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CLOSED

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cl0ud

Senior Member
State Zero - The Rangers.png

  • Map - The Rangers.png


Ironbolt Detention Center.png
"Ironbolt Detention Center"
Life was tough after the April Attack. The state of Atlano deteriorated rapidly after the attack. Quarantine zones in Anvik, Bishop, and Estero lasted for awhile, but as more and more infected began arriving at the makeshift walls of the quarantine zones, the military became overwhelmed. Resources dwindled across the already dying nation. Fuel became more and more scarce. The government nationalized the remaining oil reserves and any other oil that was available to Atlano. After the August Broadcast, the country descended into anarchy. Radicals exploded all over Atlano, claiming that their side was the "right" side. Much of the infrastructure and the non-essential foundations were abandoned by the government.

As a veteran of the ABBOT division, you faced the infected on the front lines in Anvik and Estero, and also shared your part in conventional warfare in the North Circle. After the April Attack, you remained loyal to the Atlani government, continuing to serve in the ABBOT division until the military pulled out of Anvik and left you and your squad to fend for yourselves. After being trapped in an apartment building for a few days, you and your squad managed to find yourselves a vehicle with fuel out of it and made your way out of the city and moved south towards the coast. Eventually after travelling the roads for a few days, you found yourself at the Ironbolt Detention Center just outside Waucoma. When you arrived, you found bodies littering the courtyard and a wide-open gate.

You and the rest of your squad cleared out the prison, finding some prisoners locked in a cell block, feeding off of rats and cockroaches and drinking out of the toilets. When you first encountered the starved and dehydrated inmates, the leader of the gang, Malik Belov, begged you to spare them and to help them out of their cell block in exchange for their loyalty and labor. After a few days of begrudgingly working with the inmates, your squad managed to rescue the inmates. When they left, they told you the whole story. The prison guard was drafted to join the fight in the north and were ordered to execute all of the inmates. Instead, they gave the inmates the key to the pantry. The food in the pantry lasted the inmates most of the years, but up until a few months ago the rations ran out and they began to feed on the rodents and insects that lived in the prison with them. Grateful for your support, they pledged their allegiance to you and told you of another group of inmates in Cell Block A that had access to the armory and the generator room.

When you and one of your squad members headed over to Cell Block A as diplomats, the other four remained in Cell Block B, watching the inmates. When you arrived, the remains told it all. There were sixteen skeletons littered throughout the cell block with bullet casings and guns laying on the floor. They had probably killed each other as soon as the prison guard left. Not a single person was left alive. After rummaging around the corpses and through their pockets for a bit, you found the keys to the armory and generator. The generator had since ran out of fuel but there remained jerry cans full of diesel. It didn't take long, with the help of the inmates, to get the place up and running again. They proved loyal to you and your team and were actually very supportive to the cause. After running out of nuts and berries from foraging, you decided to create a scavenging group to venture into Waucoma to look for seeds.

Now, years later, you've grown your group from the original seventeen to thirty-five. You have a prosperous garden consisting of watermelon, corn, lettuce, carrots, potatoes, and cucumbers. Occasionally you encounter traders who travel along the coast that you trade with. You've been lucky enough to have no one interfere with your operation in Ironbolt and have been slowly building up your armory over the years.
 
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Dawson Colt instructs his followers to dig a ten meter deep and five meter wide trench several meters outside the southern fence of the prison complex, keeping a close watch around them to ensure no zombies sneak up on their work detail undetected. If any infected do show up while they're completing the task, they're instructed to dispatch them in close-knit formation with melee weapons and to use their firearms as a last resort. If they complete their objective for the day, they're also told to begin the manufacture of twenty spears and to tally up the kills they got for the day, if any, individually. Meanwhile, he and his former squad will head up to Waucoma in an armored truck to scavenge.

Departing, Dawson and his crew focus on collecting anything and everything of value left in the town to deposit in the truck upon arrival, to find other survivors, to kill every undead straggler they can find within the community, and to note any hordes too big for their party to handle alone, strictly in that order. Every monster falling to the points of their spears being meticulously counted by the one who had struck them down for good.
 
The survivors in your compound set out to dig up the trench. Although without shovels, they won't finish until tomorrow.
A weapon with a long shaft and a pointed tip used for thrusting or throwing

4 Scrap + 10 Wood
10 Production

38fb0f699511a13925964d3a03e3ac66--post-apocalyptic-city-abandoned-cities.jpg

W A U C O M A
After a short trip from the Ironbolt Detention Center to Waucoma, you and the other seven survivors that accompany you unload into a street, parking it in an alleyway and taking the keys with you. Each person is armed with a firearm as well as a melee weapon, ready to dispose of any infected that your party would happen to come across during the scavenging run. This is fairly routine, and your survivors are comfortable striking down any of the undead that they encounter while you walk around the streets. Your group has covered the majority of Waucoma, seeing as you have traveled here frequently. After a few hours of rummaging through various buildings, you've come up with a list of things you acquired during this run. Although, you did not encounter any new survivors nor did you spot any hordes. Waucoma has started to become a dry location for loot. It may be time to expand your operation further.

Scavenging Run 001 - Waucoma_Rangers.png
 
They press on after gathering some resources to the intersection connecting the town to the main road. Making multiple makeshift signs there indicating the location of Ironbolt Detention Center with arrows and detailed directions, its abundance, its safety, and its willingness to take survivors in, they drive on to the intersection to the town of Freeborn where they repeat the exercise before heading into the town proper with the same objectives as they did plunging into Waucoma.
 
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After loading up the truck with the resources you collected from Waucoma, you drive down to the intersection connecting Waucoma to I-3. After around two hours, you have enough wood to set up some signs, pointing in the direction of the Ironbolt Detention Center as well as giving information about it. Lacking paint, you and your companions crudely whittle this information into the signs.

You repeat this process at the intersection to Freeborn and I-3. It takes around the same amount of time to harvest the wood for this project, erect the signs, and carve the same information into them. Once you're satisfied with you and your companions' work, you set off into Freeborn for your second scavenging run today.


38fb0f699511a13925964d3a03e3ac66--post-apocalyptic-city-abandoned-cities.jpg

F R E E B O R N
When you arrive in Freeborn, Valentin reminds you that it's getting close to dark and that the truck will only have enough fuel to take the scavenging party back to Ironbolt, and even then towards the end of the trip the truck will be running on fumes. After scavenging for a few hours, looting across multiple buildings, you deem that Freeborn has more loot than Waucoma, but usable resources are still definitely scarce here.

Scavenging Run 002 - Freeborn_Rangers.png
It's fairly dark now. You can probably return to Ironbolt, but it'd either be at midnight or early in the morning. The scavenging party is tired, as well, but are more susceptible to attacks from infected, survivors, or an Atlani patrols if you stay at your location.
 
The scavenging run comes to an end; Dawson ordering his scavenging crew back to Ironbolt. Upon their arrival, the soldier takes the infected kill tallies of his own men and of the work crews that stayed behind for the day and settles in until the sun rises from over the horizon again.
 
By the time you return to Ironbolt, it's around 1 AM. Your scavengers eat and then head off to sleep for the night. One of them stays up and takes inventory before heading off to sleep, though. The same scavenger reports that the scavenging team killed a total of 27 infected between the runs in Freeborn and Waucoma. He also reports that the workers accomplished just under half of the work today. Although, with shovels, they'll definitely be able to finish up the project tomorrow before the day ends.

You finally turn in as night overcomes the countryside.

Your Group Has Consumed:
37 Food
74 Water
3 Alcohol
11 Fuel​
 
In the morning the project is continued with every hand available. Those on break in conjunction with any individuals less suited to digging craft shovels to be used by the work crews during their determined shifts.

Dawson and his former squad of ABBOT Division operatives: Alex Hudgen, Conrad Tymes, Marcelino Sovik, Tobias Gertsmann, and Valentin Huntimer, meanwhile go on foot to Waucoma to set up on securable rooftops overlooking the path interested parties made aware of the safe haven of Ironbolt Detention Center by the signs their scavenging expedition created yesterday would most likely travel. On Dawson Colt's signal, they are to welcome and escort survivors home - or if recognizable as threats to their group, ambushed and slaughtered in the open streets from above. After consolidating their positions, the two nail bombs in possession of the Rangers are concealed and armed in the road between their posts. Should the newcomers be friendlies, they would have more than enough time to warn them of the impending booby traps. But should the newcomers be hostiles... The former lieutenant would let them trigger the explosives and then rain a hail of lead and fire bombs down upon them alongside his squad mates as the bastards scramble for nonexistent cover within the middle of a kill zone exposed to multiple overlapping fields of fire. Even if they had superior numbers on their side, the veteran supposed the element of surprise and the overwhelming devastation wrought by him and his outfit in the opening seconds of the firefight would make even the most hardened warriors retreat in terror.
 
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A tool with a broad flat blade and typically upturned sides, used for moving coal, earth, snow or other material, made from a random assortment of parts

2 Scrap + 10 Wood
15 Production
Your survivors ask how many shovels you went them to produce.

You and your fellow operatives from the ABBOT Division make the walk to Waucoma and set up the booby trap, arming the two nail bombs with a tripwire. Your fellow operatives do some minor adjustments to the surrounding area around the tripwire to create more of a funnel shape into the tripwire yet keeping it discrete, so any malicious forces would endure the most bang for the least buck.
 
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Three shovels are to be manufactured by those who remain at base for the time being to dig the trench.

The ABBOT Division veterans settle in for the day, ready for any threat that comes their way, human or otherwise.
 
5 people start manufacturing the shovels. They assemble them in about half an hour. With this, the trench should be completed before noon.
 
The ABBOT Division veterans wait for friend or foe to descend down the road before heading in at the same time of day they returned to the prison complex yesterday after their successful scavenging run. Should no one come today, they disarm the nail bomb traps on their way back home to Ironbolt Detention Center.
 
After a few hours of waiting, you and your fellow operatives spot two people with a mule on a leash. On the mule is a saddle with crates, bags, and netting over it to keep the cargo safe. One of the survivors is a man, probably 1.85 meters tall, who carries an assault rifle. He also bears a breastplate, shin guards, a helmet, combat boots, and elbow guards. The other is a woman, no taller than a meter and a half tall. She's wearing a green headscarf and civilian clothes. She has a chest holster with a pistol in it, though.

They begin to approach your position, the man keeping his rifle aimed down and the woman leaving the pistol in her holster. She has yet to see you and your operatives along the roofs.
 
"Halt! Move much farther ahead, and you'll trigger the explosives," Dawson Colt shouted down to the party, he and his men seeming to materalize out of thin air from their rooftop positions above the pair of travelers, rifles casually held in their arms with professional ease. "Declare your business here, and we'll escort you to Ironbolt should that be your destination today."
 
The two survivors stop abruptly. The mule lets out a bray of annoyance. The man aims his rifle at you and your men, but the woman lowers it with her hand. "We are just traders. We saw the signs at the intersection and sought out business with Ironbolt. I presume that you're the guards?" the woman asks. Her voice is kind and gentle.
 
"Guards of the prison now, but not before," Dawson declared. "We ourselves are former members of the Atlani ABBOT Division. We'll take you to Ironbolt to trade now," he spoke, motioning with his hand for two of his soldiers to come down from the rooftops with him to accompany him back to the complex with the trader duo in tow once the bombs were disarmed. The remaining three would reset the traps and continue to keep watch in their absence, using their own intuition to decide whether to welcome or ambush any more newcomers until their commanding officer finally returned.
 
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You lead the traders to the gate of Ironbolt and into the courtyard. The woman tells you of her inventory. Make an offer for any of her items.

Trading Icon.png


    • (2) Assault Rifles
      (1) Carbine
      (1) Pump Shotgun
      (1) Automatic Rifle
      (2) Pipe Bombs
      (1) I.E.D.
      (2) Fragmentation Grenades
      (2) Machete
      (3) Spears
      (2) Tire Irons
      (1) Firebomb

 
Dawson offers: thirty-two trade goods, three concussion grenades, a computer, four baseball bats, a baton, a machete, a hatchet, two combat knives, four axes, a sickle, a hammer, three knives, a crowbar, eleven batteries, a liter of black paint, fifty-seven alcohol, a first aid kit, four bandages, three gauze, an EpiPen, three hundred and eighty BB gun ammo, eight hunter's rifles, an uzi, sixteen .45 Auto rounds, thirty .308mm rounds, seven 12 gauge slugs, four revolvers, twenty .357mm rounds, three bicycles, and two ATVs... In exchange for receiving: two assault rifles, a carbine, a pump shotgun, an automatic rifle, three spears, two pipe bombs, an I.E.D., a firebomb, ten fuel, two fragmentation grenades, a hundred and ten 5.56mm rounds, one hundred and seventy-seven 7.62mm rounds, forty eight 12 gauge shells, five hundred 9mm rounds, forty 9mm Parabellum rounds, five missiles, and a single .50 round.
 
trading-icon-png.441945


The vendor is pleased with your offer.
Are you sure you want to trade
(32) Trade Goods
(3) Concussion Grenades
(1) Computer
(4) Baseball Bats
(1) Baton
(1) Machete
(1) Hatchet
(2) Combat Knives
(4) Axes
(1) Sickle
(1) Hammer
(3) Knives
(1) Crowbar
(11) Batteries
(1) Liter of Paint
(57) Alcohol
(18) Medicine
(388) BB Gun Ammo
(8) Hunter's Rifles
(1) Uzi
(16) .45 Auto Rounds
(30) .308 Rounds
(7) 12 Gauge Slugs
(4) Revolvers
(20) .357 Rounds
(3) Bicycles
(2) ATVs
for
(2) Assault Rifles
(1) Carbine
(1) Pump Shotgun
(1) Automatic Rifle
(3) Spears
(2) Pipe Bombs
(1) I.E.D.
(1) Firebomb
(10) Fuel
(2) Fragmentation Grenades
(110) 5.56 Rounds
(177) 7.62 Rounds
(48) 12 Gauge Shells
(500) 9mm Rounds
(40) 9mm Parabellum Rounds
(5) Missiles
(1) .50 Round
?​
 
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Dawson affirms the deal. Before escorting the traders back to the place he met them in the town of Waucoma, he offers them an opportunity to join the Rangers now or at any later date, encourages the pair to mention the safe haven of Ironbolt to any they come across in their travels that appears reputable, asks if and when they'll come again, and that, for the day that they do, to carry a higher quantity and quality of weaponry and ammunition for their next visit to the correctional facility. With that expressed, he and his two squad mates go to rejoin their comrades on the rooftops and to disarm the traps so that the kind woman and her guard can pass again, to be rearmed in their wake as a precautionary measure for more hostile and irreconcilable wanderers.
 
The vendor thanks you for your hospitality and compliments your security. She tells you that they do plan on returning, but they can't give a precise time of when they'll return. She also tells you that they will consider joining the Rangers and will tell others that she encounters nearby of your presence. She and her partner then leave.

Your inventory has been updated.
Your survivors are concerned that a large majority of them are now unarmed.
 
The firearms (including a full magazine of ammunition for each) and spears within the armory are distributed amongst the unarmed Rangers according to their personal aptitude for the weapons in question. Those found to be incompetent in wielding them, or merely comparatively incompetent to their fellows, receive worse quality or no lethal implements at all.

Back at his post again, Dawson waits for any more travelers to come down the road before nightfall.
 
You issue out weapons to your survivors. Now everyone in your compound has the ability to defend themselves, but not everyone has firearms. One of your survivors that was in charge of distributing the weapons asks if you would like to provide everyone with a firearm as well.
 
Handing over his fully loaded service pistol, Dawson, elucidates, his plan (read: bullshits), of how his personal side arm and the three others of his subordinates (including their ammunition) are also to be distributed as discussed to those lacking a firearm, the latter being turned over by the end of the day when they return to the prison. Should no other concerns be raised, the officer goes to rejoin his men on watch until darkness.
 
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Everyone in your compound now is armed with a firearm. The inhabitants of your compound feel safe knowing that there's enough ammunition to supply everyone.
The settler in charge of distributing weapons raises a concern with you that there's not much more 5.56 ammunition left.

You stay on watch with your other operatives until the sun begins to set.
 

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