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::
::BASES::
::SQUADS::
:::::::::Addy/ Collective Remnants::::::::
::Leader::
Name- Anton Abbott
::SUPPLIES::
::BASES::
::SQUADS::
:::::::::Glass/ The Bloody Handed ::::::::
::Leader::
Name- Sargent Harry Barnett, 'Lancer'
::SUPPLIES::
::BASES::
::SQUADS::
:::::::::Hey its jiwon/ The Sons of The Empire::::::::
::Leader::Name- Captain Lothar Wolff
::SUPPLIES::
::BASES::
::SQUADS::
:::::::::Spiral Errant/The Dog Angels::::::::
::Leader::
Name- Marion Novak AKA Lost Mary
::SUPPLIES::
::BASES::
::SQUADS::
:::::::::Melissa/Children of the Forge::::::::
::Leader::Name: Mechassiah
::SUPPLIES::
::BASES::
::SQUADS::
:::::::::Nate/Soldiers of God::::::::
::Leader::Name- Tamerlane Yl Voychev
::SUPPLIES::
::BASES::
::SQUADS::
::::::::at/The Monks::::::::
::Leader::Name- Saqap (sah-kahp)
::SUPPLIES::
::BASES::
::SQUADS::
=NPCs=
N/A
=EVENTS=
N/A
@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
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
<Main Base>
Size- barely adequate (49/50 population)
Fortifications- iffy but no gaps in the walls.
Food Production- 1 Point Produced a Month
Size- barely adequate (49/50 population)
Fortifications- iffy but no gaps in the walls.
Food Production- 1 Point Produced a Month
-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.
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.
::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
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
<Main Base>
Size- Decent (25/50)
Fortifications- No Gaps in the Walls
Food Production- .5pts/Month (needs Improvement)
Local Production;
-Materials; 2 Pts/Month
Size- Decent (25/50)
Fortifications- No Gaps in the Walls
Food Production- .5pts/Month (needs Improvement)
Local Production;
-Materials; 2 Pts/Month
-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.
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.
::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
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
<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)
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)
-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.
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.
::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
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
<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
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
-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.
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.
::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
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
<Main Base>
Size- Decent (31/50)
Fortifications- No Gaps In the Walls
Food Production-1 Pts/Month
Size- Decent (31/50)
Fortifications- No Gaps In the Walls
Food Production-1 Pts/Month
-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.
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.
::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
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
<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)
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)
-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.
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.
::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
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
<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)
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)
-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.
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.
::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
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
<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)
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)
-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.
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.
N/A
=EVENTS=
N/A
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