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Dispora; The Ashes we Breath

Klimino Zepehphor

Personal hackey sack to Newspaper weilders
Turn 0


@Melissa @Pat @Nepty @Cashdash25 @SpiralErrant @Heyitsjiwon @admiral9


http://i.imgur.com/0uFdzpn.png


RECAP:


every Turn in the Game is 1 Month, to which you may Give up to 4 Orders to try and accomplish that Month.


Please note which Squads you wish to have accomplish which Order, and put them in order of importance.


Note some things may have to carry over into the next turn depending on when it was started and how hard it is to complete(such as building fortifications with low worker numbers or churning out weapons with few people who know how).


The game is very freeform in what you can try to do and accomplish, though obviously there are limits to this.


Note on the first turn ill allow you to freely gear up your Squads as a free 5th order.


First Turn Orders will be Due on the 20th, and first Turn up at the Latest by 23, to which this schedule of 3 days+3 days will be the Max set schedule, though i will of course try to get the turn out as soon as possible and players should thus help with that by trying to get orders in as soon as they can.


=PLAYERS=


:::::::::CASH/ The Unbroken::::::::


::Leader::


Name: Matthew Ivanovich MD


::SUPPLIES::

Food; 9


Materials; 60


Special Materials;


Manpower; 49[40]


Arms;


- 20(10) good Melee Wpns


- 15(10) Shoddy PipeGuns


- 4 Krugers (a 1 shot bazooka type device)


- 20 low-grade Armor


Ammo;


Small; 12 Squad Engagements
::BASES::

<Main Base>


Size- barely adequate (49/50 population)


Fortifications- iffy but no gaps in the walls.


Food Production- 1 Point Produced a Month
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr; 10 low-grade Armors


Wpn; 10 good Melee Weapons


Spcl;


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


-(perma) Hyper-Active Adrenal Glands: May enter Berserk state in combat, extremely dangerous but difficult to control.


-Squad 2- 10/10


Moral; 5/5


Armr; 10 low-grade Armors


Wpn; 10 shoddy PipeGuns


Spcl;


Additions;


-(perma) Engineers; Experienced with the more complicated machinery of the Industrial complex, they know how to use Special Materials more efficiently.


-(perma) Radiological Adaptation: Can withstand significantly higher levels of radiation.


-Squad 3- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma) Mindless: Effectively lost higher brain functions, wanders aimlessly and occasionally attacks passersby, useful as meatshields or emergency food source.


-Squad 4- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma) Mutant Animals: Degenerated into a bestial state, useful as war dogs, beasts of burden and emergency food source.
:::::::::Addy/ Collective Remnants::::::::


::Leader::


Name- Anton Abbott


::SUPPLIES::

Food; 4


Materials; 20


Special Materials; 5


Manpower; 25(20)


Arms;


-10 Good Bolt Rifles(Medium Ammo)


- 10 Hardy Armor


- Small Mortar(Large Ammo)


Ammo; 6 Squad Engagements


Medium; 2 Squad Engagements


Smithy; 1 Quality of Production
::BASES::

<Main Base>


Size- Decent (25/50)


Fortifications- No Gaps in the Walls


Food Production- .5pts/Month (needs Improvement)


Local Production;


-Materials; 2 Pts/Month
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.


-(Perma) Brutal; Does better in Melee.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma)Shock; Can fire on the move with better accuracy.


-(Temp)(3)Fluid Brains; a Special Drug used by many workers to crunch numbers and difficult problems much quicker.
:::::::::Glass/ The Bloody Handed ::::::::


::Leader::


Name- Sargent Harry Barnett, 'Lancer'


::SUPPLIES::

Food; 4


Materials; 40


Special Materials;


Manpower; 25[20]


Arms;


-15 Good Melee Wpns


- 10 Good Pipeguns


- 10 repaired Shotguns


- 1 GutGrinder( a Full auto Shotgun used to subdue Riots; uses Large Ammunition)


- 20 Decent Grade Armor


Ammo;


Small; 4 Squad Engagements


Large; 1 Squad Engagement
::BASES::

<Main Base>


Size- Decent(25/50 population)


Fortifications- No gaps in the walls


Food Production- 1 pt/Month


Local Production;


-Ammo; Small- 2 squad engagements/Month


Smithy- .5 Quality of Production (needs improvement)
::SQUADS::

-Squad 1- 10/10


Moral; 8/5


Armr;


Wpn;


Spcl;


Additions;


-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.


-(Perma) Scavengers; when out scavenging they can sometimes spot things others would miss.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma) Suppressors; having perfected the art of suppressing fire, those they fire on are much more likely to become pinned.


- (Perma) Brawlers; They do not lose Moral on the first turn of Melee.


-(Perma) Recyclers; when this squad is doing a project they can sometimes save otherwise useless materials.
:::::::::Hey its jiwon/ The Sons of The Empire::::::::


::Leader::Name- Captain Lothar Wolff


::SUPPLIES::

Food; 7


Materials;


Special Materials;


Manpower; 37(20)


Arms; 35


-10 Good Melee Wpns


- 10 Decent PipePistols


-15 Decent Shotguns


-10 Low Grade Armor


-Rail Rifle( A Gun Taking two people to man and Carry, made to take out heavy targets at a distance. Uses Material as ammo, but must recharge after every fight)


Ammo;


Small; 8 Squad Engagements
::BASES::

<Main Base>


Size- Decent (37/50)


Fortifications- Iffy but not Gaps in the Walls


Food Production- 1 Pts/ Month


Local Production;


Recycled Food;1Pts/Month


Recycled Materials;1Pts/Month


Smithy; 1 Quality of Production
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma) Violent; This squad can sometimes enter a rage, where they ignore Moral loss but are no longer under your control fully.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Temp)(3) Combat Stimuli; a Drug that fully enhances ones Combat Prowess for a time.


-(Perma) Concrete Layers; Knowing how to best use and create Concrete, this squad can better repair and create Fortifications.


-Squad 3- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma)(Attach) Rubble Drill; This squad carries a Rubble Drill Mechanism, to help clear Rubble Humans otherwise might not be able to get past.
:::::::::Spiral Errant/The Dog Angels::::::::


::Leader::


Name- Marion Novak AKA Lost Mary


::SUPPLIES::

Food; 10


Materials;


Special Materials;


Manpower; 37(30)


Arms;


-10 Decent Melee Wpns


-15 Decent Pistols


- 10 Adequate Shotguns


- 10 Low Grade Armor


-Grenade Rotor(A handheld Grenade Launcher holding multiple shots, Can Fire Rapidly and use Smoke and HE, uses Large Ammo)


Ammo;


Small; 7 Squad Engagements


Large; 1 Squad Engagement
::BASES::

<Main Base>


Size- Decent (31/50)


Fortifications- No Gaps In the Walls


Food Production-1 Pts/Month
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma) Brawlers; They do not lose Moral on the first turn of Melee.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma) Brutal; Does Better In Melee.


-Squad 3- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma) Sharp Eyes; This unit together has a knack for higher Accuracy.
:::::::::Melissa/Children of the Forge::::::::


::Leader::Name: Mechassiah


::SUPPLIES::

Food; 7


Materials; 20


Special Materials; 10


Manpower; 25(20)


Arms;


-10 Great Shotguns


-10 Hardy Armor


- Small Mortar(Large Ammo)


-AutoGrinder( a Semi Automatic Small Cannon Used to Get Rid of Light Armor and Cover, Take at least Two to Operate and three to move and is a larger Target, Uses Large Ammo)


Ammo;


Small; 6 Squad Engagements


Large; 2 Squad Engagements
::BASES::

<Main Base>


Size- Good (25/40)


Fortifications- Iffy with Gaps in the Walls


Food Production- 1 Pts/Month


Local Production;


-Materials; 1 Pts/Month


-Special Material; 1pts/Month


Smithy; 1.5 Quality of Production(needs improvement)
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma) Violent; This squad can sometimes enter a rage, where they ignore Moral loss but are no longer under your control fully.


-(perma) Engineers; Experienced with the more complicated machinery of the Industrial complex, they know how to use Special Materials more efficiently.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma) Suppressors; having perfected the art of suppressing fire, those they fire on are much more likely to become pinned.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-(Temp)(7) Core Wave; a Device often used on rubble to map out the underground, allowing for ease of seeing what lies underneath, whether people or valuables.
:::::::::Nate/Soldiers of God::::::::


::Leader::Name- Tamerlane Yl Voychev


::SUPPLIES::

Food; 7


Materials; 20


Special Materials; 5


Manpower; 31(30)


Arms;


-10 Good Melee Wpns


-10 Shoddy Shotguns


-5 Excellent PipePistols


-10 Decent PipeGuns


-5 Demo Charges( a Single Use Sticky Explosive made to take down Concrete Structures)


-AutoGrinder( a Semi Automatic Small Cannon Used to Get Rid of Light Armor and Cover, Take at least Two to Operate and three to move and is a larger Target, Uses Large Ammo)


Ammo;


Small; 6 Squad Engagements


Large; 2 Squad Engagements
::BASES::

<Main Base>


Size- Decent (31/50)


Fortifications- Iffy but no gaps in the walls


Food Production- 1 pts/Month


Local Production;


Materials; 1 Pts/Month


Smithy; .5 Quality of Production (needs Improvement)
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


(Perma) Honorable- When Both Sides have Even numbers and they are Facing head on, This Squad Has 2 More Moral. However If Your side has an unfair Advantage or this Squad is made to Flank an enemy, the lose Extra Moral, however if the enemy does this they do no lose moral this first time.


-(Perma) Scavengers; when out scavenging they can sometimes spot things others would miss.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


(perma)(Attach) Rubble Drill; This squad carries a Rubble Drill Mechanism, to help clear Rubble Humans otherwise might not be able to get past.


-Squad 3- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.
:::::::::Pat/The Monks::::::::


::Leader::Name- Saqap (sah-kahp)


::SUPPLIES::

Food; 4


Materials; 20


Special Materials;


Manpower; 25(20)


Arms;


-10 Adequate Melee


-10 Good Pistols


- 15 Decent PipeGuns


-20 Low Grade Armor


- Vender Gun( a Man Portable Gatling Gun Variant with short barrels, Uses Medium Ammo)


-Grenade Rotor(A handheld Grenade Launcher holding multiple shots, Can Fire Rapidly and use Smoke and HE, uses Large Ammo)


Ammo;


Small; 2 Squad Engagements


Medium; 1 Squad Engagements


Large; 1 Squad Engagements
::BASES::

<Main Base>


Size- Well Enough (25/ 40)


Fortifications- Iffy with Gaps in the Walls


Food Production- 2 Pts/Month


Local Production;


Materials; 2Pts/Month


Smithy; .5 Quality of Production(needs Improvement)
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma) Sharp Eyes; This unit together has a knack for higher Accuracy.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


-(Temp)(5) Fix-it; an all purpose Putty that can Be used for Repairs or Construction to Significantly cut down the time of completion.


-(Perma) Work Ethic; While not outright amazing at anything specific, any manual job given to them they will be a bit faster at.
=NPCs=


N/A


=EVENTS=


N/A
 
Last edited by a moderator:
(PLEASE PM YOUR TURN TO ME, THIS AREA IS MEANT ONLY FOR THE GM TO POST IN IN THIS TYPE OF GAME. I APOLOGIZE FOR FORGETTING TO MENTION. ALL IC TALK BETWEEN PLAYERS WILL BE DONE IN CONVERSATIONS AND PMs AND POSTED WITH THE TURN WHEN NECESSARY.)
 
Last edited by a moderator:
Turn 1


@Melissa @Pat @Nepty @Cashdash25 @SpiralErrant @Heyitsjiwon @admiral9


http://i.imgur.com/UEuySxA.png


=PLAYERS=


:::::::::CASH/ The Unbroken::::::::


::Leader::


Name: Matthew Ivanovich MD


::SUPPLIES::

Food; 7.5(-1.5)


Materials; 55(-5)


Special Materials; 1


Manpower; 51(40)(+2)


Arms;


- 20(10) good Melee Wpns


- 15(10) Shoddy PipeGuns


-1 Long Sniper Rifle(Med Ammo)


- 4 Krugers (a 1 shot bazooka type device)


- 20(20) low-grade Armor


Ammo;


Small; 12 Squad Engagements


Medium; 3 Squad Engagements
::BASES::

<Main Base>


Size- Mostly Acceptable (51/65 population)


Fortifications- iffy with minor gaps in the walls.


Food Production- 1 Point Produced a Month
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr; 10 low-grade Armors


Wpn; 10 good Melee Weapons


Spcl;


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


-(perma) Hyper-Active Adrenal Glands: May enter Berserk state in combat, extremely dangerous but difficult to control.


-Squad 2- 10/10


Moral; 5/5


Armr; 10 low-grade Armors


Wpn; 10 shoddy PipeGuns


Spcl;


Additions;


-(perma) Engineers; Experienced with the more complicated machinery of the Industrial complex, they know how to use Special Materials more efficiently.


-(perma) Radiological Adaptation: Can withstand significantly higher levels of radiation.


-Squad 3- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma) Mindless: Effectively lost higher brain functions, wanders aimlessly and occasionally attacks passersby, useful as meatshields or emergency food source.


-Squad 4- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma) Mutant Animals: Degenerated into a bestial state, useful as war dogs, beasts of burden and emergency food source.
1> Squads 2 and 4 venture along the outskirts of the Shatteredlands, and on their way back after a decent haul suddenly one of Squad 2 gets hit in the back by a shot.


Everyone quickly turns around ready for a fight, only to halt as a single Kid, male, stands shacking quickly trying to re-load a PipePistol.


Squad 4, while still leashed, growls and lashes their animalistic teeth at the kid.


“d-drop y....your stuff or....or i-ill aim to k-kill this time!” he says as he fails to reload the gun, dropping his bullets on the ground to which he drops down to try and pick up.


The group of men looked at each other uncomfortably, they were family men, they had kids, wives, none of them wanted to shoot this kid, or release the dogs on him. It was several moments before anyone spoke, "Kid, your parents around here somewhere? Older brother maybe? Or are you stuck out here alone?"


the kid stopped fumbling with his gun dropping it and drawing a very makeshift and rusty hunk of metal possibly meant to be a knife.


"i-i rule t-these lands alone! n-now pay the t-toll or lea-leave!"


The speaker looked back at the rest of his companions, receiving a few gestures of encouragement before turning back to the kid, he took a couple steps forward as he spoke again. "Alright, there's a toll, let's talk payment. Do you know Dr Matthew? Ran the clinic near here? Did you go there before the bombing started?"


the kid blinked, lowering his knife a bit.


"I...m-me no..bu-but my brother d-did alot. he had a b-bad case of Co-Coal Lungs, wh-whatever that meant..."


the kid looked down a bit. "he d-died in the bombings..."


"Yeah kid, lot's of people did, people like my son." He said glancing down, "But you didn't, neither did we or Dr Matthew. He's got a whole bunch of people gathered up at the clinic, workers like us, whatever family we could save."


He took another couple of steps forward and set his PipeRifle down, "We've got food there, and meds. We're headed back there right now actually." He said pointing over his shoulder with his thumb. "Would you like to come with us?"


as the kid was about to respond, suddenly a shot rang out, zipping past the Squad member near the kids ear.


As everyone hit the ground wondering where the shot had come from, they suddenly hear a womens voice over some sorta megaphone type device.


“GET AWAY FROM THE KID YOU DAMNED FUCKING BARBARIANS OR NEXT SHOT GOES THROUGH YOUR HEAD.”


while the voice sounded like it came from the left no one can spot the sniper.


"I'M GOING I'M GOING! WE'RE WITH DR MATTHEW DAMN IT." He shouted, grabbing his PipeRifle and scrambling back towards the group, "Get back guys, this ain't worth dying over." He shouted at his group motioning for everyone to back off.


"DR MATTHEW? OH! HOLD ON A MINUTE THEN." came the voice, before a minute later a cloaked female figure with a Sniper over her back appeared, hand up in a gesture of peace.


"Sorry about that really, been running into nearly nothing but gangs out here for bloody months, but if yer with Mathew your probably not too bad." she says through her gas mask, sticking a hand out for a shake.


the Kid had also run into cover with the Squad once thing had gotten heated.


"By the fucking King lady." He swore as he shook her hand, "You trying to get those things loose?" He demanded as he gestured at the snarling beasts the rest of his squad were desperately trying to keep under control. Set off by the gunfire and new comers.


The Women looked at them before laughing heavily and flipping out a large gutting knife.


“nah but in the unlikely situation I didn't put a hole in all em before they found me I think I could take em.”


re-sheathing her blade, she raised an eyebrow at the Squad. “what you fuckers doing out in one o tha most dangerous backwaters anyways? Ya do know the fukkin Scourge Fuckers are slowly claiming more of the Shatteredlands every day. Damn slavers and cannibals are attracting ever low life in the area it feels like.”


“yeah sure been getting harder ta survive out here by myself anyhow. What bout you kid ya gonna come?” the kid simply mumbles and nods.


With little else to do the Squad heads back.


-Gained 2 Manpower, 10 Materials, 1 Special Material,3 Medium Ammo and 1 Long Sniper Rifle(Special Wpn)(Medium Ammo)


Minor Wound was easily taken care of back a base.


-Special; Next Squad Made Gains Addition; Sniper; When using Sniper Rifles or Similar Special Weaponry this Squad has Increased Accuracy and Stealth.


2> by the end of the Month, squad 1 had Expanded the base a good amount, however they were unable to fully get the walls up as good as they were before. Long hours working alone leave them tired but they refuse to slow down.


They say the project should be continued next month for full effect. Used 10 Materials so far.


:::::::::Addy/ Collective Remnants::::::::


::Leader::


Name- Anton Abbott


::SUPPLIES::

Food; 4


Materials; 13(-7)


Special Materials; 5


Manpower; 28(20)(+3)


Arms;


-5 (+5)Good Pipeguns


-10(10) Good Bolt Rifles(Medium Ammo)


-(+10) 10 Meh Bolt Rifles(Med Ammo)


- 10(10) Hardy Armor


- (Equipped) Small Mortar(Large Ammo)


Ammo;


small; 1(+1) Squad Engagements


Medium; 4 Squad Engagements


Large; 2 Squad Engagements
::BASES::

<Main Base>


Size- Decent (25/50)


Fortifications- No Gaps in the Walls


Food Production- .5pts/Month (needs Improvement)


Local Production;


-Materials; 2 Pts/Month


Smithy; 1 Quality of Production
::SQUADS::

-Squad 1- 10/10[2](1)


Moral; 5/5


Armr; 10 Hardy Armor


Wpn; 10 Good Bolt Rifles


Spcl;


Additions;


-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.


-(Perma) Brutal; Does better in Melee.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl; Small Mortar


Additions;


-(Perma)Shock; Can fire on the move with better accuracy.


-(Temp)(3)Fluid Brains; a Special Drug used by many workers to crunch numbers and difficult problems much quicker.
1> as Squad 1 Looks through the Battleship they suddenly come under fire from across a gap in one of the upper layers floors left by the splitting of the ship. Taking cover no one is injured, and whoever fired on thems footsteps are heard echoing away down a corridor.


One of the squad members pipes up “i...think I know a path we can use to cut them off if we wish to pursue sergeant.”


after the command is given to pursue, Squad 1 cuts off the Enemy at a Fork in the corridor, where the 4 Men surrender instantly, though 2 are shot, resulting in 1 death. The others are taken back to base and their gear confiscated.


All pass purity Checks and fall in line, the wounded one easily being patched up. All reluctantly agree to conscription.


-Gained 4 Shoddy Bolt Rifles, 1 Medium Ammo, 3 Manpower


2> Given the Newcomers Gear and their own hard work, Squad 2 fixes up the Shoddy Bolt Rifles and Make a few more of their own.


giving you 10 Meh Bolt Rifles for 17 Materials.


3> Continued Exploration of the Battleship by Squad 1 after the last incident gets them again ambushed, with 1 getting seriously injured before the Squad takes cover.


Battle:

http://i.imgur.com/FlQW2l7.png


Squads involved:-Squad 1- 10/10(1)Moral; 7/5(-1)Armr; 10 Hardy ArmorWpn; 10 Good Bolt RiflesSpcl;Additions;-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.-(Perma) Brutal; Does better in Melee.-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


Enemy Squads Involved:Squad 1Moral; 5/5Armr; ???Wpn; ???, seem to be rifles of some kindSpcl; MachinegunAdditons;???


The Sargent Orders the 2 man group to move down the cover south and try to flank the special weapons team, they should be able to hit the enemy by surprise and secure the machinegun.


Have the 6 man group make some potshots to make sure the machinegun team stays focussed on them, don't pull anything risky though.


If the machinegun team is successfully neutralized have the 2 man team in the north move forward to a new cover position.


http://i.imgur.com/nyINLv7.png


Squads involved:


-Squad 1- 10/10(1)


Moral; 7/5


Enemy Squads Involved:


Squad 1


Moral; 4/5(-1)


after successfully taking out the Machine gun, both the Successful push and the Main Group of Your units comes under heavy fire as the enemy shuffles a bit to get a better shot at their old position.


Squads 1s sergeant orders his men to Take control of the machinegun and lay down suppressive fire on the enemy group in close coordination with the 6 man group to try and pin the enemy in their cover, this should allow the northernmost 2 man group to get to the closest cover from the enemy after which they can hopefully force the enemy to retreat from their position as there will be close range fire coming at them.


http://i.imgur.com/M2QWPZh.png


Squads involved:


-Squad 1- 10/10[2](1)


Moral; 7/5


Enemy Squads Involved:


-Squad 1- 6/10


Moral; 2/5(-2)


after sucessfully moving up and laying down fire, the MG is able to pick one off as he oddly tried to leave cover, however when the makeshift bomb the man had thrown landed in front of the MG team, they only just took cover.


The MG however seemed to be the target, now worthless, the 2 Minorly wounded men continue laying down fire.


The enemy is Suppressed and Outnumbered, and their fire is becoming panicked.


Suddenly your Sargent calls a halt as a white flag appears.


“We wish to discuss surrender, both from our current positions.”


"First tell us whom you are affiliated with, and your reason for walking in the ruins of this most venerated vessel!" The sergeant shouts back.


after a bit of murmuring from the enemy, they call back.


"were uhhh, part of the Critter Bombs, a group of us have made a living in this ship, hell id say a good half of us used to be part of its work crew, other half local sorts.


if anything many of us being from this ship and it being on what used to be the other halfs homes means we probably should be asking YOU why your running round on our rightful turf?"


"We are a collection of former mechanics from this ship and members of the 342nd stormtrooper battalion that was onboard the ship, under the commander of the battalion we have been rallied and set up a base on the outskirts of the ship. I carry the necessary identification to back up my claim." The sergeant answered, this time in a more friendly tone. “


"Bah!" a much older voice was suddenly heard from the Critter Bombs Squad.


"fucking dont trust these men lads, fought on 3 worlds with the stormtroopers, theyll shoot your kid in the back o the head just cause some machine tell em he got something you cant even see genetically inferior to them."


the sound of spiting could be heard before said luggie went through one of the gunholes and landed surprisingly near Squad 1.


"I did my sins with the fucking Collective. I wont do more. theres good honest folk were protecting here men, good honest folk who theyll kill or shove a gun into the hands of and force em to fight for em. i say if were gonna die lets take a few of em down fucking with us!"


after a few sudden cheers shots started raining down on Squad 1 again, though luckily they were still very prepared for a fight.


Enemy Squad 1 Gains +2 Moral from renewed Vigor.


"You have betrayed the Grandisio Ferin collective, I hope that those amongst you that are still loyal to the pure will oust the traitors now, otherwise all of you will die." This was the last thing the sergeant said.


Order one man to bring the wounded soldier to a position further back and bandage him.


Have the rest only take shots that are sure to hit allowing the enemy to waste their ammo, if it looks like one is going to throw a grenade make sure to take cover.


http://i.imgur.com/lt3eGat.png


Squads involved:-Squad 1- 10/10[2](1)Moral; 7/5


Enemy Squads Involved:-Squad 1- 6/10[2]Moral; 4/5


the enemies tough cover allows for no clear shot, though you do suspect you wounded two of them.


however after a short while it appears their incoming fire slows until it stops.


"Wait....Sir their fleeing!"


it appears they had one or two people keep fire on while the rest fell back.


Pursue them with 7 men but make sure to stay clear of their previous cover position so to avoid any booby traps, if they run too far give up.Return to base after this to drop off the wounded man.


you end up catching the last man of theirs and putting him down, however the rest seem to have disappeared.


with the fight over, you gather what you can and head back to base.


-Gained 5 Good Pipeguns, 1 Small Ammo, 10 Materials, 1 Food.- Lost 1 Medium ammo(1 Squad Engagement)
back at base your wounded are patched up, however the closest thing you have to a doctor says the Heavily Wounded man needs actual Care and recommends we find some before the end of next month.


:::::::::Melissa/Children of the Forge::::::::


::Leader::Name: Mechassiah


::SUPPLIES::

Food; 6(-1)


Materials; 10(-10)


Special Materials; 12(+2)


Manpower; 25(20)


Arms;


-10(10) Great Shotguns


-10(10) Hardy Armor


-(+10) 10 Makeshift Armor


- (Equipped)Small Mortar(Large Ammo)


-(Equipped)AutoGrinder( a Semi Automatic Small Cannon Used to Get Rid of Light Armor and Cover, Take at least Two to Operate and three to move and is a larger Target, Uses Large Ammo)


Ammo;


Small; 6 Squad Engagements


Large; 2 Squad Engagements
::BASES::

<Main Base>


Size- Good (25/40)


Fortifications- Iffy with Gaps in the Walls


Food Production- 1 Pts/Month


Local Production;


-Materials; 1 Pts/Month


-Special Material; 1pts/Month


Smithy; 2 Quality of Production(+.5)
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl; Auto Grinder


Additions;


-(Perma) Violent; This squad can sometimes enter a rage, where they ignore Moral loss but are no longer under your control fully.


-(perma) Engineers; Experienced with the more complicated machinery of the Industrial complex, they know how to use Special Materials more efficiently.


-Squad 2- 10/10


Moral; 5/5


Armr; 10 Hardy Armor


Wpn;10 Great Shotguns


Spcl; Small Mortar


Additions;


-(Perma) Suppressors; having perfected the art of suppressing fire, those they fire on are much more likely to become pinned.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-(Temp)(7) Core Wave; a Device often used on rubble to map out the underground, allowing for ease of seeing what lies underneath, whether people or valuables.
Orders:


1> Squad 1 Spends time Upgrading the Forge, to which after two weeks they finish.


2> Squad 2 under the supervision of their Leader Mechassiah, go out to both Salvage and Train in said art.


Their goal to find a Salvageable Vehicle fails, however they do find some Materials(5) and some Special Materials(2), and the Squad is successfully trained in Salvaging by their Return.


3> Squad 1 after finishing on the Forge, Get to work Hammering out some Makeshift Armor.


They Produce 10 at the cost of 15 Materials, due to some failures in communication causing one batch to need to be worthless.


:::::::::Nate/Soldiers of God::::::::


::Leader::Name- Tamerlane Yl Voychev


::SUPPLIES::

Food; 6(-1)


Materials; 30(+10)


Special Materials; 7(+2)


Manpower; 31(30)


Arms;


-10(10) Good Melee Wpns


-10 Shoddy Shotguns


-1(+1) Decent Shotgun


-2(+2) Broken Shotguns


-5 Excellent PipePistols


-10(10) Decent PipeGuns


-5 Demo Charges( a Single Use Sticky Explosive made to take down Concrete Structures)


-AutoGrinder( a Semi Automatic Small Cannon Used to Get Rid of Light Armor and Cover, Take at least Two to Operate and three to move and is a larger Target, Uses Large Ammo)


-1(+1) Low-End MachineGun


Ammo;


Small; 6 Squad Engagements


Large; 2 Squad Engagements
::BASES::

<Main Base>


Size- Decent (31/50)


Fortifications- Iffy but no gaps in the walls


Food Production- 1 pts/Month


Local Production;


Materials; 1 Pts/Month


Smithy; .5 Quality of Production (needs Improvement)


Medical Area,Shoddy (0/10)
::SQUADS::

-Squad Alpha- 10/10


Moral; 5/5


Armr;


Wpn; Good Melee Wpns


Spcl;


Additions;


(Perma) Honorable- When Both Sides have Even numbers and they are Facing head on, This Squad Has 2 More Moral. However If Your side has an unfair Advantage or this Squad is made to Flank an enemy, the lose Extra Moral, however if the enemy does this they do no lose moral this first time.


-(Perma) Scavengers; when out scavenging they can sometimes spot things others would miss.


-Squad Bravo- 10/10


Moral; 5/5


Armr;


Wpn; 10 Decent PipeGuns


Spcl;


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


(perma)(Attach) Rubble Drill; This squad carries a Rubble Drill Mechanism, to help clear Rubble Humans otherwise might not be able to get past.


-Squad Charlie- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.
1> as Alpha and Bravo Squads Scour the South of the Weapons Sector they are halted when a TANK falls down and blocks their intended path from some area up above.


Sadly the Tank was already far from salvageable even before the damage from the fall, but it does remind the men to look up aswell as down. A few hours later they return home with their haul.


-Gained 15 Materials, 2 Special Materials, 3 Broken Shotguns.


2>Even with the Help of Tamerlane and his skill at building Machineguns, with no completed Smithy Charlie only gets done with a single Machine gun after many Problems.


-Gained 1 Low-End MachineGun(Medium Ammo) costing 7 Materials.


3> Bravo heads back into the wastes, this time South-West, they end up holed up in some rubble as a Large group or 20-30 Men cross over their position.


The men seem very Intent, marching in order and hardly looking around, clearly in a hurry to get wherever they are headed.


As they pass however your sergeant gives the order to try and follow without being seen. As everyone's about to stand up however one Squad member shushes everyone and they get back down.


A minute or two later he points to a rock a bit ways off, and sure enough there a person just barely visible in the growing night light trailing the large group, possibly rear scouts.


“where theres 1 theres probably more.” he whispers.


By the time the coast seems clear again its too dark to successfully pick up their trail.


“seems about 40 men including the scouts sir...thats a lot of unknowns with quite a fire under their feet.” one Squad members pitches in.


with little else to do the Squad heads home.


Gained- 5 Materials, 1 Decent Shotgun.


4> Alpha and Charlie work on expanding the base with a Medical area. They get it done but feel their lack of such knowledge probably didnt do it much justice.


-Base Gained, Shoddy Medical Area. Cost 3 Materials


:::::::::Pat/The Monks::::::::


::Leader::Name- Saqap (sah-kahp)


::SUPPLIES::

Food; 3(-1)


Materials; 29(+9)


Special Materials; 3(+3)


Manpower; 25(20)


Arms;


-10 Adequate Melee


-10(10) Good Pistols


- 15(10) Decent PipeGuns


-20(20) Low Grade Armor


- Vender Gun( a Man Portable Gatling Gun Variant with short barrels, Uses Medium Ammo)


-Grenade Rotor(A handheld Grenade Launcher holding multiple shots, Can Fire Rapidly and use Smoke and HE, uses Large Ammo)


Ammo;


Small; 2 Squad Engagements


Medium; 1 Squad Engagements


Large; 1 Squad Engagements
::BASES::

<Main Base>


Size- Well Enough (25/ 40)


Fortifications- Iffy with Gaps in the Walls


Food Production- 2 Pts/Month


Local Production;


Materials; 2Pts/Month


Smithy; 1 Quality of Production
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr; 10 Low Grade Armor


Wpn; 10 Decent Pipeguns


Spcl;


Additions;


-(Perma) Sharp Eyes; This unit together has a knack for higher Accuracy.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-Squad 2- 10/10


Moral; 5/5


Armr; 10 Low Grade Armor


Wpn; 10 Good Pistols


Spcl;


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


-(Temp)(5) Fix-it; an all purpose Putty that can Be used for Repairs or Construction to Significantly cut down the time of completion.


-(Perma) Work Ethic; While not outright amazing at anything specific, any manual job given to them they will be a bit faster at.
1> Squad 1 goes out into the surrounding area to Scavenge. A few Materials are found but nothing else.


-Gained 7 Materials.


2> Squad 2 after a few Weeks is able to finish the Smithy and get it in working order.


3> A Second Expedition by Squad 1 comes to a halt as they hear whispering on the other side of some rubble.


A Glance through some small openings in the Rubble reveals a group of 12 or so Rugged looking men surrounding 5 women and talking among themselves and to the women.


Suddenly one pulls out a PipePistol and Executes one of em to the laughter of the rest of his group.


“Bitch wont cooperate, but that rest seem quite silent. They can be taken back I think, no more examples to make probably.”


Members of Squad 1 Ask the sergeant what the plan is. It is an unfamiliar area and no one knows of the quickest path around the rubble, if they were to attempt to get around it at all.


They were to go around the rubble if they could, and attempt peaceful negotiation for the release of the women- from a safe distance. If words fail, they were to attack, as it appears the women hadn't committed any crime.


By the Time you find your way around the rubble the group is long gone, and no one can pick up the trial.


However from a flag and map laying around it seems the group is part of a gang known as The Scourge, inhabiting large chunks of the Mid-West Shatteredlands and seem to be expanding slowly throughout it.


This information bodes bad news for anyone near the Shatteredlands as to hold as much areas as the map seems to show would denote a high number of members.


With little else to do they head home.


-Gained; 2 Materials, 3 Special Materials.


:::::::::Spiral Errant/The Dog Angels::::::::


::Leader::


Name- Marion Novak AKA Lost Mary


::SUPPLIES::

Food; 8.5(-1.5)


Materials; 4(+4)


Special Materials;


Manpower; 37(30)


Arms;


-8(+8) Good Melee Wpns


-10(10) Decent Melee Wpns


-15(15) Decent Pistols


- 10(10) Adequate Shotguns


-1(+1) Decent Bolt Rifle(Medium Ammo),


- 10(10) Low Grade Armor


-(Equipped)Grenade Rotor(A handheld Grenade Launcher holding multiple shots, Can Fire Rapidly and use Smoke and HE, uses Large Ammo)


Ammo;


Small; 8(+1) Squad Engagements


Large; 1 Squad Engagement
::BASES::

<Main Base>


Size- Decent (31/50)


Fortifications- No Gaps In the Walls


Food Production-1 Pts/Month
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn; 10 Adequate Shotguns


Spcl; Grenade Rotor


Additions;


-(Perma) Brawlers; They do not lose Moral on the first turn of Melee.


-Squad 2- 10/10


Moral; 5/5


Armr;10 Low Grade armor


Wpn; 10 Decent Melee Wpns, 5 Decent Pistols


Spcl;


Additions;


-(Perma) Brutal; Does Better In Melee.


-Squad 3- 10/10


Moral; 5/5


Armr;


Wpn; 10 Decent Pistols


Spcl;


Additions;


-(Perma) Sharp Eyes; This unit together has a knack for higher Accuracy.
1> Squads 1 and 2 Head West, looking for supplies. By their return they had a adequate haul.


-Gained; 1 Decent Bolt Rifle(Medium Ammo), 8 Good Melee Wpns


2> as Squad 3 Scouts the Recycling area, they come across a group of 5 or so people around a fire talking among themselves.


Taking cover to remain hidden ,you squad hears their conversation.


“im telling you, next months a death sentence! Sand storm that big coming from the north? Yeah no anyone caught in the opens gonna get fucking shredded.”


“oh shut up Mathew, theres nothing out there. Pff, waste a month of time over a superstition.”


the group continues arguing. they seem pretty decently armed and have some supplies.


The squad's leader motions for the majority of their squad to stay hidden and be ready to open fire if signalled while he and two others make themselves known so as not to spook this group of survivors.


"Tally ho there!" All cheerful like. The gang member tries to open peaceful contact, showing in their approach that they mean no harm. "Just passing through here and blow me down if we ain't pleased to see other living souls. Couldn't help but catch some of what you said there and well... seems like we might all be able to help each other."


He goes on to introduce himself as John -Chipper John to his friends - and to ask if these folks have been making it rough on the streets for long.


"Just me and some friends, well we've got a place that stood up to the blitz alright and if you'd be willing to bring what you have then we'd be willing to share our roof." He says all boyishly, even while his droogs lurk in the shadows.


the 5 guys had quickly drawn their weapons once John had appeared, and listened intently to him.


looking between eachother, they seem a quite wary.


"no, thank you, were fine on our own. " after a moment one adds.


"if you got some food on ya though we might be willing to trade."


"What you got to trade for it?" John asks, not missing a beat.


one of them lowers his weapon while the others take a more relaxed stance.


after a few minutes the man has layed out a few sets of things.


(each worth in exchange for 1 Food)


-1 Meh SMG


-5 Decent HandCannons(Medium Ammo)


-3 Small Ammo


-2 Medium Ammo


-5 Special Materials


"About all we got to spare right now if you got anything in return."


John looks over the goods arrayed in front of him and is certainly tempted by some of it. They had some good gear on them if this was just what they could spare. He weighed up their odds at ambushing these guys out of proffetional habit... too risky right now, especially with his own precious hide out in the open. How he longed for a rifle or something with range.


"Think I'll have to pass this time, lads. This is a good haul, Lost Mary would applaud knack like that. You ever pass through these parts and want to do business again you look up the dogs."


With a shrug the men re-pack their merchandise and are gone a few minutes later.


Squad 3 Heads home with little else happening.


-Gained; 4 Material, 1 Small Ammo.


:::::::::Glass/ The Bloody Handed ::::::::


::Leader::


Name- Sargent Harry Barnett, 'Lancer'


::SUPPLIES::

Food; 3(-1)


Materials; 33(-7)


Special Materials;


-Broken Engine


Manpower; 25[20]


Arms;


-15(10) Good Melee Wpns


- 10(10) Good Pipeguns


- 10(10) Repaired Shotguns


- 1(Equipped) GutGrinder( a Full auto Shotgun used to subdue Riots; uses Large Ammunition)


- 20(20) Decent Grade Armor


Ammo;


Small; 4 Squad Engagements


Medium; 1(+1) Squad Engagements


Large; 1 Squad Engagement
::BASES::

<Main Base>


Size- Decent(25/50 population)


Fortifications- No gaps in the walls


Food Production- 2(+1) pt/Month


Local Production;


-Ammo; Small- 3(+1) squad engagements/Month


Smithy- .5 Quality of Production (needs improvement)
::SQUADS::

-Squad Lutum- 10/10


Moral; 8/5


Armr;10 Decent Armor


Wpn; 10 Good PipeGuns


Spcl;


Additions;


-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.


-(Perma) Scavengers; when out scavenging they can sometimes spot things others would miss.


-Squad Malleus- 10/10


Moral; 5/5


Armr; 10 Decent Armor


Wpn; 10 Repaired Shotguns, 10 Good Melee Wpns


Spcl; Gut Grinder


Additions;


-(Perma) Suppressors; having perfected the art of suppressing fire, those they fire on are much more likely to become pinned.


- (Perma) Brawlers; They do not lose Moral on the first turn of Melee.


-(Perma) Recyclers; when this squad is doing a project they can sometimes save otherwise useless materials.
1> Squad Lutum Heavily Scavenges the surrounding area, and brings back what supplies they find.


-Gained; 10 Materials, 1 Medium Ammo.


2> After much hard work for most of the month, Squad Malleus is able to get the Food Processing Machinery working better (Plus 1 Point to Production, Cost 5 Materials).


3> Lutum again enters the wastes, heading for the Vehicle Sector. Nothing is found, until one Member yells out in glee, having found a more then less Intact Car engine, though it still needs some repairs.


It take a long ass time but they get it back to base.( Added “Broken Engine” under “Special Materials”)


4>Malleus gets to work on improving their Ammunition Production line, with minor effort at the cost of a lot of materials. (+1 Small Ammo Production, cost 12 Materials).


:::::::::Hey its jiwon/ The Sons of The Empire::::::::


::Leader::Name- Captain Lothar Wolff


::SUPPLIES::

Food; 6.5(-.5)


Materials;


Special Materials;


Manpower; 37(20)


Arms; 35


-10(10) Good Melee Wpns


- 10(10) Decent PipePistols


-15(10) Decent Shotguns


-10(10) Low Grade Armor


-Rail Rifle( A Gun Taking two people to man and Carry, made to take out heavy targets at a distance. Uses Material as ammo, but must recharge after every fight)


Ammo;


Small; 8 Squad Engagements
::BASES::

<Main Base>


Size- Decent (37/50)


Fortifications- ok with no Gaps in the Walls


Food Production- 1 Pts/ Month


Local Production;


Recycled Food;1Pts/Month


Recycled Materials;1Pts/Month


Smithy; 1 Quality of Production
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;10 Good Melee Wpns


Spcl;


Additions;


-(Perma) Violent; This squad can sometimes enter a rage, where they ignore Moral loss but are no longer under your control fully.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;10 Decent PipePistols


Spcl;


Additions;


-(Temp)(3) Combat Stimuli; a Drug that fully enhances ones Combat Prowess for a time.


-(Perma) Concrete Layers; Knowing how to best use and create Concrete, this squad can better repair and create Fortifications.


-Squad 3- 10/10


Moral; 5/5


Armr;10 Low Grade Armor


Wpn; 10 Decent Shotguns


Spcl;


Additions;


-(perma)(Attach) Rubble Drill; This squad carries a Rubble Drill Mechanism, to help clear Rubble Humans otherwise might not be able to get past.
1>Squad 3 and 1 Explores the south, Finding some Supplies but little else. Squad 1 is able to find a bit that Squad 3 missed but not much.


-Gains; 1 Food, 9 Materials.


2> with no Materials to work with, Squad 2 is only able to lay a Foundation and use junk laying around camp, making for little in the way of progress. When Squad 3 Return however they quickly Eat up their New Supplies, making some work, but recommend finding more Supplies to continue the Project next month.


-Cost 9 Materials. Minor Defense Upgrades.


(not enough Manpower yet for a 4th Squad)


=NPCs=


:::::::The Scourge::::::::


-???


=EVENTS=


N/A
 
Last edited by a moderator:
Turn 2


@Melissa @Pat @Nepty @Cashdash25 @SpiralErrant @Heyitsjiwon @admiral9


http://i.imgur.com/1svuPtG.png


=PLAYERS=


:::::::::Addy/ Collective Remnants::::::::


::Leader::


Name- Anton Abbott


::SUPPLIES::

Food; 3(-1)


Materials; 5(-8)


Special Materials; 5


-Loading Vehicle Components


Manpower; 27(20)(-1)


[2]


Arms;


-5 Good Pipeguns(S)


-10(10) Good Bolt Rifles(M)


- 10 Meh Bolt Rifles(M)


-3(+3) Ok Pistols(S)


- 10(10) Hardy Armor


- (Equipped) Small Mortar(L)


Ammo;


small; 2(+1) Squad Engagements


Medium; 4 Squad Engagements


Large; 2 Squad Engagements
::BASES::

<Main Base>


Size- Decent (25/50)


Fortifications- No Gaps in the Walls


Food Production- .5pts/Month (needs Improvement)


Local Production;


-Materials; 2 Pts/Month


Smithy; 1 Quality of Production


Monument; +1 Moral in Defense
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr; 10 Hardy Armor


Wpn; 10 Good Bolt Rifles


Spcl; Small Mortar


Additions;


-(Perma) Brutal; Does better in Melee.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Perma)Shock; Can fire on the move with better accuracy.


-(Temp)(3)Fluid Brains; a Special Drug used by many workers to crunch numbers and difficult problems much quicker.
1> Sadly the closer Medstation was found to be destroyed in the crash, and thus the mission gets extended as they must go into the Second half.


Upon getting near a sniper takes a Squad member out and Injures another badly before they get to cover.


It takes over an hour to confirm the sniper has left, but they otherwise get into the Medstation un assaulted.


By then a Massive Sandstorm had hit, but being inside the ship meant they hardly noticed in most areas.


Patching up their wounded they head back, and patch up the injured at home.


-Lost; 1 Manpower.


2> Squads 2 Patrols do little besides consolidate Territory as safe and clean.


3> the Expedition by Squad 1 to Find the Critter Bombers is mildly successful, as they end up killing 2 of 3 in a scavenging party, but end up Seriously Wounding the 3 rd member.


The problem with this is they are in the other half of the ship, with no good way to drag him back home or patch him up.


Sadly attempts to force info out of him only end in blood in your Squads eyes.


Further Recon only comes across a mostly intact Loading Vehicle under some rubble, but your Squad has no way yet to free it and so simply takes key components to stop it being useful to others and marks it down on the map.


-Gained; 3 Ok Pistols, 1 Small Ammo Special Material; Loading Vehicle Components.


4> using 8 Material, you build a monument to the fallen in your base, giving a permanent defensive moral bonus.


:::::::::CASH/ The Unbroken::::::::


::Leader::


Name: Matthew Ivanovich MD


::SUPPLIES::

Food; 7.5


Materials; 45(-10)


Special Materials; 1


Manpower; 50(50)(-1)


wpns;


- 20(20) good Melee Wpns


-3(+3) Decent BoltRifles


- 15(15) Shoddy PipeGuns


-(Equipped)1 Long Sniper Rifle(M)


- 4 Krugers


- 20(20) low-grade Armor


Ammo;


Small; 12 Squad Engagements


Medium; 4(+1) Squad Engagements
::BASES::

<Main Base>


Size- Mostly Acceptable (51/65 population)


Fortifications- Walls are adequately fortified.


Food Production- 1 Point Produced a Month
::SQUADS::

-Squad 1- 7/10


Moral; 5/5


Armr; 10 low-grade Armors


Wpn; 10 good Melee Weapons


Spcl;


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


-(perma) Hyper-Active Adrenal Glands: May enter Berserk state in combat, extremely dangerous but difficult to control.


-Squad 2- 10/10


Moral; 5/5


Armr; 10 low-grade Armors


Wpn; 10 shoddy PipeGuns


Spcl;


Additions;


-(perma) Engineers; Experienced with the more complicated machinery of the Industrial complex, they know how to use Special Materials more efficiently.


-(perma) Radiological Adaptation: Can withstand significantly higher levels of radiation.


-(Perma)Medical Training; knows basic medicine and thus can patch up and keep people alive even during battles.


-Squad 3- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma) Mindless: Effectively lost higher brain functions, wanders aimlessly and occasionally attacks passersby, useful as meatshields or emergency food source.


-(temp)Training- this squad is training to be better, and thus is better, however nothing special has yet stuck to them and thus it is possible they might lose their skill to laziness.


-Squad 4- 6/10(1)


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(perma) Mutant Animals: Degenerated into a bestial state, useful as war dogs, beasts of burden and emergency food source.


-Squad 5- 7/10


Moral; 5/5


Armr;


Wpn; 10 good Melee Weapons, 5 Shoddy PipeGuns


Spcl; Long Sniper Rifle(M)


Additions;


-(perma)Hyper-Regenerative Tissue: Heals from injury quickly, counteracted by cauterization.


-(perma)Sniper; When using Sniper Rifles or Similar Special Weaponry this Squad has Increased Accuracy and Stealth.
1>Squad 1 gets to work improving the defenses of the base, making solid progress. However the sudden massive and outright deadly sandstorm that is encompassing the city hit near the ned of the month, ans all further work cannot be continued.


-used 10 Materials


2>Dr. Ivanovich Trains a member of Squad 2 in Basic medical practices. bye the end of the month he is more then prepared.


-Squad 2 gains Medical Training; knows basic medicine and thus can patch up and keep people alive even during battles.


3>Squad 3 does intensive sniper/spotter training, and makes good progress. However the sudden sandstorm cuts off all outside training, slowing further progress down signifiacntly.


-Lost 1 Med 1 Small Ammo


-Squad 3 Gained (temp)Training- this squad is training to be better, and thus is better, however nothing special has yet stuck to them and thus it is possible they might lose their skill to laziness.


4> As a Massive Sandstorm comes billowing in near the end of the month, making outdoor activities nearly impossible, you hear a cry before 10 mutants are seen banging on your Fort doors, begging to be let in.

"Somebody get the Doc!" The 'Captain' of Squad 1 shouts as he forces the doors open against the weight of the bellowing winds. "Get in here ya daft buggers!"


as the group enters indoors, one suddenly grabs Squad 1s sergeant and looks him in the eyes, fear evident.


“im sorry.” he says before detonating with a suicide vest, killing them both. 3 others suddenly do aswell, taking out 2 members of Squad 4 and 3 members of Squad 5.


the rest flop onto the ground, yelling “were sorry were sorry” as a group hiding under tarps in the sand suddenly pop up and start charging into the base firing at all, a total of 17 it appears.


http://i.imgur.com/M0LcLHr.png


Squads 1 & 4 charge the attackers in melee.


Squad 5 will fall back and provide ranged support.


the battle is actually quite short, the invaders taking large losses as Squad 1 goes berserk and Squad 4 tears them apart like true animals. Squad 5s supporting fire helps a lot too, but once the melee started they couldn't do much.


however incoming fire kills 2 more Squad 4 members, and Severely Injures another, while Squad 1 Takes 1 loss, and another when a member heroically jump atop a grenade to lessen the impact.


as the Invaders slip away into the Storm the gates are shut tightly, the "Refugees" still laying down on the ground.


The de facto 'leader' of Squad 5 leveled her rifle on the cowering bombers. "Ya got six seconds ta start explaining yerselfs."


slowly one of them sits up, still kneeling down and with his arms up.


“we didnt know what to do. Th-they said they were going t-to....to kill....oh.....oh god......they.....they still have our kids....our wives......”


the man suddenly collapses, hand barely holding him up as hes suddenly hit with intense grief. The others that came with him are not doing much better as the clear realization sets in.


“they...they're going to kill them all now...oh god we failed and now they're fucking going to kill them!”


while most just slumpily do as they are told or asked, there are 3 that simply refuse, laying or sitting staring at the ground with a blank look on their faces.


one suddenly whips out a knife and pulls it across his throat before anyone can stop him, though the others dont try anything.


A few men stared disdainfully as the man bled out, but no one rushed to help him. After the bloodloss claimed him, a member of Squad 1 walked over and pocketed the knife, searching the man over for useful gear or a salvageable vest. "Either of you two feel like checking out too?" He asked.


Neither one responds, but one of the other men being led to the med bay turn around and say “might be best to leave em to the storm....they....had the youngest , babies two of em...just babies....” the man slowly turns back around and sighs as he continues on his way.


"I had a daughter you know." The berserker said quietly. "Everyone 'ere's lost peoople, been where you are now. My family died when one o' them oorbital strikes hit oor housing complex, news said they pulled oover three hundred boodies oout o' the rubble." He sighed and sat down next to the pair, "That was early in the boombings, when there was still some oorder left, bankrupted myself buying up all the alcohol I could get, damn near drank myself ta death before the Doc found me. Then the mutation set in, can't control my emotions Doc says, somfin ta doo with glands oor some shit."


He shifted his gaze between the two men, "Doc gives me meds, says they shoould help with the nightmares but they doon't. Gives me stuff ta sleep n shit. Helps me feel not soo bad."


it takes awhile, but one of the two men speak up. “just dont see what I could of done, I didn't have any other choice.....i just wanted her to live, no matter what the cost....”


the other man laughs, before looking up. “.....storms....getting worse.....walls wont be any protection soon....”


"Time ta get inside." He said standing up, "Doc can help you, like he helps me. There's good peoople here, peoople who need help, help from those wit nothin left ta lose. Peoople like us."


they dont answer, but come along anyways. As the storm blows over and slowly buries what couldn't be grabbed, and the day comes to a close, for better or worse, The Unbroken remain just so.
-Gained; 3 decent BoltRifles, 1 Medium Ammo, equivalent to -1 manpower after all calculations, and 2 Food from corpses.


:::::::::Spiral Errant/The Dog Angels::::::::


::Leader::


Name- Marion Novak AKA Lost Mary


::SUPPLIES::

Food; 8(-.5)


Materials; 10(-1)


Special Materials; 2(+2)


Manpower; 37(30)


Arms;


-8(8) Good Melee Wpns


-10(10) Decent Melee Wpns


-15(15) Decent Pistols


-8(+8) Ok Shotguns


- 10 Adequate Shotguns


-1 Decent Bolt Rifle(Medium Ammo),


- 16(10) Low Grade Armor


-(Equipped)Grenade Rotor(A handheld Grenade Launcher holding multiple shots, Can Fire Rapidly and use Smoke and HE, uses Large Ammo)


Ammo;


Small; 8 Squad Engagements


Large; 1 Squad Engagement
::BASES::

<Main Base>


Size- Decent (31/50)


Fortifications- Adequate Defense


Food Production-1 Pts/Month
::SQUADS::

-Rocksteady's crew - 10/10


Moral; 5/5


Armr;


Wpn; 8 good Melee Wpns


Spcl; Grenade Rotor


Additions;


-(Perma) Brawlers; They do not lose Moral on the first turn of Melee.


-(Temp)(3) Booze; quickly regains moral, but can greatly inhibit their efectiveness.


-The Mongrels- 10/10


Moral; 5/5


Armr;10 Low Grade armor


Wpn; 10 Decent Melee Wpns, 5 Decent Pistols


Spcl;


Additions;


-(Perma) Brutal; Does Better In Melee.


-Chipper John's Crew - 10/10


Moral; 5/5


Armr;


Wpn; 10 Decent Pistols


Spcl;


Additions;


-(Perma) Sharp Eyes; This unit together has a knack for higher Accuracy.
1>Chipper Johns and the newly equipped Rocksteadys Crews go out in search of supplies.


As they search the second story of some rubble however, they spot a group of 15-20 men down below, dressed in spiky armor and armed with shotguns, loudly searching the area below. It appears they have some alcohol on them.


John cursed under his breath. All he wanted was a nice quiet food run but it seemed he was doomed to constantly run into trouble along the way. At least all the Dogs present assumed they were trouble. No one took the effort to attach spikes to themselves just so. They could sit down over tea.


Marion was on point this mission and after seeing their supplies going down she wasn't about to show any of Chipper's past mercy. This had all the hallmarks of a bandit crew, so it fell to her to get rid of these ner do wells and maybe profit from their leavings.


She motioned for Chipper's sharp eyed team to take up positions on their current floor up above their targets and for Rocksteady's crew to move into flanking positions closer to this spikey gang and for all of them to stay quiet until she gave the signal to spring their ambush.


As the enemy falls in into your line of fire, the ambush is set, pistols and Grenade Rotor firing off in rapid succession.


The firefight is heavy and short but hardly an actually fight, as the enemy's drunkenness causes them to hardly be accurate or quick, and those not drunk quickly realize the situation and simply abandon their drunken brothers and disappear into the rubble.


With that over they head out and gather the supplies before leaving.


-Gained; 8 ok Shotguns, 1 Small Ammo, 6 Low-Grade Armor, 7 Materials, 2 Special Material, 3 (addition)(3) Booze, and 1 food from bodies.


2>using 8 Materials, The Mongrels improve the defense of the base.


3> the sudden Sandstorm stops all further operations.


:::::::::Glass/ The Bloody Handed ::::::::


::Leader::


Name- Sargent Harry Barnett, 'Lancer'


::SUPPLIES::

Food; 2(-1)


Materials; 18(-15)


Special Materials; 4 (+4)


-Broken Engine


Manpower; 24[20](-1)


Arms;


-15(10) Good Melee Wpns


- 10(10) Good Pipeguns


- 10(10) Decent Shotguns


- 1(Equipped) GutGrinder( a Full auto Shotgun used to subdue Riots; uses Large Ammunition)


- 20(20) Decent Grade Armor


Ammo;


Small; 3(-1) Squad Engagements


Medium; 1Squad Engagements


Large; 1 Squad Engagement
::BASES::

<Main Base>


Size- Decent(25/50 population)


Fortifications- No gaps in the walls


Food Production- 2 pt/Month


Local Production;


-Ammo; Small- 3squad engagements/Month


Smithy- 1 Quality of Production (+.5)
::SQUADS::

-Squad Lutum- 9/10[1](1)


Moral; 8/5


Armr;10 Decent Armor


Wpn; 10 Good PipeGuns


Spcl;


Additions;


-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.


-(Perma) Scavengers; when out scavenging they can sometimes spot things others would miss.


-Squad Malleus- 10/10


Moral; 5/5


Armr; 10 Decent Armor


Wpn; 10 Decent Shotguns, 10 Good Melee Wpns


Spcl; Gut Grinder


Additions;


-(Perma) Suppressors; having perfected the art of suppressing fire, those they fire on are much more likely to become pinned.


- (Perma) Brawlers; They do not lose Moral on the first turn of Melee.


-(Perma) Recyclers; when this squad is doing a project they can sometimes save otherwise useless materials.
1> as squad Lutum is searching the Ammo Sector, they come across two groups of 10-20 men each in a firefight.


One looks mildly culty, the other somewhat ragged and civiliany.


After they find cover, Squad Lutum takes fire at the Cultist looking ones.


Battle:

http://i.imgur.com/OWkDaHt.png


>Your Squad<


-Squad Lutum- 10/10


Moral; 8/5


>Allied Squads<


-Squad 1- 10/10


Moral; 3/5


-Squad 2- 5/10{5}


Moral; 2/5


-They seem to have mostly PipGuns, ok Armor, and 1 Special Weapon(MG)


>Enemy Squads<


-Squad 1- 7/10


Moral; 4/5


-Squad 2- 6/10


Moral; 4/5


-They seem to have PipeGuns and Shotguns, little Armor, and 2 Specials(Mortar and MG)


they immediately fire back aswell, and the sudden sound of mortar fire makes it clear they have more then it appeared they had.


The troops should spread out across their cover, laying down fire on the central group of cultists while three men (From the group of seven) move to the right and then up, linking up with the civvie MG team. They should remain on guard, but try and cooordinate a manoeuvre to attack the enemy mortar in a flanking attack - as a massive risk, it is a priority target while the rest of Squad lutum keeps the main body of the enemy suppressed, and kills as many as possible.


http://i.imgur.com/yRwtgTt.png


>Your Squad<


-Squad Lutum- 10/10


Moral; 8/5


>Allied Squads<


-Squad 1- 19/10


Moral; 3/5


-Squad 2- 3/10


Moral; 2/5


-They seem to have mostly PipGuns, ok Armor, and 1 Special Weapon(MG)


>Enemy Squads<


-Squad 1- 7/10


Moral; 3/5


-Squad 2- 6/10


Moral; 4/5


a Direct Mortar hit takes out a good chunk of your Allied Forces. However once your 3 Men get ot the MG it literally stops them from fleeing.


They quickly explain the situation. They are part of a Faction called the Iron Brigade, but are new recruits sent out on an Expedition, when they ran into these folks who attacked them.


With that they send you off to their main forces, however as you and them plan to go after the mortar incoming MG fire and another Mortar strike delays any action. Your Allies agree to send 3 of their own to help though.


Taking the three Brigadiers, the men sent around the flank should charge for the impassible cover to the north of them, then turn to catch the central enemy in a crossfire. They should then order any surviving brigadiers To move north over the edge of the impassible cover and make a charge for the trench containing the mortar, where they can fire down and take out the special weapon - with Lutum's three doing their best to cover.


All the while, the other seven members should be laying down as much fire as possible - attempting to take out the cultists on the far arm of their half circle of cover.


The iron brigadiers in the central group should provide cover for the first charge


http://i.imgur.com/zUH5JWk.png


>Your Squad<


-Squad Lutum- 9/10(1)


Moral; 6/5(-2)


>Allied Squads<


-Squad 1- 6/10


Moral; 2/5(-1)


-Squad 2- 3/10


Moral; 2/5


-They seem to have mostly PipGuns, ok Armor, and 1 Special Weapon(MG)


>Enemy Squads<


-Squad 1- 7/10(1)


Moral; 3/5


-Squad 2- 5/10


Moral; 4/5


the attempt to get to the impassible cover in the north is mildly successful, until one of your members gets hit and an Ally dies trying to Help drag him into cover.


The Remaining two Allied members move as soon as possible, but the enemies in the Middle thin their line in order to help cover the Mortar, wiping the Allies charging it out, though they did manage to take out a member of the Mortar team, the enemy Reserves at the back simply send someone over.


In the South a member of your Squad gets shot through the head, though one of your own manages to hit an enemy and Wound him badly.


A few Mortar shells suppressed and are keeping the Allied MG suppressed.


The squad members in the north should continue to lay down fire on the centre of the enemy force, while four of the men in the south should move to the IB machinegun nest and help them reorganise - helping to lay down suppressing fire and moving the MG to the north into the passable cover - to the rest of their men, where it'll be closer to the enemy and have some chance of suppressing the mortar. If the IB members break, then squad lutum should retreat as well - in an organised manner - taking the dead and wounded with them if they are able.


Imgur: The most awesome images on the Internet


>Your Squad<


-Squad Lutum- 9/10[1](1)


Moral; 5/5


>Allied Squads<


-Squad 1- 6/10


Moral; 1/5


-Squad 2- 3/10


Moral; 1/5


-They seem to have mostly PipGuns, ok Armor, and 1 Special Weapon(MG)


>Enemy Squads<


-Squad 1- 5/10(1)


Moral; 3/5


-Squad 2- 5/10


Moral; 4/5


The Machine-gun is successfully moved up, and with the crossfire a few Enemies are taken out, however a Mortar Strike minorly Wounds another of the Top Squad groups members.


Suddenly, your own Sergeant gets a tap on the shoulder from your Allies, who then calls out for the MG to cover a Retreat.


“not worth it, whatever their protecting so harshly they can keep.”


with little other options, Squad 1 is forced to use the oppurtunity to fall back, taking no further damage in the process.


Battle over
-Lost; 1 Manpower. All gear recovered.


After getting a bit of info from and about the Iron Brigade, they head home to look after their wounded.


2>Squad Malleus upgrades the Smithy at the cost of 5 Materials.


3> Both Squads go into the Vehicle Sector, but on their way back a Massive sandstorm starts rolling in, forcing them to drop significant portions of their loot to get back in time.


-Gained; 4 Special Materials


4> using 10 Materials, the Repaired Shotguns are upgraded to Decent.


:::::::::Hey its jiwon/ The Sons of The Empire::::::::


::Leader::Name- Captain Lothar Wolff


::SUPPLIES::

Food; 6(-.5)


Materials; 5(+5)


Special Materials;


Manpower; 37(30)


Arms; 35


-10(10) Good Melee Wpns


- 10(10) Decent PipePistols


-15(10) Decent Shotguns


-10(10) Low Grade Armor


-Rail Rifle( A Gun Taking two people to man and Carry, made to take out heavy targets at a distance. Uses Material as ammo, but must recharge after every fight)


Ammo;


Small; 8 Squad Engagements
::BASES::

<Main Base>


Size- Decent (37/50)


Fortifications- ok with no Gaps in the Walls


Food Production- 1 Pts/ Month


Local Production;


Recycled Food;1Pts/Month


Recycled Materials;1Pts/Month


Smithy; 1 Quality of Production
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr;


Wpn;10 Good Melee Wpns


Spcl;


Additions;


-(Perma) Violent; This squad can sometimes enter a rage, where they ignore Moral loss but are no longer under your control fully.


-Squad 2- 10/10


Moral; 5/5


Armr;


Wpn;10 Decent PipePistols


Spcl;


Additions;


-(Temp)(3) Combat Stimuli; a Drug that fully enhances ones Combat Prowess for a time.


-(Perma) Concrete Layers; Knowing how to best use and create Concrete, this squad can better repair and create Fortifications.


-Squad 3- 10/10[3]


Moral; 5/5


Armr;10 Low Grade Armor


Wpn; 10 Decent Shotguns


Spcl;


Additions;


-(perma)(Attach) Rubble Drill; This squad carries a Rubble Drill Mechanism, to help clear Rubble Humans otherwise might not be able to get past.
1> Squad 1 scavenge hunt west finds some decent supplies.


-Gained; 1 Food, 5 Materials


2> Squad 2 does find a few Supplies but otherwise all they do in consolidate Territory as safe, before a Sudden Sandstorm forces them to stay indoors.


-Gained; 10 Materials


3> With the sandstorm leaving nothing else to do, Squad 2 does what they can to increase Food Production Plants.


It costs nearly all their acquired Materials but they get it done.


-10 Materials


4> as Squad 3 is searching the south, they end up getting caught in the Sandstorm and holding up in a Building, only to find 7 People hauled up in its depths.


Once the two groups meet, one of the People panics and fires off a shot, Minorly Injuring one of your Squad mates, to which your Squad returns fire and kills 3 of them and Minorly Injures 1 more.


Your squad is made to use force in order to stop any more chaos, but now as the Sandstorm clears up no one knows what to do with the 'prisoners' they didnt even mean to have to take.


(due to not responding in time)


the tension breaks and the prisoners attack again, injuring 3 members of squad 3 and escaping into the wastes.


Squad 3 returns with little else happening.


:::::::::Melissa/Children of the Forge::::::::


::Leader::Name: Mechassiah


::SUPPLIES::

Food; 7(+1)


Materials; 5(-5)


Special Materials; 10(-2)


Manpower; 27(18)(+2)


Arms;


-10(10) Great Shotguns(S)


-2 Las Rifles


-5(+5) Decent Pistols


-10(10) Hardy Armor


-10(10) Makeshift Armor


- (Equipped)Small Mortar(L)


-(Equipped)AutoGrinder(L)


-2(+2) Las Blasters


-1 (Addition)(Equip)Imperial Sword, while no better then any great Melee Weapon, this is a genuine master crafted Imperial Officers sword, only given out to Officers of Ship Bridges. Any squad whos commander wields this is sure to be sturdier(less likely to lose moral)


Ammo;


Small; 6 Squad Engagements


Large; 2 Squad Engagements
::BASES::

<Main Base>


Size- Good (25/40)


Fortifications- Iffy with Gaps in the Walls


Food Production- 2(+1) Pts/Month


Local Production;


-Materials; 1 Pts/Month


-Special Material; 1pts/Month


Smithy; 2 Quality of Production
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr; 10 Makeshift Armor


Wpn;


Spcl; Auto Grinder


Additions;


-(Perma) Violent; This squad can sometimes enter a rage, where they ignore Moral loss but are no longer under your control fully.


-(perma) Engineers; Experienced with the more complicated machinery of the Industrial complex, they know how to use Special Materials more efficiently.


-Squad 2- 8/10


Moral; 4/5(Temp)


Armr; 10 Hardy Armor


Wpn;10 Great Shotguns


Spcl; Small Mortar


Additions;


-(Perma) Suppressors; having perfected the art of suppressing fire, those they fire on are much more likely to become pinned.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-(Temp)(7) Core Wave; a Device often used on rubble to map out the underground, allowing for ease of seeing what lies underneath, whether people or valuables.
1>Squad 1 takes the Makeshift Armor.


2> as Squad 2 Scours the Crusier Sector, they come across a lone man in rags Staring up at the sky while stand disturbingly still, in a massively open area to the point of there being nowhere near him to hide and ambush from.

The first person outside of their cult they've seen in weeks, Squad two calmly approaches him and asks him if he is lost, keeping their weapons at rest and looking rather relaxed.


The man blinks, and slowly turns to look at them. Hes a bit of an older fella, but not too old.


He grumbles.


“Lost? hmph, Everyones lost round here.” he looks back up at the sun. “ever notice how its not the same color as before? Somethings up with that, suns dont just change color like that.”


"Not much we can do about the sun from where we are. Have a family? We're organizing a shelter, supplies, and defense, if you are willing to pitch in."


the man laughs. “you and every other bastard out there.” he shakes himself unexpectedly, like some sorta dog more so then one trying to wake up.


Looking your group over, he grumbles. “you think your gonna survive with shit gear like that. Hmph. Follow me.” and with that he starts walking north out into the more open ground.


"We're working on it." Curious, they follow, keeping weapons at the ready, but still in a non-aggressive stance.


After quite a bit longer then expected, the man suddenly stops. The areas is just as bleak and open as everywhere else. He then bends over and out of nowhere flips open a large hatch and jumps into the new hole.


Before anyone can properly react, he suddenly pushes out something quite long and large and covered in cloth, then a second, then 3 smaller long devices.


He then climbs out and shuts the hidden door again, and turns to the Squad.


“i think this'll be 'pulling my weight' good enough heh.” he says and motions for the leader to come forward.


Underneath the cloth coverings the Squad is utterly shocked to find;


-2 Las Blasters, Small Laser Cannons made to be carried by 2 people and melt holes in light armor. Can be hand cranked or sunlight charged if no batteries available, however this is a long process.


-2 Las Rifles, Laser guns packing quite a punch against armor, they are slow to fire without battery packs, as each shot then requires either time in sunlight or hand cranking to charge.


-1 (Addition)(Equip)Imperial Sword, while no better then any great Melee Weapon, this is a genuine master crafted Imperial Officers sword, only given out to Officers of Ship Bridges. Any squad whos commander wields this is sure to be sturdier(less likely to lose moral)


"That is... amazing, sir." The squad carefully takes the equipment. documenting it in a surprisingly professional manner as they do so, and escorts the man back if he is willing. Whoever trained them made sure they operated as a smooth machine, rather than a group of angry testosterone-filled mercenaries. Compared to the squabbling tribes scattered around, this squad barely needed to communicate with each other to know where they would fit in best.


the man comes along without a word.


once back in base he grumbles about this and that, but otherwise falls in line, fitting in perfectly with the Forges knack and love of planning and machinery.


-Gained; mentioned gear.
3>with the help of the new Arrival and the supervision of the Mechassiah, they get an old Food Processor up and running before a massive sandstorm hits, and forces work to come to a near halt.


Food Production +1, cost 2 Special, 5 Material


4>due to the sandstorm no one can go outside, however their attention is drawn when 5 people are found huddled up at the entrance to their fort.

Squad two heads out to offer them shelter, equipped as usual and non-aggressive as usual.


The group of people happily accept the offer, and come inside.


However after everyones getting settled and they no longer seem like a threat, one of them slips a hidden pistol out and assassinates one member of squad 2 before quickly taking another hostage.


“all your food, now.” he demands as his two barreled pocket pistol is pressed on the mans head. His fellow refugees are begging and yelling at him ,clearly not part of whatever he is doing.


The remainder of squad two takes their distance and aim their shotguns at him. The captive member says "Please put the gun down, or they will be forced to fire." His voice slightly panicked-- clearly he doesn't want to die-- but at the same time, losing all of their food would be a death sentence to his new family at this fort, and that'd be a far worse death.


It's tense, as the squad members wait for the commander's permission to fire. The commander nods at the captive squad member, and then speaks up. "I would prefer to take you in to custody without killing you. Put your gun down and we can work through the process of you making amends for your crime of murder. No one else has to die here today. But if you do not put the gun down, you will not make it out of this building alive."


the man stares angrily at the commander.


".....ill change my offer to two months of food and some ammo(3 small) instead. or your digging more graves tonight."


With tears in his eyes, the captive squad member nods at his commander, who sighs, and then says with solemn finality... "Fire."


Having had time to aim their shotguns to ensure minimum collateral damage, the squad commander hoped that their captive member would survive, but at the very least, no one but the captive and the murderer would be hurt. They didn't hesitate once the word was given.


as the shots ring out, both the position of the man and his reflexes as he gets hit make him fire, though it was almost impossible to avoid hitting the captive.


with that the situation is over, both dead against the door.


the other 4 members let in beg forgiveness, saying they had no idea what he planned, having only come together a month ago at best.


"We don't blame you. Please, rest... that must have been traumatizing to watch." She turns to her remaining squad, and sighs. "Gather their belongings, and prepare them for the funeral rites."


From a distance, the Mechassiah watches, saddened by the necessity of the violence, and yet pleased by how it was handled. There was merit in the machine philosophy, every day was proving it.


With that the bodies are put through the processor, to be re-used feeding those left.
-Gained; 4 new members, 2 Food(processing and what they brought), and 5 Decent Pistols.


-Squad 2 lost 2 Members.


:::::::::Nate/Soldiers of God::::::::


::Leader::Name- Tamerlane Yl Voychev


::SUPPLIES::

Food; 7(+2)


Materials; 15(-15)


Special Materials; 7


Manpower; 38(30)(+7)


Arms;


-10(10) Great Melee Wpns


-5(+5) Meh Melee Wpns


-10 Shoddy Shotguns


-1 Decent Shotgun


-2 Broken Shotguns


-5 Excellent PipePistols


-10(10)(+5) Good PipeGuns


-5 Decent PipeGuns


-5 Demo Charges( a Single Use Sticky Explosive made to take down Concrete Structures)


-AutoGrinder( a Semi Automatic Small Cannon Used to Get Rid of Light Armor and Cover, Take at least Two to Operate and three to move and is a larger Target, Uses Large Ammo)


-(Equipped)1 Low-End MachineGun


Ammo;


Small; 9(+3) Squad Engagements


Large; 2 Squad Engagements
::BASES::

<Main Base>


Size- Decent (31/50)


Fortifications- Iffy but no gaps in the walls


Food Production- 1 pts/Month


Local Production;


Materials; 1 Pts/Month


Smithy; 1 Quality of Production (+.5)


Medical Area,Shoddy (0/10)
::SQUADS::

-Squad Alpha- 10/10


Moral; 5/5


Armr;


Wpn; 10 Great Melee Wpns


Spcl;


Additions;


(Perma) Honorable- When Both Sides have Even numbers and they are Facing head on, This Squad Has 2 More Moral. However If Your side has an unfair Advantage or this Squad is made to Flank an enemy, the lose Extra Moral, however if the enemy does this they do no lose moral this first time.


-(Perma) Scavengers; when out scavenging they can sometimes spot things others would miss.


-Squad Bravo- 10/10


Moral; 5/5


Armr;


Wpn; 10 Good PipeGuns


Spcl;Low-End Machinegun


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


(perma)(Attach) Rubble Drill; This squad carries a Rubble Drill Mechanism, to help clear Rubble Humans otherwise might not be able to get past.


-Squad Charlie- 10/10


Moral; 5/5


Armr;


Wpn;


Spcl;


Additions;


-(Temp/Perma) Bonded; until this squad as lost half or more members, they will have a permanent increase of 3 Moral.
1> as under the base area of the commanders planning notes clearly shows they already have an incomplete Smithy, there was no reason to wonder what they needed to make or where, and Squad Bravo and Charlie get to work on it.


They finish getting it in working order before the Sandstorm hits around the middle of the month, forcing them all to stay inside.


-Smithy up to 1.


2> Squad Alpha goes out in hopes of finding new recruits. They find 3 men willing to join them, but on their way back get trapped hauled up in Rubble as a Massive Sandstorm hits.


When they return awhile later, they only have 2 new recruits. No one seems to want to talk about why.


3>Squad Bravo takes the Low-End Mg and sets up guard duty. However they are forced to abandon this endevour when the Sandstorm hits, as staying outside becomes a health hazard.


However as they are about to close up, they hear some yells, and a quick glance shows a group of 5 heavily clothed people begging to be let into the base.


With no time to spare due to the Sandstorm, Squads Bravo and Charlie,as Alpha is has not been seen since the Sandstorm Started, let the men in.


the men quickly are rushed indoors, where they gleefully thank you for your hospitality. They do not appear to be a threat, though as they take off extra layers it is obvious they have Pipeguns and Melee Weapons.


They say that once the storm leaves they will too if its too much of a bother, but they offer to give you food in exchange for letting them stay til then.


After some talk the men agree to join, and offer up their supplies to the group.


-Gained; 5 Manpower,2 Food, 5 Good PipeGuns, 5 Meh Melee Wpns, 3 Small Ammo


4> with little else to do, everyone sets about improving their weaponry.


-at 15 Materials, 5 Decent PipeGuns are Good PipeGuns, 10 Good Melee wpns are Great Melee Wpns.


:::::::::Pat/The Monks::::::::


::Leader::Name- Saqap (sah-kahp)


::SUPPLIES::

Food; 2(-1)


Materials; 19(-10)


Special Materials; 1(-2)


Manpower; 29(20)(+4)


Arms;


-10 Adequate Melee


-10(10) Good Pistols


- 15(10) Decent PipeGuns


-20(20) Low Grade Armor


- Vender Gun( a Man Portable Gatling Gun Variant with short barrels, Uses Medium Ammo)


-Grenade Rotor(A handheld Grenade Launcher holding multiple shots, Can Fire Rapidly and use Smoke and HE, uses Large Ammo)


Ammo;


Small; 2 Squad Engagements


Medium; 1 Squad Engagements


Large; 1 Squad Engagements
::BASES::

<Main Base>


Size- Well Enough (25/ 40)


Fortifications- Iffy with Gaps in the Walls


Food Production- 2 Pts/Month


Local Production;


Materials; 2Pts/Month


Smithy; 1 Quality of Production
::SQUADS::

-Squad 1- 10/10


Moral; 5/5


Armr; 10 Low Grade Armor


Wpn; 10 Decent Pipeguns


Spcl;


Additions;


-(Perma) Sharp Eyes; This unit together has a knack for higher Accuracy.


-(Perma) Loaders; Knows how to reload ammunition, thus when making it can produce more.


-Squad 2- 10/10


Moral; 5/5


Armr; 10 Low Grade Armor


Wpn; 10 Good Pistols


Spcl;


Additions;


-(perma) Hardened; This squad has Plenty of experience with hardship and will ignore the first time it should take moral loss in any situation.


-(Temp)(5) Fix-it; an all purpose Putty that can Be used for Repairs or Construction to Significantly cut down the time of completion.


-(Perma) Work Ethic; While not outright amazing at anything specific, any manual job given to them they will be a bit faster at.
1> as Squad 1 explores northward they are ambushed and surrounded by a group of ragged looking men wearing a lot of yellow.


Guns up, the 17 men chuckle as their guns point down Squad 1.


“well well what do we have here? Ya know this is our turf right? Tell ya what, drop whatever you scavenged and we'll let you turn around and leave.”


Nonplussed, as always, the Monks calmly give over what they have gathered. Knowing that those so desperate need it more than they ever could.


The white painted faces turn away, returning to the Monastery.


The Ambushers chuckle and seem confused but let you leave unharmed.


On the way back home you are lucky enough to find a few Supplies still.


-Gained; 5 Materials


2>using 15 Materials and 2 Special Material, Squad 2 is able to upgrade the Food Processing Plant, though with the sudden Sandstorm they were slowed down.


3> During a Harsh sandstorm, you notice 10 men show up at your Fortress Gate asking for shelter.


Due to the storm and their clothing its hard to tell what if any weapons they have.


The gate is opened. Sayae herself approaching the newcomers. Squad 2 trails behind her, with Squad 1 remaining further back.


The 10 people quickly enter the Fortess and are rushed inside and out of the storm.


They thank you for your hospitality and say that theyll be out of your hair once the storm is over.


As a thanks they offer you some food and supplies if you would like.


The Monks politely refuse, and even go as far as to offer permanent shelter at the Monastery.


Only 4 wish to stay once the storm subsides, but they do tell you of a faction of harsh,but negotiable, slavers on the edge of the Weapons sector near the crashed spacecrafts.


-Gained; 4 manpower


=NPCs=


:::::::The Scourge::::::::


-???


=EVENTS=


-Massive Sandstorm!;


During the Middle of the month for the Northern City, and End of the Month for the Southern City, a Massive sandstorm rolled through, displacing many groups, and burying some of the north.


This Sandstorm made outdoor activities nearly impossible, and often deadly.
 

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