NATION

PASSWORD

Fallout: Land of Opportunity OOC/Signup page.

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

Fallout: Land of Opportunity OOC/Signup page.

Postby Versail » Wed Oct 20, 2021 2:01 pm



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Land of Opportunity

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:New Hope, Old World.

This is a Fallout Nation RP set in the Northern United States and Canada, starting in the year 2355. 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 with approval from the OP (Me in this case), If you want to create an entirely new Republic or Kingdom or Tribe in the middle of the America 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 player zone 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 nation or group 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. I could make the most detailed rule set down to how large your nation should be in square inches, but i wanted the nations and players 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.
  • Common Courtesy
    • No Godmodding, Metagaming, etc in this RP.
    • No Spamming in the IC or OOC.
    • If you have a problem with a player, take it to TG. If that does not work, bring it to the OP or a Co-Op's attention. Do not turn the OOC thread into chaos.
    • Use proper english and grammar. I'm not super huge on small mistakes, but rather large english grammar/spelling mistakes will be pointed out and you may be removed if you do not attempt to improve.
    • If you have any question on anything, ask me (OP) or one of my Co-Op's about it.
    • While not a rule or regulation, we highly encourage you to be active in the above listed Discord, for much discussion will happen there.





Roster






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 Territory:[/b] (Please be as Specific as possible)
[b]Capital City/Faction HQ:[/b] (If no capital city, please specify a bunker or other installation where you mainly operate.)
[b]Population:[/b] (Unlike before I do not plan on there being an exact population made by a calculation, however do keep it realistic and fair, the more people you have the less tech you might have for example.)
[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:)
[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]





Banlist

Dragos Bee.



Miscellaneous


Alright, I know you're ready to just get right into this but here is where additional information will be placed should it be required or asked for.

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

Part One

Postby The Manticoran Empire » Wed Oct 20, 2021 2:15 pm

Faction/Nation Flag (Optional):
Faction/Nation Name: The Commonwealth of New England
Faction/Nation Territory: New England
Capital City/Faction HQ: Boston
Population: 9,170,280
Government: A Representative Democracy with a Republican system of values, heavily inspired by the US Constitution and Declaration of Independence. The government is divided into three branches: Executive, Legislative, and Judicial.
The Executive Branch is headed by the President of the Commonwealth and is responsible for the enforcement of laws and the execution of domestic and foreign policy. The President is supported by the Vice President and a Cabinet of advisors, each of whom heads one of the departments of the government. This advisors include the Treasurer, the Secretary of War, the Secretary of the Navy, the Secretary of Agriculture, the Secretary of the Interior, the Secretary of State, the Secretary of Commerce, the Attorney General, the Secretary of Labor, the Secretary of Housing and Urban Development, the Secretary of Health and Human Services, the Secretary of Transportation, the Secretary of Energy, the Secretary of Education, and the Director of the Office of Management and Budget.

The President is elected by two systems. First is a popular election, done by Single Transferable Vote, allowing each voter to rank the candidates in order of preference. The ballots are then tallied by first choice before looking to see if any candidates have received 51% of the vote. If no candidate has received 51% of the vote, the ballots are retallied, this time with second choice. This continues until one candidate receives at least 51% of the popular vote.
The second system is similar to the pre-war Electoral College, with electors selected by the states and equaling that states representation in Congress vote in a similar manner to the general popular vote. In order for a candidate to be elected president, they must win both the popular and electoral votes. In the event of a tie or a split vote (I.E. one candidate wins the popular vote while another wins the Electoral College), it falls to Congress to vote.
In the case of a Congressional vote for President, each senator and representative receives one vote and the candidate that receives the most votes is elected to the Presidency. This has not yet been required, however.

The Legislative Branch is responsible for creating laws, approving budgets, and overseeing the Executive Branch. It is a Bicameral Legislature, with the Upper House known as the Senate and the Lower House known as the General Assembly. The Senate represents greater regional areas, each roughly corresponding to one of the pre-war states. Each state has a total of two senators, with 12 total in the Senate. The General Assembly, on the other hand, is apportioned to the states based on population, set by law at the cube root of the population, apportioned to the states based on their own populations. There are 50 representatives from Connecticut (23.85%), 19 from Maine (9.01%), 97 from Massachusetts (46.5%), 19 from New Hampshire (9.11%), 15 from Rhode Island (7.26%), and 9 from Vermont (4.25%), for a total of 209.
The Senate is responsible for approving Cabinet ministers, oversee the impeachment trial of a government officer or elected official, and can write its own version of legislation.
The Assembly is responsible for, primarily, providing the general population with a level of say in the running of the Government. They write their own version of legislation and are the first hurdle in any impeachment proceeding.
Since both houses can write their own versions of legislation, it is necessary that both houses agree upon a common version that will then be passed and sent to the President to be signed into law.
Elections for the Legislature are different from the Presidency. Senators are elected not by the general population but by the state legislatures, also by Single Transferable Vote. Assemblymen, however, are elected by the general population through, again, Single Transferable Vote. The goal of this system is to allow the greatest level of representation in the government that is possible.

State legislatures can be either bicameral or unicameral and are also elected through single transferable vote, though first past the post systems are common in local elections.

Elections at all levels are held every five years, unless called earlier by the General Assemblies of the States. All members of the government are limited to no more than 3 terms in office under the written Constitution.

Finally, there is the Judicial Branch, consisting of the Supreme Court and the various other Federal Courts of the Commonwealth, responsible for interpreting the Constitution and deciding on major criminal and civil cases, particularly those civil cases involving the Government. The Judicial Branch oversees the courts and cooperates closely with the Law Enforcement agencies of the Commonwealth. There are approximately 18,914 Law Enforcement Officers in the Commonwealth, with an additional 5,139 Law Enforcement Employees.
Leaders: President Aaron Mitchell
National/Group Ideology: Democracy, Republicanism, Classical Liberalism, Federalism
Military: The Commonwealth Armed Forces is a volunteer force, raised from the citizenry of the Commonwealth and has 58,690 men and women organized into the Commonwealth Army, the Commonwealth Navy, and the Commonwealth Air Force. A total of 37,201 men and women serve on Active Duty while 22,090 men and women serve in the Reserves.

The Commonwealth Army is the ground warfare branch of the Armed Forces, evolving from the Minutemen and the Brotherhood of Steel. There are 40,542 troops in the Army, with 25,698 in the Regular Army and 14,844 in the Army Reserve. The Army has several specialist branches, specifically; the Infantry Branch, the Mechanized Infantry Branch, the Air Assault Branch, the Reconnaissance Branch, the Maintenance Branch, the Logistics Branch, the Medical Service Branch, the Engineer Branch, the Signals Branch, the Training and Doctrine Development Branch, the Artillery Branch, the Military Intelligence Branch, the Aviation Branch, the Military Police Branch, and the Maritime Security Branch. There are also two combat specialties open to Infantry, Mechanized Infantry, Air Assault, Recon, and Engineer Branch personnel: the Commonwealth Commandos and the Marine Raiders.

The Infantry Branch are the basic foot soldiers of the Commonwealth. Descended from the Minutemen that defended the Commonwealth against Raiders and the Institute for several years, the Infantry take great pride in their grit and resourcefulness. Despite being the largest individual branch, the Infantry view themselves as better soldiers than Mechanized and Air Assault, given they don’t have to rely on power armor or vertibirds to fight. In the 24th Century, however, the Infantry Branch has become more mechanized, with armored fighting vehicles making their way to line units.

The Power Armor Branch is descended from the Knights of the Brotherhood of Steel and consisted at its founding of soldiers trained and equipped with suits of power armor and armed almost exclusively with heavy weapons like gatling lasers, miniguns, missile launchers, and mini-nukes. The exact models of power armor can vary, with T-45, T-51, and T-60 models being used. The soldiers of the Power Armor Branch view themselves as the closest thing in the wasteland to the heroes of myth and legend, wading through hostile fire to rescue besieged settlers or trapped caravaners. This belief has led on many occasions to brawls between Armor and Infantry branch soldiers over who is the better soldier, though there is a grudging respect between the two and no Infantryman would ever say they aren’t glad to see the clanking hulks of the Armor cresting a hill to clear a nest of raiders or a hive of super mutants. The Armor Branch also has a large contingent of robots, notably Mr. Gutsy and Sentry Bot models to assist with maintenance and security.

The Air Assault Branch are equal parts descendants of the Minutemen and the Brotherhood, combining the lightly armored foot soldiers of the Minutemen with the highly mobile vertibirds of the Brotherhood. Primarily based at Boston Airport, the Air Assault Branch is employed as a rapid reaction force, deploying soldiers across the Commonwealth on short notice by air. They are often the only force able to aid the isolated settlements of northern Maine or northwestern Vermont. As a result, the Air Assault Branch has a sort of heroism that follows them around and they are viewed particularly well in more remote areas of the Commonwealth.

The Reconnaissance Branch is the Commonwealth’s version of pre-war cavalry, tasked with battlefield reconnaissance, information gathering, and harassing actions against enemy rear elements. They primarily operate in small teams, mounted on rad-horses and supported by Eye-bots. With their primary mission being related to active conflicts, the Recon Branch doesn’t see much action in peacetime.

The Maintenance Branch is responsible for the care and maintenance of all equipment of the Commonwealth Army. From the repair of small arms to the maintenance of vertibirds and the day to day maintenance of Army facilities, the Maintenance Branch does it all. While they will rarely receive public praise, even the most gung-ho grunt is forced to admit that, without Maintenance, he wouldn’t be able to do his job half as well as he can with them.

The Logistics Branch is the backbone of the Commonwealth Army, responsible for the acquisition, acceptance, shipment, storage, and distribution of all pieces of equipment issued to Commonwealth military personnel. Uniforms, paper, ammunition, small arms, armor, and a million other pieces of equipment are the purview of Logistics personnel and unit Supply NCOs are the most overworked and most underappreciated members of any headquarters element. The logistics branch has a large contingent of Mr. Handy robots.

The Medical Service Branch is responsible for providing medical care for Army personnel and animals. Basic medical care in garrison, combat medics, field hospitals, veterinary care, dental care, major and minor surgeries, and everything in between are the purview of the medical professionals trained by the Medical Service Branch.

The Engineer Branch are soldiers trained to build fortifications, bridges, and other structures as well as demolishing the same. Engineers are often employed on public works projects during peacetime as a way to maintain their skill sets and reduce the need for taxpayer funded private contractors.

The Signals Branch is responsible for military communications within the Army, largely in control of relay towers and other comm centers. The Signals Branch also utilizes a radio in Fort Independence to broadcast recruitment messages and other programs on their own radio station.

The Training and Doctrine Development is responsible for the training of new soldiers and the development of new doctrines.

The Artillery Branch is responsible for the operation, field care, and employment of artillery pieces. Most of these pieces are stationary and employed around settlements and military installations to defend them from attack. However, there are several field artillery units that are deployed to support the infantry during combat operations.

The Military Intelligence Branch is responsible for gathering, analyzing, and disseminating information gathered on hostile forces. This branch works closely with the Reconnaissance Branch.

The Aviation Branch operates the fleet of Vertibirds inherited from the Brotherhood of Steel and is largely responsible for transporting the personnel of the Air Assault Branch, though they can also be employed to fill other roles, such as ground attack, VIP transport, SAR, and logistics resupply.

The Military Police Branch is responsible for the enforcement of the Uniform Code of Military Justice within Army installations and Army units on campaign.

The Maritime Security Branch is responsible for policing merchant traffic on rivers and in the bays and harbors, cooperating with the Commonwealth Navy to ensure the safety of riverine and coastal communities.

The Commandos are highly trained special forces soldiers, trained to operate behind enemy lines. Their missions include sabotage, assassination, deep recon, hostage rescue, asset recovery, and the recruitment and training of local fighters to overthrow regimes the Commonwealth would like to see gone without deploying a large military force.

The Marine Raiders are very similar to the Commandos, though their missions are almost exclusively along coastlines and largely involve assassination, asset recovery, hostage rescue, and sabotage. Marine Raiders are also not officially Army personnel, belonging instead to the Commonwealth Navy.

The Commonwealth Navy is the maritime warfare branch of the Commonwealth Armed Forces, responsible for the security of the Commonwealth’s coastline, the policing of merchant traffic within Commonwealth waters, and the enforcement of Commonwealth interests and foreign policy goals overseas. The Regular Navy consists of 14,518 officers and men in the Commonwealth Navy, operating aboard a force of 3 cruisers and 9 destroyers. 9,202 officers and men serve on active duty, with another 5,316 in the Naval Reserve.

Unlike the Army, the Commonwealth Navy has specific career paths classified as Ratings for the Enlisted and NCO ranks. These Rates are based on filling every possible role aboard a ship, with a potential to rise to senior NCO ranks within that Rate.

Finally, the Commonwealth Air Force is a force of 3,630 men and women, using the same rank structure as the Army. 2,301 personnel serve on Active Duty while another 1,329 serve in the Air Force Reserve. The Air Force includes a pair of fighter-bomber squadrons, each with 12 jet fighter-bombers, and three Fighter-Interceptor Squadrons, each with 12 jet interceptors.

The Army can be reinforced by calling upon the militia, private citizens required by law to complete basic military training after turning 21. After the completion of their basic training, they are not required to remain in military service, instead being released back to civilian life, with the only continuing requirement being a regular presence at militia drills. They remain with the militia until they reach the age of 41.

Organization

The Commonwealth Army is organized very similarly to the Pre-War United States Army.

There are five rank levels: Commissioned Officers, Warrant Officers, Non-Commissioned Officers, Specialists, and Privates.
Commissioned Officer ranks consist of 8 ranks: Second Lieutenant (O-1), First Lieutenant (O-2), Captain (O-3), Major (O-4), Lieutenant Colonel (O-5), Colonel (O-6), Brigadier General (O-7), and Major General (O-8). There is an 9th rank, the Commanding General of the Commonwealth Army (O-9), but that rank is only granted to one officer at any given time and is the highest ranking officer in the army.
Warrant Officers ranks consist of four ranks: Warrant Officer (WO-1), Chief Warrant Officer (WO-2), Senior Chief Warrant Officer (WO-3), Master Chief Warrant Officer (WO-4).
Non-Commissioned Officer Ranks consist of 8 ranks: Corporal (E-4a), Sergeant (E-5a), Staff Sergeant (E-6a), Sergeant First Class (E-7a), Master Sergeant (E-8a), First Sergeant (E-8c), Sergeant Major (E-9a), and Command Sergeant Major (E-9c)
Specialist ranks consist of 7 ranks: Specialist-4 (E-4b), Specialist-5 (E-5b), Specialist-6 (E-6b), Specialist-7 (E-7b), Specialist-8 (E-8b), and Specialist-9 (E-9b).
Private Ranks consist of three ranks: Private Third Class (E-1), Private Second Class (E-2), and Private First Class (E-3).

The Commonwealth Navy has a similar series of ranks.
The Commissioned Officer Corps consists of 8 ranks: Ensign (O-1), Lieutenant, Junior Grade (O-2), Lieutenant (O-3), Lieutenant Commander (O-4), Commander (O-5), Captain (O-6), Commodore (O-7), and Admiral (O-8). A 9th rank, Fleet Admiral, is held by a single officer in the Fleet at a time and is the Naval equivalent of the Commanding General of the Army.
The Warrant Officer Corps consists of 4 ranks: Warrant Officer (WO-1), Senior Warrant Officer (WO-2), Chief Warrant Officer (WO-3), and Master Chief Warrant Officer (WO-4).
The Non-Commissioned Officer Corps consists of 7 Ranks: Petty Officer Third Class (E-4), Petty Officer Second Class (E-5), Petty Officer First Class (E-6), Chief Petty Officer (E-7), Senior Chief Petty Officer (E-8), Master Chief Petty Officer (E-9), and Command Master Chief Petty Officer (E-10)
The Enlisted Corps consists of 3 Ranks, Seaman Recruit (E-1), Seaman Apprentice (E-2), and Seaman (E-3).

The basic element is the rifle squad, a formation of 11 men consisting of a Staff Sergeant Squad Leader, 2 Sergeant or Corporal Team Leaders, 2 Specialist Comms Techs, 2 Private First Class Automatic Riflemen, 2 Private Second Class Grenadiers, and 2 Private Third Class Riflemen. One person in each team is trained as a combat lifesaver, usually a rifleman. Weapons issue often doesn’t follow doctrine, rather being assigned by the Squad Leader at his or her discretion.

A Heavy Weapons Squad also contains 11 men but, rather than being organized into two five-man teams, it is organized into three three-man teams. Each Weapons Team consists of a Gunner, Assistant Gunner, and Ammo Bearer. The Gunner, typically ranked Specialist, is tasked with maintaining and firing the assigned weapon. The Assistant Gunner, also typically ranked Specialist, is responsible for loading the weapon and directing the fire of the gunner. The Ammo Bearer, typically a Private, is responsible for carrying most of the ammunition. The squad is led by a Staff Sergeant Squad Leader. The Squad Leader and Ammo Bearers are armed with standard rifles and sidearms while the Gunners and Assistant Gunners are doctrinally only authorized sidearms. However, it is typical for Gunners and Assistant Gunners to carry standard rifles or carbines to improve their self defense abilities.

Three rifle squads and a heavy weapons squad join a six man headquarters element to form a platoon. The Headquarters consists of a Lieutenant Platoon Leader, a Sergeant First Class Platoon Sergeant, a Specialist Radioman, and a Corporal Combat Medic. The total for the platoon is 50.

3 Platoons with a 16-man headquarters element form a Rifle Company. The Company Headquarters consists of a Captain Company Commander, a Lieutenant Executive Officer, a First Sergeant, a Staff Sergeant Quartermaster, a Supply Specialist, a Private Supply Clerk, a Sergeant Communications NCO, a Communications Specialist, two Specialist Sharpshooters, two specialist missile launcher operators, and 4 Private riflemen. The total for the company is 166.

A Fire Support Company is assigned to each battalion, consisting of a Mortar Platoon, a Reconnaissance Platoon, a Missile Platoon, a Sniper Platoon, an Assault Pioneer Platoon, a Headquarters Element.

The Mortar Platoon consists of 9 mortar teams, each of 4 men operating an 81mm mortar. These teams are grouped into squads of 3 tubes, with a Staff Sergeant Squad Leader, Specialist Radioman, and Specialist Fire Controller. The Fire Controller is attached to each rifle company, allowing rapid fire support coordination. A Lieutenant Platoon Leader, Sergeant First Class Platoon Sergeant, and a Specialist Radioman rounds out the platoon, totalling 45 men.

The Reconnaissance Platoon consists of a Lieutenant Platoon Leader, Sergeant First Class Platoon Sergeant, Specialist Radioman, and three Reconnaissance Squads, each of seven men. The squads consist of a Staff Sergeant Squad Leader, Sergeant Team Leader, Specialist Radioman, a Specialist Sharpshooter, a Private First Class Machine Gun, a Private Second Class Grenadier, and a Private Third Class Rifleman.

The Missile Platoon consists of 8 missile tubes, each with a crew of three. The Crew consists of a Specialist Gunner, Private First Class Assistant Gunner, and a Private Second Class ammunition bearer. A headquarters with a Lieutenant Platoon Leader, Sergeant First Class Platoon Sergeant, Specialist Radioman, Ammunition Supply Specialist, and 4 Private Ammunition Bearers.

The Sniper Platoon is unique in that it has no officer among its 16 men, instead being divided into 8 two-man sniper teams. Each team operates an M82 sniper rifle.

The Assault Pioneer Platoon consists of two 8-man pioneer squads, each with a Staff Sergeant Squad Leader, a Sergeant Team Leader, and 6 Pioneers. A Lieutenant Platoon Leader, Sergeant First Class Platoon Sergeant, and Specialist Radioman round out the 19-man platoon.

Finally, the Headquarters is identical in organization to the Infantry Company, with 16 personnel. This puts a total of 152 officers and men in the Fire Support Company.

Finally there is the Headquarters and Headquarters Company. This consists of the Company Headquarters of 17 men, a Signals Platoon of 28 men, a Battalion Aid Post of 20 men, a Quartermaster Platoon of 36 men, a Logistics Platoon of 20 men, and a Maintenance Platoon of 38 men, for a total of 159 men. This is joined by the Battalion Headquarters, consisting of the Colonel Battalion Commander, Lieutenant Colonel Executive Officer, Major Adjutant, Lieutenant Operations Officer, Lieutenant Intelligence Officer, Lieutenant Training Officer, Battalion Command Sergeant Major, Master Sergeant Training Sergeant, Staff Sergeant Senior Clerk, an Operations Specialist, an Intelligence Specialist, a Training Specialist, and 4 Private clerks. With the Battalion Headquarters, the HHC becomes 175 men.


The Commonwealth Army is organized around 18 Infantry battalions of 825 officers and men each, an Air Assault Battalion of 825 officers and men, 2 Power Armor battalions, and 9 Power Armor Companies.

Support is provided by 26,352 officers and men, organized into additional companies and battalions. These include Artillery, Recon, Military Intelligence, Military Police, Training, Headquarters, Engineer, Medical, Signals, Transport, Supply, and Maintenance, among others.

At the macro-scale, the Army is organized into two commands, structured similarly to pre-war Army divisions. Each command has 17,765 officers and men, with these men organized as follows: A Headquarters and Headquarters Company of 392 officers and men; a Medical Detachment of 14 officers and men; a Band of 70 officers and men; a Military Police Company of 189 officers and men; a Signal Company of 369 officers and men; a Reconnaissance Company of 170 officers and men; a Replacement Company of 41 officers and NCOs; an Engineer Battalion of 972 officers and men; a Power Armor Battalion of 667 officers and men; an Ordnance Company of 321 officers and men; a Quartermaster Company of 260 officers and men; and a Medical Battalion of 341 officers and men.
An Artillery Regiment of 3,668 officers and men is assigned to provide heavy fire support to the command. The Artillery Regiment includes: a Headquarters and Headquarters Battery of 157 officers and men; an Anti-Aircraft Artillery Battalion of 785 officers and men; a Medical Detachment of 10 officers and men; 3 105mm Artillery battalions of 681 officers and men, including an HHB of 167 officers and men, 3 batteries of 139 officers and men with 6 guns each, a Service Battery of 85 officers and men, and a medical detachment of 13 officers and men; and a 155mm artillery battalion of 673 officers and men, including an HHB of 142 officers and men, 3 batteries of 144 officers and men with 6 guns each, a Service Battery of 87 officers and men, and a medical detachment of 12 officers and men.
Three Infantry Regiment of 3,497 officers and men form the core maneuver force of each command. Each regiment has: a Headquarters and Headquarters Company of 285 officers and men; 3 Infantry Battalions (explored above); a Service Company of 185 officers and men; a Power Armor Company of 148 officers and men; a Heavy Mortar Company with 190 officers and men; and a Medical Company of 214 officers and men.

A total of 35,530 officers and men serve in the two commands. The remaining 5,012 officers and men are split among General Headquarters, Aviation, Air Assault, Training and Doctrine, and Maritime Security. An 825 man Air Assault Battalion is supported by 4 Aviation Companies, each of 179 officers and men. Maritime Security is organized into 9 companies of 189 men, similar to the Military Police. GHQ includes 225 officers and men, almost exclusively devoted to administration and war planning. Finally, a total of 1,545 officers and men serve in Training and Doctrine, running a BCT brigade, an AIT brigade, and a CST Brigade.

Uniforms and Equipment

The Commonwealth Army and Commonwealth Navy use similar uniforms. It consists of a dress uniform, garrison work fatigues, and battle dress. The Dress Uniform is heavily inspired by the uniform of General Becker, consisting of a tricorn hat, blue tailcoat, and white trousers worn with black boots and tall gaiters.
The garrison work fatigues consist of a broad-brimmed bush style hat, olive drab trousers and jacket, and rugged black boots.
The combat uniform is modeled on uniforms and armor worn by the Pre-war US military. It consists of a ERDL Lowland pattern tunic, ERDL Lowland pattern trousers, and black boots. The Uniform is generally enhanced with ballistic weave fibers developed by the Railroad, providing improved protection from shrapnel, bayonets, and pistol rounds. Over the uniform is worn a vest and helmet. The vest is dyed ERDL Lowland patterned and is made from a thicker version of the Railroads Ballistic Weave, providing protection against submachine gun and light rifle rounds, with pouches located within the vest to accept metal plates. The plates in question are designed to stop medium caliber rifle rounds, including Armor Piercing 7.62mm rounds. The helmet is made of another variation on Ballistic Weave, providing protection against rifle rounds and has space to permit the wearing of a radio headset and a chemical filtration mask.

Other issued equipment includes a rucksack, duffel bag, PT uniform, a spare set of work fatigues, two spare combat uniforms, a winter coat, gloves, wet weather gear, a poncho, NBC protective gear, individual tent, bedroll, sleeping bag, blanket, 13 to 20 30-round magazines, bayonet, mess kit, grooming kit, two water canteens, 4 frag grenades, two pulse grenades, and two weeks of rations. Automatic Riflemen will generally carry 6 to 10 60-round box magazines while machine gunners will usually have 2 or 3 100-round belts, with their assistants each carrying another 1 or 2 100-round belts in addition to ammunition for their primary weapons.

https://upload.wikimedia.org/wikipedia/commons/thumb/f/f4/M16A2_noBG.jpg/300px-M16A2_noBG.jpg
The M3 rifle is the standard infantry rifle in Commonwealth Army service, issued to active and reserve army infantry units. Adopted in 2340 to replace the M1 rifle, the M3 is based on the pre-war M16/AR15 series of assault rifles. Plastics and polymers used in the manufacture of pre-war weapons have been replaced with more easily sourced wood, creating a weapon superficially similar to the NCRs Service Rifle. However, key differences remain, namely the charging handle, forward assist, and dust cover.
Weight: 4 kilos loaded with 30-round magazine and sling
Length: 1,003mm with 508mm barrel
Cartridge: 5.56x45mm
Caliber: .223
Action: Gas Operated, Rotating bolt
Rate of Fire: 700-900 rpm sustained cyclic, 45-60 rpm semi-automatic
Muzzle Velocity: 960m/s
Effective Range: 550 meters against point target, 800 meters against area target
Feed System: 20-, 30-, 60-round box magazine
Sights: Iron Sights, 3x zoom optical scope (issued to assistant squad leaders and above)

https://upload.wikimedia.org/wikipedia/commons/thumb/b/b8/GUU-5P_Carbine_%287414627680%29.jpg/220px-GUU-5P_Carbine_%287414627680%29.jpg
The M4 carbine is the standard compact carbine of the Commonwealth, issued to rear line units, officers, and naval personnel. Much like the M3, it is based on the pre-war M16/AR15 family of rifles, specifically the M4/CAR15 carbine. It has a shorter barrel and a telescoping stock, providing it a far shorter profile and lower weight. This reduced profile makes it particularly popular with Navy and logistics units. Wood is used in place of pre-war polymers.
Weight: 3.52 kilos loaded with sling
Length: 838mm with stock extended and 368mm barrel
Cartridge: 5.56x45mm
Caliber: .223
Action: Gas Operated, Rotating bolt
Rate of Fire: 700-950 rpm cyclic, 45-60 rpm semi-automatic
Muzzle Velocity: 910m/s
Effective Range: 500 meters
Feed System: 20-, 30-, 60-round box magazine
Sights: Iron Sights, 3x zoom optical scope (issued to assistant squad leaders and above)

https://static.wikia.nocookie.net/guns/images/8/81/CAR-15_HAR_M1.png/revision/latest/scale-to-width-down/185?cb=20190919140106
The M5 automatic rifle is the standard automatic rifle and squad support weapon of the Commonwealth Army. Like the M3 and M4, it is based on the pre-war M16/AR15 family of rifles, this time the CAR15 Heavy Automatic Rifle M1. It employs a heavier barrel and a bipod, allowing sustained automatic fire. It replaced the M2 automatic rifle in 2340 and is issued to infantry fire teams. Wood is used in place of pre-war polymers.
Weight: 4.45 kilos
Length: 1,003mm with 508mm barrel
Cartridge: 5.56x45mm
Caliber: .223
Action: Gas Operated, Rotating bolt
Rate of Fire: 700-900 RPM cyclic, no semi-automatic setting.
Muzzle Velocity: 910 m/s
Effective Range: 550 meters against point target, 800 meters against area target
Feed System: 20-, 30-, 60-round box magazine, 50-round drum, 100-round double drum
Sights: Iron Sights, 3x zoom optical scope (issued to assistant squad leaders and above)

https://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Heckler_%26_Koch_G3_Holzschaft_Display_noBG.png/170px-Heckler_%26_Koch_G3_Holzschaft_Display_noBG.png
The M1 Rifle is the former standard issue battle rifle of the Commonwealth Army, adopted in 2300 to replace the more haphazard equipment of the pre-unification militias. The weapons were based on the pre-war R91 and the related G3 rifles. It was replaced in 2340 by the M3 rifle. The M1 Rifle is still in production, with most models being issued to settlement guard forces. Like many weapons, polymers have been replaced with wood to reduce production costs and complexity.
Weight: 4.38 kilos
Length: 1,025mm
Cartridge: 7.62x51mm
Caliber: .308
Action: Gas Operated, Roller Delayed Blowback
Rate of Fire: 600 rpm
Muzzle Velocity: 800 m/s
Effective Range: 400 meters (iron sights), 600 meters (scope)
Maximum Firing Range: 3,700 meters
Feed System: 20-, 30-, 40-round box magazine, 50-, 100-round drum
Sights: Iron Sights, 3x zoom optical scope (issued to assistant squad leaders and above)

https://upload.wikimedia.org/wikipedia/commons/thumb/7/77/HK_21_LMG_Left_and_Right_noBG.png/300px-HK_21_LMG_Left_and_Right_noBG.png
The M2 Automatic Rifle is the former standard issue automatic rifle of the Commonwealth Army. Like the M1, it is based on the R91 and G3 series of rifles, more specifically the HK-21 series of light machine guns. It is presently manufactured for and issued to settlement guard forces. Wood is used in place of harder to acquire polymers.
Weight: 8.15 kilos
Length: 1,030mm
Cartridge: 7.62x51mm
Caliber: .308
Action: Gas Operated, Roller Delayed Blowback
Rate of Fire: 800 rpm
Muzzle Velocity: 800m/s
Effective Range: 100-1,200 meters
Feed System: 50- or 100-round drums, 80-round double drum
Sights: Iron Sights, 3x zoom optical scope (issued to assistant squad leaders and above)

https://upload.wikimedia.org/wikipedia/commons/thumb/4/40/PEO_M203A2_Grenade_Launcher.jpg/300px-PEO_M203A2_Grenade_Launcher.jpg
The M203 is an underslung grenade launcher employed by the Army. It fires a variety of 40mm grenades and is issued most often to rifle squads, though many other units also have them.
Weight: 3 pounds empty
Length: 15-inch, 12 inch barrel
Cartridge: 40x46mm
Caliber: 40mm
Action: Single shot break barrel
Rate of Fire: 5 to 7 rpm aimed, 15-17 rpm suppression
Muzzle Velocity: 76m/s
Effective Range: 350 meters against fireteam sized target, 150 meters against vehicle or point target
Maximum Firing Range: 400 meters
Feed System: N/A
Sights: Quadrant Sight or Ladder Sight mounted on rifle

https://upload.wikimedia.org/wikipedia/commons/thumb/f/f0/M60GPMG.jpeg/300px-M60GPMG.jpeg
The M6 General Purpose Machine Gun is the standard Commonwealth Army machine gun. Developed from schematics of the pre-war M60 found at Springfield Armory, the Commonwealth model is an air cooled, belt fed, gas operated, fully automatic machine gun, designed to provide fire support to the squad during combat operations. The weapon is exclusively mounted on ring mounts for vehicles or tripod mounts for base defense.
Weight: 10.5 kilos loaded
Length: 1,105mm with 560mm barrel
Cartridge: 7.62x51mm
Caliber: .308
Action: Gas Operated, Short Stroke Piston, Open Bolt
Rate of Fire: 550-650 rpm cyclic
Muzzle Velocity: 853 m/s
Effective Range: 1,100 meters
Feed System: 100-round or 200-round disintegrating link belt
Sights: Iron Sights with option for attaching optical sights and scopes

https://static.wikia.nocookie.net/fallout/images/1/1d/FO76_Chimera_Pistol_Standard.png/revision/latest/scale-to-width-down/350?cb=20210702025730
The M10 is a 10mm pistol employed as the standard sidearm of the Commonwealth Army. It is an air cooled, magazine fed, gas operated, semi-automatic handgun, designed primarily to provide rapid, reliable shots on targets at close range. It is issued primarily to officers, medics, and heavy weapons operators.
Weight: 2.2 pounds loaded
Length: 7.8 inches with a 4.7 inch barrel
Cartridge: 10x25mm Auto
Caliber: 10mm
Action: Short Recoil operated Tilting Bolt
Rate of Fire: User dependent, generally 45 rounds per minute
Muzzle Velocity: 350m/s
Effective Range: 50 meters
Feed System: 12 round staggered box magazine
Sights: Iron sights

https://upload.wikimedia.org/wikipedia/commons/thumb/1/1d/PEO_Browning_M2E2_QCB_%28c1%29.jpg/300px-PEO_Browning_M2E2_QCB_%28c1%29.jpg
The M2 heavy machine gun is a rebuild of the pre-war M2HB machine gun. Since the gun is completely made of metal, no substitutions had to be made. Rather, the weapons simply had to be returned to working order, a task which took years of careful effort to achieve.
Weight: 83.78 pounds, 127.87 pounds with tripod and T&E kit
Length: 65.1 inches, 45 inch barrel
Cartridge: 12.7x99mm BMG
Caliber: 12.7mm or .50
Action: Short recoil
Rate of Fire: 450 to 600 rpm cyclic, 40 rpm sustained
Muzzle Velocity: 890 m/s
Effective Range: 1,800 meters
Maximum Firing Range: 7,400 meters
Feed System: 250-round disintegrating linked belts from attached ammunition box
Sights: Iron sights

https://upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Barrett-M82A1-Independence-Day-2017-IZE-048-white.jpg/330px-Barrett-M82A1-Independence-Day-2017-IZE-048-white.jpg
The M82 Anti-Material Rifle is a 12.7mm rifle employed as a sniper and anti-mutant rifle by the Commonwealth Army. It is an air cooled, magazine fed, gas operated, semi-automatic rifle, designed to punch through light vehicle armor and quite capable of killing super mutant behemoths and deathclaws with single shots. However, the weapon and ammunition are heavy and the recoil is substantial, making it a difficult weapon to operate effectively.
Weight: 29.7 to 32.7 pounds
Length: 48 inches to 57 inches
Cartridge: 12.7x99mm BMG
Caliber: 12.7mm
Action: Semi-automatic
Rate of Fire: User dependant
Muzzle Velocity: 853m/s
Effective Range: 1,800 meters
Maximum Firing Range:
Feed System: 5 or 10 round magazine
Sights: Rail attachment system

https://upload.wikimedia.org/wikipedia/commons/9/94/M252_mortar_usmc.jpg
The M1 Mortar is an 81mm mortar employed by the Commonwealth Army. It has a range of 5,935 meters and a maximum rate of fire of 30 rounds for the first minute and a sustained rate of fire of 4 to 12 rounds per minute.

https://upload.wikimedia.org/wikipedia/commons/b/bb/M30_mortar_schematic.gif
The M2 Mortar is a 106.7mm heavy mortar employed by the Commonwealth Army. It has a maximum range of 6,840 meters and a rate of fire of up to 18 rounds per minute, with 3 rounds per minute sustained.

https://static.wikia.nocookie.net/fallout/images/b/ba/MISSILELAUNCHER.png/revision/latest/scale-to-width-down/242?cb=20110209030304
The M58 rocket launcher is a development of a pre-war anti-material rocket launcher, built from schematics at Springfield Armory. An expensive weapon to produce, it is nonetheless considered a highly effective one, with its primary use in the wasteland being to kill large, armored opponents like super mutants or deathclaws.

https://static.wikia.nocookie.net/fallout/images/5/50/Fallout4_Minigun.png/revision/latest/scale-to-width-down/350?cb=20151111124632
The CZ-57 is a 5mm minigun issued to the Mechanized Infantry Branch and mounted on vertibirds. An air-cooled, electrically operated, belt fed, fully automatic weapon, the CZ-57 is mounted on Navy warships, vertibirds, tripods for base defense, and issued to most MI soldiers.

https://upload.wikimedia.org/wikipedia/commons/thumb/1/15/105mm_howitzer_in_Greenup%2C_KY%2C_US.jpg/120px-105mm_howitzer_in_Greenup%2C_KY%2C_US.jpg
The 105mm howitzer is the main field artillery piece of the Commonwealth Army, with a total of 108 examples in the Army. The guns are capable of reaching a distance of 11,270 meters with standard rounds. Base Bleed rounds can increase that range to 15,214 meters while Rocket Assisted Projectiles could reach 16,905 meters. Rare combination RAP-BB shells can reach 22,822 meters.

https://upload.wikimedia.org/wikipedia/commons/thumb/6/68/155HowLeftRear.jpg/220px-155HowLeftRear.jpg
The 155mm howitzer is the long range artillery piece of the Commonwealth Army, with a total of 36 examples in the Army. The guns are capable of reaching a range of 14,500 meters with standard rounds. Base Bleed rounds can increase that range to 19,575 meters while Rocket Assisted Projectiles could reach 21,750 meters. Rare combination RAP-BB shells can reach 29,363 meters.

https://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Hawk_mobile.jpg/220px-Hawk_mobile.jpg
The MIM-23 SAM is a semi-active radar homing anti-aircraft missile assigned to the two air defense battalions of the Army. It has a maximum altitude of 20,000 meters and a maximum range of 50 kilometers.

https://upload.wikimedia.org/wikipedia/commons/thumb/f/f4/Skysweeper_3.jpg/300px-Skysweeper_3.jpg
The Skysweeper is a 75mm anti-aircraft cannon assigned to the two air defense battalions of the Army. It has a maximum effective altitude of 30,000 feet with a maximum horizontal range of 13,000 meters. It has a rate of fire of 45 rounds per minute.

https://i.redd.it/uh1jp35m6p651.jpg
The four aviation companies operate VB-02 vertibirds. Each Vertibird can carry 16 men, plus a two man crew. They are armed with twin door mounted CZ-57 miniguns, twin chin-mounted 20mm rotary cannons, 2x rocket pods, and 2x bomb racks, providing the aircraft with significant ground support capability.

The Power Armor Branch primarily employs T-60 power armor handed over by the Brotherhood after unification, though some reserve companies employ T-45 and T-51 power armor while the 1st Power Armor Company, also styled as the “President’s Own”, sport X-01 power armor.
The common thread of all models of power are their major subsystems. Each power armor model is fitted with a jetpack, providing increased mobility to PA troopers. In terms of armament, the troopers can carry plasma casters, miniguns, gatling lasers, rocket launchers, and other heavy weapons in their two hands, in addition to twin-10mm submachine guns mounted on their wrists with ammunition feeds running through the arm segments. There are also provisions for shoulder mounted weaponry, typically a drum-fed 40mm grenade launcher and four-tube anti-armor rocket launcher.
Many PA troopers have begun replacing their plasma casters, miniguns, and gatling lasers with Mk. 1 PA rifles, which fire .998 caliber rocket assisted High Explosive Armor Piercing rounds. However, these weapons are still very new and unproven, with questions regarding their reliability.

The Commonwealth Navy consists of about 12 warships and half a dozen auxiliary vessels, mostly tugs.

https://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/USS_Long_Beach_%28CGN-9%29_underway_off_Oahu_on_9_May_1973.jpg/300px-USS_Long_Beach_%28CGN-9%29_underway_off_Oahu_on_9_May_1973.jpg
Class: Quincy class cruiser
Ships: CNS Quincy, CNS Goodneighbor, CNS Diamond City
Displacement: 15,540 tons
Length: 219.84 meters
Beam: 21.79 meters
Draft: 9.32 meters
Propulsion: 2 C12V Nuclear Reactors (designed based on the reactor housed in Vault 88), Geared Turbines, 2 screws
Speed: 30 knots
Range: Unlimited
Complement: 1,106
Sensors and Processing Systems: Surface Search Radar, Air Search Radar, 2x Fire Control Radar, 4x SAM Fire Control Radar, Bearing and Range Radar, Target Tracking Radar, Sonar
Electronic Warfare and Decoys: Chaff
Armament: 2x twin arm SAM launchers, 8x anti-ship missiles, 8x land attack missiles, 2x 5-inch guns, 2x 20mm CIWS cannons, 2x 3-tube 12.75-inch ASW torpedo launchers, 1x 8-cell ASROC launcher.
Aviation Facilities: Landing pad available for 1 vertibird.

https://upload.wikimedia.org/wikipedia/commons/thumb/9/9d/USS_Bainbridge_%28DLGN-25%29_underway_at_sea_on_20_September_1962_%28NH_98104%29.jpg/300px-USS_Bainbridge_%28DLGN-25%29_underway_at_sea_on_20_September_1962_%28NH_98104%29.jpg
Class: Sarah Jane-class Destroyer
Ships in Class: CNS Sarah Jane, CNS Preston Garvey, CNS Nick Valentine, CNS John Hancock, CNS Paladin Danse, CNS Robert MacCready, CNS Piper Wright, CNS Cait, CNS Curie
Displacement: 9,100 tons
Length: 172 meters
Beam: 17.6 meters
Draft: 8.8 meters
Propulsion: 2x D11V Nuclear Reactors (based on designs from Vault 88), Geared Turbines, 2 screws
Speed: 34 knots
Range: Unlimited
Complement: 556
Sensors and Processing Systems: Surface Search Radar, Air Search Radar, Search Radar, 4x SAM Fire Control Radar, Sonar
Electronic Warfare and Decoys: Chaff
Armament: 2x SAM launchers, 8-cell ASROC launcher, 2x 3-tube 12.75-inch ASW torpedo launchers, 8x anti-ship missiles, 8x land attack missiles, 2x 20mm CIWS cannons
Aviation Facilities: None

https://upload.wikimedia.org/wikipedia/commons/thumb/f/fa/Republic_F-105D-30-RE_%28SN_62-4234%29_in_flight_with_full_bomb_load_060901-F-1234S-013.jpg/300px-Republic_F-105D-30-RE_%28SN_62-4234%29_in_flight_with_full_bomb_load_060901-F-1234S-013.jpg
Finally, the Air Forces two Fighter Bomber Squadrons fly a total of 24 F-105D Thunderchief Fighter Bombers. Each is armed with a 20mm cannon and five hardpoints. While the F-105s can carry the same air-to-air missiles that the F-4s can, they are typically loaded with 16x 750 pound bombs for ground attack missions.

https://upload.wikimedia.org/wikipedia/commons/thumb/2/2b/QF-4_Holloman_AFB.jpg/300px-QF-4_Holloman_AFB.jpg
The three Fighter Squadrons fly 36 refurbished F-4E Phantom II jet interceptors. Each craft is armed with a 20mm rotary cannon and 9 hardpoints, with a typical loadout including 4x medium range and 4x short range missiles for air combat or 18x 500-pound bombs for ground attack.

Recruitment, Training, Drill, Pay and Benefits

Soldiers are volunteers, raised from the settlements and states for a period of 8 years. The minimum age for enlistment is 17 years, with the average age being about 21. However, it is relatively common for men and women younger than 17, in some cases as young as 14, enlisting. Most of these younger enlistees are orphans lacking reliable access to food and shelter.

Training begins with Basic Combat Training, a 12 week program that aims to transform recruits from civilians into soldiers. Basic Combat Training units are run on a day to day basis by Officers and NCOs of the Training and Doctrine Development Branch, many of whom were selected after notable service in other branches.
Basic Combat Training begins a week-long reception process, consisting of physical and medical examinations, equipment issue, and some limited initial military instruction. After Reception, Basic Combat Training properly begins. It consists of three phases: One, Two, and Three.

Phase One sees recruits under strict supervision, with every action monitored and strictly controlled. The goal is to break the individualist actions of civilians and mold team players who will move, fight, and work as a team. Other training includes an introduction to the Army’s physical training program and Drill and Ceremonies, intended to build physical strength and stamina as well as discipline, respectively. Classroom instruction primarily involves introductions to Army regulations, Army values, and military hierarchy and standards of behavior.
Phase One also includes unarmed combat training, map reading, land navigation, compass usage, basic survival skills, field medical skills, and team building courses. Towards the end of Phase One, recruits are issued their service weapon and begin weapons familiarization training and basic marksmanship training.

Phase Two sees the beginning of live fire training. Phase Two also sees familiarization with most other infantry weapons of the Army, including miniguns, missile launchers, grenades, and grenade launchers. Other training includes further individual and team obstacle courses and a weapons proficiency test.

Phase Three sees the confluence of previous training in a series of field exercises meant to determine if the recruits are ready to move on. Part of this includes a physical fitness test, unit road march, and the final fitting for service uniforms.
The final week of Phase Three is called Recovery, where recruits clean, repair, and return any equipment that will not follow them to AIT.

Advanced Individual Training lasts between 4 weeks and 1 year, depending on what job the recruit will be doing. It is the final level of Initial Entry Training, after completion of which the Soldier is assigned to a line unit.

Navy training is slightly different, with a slightly shorter basic training period and generally longer advanced training periods.

A typical duty day in a line unit begins at 0500 with physical training and ends at around 1700. Soldiers can generally expect to have weekends off during peacetime but, during wartime, soldiers work all day, every day.

During their service, soldiers receive full room and board, medical and dental care, and a steady income. The base pay can be increased by being posted to combat zones, hazardous duty, or by having a family that lives with the soldier. In general, the Government spends 10 caps per month on rations, 30 caps per month on housing, 13.5 caps per month on health and dental care for each individual soldier, on top of equipment and other costs. Exact pay and allowances vary based on rank and time in service, with Private Third Class/Seaman Third Class being paid 49 caps per month with fewer than 4 months in service and 53 caps per month with more than 4 months in service, with pay increasing with each grade, with additional increases based on time in service. With the benefits, the effective pay of a Private or Seaman Third Class is 159.5 caps per month, or about 5.3 caps per day

Battlefield Tactics

The Commonwealth Army operates very similarly to the pre-war US Army, with much of the training regimen coming from manuals found at pre-war military installations like Fort Hagen, Fort Strong, and others.

During battle, a Commonwealth infantry squad will use one fire team to establish a base of fire while the others attempt a bounding advance towards the objective. The Squad leader can also detach the machine guns from the fireteams to create a more concentrated base of fire, designating the remaining riflemen as the assault element.

Platoon and Company level operations are often very similar, though the scale is substantially larger. At the battalion level, coordination with other units becomes far more important.

Travel and Supply

Most soldiers march on foot or ride rad-horses, with their supplies brought by pack brahmin and horse-drawn vehicles. There is a growing use of robots, after an encounter with a young woman claiming the title of “The Mechanist” in an effort to kill raiders brought the Commonwealth the ability to manufacture at least some new robots. Similarly, technology recovered from vaults across the Commonwealth, such as 111, 114, 81, 75, 95, and 88, provide further ability to transform raw materials into machined and manufactured goods, greatly improving the standards of living across the Commonwealth, as well as drastically improving the logistical situation of the military.
Last edited by The Manticoran Empire on Wed Feb 09, 2022 7:36 pm, edited 41 times in total.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

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


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

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Wed Oct 20, 2021 5:34 pm

Tag for interest, I'm thinking of either a British Empire-larper state that's "colonised" Nova Scotia, Prince Edward Isle and New Brunswick or an NCR Expeditionary Force located around the western play area that's been sent East to both see how things are doing there and to pursue rumours of a revived Enclave.

One seems more likely then the other, idk.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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Federal Reclamation Initiative
Secretary
 
Posts: 36
Founded: Aug 03, 2021
Ex-Nation

Postby Federal Reclamation Initiative » Wed Oct 20, 2021 5:37 pm

Tag!
≛ The Federal Reclamation Initiative of the United States of America ≛

It's 2035, 62 years have passed since the world became a nuclear wasteland. The world became ruined through the efforts of Southern rebels in the United States. Who, after losing the 1972 Presidential Election to Senator Kennedy capture nuclear weapons and activate them. The hours after this see a nuclear exchange between the Soviets and the US over miscommunication. Luckily most of the Federal Government had managed to retreat to bunkers across the country. Decades later they have now returned to give America a second chance.
America's Fireside Chat: STAY INSIDE NEAREST BUNKER WHEN WINTER STORMS APPROACH, PRESIDENT GRAY LIKELY TO WIN A SECOND TERM, NEW REPORTS OF RAIDING GANGS WRITTEN OFF BY DOW.

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The Democratic Republic of Nytoa
Ambassador
 
Posts: 1155
Founded: Jan 11, 2021
Ex-Nation

Postby The Democratic Republic of Nytoa » Wed Oct 20, 2021 5:38 pm

Tag but I don’t think I can make an app like that
Does NOT fully represent my views

Member of ICDN, Nato and UCA (and all of its predecessors)
(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

New account: https://www.nationstates.net/nation=nyetoa

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Hanovereich
Diplomat
 
Posts: 902
Founded: Jun 24, 2021
Ex-Nation

Postby Hanovereich » Thu Oct 21, 2021 3:21 am

Faction/Nation Flag (Optional):
Faction/Nation Name: Federal Republic of the People of Delmarva (or, for short, Delmarva)
Faction/Nation Territory: The Delmarva Peninsula, extending to the counties of Cecil, Maryland and New Castle, Delaware
Capital City/Faction HQ: 'The COO' (Continuity Of Operations), where the former city of Dover once stood.
Population: 463,000 or thereabouts
Government:
Delmarva is a federal state split into 4 states, each one roughly corresponding to the former counties of the 'Old Republic' (i.e the USA). The counties are: South Bay, corresponding to the counties of Northampton and Accomack; Somerset, corresponding to the counties of Somerset, Wicomico, Dorchester and Worcester; Delaware, corresponding to Sussex, Kent and New Castle; and Maria, corresponding to Talbot, Caroline, Queen Annes, Kent and Cecil. Each one has a superintendent, a deputy superintendent, an adjutant and a Guard Commander. The superintendent (and deputy thereof) manage day to day business in the state, such as transportation, supplies, policing and trying to stay alive. The adjutant leads the state judiciary, manages state affairs in relation to the federal republic, and is in charge of any military units in their jurisdiction.

The Government, centred in the COO (formerly Dover), is a small government. Their cabinet has 5 members- since the fallout, many jobs and responsibilities, like infrastructure and agriculture, no longer exist. There is the President, Vice President, Secretary for Treasure, Secretary for Defence and Secretary for Foreign Affairs. The last one is the least important one because... fallout. There's nobody to talk to.

Each cabinet post is self descriptive- the President presides, Vice President does something, Secretary for Treasure keeps the treasure (whatever treasure they have, that is) safe, etc, etc. On top of that, there are 2 junior secretaries- Junior Secretary for the National Bank, and Junior Secretary for the Civil Service. The Civil Service has 200 members, who do the day to day business of government- there are press secretaries, private secretaries, typists, managers and so on. The government are the only people inside the COO- most people are too scared to be in such a place, where they have a bigger chance of dying.
Leaders:
President Edward Brooks
Vice President Donovan Mccarty
Secretary for Treasure Alice Lowe
Secretary for Defence Dexter Richardson
Secretary for Foreign Affairs Lilyana Stevens

Junior Secretary for the National Bank Iker Mooney
Junior Secretary for the Civil Service Andrew Gallagher
National/Group Ideology: Federalism, Liberal Democracy
Military:
The Republican Army is the largest branch of the military- not saying much. The Armed Forces only have 18,000 soldiers in total. But the army has 16,000 of them. The Army is split into 3 corps, each in a different geographic location, each with three brigades- infantry, armour and air assault.

I Corps is stationed in the north, in Middletown. They have 5,000 men in total, with 5,100 infantry, 400 in armour and 500 in air assault. They are often called the Shield of Delmarva- if there was a land invasion, it would come from the north. They are equipped with 14 TR-09 aircraft, 21 LT-44 tanks, 17 LVL-01B reconnaissance vehicles and 132 Gunning Medium Utility Trucks.

II Corps is stationed in the southeast, and headquartered in Republic (where Ocean City used to stand). They have 4,000 soldiers- 1,900 infantry, 1,000 armour and 100 air assault. Their primary focus is on amphibious landings, which is why they are assigned the largest share of armour in the Army. They have 30 Hart Artillery Systems- a coastal artillery unit- 1 TR-05 aircraft, 17 LT-55C tanks, and 74 LVH-02C heavy reconnaissance vehicles equipped with radar and heavy automatic guns.

III Corps is stationed in Camden, just outside the COO. Since the military doctrine of the military is defence, the defensive unit protecting the capital has 6,000 soldiers- 4,000 infantry, 1,700 armour and 300 air assault. They also have the most elite army unit in Delmarva, the Special Rifle Company 01- known as the Rifles inside the military. With 39 LT-44 tanks, 4 LT-55B tanks, 14 LVH-02 heavy recon vehicles, 45 Gunning Medium Utility Trucks, 17 Gunning Light Utility Trucks and 8 TR-09 transport aircraft, they can be used as an expeditionary unit when needed.

Engineers, medics, etc are also attached to the aforementioned corps.

Now a breakdown of army equipment-

TR-09. The TR stands for tiltrotor- as this aircraft is indeed a tiltrotor aircraft. It has space for 71 equipped soldiers, or 4 people with stretchers, or 83 passengers, or 2 Gunning Light Utility Trucks, or 1 LVL-01 tank.
TR-05. An earlier version of the TR-09, this aircraft is now mostly retired except for one in II Corps. It has space for 60 equipped soldiers, or 2 people with stretchers, or 75 passengers.
LT-44. The LT stands for Light Tank. It fires depleted uranium A2 shells, designed to be fired out of 120mm guns. It requires 3 crew members to operate and can have a maximum speed of 43mph.
LT-55. Again, this fires depleted uranium A2 shells. It came from various prototypes that were made into the LT-44, but a few of the discarded prototypes were re-examined and out came the LT-55. It has three variants- LT-55A is the primary version, LT-55B has a faster speed of 45mph, and LT-55C has space for 4 crew members and added 2 heavy machine guns.
LVL-01. The LVL stands for Land Vehicle Light. They are light recon vehicles, with one light machine gun and space for four soldiers with a gunner at the back. It has two variants- the LVL-01A was a prototype that was never used, and the LVL-01B is larger, with space for 5 soldiers, and it also has a radio with a longer range.
LVH-02. The LVH stands for Land Vehicle Heavy. Essentially, a larger, better equipped version of the LVL. Three variants- LVH-02A is the original variant, with 2 heavy machine guns and electronic warfare capabilities, LVH-02B was never used since it failed test driving, and LVH-02C has armour (other variants were more like jeeps), with long-range radar and riot control capabilities.
Gunning Light Utility Trucks. Space for 18 soldiers at the back, two in the front, with one machine gun at the back. Maximum speed of 41mph.
Gunning Medium Utility Trucks. Space for 21 soldiers at the back, two in the front, with one machine gun. Maximum speed of 42mph on road and 38mph off road.
Hart Artillery Systems. A coastal artillery unit with howitzers firing AP shells.

The Republican Navy has 2,000 sailors and 2 ports- Elkton and Republic (formerly Ocean City).

DNB (Delmarva Naval Base) Elkton has 1,000 sailors and 4 ships- 1 Lewis class heavy destroyer, 2 United class patrol boats, and 1 People class cruiser.

DNB Republic has 1,000 sailors and 3 ships- 1 Wilson class missile boats, and 2 United class patrol boats.

There are no amphibious capabilities.

Now their equipment-
Lewis class. Guided missile destroyer with 5 inch guns, able to fire anti-ship missiles, AP shells and anti-air missiles.
United class. Has 2 light machine guns and a searchlight. Used for patrol missions.
People class. Also has 5 inch guns, same armament as Lewis class, but also has 1 machine gun.
Wilson class. Able to fire anti-ship missiles, and has a machine gun.

All soldiers are equipped with PW-1 battle rifles and LP-3 pistols. Officers may have LP-5 pistols, and the Rifles have special PW-9 battle rifles.

Major Towns or Locations:
History:
In 2077, when the bombs hit, the Old Republic was put out of action. The people on the Delmarva Peninsula found themselves in chaos for the first few years, as law and order collapsed, and criminals looted and killed as they pleased. It was only in 2081 that Kaiden Hogan, formerly adjutant general for Virginia, sent a group of his men- former National Guardsmen turned mercenaries- into the peninsula that there was some sense of order. Hogan established the Federal Republic in the old place of the United States. By 2100 the Federal Republic of the People of Delmarva had established control over the peninsula.

Hogan died peacefully in 2104, after serving as the first President of the Republic. He was succeeded by his protégé, Davon Graham, who continued the policies of Hogan- establishing a military industry independent of foreigners, continuing to crack down on the criminals still in the countryside, and the policy of 'Rebuilding', where the people would rebuild the infrastructure that had been lost. Currency was printed. A capital- the COO- was made. The Armed Forces was created.

With a succession of presidents, elected by first past the post (a simpler method that was quicker- and the quicker a new president came, the quicker the country could be rebuilt), Delmarva grew and grew. The Armed Forces was primarily made of anybody willing to join, and defend the republic in case of an attack by other nations. But soon it began to be trained. Soon a professional army was made, whilst the navy was neglected and lacked equipment. And it wasn't just the military that was being improved- Republic, formerly Ocean City, became the largest settlement in the republic. The population grew by 40%.

Now, in 2355, nearly 400 years after the republic had been formed, Delmarva still thrives. But this is a new age. In 2353 the president died. In the scramble to get a successor (he had no VP), they landed on Edward Brooks, Secretary of Treasure, a businessman with no experience of leading a country. But his success in economics was enough for him to be appointed by the Chief Magistrate of Delmarva. Now the country enters a new phase of its existence.

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Complete

Postby The Imperial Warglorian Empire » Thu Oct 21, 2021 6:35 am

Faction/Nation Flag: Image
Faction/Nation Name: NCR Eastward Expeditionary Force (NCREEF)
Faction/Nation Territory: Territory spanning from Memorial Hospital Shiloh and SWIC Southwestern Illinois College to MidAmerica St Louis Airport
Capital City/Faction HQ: Scotts Air Force Base (renamed Camp Courier)
Population: 9,500 (6,000 NCR, 3,000 locals, 250 Followers of the Apocalypse, 250 Gun Runners)
Government: The actual NCR is a bicameral presidential democratic republic like the USA of old, yet the NCREEF, as a military expedition, operates under a military hierarchy; with the military commander of the NCREEF holding supreme power over the expedition, with some civilian advisors and overseers.
Leaders:
President Daniel Werner (Head of State of the NCR)
Brigadier General Charles Seeger (Leader of Expedition)
Ambassador Delilah Weintraub
Victor (Leader of New Vegas Contingent)

National/Group Ideology: Democracy, Expansionism
Military: The NCREEF currently has a total of 6,000 soldiers in the expedition. Unlike the troops once found in the deserts of the Mojave, however, these are well trained, well equipped and disciplined professional soldiers, predominantly composed of volunteers.

This includes the 4th and 6th Ranger Battalions (800 men), the 1st Heavy Shocktrooper Battalion "Oliver" (400 men) as well as the elite 2nd Company "Boone" (200 men) of the famed 1st Recon Battalion.

It's equipped with a number of vehicles; with 20x Sherman tanks, 60x Humvees and several hundred former US Army trucks.

Image


The NCREEF possesses an air arm, composed of 60x Vertibird Gunships, 15x Quadrotor Vertibirds and 10x C-47 Skytrains.

Image


Additionally, the expedition is accompanied by a force of 200x Mk II Securitrons who act as the City-State of Vegas's primary contribution.

Armaments and Equipment
M16 Assault Rifle (standard-issue primary armament)
CAR-15 Assault Rifle (issued to special forces)
M249 light machine gun (standard-squad LMG)
Riot Shotguns (issued to special forces)
.308 Semi-automatic Sniper Rifle (standard sniper rifle)
Browning Hi-Power (standard-issue sidearm)
Colt .45 Pistol (utilised predominantly by special forces)
Ranger Sequoia Revolver (standard sidearm of NCR Rangers)
Brush guns (predominantly utilised by NCR Rangers)
PGM Hécate II (standard anti-tank rifle, primarily issued to special forces)
Super Sledge (issued to Heavy Shocktroopers)
Heavy Incinerators (issued to Heavy Shocktroopers)
Tesla Cannons (issued to Heavy Shocktroopers)
Gatling Lasers (issued to Heavy Shocktroopers)
Plasma Casters (issued to Heavy Shocktroopers)
Gauss Rifles (issued to Heavy Shocktroopers)
Pulse guns
Missike Launchers
M79 grenade launchers
China Lake grenade launchers
5.56mm pistol (utilised by special forces and some officers)
Bozar rifle (utilised by special forces)
12.7 mm SMG (utilised by special forces)
10 mm SMG
CZ57 Avengers
Flamers
Fatman Nuke launchers
Grenade machine guns
Rippers
Power fists

NCR Trooper: The official combat uniform consists of a camouflaged field jacket with bellowed hip pockets and breeches, worn with a face wrap, black leather fingerless gloves, arm wraps, combat boots, and gaiters. An armoured breastplate emblazoned with the emblem of the NCR is worn in combat environments, attached via leather straps and buckles. Standard soldiers wear Brodie-like helmets while officers typically wear green berets.

First Recon: Similar to the standard NCR trooper but additionally with a special red beret.

NCR Ranger: https://fallout.fandom.com/wiki/NCR_Ranger_combat_armor

Heavy Shocktroopers: https://fallout.fandom.com/wiki/NCR_heavy_trooper

Major Towns or Locations:
-Memorial Hospital Shiloh (primary medical centre, Followers of the Apocalypse based here)
-MidAmerica St. Louis Airport (basically an expansion of Camp Courier, additional space for arriving aircraft)
-Shiloh-Scott Metro (connects Camp Courier to St Louis and helps bring in supplies from the city)
-Swicville (settlement based in what was formerly known as SWIC Southwestern Illinois College, a research centre)
-Three Springs (a local settlement based in the pre-war village of Shiloh)

History: The story of the NCR's interest in the East Coast all begins over 74 years ago in a lowly desert with a shining beacon: the Mojave wasteland. It was in this desert wasteland that two titans of the West Coast fought for both the unblemished city of New Vegas and the power-giving Hoover Dam: the New California Republic and Caesar's Legion. What neither power knew, however, was that the outcome of the entire campaign would be changed by a single man: a Courier who was shot in the head and left to die in a shallow grave.

The Second Battle of Hoover Dam, the pivotal culmination of the entire conflict, would result in a joint victory between the forces of the NCR and the Courier; who would lead an army of Securitrons to help defend the dam. While the Courier had no desire to make enemies of the NCR, they did not want to subject the Mojave or New Vegas to harsh and exploitive NCR rule. With a united front, not to mention a rather sizeable army, behind him, the Courier would force the bloodied bear to the negotiation table. And so it was in the Lucky 38 that the Treaty of New Vegas was signed. In the treaty, the Free Economic Zone of New Vegas would become an autonomous protectorate of the NCR—under NCR oversight and garrison but overall sovereign in its administration and domestic policy.

And thus NCR-Mojave Coalition would be formed and would tackle its first major joint-project several years after the Battle of Hoover Dam: the pacification of Arizona. With the deaths of both Caesar and Legate Lanius, the Legion collapses into a succession crisis, splitting into various warring factions each attempting to re-unite the Legion under their respective candidates. President Lee Oliver, the so-called "Armchair President" from his permanent crippling due to surviving two near-death accidents (one where he accidentally fell off the side of Hoover Dam and another where he accidentally fell off the Lucky 38 during the signing of the treaty), would initially adopt a policy of non-interventionism, preferring to consolidate the NCR first and letting the various Legion factions suffer from infighting and attrition.

This would not mean that the NCR would be completely idle, however. Under the nose of President Wait-and-See, forces under the oversight of New Vegas would infiltrate and harass the Legion. Most notable would be the efforts of the First Recon Battalion and the Nevada-branch of the NCR Rangers who, under the leadership of Captain Craig Boone, would go deep into Legion territory, sabotaging supply lines and assassinating key leaders to sow even more chaos in the Legion Civil War.

As more and more years went by, with the Legion devolving more and more into anarchy, Oliver would finally authorise a direct intervention into the former territories of the Legion upon the beginning of his fourth term in office. Initially, the invasion of Legion territory and push into Arizona would see some success, with the weakened Legion remnants unable to face the re-consolidated NCR's military might. Yet Oliver would make multiple vital mistakes; first, he would divert most of the military's resources to conventional frontline doctrine, severely defunding the NCR Rangers in favour of his Power Armour-wearing Heavy Shocktroopers and overall neglecting counter-insurgency institutions. Second, he would refuse any military support from New Vegas, desiring this to be a solely NCR-driven endeavour and wasting New Vegas's full potential.

This would open the NCR military vulnerable to Legion remnant guerillas, united under the former Head Frumentarii Vulpes Inculta. Consistently harassed via hit-and-run and infiltration tactics, the insurgency surely but steadily drained NCR resources. It got so bad, that some in NCR Military High Command even began considering a full withdrawal back across the Colorado River. With losses mounting, many feared a repeat of the Mojave campaign and Oliver would be impeached after allegations of corruption and suppression of both dissenters and media came to light. Just one day after his impeachment was confirmed Lee Oliver, Hero of the Mojave, would fall one last time: this time off the balcony of the Presidential Palace (some conspiracy theorists say foul play was involved, with New Vegas securitron ambassador Yes Man having been visiting the late president on the day of his suicide). In his place, President Cassandra Moore would enter office and begin various reforms; including placing one James Hsu in command of all NCR forces in Arizona, calling New Vegas into the intervention in Arizona and reversing the budget cuts placed on the NCR Rangers.

Soon, the NCR's fortunes began to reverse themselves, as Vulpes's insurgents would find themselves hunted down one by one. The Courier themselves, rejoined by the famed "Vegas 6," would even enter the fray, personally taking part in the pacification of Arizona and even taking down Vulpes himself. Soon, the NCR's position in Arizona solidified as they continued to push forward. Bit by bit, with a mix of military force, clandestine operations and crafty diplomacy with various former slaves and tribes via the work of General Hsu, the Legion was scattered to the winds and Arizona were both pacified and liberated.

In these later years, with the destruction of the Legion all but assured, Moore would step down from the presidency having found politics distasteful. Instead, Dennis Crocker would be elected to the presidency. Rather than attempt to immediately assimilate the various liberated tribes and nations of Arizona, Crocker would instead seek to guide and support the various states, sending economic aid and helping nurture democratic ideals within these new states. Slowly but surely, these states would rebuild themselves, becoming fully-fledged nations and tribes, with many later deciding to become allies, client states or even directly join the NCR.

It was during Crocker's presidency that the NCR would begin a newfound golden age, focusing on expansion through soft diplomacy rather than coercion or military might. Simultaneously, the NCR would also begin focusing more inwards, taking measures to clean itself of its corruption and further the process of consolidation that had begun under President Oliver. The next decades would see the NCR slowly but surely expand at a more measured pace as well as develop further economically and socially, truly becoming a developed, rebuilt nation and a beacon of civilisation in the western American wasteland. And it was so that within this beacon, an even brighter beacon would shine in the city of New Vegas, which quickly expanded over the years, become the NCR's (perhaps even all of America's) most advanced, developed and prosperous city. All under the continuous watchful eye of the Courier, the Mojave's longtime, albeit silent, protector.

Suddenly, in the early 2350s under President Daniel Werner, the NCR announced that it would be sending an expedition eastward in order to do something previously thought impossible: to re-establish contact with the east coast. And so it was that the New California Republican Eastward Expeditionary Force (NCREEF) was established and sent east. After over a year of travel, establishing refuelling depots and communications outposts along the way, the NCREEF would arrive just outside the ruins of what was once St Louis. Occupying what was once Scott Airforce Base, they set out about consolidating the area, putting up fortifications around the surrounding area, before beginning efforts to explore the new mysterious territories they had found themselves in.

Yet behind this public front of diplomatic connection was a secret mission. Before the declaration of the expedition, the President, the President's cabinet and NCR Military High Command all met at a conference in New Vegas. Officially, it was to discuss a revision of the Treaty of New Vegas. Secretly, they were sent to a hidden conference room deep in the Lucky 38, where they met an elderly Courier.

It was there that the Courier revealed to them a message from their old friend, one Arcade Israel Gannon, who they hadn't seen since their brief rendezvous in Arizona and who had continued to flee east with other Enclave remnants upon the completion of the campaign. Gannon warned the Courier of something the President and his men hoped never to hear: that the Enclave had re-established itself on the Eastern Seaboard and were stronger than ever. Despite having apparently changed for the better, Gannon cited the Enclave as still militant, racist and bent on violent expansionism to reunite the USA. Or, in his words, "They've turned from a genocidal Fascist paramilitary bent on world domination to a kosher Fascist police state bent on world domination. Hey, one small step and etcetera but progress is progress I guess."

And so the NCREEF goes out into the Eastern wasteland; to find this old enemy, discover its strength, its intentions and finally, if need be, to end it once and for while.
Last edited by The Imperial Warglorian Empire on Fri Oct 29, 2021 1:10 pm, edited 39 times in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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

Postby Versail » Thu Oct 21, 2021 11:55 am

Hanovereich wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Federal Republic of the People of Delmarva (or, for short, Delmarva)
Faction/Nation Territory: The Delmarva Peninsula, extending to the counties of Cecil, Maryland and New Castle, Delaware
Capital City/Faction HQ: 'The COO' (Continuity Of Operations), where the former city of Dover once stood.
Population: 463,000 or thereabouts
Government:
Delmarva is a federal state split into 4 states, each one roughly corresponding to the former counties of the 'Old Republic' (i.e the USA). The counties are: South Bay, corresponding to the counties of Northampton and Accomack; Somerset, corresponding to the counties of Somerset, Wicomico, Dorchester and Worcester; Delaware, corresponding to Sussex, Kent and New Castle; and Maria, corresponding to Talbot, Caroline, Queen Annes, Kent and Cecil. Each one has a superintendent, a deputy superintendent, an adjutant and a Guard Commander. The superintendent (and deputy thereof) manage day to day business in the state, such as transportation, supplies, policing and trying to stay alive. The adjutant leads the state judiciary, manages state affairs in relation to the federal republic, and is in charge of any military units in their jurisdiction.

The Government, centred in the COO (formerly Dover), is a small government. Their cabinet has 5 members- since the fallout, many jobs and responsibilities, like infrastructure and agriculture, no longer exist. There is the President, Vice President, Secretary for Treasure, Secretary for Defence and Secretary for Foreign Affairs. The last one is the least important one because... fallout. There's nobody to talk to.

Each cabinet post is self descriptive- the President presides, Vice President does something, Secretary for Treasure keeps the treasure (whatever treasure they have, that is) safe, etc, etc. On top of that, there are 2 junior secretaries- Junior Secretary for the National Bank, and Junior Secretary for the Civil Service. The Civil Service has 200 members, who do the day to day business of government- there are press secretaries, private secretaries, typists, managers and so on. The government are the only people inside the COO- most people are too scared to be in such a place, where they have a bigger chance of dying.
Leaders:
President Edward Brooks
Vice President Donovan Mccarty
Secretary for Treasure Alice Lowe
Secretary for Defence Dexter Richardson
Secretary for Foreign Affairs Lilyana Stevens

Junior Secretary for the National Bank Iker Mooney
Junior Secretary for the Civil Service Andrew Gallagher
National/Group Ideology: Federalism, Liberal Democracy
Military:
The Republican Army is the largest branch of the military- not saying much. The Armed Forces only have 18,000 soldiers in total. But the army has 16,000 of them. The Army is split into 3 corps, each in a different geographic location, each with three brigades- infantry, armour and air assault.

I Corps is stationed in the north, in Middletown. They have 5,000 men in total, with 5,100 infantry, 400 in armour and 500 in air assault. They are often called the Shield of Delmarva- if there was a land invasion, it would come from the north. They are equipped with 14 TR-09 aircraft, 21 LT-44 tanks, 17 LVL-01B reconnaissance vehicles and 132 Gunning Medium Utility Trucks.

II Corps is stationed in the southeast, and headquartered in Republic (where Ocean City used to stand). They have 4,000 soldiers- 1,900 infantry, 1,000 armour and 100 air assault. Their primary focus is on amphibious landings, which is why they are assigned the largest share of armour in the Army. They have 30 Hart Artillery Systems- a coastal artillery unit- 1 TR-05 aircraft, 17 LT-55C tanks, and 74 LVH-02C heavy reconnaissance vehicles equipped with radar and heavy automatic guns.

III Corps is stationed in Camden, just outside the COO. Since the military doctrine of the military is defence, the defensive unit protecting the capital has 6,000 soldiers- 4,000 infantry, 1,700 armour and 300 air assault. They also have the most elite army unit in Delmarva, the Special Rifle Company 01- known as the Rifles inside the military. With 39 LT-44 tanks, 4 LT-55B tanks, 14 LVH-02 heavy recon vehicles, 45 Gunning Medium Utility Trucks, 17 Gunning Light Utility Trucks and 8 TR-09 transport aircraft, they can be used as an expeditionary unit when needed.

Engineers, medics, etc are also attached to the aforementioned corps.

Now a breakdown of army equipment-

TR-09. The TR stands for tiltrotor- as this aircraft is indeed a tiltrotor aircraft. It has space for 71 equipped soldiers, or 4 people with stretchers, or 83 passengers, or 2 Gunning Light Utility Trucks, or 1 LVL-01 tank.
TR-05. An earlier version of the TR-09, this aircraft is now mostly retired except for one in II Corps. It has space for 60 equipped soldiers, or 2 people with stretchers, or 75 passengers.
LT-44. The LT stands for Light Tank. It fires depleted uranium A2 shells, designed to be fired out of 120mm guns. It requires 3 crew members to operate and can have a maximum speed of 43mph.
LT-55. Again, this fires depleted uranium A2 shells. It came from various prototypes that were made into the LT-44, but a few of the discarded prototypes were re-examined and out came the LT-55. It has three variants- LT-55A is the primary version, LT-55B has a faster speed of 45mph, and LT-55C has space for 4 crew members and added 2 heavy machine guns.
LVL-01. The LVL stands for Land Vehicle Light. They are light recon vehicles, with one light machine gun and space for four soldiers with a gunner at the back. It has two variants- the LVL-01A was a prototype that was never used, and the LVL-01B is larger, with space for 5 soldiers, and it also has a radio with a longer range.
LVH-02. The LVH stands for Land Vehicle Heavy. Essentially, a larger, better equipped version of the LVL. Three variants- LVH-02A is the original variant, with 2 heavy machine guns and electronic warfare capabilities, LVH-02B was never used since it failed test driving, and LVH-02C has armour (other variants were more like jeeps), with long-range radar and riot control capabilities.
Gunning Light Utility Trucks. Space for 18 soldiers at the back, two in the front, with one machine gun at the back. Maximum speed of 41mph.
Gunning Medium Utility Trucks. Space for 21 soldiers at the back, two in the front, with one machine gun. Maximum speed of 42mph on road and 38mph off road.
Hart Artillery Systems. A coastal artillery unit with howitzers firing AP shells.

The Republican Navy has 2,000 sailors and 2 ports- Elkton and Republic (formerly Ocean City).

DNB (Delmarva Naval Base) Elkton has 1,000 sailors and 4 ships- 1 Lewis class heavy destroyer, 2 United class patrol boats, and 1 People class cruiser.

DNB Republic has 1,000 sailors and 3 ships- 1 Wilson class missile boats, and 2 United class patrol boats.

There are no amphibious capabilities.

Now their equipment-
Lewis class. Guided missile destroyer with 5 inch guns, able to fire anti-ship missiles, AP shells and anti-air missiles.
United class. Has 2 light machine guns and a searchlight. Used for patrol missions.
People class. Also has 5 inch guns, same armament as Lewis class, but also has 1 machine gun.
Wilson class. Able to fire anti-ship missiles, and has a machine gun.

All soldiers are equipped with PW-1 battle rifles and LP-3 pistols. Officers may have LP-5 pistols, and the Rifles have special PW-9 battle rifles.

Major Towns or Locations:
History:
In 2077, when the bombs hit, the Old Republic was put out of action. The people on the Delmarva Peninsula found themselves in chaos for the first few years, as law and order collapsed, and criminals looted and killed as they pleased. It was only in 2081 that Kaiden Hogan, formerly adjutant general for Virginia, sent a group of his men- former National Guardsmen turned mercenaries- into the peninsula that there was some sense of order. Hogan established the Federal Republic in the old place of the United States. By 2100 the Federal Republic of the People of Delmarva had established control over the peninsula.

Hogan died peacefully in 2104, after serving as the first President of the Republic. He was succeeded by his protégé, Davon Graham, who continued the policies of Hogan- establishing a military industry independent of foreigners, continuing to crack down on the criminals still in the countryside, and the policy of 'Rebuilding', where the people would rebuild the infrastructure that had been lost. Currency was printed. A capital- the COO- was made. The Armed Forces was created.

With a succession of presidents, elected by first past the post (a simpler method that was quicker- and the quicker a new president came, the quicker the country could be rebuilt), Delmarva grew and grew. The Armed Forces was primarily made of anybody willing to join, and defend the republic in case of an attack by other nations. But soon it began to be trained. Soon a professional army was made, whilst the navy was neglected and lacked equipment. And it wasn't just the military that was being improved- Republic, formerly Ocean City, became the largest settlement in the republic. The population grew by 40%.

Now, in 2355, nearly 400 years after the republic had been formed, Delmarva still thrives. But this is a new age. In 2353 the president died. In the scramble to get a successor (he had no VP), they landed on Edward Brooks, Secretary of Treasure, a businessman with no experience of leading a country. But his success in economics was enough for him to be appointed by the Chief Magistrate of Delmarva. Now the country enters a new phase of its existence.

Are you in the discord?
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
Chrystle
Civil Servant
 
Posts: 10
Founded: Nov 06, 2020
Ex-Nation

Postby Chrystle » Thu Oct 21, 2021 5:00 pm

This RP is looking great.
Last edited by Chrystle on Thu Oct 21, 2021 5:08 pm, edited 1 time in total.

User avatar
Vacif
Senator
 
Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

WIP

Postby Vacif » Thu Oct 21, 2021 5:54 pm

Faction/Nation Flag (Optional): Banner of the Upper Canadian Democratic State
Faction/Nation Name: Upper Canadian Democratic State
Faction/Nation Territory: Territory
Capital City/Faction HQ: Kingston
Population: 620,652
Government: The only political party in the UCDS is the Upper Canadian Socialist Party. The General Secretary is elected by the State Congress, who also serve as a watchdog for the party leadership and may remove elected officials through a vote of no confidence. From here, the State Presidium will vote using a ranked voting scheme, in which a 60% majority must be attained. The same is used to determine members of the standing committee, who draft candidate lists that the state congress vote on.

The state congress is made up of senior party officials from all across the nation, serving as representatives of their districts. They, with the presidium, share powers to draft and vote on legislation, call upon states of emergencies and are headed by the Premier and Chairmen. Junior representatives elected from the youth of the nation are able represent the young people of the nation on the lower assembly along with local party officials.
Leaders: General Secretary (Head of Party/State) Vivian Tillsley
Premier (Head of Government) Harrison Byrne
Chairman (Head of legislature) Enzo Piers
National/Group Ideology: Communism
Military: Upper Canadian Liberation Army is a fully professional volunteer army equipped with mostly traditional ballistic weaponry.
Total Manpower: 6,200
Led by Brigadier General Soren Castle, the UCLA is a brigade sized force divided into two regiments which are further broken up into three infantry battalions, a combat support battalion and a service support battalion. Not large enough to be their own branches, naval and air assets are incorporated into combat support battalions. The UCLA maintains a company strength special mission unit simply known as Unit 613, stationed in Trenton.

The 1st Liberation Army Regiment, led by Colonel Eva Frazer. 1st Battalion is stationed in Ajax, providing security for the Pickering nuclear plant, while 2nd Battalion is stationed in Uxbridge, tasked with protecting the surrounding farming communities and containing the TR presence in the north. 3rd Battalion stationed in Oshawa, providing security for the Oshawa industrial hub and naval security. The Combat Support Battalion and Combat Service Battalion are also stationed with 1st and 3rd Battalion.

The 2nd Liberation Army Regiment is led by Colonel Lane Foster. 1st Battalion is stationed in Trenton, serving as an air mobile force. The 2nd Battalion is stationed in Kingston while the 3rd Battalion is stationed in Ottawa. Support battalions are stationed with 1st Battalion in Trenton.

Unit 613 is led by Major John Paul. 613 is a highly mobile assault and reconnaissance unit, typically tasked with intelligence gathering, assaulting high risk targets, training militias and inciting subversive activities in enemy territory. 613 enjoys the freedom to use whatever equipment they so choose to accomplish their mission.

Weapons and Equipment

Type 93 - The standard issue rifle of the UCLA, colloquially known as the Chinese assault rifle, essentially an AK-74M chambered in 5.56. The barrel is 16.5 inches of cold hammer forged steel, forged aluminum receiver and the furniture is made of hardy maple wood, making a study and reliable service rifle. Can be issued with optics, folding stock, baffle suppressors and an under barrel grenade launcher.

Type 93 LMG - An LMG variant of the Type 93. Heavier receiver, 23.2 inch barrel. Comes with a 45 round magazine and a heavier, longer barrel, carry handle and bipod.

Type 93 Carbine - Short barreled, metal folding stock, typically assigned to rear-echelon units or urban assault units.

Type 93 DMR - Heavier, longer barrel, reinforced receiver, fitted with an optic.

Browning Hi-Power - The standard issue service pistol of the UCLA, ubiquitous before and after the war.

While not too technologically advanced, the UCLA does operate a motorized and mechanized infantry fighting force. The fleet is made up of Iltis jeeps, Styr 91s, M35s, M113s, and Centurion tanks.
Major Towns or Locations:
    Ajax - Strategically important due to their ability to exert control over the Pickering nuclear plant, the town is well positioned to defend from Raider incursions.
    Quinte West - Technically multiple towns mixed together, QW is important for its hydroelectric power generation stations and the incorporation of Trenton Air Force Base. Built right along the Trent river, the town is an important crossing into the eastern side of UCDS territory.
    Oshawa - A major industrial hub, Oshawa produces the bulk of the UCLA’s equipment.
    Peterborough - Due to its geography, Peterborough is home to a large amount of radio stations and is thus a major communications hub for the UCDS.
History: Following the American annexation of Canada, tens of thousands were interned for suspicion of communist sympathy and rebellion. Ontario’s Prince Edward, Wolfe Island, Amherst Island were converted into large internment camps. Large tracts of flat farmland with few points of entry close to a military installation made these three islands ideal spots for internment camps. Communist agitators, political prisoners, spies, insurgents, or everyday people caught up in the noise were interned on the islands by the thousands, living in shoddy ghettos.

Following the dropping of the bombs in 2077, the US internment garrison deserted en masse. With the war over and their own home country in shambles they retreated south of the border and left their former prisoners to their own devices. When the survivors of the internment camps breached the walls of their prisons, they found their communities in shambles. The war had all but destroyed supply chains, giving way to massive resource shortages. The quiet Canadian city of Kingston had been the 10th largest city in the province, but was not important enough to deem nuke worthy. Most nukes were targeted towards the Provincial and Federal Capitols, Toronto and Ottawa.

Plagued with resource shortages, radiation sickness and refugees from the bombs dropping, it would seem that the city was doomed to fall. However Kingston was a major depot city, a transit hub for resources. While new supplies weren’t being brought in, an existing stockpile was present. The city was lightly defended, a mere fraction of the American garrison remained. They did not have the manpower to maintain control. The Internment Prisoners however had the man power and skill to control the masses. With a mutual goal of survival, the skeleton garrison begrudgingly worked with their former prisoners to save the city.

Soldiers and Prisoners worked together to maintain order, ration and enforce curfews. While rationing wasn’t pleasant, the city was able to survive long enough for harvest season to come along. The politicians and Communists were quick to begin garnering support for their cause. Planners were quick to begin on solutions for food production and sustainability. While many still perished due to starvation and disease, and raider attacks, the fallout could have been far worse. However it is due to these losses that the food situation could stabilize.

Kingston soon began to divide into two camps. The Statesmen, supporters of democracy and to a lesser degree the US Garrison. They promised peace, order, to rebuild and the eventual return of civil liberties, a return to the status quo. Meanwhile the Socialist League promised something different. A more radical approach to society, they found nuclear armageddon as a chance to start from scratch. To them, rampant consumerism and corrupt greed was what started the war and no one would be in the position to worry about private enterprise any time soon.

Supporting their countrymen, the Statesmen were woefully outnumbered as the local population were more sympathetic to their fellow Canadians and the Communist agitators that had been locked up in the camps were good at their jobs, they had convinced the locals to work with the US forces and they could just as easily convince them to stop.

The American remnants in Kingston one day received a message. It was from another American unit, moving in from the west, seeking to leave the large cities and reclaim the countryside, to build up from there. Toronto was untenable, even with the US’s superior firepower. They had neither the numbers nor supply to maintain such a large city, but they did have the resources to take a smaller city. Soon the Kingston garrison contacted the Toronto garrison regarding their situation. It was decided that while the Socialists had helped save the city, the Communists could not be allowed to hold the city.

Much like the initial invasion in 2059, the silence was deafening as armoured soldiers marched into Kingston. And then, the civil war began. Communist infiltrators having heard of a communist sympathetic town in Canada had moved in to assist the town as the Americans moved in to reassert their control. For a month, the town was ensnared in brutal street to street fighting, the American power armour made up for the Socialist numbers advantage. With time and numbers, the Socialists began a steady campaign,

While the Americans had the strength for an invasion, they did not have the resources to maintain a prolonged campaign. Bit by bit, the Socialist League chipped away at the new garrison until they were forced out of the town.

Kingston gradually expanded outwards, resources absorbing cities and resources alongside the 401.
Last edited by Vacif on Sat Nov 13, 2021 9:57 am, edited 2 times in total.
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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Thu Oct 21, 2021 7:40 pm

Faction/Nation Flag (Optional):[spoiler]
Faction/Nation Name:Zetan Survivors
Faction/Nation Territory: The Whitespring Bunker and Mount Weather
Capital City/Faction HQ: Whitespring Bunker rebuilt and refurbished for the Zetans and their followers
Population: Around 600, 400 humans and 50 Zetans in five family units, about 150 robots that keep the grounds and help with security

Government: Technocracy that Zetans can only vote and have a say in their council. The leader of the Zetans is called the Holdout or Colonial Governor, his name is usually unintelligible by human language. The Holdout Governor also deals with the human tribals who follow and worship them as some sort of spirits who will help them in exchange for servitude, or experiment on them for any dissent that happens. Which usually doesn't to their gods.

Zetan children are given citizenship in the Holdout and are taught the ways of the Zetan people. Once grown up they are given treatments and have themselves be given specialist training for vocations. After they have their vocations then they are allowed to vote and make their voice be heard to the council and the Colonial Governor in matters of the race and contacting others across the Wasteland.


Leaders: The Colonial Governor: Is the general of the Whitesprings Holdout and Mount Weather. He has been for the past 90 years. He tries to keep up the protocols when dealing with lesser species like the Humans, who have been deemed for conquest after they nuked themselves to the point that they were primed for conquest and colonization for the other Zetans and their interstellar empire. Now he is just trying to maintain some sort of order with the whole society and make expeditions to the rest of the Wasteland to find other Zetans out there, if there are any.

Colonial Captain: Captain of the Colonial Militia and is second-in-command of the Whitesprings Holdout and Mount Weather. is the general over the Zetan militia and the human servants. Despite the Zetans are combat inept compared to their human servants or drone army, they still have some experience and decades of fighting that help in training humans in how to fight.

The Speaker: The human leader of the followers and one of two only taught the Zetan language. They are all Hubologist, like the rest of the Zetan-controlled humans or those with their influence across the Wasteland. He is the speaker and leader of the humans on behalf of the Zetans when dealing with other natives across the Wasteland, he has been given training in combat but is mostly a diplomat, being given combative roles to the Evoker.

The Evoker: The leader of the human military of the Holdout, second to the Colonial Captain and fourth in the command structure. He leads the expedition in the name of their spirits and is the only one of two to be taught the Zetan language. He is trained by the Colonial Captain on how to use Zetan weaponry like the rest of the military forces and is the best candidate to lead. Is mostly giving orders to others as per the protocols given to them by the Colonial Captain.


National/Group Ideology: As of right now, Zetan survival is paramount. Exploration of the Wasteland and keeping themselves secret after the mishap that was the Mothership Crisis.


Military: The Military is around 80, which is 50 robots and 30 humans. The robots are mostly condensed by modified assaultrons that have been made faster and have stealth capabilities, this is mostly to help be a scouting force and to do missions that the Zetans use them as support while they send humans for secret assignments. They also maintain Zetan combat doctrine of using robots to do combat since the aliens are lacking physical prowess but they manage to compensate with their brainpower and humans are in greater supply. The other half are the sentry bots to help with heavy artillery against enemy infantry. The bots have been modified to help with the mountainous terrain when they travel.

They most use stealth or hiding as using the old town near the Capital Wasteland to help them be able to conduct missions in the area and to make sure that their settlements are guarded and trade flows. The humans are armed with Zetan weapons and camouflaged medium armor with gas masks with radios installed. The Zetan weapons are of lower quality than the Imperial standard, using mircofusion cells than the alien ones but are still strong enough to outgun most things in the Appalachia

Major Towns or Locations: Whitesprings Bunker: A former Enclave HQ in Appalachia and home of the Holdout. They have been able to repair and renovate the Presidential Bunker after the Enclave came and looted the place. One of the biggest things that they had modified was the computer that was restored after it was wiped by the Enclave and managed to turn it into their own supercomputer in hopes of contacting the rest of the Zetans across the East Coast and coordinate with surface teams on missions across the Wasteland. There is still much more to improve but with their basic Zetan tech, such needs more things for them to try and improve the Holdout, like more men or scavenged tech

Mount Weather: A colony that joined forces with the Whitesprings Bunker and become part of the general holdouts. They are hidden deep inside the mountain and shoot any trespassers on sight. They are the major communications hub for the Zetans and trying to find many of their kind. They also handle bringing in raw materials by trading through the local areas and the Capital Wasteland through their human worshippers.


History: The Zetans were one of many who managed to survive the destruction of both Motherships. The rebellion of that demon human, the Lone Wanderer and his allies that took over the ship and destroyed both of them, killing the demon and his allies but doomed many of those who managed to get to escape pods or ships to the horrors of the Wasteland. Most died on impact, killed by the inhabitants for whatever reason, or the radiation itself was more than the aliens could withstand.

The Zetans from this escape pod managed to survive the impact in the Appalachian Mountains, deep in West Virginia. They managed to regain their senses and hear the sounds of screaming and gunfire. Sending in the couple of the Zetans who were secruity on the ship and the only ones who had guns they saw some raiders gunning down some Wastelanders. The Zetans didn't care much but thought it would be a good idea to try and exterminate a hostile threat in order to gather some sort of information.

Outgunning the raiders, the Zetans use their alien energy weapons to ambush the raiders and manage to chase them off without having to deal with a single casualty. The Wastelanders saw them and though they were mutants, not knowing the Zetans and the Zetans had to use their suits translators to use broken English about being something mutants. These people, were part of a former settlement or something that the Zetans didn't entirely understood but figured out they were runaway slaves.

The Zetans talked amongst themselves about what to do, having low food, biogel and even ammunition the Zetans needed to appoint a leader and so they used the Zetan Colonial Protocol. The Zetans had made an emergency Colonial Governor and the one who spoke up to them first decided to ask them if theirs any place they can hide from the raiders? The wastelanders talked about an ancient bunker underneath a hotel called Whitesprings. A few days away, the Zetans asked them to recover their gear from their pod. The former slaves didn't know why they're carrying all this futuristic equipment but do so for their saviors.

The two groups made it to the resort where the Zetans hacked the robots that weren't gun down and found a bunker that the Zetans easily hacked system and opened it. The Zetans were alarmed to see that this was an old Enclave bunker and started to look for everything they could. Any of the loot that they could find the US Government and the ones who have stolen their technology. Of course they didn't tell the former slaves due to trying to keep a low profile however the Colonial Governor was trying to study as much of the government had managed to take and understand the Enclave.

All of it came to the ancient supercomputer that had a lot of information of the Enclave trying to rebuild the United States but a slip of a Zetan engineer had activated an Enclave activation beacon before the engineer turned it off once they knew but it was too late. The Zetans told the former slaves that they may have to leave because they activated a trap but it shouldn't be too long. It took years but the Zetans and their people to see a Enclave scout force that destroyed everything that they couldn't take with them and wiped the computer.

When the groups came back, they saw the entire place was nothing but a bare bones place but it was still doable for the aliens. The aliens decided to bring about the protocol to take over the former Enclave bunker as a colonial holdout and use whatever's left from the Enclave team as a means of setting up shop. Using the humans as manpower and the Zetan technological skills, they started to quickly restore the resort and the supercomputer that was wiped so that they could use it to make a communications hub to contact their own.

It was here that the Zetans realized that they weren't the only ones around, many of them managed to survive on this death world, at least by the signals. It was by the vote of the new Colonial Government that they decided to make a place to stay and repair everything that could be fixed up to the standards of a Zetan outpost. With the help of the humans, they started to rebuild the bunker and the humans started to look up to them for leadership, and eventual worship.

The Colonial Government decided to exploit this and teach two of their highest members the Zetan language, heal them and do slight alterations to extend their life, cure them of any radiation and make them resistant against it. These two high members a became the Speaker and Evoker who preached the Star People religion. This is better for the Zetans and they needed the humans to be their extension of the Colonial Government when exploring the Wasteland.

One of the biggest things was that the former slaves wanted to save their people from the rest of the raiders. The Colonial Government believed that it would be best since they could invade the Holdout and that can't be do. The Zetans started to devote most of their resources to repair the military and production wings of the Congressional Bunker but to make Zetan weaponry and to repair the robots. The Colonial Captain took one of the two high-ranking humans to train them with what little training that could be translated from Zetan to a former slave but it worked in forming a band of former slaves with alien energy weapons and a sentry bot.

They went to fight the raiders and have a mixed success, most of them died but the raiders were exterminated. The Evoker survived and brought the liberated slaves and the sentry bot with other weapons that could be studied. From here the former slaves made a home in the bunker after finally realizing that they weren't alone in the stars. During these talks, the Zetans decided to be nice to their new subjects and use their protocols to have the humans become part of the Colony as Zetan citizens. Of course they can't have them vote on things that they didn't know, but they could be given second-class citizens, which was good enough until they finally gather enough of their own and proceed with an overall plan than just survive.

In the past 90 years, the resort grew slowly. Mostly isolated due to the people keeping to themselves but at times the Zetans would go out to search on signals or other settlements and find only nothing or weird looks at the people who knew they were there. The human military became incorporated into a Colonial military and start to develop stealth tactics in order to help some settlements and got some resources and rare trade to the resort. The Zetan Leadership started to see this expansion and allow some limited trade and exchange in order to gather information and more recruits. Even then they allowed some guests to come into their resort, those that they looked like community leaders, rich merchants, and recruits who have enough potential to become part of the Colony itself.

Eventually a Zetan response code was sent from a place in Virginia. The Colony didn't know what it was until they sent back their own protocol codes and eventually decided to meet at the coordinates. The trek took them out of West Virginia to a place known as Mount Weather, a hidden Pre-War bunker similar to Whitesprings but was built to be self-sufficient, larger and could tap into the Wasteland's own communication's network.

They were happy to actually see others who manage to survive the destruction of the Mothership from the demon known as the Lone Wanderer and started to workout how to go about trying to survive the hostile world. Eventually the two colonies decided to join forces and try to find the other holdouts. They were interested around the mountains and the Capital Wasteland, those that had the closes signals of Zetan life to them and had started to send their Hubologists worshippers to the rest of the area to conduct missions, trade with people, and search for the other parts of life in hopes of increasing their chances of survival.
Last edited by Ralnis on Fri Nov 05, 2021 9:01 am, edited 7 times in total.
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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Chrystle
Civil Servant
 
Posts: 10
Founded: Nov 06, 2020
Ex-Nation

Postby Chrystle » Thu Oct 21, 2021 9:04 pm

[ERASED]
Last edited by Chrystle on Sun Oct 24, 2021 4:11 pm, edited 2 times in total.

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

Postby Versail » Thu Oct 21, 2021 10:43 pm

Apps that are completed are accepted, those in WIP status continue working on em.
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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Principalesia
Political Columnist
 
Posts: 3
Founded: Oct 20, 2021
Ex-Nation

Doctor Arlo Habit (character)

Postby Principalesia » Fri Oct 22, 2021 4:15 pm

Name of Character: Doctor Arlo Habit
Age of Character: 339
Appearance: All you can see is his face. It is bloody and ghost white. His mouth is cracked and covered in blood. His eyes are hollow and it is unclear if he can actually see or not, at least through his born eyes.
Gender: Male
Faction Alignment: Enclave
Character S.P.E.C.I.A.L: (40 Points)
S: 1
P: 10
E: 4
C: 4
I: 10
A: 1
L: 10
Equipment:
  • Life Preservation Chamber
  • Advanced Robco Computer
  • 1 ZAX
  • Lab equipment
Character Backstory:
Doctor Arlo Habit was one of the most important men alive in America before the bombs fell, and only a dozen people even knew he existed. One of these people being Robert House. Doctor Habit worked alongside House for many of his escapades, even designing the anti-gravity device used for eyebots. With a mind like Habit’s, he was House’s most important asset, second only to himself. Habit was already a hermit, so keeping him away from potential competitors was easy. By himself in a secret Robco facility, he continued to work secretly for Robco. After House had predicted nuclear war was inevitable, he asked Habit to help him design a device that would grant House immortality and total preservation of his mind and body. However, before he could fully finish his idea of the design, the lab was raided and he was taken far east. The Enclave had taken Habit after realizing his potential for their cause. They gave Habit his own lab with the most advanced technologies at the time. At first Habit was unwilling to work with his captors until he was permitted an early strain of FEV. With this, Habit was able to conduct multiple experiments on civilian populations in cities like Gary for the Enclave. Using the FEV, Habit was also almost able to realize eternal life perfect a true life sustaining machine. However, these experiments had to be cut short when on October 23d, 2077 atomic bombs fell across the entire world. In order to save his life, Habit entered the unfinished machine. It saved his life, but not without permanently damaging his entire body.
Companions: None

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Sun Oct 24, 2021 4:57 pm

Name of Character: Gereon Barton
Age of Character: 29
Appearance:
Image

Gender: Male
Faction Alignment: NCR
Character S.P.E.C.I.A.L:
S: 6
P: 7
E: 8
C: 2
I: 7
A: 8
L: 2
Equipment:
  • NCR Ranger combat armor
  • NCR Ranger helmet
  • NCR Ranger duster coat
  • Ranger Sequoia
  • Colt. 45 Pistol
  • CAR-15 Assault Rifle with a scope
  • Grenades
  • Binoculars
  • Stimpacks
Character Backstory: Gereon was born to a wealthy family within the NCR, inheriting their prestige and wealth from a long line of Brahmin Barons before the Crocker Reforms took away most of their power. He grew up with his brother, Anton, and together the two brothers would eventually join the NCR armed forces. Where Anton was much more comfortable with his books, Gereon proved to be the much more combat capable and physically active of the two brothers. A thrill-seeker, the two brother's diverged on different paths as Anton chose to pursue a career as a commissioned officer while Gereon went through standard combat training as a regular soldier. While deployed on the NCR frontier, Gereon proved to be a very capable combatant, recognised by his officers for his potential and began rising through the ranks.

Tragedy would strike, however, when his brother would visit Gereon's outpost in an inspection to check in on him. It was during this inspection that a massive raider attack occurred, during which Anton was killed in action. Cracks in the family formed, as Anton had always been the favourite son, causing a rift to open between Gereon and his parents. Gereon would leave the service and work under his father as a police officer, who had become mayor of Shady Sands. Yet guilt would continue to grow within Gereon as his father, a rather corrupt official in reality, used Gereon as a tool for his own dirty political gain. Forcefully raising Gereon through the ranks of the police force via his own influence, he used Gereon to cover up his own corrupt dealings as well as deal with potential political opponents; something Gereon was only too happy to oblige in order to try and win back his parent's lost love. Yet this guilt of both being unable to save his brother and violating his own moral code slowly tore Gereon apart, who turned to drinking and chem usage.

One day, when his father tasked him with gathering blackmail on political opponents to be used for the upcoming elections, Gereon had enough. Swearing to turn over a new leaf, Gereon left the force and rejoined the army. Dedicating himself fully to the armed forces, Gereon would eventually manage to join the prestigious Rangers.

Yet Gereon's troubles would continue to plague him, as he struggled with recovering from his previous substance abuse and as his father consistently pressured the army to release his son. In an effort to get away from his past as much as possible, Gereon was among those who volunteered to join the NCR Eastward Expeditionary Force.

Now he finds himself on the Eastern Seaboard, on the cusp of exploring this dangerous new land. Yet though he's distanced himself physically from his past, only time will tell whether he'll fully recover mentally.

Companions: Bruno and Victor


Name of Character: Bruno Walker (Brutus Vagi)
Age of Character: 44
Appearance:
Image

Gender: Male
Faction Alignment: NCR (officially)/Caesar's Legion (sympathies)/the highest bidder
Character S.P.E.C.I.A.L:
S: 4
P: 8
E: 4
C: 7
I: 8
A: 4
L: 5
Equipment:
  • 1st Recon Survival armour
  • 1st Recon Beret
  • Hunting rifle with scope and custom action
  • 10 mm Pistol with silencer
  • 10 mm SMG with silencer
  • Binoculars
  • Stimpacks
Character Backstory: Bruno was not initially born a citizen of the NCR. Instead, he was born to a rather peculiar family: members of the rump state exiled remnants of Caesar's Legion. Having been born at the tail end of the pacification of Arizona, he and other tribals who represented the severely decimated remnants of the various Legion factions banded together and had escaped to the wastes. Where many simply scattered themselves to the wind, abandoning their Legion past in favour of reviving their old tribes, Bruno's family and several others remained true to the Bull. And it just so happened that Bruno's particular family had been members of Vulpes's Legion Remnant, his father having been a veteran Frumentarius who'd even personally served under Vulpes Inculta himself. That is, before the Courier had sawed the crafty fox in half and pushed him down a missile silo.

Bruno, born Brutus, was raised in an extremely harsh environment. Mercilessly trained from birth, he found himself the subject of abuse, harsh punishment and indoctrination from his father, who taught him from an early age both skills in combat as well as deep-cover infiltration. Facing heavy trauma, Brutus could only find comfort in the arms of his mother, who helped him through these tough times and would ensure that Brutus would still grow up with a heart, even if he had to steel it. Educated in the Legion's ideology of "might makes right" as well as the craftiness of the Frumentarii, Brutus became an intelligent and cunning member of the small "Nova Legion" organisation.

At a young age, Brutus would begin contributing to the cause of "raising the Legion back from the ashes," infiltrating the former territory of Arizona and even the NCR heartland itself. There he would become more and more experienced, integrating himself well in the NCR's criminal underworld where he participated in various criminal activities: from coercion and blackmail to even assassination. Initially, Brutus and the Nova Legion would become a menace to the NCR, infiltrating aspects of society and committing acts of terrorism in the name of a new Legion. Yet as time wore on the Nova Legion slowly began to degrade and waste away: their original members either dying of old age, being killed in NCR counter-insurgency operations or simply losing faith in the cause.

One of these apostates, ironically, would be Brutus's own father, who would grow disillusioned with the cause and grow increasingly cynical, not helped by a rampant chem addiction that his father had developed. Soon, Brutus's father would begin using his son's connections in the underworld to get more and more chems rather than support the cause, abandoning the previous tenants of Caesar's Legion. One day, his father would accidentally murder his mother in a chem-induced hysteria. Angered, Brutus would return from his infiltration, personally slaughtering not just his father but also the remaining leadership of the Nova Legion, who had similarly grown decedent over the years.

Burying his past (literally) in an unmarked grave deep within the wasteland, Brutus Vagi would find himself drifting throughout the criminal underworld, particularly finding work as an enforcer, assassin and lieutenant among the gangs of New Reno, serving various clients: from the puritan Wrights to the gun-running Van Graffs. One day, Brutus would infiltrate the Shady Sands Police Department on behalf of the Wrights as Bruno Walker, where he would be used to both hide his client's criminal activities as well as take down any potential competition, rising rather quickly through the ranks as a detective due to his own Frumentarii training. It was there that he met a young lost soul named Gereon Barton, with whom he forged a genuine if unconventional, friendship.

Who knew daddy issues could be such a rallying point of interest?

Rather inspired by the young man, Bruno would leave the service of the criminal underworld and follow his friend into service in the NCR military. It was there that his skills in reconnaissance, infiltration and sharpshooting would earn him a place in the famed 1st Recon Battalion. Of course, his criminal activities never truly end in the military, as he uses his position to continue aiding his underworld allies and further enriching himself.

Now, he somehow finds himself on the other side of the continent. Despite the new environment, to Bruno it's business as usual: there's vice to exploit and power to be gained.

Companions: Victor


Name of Character: Victor (2.0)
Age of Character: 89+
Appearance: A PDQ-88b RobCo security model 2060-B securitron with the New Vegas insignia painted onto his back. The securitron's screen displays an image of a smiling blackhaired man wearing a red scarf and a white cowboy hat.
Gender: Cowbot
Faction Alignment: New Vegas
Character S.P.E.C.I.A.L:
S: 8
P: 6
E: 6
C: 3
I: 8
A: 5
L: 5
Equipment:
  • X-25 Gatling laser
  • 9mm submachinegun
  • M-235 missile launchers
  • G-28 grenade launching system
Character Backstory: Victor had previously served faithfully under Mr House before the big man upstairs met an unfortunate end ala angry mailman with a golf club. Yet, it seemed that Victor's endearing personality had helped his case because next thing he knew, he'd been reactivated and reprogrammed, this time to serve faithfully as a Lieutenant within New Vegas's Securitron Defence Forces. As there are some places outside even Yes Man's control, Victor's role as a Securitron lieutenant was to take control of securitrons within a local area outside of Yes Man's control. This first came into effect during the pacification of Arizona, where Victor became the commander of securitron forces in the local area during the campaign, each and everyone being connected to him, who was himself connected to Yes Man.

Now, Victor has once again been called up again, this time to lead New Vegas's contribution to the NCREEF. Far from Yes Man's control, Victor now acts as, for all intents and purposes, an autonomous and fully independent controller of securitron forces on the eastern seaboard.

While Victor remains loyal, only time will tell whether old grudges will spark up once more in the ancient cowbot.

Companions:
Last edited by The Imperial Warglorian Empire on Sun Oct 24, 2021 5:08 pm, edited 2 times in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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Syndic Australia
Envoy
 
Posts: 336
Founded: Sep 12, 2020
Left-wing Utopia

Postby Syndic Australia » Mon Oct 25, 2021 9:29 pm

Faction/Nation Name: The Scranton Warrens

Faction/Nation Territory: As the name suggests, the territory of the Scranton Warrens incorporates mostly the remains of the city of Scranton, Pennsylvania and the surrounding lands of the Wyoming Valley, known commonly as the Scranton Warrens. Furthermore, Scranton exerts its influence over several protectorate states - largely Mennonite realms, as shown on this map. Ostensibly, Scranton holds sway over most of eastern Pennsylvania.

Capital City/Faction HQ: The capital is Scranton, with the 'capitol' being located in Middle Scranton, in the old Masonic Lodge.

Population: Scranton has a population of approximately ten thousand, of which a sizable portion is considered to be itinerant (travelling). The population of the Scranton's entire area of influence is estimated to be between 50,000 and 70,000 sedentary residents, and up to 100,000 itinerant residents.

Government: Scranton is split into four boroughs; Outer Scranton, Upper Scranton, Middle Scranton, and Lower Scranton. Each elects a Mayor, and these four Mayors sit together on the Scranton Directorate, alongside a Director elected by the entire population. A legislature also exists, with one representative for every thousand residents of Scranton. Furthermore, Three Mile Island and Philadelphia both send representatives to Scranton's Legislature - the Mennonite realms do not, as their faith precludes political involvement.

Leaders: Director Henry Ripley (Director of Scranton) | Mayor Graham Reeves (Mayor of Middle Scranton) | Mayor Rutherford Scranton (Mayor of Upper Scranton) | Mayor Debbie Getts (Mayor of Lower Scranton) | Mayor Travis Trelawney (Mayor of Outer Scranton) | Bishop Hensel Stoltzfus (De-factor leader of the Mennonite Protectorates) | Waylen (De-Facto leader of Three Mile Island)

National/Group Ideology: The people of the Scranton Warrens primarily adhere to the ideology of Distributism. Some political factions within the Warrens also lean towards technocracy.

Military: Scranton's military capacity is largely reliant on robotics, defensive traps, and laser weaponry. The bulk of Scranton's defensive force is made up of Protections and old-model Mr. Handys and variants, with some other G.A. robots and jury-rigged models. No Robo-Brains are present in Scranton. Turrets are emplaced around most enterances and other more clandestine routes are laid with traps and alarms or are themselves traps, rigged to be collapsed.

Human soldiers, likewise, utilise mostly refurbished energy weaponry - typically laser pistols and rifles, though more elite forces possess recharger weaponry - and wear salvage-based armour. The commander of Scranton's militia forces is a Mr. Gutsy, nicknamed 'General Atomic'. The military power of Scranton had been sufficient to ward off attacks from raider groups and patrol Scranton's Outer borderlands, but would find difficulty in waging an offensive war. Scranton itself is considered a formidable fortress, but is vulnerable to the use of large-scale explosives or a similarly large E.M.P. weapon. Damage to the waterway would be especially serious, as it could lead to flooding and damage to electronics, but to this end the waterway is heavily reinforced.

Scranton pursues agreements of defence with neighbouring settlements, such as the various Mennonite communities of Pennsylvania (who practice non-violence) in exchange for resources such as food and water.

Major Towns or Locations:
Lower Scranton is the most populous portion of Scranton. It consists of the bulk of the 'Warrens' - the system of chasms and tunnels formed by the collapse of most of the old city of Scranton into the network of coal mines below. Over many decades, these tunnels and chasms have been reinforced and cleared to allow for relatively safe inhabitance. The major landmarks of Lower Scranton include the waterway (a massive scrap aqueduct that prevents the Lackawanna River from flooding Lower Scranton), the tramway (the main chasm of Lower Scranton, which features both a working tramline and many residences and businesses built from rail scrap), the old metalworks, and the wet-warren (the semi-flooded depths of the Warren which allows for the bulk of its agricultural production.

Middle Scranton sits higher in the Scranton crater than Lower Scranton, and mostly consists of the remains of the old General Atomics compound as well as the most well preserved pre-war public buildings. This is considered to be the most fortified portion of Scranton - like a castle in the middle of a mediaeval village - and houses it's robotics, water purification, medical, and hydroponics facilities. It is connected to both other levels of Scranton by both tunnels and an above-ground road.

Upper Scranton is where much of the town's trade is conducted, being the least collapsed of the old city and comprised of the remnants of its old-money neighbourhoods.

Outer Scranton is home to little besides small farmsteads and brahmin ranches, but is considered distinct from the surrounding lands due to the unique condition of the lands around the Scranton Warrens.

Major population centres within Scranton's protectorates include York, Harrisburg, Lancaster, and Reading.

History:

Scranton, once known as the 'Electric City' for its position as an industrial and technological boom town, had seen its heyday pass long before the Great War that obliterated much of civilisation. A quintessential industrial town, settled in the 1800s to facilitate the extraction of vast quantities of coal long since exhausted, dozens and decades of mining accidents, environmental devastation, and bloody labor disputes marred and scarred Scranton until commercial mining ceased in the 2000s, taking with it most of the town's jobs and businesses. The once burgeoning city was abandoned by most who could leave, and it became but one of many American towns suffering as resources dwindled and industry grew increasingly automated. A few magnanimous old-money families attempted to preserve some modicum of prosperity, but this ultimately amounted to little more than fencing off the slums and gating the more affluent neighbourhoods.

Scranton would not be left to crumble for long, however. As the Resource Wars and fuel shortages of the mid 21st century grew ever more dire, the times became desperate enough that even the labyrinthine mines of Scranton were reopened by their lease-holding mining companies who, like vultures, picked through what scant and meager reserves of fuel lay untapped. Many locals were forced to take the money and run as their homes were razed for what little mineral wealth lay underneath them and others besides saw their homes destroyed by sinkholes and tremors. Likewise, conditions in the mines were hazardous at best; with cave-ins and flooding claiming many desperate miners.

But with the meteoric rise of nuclear technologies in the final years of pre-war civilisation, and with ostensibly every piece of paydirt possible squeezed out of the dry earth of Scranton, the mining companies that had so abruptly returned to tear up the town dissapated once more and left the region in even greater destitution than it was found.

Vault-Tec scouted the city for a prospective Vault at the behest of a nostalgic congressman, but found the condition of the land to be too compromised by the excessive mining to allow for construction. The only land suitable for such shelters was squarely occupied by those few old money families that remained, who opted to construct their own private shelters.

In 2075, a beacon of hope was plastered on billboards all around town; a General Atomics installation was being constructed in town, for the refurbishment of older model robotics and machinery. By this point, Scranton had already become a city within a garbage dump ,- the land, pitted and scarred, was of little use for much else, with even the old mining companies simply leaving their facilities and equipment abandoned. The installation opened in January of 2077 to much fanfare, and employed ostensibly the entire remaining population.

For a few months it seemed like optimism had found its way back to Scranton for the first time in generations. Like many things in Scranton, however, that notion soon collapsed; General Atomics, having lulled the populace into submission with paying work, subsumed what little government and enterprise operated in Scranton and began exercising it's monopoly on all commodities and services to effectively indenture the town's residents into menial labor. Now a General Atomics company town, in many ways just as it had been under the coersive influence of mining magnates and industrial tycoons all throughout its years, Scranton and its people subsisted in hardship.

The nuclear holocaust of 2077 saw Scranton collapse like a house of cards. Huge sections of the town collapsed in on themselves as the honeycomb below buckled and gave way to a new maze of upturned alleyways and contorted city streets, turning the city and its surrounds into what it is now known as today - the Scranton Warrens. No Nuclear weaponry hit Scranton directly however, and the surrounding Appalachian mountains protected the area from the worst of the fallout.

The history of Scranton for many years after the bombs is considered lost to time. What is known is that three groups of survivors formed within the Warrens in the aftermath; the remnants of General Atomics staff and scientists, the surviving old-money families, and the remaining residents.

Whilst few in number, the General Atomics staff had at their disposal most of the town's functioning robots. This allowed them to maintain control over the residents of Scranton for many years after the war, using them for much the same purpose as before the war - salvaging scrap, shoring up tunnels, and so on. Robot patrols would occasionally capture outsiders from beyond the Warrens and return them as slaves.

All the while, the old-money families of Scranton lay in wait within their shelters, slowly but surely depleting their stocks of food and water waiting for the return of government that would never come.

The people of Scranton, enduring the end of the world and servitude to the General Atomics staff, refused to be enslaved without resistance. When initial defiance was met with disintegration by laser rifle, more clandestine methods were adopted. The technically proficient amongst them hid and repaired their own robots to counter those used against them, or even attempted to manipulate their programming. Others dug secret tunnels to grant access to the General Atomics compound proper, to allow for theft and sabotage. Some attempted to appeal to those within who seemed to sympathize with the people of Scranton, to try and get people in the inside.

Naturally, some attempts were discovered, and harsh retribution only strengthened the resolve of both factions. Tensions would finally reach a critical point when the shelters of the old-money families were opened in 2096. For some time, due to dwindling food and water resources, both the General Atomics staff and Scranton insurgents had been attempting to breach the shelters. Both were successful, but found that the shelters were now devoid of life and any resources to sustain it. Most of their residents had passed since the war, and a few seem to have slipped out unnoticed once the food had run out.

With this revelation, the two factions came into civil conflict. It was the people of Scranton who ultimately triumphed over their General Atomics overlords, but not without many casualties and the destruction of many robots. An armistice led to the survivors of both groups uniting and combining their resources to allow for their survival.

For over a century, the people of the Scranton Warrens continued to subsist; remaining largely cloistered within the Warrens and leaving only to trade. Slowly but surely, more people coalesced in the Warrens, and it transformed from a struggling settlement into a self-sufficient and well-defended hub for scrap traders.

At present, Scranton is the largest settlement in Pennsylvania outside of Baltimore, controlling the entirety of the Wyoming valley and extending its influence throughout the various small salvager and Mennonite communities throughout eastern Pennsylvania. Whilst not a military powerhouse, it maintains the independence if it and its protectorates through its technological edge and mercantile power.
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The Imperial Warglorian Empire
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Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Sat Oct 30, 2021 8:28 pm

Duck
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

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Meretica
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Democratic Socialists

Postby Meretica » Sun Oct 31, 2021 8:37 am

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

Part Two

Postby The Manticoran Empire » Sun Oct 31, 2021 11:23 am

Major Towns or Locations: Boston, Hartford, Flatbush, Providence, New Haven, Burlington, Manchester, Worcester, Portland, Far Harbor, Springfield, Bangor, Augusta, Houlton

History: In 2287, the Sole Survivor emerged from Vault 111. A lawyer before the war, she had expected the vault to be a safe haven where her child could grow up. She’d been wrong. She knew only two things about the world she had just entered. Someone had killed her husband and stolen her son. And she was going to kill them and recover her boy.

She scoured the Commonwealth, encountering an old friend in Codsworth and meeting new ones throughout the wasteland. Preston Garvey, who helped her see that there was more to the world than just revenge. Piper, a reporter who brought her new insights into the world she had arrived in. Nick Valentine, a synth detective who helped her find the man who killed her husband. Dogmeat, a lovable canine she located outside a gas station near Sanctuary. Deacon, a synth freedom fighter she met while looking for the Institute. Danse, a Paladin with the Brotherhood of Steel she met while looking for Diamond City. Hancock, a ghoul she met while looking for a way into the institute. Macready, a mercenary she met looking for materials as she built up the Minutemen. Cait, a cage fighter she met while exploring the area around Diamond City. Curie, a medical robot she met while looking for a cure for a disease outbreak. And Strong, a super mutant with a fondness for humans she met while saving a radio personality.

During her search for Shaun, the Sole Survivor encountered the Minutemen, a group struggling to survive with the goal of getting settlements to work together to make a better world. While working with them as a way of getting more resources to fuel her search for Shaun, she encountered the Brotherhood of Steel, a militant group of tech-knights seeking to destroy the Institute and dominate the Commonwealth. Then, while searching for a way into the Institute, she encountered the Railroad, an underground organization of freedom fighters seeking to free Synths from the Institute.

When she finally infiltrated the Institute, she found Shaun, an old man now running the Institute. To her horror, she learned that the mastermind of all the evils she had seen perpetrated on everyone she had met was her own child. Despite her best efforts, she couldn’t bring herself to forgive Shaun for his actions and left the Institute to bring together the Commonwealth against the Institute.

Doing so would take time and significant effort on her part. The Commonwealth was divided between competing interests, ravaged by mutants, feral ghouls, and raiders. Diamond City, run by Mayor McDonough, was intransigent, unwilling to cooperate with anyone or even acknowledge the danger. Goodneighbor, friendly to the Sole Survivor through her friendship with Hancock, didn’t trust Diamond City. And most other settlements were concerned only with their own survival, perfectly willing to abandon others if it meant they were safe.

First, she would need to not only rebuild the Minutemen but rally them to even greater strength than they had had before the Battle of Quincy. She wasted no time in that effort. New settlements were brought into the organization, often through difficult and violent destruction of raider gangs, feral ghoul infestations, and super mutant camps. Defenses were built and soldiers were recruited, trained, and equipped. Lines of supply were established. After securing many settlements, she led the Minutemen to retake their old headquarters at Fort Independence. Then, with the help of Ronnie Shaw, she began to build artillery at settlements, providing them with greater security and an ability to help each other.
The growing strength of the Minutemen convinced more settlements to rally to the cause, eventually building a confederation powerful enough to resist any foe. With the Minutemen strong again and a series of allied settlements loyal to her, the Sole Survivor brought her message of unification to Diamond City, Goodneighbor, and other settlements. Though opposition remained, particularly from McDonough, she was able to bring almost the whole of the Commonwealth into the Minutemen’s coalition.

With the Minutemen rebuilt and the Commonwealth working together for the first time in living memory, she turned to the Brotherhood, who had been sending soldiers to strongarm settlements into providing them food. What had once been mere nuisances that she had been forced to mediate had now escalated. Settlements, strongly fortified and garrisoned with trained soldiers, now felt confident enough to force the Brotherhood to pay hefty sums for the supplies. It had led to many gun battles, many casualties, and growing tensions that she would have to ease to bring her coalition together. Through tedious work, often having to negotiate ceasefires first, she was able to negotiate reasonable trading agreements between the Brotherhood and the settlements. Her work in negotiating the trading agreements and supporting the Brotherhood’s operations against the Institute earned her the trust and respect of Paladin Danse, a leading member of the Brotherhood.

Then, she turned her attention to the Railroad. This was a more complicated task, having to first prove to them she was willing to aid synths in their fight for equality and then that she would not lead the Brotherhood to their lair. Months of careful effort put the fears and distrust to bed and the Sole Survivor was able to build a deep reservoir of trust with the Railroad’s leaders. It would be this trust that she would rely on in the coming weeks, as she moved to the final step.

With deep roots of trust built between herself and the major players in the region, the Sole Survivor then worked on bringing them together. As the General, she could count on the Minutemen to follow her. Likewise, the settlements of the Commonwealth were willing to support her in her campaign, largely thanks to her tireless efforts to stabilize the region. The Railroad, too, expressed a willingness to align themselves with this coalition, since it offered the best chance of destroying the Institute and bringing freedom to thousands of synths. The Brotherhood, however, was opposed to the idea of coalition. Elder Maxon, the leader of the Brotherhood, was virulently opposed to the idea of cooperating with anyone who sought to save synths, which he saw as abominations. He ordered the Sole Survivor to be killed and the Coalition destroyed, an act which brought Paladin Danse to speak out. Danse pointed out that Sole Survivor was respected, almost revered, by the people of the Commonwealth. And if she were killed, the Commonwealth would turn on them. Proctor Teagan, the Quartermaster, pointed out that the settlements were well defended and confident. If the Sole Survivor was murdered, then the Brotherhood would be cut off from food, fresh recruits, and steady supplies of munitions and spare parts. More pressingly, as Quinlan noted, the settlements of the Commonwealth were heavily armed, meaning it would be impossible to take the supplies they needed and, thanks in large part to the Sole Survivor’s leadership and ability to organize and coordinate efforts, many settlements had heavy artillery that could bring down the Prydwen no matter where in the Commonwealth they went. Liberty Prime, their secret weapon, would not be ready for action for several more weeks, with several key components still needing to be recovered. The Minutemen could be firing on the Prydwen within moments of learning of her death, an event that would likely be found out quickly, due to the presence of her Pip-boy and its connection to the Minuteman communication network.
Maxson, devout as he was to the Brotherhood’s tenets regarding technology, refused to back down, prompting Danse to challenge him to single combat for leadership of the Brotherhood. The battle was fierce but over quickly, Danse shoving a combat knife through Maxson’s throat. With Danse now High Elder, the Brotherhood also joined the Coalition.

The Sole Survivor’s plan to attack the Institute involved using Brotherhood and Minuteman soldiers, cooperating with Liberty Prime, to draw out Institute security synths, allowing her to sneak in with her companions to evacuate the Gen-3s, scientists, and other non-combatants as well as sabotage the reactor.
The Battle of the Institute saw heavy casualties among the Brotherhood and the Minutemen, including the loss of Liberty Prime when synth Coursers were able to detonate its rack of atomic weapons. However, the Sole Survivor was able to successfully damage the reactor and evacuate the non-combatants. The Institute was destroyed, Shaun was killed, and the greatest immediate threat to the Commonwealth was removed.

This, however, left the question of what happened next. There was a danger that, with the Institute gone, the Coalition would collapse into infighting and all the work of the Sole Survivor would be in vain. The Sole Survivor suggested reviving an old idea, the Commonwealth Provisional Government. The Institute was gone but raiders, super mutants, and beasts were still a danger. Alone, no single settlement could face them all. In small groups, some could at least survive. However, if the Minutemen, the Settlements, the Railroad, and the Brotherhood were to unite, truly and completely, into a single nation, the Commonwealth would become a brilliant beacon of hope, shining in the darkness of the Wasteland.

The result was five years of negotiation and work in building the new Commonwealth Federal Government. By the end of it, however, the Sole Survivor was confident in its ability to survive. In the first elections held in 2292, she was elected in a landslide as the first president, a role she would hold for 8 years. In the decades that followed, many different men and women would serve as president, leading the Commonwealth into a new age of possibility.

In the Survivor’s first term, a new threat faced the Commonwealth. Driven to extremes by the threat of raiders, a young woman took up the mantle of The Mechanist and built an army of robots to eliminate threats to humanity. However, through a coding error, her robots slaughtered everything in sight, causing more harm than the raiders they were created to stop. While many in the Commonwealth demanded violent retribution, the Survivor saw opportunity. The Mechanist was clearly an intelligent person, having been able to not only enter the Robotics Technology Facility and get past its security but also get the facility back to working order.
The Survivor worked with many of her closest companions to locate and confront The Mechanist, revealed to be Isabel Cruz. When confronted with the reality of her machines, Cruz surrendered. Instead of condemning her as so many desired, the Survivor put Cruz to work alongside other researchers and tech experts, creating new machines and revamping old ones in an effort to make the Commonwealth safer and more hospitable.

The Mechanist Crisis would be followed a short time later by conflict in Far Harbor. Disputes between the Children of Atom, the Synths of Arcadia, and the settlers of Far Harbor threatened to boil over into open conflict if something wasn’t done quickly. The Survivor tried peaceful negotiation but, while Arcadia and Far Harbor were willing to coexist, the Children of Atom were not. With great reluctance, the Survivor detonated the nuclear submarine that served as the home of the Children of Atom, an act in which she was assisted by the Children, who saw it as the fulfillment of their religion’s prophecy. With the Children gone, peace could be returned to Far Harbor and their people integrated into the Commonwealth.

But the greatest threat would come in 2297, while she campaigned for reelection. Raider gangs located within the Nuka World theme park began venturing forth, sacking settlements and slaughtering caravans across the frontier. Negotiation, though attempted, proved fruitless as the Raiders demanded tribute, in the form of caps, slaves, and resources. Unwilling to bow to thugs, the Survivor went to war for the second time in her life.
While the conflict had the potential to be long and bloody, skilled leaders and intelligent use of resources allowed the Commonwealth’s military to outmaneuver and outfight the raiders. Operatives once employed by the Railroad against the Institute now turned their efforts against the Nuka World Raiders, assassinating raider bosses, sabotaging supplies, and freeing slaves. Soldiers once bound to the Brotherhood now took their vertibirds and power armor deep into Nuka World, raiding the raiders and providing them little chance to rest or resupply. And then, when the raiders had been run ragged and pushed beyond the brink of disorganization, the bulk of the Army, men and women who had once served the Minutemen, swept through the park and mopped up what remained. Those raiders who weren’t killed outright either fled from the Commonwealth entirely or were arrested, tried, and shot.

With the Nuka World Raiders handled, the Survivor's reelection success was assured and her remaining years in office were relatively uneventful. When her second term ended, she returned to Sanctuary Hills, where she lived out the rest of her days in peace. The nation she helped form grew and flourished around her, a testament to her ability as a leader and an organizer. By the time of her death in 2337, at the age of 84 (technically 294), the Commonwealth had become a beacon of stability, safety, and prosperity in the Wasteland. Ships and caravans bearing its mark could be seen in every corner of the Wasteland, plying seas, rivers, and roads to reach distant destinations.

It is now 2355. It has been sixty-three years since the Sole Survivor formed the modern Commonwealth, sixty-eight since she emerged into a region on the brink of a second collapse. The Commonwealth has grown into a shining city on a hill, a beacon of hope in the wastes. Only time will tell where the Commonwealth will go from here.
Last edited by The Manticoran Empire on Sat Jan 29, 2022 12:07 pm, edited 5 times in total.
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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Sun Oct 31, 2021 12:55 pm

The Manticoran Empire wrote:
Major Towns or Locations: Boston, Concord, Bar Harbor, New London, Newport

History: In 2287, the Sole Survivor emerged from Vault 111. A lawyer before the war, she had expected the vault to be a safe haven where her child could grow up. She’d been wrong. She knew only two things about the world she had just entered. Someone had killed her husband and stolen her son. And she was going to kill them and recover her boy.

She scoured the Commonwealth, encountering an old friend in Codsworth and meeting new ones throughout the wasteland. Preston Garvey, who helped her see that there was more to the world than just revenge. Piper, a reporter who brought her new insights into the world she had arrived in. Nick Valentine, a synth detective who helped her find the man who killed her husband. Dogmeat, a lovable canine she located outside a gas station near Sanctuary. Deacon, a synth freedom fighter she met while looking for the Institute. Danse, a Paladin with the Brotherhood of Steel she met while looking for Diamond City. Hancock, a ghoul she met while looking for a way into the institute. Macready, a mercenary she met looking for materials as she built up the Minutemen. Cait, a cage fighter she met while exploring the area around Diamond City. Curie, a medical robot she met while looking for a cure for a disease outbreak. And Strong, a super mutant with a fondness for humans she met while saving a radio personality.

During her search for Shaun, the Sole Survivor encountered the Minutemen, a group struggling to survive with the goal of getting settlements to work together to make a better world. While working with them as a way of getting more resources to fuel her search for Shaun, she encountered the Brotherhood of Steel, a militant group of tech-knights seeking to destroy the Institute and dominate the Commonwealth. Then, while searching for a way into the Institute, she encountered the Railroad, an underground organization of freedom fighters seeking to free Synths from the Institute.

When she finally infiltrated the Institute, she found Shaun, an old man now running the Institute. To her horror, she learned that the mastermind of all the evils she had seen perpetrated on everyone she had met was her own child. Despite her best efforts, she couldn’t bring herself to forgive Shaun for his actions and left the Institute to bring together the Commonwealth against the Institute.

Doing so would take time and significant effort on her part. The Commonwealth was divided between competing interests, ravaged by mutants, feral ghouls, and raiders. Diamond City, run by Mayor McDonough, was intransigent, unwilling to cooperate with anyone or even acknowledge the danger. Goodneighbor, friendly to the Sole Survivor through her friendship with Hancock, didn’t trust Diamond City. And most other settlements were concerned only with their own survival, perfectly willing to abandon others if it meant they were safe.

First, she would need to not only rebuild the Minutemen but rally them to even greater strength than they had had before the Battle of Quincy. She wasted no time in that effort. New settlements were brought into the organization, often through difficult and violent destruction of raider gangs, feral ghoul infestations, and super mutant camps. Defenses were built and soldiers were recruited, trained, and equipped. Lines of supply were established. After securing many settlements, she led the Minutemen to retake their old headquarters at Fort Independence. Then, with the help of Ronnie Shaw, she began to build artillery at settlements, providing them with greater security and an ability to help each other.
The growing strength of the Minutemen convinced more settlements to rally to the cause, eventually building a confederation powerful enough to resist any foe. With the Minutemen strong again and a series of allied settlements loyal to her, the Sole Survivor brought her message of unification to Diamond City, Goodneighbor, and other settlements. Though opposition remained, particularly from McDonough, she was able to bring almost the whole of the Commonwealth into the Minutemen’s coalition.

With the Minutemen rebuilt and the Commonwealth working together for the first time in living memory, she turned to the Brotherhood, who had been sending soldiers to strongarm settlements into providing them food. What had once been mere nuisances that she had been forced to mediate had now escalated. Settlements, strongly fortified and garrisoned with trained soldiers, now felt confident enough to force the Brotherhood to pay hefty sums for the supplies. It had led to many gun battles, many casualties, and growing tensions that she would have to ease to bring her coalition together. Through tedious work, often having to negotiate ceasefires first, she was able to negotiate reasonable trading agreements between the Brotherhood and the settlements. Her work in negotiating the trading agreements and supporting the Brotherhood’s operations against the Institute earned her the trust and respect of Paladin Danse, a leading member of the Brotherhood.

Then, she turned her attention to the Railroad. This was a more complicated task, having to first prove to them she was willing to aid synths in their fight for equality and then that she would not lead the Brotherhood to their lair. Months of careful effort put the fears and distrust to bed and the Sole Survivor was able to build a deep reservoir of trust with the Railroad’s leaders. It would be this trust that she would rely on in the coming weeks, as she moved to the final step.

With deep roots of trust built between herself and the major players in the region, the Sole Survivor then worked on bringing them together. As the General, she could count on the Minutemen to follow her. Likewise, the settlements of the Commonwealth were willing to support her in her campaign, largely thanks to her tireless efforts to stabilize the region. The Railroad, too, expressed a willingness to align themselves with this coalition, since it offered the best chance of destroying the Institute and bringing freedom to thousands of synths. The Brotherhood, however, was opposed to the idea of coalition. Elder Maxon, the leader of the Brotherhood, was virulently opposed to the idea of cooperating with anyone who sought to save synths, which he saw as abominations. He ordered the Sole Survivor to be killed and the Coalition destroyed, an act which brought Paladin Danse to speak out. Danse pointed out that Sole Survivor was respected, almost revered, by the people of the Commonwealth. And if she were killed, the Commonwealth would turn on them. Proctor Teagan, the Quartermaster, pointed out that the settlements were well defended and confident. If the Sole Survivor was murdered, then the Brotherhood would be cut off from food, fresh recruits, and steady supplies of munitions and spare parts. More pressingly, as Quinlan noted, the settlements of the Commonwealth were heavily armed, meaning it would be impossible to take the supplies they needed and, thanks in large part to the Sole Survivor’s leadership and ability to organize and coordinate efforts, many settlements had heavy artillery that could bring down the Prydwen no matter where in the Commonwealth they went. Liberty Prime, their secret weapon, would not be ready for action for several more weeks, with several key components still needing to be recovered. The Minutemen could be firing on the Prydwen within moments of learning of her death, an event that would likely be found out quickly, due to the presence of her Pip-boy and its connection to the Minuteman communication network.
Maxson, devout as he was to the Brotherhood’s tenets regarding technology, refused to back down, prompting Danse to challenge him to single combat for leadership of the Brotherhood. The battle was fierce but over quickly, Danse shoving a combat knife through Maxson’s throat. With Danse now High Elder, the Brotherhood also joined the Coalition.

The Sole Survivor’s plan to attack the Institute involved using Brotherhood and Minuteman soldiers, cooperating with Liberty Prime, to draw out Institute security synths, allowing her to sneak in with her companions to evacuate the Gen-3s, scientists, and other non-combatants as well as sabotage the reactor.
The Battle of the Institute saw heavy casualties among the Brotherhood and the Minutemen, including the loss of Liberty Prime when synth Coursers were able to detonate its rack of atomic weapons. However, the Sole Survivor was able to successfully damage the reactor and evacuate the non-combatants. The Institute was destroyed, Shaun was killed, and the greatest immediate threat to the Commonwealth was removed.

This, however, left the question of what happened next. There was a danger that, with the Institute gone, the Coalition would collapse into infighting and all the work of the Sole Survivor would be in vain. The Sole Survivor suggested reviving an old idea, the Commonwealth Provisional Government. The Institute was gone but raiders, super mutants, and beasts were still a danger. Alone, no single settlement could face them all. In small groups, some could at least survive. However, if the Minutemen, the Settlements, the Railroad, and the Brotherhood were to unite, truly and completely, into a single nation, the Commonwealth would become a brilliant beacon of hope, shining in the darkness of the Wasteland.

The result was five years of negotiation and work in building the new Commonwealth Federal Government. By the end of it, however, the Sole Survivor was confident in its ability to survive. In the first elections held in 2292, she was elected in a landslide as the first president, a role she would hold for 8 years. In the decades that followed, many different men and women would serve as president, leading the Commonwealth into a new age of possibility.

In the Survivor’s first term, a new threat faced the Commonwealth. Driven to extremes by the threat of raiders, a young woman took up the mantle of The Mechanist and built an army of robots to eliminate threats to humanity. However, through a coding error, her robots slaughtered everything in sight, causing more harm than the raiders they were created to stop. While many in the Commonwealth demanded violent retribution, the Survivor saw opportunity. The Mechanist was clearly an intelligent person, having been able to not only enter the Robotics Technology Facility and get past its security but also get the facility back to working order.
The Survivor worked with many of her closest companions to locate and confront The Mechanist, revealed to be Isabel Cruz. When confronted with the reality of her machines, Cruz surrendered. Instead of condemning her as so many desired, the Survivor put Cruz to work alongside other researchers and tech experts, creating new machines and revamping old ones in an effort to make the Commonwealth safer and more hospitable.

The Mechanist Crisis would be followed a short time later by conflict in Far Harbor. Disputes between the Children of Atom, the Synths of Arcadia, and the settlers of Far Harbor threatened to boil over into open conflict if something wasn’t done quickly. The Survivor tried peaceful negotiation but, while Arcadia and Far Harbor were willing to coexist, the Children of Atom were not. With great reluctance, the Survivor detonated the nuclear submarine that served as the home of the Children of Atom, an act in which she was assisted by the Children, who saw it as the fulfillment of their religion’s prophecy. With the Children gone, peace could be returned to Far Harbor and their people integrated into the Commonwealth.

But the greatest threat would come in 2297, while she campaigned for reelection. Raider gangs located within the Nuka World theme park began venturing forth, sacking settlements and slaughtering caravans across the frontier. Negotiation, though attempted, proved fruitless as the Raiders demanded tribute, in the form of caps, slaves, and resources. Unwilling to bow to thugs, the Survivor went to war for the second time in her life.
While the conflict had the potential to be long and bloody, skilled leaders and intelligent use of resources allowed the Commonwealth’s military to outmaneuver and outfight the raiders. Operatives once employed by the Railroad against the Institute now turned their efforts against the Nuka World Raiders, assassinating raider bosses, sabotaging supplies, and freeing slaves. Soldiers once bound to the Brotherhood now took their vertibirds and power armor deep into Nuka World, raiding the raiders and providing them little chance to rest or resupply. And then, when the raiders had been run ragged and pushed beyond the brink of disorganization, the bulk of the Army, men and women who had once served the Minutemen, swept through the park and mopped up what remained. Those raiders who weren’t killed outright either fled from the Commonwealth entirely or were arrested, tried, and shot.

With the Nuka World Raiders handled, the Survivor's reelection success was assured and her remaining years in office were relatively uneventful. When her second term ended, she returned to Sanctuary Hills, where she lived out the rest of her days in peace. The nation she helped form grew and flourished around her, a testament to her ability as a leader and an organizer. By the time of her death in 2337, at the age of 84 (technically 294), the Commonwealth had become a beacon of stability, safety, and prosperity in the Wasteland. Ships and caravans bearing its mark could be seen in every corner of the Wasteland, plying seas, rivers, and roads to reach distant destinations.

It is now 2355. It has been sixty-three years since the Sole Survivor formed the modern Commonwealth, sixty-eight since she emerged into a region on the brink of a second collapse. The Commonwealth has grown into a shining city on a hill, a beacon of hope in the wastes. Only time will tell where the Commonwealth will go from here.

Jesus Christ Mant....
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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

Postby The Manticoran Empire » Sun Oct 31, 2021 1:14 pm

The Imperial Warglorian Empire wrote:
The Manticoran Empire wrote:
Major Towns or Locations: Boston, Concord, Bar Harbor, New London, Newport

History: In 2287, the Sole Survivor emerged from Vault 111. A lawyer before the war, she had expected the vault to be a safe haven where her child could grow up. She’d been wrong. She knew only two things about the world she had just entered. Someone had killed her husband and stolen her son. And she was going to kill them and recover her boy.

She scoured the Commonwealth, encountering an old friend in Codsworth and meeting new ones throughout the wasteland. Preston Garvey, who helped her see that there was more to the world than just revenge. Piper, a reporter who brought her new insights into the world she had arrived in. Nick Valentine, a synth detective who helped her find the man who killed her husband. Dogmeat, a lovable canine she located outside a gas station near Sanctuary. Deacon, a synth freedom fighter she met while looking for the Institute. Danse, a Paladin with the Brotherhood of Steel she met while looking for Diamond City. Hancock, a ghoul she met while looking for a way into the institute. Macready, a mercenary she met looking for materials as she built up the Minutemen. Cait, a cage fighter she met while exploring the area around Diamond City. Curie, a medical robot she met while looking for a cure for a disease outbreak. And Strong, a super mutant with a fondness for humans she met while saving a radio personality.

During her search for Shaun, the Sole Survivor encountered the Minutemen, a group struggling to survive with the goal of getting settlements to work together to make a better world. While working with them as a way of getting more resources to fuel her search for Shaun, she encountered the Brotherhood of Steel, a militant group of tech-knights seeking to destroy the Institute and dominate the Commonwealth. Then, while searching for a way into the Institute, she encountered the Railroad, an underground organization of freedom fighters seeking to free Synths from the Institute.

When she finally infiltrated the Institute, she found Shaun, an old man now running the Institute. To her horror, she learned that the mastermind of all the evils she had seen perpetrated on everyone she had met was her own child. Despite her best efforts, she couldn’t bring herself to forgive Shaun for his actions and left the Institute to bring together the Commonwealth against the Institute.

Doing so would take time and significant effort on her part. The Commonwealth was divided between competing interests, ravaged by mutants, feral ghouls, and raiders. Diamond City, run by Mayor McDonough, was intransigent, unwilling to cooperate with anyone or even acknowledge the danger. Goodneighbor, friendly to the Sole Survivor through her friendship with Hancock, didn’t trust Diamond City. And most other settlements were concerned only with their own survival, perfectly willing to abandon others if it meant they were safe.

First, she would need to not only rebuild the Minutemen but rally them to even greater strength than they had had before the Battle of Quincy. She wasted no time in that effort. New settlements were brought into the organization, often through difficult and violent destruction of raider gangs, feral ghoul infestations, and super mutant camps. Defenses were built and soldiers were recruited, trained, and equipped. Lines of supply were established. After securing many settlements, she led the Minutemen to retake their old headquarters at Fort Independence. Then, with the help of Ronnie Shaw, she began to build artillery at settlements, providing them with greater security and an ability to help each other.
The growing strength of the Minutemen convinced more settlements to rally to the cause, eventually building a confederation powerful enough to resist any foe. With the Minutemen strong again and a series of allied settlements loyal to her, the Sole Survivor brought her message of unification to Diamond City, Goodneighbor, and other settlements. Though opposition remained, particularly from McDonough, she was able to bring almost the whole of the Commonwealth into the Minutemen’s coalition.

With the Minutemen rebuilt and the Commonwealth working together for the first time in living memory, she turned to the Brotherhood, who had been sending soldiers to strongarm settlements into providing them food. What had once been mere nuisances that she had been forced to mediate had now escalated. Settlements, strongly fortified and garrisoned with trained soldiers, now felt confident enough to force the Brotherhood to pay hefty sums for the supplies. It had led to many gun battles, many casualties, and growing tensions that she would have to ease to bring her coalition together. Through tedious work, often having to negotiate ceasefires first, she was able to negotiate reasonable trading agreements between the Brotherhood and the settlements. Her work in negotiating the trading agreements and supporting the Brotherhood’s operations against the Institute earned her the trust and respect of Paladin Danse, a leading member of the Brotherhood.

Then, she turned her attention to the Railroad. This was a more complicated task, having to first prove to them she was willing to aid synths in their fight for equality and then that she would not lead the Brotherhood to their lair. Months of careful effort put the fears and distrust to bed and the Sole Survivor was able to build a deep reservoir of trust with the Railroad’s leaders. It would be this trust that she would rely on in the coming weeks, as she moved to the final step.

With deep roots of trust built between herself and the major players in the region, the Sole Survivor then worked on bringing them together. As the General, she could count on the Minutemen to follow her. Likewise, the settlements of the Commonwealth were willing to support her in her campaign, largely thanks to her tireless efforts to stabilize the region. The Railroad, too, expressed a willingness to align themselves with this coalition, since it offered the best chance of destroying the Institute and bringing freedom to thousands of synths. The Brotherhood, however, was opposed to the idea of coalition. Elder Maxon, the leader of the Brotherhood, was virulently opposed to the idea of cooperating with anyone who sought to save synths, which he saw as abominations. He ordered the Sole Survivor to be killed and the Coalition destroyed, an act which brought Paladin Danse to speak out. Danse pointed out that Sole Survivor was respected, almost revered, by the people of the Commonwealth. And if she were killed, the Commonwealth would turn on them. Proctor Teagan, the Quartermaster, pointed out that the settlements were well defended and confident. If the Sole Survivor was murdered, then the Brotherhood would be cut off from food, fresh recruits, and steady supplies of munitions and spare parts. More pressingly, as Quinlan noted, the settlements of the Commonwealth were heavily armed, meaning it would be impossible to take the supplies they needed and, thanks in large part to the Sole Survivor’s leadership and ability to organize and coordinate efforts, many settlements had heavy artillery that could bring down the Prydwen no matter where in the Commonwealth they went. Liberty Prime, their secret weapon, would not be ready for action for several more weeks, with several key components still needing to be recovered. The Minutemen could be firing on the Prydwen within moments of learning of her death, an event that would likely be found out quickly, due to the presence of her Pip-boy and its connection to the Minuteman communication network.
Maxson, devout as he was to the Brotherhood’s tenets regarding technology, refused to back down, prompting Danse to challenge him to single combat for leadership of the Brotherhood. The battle was fierce but over quickly, Danse shoving a combat knife through Maxson’s throat. With Danse now High Elder, the Brotherhood also joined the Coalition.

The Sole Survivor’s plan to attack the Institute involved using Brotherhood and Minuteman soldiers, cooperating with Liberty Prime, to draw out Institute security synths, allowing her to sneak in with her companions to evacuate the Gen-3s, scientists, and other non-combatants as well as sabotage the reactor.
The Battle of the Institute saw heavy casualties among the Brotherhood and the Minutemen, including the loss of Liberty Prime when synth Coursers were able to detonate its rack of atomic weapons. However, the Sole Survivor was able to successfully damage the reactor and evacuate the non-combatants. The Institute was destroyed, Shaun was killed, and the greatest immediate threat to the Commonwealth was removed.

This, however, left the question of what happened next. There was a danger that, with the Institute gone, the Coalition would collapse into infighting and all the work of the Sole Survivor would be in vain. The Sole Survivor suggested reviving an old idea, the Commonwealth Provisional Government. The Institute was gone but raiders, super mutants, and beasts were still a danger. Alone, no single settlement could face them all. In small groups, some could at least survive. However, if the Minutemen, the Settlements, the Railroad, and the Brotherhood were to unite, truly and completely, into a single nation, the Commonwealth would become a brilliant beacon of hope, shining in the darkness of the Wasteland.

The result was five years of negotiation and work in building the new Commonwealth Federal Government. By the end of it, however, the Sole Survivor was confident in its ability to survive. In the first elections held in 2292, she was elected in a landslide as the first president, a role she would hold for 8 years. In the decades that followed, many different men and women would serve as president, leading the Commonwealth into a new age of possibility.

In the Survivor’s first term, a new threat faced the Commonwealth. Driven to extremes by the threat of raiders, a young woman took up the mantle of The Mechanist and built an army of robots to eliminate threats to humanity. However, through a coding error, her robots slaughtered everything in sight, causing more harm than the raiders they were created to stop. While many in the Commonwealth demanded violent retribution, the Survivor saw opportunity. The Mechanist was clearly an intelligent person, having been able to not only enter the Robotics Technology Facility and get past its security but also get the facility back to working order.
The Survivor worked with many of her closest companions to locate and confront The Mechanist, revealed to be Isabel Cruz. When confronted with the reality of her machines, Cruz surrendered. Instead of condemning her as so many desired, the Survivor put Cruz to work alongside other researchers and tech experts, creating new machines and revamping old ones in an effort to make the Commonwealth safer and more hospitable.

The Mechanist Crisis would be followed a short time later by conflict in Far Harbor. Disputes between the Children of Atom, the Synths of Arcadia, and the settlers of Far Harbor threatened to boil over into open conflict if something wasn’t done quickly. The Survivor tried peaceful negotiation but, while Arcadia and Far Harbor were willing to coexist, the Children of Atom were not. With great reluctance, the Survivor detonated the nuclear submarine that served as the home of the Children of Atom, an act in which she was assisted by the Children, who saw it as the fulfillment of their religion’s prophecy. With the Children gone, peace could be returned to Far Harbor and their people integrated into the Commonwealth.

But the greatest threat would come in 2297, while she campaigned for reelection. Raider gangs located within the Nuka World theme park began venturing forth, sacking settlements and slaughtering caravans across the frontier. Negotiation, though attempted, proved fruitless as the Raiders demanded tribute, in the form of caps, slaves, and resources. Unwilling to bow to thugs, the Survivor went to war for the second time in her life.
While the conflict had the potential to be long and bloody, skilled leaders and intelligent use of resources allowed the Commonwealth’s military to outmaneuver and outfight the raiders. Operatives once employed by the Railroad against the Institute now turned their efforts against the Nuka World Raiders, assassinating raider bosses, sabotaging supplies, and freeing slaves. Soldiers once bound to the Brotherhood now took their vertibirds and power armor deep into Nuka World, raiding the raiders and providing them little chance to rest or resupply. And then, when the raiders had been run ragged and pushed beyond the brink of disorganization, the bulk of the Army, men and women who had once served the Minutemen, swept through the park and mopped up what remained. Those raiders who weren’t killed outright either fled from the Commonwealth entirely or were arrested, tried, and shot.

With the Nuka World Raiders handled, the Survivor's reelection success was assured and her remaining years in office were relatively uneventful. When her second term ended, she returned to Sanctuary Hills, where she lived out the rest of her days in peace. The nation she helped form grew and flourished around her, a testament to her ability as a leader and an organizer. By the time of her death in 2337, at the age of 84 (technically 294), the Commonwealth had become a beacon of stability, safety, and prosperity in the Wasteland. Ships and caravans bearing its mark could be seen in every corner of the Wasteland, plying seas, rivers, and roads to reach distant destinations.

It is now 2355. It has been sixty-three years since the Sole Survivor formed the modern Commonwealth, sixty-eight since she emerged into a region on the brink of a second collapse. The Commonwealth has grown into a shining city on a hill, a beacon of hope in the wastes. Only time will tell where the Commonwealth will go from here.

Jesus Christ Mant....

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

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


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

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Sun Oct 31, 2021 2:52 pm

The Manticoran Empire wrote:
The Imperial Warglorian Empire wrote:Jesus Christ Mant....

What?

Don't "what" me, you know what :p.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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

Postby The Manticoran Empire » Sun Oct 31, 2021 2:52 pm

The Imperial Warglorian Empire wrote:
The Manticoran Empire wrote:What?

Don't "what" me, you know what :p.

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

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


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

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Sun Oct 31, 2021 2:54 pm

The Manticoran Empire wrote:
The Imperial Warglorian Empire wrote:Don't "what" me, you know what :p.

So my app got a little long. Sue me.

A little long he says

What are you even trying to add at this point?
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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

Postby The Manticoran Empire » Sun Oct 31, 2021 3:04 pm

The Imperial Warglorian Empire wrote:
The Manticoran Empire wrote:So my app got a little long. Sue me.

A little long he says

What are you even trying to add at this point?

I needed to add the organization of my tank and artillery battalions and links to pictures of my equipment.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

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


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

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