 
Posts: 7077
Founded: Jun 09, 2013
Iron Fist Consumerists

Postby Waztaskio » Sun Mar 18, 2018 9:10 pm

The Traansval wrote:
Waztaskio wrote:Tagging for now. May put up an app soon for something. Btw, thank you for the shoutout. :)

No problem, your a huge basis for this RP

I can tell. Glad to see my work over the time I worked on RoD was appreciated by many. I just don't feel like personally OPing another one myself.

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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Sun Mar 18, 2018 9:16 pm

Interesting.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

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Fascist Republic Of Bermuda
Ambassador
 
Posts: 1982
Founded: Apr 28, 2014
Ex-Nation

Postby Fascist Republic Of Bermuda » Sun Mar 18, 2018 9:43 pm

D.C. Enclave, reporting and ready to Make America Great Again.
N U T S !

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The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Sun Mar 18, 2018 9:45 pm

Fascist Republic Of Bermuda wrote:D.C. Enclave, reporting and ready to Make America Great Again.

I'll take this as a Reservation. Accepted.

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Tysoania
Ambassador
 
Posts: 1285
Founded: Mar 26, 2012
Ex-Nation

Postby Tysoania » Sun Mar 18, 2018 10:35 pm

Faction/Nation Flag (Optional): Not good with Paint, sorry.
Faction/Nation Name: The Federation of Coast States
Faction/Nation Role: Minor power
Faction/Nation Territory: Mobile, AL
Capital City/Faction HQ: The Fort (Fort Conde)
Population: 11, 700
Government: Benevolent dictatorship. The Federation is headed by the President, who rules by decree. Most day-to-day policy is left to their cabinet, made up of 4 officials. The Chief of the Army Staff runs the military, the minister of the economy is responsible for economic and agricultural policy, the minister of the Interior is responsible for infrastructure and rad cleanup, and the minister of public affairs is responsible for social policy, policing, and propaganda.
Leaders: President Jack Anders, Chief of the Army Staff Gen. Sam Duncan, Minister of the Economy Red Hughes, Minister of the Interior Lily Smith
National/Group Ideology: Their goal is to unify the Gulf Coast factions and states under their banner. The official government line is that they support peaceful con-existence, but are known to use military force to achieve their aims. Domestic policy follows a mix of central and free-market economics and good civil rights.
Military: 450 conscripted troops. The standard weapon is the laser musket, with pre-war equipment being saved for officers and veterans. Training consists of three days of weapons training, two days of basic battle procedures (keep your head down, don't shoot at friendly forces, etc), and then a week of duty in the wetlands of north Mobile for combat experience. After they complete their training, they are assigned to either police duty in downtown Mobile or as border guards on the outskirts of the Federation. Other than their weapon, there is no uniform issued; however, most troops wear mud-brown clothes as camouflage in north Mobile. Troops on police duty are assigned to the Fort barracks, and troops on border guard duty are permitted to camp in the nearest ruins.
Major Towns or Locations:
-Mobile (capital, largest location)
-Meaher State Park (easternmost outpost, center of the fishing industry, small garrison of 10)
-65 Interchange (westernmost outpost, scavenger hub for western Mobile, small garrison of 12)
History: Most citizens of Mobile were not fortunate enough to enter a Vault, and were trapped above ground when the bombs fell. Because Mobile was not a main target, its population was not entirely wiped out, and the survivors formed tribes. One tribe, which lived on the pre-war ship USS Alabama, eventually established dominance over the Mobile region. However, because the ship was not a good source of food, the tribe was forced to rely on cooperation with other tribes that it had subjugated. This cooperation eventually became a partnership, and this eventually evolved into a political union.

The united tribe, seeing the opportunity to expand by absorbing the other nearby tribes, took the name of the Federation of Coastal States and began trying to convince other tribes, as well as civilians, to join them. When this did not work, the Federation took to threatening other tribes to join or die. By 2252, the Federation has assimilated all of downtown Mobile and is attempting to convince the tribes across the bay to join the Federation. However, they have not made much progress in north Mobile, where wetlands have reclaimed the area, making civilization in the area extremely difficult. Instead, the Federation has begun clearing the ruins to the west to expand their agricultural base.
The Cold War in 6 words:
Monsone wrote:the USSR is up to something

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

Postby Zepplien » Sun Mar 18, 2018 10:37 pm

Time for Vault City, Baltimore Edition
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
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Sun Mar 18, 2018 11:00 pm

Tysoania wrote:
Faction/Nation Flag (Optional): Not good with Paint, sorry.
Faction/Nation Name: The Federation of Coast States
Faction/Nation Role: Minor power
Faction/Nation Territory: Mobile, AL
Capital City/Faction HQ: The Fort (Fort Conde)
Population: 11, 700
Government: Benevolent dictatorship. The Federation is headed by the President, who rules by decree. Most day-to-day policy is left to their cabinet, made up of 4 officials. The Chief of the Army Staff runs the military, the minister of the economy is responsible for economic and agricultural policy, the minister of the Interior is responsible for infrastructure and rad cleanup, and the minister of public affairs is responsible for social policy, policing, and propaganda.
Leaders: President Jack Anders, Chief of the Army Staff Gen. Sam Duncan, Minister of the Economy Red Hughes, Minister of the Interior Lily Smith
National/Group Ideology: Their goal is to unify the Gulf Coast factions and states under their banner. The official government line is that they support peaceful con-existence, but are known to use military force to achieve their aims. Domestic policy follows a mix of central and free-market economics and good civil rights.
Military: 450 conscripted troops. The standard weapon is the laser musket, with pre-war equipment being saved for officers and veterans. Training consists of three days of weapons training, two days of basic battle procedures (keep your head down, don't shoot at friendly forces, etc), and then a week of duty in the wetlands of north Mobile for combat experience. After they complete their training, they are assigned to either police duty in downtown Mobile or as border guards on the outskirts of the Federation. Other than their weapon, there is no uniform issued; however, most troops wear mud-brown clothes as camouflage in north Mobile. Troops on police duty are assigned to the Fort barracks, and troops on border guard duty are permitted to camp in the nearest ruins.
Major Towns or Locations:
-Mobile (capital, largest location)
-Meaher State Park (easternmost outpost, center of the fishing industry, small garrison of 10)
-65 Interchange (westernmost outpost, scavenger hub for western Mobile, small garrison of 12)
History: Most citizens of Mobile were not fortunate enough to enter a Vault, and were trapped above ground when the bombs fell. Because Mobile was not a main target, its population was not entirely wiped out, and the survivors formed tribes. One tribe, which lived on the pre-war ship USS Alabama, eventually established dominance over the Mobile region. However, because the ship was not a good source of food, the tribe was forced to rely on cooperation with other tribes that it had subjugated. This cooperation eventually became a partnership, and this eventually evolved into a political union.

The united tribe, seeing the opportunity to expand by absorbing the other nearby tribes, took the name of the Federation of Coastal States and began trying to convince other tribes, as well as civilians, to join them. When this did not work, the Federation took to threatening other tribes to join or die. By 2252, the Federation has assimilated all of downtown Mobile and is attempting to convince the tribes across the bay to join the Federation. However, they have not made much progress in north Mobile, where wetlands have reclaimed the area, making civilization in the area extremely difficult. Instead, the Federation has begun clearing the ruins to the west to expand their agricultural base.

I have two things to point out; Firstly, while i will allow your men to use Laser Muskets, if you plan on expanding then once your army starts growing beyond 600-800 men your going to have to start using other weapons to keep everyone armed.

Secondly, as a Federation of "Coast States", i'm a bit qurious why your military description didn't include anything about a navy? Maybe a Frigate or two plus a hand full of sloops and brigs to help you take over the gulf? Just a suggestion.

Besides these, your application is perfectly suitable, and is accepted.
Last edited by The Traansval on Sun Mar 18, 2018 11:04 pm, edited 1 time in total.

User avatar
Zelent
Ambassador
 
Posts: 1987
Founded: Mar 22, 2015
Ex-Nation

WIP

Postby Zelent » Sun Mar 18, 2018 11:34 pm

Faction/Nation Flag (Optional):
Image

Faction/Nation Name: Soonerland
Faction/Nation Role: Regional Power
Faction/Nation Territory: Oklahoma City-Tulsa-Muskogee-Shawnee-Norman-OKC.
Capital City/Faction HQ: (If no capital city, please specify a bunker or other installation where you mainly operate.)
Population: (Please calculate your population by taking the IRL current population of your Territory, and subtracting 94% out)
Government: (How does your nation run? Or if a faction, how does the faction run?)
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
National/Group Ideology: (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
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.)
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? List as many as you can, and also why they are important.)
History: (How did your nation or group come to be?)
Support: Universal Health Care, Nationalism, Conscription, Infrastructure Investment, Border Wall, Workfare, Freedom, Bill of Rights, Social market economics, Cannabis decriminalization, Ukrainian Independence, All Lives Matter

Neutral: Trump,

Against: Clinton, TPP/NAFTA/CAFTA, European Union, Political Correctness, Black Lives Matter, Drug Abuse, Lobbyists, ISIS

User avatar
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Sun Mar 18, 2018 11:49 pm

Zelent wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Soonerland
Faction/Nation Role: Regional Power
Faction/Nation Territory: Oklahoma City-Tulsa-Muskogee-Shawnee-Norman-OKC.
Capital City/Faction HQ: (If no capital city, please specify a bunker or other installation where you mainly operate.)
Population: (Please calculate your population by taking the IRL current population of your Territory, and subtracting 94% out)
Government: (How does your nation run? Or if a faction, how does the faction run?)
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
National/Group Ideology: (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
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.)
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? List as many as you can, and also why they are important.)
History: (How did your nation or group come to be?)

This is obviously WIP, and thats fine, but i wanted to point out that your claim is quite small for a Regional Power. If you want you can expand it, or you can keep your current borders and switch to a Minor Power. Both Regional and Minor power roles have their advantages and disadvantages, keep in mind. Maybe even play as a Tribe?
Last edited by The Traansval on Mon Mar 19, 2018 12:14 am, edited 1 time in total.

User avatar
Afrikaanza
Spokesperson
 
Posts: 105
Founded: Jul 20, 2014
Ex-Nation

Postby Afrikaanza » Mon Mar 19, 2018 12:16 am

Taggity yo
A member of the Federation of Allies

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

Postby New Minahasa » Mon Mar 19, 2018 3:10 am

Faction/Nation Flag (Optional):
Image

Faction/Nation Name: The 88th Brigade
Faction/Nation Role: Raider Band
Faction/Nation Territory: AOI
Capital City/Faction HQ: Jackson serves as the main stronghold of the raider band, exacting tribute over those who crosses the I-20 and I-55
Population: 5,200 and 1,800 slaves
Government: Social Darwinism; the strongest leads the pack. Whenever the current Allfather dies, challengers may rise up and fight in a gladiatorial arena to vie for rulership. However, even when an Allfather has been chosen, new challengers may still rise, under the conditions that the current Allfather is in a healthy condition and the Brigade is not under attack or threatened by a major power.
Leaders: Allfather Olaf 'Deathshead' Ivarsson
National/Group Ideology: Neo-nazism, fascism, paganism. The Brigade takes the values of neo-nazism, strongly believing in the ideas of white supremacy, ultranationalism, racism, xenophobia, and anti-semitism. To make things worse, the raider band regularly delves into paganism, worshipping the ancient Nordic pantheon as a whole, and choosing Odin as their patron.
Military: Raiders of the Brigade are armed with weapons and equipment of varying quality, with the strongest having the best and the weakest having the worst. While pipe guns are common, melee weapons are more popular amongst the warriors. Weapons such as rippers, axes, and shishkebabs are regularly used by the junior warriors of the Brigade, while ballistic fists, bumper swords, and super sledges are reserved for the veterans and higher-ups. Firearms are kept and maintained for the more elite brood of the Brigade, while the less fortunate ones are given pipe guns and melee weapons as a way to prove themselves.

Recruits and lowly warriors resemble your typical raiders with high emphasis on furs and multiple nazi symbols on their clothing and armour, as well as their tattoos. The elites and veterans of the Brigade take all the advanced tech and equipment for themselves, with most outfitted with their own modified and customized combat armours.
The Death Squadron are the most elite out of the elites. These raiders are the fiercest force of the Brigade; overly-drugged, highly-trained, and most of all, armed with the best of equipment.

Overall, the einherjars and valkyries of the Brigade sum up to 4,500 men and women, with the Death Squad adding up another 500 raiders.
Major Towns or Locations: Tuscaloosa, Greenville, Vicksburg, Columbus, Meridian
History:
The Brigade started their humble beginning from two vaults, namely Vault 23 and Vault 16, both which were subjects of another social experiment conducted by Vault-Tec. People of strong Germanic blood were transferred to said vaults. Vault 23 was given HEAVY pre-WW2 Nazi Germany propaganda, whilst the dwellers of Vault 16 were brainwashed to delving into paganism, and some might say, even satanism. The experiments weren't a major success for the first generation that came into the vaults, but as the new generation arose, things began to change. Their minds were radicalized, with one strongly holding onto the ideas of Nazism and the other believing that Odin was their one true god.

When the vaults started opening, due to their close proximity, dwellers of both Vault 23 and Vault 16 were the first to ever encounter themselves. At first, there was a short-lived conflict between the two, but as times passed by, seeing the brutality and viciousness of the irradiated wasteland and its mutated creatures, both groups eventually came to an agreement. Both travelled together side-by-side, wandering and exploring the wasteland for almost a decade. They were forced to live from their surrounding, sometimes having forced to drink irradiated water from a nearby source, and even resorting to banditry. When their journey finally ended and they discovered the ruins of what was once the capital city of Mississipi, the entire group cheered. They stumbled upon what appeared to be a town located within the center of the city ruins, with a medium population of ex-vault dwellers and ghouls.

But a warm welcome wasn't theirs to take. The townspeople rejected their arrival, and spat upon them, seeing them as nothing but raiders and lowly thugs. Apparently, news of the group's banditry had reached the townsmen's ears. Some were even victims themselves. This dismissal was a great insult to the whole group. Broken, and now betrayed, they were forced to wander the wastes again... or force themselves into the town. The latter was a more interesting option. They were tired, exhausted. Returning to the wasteland was out of the question. The night after, the group returned and fully armed. The town's militia was no match for them. Those years of wandering, fighting against wild creatures and bandits, began to pay off.

The group was victorious. Crimes and unspeakable atrocities were committed within the town that night. Rape, murder, robbery... what was left of the townspeople were enslaved and the town was reshaped into a stronghold. The group was wholely changed that night. Looting and pillaging were fun and rewarding, and from their stronghold, they started conducting even more raids on nearby areas. A leader would be chosen, not from the old values of democracy, but even more ancient than that. More primitive. The pack needed a strong leader to be able to restrain and control their wild nature. Calling themselves the "88th Brigade", 88 being the numerical code for "Heil Hitler", the group set off to reclaim what's rightfully theirs; everything.
Last edited by New Minahasa on Sat Mar 24, 2018 3:48 am, edited 12 times in total.

User avatar
Greater Redosia
Minister
 
Posts: 3425
Founded: Aug 01, 2016
Ex-Nation

Postby Greater Redosia » Mon Mar 19, 2018 3:12 am

tag
Member of the Cobalt Network
Want to join? Click here!

RPs I'm currently in:

User avatar
Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Mon Mar 19, 2018 3:19 am

I'll lay claim to a former U.S. army base in the form of Fort Hood (as an OWB if possible).
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

User avatar
Skarten
Senator
 
Posts: 4679
Founded: Dec 08, 2015
Ex-Nation

Postby Skarten » Mon Mar 19, 2018 3:40 am

I might apply.

User avatar
Tysoania
Ambassador
 
Posts: 1285
Founded: Mar 26, 2012
Ex-Nation

Postby Tysoania » Mon Mar 19, 2018 8:05 am

The Traansval wrote:I have two things to point out; Firstly, while i will allow your men to use Laser Muskets, if you plan on expanding then once your army starts growing beyond 600-800 men your going to have to start using other weapons to keep everyone armed.

Secondly, as a Federation of "Coast States", i'm a bit qurious why your military description didn't include anything about a navy? Maybe a Frigate or two plus a hand full of sloops and brigs to help you take over the gulf? Just a suggestion.

Besides these, your application is perfectly suitable, and is accepted.

For the weaponry, sure. Would you prefer pre-war weapons or pipe weapons?

I couldn't find anywhere to put it, but I plan on using the Federation as a faction with delusions of grandeur. Having maritime forces would make them too competent for my tastes. Would I be allowed to have a smack or two for civilian use (fishing, etc.), though?
The Cold War in 6 words:
Monsone wrote:the USSR is up to something

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Mar 19, 2018 9:06 am

Tag
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

User avatar
Penn Hills
Lobbyist
 
Posts: 19
Founded: Feb 29, 2016
Ex-Nation

Postby Penn Hills » Mon Mar 19, 2018 11:31 am

Tag, reserve Louisiana.

User avatar
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Mon Mar 19, 2018 12:07 pm

New Minahasa wrote:WIP
Faction/Nation Flag (Optional):
Faction/Nation Name: The 88th Brigade
Faction/Nation Role: Raider Band
Faction/Nation Territory: WIP
Capital City/Faction HQ: WIP
Population: 1,650 raiders, 300 slaves
Government: Social Darwinism; the strongest leads the pack
Leaders: Allfather Olaf 'Deathshead' Ivarsson
National/Group Ideology: Neo-nazism, fascism, paganism
Military: Raiders of the Brigade are armed with weapons and equipment of varying quality, with the strongest having the best and the weakest having the worst. While pipe guns are common, melee weapons are more popular amongst the warriors. Weapons such as rippers, axes, and shishkebabs are regularly used by the junior warriors of the Brigade, while ballistic fists, bumper swords, and super sledges are reserved for the veterans and higher-ups. Firearms are kept and maintained for the more elite brood of the Brigade, while the less fortunate ones are given pipe guns and melee weapons as a way to prove themselves.

Recruits and lowly warriors resemble your typical raiders with high emphasis on furs and multiple nazi symbols on their clothing and armour, as well as their tattoos. The elites and veterans of the Brigade take all the advanced tech and equipment for themselves, with most outfitted with their own modified and customized combat armours.
The Death Squadron are the most elite out of the elites. These raiders are the fiercest force of the Brigade; overly-drugged, highly-trained, and most of all, armed with the best of equipment.

Overall, the einherjars and valkyries of the Brigade sum up to 1,500 men and women, with the Death Squad taking up a total of 150 raiders.
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? List as many as you can, and also why they are important.)
History: (How did your nation or group come to be?)

Your population is a little high, can you lower it closer to around the 1,000 range for your main band, the number of slaves is fine. Overall, looking pretty good so far.

Tysoania wrote:
The Traansval wrote:I have two things to point out; Firstly, while i will allow your men to use Laser Muskets, if you plan on expanding then once your army starts growing beyond 600-800 men your going to have to start using other weapons to keep everyone armed.

Secondly, as a Federation of "Coast States", i'm a bit qurious why your military description didn't include anything about a navy? Maybe a Frigate or two plus a hand full of sloops and brigs to help you take over the gulf? Just a suggestion.

Besides these, your application is perfectly suitable, and is accepted.

For the weaponry, sure. Would you prefer pre-war weapons or pipe weapons?

I couldn't find anywhere to put it, but I plan on using the Federation as a faction with delusions of grandeur. Having maritime forces would make them too competent for my tastes. Would I be allowed to have a smack or two for civilian use (fishing, etc.), though?


You can choose whatever you want to arm them with. Your pretty small so things like Service Rifles or even Assault Carbines would be fine.

Also, yeah you can have a merchant fleet.

Versail wrote:I'll lay claim to a former U.S. army base in the form of Fort Hood (as an OWB if possible).


I'm afraid both our OWB slots have been taken up. You can still be a particularly advanced Minor Power, just think Combat Armor and Assault Carbines instead of Power Armor and Gatling Lasers.

Penn Hills wrote:Tag, reserve Louisiana.


Reserved. I assume since your taking the entire state you'll be reserving this as a Regional Power?
Last edited by The Traansval on Mon Mar 19, 2018 12:14 pm, edited 6 times in total.

User avatar
Skarten
Senator
 
Posts: 4679
Founded: Dec 08, 2015
Ex-Nation

Postby Skarten » Mon Mar 19, 2018 1:04 pm

Edit:Nevermind, they're taken. Guess it's back to old crappy wasteland tech lol
Last edited by Skarten on Mon Mar 19, 2018 1:10 pm, edited 2 times in total.

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