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Fallout: Age of Strife OOC/sign-up. Always open.

For all of your non-NationStates related roleplaying needs!
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Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Fallout: Age of Strife OOC/sign-up. Always open.

Postby Versail » Fri Oct 12, 2018 6:50 pm



Image
The Age of Strife

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: The Age of Strife.

This is a Fallout Nation RP set in the North American Continent and parts of the Carriabean, starting in the year 2293. 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 American midwest then you are good for the rp.

Note: That said, the Op/GM does have control of canon outside the Play Area.




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 that's 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, but 2,000 or more can be allowed if one reserves Power Armor for a tiny percentage of the population only.
    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: Adjustable based on rp needs.

    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: Adjustable based on rp needs.

    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 paddle boats, 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 acquire 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 knives or pipe guns, or more advanced weapons acquired through scavenging or trade.
    Limit: Adjustable based on rp needs.
    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.









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]Cultural Advantage:[/B] (This is used to make your faction a little more unique in the rp. Give your faction some kind of advantage, like more manpower or better trade capability. Make sure to give a good ic reason for this, like the people are more disciplined due to their society for example, just make sure to write it out. If you have any questions about this ask me or a coop in the discord.)
[b]Population:[/b] (Please calculate your population by taking the IRL current population of your Territory, subtracting 89% out, OWBs have their own rule)
[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 2% of Population for Volunteers. 6% 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]


Character Application (Yes, PCs are permitted, but do not make too many!)

Code: Select all
[box]
[b]Name of Character:[/b]
[b]Age of Character:[/b]
[b]Appearance:[/b]
[b]Gender:[/b]
[b]Faction Alignment:[/b]
[b]Character S.P.E.C.I.A.L:[/b] (40 Points)
S:
P:
E:
C:
I:
A:
L:
[b]Equipment:[/b]
[list]
[*]
[*]
[*]
[*]
[/list]
[b]Character Backstory:[/b]

[b]Companions:[/b]
[/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, Or on a case-by-case basis, just ask me.
  • 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.
Alaska - Mining oil and gas.
Arizona - Copper Mining, High- Energy Production.
Arkansas - Agriculture and Bauxite Mining.
California - Population, High-Tech Research Facilities, Nationalism, Major Trade Hubs, and Conventional Mining.
Colorado - Advanced Robotics, Agriculture, Coal and Uranium Mining.
Connecticut - Pre-War gun schematics and Aircraft Research.
Delaware - Agriculture.
Florida - Advanced Space Research, Agriculture, and Phosphate Mining.
Georgia - Disease Research, Conventional Mining (Varied), Textile Industry.
Idaho - Agriculture, Advanced Manufacturing.
Illinois - Agriculture, Pre-War Gun Schematics, and Coal Mining.
Indiana - Agriculture and Steel Production.
Iowa - Agriculture.
Kansas - Aircraft Research and Agriculture.
Kentucky - Pre-War Industry and Coal Mining.
Louisiana - Agriculture and Mississippi- Trade Route Control.
Maine - Lumber and Agriculture.
Maryland - Agriculture and Advanced Biotech Research.
Massachusetts - Advanced Biotech, Advanced Robotics, and High-Tech Research.
Michigan - Agriculture, Advanced Vehicle Research, and Pre-War Industry.
Minnesota - Agriculture and Lumber
Mississippi - Pre-War Industry, Major Trade Hubs.
Missouri - Conventional Mining (Varied) and Agriculture.
Montana - Advanced Brewing Techniques.
Nebraska - Agriculture and Railroad Expertise.
Nevada - Gold, Silver, and Copper Mining.
New Hampshire - Agriculture.
New Jersey - Advanced Medical Research and Lumber.
New Mexico - Advanced Research Facilities.
New York - High-Tech Industry Research, Population, Major Trade Hubs, and Nationalism.
North Carolina - Agriculture, Pre-War Gun Schematics, and Pre-War Industry.
North Dakota - Agriculture.
Ohio - Pre-War Industry.
Oklahoma - Agriculture and High Energy Production.
Oregon - Agriculture and Forestry.
Pennsylvania - Railroad Expertise, Pre-War Industry, Nationalism and Agriculture.
Rhode Island - Textile Industry.
South Carolina - Agriculture and Aircraft Research.
South Dakota - Agriculture.
Tennessee - Agriculture, Textile Industry, and High Energy Production.
Texas - Agriculture, Conventional and Unconventional Mining (Varied), High Energy Production, Pre-War Industry, Advanced Space Research and Nationalism.
Utah - Conventional Mining and Pre-War Gun Schematics.
Vermont - Agriculture, Quarrying.
Virginia - High-Tech Industry, Agriculture, Pre-War Military, Cultural, and Historical Information.
Washington - Agriculture, High Energy Production, and Fishing.
West Virginia - Coal Mining.
Wisconsin - Agriculture and Pre-War Industry.
Wyoming - Conventional and Unconventional Mining (Varied).
Washington DC - Owning Washington DC gives a unique claim to successor of the US. Also confers a small bonus in all fields listed above.

__________
Canada:

Alberta - Agriculture, Conventional Mining (Varied), High-Tech Industry.
British Columbia - Conventional Mining (Varied).
Manitoba - Agriculture, Forestry, and Conventional Mining (Varied).
New Brunswick - Pre-War Industry and Conventional Mining (Varied).
Nova Scotia - Forestry and High-Tech Industry.
Ontario - Pre-War Industry, and High Energy Production.
Quebec - Pre-War Industry, High-Tech Industry, and Conventional Mining (Varied).
Saskatchewan - Agriculture.
Nunavut - Gold and Uranium Mining.
Northwest Territories - Gold and Diamond Mining.
Yukon - Conventional Mining (Varied.)

__________
Mexico:

Generally, no Pre-War Oil or High-Tech Industry. However plenty of Mining, Agriculture, and some Pre-War Industry survived. This is distributed throughout the Mexican regions.
https://en.wikipedia.org/wiki/Rating_system_of_the_Royal_Navy

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 paddle ships 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.
Workshops

In the post-war climate of Fallout, factories are simply not economically or technologically viable. As such, Workshops have sprang up. You might remember seeing some of these in the Cannon Fallout Games, such as the Gun Runners. The idea of the Workshop is simple; instead of large coal burning factories with hundreds of workers, the cities of any given nation build Workshops; buildings housing a few workbenches and a dozen or so Skilled Craftsmen to make items. Now, Civilian Workshops will be left vague, just know that their efficiency and quality correspond to your nations amount of Resources and/or Wealth.

What the Workshop system focuses on, are Military Workshops. These are what make your Swords, Rifles, Armor and Grenades. Due to some... Abuse, i've had to make this system. Each nation has a number of "Major Cities" listed in their apps, and if the OP approves of them then they will be marked on the map. Each Major City starts out with Two-Three Military Workshops, depending on the nation. Each city has a maximum capacity of Five Military Workshops, meaning that if you have a city with Two Workshops, you can use IC posts to build more. A workshop usually takes about two-three months to complete, so use the Timescale listed above to figure it out. Any questions, ask the OP in Discord or NS TG.

Military Workshop production is split into four categories: Basic Arms, Small Arms, Heavy Weapons, Advanced Arms, Munitions.

Basic Arms: Simplistic weapons, stuff you could make in a garage. Some examples include Pipe Firearms and Melee Weapons.
Rate: 1.2k units per month per Workshop

Small Arms: The average and plentiful weapons of the wasteland. Not falling apart of made out of glued up pipes, but nothing the Enclave would touch. Examples include Submachine Guns, Pistols, Rifles both Automatic, Semi-automatic and Bolt Action, and simple explosives.
Rate: 500 units per month per Workshop(edited)

Heavy Weapons: Big Guns, not Advanced, just big and powerful. Examples include Machine Guns both Light and Heavy, advanced explosive devices and explosive launchers, and weaponry using heavy ammunition such as .50 caliber rifles or 12.7mm submachine guns.
Rate: 100 units per month per Workshop

Advanced Weaponry: Advanced weaponry, the really fucking big guns, or at least the ones that pack a punch. Examples include Pyrotechnic Weaponry, and Mortars.
Rate: 20 units per month per Workshop.

Field Guns and Howitzers: These are heavier field weapons used to make problems go away.
Rate: 5 units per month per workshop.

Power Armor: These basically turn your basic infantryman into a tank. Examples include T-45D, Raider suits, X-01 Enclave power armor and many others.
Rates: 10 Suits a month per workshop for lesser models, 5 per month per workshop for the more advanced.

Vehicles:These mean lighter vehicles like Humvees and trucks.
Rate: 10 lighter vehicles like trucks per workshop per month, heavier ones are at 5 per workshop per month.

Armored Vehicles:These are your tanks and other such big things.
Rate: 2 per workshop per month for lighter versions, one per month per workshop for heavier ones.

Aircraft: Planes, helicopters and other contraptions.
Rate 3 per workshop per month.

Energy Based Small Arms: Things like laser rifles and pistols, plasma weapons such as grenades and so on.
Rate: 125 Per month per workshop per month.

Munitions: Ammunition, Uniforms, Flags, Radios you name it. This is a catch all category for basic supply equipment
Rate: No Standard Rate, instead you must have a minimum of 20% of your Workshops dedicated to this Category, otherwise you will begin to lack this equipment.

You can choose whether to have a or some workshop(s) dedicated to a single item of production to diversify and have it produce multiple. However, know that having a single workshop produce multiple types of weaponry will decrease overall production rates by 20% on all items per each extra category produced.

Now does this mean every IC post has to include Production numbers? No. This is just meant to be used as a benchmark for deciding how large and how well equipped your army is based off your national production capacity. Do not mistake this for me trying to turn this into a Numbers Game, because i'm not.


Last edited by Versail on Thu Jan 10, 2019 10:43 pm, edited 17 times in total.
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.
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User avatar
Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Fri Oct 12, 2018 7:24 pm

tag looks very well thought out
| LAND OF THE FREE ||AMERICAN||POLITICAL|| RP || IS || UP! | - JOIN NOW!

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

Postby Tysoania » Fri Oct 12, 2018 8:01 pm

Faction/Nation Flag (Optional): none.
Faction/Nation Name: Far Harbor
Faction/Nation Role: Minor Power
Faction/Nation Territory: Mount Desert Island, Cranberry Isles, Trenton, land south of Hwy. 230 and Bar Harbor Airport)
Capital City/Faction HQ: Bar Harbor
Cultural Advantage: The Island is entirely built on a marine way of life. Citizens are born on the docks, work on the fishing boats of Far Harbor or the salt-stained cannery at Southwest Harbor, and at buried at sea. Because of this, Islanders have become accustomed to this hard way of life, and have developed a reputation for being hard workers as a result, no matter the task.
Population: 660
Government: The national government is led by a Captain, who is directly elected by the citizens. For major matters, such as declarations of war or executions, the people vote directly on the issue; for minor affairs, the Captain rules by edict and can appoint any citizen to carry out a task. Other than the Captain and some Army personnel, there are no full-time government officials.
Leaders:
-Captain (leader of the nation): Joshua Harper
-Commodore (leader of the army and navy): Ella Ninatten
-Mayor of Far Harbor: Tyler Travers
-Mayor of Southwest Harbor: Annabel Phoenix
-Mayor of Trenton: Lee Brooks
National/Group Ideology: National goals are the expansion of their fishing fleet, capture of Swans Island and Long Island, capture of the Lamoine Peninsula, and dominance of the regional economy through their fishing fleet. The Island's lack of strategic importance also means that the Island is a closed society, and most Islanders take little interest in the world beyond the horizon.
Military: Based out of the observatory on the Island, the Army is made up of 40 conscripts from Far Harbor and Southwest Harbor. Most of their duties consist of rebuilding infrastructure or killing large game, but they are still capable of easily beating back Raiders and Trappers. Most soldiers are armed with rifles and pipe weapons, but the Army also has a large stockpile of harpoon guns in its armory. Drafted when they reach 20 years of age, soldiers serve for 4 years before being released. Most training consists of fighting animals in the wilderness of the Island, and as such, most soldiers have little to no experience with land mines, grenades, and other weapons of war. However, the Army is well-equipped to carry out guerrilla warfare and infiltration operations if the Island was to be invaded. The Army has access to the boats of the fishing fleet if necessary, and have no heavy weapons or artillery. If necessary, the townspeople will take up arms to defend their towns from invaders. However, they are not willing to leave the town limits or launch counter-offensives, and are considered a last-ditch measure.
Major Towns or Locations:
-Far Harbor: the capital and largest town on the Island. The fishing fleet is based here.
-Southwest Harbor: the Island's only other town. Most of the Island's workshops are located here.
-The Observatory: the Army's base. This concrete structure is easily defensible and has a view over the entire Island, but possesses almost no aircraft defenses.
-Trenton: the only Islander settlement on the mainland. The sizable fish and game haul from the Island usually goes to the Trenton Market for sale to mainlanders.
History: After the bombs fell, a radioactive fog settled over the Island. The Fog mutated the creatures in the Fog and drove settlers off their land, eventually cooping them up in Far Harbor by 2287. The Children of Atom cult also set up shop on the Island, as did a colony of synths. However, in 2288, the citizens of Far Harbor elected to go on the offensive by settling inside the Fog and setting up Fog-repelling towers to push it back. This led to a clash with the Children of Atom in 2289, and by the year's end, the people of Far Harbor had stormed the Children's base and killed or captured them. Coming off the high of the recent victory, Far Harbor then threatened to lay siege to the synth colony in the Observatory if they did not surrender and integrate into the Harbor. Rather than surrender to the Harbor, the synths decided to escape. In the dead of night, they attacked a weak point in the siege line surrounding the Observatory. Although they successfully escaped to the Island's coast, many synths were killed or captured by the Harbormen, and the few surviving synths fled to Swans Island, where they established a new colony at the Burnt Coat Lighthouse. The Army took over the Observatory, and on June 17th, 2280, the Island was declared unified by the Captain of Far Harbor.

With no factions to deal with, Far Harbor began to expand rapidly, and the government of Far Harbor was split into the Far Harbor municipal government, under the Mayor, and the national government, under the Captain. In early 2281, the Island's Army attacked and annexed the town of Trenton, on the mainland. By 2283, the booming Island economy, driven mostly by fish and game, was attracting more and more people to trade at the Trenton Market, which had become renowned in the region for its low prices and wide variety.
Last edited by Tysoania on Fri Oct 19, 2018 5:18 pm, edited 3 times in total.
The Cold War in 6 words:
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Ormata
Senator
 
Posts: 4947
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Sat Oct 13, 2018 7:07 am

Faction Application
Image

Faction/Nation Name: First Marine Conclave
Faction/Nation Role: Old World Blue
Faction/Nation Territory: N/A
Capital City/Faction HQ: First Conclave
Cultural Advantage:
    First To Fight
      While engaging in any offensive activity, the Marine gains the benefit of training and culture. Engage the enemy, destroy them, and move on, that is the creed of the Marine. Speed is increased, as well as their capacity towards defending whatever positions which are recently taken.
Population: 1,500
Government: Autocratic Stratocracy
Leaders: Commandant Joseph Bradley
National/Group Ideology:
    The overall ideology of the First Marine is that of an ultranationalist view, the restoration of America being the overall goal to precede all others, the preservation of the First Marines as a movement without equal forever a requirement towards that goal. There can be no division among the First Marines for a house divided against itself will fall and that simply cannot be tolerated for the organization as a whole. Towards general wastelanders there maintains an ever-present distrust, simply due to the fact that many who live in Pre-War America no longer believe themselves to be Americans.
Military:
    Numbers: 600
    Armament:
      Main:
        Remington CR-07 Directed Beam Rifle
          Holding many of the similarities to earlier bolt action rifles in appearance, the CR-07 is a long ranged firearm which utilizes the same firing system as the head-mounted laser on the Assaultron model. With several focusing panels and coated in the same manner as the exterior of the T-51 Power Armor, the rifle is durable and hard-hitting, able to penetrate even hardened Powered Armor plates with sustained fire. With a ten second charging period the rifle is able to fire in a sustained manner for ten seconds, though deployable beam splitters can be used to turn the rifle into a single shot scattergun with each beam having the same strength as normal. Charging the rifle for periods longer than ten seconds can be done, though this strips the rifle coating and nearly guarantees that maintenance will have to be performed on the weapon soon. At a charge time of sixty seconds, the beam was capable of piercing the hull of an armored patrol boat and vaporizing the thirty ghouls within, including those ghouls not present in the compartment the beam breached. Hull warping, in addition to interior damage, indicates that a large fireball had been produced due to impact. The rifle used in that test was subsequently found to lack interior coating as well as focusing panels.
      Secondary:
        Remington M4 Carbine
          A short, light variant of the M16 assault rifle, the M4 is fully capable of engaging enemy targets up to a range of 500 meters. Often equipped with a M203 underbarrel grenade launcher, the weapon is kept in a secondary role only due to it’s relative lack of penetrating power in comparison to the CR-07 DBR. M4 Carbines under First Marine use are noted to be fitted with a device similar to the pre-war Haubek Device, a barrel muzzle which redirects the gas following a round above the barrel rather than a consistent dispersion around the barrel. This factor negates recoil to a greater degree than normal, allowing for accurate automatic fire up to 200 meters.
        Ruger Mini-14
          A cheaper alternative to the M4 Carbine and issued to what would generally be secondary troops or garrison soldiers, the Mini-14 gives a high degree of accurate automatic fire in a lightweight package. Capable of outranging many rifles in use with other factions, the Mini-14 is also included in the Cadet Corps, the programme utilized to indoctrinate and train young adults in the firing of weapons from an early age.
      Tertiary:
        Colt N99 Pistol
          Firing 10mm rounds, the N99 is noted for it’s abundance and ease of manufacture in comparison towards other, older models. Accurate, reliable, and used by most branches of the military in the years following the atomic annihilation, the N99 is issued towards most units. Modifications towards the weapon have proven to be incredibly effective, with favorites being the combination of an automatic receiver with the removal of the interruptor and a longer barrel, in addition to an expanded magazine. These modifications, however, are not often done due to the difficulty of maintenance on the weapon, ensuring that it would remain as simply a standard weapon, nothing more.
        Colt M45A1 Pistol
          Hard-hitting, reliable, and endlessly loved, the successor to the famed M1911 delivers reliable damage to whatever target with the misfortune. Issued to MARSOC units and kept as such, the M45A1 is a proven weapon in the eyes of the First Marines. It’s ability to halt a raging, charging tribal has long been valued, especially considering the mob tactics seen in some portions of their more recent deployments, and these experiences have only strengthened that view of the M45A1 as a weapon required for the rigors of modern war.
    Armor:
      Standard armor for a First Marine soldier is a modified T-51B Power Armor suit. These modifications are as follows:
        Head:
          Equipped with a rebreather, as well as an attached oxygen supply as to allow for extended underwater operations, the helmet of the armor system includes night vision binoculars attached to allow for sustained operations while in hostile environments, especially holding an advantage at night when most enemy factions lack the capability to operate effectively without negating any sort of surprise. Limited HUD systems are also present on the helmet overlay, with basic IFF measures derived from Assaultron and Securitron systems from Pre-War units.
        Chestplate:
          Equipped with a series of slat plates in order to reduce any form of explosives utilized against the T-51 Powered Armor, the chestplate is equipped with a kinetic dynamo in order to effectively provide bursts of power to the suit through the transference of kinetic energy, whether it be through bullets or physical impacts, to the main drive units. Overall equipment from the original T-51 series is kept, with the 10-micron-thick silver ablative coating often being slightly increased.
        Left Arm:
          The left arm of a standard soldier is often equipped with a tesla bracer, allowing for an electrical charge to be applied while in contact with a target. While this is often merely a bolt while punching, it may be used as a torture method or as simply a killer, able to be overcharged to the point of causing heart attacks and seizures. The tesla bracer may be used to develop an electrical bubble, affecting all persons around it, though this is of limited use due to the overall power required and the effect on subjects. In addition to this, on the forearm there is a grenade launcher in the form of a heavy spring and housing. When a grenade is loaded, the pin is clipped onto and, when the spring is released, this launches the grenade from the housing and pulls the pin off. Overall range is 30 meters for the model.
        Right Arm:
          With an improved hydraulic bracer to allow for a negation of the vast majority of recoil while firing a weapon, in addition to providing for a far greater capacity to perform unarmed strikes, there isn’t much to be said for the right arm of most First Marine soldiers. Lacking bulky modifications is simply due to the fact that the vast majority of the population is right-handed, therefore meaning that that is the hand they fire with.
        Legs:
          Modified to allow for a lack of impact damage due to high altitude drops, the legs of a standard set of T-51B Powered Armor features a series of strengthening hydraulic pumps and a set of integrated jet engines. This allows the suit to slow while falling or, in other situations, improve takeoff speed before the activation of jetpack systems. These integrated engines also allow for a kick that could be considered, easily, overkill.
        Back:
          Mounting a high-powered jetpack, these units are fully capable of achieving flight without the use of attached wings. However, these units have a large burst of vertical thrust, with only redirecting vents developing a horizontal motion, essentially ensuring that any form of activation will end with a ‘leapfrog’ style of movement. However, despite this, thee jetpack has allowed for many a Marine unit to bypass or otherwise encircle heavily fortified enemy positions or reach otherwise inaccessible sniper positions.
      In addition to the armor systems, First Marines are equipped and modified with a series of cybernetic enhancements. This include, as standard for all soldiers, an implanted computer in the base of the skull to relieve the necessity for sleep and effectively allow for a prolonging of conscious activity for up to 60 hour. This computer is accessed via a port at the base of the neck, allowing for computer systems to be plugged-in for diagnostics. In addition to this, a secondary smaller port allows for the accessing of the human nervous system by Power Armor systems to allow for essentially instantaneous movement of Power Armor servos. This, easily, allows for a degree of reaction while in Powered Armor that remains unseen.
    Training:
      Trained from an extremely young age, the First Marine is a soldier well and truly used to the gruelling standards their forefathers have put forth. The Death March, a recreation of the Bataan Death March from ages past, is performed at every end of training schedule for a training division, where the young soldiers are loaded down with equipment, gear, sea bags filled with rocks, and sustain a 70 mile trek with no falter. High endurance exercises are, in fact, common throughout the training cycle, as are strength-increasing performances. Ten mile runs are conducted weekly, while in full gear, by every recruit and soldier within the First Marines, and these must always be performed within the time limit. Rifle training is performed extensively, with basic recruits training up to 500 yards with their rifle, a Ruger Mini-14, requiring high accuracy marks in order to pass their basic training. Higher distances are achieved by some training divisions, though this is not mandatory. In addition to this, camouflage, crawling, land navigation, basic squad tactics, basic IED recognition, basic position assessment, aerial navigation and coordination, and radar usage are also training points for basic recruits. Rapid warfare maneuvers, such as jetpack usage for overwhelming field positions, is also trained into a recruit.

      The final training point includes the Death March followed immediately by a period of 48 hours in a constant state of combat held at Port Arthur. During this period, simulated artillery, ambush, and offensive actions by trainer forces are performed to a nearly constant degree, all the while the recruits having to, with no instruction, set-up a defensive perimeter, camouflage that perimeter, stand watch, and prevent the success of the training forces in overrunning their position. Following this, the recruits must perform a mock offensive action followed by the coordination and execution of an aerial rescue. Defending the landing zone, based on the training division’s performance, may be performed but if exemplary effort and ability is demonstrated will often not be.
    Robotic Forces:
      Consisting of 20 Assaultron model robots, each of the Dominator variant with modifications, the robotic capacities of the First Marine forces cannot be understated. Deployed in singular units, these machines employ a ghillie suit style of camouflage with advanced algorithms in order to produce the suit in full in a rapid time before then disguising itself within the brush and landscape. These units, armed with two tesla bracer arm units allowing for extremely high current and voltage to be applied to a target, can affect a disintegrating manner on enemy units through the high voltage and current produced, in addition to the blades mounted along the arm and the head-mounted laser. Following the attack, these units often maneuver rapidly to escape into a different section of brush, where they would again hide. In order to aid maneuverability these units are equipped with several integrated jet engines, allowing for dashing movements at a high rate of acceleration.
    Aircraft:
      With fifteen XVB07 aircraft in the inventory, the aerial arm of the First Marines is a capable force indeed. The XVB07, a derived model from the more common XVB02, also known as the Vertibird, is a tiltwing aircraft with far larger wing areas, able to be folded inwards for storage, and instead of rotary engines for creating initial lift having a series of maneuverable nozzles for the redirection of jet thrust. A set of two jet engines allows for a high cruising speed at 560 mph. The aircraft is armed with two automatic cannons, M61 Vulcan mini guns, fixed in a forward position with two stub wings for the mounting of missile pods. The aircraft can carry six troops.
Major Towns or Locations:
    First Conclave
    First Marine Conclave Boot Camp
History:
    Tracing it’s roots directly to the United States Marine Corps, when thee nuclear fire came they, along with the rest of the US Government, went into hiding. Vast swathes of personnel went into their bunkers, went away into their vaults, went off from the radiation. The First Conclave went off and hid aboard a modified former oil rig, a safe haven and place from which they could watch and monitor America, from which they could wait for the civilian government to come back to power. However, during that nuclear blaze, during that long time of storm and nuclear winter, their communications network was taken down and, as a result, the organization found no signal from the Enclave. Since their disappearance, the First Marine Conclave has grown and evolved, becoming a dictatorship without equal, a nation without civilians, a military with none to answer to. Their isolationism was born from the leadership of several turning into tradition and the normal, from the fact that there simply were too few of them to afford losing a single militarily trained member.

    However, friends would be made with the Texan Republic. Small boats from the nation approached the oil rig under a flag of truce, motoring their way forth before coming aboard. A meeting was held between their ambassador and the Commandant at the time, one Evan Hawkins. They spoke, spoke for a long time, until it was decided that, without a United States Government directly descended from Pre-War roots, America would have to be made another way. A slow integration process began, one to ensure that both parties were satisfied, with the First Conclave being kept under full control of the Marines, autonomous, and a presence established within Port Arthur, a smaller community within the Texan Commonwealth. The Commandant was stated to have commented on the militant nature of the Texans, their nationalism and patriotism ‘inspiring’.

    Gradually they worked together, first with technological missions and aid to the oil rig. Before long, military exercises between the Texan Marines and the Marine Conclave 1st Battalion began, simulating amphibious landings, takings of strategic regions, and defensive missions deep within an enemy’s lines. These helped to strengthen the ties between the Texans and First Marines, as most of the population have served within the active military forces. Many Texans began to go, to enlist within the First Marines and train at the Boot Camp in Port Arthur, something which many described afterwards as ‘harrowing’. Despite the militant and active lifestyle many Texans lead, the First Marines still only had a fifty percent pass rate, something there was a little bit of pride for. The vast majority of these Texans would go on to become dual citizens with the First Marines.

    The cooperation between the First Marines and the Texan Republic would apex with the joint invasion of New Orleans, the first actual military action the First Marine Conclave had participated in since the Great War. Declared an unequivocal success, the First Marines suffered not a single casualty while establishing several beachheads rapidly in the city, destroying enemy forces within the buildings and overall sowing terror throughout the enemy ranks. Power Armor troops held a distinct advantage within the smaller confines of the city, allowing for singular soldiers to take on entire squads of enemy troops and come away unscathed.

    Since that point, Texan-First Marine relations have flourished.
Last edited by Ormata on Wed Oct 17, 2018 4:58 pm, edited 6 times in total.

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

Postby Ralnis » Sat Oct 13, 2018 7:12 am

Reserve me the Brotherhood of Mars. The Legion rides again!
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.

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sat Oct 13, 2018 7:25 am

Are the factions on the map from a previous game?
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NewLakotah
Minister
 
Posts: 2438
Founded: Feb 18, 2011
Left-wing Utopia

Postby NewLakotah » Sat Oct 13, 2018 9:36 am

Dentali wrote:Are the factions on the map from a previous game?

Yes, I think some of those might be removed... But, yes, this is kinda a reboot/sequel to a previous RP.

Also, this counts as my tag as United Erie Empire.
"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!!

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Dentali
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Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sat Oct 13, 2018 9:37 am

NewLakotah wrote:
Dentali wrote:Are the factions on the map from a previous game?

Yes, I think some of those might be removed... But, yes, this is kinda a reboot/sequel to a previous RP.

Also, this counts as my tag as United Erie Empire.



That takes up a lot of space, I was hoping to have a faction in Illinois, Indiana or Ohio
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NewLakotah
Minister
 
Posts: 2438
Founded: Feb 18, 2011
Left-wing Utopia

Postby NewLakotah » Sat Oct 13, 2018 9:40 am

Dentali wrote:
NewLakotah wrote:Yes, I think some of those might be removed... But, yes, this is kinda a reboot/sequel to a previous RP.

Also, this counts as my tag as United Erie Empire.



That takes up a lot of space, I was hoping to have a faction in Illinois, Indiana or Ohio

Ah, yeah, well Illinois is still open, and about half of Indiana.
"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!!

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sat Oct 13, 2018 9:44 am

NewLakotah wrote:
Dentali wrote:

That takes up a lot of space, I was hoping to have a faction in Illinois, Indiana or Ohio

Ah, yeah, well Illinois is still open, and about half of Indiana.



not really, and iwanted a region on the great lakes... oh well ill figure something out

EDIT Reserve Northern/ Coastal Virginia
Last edited by Dentali on Sat Oct 13, 2018 9:46 am, edited 1 time in total.
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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sat Oct 13, 2018 11:52 am

I'll have my app for the SUC updated sooner or later.

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sat Oct 13, 2018 11:54 am

Dentali wrote:
NewLakotah wrote:Ah, yeah, well Illinois is still open, and about half of Indiana.



not really, and iwanted a region on the great lakes... oh well ill figure something out

EDIT Reserve Northern/ Coastal Virginia


I mean, you could probably be a tribe under the Midwest BoS if you really wanted to be around the Great Lakes?

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Dentali
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Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sat Oct 13, 2018 12:09 pm

Elerian wrote:
Dentali wrote:

not really, and iwanted a region on the great lakes... oh well ill figure something out

EDIT Reserve Northern/ Coastal Virginia


I mean, you could probably be a tribe under the Midwest BoS if you really wanted to be around the Great Lakes?



No thank you
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Arengin Union
Powerbroker
 
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Founded: Feb 23, 2016
Left-Leaning College State

Enclave

Postby Arengin Union » Sat Oct 13, 2018 1:39 pm

Enclave here...

Image


Image

Faction/Nation Name:The Reformed Enclave
Faction/Nation Role: Old World Blues
Faction/Nation Territory: The Outkirsts of D.C around Virginia and Maryland. and the whole of Highway 495 (Outer Perimeter that acts as border), Raven Rock (HQ), Norfolk Naval Base (Agreed base with the Atlantic Commonwealth), Other minor installations and outposts in the outskirts of Virginia, Chicago small recon base, New Orleans Embassy to the Texas Republic.
Capital City/Faction HQ: Raven Rock
Cultural Advantage:Determined. Most of the Enclave is made up of people who have undying loyalty to the ideas of the old USA and they will stop at nothing to fix the broken world into what it was, at least to some extend of what it was. The reconstruction of the CW proves that, under the old leadership the Enclave used to be oppressive and war mongering, now its about actually healing than putting salt in a bleeding wound.
Population: Approx 18,000
Government: Federal Government divided into three branches, the Executive, the Legislative, and Judicial. The Executive Officer (President) is elected every 10 years, and the Legislature (Congress and Senate) every 8 and 6 years respectively. The Executive appoints members of the Judicial with the approval of Congress.
Leaders:
National/Group Ideology: The Reformed Enclave carries along the many values of the Old Enclave, rebuild America at any price to its former glory. However, since its reformation it has taken a few changes in regards to its policy regarding outsiders and wastelanders. Though still vigilant, it has re adapted its foreign policy to be more diplomatic and less aggressive towards outsiders in order to win the hearts and minds of the common man in order to rebuild the American that was lost. As long as you don't directly intrude into the Enclaves goal to Rebuild America as it was, then you have nothing to worry about.
Military:
After a massive rehaul in its platform and commandership the Enclave's military still retains the fundamental belief of quality equipment and peak military tactics in combat. With industrial capabilities to not only produce vertibirds, but also humvees and other new advanced weapons and gear.

Recruitment And Training: The Enclave's Military follows a policy of being a volunteers only force as long as there is no official declaration of war against any power or entity. With a professional army made up of 2,600 regular soldiers, not counting officers and commanders as well as technicians, engineers, and scientists who remain in HQ most of the time. The Regular forces are trained in handling of energy weapons as well as ballistic weaponry, hand to hand combat, wasteland exploration, logistics, strategy, and power armor usage as well as team work and resourcefulness. Though in a lot of cases outside patrol and reconnaissance units wear regular trooper armor which is lighter and more compact there is always at least one soldier in power armor to act as support, and vertibirds patrol the skies as well and provide air support through air attacks or reinforcement. Though the army is small, it is effective and functions properly and is able to deploy rapidly, the Enclave also makes use of a selective service on all its citizen, so in the case of war the army will be raised from 2,600 to 4,600 and even 12,200 if need be. Though this would largely downgrade training and would require the Enclave to carefully economize and more advanced gear would need to be rationed for bettered trained troops. The Enclave still has a reserves army made up of men of all classes and ages from 18-45 if need be, these reserves are about 5,000 and regularly train on the weekends when assigned to.

The Army is divided into several divisions made up of 200 men each, and divided as follow.

EX:
1st Specialized Shock Division: 200
- 1st Regiment: 100
- 1st Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
- 2nd Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5

- 2nd Regiment: 100
- 1st Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
- 2nd Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5

Units: The Enclave Military has several military units at its disposal, many which are specialized in certain roles depending on situation and most follow the 200 men rule, in cases of the army being raised Divisions can be raised to be made up of 500 men or even 1,000 each.
  • Covert Ops Corps: Classified
  • 1st Specialized Shock Division: 200
  • 2nd Specialized Heavy Shock Division: 200
  • 3rd Tesla Trooper Division: 100
  • 4th Tesla Trooper Division: 100
  • 5th Reconnaissance Division: 200
  • 6th Reconnaissance Division: 200
  • 7th Heavy Division: 200
  • 8th Mechanized Division: 100
  • 9th Mechanized Division: 100
  • 10th Regular: 250
  • 11th Regular: 250
  • 13th Regular: 300
  • 14th Hellfire Division: 100
  • 15th Combat Engineers: 100
  • The Air Corps: 200

Equipment and Vehicles: The new Reformed Enclave makes use of power armor extensively while also using regular more mobile armor for its soldiers. With energy weaponry being the standard, however in recent years the Enclave military has been using ballistic weaponry and issuing it to troopers who don't use power armor.

X-02 Advance Power Armor: Made shortly before the bomb fell, this design is resilient and powerful on its own, with the disadvantage of blind spots due to the armor plating on the shoulders as well as the under arm areas. Though still reliable, it has become largely obsolete over the years and most of them are retained as reserves. However, many are used for spare parts for the new armor and others are pretty much scrap. (400 in stock).

X-03 Tesla: This model is used exclusively by the Tesla division, designed using several blueprints of Nikolai Tesla's electrical coils for battle employments. This armor generates an electrical shock wave after retaining certain damage. Its weakness is the electrical coil generator on its back. (200 in stock)

XB-04 Hellfire: The most advanced iteration of Power Armor in the wasteland and used only by the Hellfire division. This armor is a brand new cousin model of the X series, retaining the powerful armor while also improving on the design extensively. With a more advance HUD on the helmet as well as a new plating based on a powerful depleted uranium material. It truly is a wonder of new technological development in the wastes. (Amount is classified) OTHER DETAILS ARE CLASSIFIED.

X-04 MAA: The standard issue power armor in most Enclave Regiments, and Platoons. The X-04 MAA was created a few decades ago during President Eden's reign after the defeat of the Enclave on the west. With advances and improvements over the X-01 this armor provides protection while not sacrificing awareness for the user and provides the user with much more strength than the predecessor. One of the good things of this armor is that it uses parts that are easy to find and many are readily available from the remaining X-01's which are in abundance. (500 in stock)

Combat Integrated Releasable Armor System: With the reformation of the Enclave, came new doctrines and a new strategy, one of creating a better connection between the people of the wasteland and the Enclave. For this, the CIRAS armor was created, retaining various features from Enclave power armors such as re-breather, gas mask, armor plating for the arms and legs, and hydration pack. While replacing the main protection from depleted uranium power armor, to kevlar which is much more easy to produce. It has proven effective for wasteland operations and reconnaissance, providing protection from damage as well as radiation and not inducing as much of a negative image on the people.

XVB05-C: A new iteration of the VTOL, this new vertibird is larger than its counterpart while being better armored and able to dispatch a dozen soldiers into the frontlines while using its armament of rockets, plasma beams, and a rapid firing mini gun and glating laser at the front as well as side and rear machine guns. (200 in stock).

XTFC-35: A transport variant of the XVB, though lighty armed compared to its cousin, this new model is able to carry nearly an entire Enclave regiment to battle, or supplies to outposts, extraction in hard to reach areas, and vehicles for wasteland reconnaissance. It has thicker armor than its combat counterpart to make up for its light armament. There is usually are XVB close by serving as escorts when these are deployed.(40 in stock)

XWAA-02: This is a single propeller design unlike its counterparts, and belongs to a new more modern breed of VTOL's designed for combat as a main purpose. Heavily armed with salvo missiles, napalm loads, dual switch plama/machine gun/laser miniguns, and a 20mm twin cannon at the front. It truly is a weapon of reckoning. (50 in stock)

Humvee Mark 40: Retaining the design from the original humvees of the pre-war world, this version of the humvee carries heavy armor plating as well as a powerful V12 engine. A 50 cal or Gatling laser cannon can be added on the top turret.

Major Towns or Locations:
  • Washington D.C.
  • Raven Rock
  • Norfolk Naval Base and Embassy Center for the Atlantic Commonwealth (Medium size base)
  • Mobile Operations Center
  • Satellite Relay Station
  • Adams Air Force Base
  • SatCom Array NW-07c
  • The Beltway Defensive Ring
  • Bunker 52
  • K3 Advance Outpost (Medium size outpost)
  • Chicago Forwards Recon Outpost (Small outpost)
  • New Orleans Embassy to the Texas Republic (Medium size diplomatic center)

(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:
The Enclave as an organization was formed a time before the great war, a quasi alliance between different corporations and the US federal government to prepare for the inevitable destruction of the world at the hands of nuclear hellfire. Setting up the Vault project and deliberately creating vaults with specific circumstances in mind to experiment on their dwellers as a way to see how well they would adapt to extreme circumstances. The real plan for the US government to survive the war was using several spaceships to evacuate to another habitable planet. Eventually this plan fell through and when the war broke out the US government retreated to several locations around the United States, with the Poseidon Oil Rig in the Californian coast acting as its primary base of operations.

For more than a century the US government, now known as the Enclave, sent spies to the mainland to keep an eye on rising powers like the NCR, the Brotherhood of Steel, and the Unity. This while gathering enough strength and developing new technology above its foes in order to begin plans to retake America, called Operation Rebirth. However, in 2242 during President Dick Richardson's term, a young man simply known as the Chosen One destroyed the Oil Rig and therefore the control station and main HQ for the Enclave. The Enclave forces on mainland California dispersed, Camp Navarro was attacked by NCR/BOS forces and the Enclave went into retreat, as did the other remaining Enclave forces heading East, lead by Augustus Autumn Senior who had been given orders by the new president, much to everyone's surprise. East towards Chicago and eventually the Washington D.C. the remaining Enclave forces followed their commander away from the NCR and the BOS. Many Enclave members were left behind or deserted in favor of the NCR and the BOS.

With its forces decimated, the remaining Enclave forces arrived to Washington D.C. or The Capital Wasteland as it was known now. The Enclave forces regrouped in Raven Rock bunker complex, where they were greeted by a small but well led group of Enclave members. And to their surprise there was a new commander in chief, John Henry Eden. The new President of the United States was in fact a super computer which in case anything happened to the chain of command, program known as ZAX created a new automated persona who would pose as the President of the United States. Only a few knew the reality of the President's true nature, Autumn included. The Enclave laid low for several decades as the Capital Wasteland kept to its anarchy ways, with super mutants running rampant, ghouls flooding the subways of D.C. and raiders and communities around the region. The Enclave grew strong as a new life began to take foot within the confines of Raven Rock as well as the establishment of several outposts and new bunkers which allowed the Enclave to keep an eye on the Capital Wasteland in the hopes of eventually conquering it.

In 2274 however, and after decades of constant hiding, abuse on wastelanders and other scandals, people within the Enclave began to question the authority of this seemingly never aging president who won every election in a landslide. At first, Colonel Augustus Autumn Jr. with the support of most troops was able to keep the nonconformists in check. However, this changed when a respected Enclave officer, Lieutenant Colonel Joseph B. Frederick's stood against his own commander when given the order to execute several of the nonconformists. This sparked a short Coup which saw Autumn and the now exposed automated president Eden captured and humiliated as it was revealed that all past elections had been rigged in Eden's favor using Autumn as his enforcer. Autumn was tried and executed for crimes against the United States and its people and Eden was disconnected and soon new elections were held in November of the same year.

Frederick's had won the support of most Enclave citizens with his charisma and his strong conviction and so he won by a landslide against opponent Gordon Andrews. Soon after Frederick's was inaugurated as president and in his inauguration speech he proclaimed a change in the ideology of the Enclave as well as promising that within the next decade the outside world would be reclaimed and the United States finally reborn. Frederick's drastically reformed the Enclave's government and its military with help of his cabinet, the Enclave expanded scientific and technological prowess and began to explore the outside world much more while establishing more bases and outposts, one of the main accomplishments being the establishing of the Beltway defense line, which acted as a defense barrier between the Capital Wasteland and the outside world. The military was reshaped to become less hostile to wastelanders while staying vigilant, and since 2778 the rumors and myths of men in shinny power armor and uniforms flying some sort of metal birds were largely told across the wasteland.

After a stunning landslide in 2280, Frederick's aims to keep his promise of retaking the CW came to fruition, with purifiers being set in most water sources by 2285 and the Super Mutant threat having been defeated with the sealing of Vault 87 and the purging of Super Mutant overlords and their minions, along with this was the reconstruction of several communities and settlements around the CW. Wastelanders began to slowly accept the idea of being citizens of a "Reconstructed United States" and soon by 2289 the Enclave was accepted the ruling power in the CW. Soon the Enclave began expanding to the outside world, establishing outposts in Chicago and New Orleans, the latter of which saw the establishment of relations with the Texas Republic and its recognition as an independent state. The Reformed Enclave also opened up trading and defensive agreements with the Atlantic Commonwealth and has kept them steady since.

With his achievements, Frederick won the next election in 2290 and has led the Enclave with steadfastness ever since. Will he be able to keep at it still? time will tell.
Last edited by Arengin Union on Fri Oct 26, 2018 11:26 pm, edited 11 times in total.
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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sat Oct 13, 2018 7:04 pm

Arengin Union wrote:
Enclave here...




Faction/Nation Name:The Reformed Enclave
Faction/Nation Role: Old World Blue
Faction/Nation Territory: The Outkirsts of D.C around Virginia and Maryland. and the whole of Highway 495 (Outer Perimeter that acts as border), Raven Rock (HQ), Norfolk Naval Base (Military Standing Position), Other minor installations and outposts in the outskirts of Virginia and
Capital City/Faction HQ: Raven Rock
Population: Approx 29,000
Government: Federal Government divided into three branches, the Executive, the Legislative, and Judicial. The Executive Officer (President) is elected every 6 years, and the Legislature (Congress and Senate) every 6 and 4 years respectively. The Executive appoints members of the Judicial with the approval of Congress.
Leaders:
National/Group Ideology: The Reformed Enclave carries along the many values of the Old Enclave, rebuild America at any price to its former glory. However, since its reformation it has taken a few changes in regards to its policy regarding outsiders and wastelanders. Though still vigilant, it has re adapted its foreign policy to be more diplomatic and less aggressive towards outsiders in order to win the hearts and minds of the common man in order to rebuild the American that was lost. As long as you don't directly intrude into the Enclaves goal to Rebuild America as it was, then you have nothing to worry about.
Military:
After a massive rehaul in its platform and commandership the Enclave's military still retains the fundamental belief of quality equipment and peak military tactics in combat. With industrial capabilities to not only produce vertibirds, but also humvees and other new advanced weapons and gear.

Recruitment And Training: The Enclave's Military follows a policy of being a volunteers only force as long as there is no official declaration of war against any power or entity. With a professional army made up of 2,600 regular soldiers, not counting officers and commanders as well as technicians, engineers, and scientists who remain in HQ most of the time. The Regular forces are trained in handling of energy weapons as well as ballistic weaponry, hand to hand combat, wasteland exploration, logistics, strategy, and power armor usage as well as team work and resourcefulness. Though in a lot of cases outside patrol and reconnaissance units wear regular trooper armor which is lighter and more compact there is always at least one soldier in power armor to act as support, and vertibirds patrol the skies as well and provide air support through air attacks or reinforcement. Though the army is small, it is effective and functions properly and is able to deploy rapidly, the Enclave also makes use of a selective service on all its citizen, so in the case of war the army will be raised from 2,600 to 4,600 and even 12,200 if need be. Though this would largely downgrade training and would require the Enclave to carefully economize and more advanced gear would need to be rationed for bettered trained troops. The Enclave still has a reserves army made up of men of all classes and ages from 18-45 if need be, these reserves are about 5,000 and regularly train on the weekends when assigned to.

The Army is divided into several divisions made up of 200 men each, and divided as follow.

EX:
1st Specialized Shock Division: 200
- 1st Regiment: 100
- 1st Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
- 2nd Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5

- 2nd Regiment: 100
- 1st Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
- 2nd Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5

Units: The Enclave Military has several military units at its disposal, many which are specialized in certain roles depending on situation and most follow the 200 men rule, in cases of the army being raised Divisions can be raised to be made up of 500 men or even 1,000 each.
  • Covert Ops Corps: Classified
  • 1st Specialized Shock Division: 200
  • 2nd Specialized Heavy Shock Division: 200
  • 3rd Tesla Trooper Division: 100
  • 4th Tesla Trooper Division: 100
  • 5th Reconnaissance Division: 200
  • 6th Reconnaissance Division: 200
  • 7th Heavy Division: 200
  • 8th Mechanized Division: 100
  • 9th Mechanized Division: 100
  • 10th Regular: 250
  • 11th Regular: 250
  • 13th Regular: 300
  • 14th Hellfire Division: 100
  • 15th Combat Engineers: 100
  • The Air Corps: 200

Equipment and Vehicles: The new Reformed Enclave makes use of power armor extensively while also using regular more mobile armor for its soldiers. With energy weaponry being the standard, however in recent years the Enclave military has been using ballistic weaponry and issuing it to troopers who don't use power armor.

X-02 Advance Power Armor: Made shortly before the bomb fell, this design is resilient and powerful on its own, with the disadvantage of blind spots due to the armor plating on the shoulders as well as the under arm areas. Though still reliable, it has become largely obsolete over the years and most of them are retained as reserves. However, many are used for spare parts for the new armor and others are pretty much scrap.

X-03 Tesla: This model is used exclusively by the Tesla division, designed using several blueprints of Nikolai Tesla's electrical coils for battle employments. This armor generates an electrical shock wave after retaining certain damage. Its weakness is the electrical coil generator on its back.

XB-04 Hellfire: The most advanced iteration of Power Armor in the wasteland and used only by the Hellfire division. This armor is a brand new cousin model of the X series, retaining the powerful armor while also improving on the design extensively. With a more advance HUD on the helmet as well as a new plating based on a powerful depleted uranium material. It truly is a wonder of new technological development in the wastes. OTHER DETAILS ARE CLASSIFIED.

X-04 MAA: The standard issue power armor in most Enclave Regiments, and Platoons. The X-04 MAA was created a few decades ago during President Eden's reign after the defeat of the Enclave on the west. With advances and improvements over the X-01 this armor provides protection while not sacrificing awareness for the user and provides the user with much more strength than the predecessor. One of the good things of this armor is that it uses parts that are easy to find and many are readily available from the remaining X-01's which are in abundance.

Combat Integrated Releasable Armor System: With the reformation of the Enclave, came new doctrines and a new strategy, one of creating a better connection between the people of the wasteland and the Enclave. For this, the CIRAS armor was created, retaining various features from Enclave power armors such as re-breather, gas mask, armor plating for the arms and legs, and hydration pack. While replacing the main protection from depleted uranium power armor, to kevlar which is much more easy to produce. It has proven effective for wasteland operations and reconnaissance, providing protection from damage as well as radiation and not inducing as much of a negative image on the people.

XVB05-C: A new iteration of the VTOL, this new vertibird is larger than its counterpart while being bettered armored and able to dispatch a dozen soldiers into the frontlines while using its armament of rockets, plasma beams, and a rapid firing mini gun and glating laser at the front as well as side and rear machine guns.

XTFC-35: A transport variant of the XVB, though lighty armed compared to its cousin, this new model is able to carry nearly an entire Enclave regiment to battle, or supplies to outposts, extraction in hard to reach areas, and vehicles for wasteland reconnaissance. It has thicker armor than its combat counterpart to make up for its light armament. There is usually are XVB close by serving as escorts when these are deployed.

XWAA-02: This is a single propeller design unlike its counterparts, and belongs to a new more modern breed of VTOL's designed for combat as a main purpose. Heavily armed with salvo missiles, napalm loads, dual switch plama/machine gun/laser miniguns, and a 20mm twin cannon at the front. It truly is a weapon of reckoning.

Humvee Mark 40: Retaining the design from the original humvees of the pre-war world, this version of the humvee carries heavy armor plating as well as a powerful V12 engine. A 50 cal or Gatling laser cannon can be added on the top turret.

Major Towns or Locations:
  • Raven Rock
  • Norfolk Naval Base
  • Mobile Operations Center
  • Satellite Relay Station
  • Adams Air Force Base
  • SatCom Array NW-07c
  • The Beltway
  • Adrews Joint Base
  • Bunker 52
  • K3 Advance Outpost
  • Chicago
  • New Orleans
  • Springfield

(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:
The Enclave as an organization was formed a time before the great war, a quasi alliance between different corporations and the US federal government to prepare for the inevitable destruction of the world at the hands of nuclear hellfire. Setting up the Vault project and deliberately creating vaults with specific circumstances in mind to experiment on their dwellers as a way to see how well they would adapt to extreme circumstances. The real plan for the US government to survive the war was using several spaceships to evacuate to another habitable planet. Eventually this plan fell through and when the war broke out the US government retreated to several locations around the United States, with the Poseidon Oil Rig in the Californian coast acting as its primary base of operations.

For more than a century the US government, now known as the Enclave, sent spies to the mainland to keep an eye on rising powers like the NCR, the Brotherhood of Steel, and the Unity. This while gathering enough strength and developing new technology above its foes in order to begin plans to retake America, called Operation Rebirth. However, in 2242 during President Dick Richardson's term, a young man simply known as the Chosen One destroyed the Oil Rig and therefore the control station and main HQ for the Enclave. The Enclave forces on mainland California dispersed, Camp Navarro was attacked by NCR/BOS forces and the Enclave went into retreat, as did the other remaining Enclave forces heading East, lead by Augustus Autumn Senior who had been given orders by the new president, much to everyone's surprise. East towards Chicago and eventually the Washington D.C. the remaining Enclave forces followed their commander away from the NCR and the BOS. Many Enclave members were left behind or deserted in favor of the NCR and the BOS.

With its forces decimated, the remaining Enclave forces arrived to Washington D.C. or The Capital Wasteland as it was known now. The Enclave forces regrouped in Raven Rock bunker complex, where they were greeted by a small but well led group of Enclave members. And to their surprise there was a new commander in chief, John Henry Eden. The new President of the United States was in fact a super computer which in case anything happened to the chain of command, program known as ZAX created a new automated persona who would pose as the President of the United States. Only a few knew the reality of the President's true nature, Autumn included. The Enclave laid low for several decades as the Capital Wasteland kept to its anarchy ways, with super mutants running rampant, ghouls flooding the subways of D.C. and raiders and communities around the region. The Enclave grew strong as a new life began to take foot within the confines of Raven Rock as well as the establishment of several outposts and new bunkers which allowed the Enclave to keep an eye on the Capital Wasteland in the hopes of eventually conquering it.

In 2274 however, and after decades of constant hiding, abuse on wastelanders and other scandals, people within the Enclave began to question the authority of this seemingly never aging president who won every election in a landslide. At first, Colonel Augustus Autumn Jr. with the support of most troops was able to keep the nonconformists in check. However, this changed when a respected Enclave officer, Lieutenant Colonel Joseph B. Frederick's stood against his own commander when given the order to execute several of the nonconformists. This sparked a short Coup which saw Autumn and the now exposed automated president Eden captured and humiliated as it was revealed that all past elections had been rigged in Eden's favor using Autumn as his enforcer. Autumn was tried and executed for crimes against the United States and its people and Eden was disconnected and soon new elections were held in November of the same year.

Frederick's had won the support of most Enclave citizens with his charisma and his strong conviction and so he won by a landslide against opponent Gordon Andrews. Soon after Frederick's was inaugurated as president and in his inauguration speech he proclaimed a change in the ideology of the Enclave as well as promising that within the next decade the outside world would be reclaimed and the United States finally reborn. Frederick's drastically reformed the Enclave's government and its military with help of his cabinet, the Enclave expanded scientific and technological prowess and began to explore the outside world much more while establishing more bases and outposts, one of the main accomplishments being the establishing of the Beltway defense line, which acted as a defense barrier between the Capital Wasteland and the outside world. The military was reshaped to become less hostile to wastelanders while staying vigilant, and since 2778 the rumors and myths of men in shinny power armor and uniforms flying some sort of metal birds were largely told across the wasteland.

After a stunning landslide in 2280, Frederick's aims to keep his promise of retaking the CW by the time his term ends, which will determine if he either runs again for a last term or he retires and gives the mantle to Mendez. Only destiny can tell.



See rules pertaining to limitations on Old World Nations
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The Hierophancy
Ambassador
 
Posts: 1091
Founded: Oct 24, 2016
Ex-Nation

Postby The Hierophancy » Sat Oct 13, 2018 7:11 pm

Tag. (Scratch previous claim) I see the Legion has been stomped to death by the NCR. Would playing as (another) successor faction be OK?
Last edited by The Hierophancy on Sat Oct 13, 2018 8:11 pm, edited 2 times in total.

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sat Oct 13, 2018 8:17 pm

Work in Progress

Faction/Nation Flag (Optional):
Faction/Nation Name: Commonwealth of Virginia
Faction/Nation Role: Minor Power
Faction/Nation Territory: Area around Richmond to the Atlantic Coast
Capital City/Faction HQ: Richmond
Cultural Advantage: Excellent trade capability and diplomacy, more often than not they diffuse conflicts through diplomacy and trade. Their free trade and pro business policies have made them an economic powerhouse.
Population: Approximately 200,000
Government: Congressional Republic modeled on Old World State Legislatures, with an Executive known as a Governor
Leaders: Governor Glen Anderson
National/Group Ideology: Liberty, Free Trade, Profit, Individual Rights
Military:
The Military is highly organized and well equipped thanks to the economic strength of the Federation, however they lack significant training and experience with few making the military a career. Many of the most experienced soldiers the faction has end up becoming private security or caravan guards.

While the Federation has access to energy weapons they prefer more conventional rifles as they have access to an Old World ammunition factory in their capital. They believe strongly in logistics and support troops, as well as strong defensive positions.

The Federation has 3 types of military units;

The first are local militia, town and caravan guards equipped with a motley assortment of weapons and good for little more than cannon fodder or defending their homes.

The second are the regular military, conscripts that fulfill 5 years of service patrolling the borders and interior of the Federation. They are typically well armored and armed with a Semi-Automatic medium power rifle using a 5.56mm cartridge, not that most powerful weapon but extremely accurate, durable and ammo is plentiful, additionally troopers are given a bayonet that can mount on the rifle. As a sidearm they are given a 10mm pistol and a combat knife, Typically they are issued a navy field jacket, with plentiful pockets, black leather gloves, arm wraps, combat boots, a helmet and a protective breastplate with the symbol of the Federation on it. They also have 2-3 Frag Grenades and a field pack with 3 days worth of rations, an entrenching tool and other supplies. They number roughly 12,000.


The third type of Troop are known as ‘Rangers’ they are elite, professional, volunteer troops given either heavy armor equipment or light camouflage scout gear. The heavy gear is a variation of Old World riot gear providing full body protection. They work in small units equipped with either silenced 9mm pistols or .44 magnums as sidearms as well as combat knives. As primary weapon’s they are equipped with the most advanced weapons the federation has available, they are given specially modified and improved service rifles at the very least but also have access to Riot Shotguns, Laser Rifles, Grenade Rifles, Sniper Rifles and various grenades. They also have a field pack with 3 days worth of rations, an entrenching tool and other supplies. They number about 4,000


(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 2% of Population for Volunteers. 6% 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?)
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Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Sat Oct 13, 2018 8:41 pm

The Hierophancy wrote:Tag. (Scratch previous claim) I see the Legion has been stomped to death by the NCR. Would playing as (another) successor faction be OK?

Yes it would be.
Also, please get on the discord so communication is easier.
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

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Dentali
Postmaster of the Fleet
 
Posts: 22392
Founded: Dec 28, 2016
Ex-Nation

Postby Dentali » Sat Oct 13, 2018 9:24 pm

Faction/Nation Flag (Optional):
Image
Faction/Nation Name: Atlantic Commonwealth
Faction/Nation Role: Minor Power
Faction/Nation Territory: Centered around Richmond, covering all of former Virginia
Capital City/Faction HQ: Richmond
Cultural Advantage: Excellent trade capability and diplomacy, more often than not they diffuse conflicts through diplomacy and trade. Their free trade and pro business policies have made them an economic powerhouse.
Population: Approximately 1,020,000
Government: Congressional Republic modeled on Old World State Legislatures, with an Executive known as a Governor elected for 4 year terms
Leaders: Governor Glen Anderson
National/Group Ideology: Liberty, Free Trade, Profit, Individual Rights
Industry/ Workshops: 43 workshops, 30 military, 13 civilian; 10 Munitions, 4 Advanced Weaponry, 6 Heavy Weapons, 10 Small Arms
Military:
The Military is highly organized and well equipped thanks to the economic strength of the Federation, however they lack significant training and experience with few making the military a career. Many of the most experienced soldiers the faction has end up becoming private security or caravan guards. The entire military is about 61,000 men and women strong.

While the Federation has access to energy weapons they prefer more conventional rifles as they have access to an Old World ammunition factory in their capital. They believe strongly in logistics and support troops, as well as strong defensive positions.

The Federation has 3 types of military units;

The first are local militia, town and caravan guards equipped with a motley assortment of weapons and good for little more than cannon fodder or defending their homes.

The second are the regular military, conscripts that fulfill 5 years of service patrolling the borders and interior of the Federation. They are typically well armored and armed with a Semi-Automatic medium power rifle using a 5.56mm cartridge, not that most powerful weapon but extremely accurate, durable and ammo is plentiful, additionally troopers are given a bayonet that can mount on the rifle. As a sidearm they are given a 10mm pistol and a combat knife, Typically they are issued a navy field jacket, with plentiful pockets, black leather gloves, arm wraps, combat boots, a helmet and a protective breastplate with the symbol of the Federation on it. They also have 2-3 Frag Grenades and a field pack with 3 days worth of rations, an entrenching tool and other supplies.


The third type of Troop are known as ‘Rangers’ they are elite, professional, volunteer troops given either heavy armor equipment or light camouflage scout gear. The heavy gear is a variation of Old World riot gear providing full body protection. They work in small units equipped with either silenced 9mm pistols or .44 magnums as sidearms as well as combat knives. As primary weapon’s they are equipped with the most advanced weapons the federation has available, they are given specially modified and improved service rifles at the very least but also have access to Riot Shotguns, Laser Rifles, Grenade Rifles, Sniper Rifles and various grenades. They also have a field pack with 3 days worth of rations, an entrenching tool and other supplies.

The entire military is approximately 60,000 troops
The Army is made up of 4 Corps and is commanded by the Governor of the Commonwealth and his Defense Secretary
Each Corps has an Elite Brigade of 1000 Rangers, 3 Brigades of 1000 Combat Troops and approximately 1,000 support troops including but not limited to, logistics, administration, engineering and medical staff. A Corp is commanded by a Major General
A Brigade is made up of 10 Regiments of 100 troops each, a Brigade is commanded by a Brigadier General
A Regiment is made up of 10 Squads of 10 troops each, a Regiment is commanded by a Colonel
A Squad is made up of 2 Fire Teams of 5 troops each, and is commanded by a Captain

Vehicles are mostly made up of 'Technicals' which are prewar vehicles refurbished and converted to hold a fireteam, they often have light armor and a mounted machine gun. Each regiment is given a minimum of 2. Additionally Prewar APCs and military vehicles that have been recovered are given to elite regiments to use, a handful of tanks are available but for the most part its APCs and light military vehicles whose parts can be more easily replaced.

Naval vessels number in the dozens and are converted civilian vessels much in the fashion of 'Technicals' which are converted to have a mounted machine gun or in some cases a missile launcher. These are typically used to patrol rivers, coasts and waterways of the Commonwealth. About 5,000 soldiers serve in the navy

Aircraft are a pride of the commonwealth and are centered around the F-86 Sabre Aircraft of which their are 12 in the entire Commonwealth, their pilots are trained endlessly in simulators at West Point. Additionally they have access to 8 F-84 Thunderjets which typically fly in ground support roles. Aircraft are not used unless specifically authorized by a Major General or higher, they are a precious resource not easily replaced. About 500 soldiers serve in the Air Force

The Navy has about 10k members and the followings ships
Brig (Transport) 45
5th Rate 15
4th Rate 10
3rd Rate 8
2nd Rate 4
1st Rate 2

Settlements and outposts are protected with Flak Guns and turrets and have a local militia, additionally most residents and citizens are armed. Several Radar Installations, communications facilities and military bases dot the landscape, radio and communications devices are commonplace and an established part of the military allowing them to communicate very quickly over distances and they do not have to rely on couriers.

Major Towns or Locations: Richmond (Vault 64), Petersburg, West Point, Williamsburg, Jamestown, Yorktown, Newport News, Goochland, Bowling Green, Petersburg, Charlottesville, Lynchburg, Danville, Roanoke. Fredericksburg, Kingsport, Blacksburg,
History: Amid the ashes of the Old World a vault in Richmond survived led by the young overseer, Zachary Fowler. 2 decades after the bombs fell several hundred residents of the vault emerged to find the landscape scarred by the nuclear war. They were not all that roamed the wastes, strange creatures and tribal peoples who did not have the luxury of a vault had survived and resented the vault dwellers.

Luckily the Vault was prepared for conflict and sent out scouts to learn all they could about the area. They created a trade network between the settlements of the Virginia Wastes, with routes stretching up and down the Atlantic coast and into Appalachia. The resources and safety provided by the vault were leveraged to bring rapid economic expansion and prosperity to the Vault and the surrounding area. Soon the threat of raiders to the profits of the settlements led to a unified military campaign against the tribals, gangs and raiders of the nearby area. A combination of military might, guile, bribery and diplomacy gave the vault a leadership position among the settlements of eastern Virginia.

Vault 64 now directly controlled the entire city of Richmond which included a number of Old World factories, in the old state house they convened a new legislature, inviting their nearby trade partners to meet to discuss common interests. Over decades this would become increasingly centralized and eventually a unified nation of the Atlantic Commonwealth.

A united economy, culture and military emphasizing free trade, profit and individual liberty became a rallying cry for the Virginia Wasteland, with immigrants coming from all over and trade routes radiating to and from the hub city of Richmond.

Now they stand in a wasteland among growing powers, many more violent and militarized. D.C. is always a tempting target to the north, to the east the Conclave holds Norfolk, which many believe should belong to the Commonwealth and to the West another Commonwealth is creeping East across Appalachia. Will they respond to these fractions as potential partners? Or rivals for dominance?
Last edited by Dentali on Sat Oct 20, 2018 4:42 am, edited 8 times in total.
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Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Sat Oct 13, 2018 10:54 pm

Dentali wrote:
Faction/Nation Flag (Optional):
(Image)
Faction/Nation Name: Atlantic Commonwealth
Faction/Nation Role: Minor Power
Faction/Nation Territory: Centered around Richmond, reaching east to the coast
Capital City/Faction HQ: Richmond
Cultural Advantage: Excellent trade capability and diplomacy, more often than not they diffuse conflicts through diplomacy and trade. Their free trade and pro business policies have made them an economic powerhouse.
Population: Approximately 200,000
Government: Congressional Republic modeled on Old World State Legislatures, with an Executive known as a Governor elected for 4 year terms
Leaders: Governor Glen Anderson
National/Group Ideology: Liberty, Free Trade, Profit, Individual Rights
Military:
The Military is highly organized and well equipped thanks to the economic strength of the Federation, however they lack significant training and experience with few making the military a career. Many of the most experienced soldiers the faction has end up becoming private security or caravan guards.

While the Federation has access to energy weapons they prefer more conventional rifles as they have access to an Old World ammunition factory in their capital. They believe strongly in logistics and support troops, as well as strong defensive positions.

The Federation has 3 types of military units;

The first are local militia, town and caravan guards equipped with a motley assortment of weapons and good for little more than cannon fodder or defending their homes.

The second are the regular military, conscripts that fulfill 5 years of service patrolling the borders and interior of the Federation. They are typically well armored and armed with a Semi-Automatic medium power rifle using a 5.56mm cartridge, not that most powerful weapon but extremely accurate, durable and ammo is plentiful, additionally troopers are given a bayonet that can mount on the rifle. As a sidearm they are given a 10mm pistol and a combat knife, Typically they are issued a navy field jacket, with plentiful pockets, black leather gloves, arm wraps, combat boots, a helmet and a protective breastplate with the symbol of the Federation on it. They also have 2-3 Frag Grenades and a field pack with 3 days worth of rations, an entrenching tool and other supplies.


The third type of Troop are known as ‘Rangers’ they are elite, professional, volunteer troops given either heavy armor equipment or light camouflage scout gear. The heavy gear is a variation of Old World riot gear providing full body protection. They work in small units equipped with either silenced 9mm pistols or .44 magnums as sidearms as well as combat knives. As primary weapon’s they are equipped with the most advanced weapons the federation has available, they are given specially modified and improved service rifles at the very least but also have access to Riot Shotguns, Laser Rifles, Grenade Rifles, Sniper Rifles and various grenades. They also have a field pack with 3 days worth of rations, an entrenching tool and other supplies.

The entire military is approximately 12,000 troops
The Army is made up of 4 Corps and is commanded by the Governor of the Commonwealth and his Defense Secretary
Each Corps has an Elite Brigade of 500 Rangers, 3 Brigades of 500 Combat Troops and approximately 1,000 support troops including but not limited to, logistics, administration, engineering and medical staff. A Corp is commanded by a Major General
A Brigade is made up of 5 Regiment of 100 troops each, a Brigade is commanded by a Brigadier General
A Regiment is made up of 10 Squads of 10 troops each, a Regiment is commanded by a Colonel
A Squad is made up of 2 Fire Teams of 5 troops each, and is commanded by a Captain


Major Towns or Locations: Richmond (Vault 64), Petersburg, West Point, Williamsburg, Jamestown, Yorktown, Newport News, Goochland, Bowling Green
History: Amid the ashes of the Old World a vault in Richmond survived led by the young overseer, Zachary Fowler. 2 decades after the bombs fell several hundred residents of the vault emerged to find the landscape scarred by the nuclear war. They were not all that roamed the wastes, strange creatures and tribal peoples who did not have the luxury of a vault had survived and resented the vault dwellers.

Luckily the Vault was prepared for conflict and sent out scouts to learn all they could about the area. They created a trade network between the settlements of the Virginia Wastes, with routes stretching up and down the Atlantic coast and into Appalachia. The resources and safety provided by the vault were leveraged to bring rapid economic expansion and prosperity to the Vault and the surrounding area. Soon the threat of raiders to the profits of the settlements led to a unified military campaign against the tribals, gangs and raiders of the nearby area. A combination of military might, guile, bribery and diplomacy gave the vault a leadership position among the settlements of eastern Virginia.

Vault 64 now directly controlled the entire city of Richmond which included a number of Old World factories, in the old state house they convened a new legislature, inviting their nearby trade partners to meet to discuss common interests. Over decades this would become increasingly centralized and eventually a unified nation of the Atlantic Commonwealth.

A united economy, culture and military emphasizing free trade, profit and individual liberty became a rallying cry for the Virginia Wasteland, with immigrants coming from all over and trade routes radiating to and from the hub city of Richmond.

Now they stand in a wasteland among growing powers, many more violent and militarized. D.C. is always a tempting target to the north, to the east the Conclave holds Norfolk, which many believe should belong to the Commonwealth and to the West another Commonwealth is creeping East across Appalachia. Will they respond to these fractions as potential partners? Or rivals for dominance?

Tysoania wrote:
Faction/Nation Flag (Optional): none.
Faction/Nation Name: Far Island
Faction/Nation Role: Minor Power
Faction/Nation Territory: Mount Desert Island, Cranberry Isles, Trenton, land south of Hwy. 230 and Bar Harbor Airport)
Capital City/Faction HQ: Bar Harbor
Cultural Advantage: The Island is entirely built on a marine way of life. Citizens are born on the docks, work on the fishing boats of Far Harbor or the salt-stained cannery at Southwest Harbor, and at buried at sea. Because of this, Islanders have become accustomed to this hard way of life, and have developed a reputation for being hard workers as a result, no matter the task.
Population: 660
Government: The national government is led by a Captain, who is directly elected by the citizens. For major matters, such as declarations of war or executions, the people vote directly on the issue; for minor affairs, the Captain rules by edict and can appoint any citizen to carry out a task. Other than the Captain and some Army personnel, there are no full-time government officials.
Leaders:
-Captain (leader of the nation): Joshua Harper
-Commodore (leader of the army and navy): Ella Ninatten
-Mayor of Far Harbor: Tyler Travers
-Mayor of Southwest Harbor: Annabel Phoenix
-Mayor of Trenton: Lee Brooks
National/Group Ideology: National goals are the expansion of their fishing fleet, capture of Swans Island and Long Island, capture of the Lamoine Peninsula, and dominance of the regional economy through their fishing fleet.
Military: Based out of the observatory on the Island, the Army is made up of 40 conscripts from Far Harbor and Southwest Harbor. Most of their duties consist of rebuilding infrastructure or killing large game, but they are still capable of easily beating back Raiders and Trappers. Most soldiers are armed with rifles and pipe weapons, but the Army also has a large stockpile of harpoon guns in its armory. Drafted when they reach 20 years of age, soldiers serve for 4 years before being released. Most training consists of fighting animals in the wilderness of the Island, and as such, most soldiers have little to no experience with land mines, grenades, and other weapons of war. However, the Army is well-equipped to carry out guerrilla warfare and infiltration operations if the Island was to be invaded. The Army has access to the boats of the fishing fleet if necessary, and have no heavy weapons or artillery. If necessary, the townspeople will take up arms to defend their towns from invaders. However, they are not willing to leave the town limits or launch counter-offensives, and are considered a last-ditch measure.
Major Towns or Locations:
-Far Harbor: the capital and largest town on the Island. The fishing fleet is based here.
-Southwest Harbor: the Island's only other town. Most of the Island's workshops are located here.
-The Observatory: the Army's base. This concrete structure is easily defensible and has a view over the entire Island, but possesses almost no aircraft defenses.
-Trenton: the only Islander settlement on the mainland. The sizable fish and game haul from the Island usually goes to the Trenton Market for sale to mainlanders.
History: After the bombs fell, a radioactive fog settled over the Island. The Fog mutated the creatures in the Fog and drove settlers off their land, eventually cooping them up in Far Harbor by 2287. The Children of Atom cult also set up shop on the Island, as did a colony of synths. However, in 2288, the citizens of Far Harbor elected to go on the offensive by settling inside the Fog and setting up Fog-repelling towers to push it back. This led to a clash with the Children of Atom in 2289, and by the year's end, the people of Far Harbor had stormed the Children's base and killed or captured them. Coming off the high of the recent victory, Far Harbor then threatened to lay siege to the synth colony in the Observatory if they did not surrender and integrate into the Harbor. The colony did just that, and on June 17th, 2280, the Island was declared unified by the Captain of Far Harbor.

With no factions to deal with, Far Harbor began to expand rapidly, and the government of Far Harbor was split into the Far Harbor municipal government, under the Mayor, and the national government, under the Captain. In early 2281, the Island's Army attacked and annexed the town of Trenton, on the mainland. By 2283, the booming Island economy, driven mostly by fish and game, was attracting more and more people to trade at the Trenton Market, which had become renowned in the region for its low prices and wide variety.

accepted.

Arengin Union wrote:
Enclave here...




Faction/Nation Name:The Reformed Enclave
Faction/Nation Role: Old World Blue
Faction/Nation Territory: The Outkirsts of D.C around Virginia and Maryland. and the whole of Highway 495 (Outer Perimeter that acts as border), Raven Rock (HQ), Norfolk Naval Base (Military Standing Position), Other minor installations and outposts in the outskirts of Virginia and
Capital City/Faction HQ: Raven Rock
Population: Approx 29,000
Government: Federal Government divided into three branches, the Executive, the Legislative, and Judicial. The Executive Officer (President) is elected every 6 years, and the Legislature (Congress and Senate) every 6 and 4 years respectively. The Executive appoints members of the Judicial with the approval of Congress.
Leaders:
National/Group Ideology: The Reformed Enclave carries along the many values of the Old Enclave, rebuild America at any price to its former glory. However, since its reformation it has taken a few changes in regards to its policy regarding outsiders and wastelanders. Though still vigilant, it has re adapted its foreign policy to be more diplomatic and less aggressive towards outsiders in order to win the hearts and minds of the common man in order to rebuild the American that was lost. As long as you don't directly intrude into the Enclaves goal to Rebuild America as it was, then you have nothing to worry about.
Military:
After a massive rehaul in its platform and commandership the Enclave's military still retains the fundamental belief of quality equipment and peak military tactics in combat. With industrial capabilities to not only produce vertibirds, but also humvees and other new advanced weapons and gear.

Recruitment And Training: The Enclave's Military follows a policy of being a volunteers only force as long as there is no official declaration of war against any power or entity. With a professional army made up of 2,600 regular soldiers, not counting officers and commanders as well as technicians, engineers, and scientists who remain in HQ most of the time. The Regular forces are trained in handling of energy weapons as well as ballistic weaponry, hand to hand combat, wasteland exploration, logistics, strategy, and power armor usage as well as team work and resourcefulness. Though in a lot of cases outside patrol and reconnaissance units wear regular trooper armor which is lighter and more compact there is always at least one soldier in power armor to act as support, and vertibirds patrol the skies as well and provide air support through air attacks or reinforcement. Though the army is small, it is effective and functions properly and is able to deploy rapidly, the Enclave also makes use of a selective service on all its citizen, so in the case of war the army will be raised from 2,600 to 4,600 and even 12,200 if need be. Though this would largely downgrade training and would require the Enclave to carefully economize and more advanced gear would need to be rationed for bettered trained troops. The Enclave still has a reserves army made up of men of all classes and ages from 18-45 if need be, these reserves are about 5,000 and regularly train on the weekends when assigned to.

The Army is divided into several divisions made up of 200 men each, and divided as follow.

EX:
1st Specialized Shock Division: 200
- 1st Regiment: 100
- 1st Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
- 2nd Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5

- 2nd Regiment: 100
- 1st Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
- 2nd Battalion: 50
-1st Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5
-2nd Platoon: 25
-Squad A: 5
-Squad B: 5
-Squad C: 5
-Squad D: 5
-Squad E: 5

Units: The Enclave Military has several military units at its disposal, many which are specialized in certain roles depending on situation and most follow the 200 men rule, in cases of the army being raised Divisions can be raised to be made up of 500 men or even 1,000 each.
  • Covert Ops Corps: Classified
  • 1st Specialized Shock Division: 200
  • 2nd Specialized Heavy Shock Division: 200
  • 3rd Tesla Trooper Division: 100
  • 4th Tesla Trooper Division: 100
  • 5th Reconnaissance Division: 200
  • 6th Reconnaissance Division: 200
  • 7th Heavy Division: 200
  • 8th Mechanized Division: 100
  • 9th Mechanized Division: 100
  • 10th Regular: 250
  • 11th Regular: 250
  • 13th Regular: 300
  • 14th Hellfire Division: 100
  • 15th Combat Engineers: 100
  • The Air Corps: 200

Equipment and Vehicles: The new Reformed Enclave makes use of power armor extensively while also using regular more mobile armor for its soldiers. With energy weaponry being the standard, however in recent years the Enclave military has been using ballistic weaponry and issuing it to troopers who don't use power armor.

X-02 Advance Power Armor: Made shortly before the bomb fell, this design is resilient and powerful on its own, with the disadvantage of blind spots due to the armor plating on the shoulders as well as the under arm areas. Though still reliable, it has become largely obsolete over the years and most of them are retained as reserves. However, many are used for spare parts for the new armor and others are pretty much scrap.

X-03 Tesla: This model is used exclusively by the Tesla division, designed using several blueprints of Nikolai Tesla's electrical coils for battle employments. This armor generates an electrical shock wave after retaining certain damage. Its weakness is the electrical coil generator on its back.

XB-04 Hellfire: The most advanced iteration of Power Armor in the wasteland and used only by the Hellfire division. This armor is a brand new cousin model of the X series, retaining the powerful armor while also improving on the design extensively. With a more advance HUD on the helmet as well as a new plating based on a powerful depleted uranium material. It truly is a wonder of new technological development in the wastes. OTHER DETAILS ARE CLASSIFIED.

X-04 MAA: The standard issue power armor in most Enclave Regiments, and Platoons. The X-04 MAA was created a few decades ago during President Eden's reign after the defeat of the Enclave on the west. With advances and improvements over the X-01 this armor provides protection while not sacrificing awareness for the user and provides the user with much more strength than the predecessor. One of the good things of this armor is that it uses parts that are easy to find and many are readily available from the remaining X-01's which are in abundance.

Combat Integrated Releasable Armor System: With the reformation of the Enclave, came new doctrines and a new strategy, one of creating a better connection between the people of the wasteland and the Enclave. For this, the CIRAS armor was created, retaining various features from Enclave power armors such as re-breather, gas mask, armor plating for the arms and legs, and hydration pack. While replacing the main protection from depleted uranium power armor, to kevlar which is much more easy to produce. It has proven effective for wasteland operations and reconnaissance, providing protection from damage as well as radiation and not inducing as much of a negative image on the people.

XVB05-C: A new iteration of the VTOL, this new vertibird is larger than its counterpart while being bettered armored and able to dispatch a dozen soldiers into the frontlines while using its armament of rockets, plasma beams, and a rapid firing mini gun and glating laser at the front as well as side and rear machine guns.

XTFC-35: A transport variant of the XVB, though lighty armed compared to its cousin, this new model is able to carry nearly an entire Enclave regiment to battle, or supplies to outposts, extraction in hard to reach areas, and vehicles for wasteland reconnaissance. It has thicker armor than its combat counterpart to make up for its light armament. There is usually are XVB close by serving as escorts when these are deployed.

XWAA-02: This is a single propeller design unlike its counterparts, and belongs to a new more modern breed of VTOL's designed for combat as a main purpose. Heavily armed with salvo missiles, napalm loads, dual switch plama/machine gun/laser miniguns, and a 20mm twin cannon at the front. It truly is a weapon of reckoning.

Humvee Mark 40: Retaining the design from the original humvees of the pre-war world, this version of the humvee carries heavy armor plating as well as a powerful V12 engine. A 50 cal or Gatling laser cannon can be added on the top turret.

Major Towns or Locations:
  • Raven Rock
  • Norfolk Naval Base
  • Mobile Operations Center
  • Satellite Relay Station
  • Adams Air Force Base
  • SatCom Array NW-07c
  • The Beltway
  • Adrews Joint Base
  • Bunker 52
  • K3 Advance Outpost
  • Chicago
  • New Orleans
  • Springfield

(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:
The Enclave as an organization was formed a time before the great war, a quasi alliance between different corporations and the US federal government to prepare for the inevitable destruction of the world at the hands of nuclear hellfire. Setting up the Vault project and deliberately creating vaults with specific circumstances in mind to experiment on their dwellers as a way to see how well they would adapt to extreme circumstances. The real plan for the US government to survive the war was using several spaceships to evacuate to another habitable planet. Eventually this plan fell through and when the war broke out the US government retreated to several locations around the United States, with the Poseidon Oil Rig in the Californian coast acting as its primary base of operations.

For more than a century the US government, now known as the Enclave, sent spies to the mainland to keep an eye on rising powers like the NCR, the Brotherhood of Steel, and the Unity. This while gathering enough strength and developing new technology above its foes in order to begin plans to retake America, called Operation Rebirth. However, in 2242 during President Dick Richardson's term, a young man simply known as the Chosen One destroyed the Oil Rig and therefore the control station and main HQ for the Enclave. The Enclave forces on mainland California dispersed, Camp Navarro was attacked by NCR/BOS forces and the Enclave went into retreat, as did the other remaining Enclave forces heading East, lead by Augustus Autumn Senior who had been given orders by the new president, much to everyone's surprise. East towards Chicago and eventually the Washington D.C. the remaining Enclave forces followed their commander away from the NCR and the BOS. Many Enclave members were left behind or deserted in favor of the NCR and the BOS.

With its forces decimated, the remaining Enclave forces arrived to Washington D.C. or The Capital Wasteland as it was known now. The Enclave forces regrouped in Raven Rock bunker complex, where they were greeted by a small but well led group of Enclave members. And to their surprise there was a new commander in chief, John Henry Eden. The new President of the United States was in fact a super computer which in case anything happened to the chain of command, program known as ZAX created a new automated persona who would pose as the President of the United States. Only a few knew the reality of the President's true nature, Autumn included. The Enclave laid low for several decades as the Capital Wasteland kept to its anarchy ways, with super mutants running rampant, ghouls flooding the subways of D.C. and raiders and communities around the region. The Enclave grew strong as a new life began to take foot within the confines of Raven Rock as well as the establishment of several outposts and new bunkers which allowed the Enclave to keep an eye on the Capital Wasteland in the hopes of eventually conquering it.

In 2274 however, and after decades of constant hiding, abuse on wastelanders and other scandals, people within the Enclave began to question the authority of this seemingly never aging president who won every election in a landslide. At first, Colonel Augustus Autumn Jr. with the support of most troops was able to keep the nonconformists in check. However, this changed when a respected Enclave officer, Lieutenant Colonel Joseph B. Frederick's stood against his own commander when given the order to execute several of the nonconformists. This sparked a short Coup which saw Autumn and the now exposed automated president Eden captured and humiliated as it was revealed that all past elections had been rigged in Eden's favor using Autumn as his enforcer. Autumn was tried and executed for crimes against the United States and its people and Eden was disconnected and soon new elections were held in November of the same year.

Frederick's had won the support of most Enclave citizens with his charisma and his strong conviction and so he won by a landslide against opponent Gordon Andrews. Soon after Frederick's was inaugurated as president and in his inauguration speech he proclaimed a change in the ideology of the Enclave as well as promising that within the next decade the outside world would be reclaimed and the United States finally reborn. Frederick's drastically reformed the Enclave's government and its military with help of his cabinet, the Enclave expanded scientific and technological prowess and began to explore the outside world much more while establishing more bases and outposts, one of the main accomplishments being the establishing of the Beltway defense line, which acted as a defense barrier between the Capital Wasteland and the outside world. The military was reshaped to become less hostile to wastelanders while staying vigilant, and since 2778 the rumors and myths of men in shinny power armor and uniforms flying some sort of metal birds were largely told across the wasteland.

After a stunning landslide in 2280, Frederick's aims to keep his promise of retaking the CW by the time his term ends, which will determine if he either runs again for a last term or he retires and gives the mantle to Mendez. Only destiny can tell.

Make the Edits we talked about first then I'll accept you ok?
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
The Hierophancy
Ambassador
 
Posts: 1091
Founded: Oct 24, 2016
Ex-Nation

WIP

Postby The Hierophancy » Sun Oct 14, 2018 11:59 am

WIP
Faction/Nation Flag (Optional):
Faction/Nation Name: The Legion (Official though rarely used), in most correspondence / documents Legio Populares, colloquially New Legion
Faction/Nation Role: Minor Power
Faction/Nation Territory: Only Colorado Springs and it's environs are consistently in Populare hands - however, their raiding bands are scattered across Utah and Colorado, and those lands where Shady Sand's grip is weak often play host to a Populare outpost.
Capital City/Faction HQ: The Populares are based out of the Cheyenne Mountain Complex.
Cultural Advantage: A Common Enemy, Internal Cohesion (for the moment)
Population: ~74,000
Government: 'Interim' Triarchy, Absloute
Leaders:
Gaius 'Indomitus' Thrax - Chief Triarch of the Populares and Legate of the Legion, Thrax was but a decanus during the ill-fated Second Battle for Hoover Dam. In the long string of defeats and infighting which followed, the young decanus became known for his incredible tenacity and tactical competence, rising through the ranks in what was left of the Legion as his superiors turned coat or were killed in action one by one. He is a strict leader, but a dependable one, who despite his stubborn refusal to give up his hopeless war is willing to compromise and negotiate in the name of victory. He is 39 years of age.
Gabriel 'the Red Butcher' Allison - One of the Junior Triarchs of the Populares. the Red Butcher is Comrade-Commander of the People's Liberation Army of the Four States. Leader of a band of Reds, Gabriel had maintained a relatively large state on the eastern fringes of Legion territory, governing a Dictatorship of the Proletariat. He and his men are descended from a wide assortment of political traitors and dissidents of Pre-War America, and believe that the destruction of the world can be blamed entirely on Capitalist-Imperialism. Although he hated the Legion, when the NCR came a-marching, he found himself an even greater enemy, the very embodiment of all that was wrong with Pre-War America. After a series of crushing defeats, he fled North, and there met Legate Thrax. Since then, the two - despite a mutual distrust and dislike - have been steadfast allies against the expansion of the NCR. A cruel but pragmatic man, the Red Butcher is just as willing as Indomitus to do whatever necessary in the name of victory, perhaps even more so. He is 48 years of age.
Beastmaster - Last Triarch of the Populares, the Beastmaster is a mysterious figure who, through bloody, brutal conquest, united many of the remaining Raider bands within the NCR (his unification of the Jackals, Scorpions, and Vipers are what earned him his moniker.), endangered by an ever strengthened NCR Army. He was only reluctantly accepted into the Populares, mainly due to his large contingent of light cavalry. He is the least powerful Triarch and rarely speaks - most believe him utterly mad.
National/Group Ideology: The ideology which unites the myriad factions and peoples of the Populares is first and foremost a desire to eradicate the NCR, or at the very least stymy their expansion. They believe in a strong, autocratic government, elected by the people and providing for their basic needs, but beyond that the Red and Purple Populares disagree on the intricacies of how their someday world spanning state will function. It is likely that, should the NCR ever be dealt with, the Populares will immediately collapse into civil war.
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 2% of Population for Volunteers. 6% 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?)

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

Postby Versail » Sun Oct 14, 2018 4:05 pm

Image

Major Towns or Locations: 60 Total Workshops
      Austin: 5 Workshops
      Beaumont: 3 Workshops
      College Station: 2 Workshops
      Comfort: 1 Workshops
      Corpus Christi: 2 Workshops
      Dallas: 5 Workshops
      El Campo: 1 Workshops
      Ft.Hood: 4 Workshops
      Ft.Worth: 4 Workshops
      Galveston: 2 Workshops
      Georgetown: 1 Workshops
      Houston: 5 Workshops
      Huntsville: 1 Workshops
      Kerrville: 1 Workshops
      Killeen: 3 Workshops
      New Orleans: 5 Workshops
      Plano: 1 Workshops
      Round Rock: 1 Workshops
      San-Antonio: 3 Workshops
      San Marcos: 1 Workshops
      Shreveport: 2 Workshops
      Sinton: 2 Workshops
      Temple: 2 Workshops
      Victoria: 2 Workshops
      Waco: 3 Workshops
[/list]

Faction Anthem:The Yellow of Texas
Faction/Nation Name: The Texan Republic
Faction/Nation Role:Protection of Texas and Texans, Regional Power.
Faction/Nation Territory:. Shown in map
Capital City/Faction HQ:.Austin (Official).
Houston (Unofficial).
Cultural Advantage: Texan Militarism: Gives additional 4% population to military as reservist quality manpower, in addition makes casus belli gaining easier (in terms of the Texan populace).
Due to the origins of the nation in the Ft.Hood army base the people are much more accustomed to serving under arms for the government. Over time these martial values became more and more common among the absorbed populace and to this day very few Texans actively oppose the draft in place.
Population:3,309,900
Government:The Republic of Texas is an Autocracy ruled by the “President” who ,while elected, rules for life. (S)He is assisted in this governance by the regional governors who lead their respective cities. There are 7 governors with each one having roughly the same administrative powers. The military is largely based in the capital of Fort Hood but maintains multiple battalion sized units in each major settlement. All governors are elected by the people but are able to be replaced by the president at anytime. In addition in times of war the military is given veto powers over the regional governments and is answerable only to the president. The regional governors appoint their own cabinet which handles day to day operations, but if needed the president has the obligation to replace those cabinets with one of their choosing.

Upon the annexation of the Kingdom of Louisiana a new regional government was created for the area under the administration by the ROT military. Due to minor tensions and resentment among the extremists in the population martial law has yet to have been rescinded in the region. Despite this many locals have begun to see the ROT as the proper government for the area and cause no issues for the occupation authorities.
Leaders:President Hayes (Female,29).
Field Marshall Williams (Male,56)
Vice President Irving (Male 32)
Governor-General Of Fort Hood: General Wood (Female, 38)
National/Group Ideology: Militaristic, Ultra-Nationalistic, Autocratic Single Party State.
Short term goals:Protection of nearby friendly states under a Suzerain relationship with the ROT as the overlord, Internal stability..
Mid term goals:Annexation and protection of Nearby New Orleans, buildup military in quality, restoration of Texan heavy industry.
Long term goals:Liberation of Texas from all Hostile forces, Restoration of democratic values under military guidance.
Military:330,400 Personnel in total.

The Presidential Guard:
Consists of the best trained and experienced of the entire Texan Army. They report only to the President of Texas and are only deployed in the most dire of circumstances. The Brigade was formed after the war with the Texan Brotherhood of Steel from veterans of the battle hardened units of the army. After the units formation the troops were the main force in the crushing of the ghoul rebellion as they were the most often sent in when the fighting in urban centers was rough. These troops are armed largely with FN FAL Battle rifles, Riot Shotguns, 12.7mm Pistols, Frag grenades, Combat Knives, and Breaching Charges. In addition to this different weapons may also be used as required. For protection these troops are often given Reinforced combat armor, although seeing regular combat armor is not unusual.

Personnel Count: 20,000 troops in 2 divisions.

Artillery: This company of troops are responsible for the operation of the Texan artillery pieces and the accompanying horse transports.. Each of the 10 122mm Howitzers are operated by a team of 12 troops. The operator are armed with 10mm handguns. These troops are given basic training. In addition there are a current stockpile of 600 mortars in groups of 5 mortars assigned to other units as needed.

Personnel Count: 120 Operators.


Texas Rangers:These are the secret police force of Texas. Given advanced training these troops are further trained in survival,recon, and guerilla warfare tactics by the veterans of previous wars and skirmishes.the troops are given 5.556x45mm marksmen carbines, P90 SMGs, Machetes and .357 revolvers as their weapons of choice but are authorized to use other weapons as needed.They also use recon armor. As suiting their recon roles they also are given horses for faster movement. In addition they are currently responsible for hunting down the ghouls and other dissidents that may have survived other actions against them.

Personnel Count:20,000 Rangers in total, and are organized into 20 Battalions of 1,000 rangers per group.


Texan Marine Corps: One step down from the Presidential Guard in terms of training and experience these troops are nonetheless very dangerous in combat.Given Marine combat armor ,helmets and rebreathers. These troops are armed with special waterproof versions of the R91 Assault Rifles, Plastic explosives, Machetes, and .45 Semiautomatic pistols.

Personnel Count: 20,000 Marines in 20 Battalions of 1,000 each.

National Guard Battalions: The Bulk of the military might of the Republic and the most seen most regard these men and women as the face of the government to the people. Armed with M16 Assault rifles,9mm handguns, combat knives, and balls of steel they perform most combat roles that fighters from outside the republic would baulk at. Their armor is not as protective as other troops being at best basic combat armor and at worst double breasted trench coats. Most of the time however armor is fatigues with kevlar inserts in key areas. The training for these troops, while better than that of raiders and ghoul rabble, is rudimentary at best and is by no means extensive. Despite this morale among the conscripts is high due to large amounts of propaganda and permission to consume the copious amounts of liquor produced by the breweries in San-Antonio and Austin.

Personnel count: 180,000 troops in 18 Division units of 10,000 each. 40,000 more in the 4 Louisiana guard divisions.

Republican Air-Force: A relatively recent addition to the military endorsed by the new President and her cabinet. Despite this the Air-Force is very well trained with at least 120 hours of flight training per year for the pilots. In addition they are organized into squadrons of 5 per squadron during operations.
In addition there is are 4 Air-Force light Infantry battalions responsible for the protection of the airfields, in total using 5,000 of the air-forces personnel.

Personnel and equipment count: 10,400 Pilots and other personnel.
Douglas A-1 Skyraider, CAS Plane: 50 Craft
Lockheed P80 Fighter: 20
Mitsubishi A6M "Zero" Fighter: 100
Boeing C-47, Transports:75
Boeing L-15 Scout,Patrol craft: 50

Texan Navy: The Republican Navy is largely based out of Galveston and Corpus Christi due their locations on the coastline. Their duties include patrolling the waters close the Texan lands for pirates, hunting down smugglers, and in wartime hunting down hostile ships and performing blockades on enemy cities on the coast.

Personnel and Ship count: 40,000 Personnel.
1st Rate Ships of the Line: 10 (8,500 Sailors)
3rd Rate Ships of the line: 30 (15,000 Sailors)
5th Rate Ships of the Line: 60 (12,000 Sailors)
Brigs: 180 (4,500 Sailors)

[b]History:When the bombs fell in 2077 the alarms sounded. Unlike other areas who treated it as just another false alarm and did not go to shelter the military in fort hood managed to get most of the people meant for the shelters underneath fort hood into the bunkers before the bombs fell. After 90 years of living underground the people walked out of their shelters. They saw a largely desolate landscape that for better or for worse was to be their home. The base had by that point been partially taken over by raiders who were killed in the times that followed. After the war with the raiders had ended the survivors of the conflict realized the need to protect what was theirs.

Unfortunately the population was far too small and was lacking in food. As a result groups were sent out to scout out locations suitable for agriculture with predictable results. Eventually however a large herding community had been found in the nearby town of copperas cove. After intense negotiations ties were established where the hood troops would protect the herders in exchange for food. In the years that followed the population would grow and the survivors would incorporate more and more towns including San-Antonio and Austin forming the Republic of Texas.

In the year 2219 a brotherhood expedition would find its way to Fort Hood intending to set up shop in the area. Expecting no issues in doing so they moved on the base. They however realized that it would more problematic when they came under intense artillery fire from howitzers in the base. Of course by the time that happened they had taken massive losses but nothing that they could not recover from eventually and they pressed on into the base. The welcoming party for them consisted of several hundred militia who had been preparing for their arrival. The brotherhood forces caused massive losses among the militia and destroyed the howitzers but were killed to the last man.

After the arrival of a seemingly superior military force an idea began to form in the minds of the leadership of the republic. The time for democracy had come to an end as despite the victory many losses, more than needed, were taken in doing so. As a result a more authoritarian form of government was beginning to emerge. This was a largely popular move as most did not see the need for a democratic government anymore but among the ghoul population, those who lived during the dictatorship that America had become during the great war, this was majorly unpopular. So when the referendum on the new government was passed the ghouls killed the politicians responsible for the new autocracy.

Having seen their wishes shot by the ghouls the humans retaliated. Mass anti-ghoul riots broke out in all major cities killing thousands of ghouls. The ghouls in a lapse of wisdom called for government intervention. The government intervened, but not on the ghouls side. Sending in hundreds of troops to channel the rioters into more organized fashions and attacking the ghouls themselves killing most of them. As of today most ghouls know the Republic as a no go area.

After the ghoul rebellions a new issue arose to the south-east of the country. The Houston commonwealth had rose in power and threatened to destroy that which the ROT had built. So in an attempt to stop the brewing devastating war diplomats from both sides met in Austin to discuss terms of peace. Despite a few tense moments when it looked like the talks would end an agreement was reached, and the treaty of Treaty of Texan unification was signed. The treaty merged the two governments into one and turned the previously war torn regions between the two into land where traders and people could move through without fear of harassment by raiders or soldiers.

Having made this new pact the newly born nation progress on this new objective was the next on the agenda. In order to do this Dallas would be needed to dealt with. However the feudal nature of the region made it an interesting challenge and would likely need military force. Opportunity for this would arise in the year 2246 when forces from the Barony of Waco, formally under the lordship of The “Emperor” of Dallas began launching raids on ranchers in the Austin area. Upon hearing of who was responsible an expedition was began that would lead to three years of combat and rebellion from the Dallas Royal army. This was dealt with using the usual Texan manner, extremely overwhelming force. Due to artillery and air-support that the Dallas troops were defeated in battle after open battle. Yet due to their numbers from before and royalists in the lands a continued insurgency joins the Ghouls in their attempts to restore democracy, and in the case of Dallas, monarchy. However these attempts are increasingly less and less effective due to the Texas rangers brutality and relentlessness.

Due to the annexation of the kingdom of Louisiana the Republic has grown both in territory and in wealth. These gifts have brought prosperity to the common people and has made trade with nations and settlements along the Mississippi river much easier. However there are problems still for the republic. With the fall of the Legion proper and the rise of the NCR in the west tensions have risen between the two republics, primarily over the Texans use of slaves for labor. In the recently conquered city of New Orleans militant monarchists have been subtly spreading anti-Texan propaganda and have been trying with little success to harass the occupation forces. Along the newly established Texan-Syndicate border minor clashes between National-guardsmen and syndicate militia have sprung up, despite this however the two nations have not yet come to blows. Contact has also been made with remnants of the pre-war federal government who call themselves the Enclave. Relations with them have remained good for now, yet their are concerns that they may attempt to spark an insurrection among the Orleans populace.
Last edited by Versail on Sun Oct 21, 2018 4:15 pm, edited 5 times in total.
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

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Hippie Kiwis
Minister
 
Posts: 2721
Founded: Jan 31, 2014
Father Knows Best State

Postby Hippie Kiwis » Sun Oct 14, 2018 4:33 pm

tiggity tag
This place is not a place of honor... no highly esteemed deed is commemorated here... nothing valued is here. What is here was dangerous and repulsive to us.
The danger is in a particular location... it increases towards a center... the center of danger is here... of a particular size and shape, and below us.
The danger is still present, in your time, as it was in ours. The danger is to the body, and it can kill. The form of the danger is an emanation of energy.
The danger is unleashed only if you substantially disturb this place physically. This place is best shunned and left uninhabited.

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sun Oct 14, 2018 4:40 pm

Faction/Nation Name: Socialist Union of Columbia

Faction/Nation Role: Minor Power

Faction/Nation Territory: Already on the map

Capital City/Faction HQ: Philadelphia

Cultural Advantage: Not really sure

Population: 1.65 Million

Government: The SUC is ruled by a Chancellor whose power is absolute.

Leaders: Chancellor Joshua Redding

National/Group Ideology: Spreading the Glorious Revolution

Military: The Red Army, Navy and Air Force make up the People's Armed Forces. It's no surprise that the Red Army has the most soldiers, making it the largest component of the overall People’s Armed Forces. The Red army is armed with an assortment of weapons, although the most commonly seen is the Type 93 Chinese assault rifle. Most platoons are issued Recoilless rifles, LMGs, mortars, and in the case of defensive operations .50 caliber machine guns but this is not always guaranteed. The backbone of the Red Army consists of seven divisions of ten thousand valiant comrades. The Red army also employs the use of fourteen 155 mm Howitzer M114's and a number of 90mm anti-aircraft guns for use in combat but without a reliable way to attain new munitions, they are used sparingly. Additionally, the Red Army makes use of a few dozen salvaged cars and trucks to transport soldiers, equipment, and VIPs.

Because of its control over several major pre-war Air Force Bases and other airfields, the People’s Air Force fields a number of aircraft. However, because of a lack of pilots, the need for constant repairs, and several other factors only a fraction of these aircraft can be fielded at one time. That said, the People’s Air Force operates a handful of trainers, a half dozen Douglas C-124 Globemaster II’s, two dozen F-86 Sabre, and a couple Grumman F6F Hellcats for use on the ferry turned Aircraft Carrier: Powell.

The Red Navy is small, but competent. The flagship vessel is the Powell, a large ferry that was retrofitted into an aircraft carrier. The Powell is used primarily in support of the rest of the fleet, and provides reconnaissance for all naval operations. A dozen warships are also used for defending the SUC’s coast, and projecting its influence when needed. A couple dozen support vessels round out the fleet, providing supplies to the warships or ferrying other material when needed.

While the three main branches of the People’s military are the most well-known forces within the SUC, there are also other units that are used for certain operations. The Ministry of Internal Affairs fields a covert force of well-disciplined and trained paramilitaries. This paramilitary unit focuses on maintaining security, border security and counterterrorism, and occasionally for use against nearby nations or groups.

Major Towns or Locations: Its on my little map, I’ll add more when we get the official map

History: With the Great War having brought the United States to its knees and shattered it's government, a void was left open for enterprising individuals to take over. Among such individuals were a group of corporate captains of industry who, having survived the Great War, fled the destroyed Capital. They eventually settled in Pennsylvania, in the state's largest city of Philadelphia, having run out of supplies and gasoline. They would lead the local survivors in forming the Federal Republic of Philadelphia, on the virtues of the now fallen bastion of liberty. These values did not last long, however, and though Philadelphia became a regional industrial powerhouse, such gains came at a cost. Mandatory working laws soon became a form of slavery, with survivors forced to work endless hours to rebuild. All the while the magnates that brought them here sat back in gilded homes, living off the work of a weary populace. The revolt began small, as most revolts do. Hushed tones in the back of bars and shops. Soon, hushed voices became shouts and pleas at rallies in the streets. The loudest voice of all was that of William Powell, who preached the equality of the working class and the need for "universal solidarity." Heralded as the father of Powellism, he would eventually publish a series of papers compiled as the "Powellian Bible". The leaders of Philadelphia, seeing the movement as a threat, brought an iron fist on the burgeoning ideology.

Powell himself was assassinated in 2088, though it would never be known if it was by a Federalist bullet or otherwise. His death made him a martyr to the cause, breathing new life into the movement that the Federal leaders thought dead. The revolt began once more, starting with a farmer's strike in 2089. The crackdown by the Colombian authorities was violent, and sparked similar revolts across the now rather large nation. It became gridlocked by protests, armed rebellions and sedition. Even the Federalist military turned on it's master, helping to lead a Powellian coup in 2090.

With their victory secured, the new Powellian government redefined Philadelphia, declaring it the Socialist Union of Columbia. Despite the military led coup, there were still Federalist holdouts, and a brutal four year civil war raged. The war ended with the Federalist remnants captured and executed, while the remaining loyalist territories were enveloped into the SUC. Seeing the success of the coup to the north, the old world city of Baltimore and Wilmington joined the cause and revolted against their own governments. Power was finally secured, and thus the Powellians began to define the Union's domestic policies. The early policies of the war recovery moved towards socialization of various systems, such as establishing state controlled departments for health and industry. Large public works projects began, helping to create communal accommodations for the refugees of the civil war. Currency, seen as a tool of worker oppression, was abolished in lieu of ration cards and requisitions. Everything from food and water to blankets and bullets became communal state property. Agriculture became a state controlled system, with farmers working to provide their grain to the government in exchange for ration cards. The Powellian regime seated itself in Philadelphia, the new Union's capital, and thus began many years of Powellian control.

The system worked, despite its faults, for a time. Worker's Councils in each territory decided on local policies, while the Central Council established a legislature for the entire nation. Judicial systems were created, alongside an executive branch of the government, the Chancellorship. In a way, the Union resembled the old world United States, albeit with much longer breadlines. Other Powellian factions began to arise in the government, leading to the formation of the Continental and Unionist parties in 2112. Both parties held different beliefs regarding the future of the state, with Continentals believing in a continental Powellian revolution and Unionists seeking to simply consolidate their gains. Thus the Central Council became a bickering, ineffectual bureaucracy.

The Union in the present day remains a regional power in the Northeast United States. While relatively isolationist, the recent elections of Continental leadership in the Central Council could mean the beginning of a new, greater Powellian revolution. Their military remains one of the strongest in the region, making them a formidable foe to the local bandit tribes.




In the ten years since his ascension, Joshua Redding has managed to become the most popular Chancellor in living memory. This is in large part thanks to his efforts in settling the lawless Delmarva Peninsula, and strong resolve in the face of the American Republic. The Delmarva Peninsula has become a breadbasket for the heavily populated northern cities, and the defeat of the New York Burghers has given the people a great deal of confidence. With the Continentals having a firm grip on power, their idea of a continent wide revolution are only just being realized. With the approval of the people, a Wasteland Revolution will surely be on the horizon. Of course the Wasteland is seldom all rainbows and sunshine. With Redding’s health beginning to fail, his cronies all eye the Chancellorship greedily. Without a clear successor, it's unclear whether the future of the Union is secure.
Last edited by Elerian on Tue Oct 30, 2018 9:35 pm, edited 1 time in total.

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Al-Ghaihr
Diplomat
 
Posts: 579
Founded: Oct 13, 2016
Ex-Nation

Postby Al-Ghaihr » Mon Oct 15, 2018 7:22 am

Faction/Nation Flag (Optional): Image
Faction/Nation Name: Islamic Commonwealths of America
Faction/Nation Role: Old World Blue
Faction/Nation Territory: High Point, Winston Salem, Greensboro, Charlotte and suburbs as well as small insignificant cities that can be developed. I know this seems lazy but I'll post a screenshot of the map and my current territory.
Capital City/Faction HQ: High Point
Cultural Advantage: Industrial people and thus can significantly run all reasonable industries post-apocalypse. One known successful business is High Point Armory.
Population: 9,630
Government: Democratically elected President with a functioning congress, legislative, etc.
Leaders: President Luke Mallicoat
National/Group Ideology: Islamic-culture democratic nation with fully functional legislative branch and likewise other representative areas of government to ensure complete representation in the government.
Military:

ARMY:

The service uniform for the army standarized is the olive drab army fatigues with a combat helmet, some more specialized soldiers get camo service uniforms. When they are in battle, they are assigned advanced combat armor. And some soldiers are assigned power armor. The equipment of all army soldiers
includes a M4, 10mm pistol (some soldiers), army rations, uniform, advanced combat armor or power armor, helmet, dress uniform, service uniform, informal uniform. The army is mandatory conscription due to how bad the wasteland is, but not necessary the region of High Point-Greensboro.
781 active duty standard troops.
98 active duty power armor soldiers.

AIRFORCE:

The ICA's airforce is possibly the most advanced airforce in North Carolina, the service uniform is similiar as well as combat armor with the same camo. Dress uniform is blue. They have some very well-trained pilots and gunners.

82 active duty pilots and gunners.
49 active duty Vertibirds.
12 Sabre jets.
21 Me-109s

NAVY:

The ICA's navy is mostly restricted to lakes and rivers in the ICA and as such do not possess major boats with the sole purpose of the navy being to enforce maritime laws and also to be ready to rescue people. The combat uniform is a blue jumpsuit with black combat armor and as such are armed with a M4 or such.

3 Modified Fishing Boats (simply modified with Browning 50. cal machineguns on the deck and nothing more.)
126 sailors.

BORDER PATROL:

The ICA established a small border patrol force called the ICA Border Patrol Army but like any border patrol before it doesn't have any army purpose and mostly handles border patrol duties and customs if needed. The Border Patrol has a dedicated purpose of patrolling the border and also had a subsection that handles customs at airports for illegal weapons or drugs. The ICA border patrol is mostly on the frontier of the ICA and as such has it's headquarters in High Point and has numerous suboffices throughout the country in cities and at airports. The personnel have M4s as well as Colt M1911. They are in solid-green uniform with patches and as well as a matching olive drab combat armor set.

17 Vertibirds (with no combat purpose mostly, just for patrolling.)
21 scoutcars (no combat purpose, modified for law enforcement duty as such with border patrol.)
97 Borderpatrol Agents

Major Towns or Locations: High Point, Winston Salem, Greensboro, Charlotte (map will be posted)
History: Vault 162 (also containing a pharmaceutical factory and regular production factory deep in the vault.) contained a group of diverse population such as mostly Muslims and numerous other races. All cyrogenically frozen as a Vault-Tec experiment but the Residents already knew that. By 2263, the Vault cyropods were opened mistakenly by a Mr. Handy, and the Overseer realized that they were a little bit past date for release. The Overseer opened the Vault door and let out the people. Luke Mallicoat however suggested that a society be formed and the Overseer agreed with him. Luke suggested something that would bring back the glory of America.

But retain the Vault's diverse values. A vote was held to determine what it would be and given that there were more Muslims than any other racegroup. They were given leadership with Luke Mallicoat as the leader. He decided to name the society the Islamic Commonwealth of America. He would begin broadcasting the message that old America was back here in High Point, this attracted good and negative attention. Fleeing enclave soldiers and technicians who would be comfortable with their religion due to the fact they were "pure" and not just random wastelanders decided to join up to give them a major technological boost. Wasteland refugees fleeing war were accepted into the Faction which helped the population boom even more so.

By 2275, a scout car was sent to Greensboro on the outskirts where Vault 169 was undiscovered where the Vault Experiment was a group of racist whites were to be stuck in with people of various color. Over the centuries, this pacified the racists as breeding took place as they had no other choice due to purposeful selection by Vault-Tec on the white people (some being cousins.) and so many years later in 2275. The racism has vanished except for a few but they mostly remain reclusive. The people of the Vault 169 were invited to join the Islamic Commonwealths of America.

They accepted, but could not go far. around 300 came. but the Vault promised incorporation with the ICA. By the time they were back. a Mosque was being built in High Point along with the White House but in a more Islamic style. By 2283. The construction of downtown High Point has mostly been done, the Rebuilt White House stood proudly and the Mosque stood proudly. The people of High Point were satisfied with the Government and how things were progressing, crops were growing, Bazaars were selling various items. Nuka cola being a highly sought after product too.

--- 10 YEARS LATER

As time went on and the country got bigger and the President Luke Mallicoat looked out to expansion to include all of North Carolina under the banner of the High Point Islamic country. He realized that there was the need for enforcement of government laws and created the ICA's navy as well as a ICA border patrol which he thought both was necessary to keep lawfulness on both the waters of the ICA and the frontier of ICA.

Charlotte was the first metropolis that marked the way for expansion of the ICA's beliefs and provided a lot of technology as well as land for building and farming but like any settlement of a city came with dangers. This happened within the settlement period when the ICA battled the Raiderclan known as Cannoli Wisdom which was once a group of Vault-Dwellers who possessed Italian heritage from long ago and had established mafia-like organizations in the Vault which all fought each other in hilarious brutal conflict that lasted for a few years.

They proceeded to take control of Charlotte until the arrival of the ICA which engaged them in combat in a effort to take control of the city from Cannoli Wisdom through any means necessary. Cannoli Wisdom fought back in a brutal guerrilla war that would last the ICA approximately four years. It wasn't until the United Republic stepped in did things change for the better as it was a symbol that no matter if the ICA possessed good technology there would be groups who could succeed with manpower rather than technological feat.

Around five years later did the flag of the ICA came to be hung in downtown Charlotte along with people moving in from around the ICA to industrialize the city and build up Charlotte through the establishment of factories from businesses in the Islamic Commonwealth of America as well as religious establishment with the opening of two Mosques in Charlotte. Likewise with High Point's second Vault the main Vault in Charlotte became a Hotel which aimed to boost Charlottes economy even more. At the end of the several years and only three years after the brutal guerrilla war did the city finally become more industrialized.

High Point opened the largest bazaar in the entire ICA sometime around 9 years later and this became a pivotal point in the ICA's trade and likeso foreign countries and small settlements came from all over the former US to trade with the ICA at it's largest bazaar which had various goods and food. The success of the bazaar would reach all throughout the ICA and would encourage small companies to put their wares at the High Point Bazaar to reach riches which the High Point Bazaar promised and took away seemingly. The High Point Bazaar model became very celebrated in the ICA and other cities were interested in copying it especially Charlotte which was now the ICA's most southern city and of course would provide trade with more countries and settlements to the south.
I'm a Muslim. I like to collect medals from across the world (military or civilian. I like the design of some medallions and in general, the ribbon designs and choices.)

My storefronts -
GAHA MEDALS AND WEAPONS DESIGN
https://forum.nationstates.net/viewtopic.php?f=6&t=431325
Number one contractor of medals for your nation!
GAZA PHARMACEUTICALS
https://forum.nationstates.net/viewtopic.php?f=6&t=435258
The only active pharmaceutical company in Nationstates and also the only one that uses original drawings.
CLICK ME!
About me:
This nation represents my political views in real life, however. It is more monarchy.

My political compass:
https://www.politicalcompass.org/chart?ec=0.88&soc=4.46

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