Fallout: Resurgence Roleplay

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    • Fallout: Resurgence Roleplay






      Please make sure you read "How To Create A Faction" which is down below to understand how to properly create a faction



      Questions?


      Message Me On Discord

      Magnum2016 #6741


      Created By:
      Magnum2016

      Special Thanks To:

      Sovereign
      Rick Wong
      Rhode
      Warcity
      JamesT
      and several others




      Rules

      1. No Gold Use

      2. Post at least once per day (If unable to contact Magnum2016)

      3. If the Main Admin asks you to give a shared map for a rule breach you are required to do so

      4. Use proper Grammar and Spelling to the best of your abilities

      5. Be respectful to other players in the game

      6. No OOC's in the game (if you have an issue message me and I will solve the problem)

      7. Follow rules about expansion and encountering players

      8. No Capital raiding without posting for each and every capital.

      9. Follow any additional rules initiated by the Admin

      10. Have fun and enjoy the Roleplay

      11. No trolling

      12. Read the Lore!



      (Will be updated as more players create backgrounds)

      Factions Quick List

      New California Republic - Magnum2016


      Caesars Legion - Thomas


      Enclave - Sovereign


      East Coast Brotherhood of Steel - Elitist Beaver



      West Coast Brotherhood of Steel - starlord72307


      The Institute - Irritator


      Leviathans Horde - Old Guard



      Floridian Military Conglomerate - Warcity



      North East Mutants - Captain Cuddles



      New Canadian Republic - JoJoJo2103


      Commonwealth of Virginia - Dahur



      The Stalkers - Zango22


      Peoples Republic of Northwestern Settlements - Demex002



      United Raider Clans - Gknight3




      Dominion of Chicago - GoldBRO



      New Carolinian Order - Ramius



      Federacion De Los Zetas - LightningTurk


      The Arkansas Guard - Enderborn


      Lonestar Republic - Edwin H.




      La Legion Mexicana - ZewsBG



      The Free State of New Amsterdam - Viame1



      Republic of Alabama - WW2 History


      Enlen Khantate - Kevster


      Grande Republika Mexicana - Rick Wong



      Rocky Mountain Republic - McGrillin



      Sino-American Unified Militia Pact - Lord Asher



      Minhazi Coalition - Myxine



      Shako-Jin Empire - Walpole




















      How To Create Your Own Faction


      As you have noticed only a very small portion of the map is colored. The colored portions of the map are factions that have already been created. However one of the great things about this roleplay is the fact that players themselves will be given the chance to create their very own faction.


      The goal of this is to allow roleplayers to use their imagination to its full extent as long as the faction stays within the binds of the Fallout Lore.


      Do you want to play as a violent raider group that travels across the Wasteland and murders everyone they come across? You can do that!


      Do you want to play as a group of Super Mutants that are attempting to purge the world of mankind? You can do that!


      Do you want to play as a group of Ghouls that are simply trying to survive as the Wasteland constantly changes? You can do it!


      As long as your idea is lore friendly you are free to create whatever faction that you wish however I advise against creating advanced factions (that use power armor) as already quite a few factions use power armor. And remember if you have any questions feel free to ask me via in game or through Discord (Magnum2016 #6741)


      More information will be down at the bottom of the post on the application section.

      The post was edited 20 times, last by President Magnum2016 ().

    • Guidelines
      Information to help you become better familiar with the Fallout universe and the Roleplay itself. Following these guidelines is extremely important as it allows for the creation of immersion into the roleplay.




      Admin Strikes/Breaking The Rules


      The usage of Gold in the Roleplay is not allowed in anyway or form and as such if a player is caught using gold they will be punished accordingly.


      Whatever the gold was used on be it a unit, resources etc. will immediately be destroyed and a fine ranging from $25,000 - $500,000 will be issued to the offender. The gold will then be given to the countries that would be most affected by the breaking of rules.

      If a player is caught ignoring the Tech Tree they will be issued a warning and get a large amount of Tech Points removed (about 5 days worth) if the player continues to violate the Technology Tree they will be declared rogue and players will be forced to destroy them.

      Any other breaking of the rules as well as rules not listed will be up to the Admin of the game as well as his Co-Admins to help ensure a fair play experience.


      Grudges, Rivalries and Realism


      The very life of this roleplay lingers on the fact that players are expected to be realistic and immerse themselves into the scenario and as such here are a few guidelines about player relations that must be followed.



      Out of Character (OOC) Is Not In Character (IC)

      Anything that is conducted within the Discord Chat, Skype or any other chat service that was not In Character cannot influence this roleplay.

      An example of this is an argument that two players have in the discord chat that strains the relations of the two players outside of the game this should not in anyway influence the players factions in game. Another example of this can be a player talking about how he is going to invade your faction in the OOC Chat. You cannot act upon this information and begin deploying your forces to try to prevent the invasion as In Character you have no idea of this information.

      Another example of this is perhaps conquering provinces in a certain way to block off a faction that you have not discovered as your faction should have no reason to do this as it does not know the faction exists.


      No Grudges (AKA War is Life) + Control Your Temper


      Players should not hate each other just because they had a war in the Roleplay. In fact wars should be rather constant within the roleplay as players are constantly trying to get the upper hand and weaken stronger factions however just because your went to war with Faction X does not mean that your faction has to hate Faction X in fact within a few days your relations can stabilize and you can be allies if a superior threat appears. Just please understand that backstabbing is a way of life in the Wasteland and as such it will be a way of life in this roleplay but just because someone backstabbed you does not mean for the rest of the roleplay your sole goal is ensuring their defeat let it go and move on.

      This is especially true with skirmishes and engagements when factions first encounter each other just because someone decided to capture one of your neighboring settlements with a small strike force does not warrant an all out war declaration instead retake the province and perhaps conduct a retaliatory strike against them as this adds to the immersion of the roleplay. Hell even agree to this before hand with the player so you can create a very interesting skirmish.





      The Goal Is To Roleplay Not To Win


      Your job in this roleplay is not to become the most powerful faction in the game. No your sole goal is to roleplay, be realistic and create an immersive environment. So don’t make actions just to ensure that you are the strongest faction in the game instead only make such actions if they make sense for your faction etc. and do not be mad if you are defeated in a war even if it means you may never regain your strength for it is in the fun of the roleplay.
      Put yourself in the feet of your leader!

      In this roleplay. Roleplay as your faction's leader not yourself. Immerse yourself into the roleplay and make realistic decisions.






      Population


      Before the Great War(2077) the United States population was roughly four hundred million people. It has been two hundred years since the world was ravaged by nuclear fire and the population in the majority of post-war America continues to decline due to the consistent dangers of the wasteland there are few exceptions of course such as the New California Republic which houses a staggering population of roughly one million citizens as the pre-war state of California had a population of eighty million in 2077 more than ¼ the entire country's population.


      With the exception of the New California Republic, populations of factions should be roughly 50,000-75,000 citizens at the start of the game. Western and Midwestern populations should be smaller while East Coast populations are allowed to be upwards to 75,000 with some states (NY, FL, TX)being allowed to hover around 100,000.


      Just be realistic as roughly 99% of the world's population was destroyed by the Nuclear Fire and the effects that it brought upon the world leaving roughly 4,000,000 people within the United States.




      Army Sizes
      The days of million man armies is no more and as such this must be represented within the roleplay. Each unit in the game is represented as 1,000 soldiers however in the roleplay these numbers are much less as you will be able to see when you are looking at the faction section. Just keep in mind that when you are fighting in a war and it says you have killed 50,000 soldiers in reality you have killed maybe a few thousand.



      Below are some standards in terms of unit size


      Infantry:


      Advanced Factions
      Soldiers equipped with Power Armor, Laser or Plasma Weaponry and are heavily trained.

      25-75 Soldiers


      Average Factions
      Soldiers equipped with assault rifles, combat armor and are well trained
      100-150 Soldiers


      Primitive Factions
      Soldiers equipped with mainly Melee Weapons and lack effective armor
      175-300 Soldiers



      The post was edited 1 time, last by President Magnum2016 ().



    • Aircraft
      Due to the nature of the Roleplay. Players will not be able to research or produce aircraft until Day 15 of the Roleplay this is to have players rely on ground units in the beginning of the game as is realistic.



      Resources


      Food
      It is food dumbo… but with radiation n stuff


      Goods
      Basic resources such as manpower to construct the weaponry/buildings as well as other resources like Lumber, Ammunition etc.


      Manpower
      Population within your faction that is capable of joining the armed forces.

      Metal
      Metals that can be scavenged across the wastes, they are not necessarily pretty to look at but they get the job done.


      Oil
      Oil is virtually extinct from the world and as such has been replaced by Nuclear Energy and Microfusion Cells.


      Rares
      Rare technologies such as Electronics and rare metals.


      Cash
      Varies between factions as several have a standardized currency such as the NCR however Bottle Caps are an accepted currency across the wasteland.



      Other Need To Know Information
      The world as we know it is all but destroyed and the average wastelander is struggling to survive. Factions, even within the borders of technologically advanced factions outside of the major cities raiders continue to run rampant and traversing the wasteland without a heavily armed convoy is a certain death wish as factions are simply incapable of ensuring the complete security of their borders.


      Of course in some area’s that are more established such as the NCR and most of all the Legion lawbreakers are slightly less often however I DO NOT WANT TO HEAR ANYONE TALK ABOUT HOW THEIR FACTION IS CRIMELESS this comes to another major issue players acting as if their faction is a paradise. Granted factions such as the Enclave, Institute and Brotherhood of Steel enjoy the perks of advanced technology however the common citizens within their borders do not. While the NCR and Legion’s high command may enjoy a very comfortable life the common citizen within their faction is barely surviving. There is no easy access to medical care (outside of major cities and for a price), there is no welfare system and there is no amazing standard of living within the Wasteland.


      Naming Units
      Units that give you the choice to name them upon completion must be given a realistic name. I don’t want to see any names that are comedic etc. or anything similar stick with realistic names.




      Balance Of Power
      The goal of this roleplay is to prevent the creation of Superpowers until very late game to ensure that the Roleplay will have a lengthy lifespan. Now the problem with this is no matter how many measures I implement to prevent the creation of super powers only one thing can truly stop the formation of them. Players enforcing an effective balance of power.

      Players must remember that they are playing as a faction whose sole goal is the preservation of their population and beliefs and as such must be cautious of everyone even their greatest allies. And as such everyone is encouraged to act in the best interests of their factions in creating an effective balance of power where not one country is too powerful and if a country is too powerful players are encouraged to strike him down to even out the playing field. Above all players need to put their petty differences aside and at certain times ally their mortal enemies in the face of a superior foe.


      Remember just because you go to war with a faction does not mean that you are required to hate them and attempt to seek revenge upon them the entire game. Let bygones be bygones and if necessary ally with your enemies to ensure that no single player gains too much power.


      DON'T HOLD MOTHER****ING GRUDGES!

      The post was edited 2 times, last by President Magnum2016 ().


    • Encountering Factions

      The world that we know is all but destroyed and with it people’s knowledge of what is going on around the Wasteland. And as such this must be represented in the roleplay there is no feasible way for a faction on the West Coast to come into contact with a faction on the East Coast and even if they manage to do so it is impossible for them to establish functional communications due to the distance and even then factions for the most part have utterly no idea what is going on in the world outside of their own borders unless they have already discovered bordering factions in the past (must be included on timeline)
      How it Works
      • Players will start the game with no knowledge of any factions unless it is specifically stated in the Timeline that they have met each other and this must be approved by the Administrator (Magnum2016) (It is unlikely I will approve this)

      • There are two ways that players can establish communications with other factions
      1. Forces of the players faction encounter soldiers from a nearby faction (they must be literally on top of each other) or they enter a settlement (not the province itself it must be the actual city of the province) of another faction of which communications can then be established.
      2. The player is made aware of the factions existence through another faction however this is very limited meaning that players on the West Coast cannot discover the Institute because they encountered them due to every faction revealing their bordering faction to them and so on over and over. For the most part you should only know of factions 1-3 (at most) states away from you unless you have a good reason to know about them. Overall if you have to ask yourself if it makes sense for you to encounter faction ______ it is best to just ask Magnum2016 about it.

      • Even if you know about a faction you should not know everything about them in fact your information about them should be the bare minimum unless you are allies this is even more so for factions that you have encountered via other factions.

      • Communication needs to be limited if the faction is not directly bordering you. This is pretty simple but for the most part any forms of communication is via letter or ambassadors and as such communication should be limited if the faction is far away from you.

      • Players are not allowed to make make actions specifically to stop the expansion of factions that they have not yet discovered as this is OOC (Out of Character) Information and is not welcome in the Roleplay.

      • MAKE A POST ON THE NEWSPAPER WHENEVER YOU ENCOUNTER A NEW FACTION!

      • If your faction has not yet encountered the faction of the land you are moving across then act as if no faction controls these lands and feel free to move across however keep in mind the faction has every right to fire upon you. This brings up a major suggestion I would advise everyone who borders a faction they have not yet encountered to have Right of Way with each other to allow this.

      • It should be fairly common for factions to encounter for the first time via an engagement as it would make sense to fire upon a heavily armed group of individuals who have violated your territory if this happens I STRONGLY DISCOURAGE PLAYERS TO GO TO WAR OVER IT AND INSTEAD ENCOURAGE PLAYERS TO EITHER REACH A COMPROMISE OR SIMPLY DO A RETALIATORY ATTACK AND LET BYGONES BE BYGONES THIS GOES WITH THE FACT THAT PLAYERS NEED TO BE UNDERSTANDING AND NOT HOLD GRUDGES.

      • Overall please just be smart about this. I discourage factions from discovering every faction in their region (West Coast, East Coast, Mid-West etc.) as soon as possible as it takes away from the roleplay. Even if you border a faction it is realistic for you not to encounter their forces for days if not weeks just please be realistic and make sure that you do not make any OOC actions just for the sake of furthering your strength in the game. and put yourself in the shoes of the Leader of your faction.
      I (Magnum2016) reserve the right to undo faction encounters if I feel that the factions are not properly roleplaying and keeping within the Roleplay scenario.




      Skirmishing With Other Factions
      I hereby reserve the right to not allow wars to occur during a skirmish if the warring party is simply having a temper tantrum.


      We live in a post-apocalyptic nightmare and for the most part factions are barely holding onto the few resources that they have and as such tend to not have the supplies to fund an all out war against another faction however as lack of logistics are frequent border fighting should be very common in the roleplay as well as conquering border towns.


      I outright encourage players to conduct skirmishes as frequently as possible even if you have somewhat friendly relations with the player in question as it just makes sense in this type of a roleplay.


      Skirmishes should usually not lead to wars and instead players should simply conduct an appropriate response to the attacking party


      Good Example
      Caesars Legion launches a military operation inside of the lands of the NCR and captures a neighboring border province and destroys the infantry battalion defending the province as a response the NCR launches a bombing raid on the offenders as well as having its artillery fire upon a nearby settlement of the Legion.


      Bad Example
      Caesars Legion launches a military operation inside of the lands of the NCR and captures a neighboring border province. The NCR in response deploys its entire military towards the Legion and begins a full scale military invasion of the Legion because the player of the NCR is mental.

      The post was edited 3 times, last by President Magnum2016 ().

    • Features



      Technological Progression


      Before the Great War humanity was at its technological peak. It had developed stealth technology, power armor and even the ability to harness fusion itself however when the bombs dropped technological was put on a halt. It is now 2275 and factions are still struggling to regain mankind's great technological leaps. However all is not lost as many factions continue to learn the ways of the Old World in hopes that one day they may create a new world. A world where their children will be safe.

      In a Fallout Roleplay it only makes sense that the majority of factions would be utterly cut off from advanced technology which is why I have implemented a Technology Tree that will force players to make difficult decisions on which technologies are important and which ones can be put to the side. One wrong choice can literally mean the end of your people so choose wisely.

      Technology Points


      Everyday factions will be awarded technology points that will allow them to invest into scientific research with the hope of producing weapons that will ensure their survival in the ever cruel wasteland.
      Players will be given additional Technology Points through the completion of quests (which will be discussed down below) as well as the ability to increase the amount of TP they earn daily through investing in new methods.
      Certain pre-made factions will also start with technological advancements to help represent their superiority over lesser factions however most of these factions will have restrictions put in place on how much they can expand to prevent them from becoming super powers.

      Every faction starts out with 10 Technology Points which they can spend on units



      Technology Levels


      Some factions are more technologically advanced than others for instance a Raider organization that's survival surrounds scavenging and murdering others is going to be much less advanced than let's say the Enclave or New California Republic which has the ability to manufacture its own weaponry.


      Technology Levels


      Neglected Research Focus - 2 Tech Points Per Day


      Dedicated Research Focus - 3 Tech Points Per Day


      Absolute Research Focus - 4 Tech Points Per Day





      Events


      The Roleplay is not just influenced by the few factions that are spread across the wasteland they are also influenced via events. These events are rolled everyday (with a large chance of nothing happening). Events can reward every player in the game or they can lead to a questline that players will have the option to solving and upon solving will be greatly rewarded via units or technology points.



      Expansion Limits
      Nobody enjoys the balance of power being toppled by a single superpower that is capable of taking on the rest of the world without issue. To prevent this I have implemented several expansion restrictions that will hopefully prevent the formation of superpowers early in the game as well as to ensure that the roleplay will continue for a long time as no faction will be capable of taking over the wasteland until extremely late game.



      Conquests of players
      To prevent players from being destroyed due to devastating wars especially against superior enemies. The problem with wars in most roleplay’s is that after the war is over the defeated faction(s) lose all of their territories. In this roleplay players will only be capable of losing a maximum of 10 provinces (each) during a war (this will be increased as factions become more powerful). After a war has concluded both parties must sign a peace treaty and will restricted from fighting each other for 10 days.



      Conquests of Minor A.I.
      What is a Minor A.I.? - A Minor A.I. is any country in the game that is not originally playable.


      There are no restrictions on conquering Minor A.I. as they lack the ability to heavily influence a factions power.


      Conquests of Major A.I.
      What is a Major A.I.? - A Major A.I. is any country in the game that is playable by a player but does not have a player playing as it.
      Players are limited to conquering a maximum of 25 provinces every 10 days from Major A.I.’s. This may be decreased or increased if the need arises however this means that a player can only conquer one major A.I. every ten days to reduce massive expansion.












      The post was edited 6 times, last by President Magnum2016 ().

    • Application


      Player Name:


      Discord Username:


      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree/I Disagree


      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree/Disagree


      Faction Information

      If you are signing up for an already made faction please leave the description blank


      Faction Name:


      Starting Country:


      Faction Leader:


      Faction Description: The Longer The Better


      Factions Military: (Check the factions page that is listed above for examples)
      Factions Technology: (Check the factions page that is listed above for examples)


      Factions Political System (Check the factions page that is listed above for examples)


      Starting Technology Tree Picks (Go to the Tech Tree listed above) (Use a total of 10 Tech Points) (No Aircraft)


      Unit Descriptions For The Technologies That You Have Selected


      Questions
    • Application


      Player Name: Magnum2016


      Discord Username: Magnum2016 #6741


      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree


      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree


      Faction Information
      If you are signing up for an already made faction please leave the description blank


      Faction Name: New California Republic


      Starting Country: Northern California


      Faction Leader: President Zane Griffin


      Faction Description:
      The New California Republic (NCR) is the largest, democratic federation with a population of over one million citizens. The Republic is based in California, with holdings in Mexico (Baja California) as well as outposts along the pre-war state lines of Nevada and Oregon. The NCR emphasizes and claims to support a myriad of old world values, such as democracy, personal liberty, and the rule of law. It also strives to restore general order to the wasteland, the improvement and development of infrastructure and economic systems, and a basic common peace between the people has led to the NCR becoming the most powerful force in the Wasteland.


      Factions Military: (Check the factions page that is listed above for examples)
      The New California Republic's Armed Forces maintains the largest standing army in the wasteland and is one of the few factions that has an active Military Industrial Complex which allows the NCR to produce standardized equipment for their armed forces through arms suppliers mainly the Gun Runners which is based in Los Angeles (Boneyard). The NCR possesses a large variation of equipment as it maintains an active navy, air force as well as having access to a limited supply of Power Armor which its prestigious Shock Troopers use in combat. The NCR Army has distinguished itself as a capable fighting force after driving back the technologically superior forces of the Enclave and Brotherhood of Steel.

      Factions Technology: (Check the factions page that is listed above for examples)
      The New California Republic maintains itself as one of the most technologically advanced factions in the post-war United States although it is outmatched in terms of technology by the Brotherhood of Steel and Enclave the NCR through its wars between the two powers has managed to create a fairly large stockpile of advanced technology. The NCR also has a fully functioning arms industry that is capable of producing weapons, armor and to a lesser extent vehicles.

      Factions Political System (Check the factions page that is listed above for examples)
      The New California Republic Political System is inspired by the political system of the United States of America. The New California Republic remains the only major Democratic Republic in the known Wasteland and its Political System has thus far been successful in taking care of the ever growing Republic’s population which is slightly over a million.

      Starting Technology Tree Picks (Go to the Tech Tree listed above) (Use a total of 10 Tech Points) (No Aircraft)
      Level 3 Infantry
      Level 1 Light Tanks
      Level 1 Artillery
      Level 1 Destroyer





      Unit Descriptions For The Technologies That You Have Selected


      Infantry - 100 soldiers
      As Shady Sands began to flourish and incorporate nearby settlements into the Republic the need for a more professional army was made apparent after the crushing defeat of Visalia in the year 2209 when the Raider gang known as the Vipers led the 4th and 5th Militia Companies into an ambush causing the complete destruction of both of the company’s (200 men). Upon this event the Republic ordered the formation of a professional fighting force that would be capable of ensuring the security of the Republic and thus The NCR Troopers came to life.
      NCR Infantry Companies are equipped with standardized equipment such as the DX-15 Service Rifle and NCR Combat Armor which is produced within the borders of the NCR the soldiers also undergo three months of training before being considered combat ready. Although not equipped with as advanced weaponry of factions such as the Brotherhood of Steel the NCR is capable of using its superior numbers and standardized equipment to overwhelm its enemies.

      Light Tanks - 75 Rangers, 10 Humvee’s
      Although the NCR relies heavily on its Troopers in combat operations the NCR Rangers are the forces that tend to lead the front in major battles. The Rangers undergo one year of Training which allows them to be much more combat competent than standard troopers. The Rangers are also much better Armed being equipped with Reinforced Combat Armor, the upgraded version of the DX-15 known as the DX-19 which uses a larger caliber bullet.
      The Rangers tend to move by foot but may also use specialized Military Humvees equipped with Gatling Lasers to breach enemy lines.


      Artillery - 12 Artillery Guns
      Utilizing Pre-War Artillery discovered within pre-war military bases scattered across California the Republic has managed to successfully repair a number of these artillery cannons to provide suppressing fire during conflicts however the Artillery Companies are very slow as the artillery are pulled by nothing more than Brahmin and are rather defenseless.

      Destroyer - 2 Fast Attack Crafts
      The NCR maintains a small navy mostly to protect trade ships heading the other regions of the Republic as sea is the fastest form of transportation. The NCR makes extensive use of Light Attack Craft which are armed with Miniguns and Rocket Launchers.
    • Player Name: WarCityDriver





      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree



      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree



      Faction Information

      Floridian Military Conglomerate is a mixture of military personnel and their descendants, when the bombs fell the military forces in and around Florida took over the vaults in the area by force and managed to survive the nuclear apocalypse as well. While the Conglomerate has great technology concerning military tech they lack a lot of the technology needed to survive in the waste such as proper agricultural techniques leading the to conglomerate having a heavy focus on military expansion and seizing resources by force until a more permanent solution can be developed. The FMC is well known for having well trained military personnel as well as some of if not the most advanced naval technology in the known world.



      Faction Name: Floridian Military Conglomerate (FMC)



      Starting Country: Florida



      Faction Leader: General John Maxian



      Faction Description: The Longer The Better



      Factions Military: (Check the factions page that is listed above for examples)
      Factions Technology: (Check the factions page that is listed above for examples)



      Factions Political System (Check the factions page that is listed above for examples)



      Starting Technology Tree Picks (Go to the Tech Tree listed above) (Use a total of 10 Tech Points) (No Aircraft)
      Infantry, AT gun, AC, Light tank, Cruiser, Destroyer
      (Rest will be spent later in game as tech unlocks)



      Unit Descriptions For The Technologies That You Have Selected

      The post was edited 1 time, last by WarCityDriver ().

    • Application


      Player Name: JoJoJo2103

      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree


      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree


      Faction Information
      If you are signing up for an already made faction please leave the description blank


      Faction Name: New Vegas


      Starting Country: Nevada


      Faction Leader: President Robert House


      Faction Description:
      New Vegas, is a Surviving City-State in the Middle of the Mojave Wasteland. The City Survives due to the Actions of Robert House, who managed to create anti-missile defences to defend the city, though parts of it was destroyed. Robert House had his own hotel were he lives in a self-contained life support unit. He rules New Vegas with an army of Securitrons to defend the City. Although mainly governed inside New Vegas, it's influence stretches far out into the Wastes.


      Factions Military: (Check the factions page that is listed above for examples)
      New Vegas' army is Highly Advanced, with most of it's combatants being Robots (Securitrons), however these are few in number, only about 400 Securitrons Exist.

      Factions Technology: (Check the factions page that is listed above for examples)
      New Vegas is one of the most Technologically advanced factions. It has most of it's combatants as robots, with lasers. Though it's army is small in Size it can defend it's Capital efficiently.

      Factions Political System (Check the factions page that is listed above for examples)
      New Vegas' Political System is rather simple: Mr. House who lives in his own secluded Hotel is the Outright leader, because of his control over the Securitrons, which carry out his will, Though he Runs an Authoritarian Regime, he does not place strong laws down or anything; People are very free in his land, Securitrons only intervene if provoked by a really bad crime e.g. Murder.

      Starting Technology Tree Picks (Go to the Tech Tree listed above) (Use a total of 10 Tech Points) (No Aircraft)
      Level 4 Infantry

      Unit Descriptions For The Technologies That You Have Selected

      Infantry - 400 Securitrons
      These Robots are some of the strongest things people will encounter. They are Fast, Well Armoured, and above all, they can fire lasers and rockets, However one downfall is that they are very expensive and low in quantity. They lack camouflage ability and may not be that efficient on Offensive missions, but when it comes to Defence, they will pack-one-hell-of-a-punch
      Rule Brittania
    • Player Name: Old Guard

      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree


      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree


      Faction Information









      Faction Name: Leviathan's Horde


      Starting Country: Cuba


      Faction Leader: Admiral Cyrus Eastburn




      Faction Description:


      The Leviathan’s Horde is known as a pirate nation located in the pre-War Cuba Island.

      In 2045 during the first tensions with Mexico and to definitely stop the chinese influence in Central America, the U.S. government put a puppet government in Cuba and started using the islands as one of their main naval bases.
      In 2065 the U.S. also start to use the islands as a great prisional complex.

      During the process of annexation of Canada, many of the protesters, military defectors and political rivals of U.S were sent to Cuba, in order to be completely isolated of the continent and stop their subversive actions. Many illegal experiments were made in the islands by scientists that used the prisioners as tests subjects. After the Great War, many of the prisioners and soldiers survived, as the island was not hit by many nuclear bombs and due to the many underground prisions. After the decrease of radiation, it was discovered that most part of the island was occupied by the mutants who escaped the scientific complexes.

      Different tribes started to fight for the control of the islands and after decades of war between humans and also fighting the mutants, the tribe called Leviathan’s Horde, controlled by the remaining of the soldiers and prisioners of the east side of the island were able to unify the pre-war Cuba Island.

      The Horde spent most of their time in raids, developing a religious relation with the sea, but the population increase and the lack of land, started to urge the Horde to expansion. They are known for worshiping the Old Man of the Sea and see Leviathan as they higher deity.



      Military



      Most of the equipment that remained in the islands were naval vessels, but also some light armored vehicles captured in the many military complexes. The Horde is very focused in mastering the sea and controls pre-war industrial complexes designed to the repairs of it’s navy.



      Technology



      The relation of the Horde with the technology is very pragmatic. They do not practice large scientific researches and only domain what is essential. Part of the suspicion with science is due to the many years of fighting against the mutants.





      Political System



      Most part of the political system in the Horde’s territory is based in the sea relations, the land politics are ruled by a oligarchical government called The Admiralty and that have representatives of each naval vessel and it’s zones of influence that are designated zones in the island where each vessel can recruit, generally chosen by the captain. The legitimacy of the system is based in the fact that the crew of the vessel elects every captain.

      Starting Technology Tree Picks (Go to the Tech Tree listed above) (Use a total of 10 Tech Points)

      - Infantry level 1
      - Artilliery level 1
      - Cruisers level 2
      - Submarines level 2


      Unit Descriptions For The Technologies That You Have Selected


      Infantry – 100 Marines

      This are the standardized seafarer in the Horde’s Navy, they receive a decent training in amphibious combat and use fire arms as weapons. Most of them are skilled sailors that pass most time of the time in the sea and only acts in small skirmishes or in case of boarding an enemy vessel.

      Artillery -12 Artillery Guns
      As most part of the bombing is made by the vessels, the Horde maintain some artilliery guns only for specific needs, to secure strategic points distant from the coast.

      Destroyer - 5 Recon Snake Vessels
      An important part of their Navy, the Horde’s keep this boats as scouts for quick recon in the sea, before sending bigger vessels

      Cruiser- 2 Kraken Vessel

      The Horde was the first of the tribes that disputed pre-war Cuba Island to use this type of vessel. They were found in the south of the island during a invasion to the Victorians, a ground tribe that tried to organize against the Horde. THe Victorians knew of the cruisers and already had the tools an knowlegde to operate them, but the surprise attack, made it impossible. After gaining the power to use this vessels, the tide changed for the Horde, that was able to revert their fragile situation and conquer half of the island. Since that, this is one of the most important ships they have and is largely used in naval battles.

      The post was edited 1 time, last by Old Guard ().

    • Player Name: Captain Cuddles



      Discord Username: CaptainCuddles



      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree



      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree



      Faction Information

      Mutants. No identified leader. Roam the areas around Quebec and Canada usually raiding nearby provinces.



      Faction Name: North East Mutants



      Starting Country: North Quebec



      Faction Leader: Unidentified



      Faction Description: The North East Mutants are a bunch of raiding, unforgiving spawns of the devil himself. After the Outbreak of nuclear warfare the remainder of survivors were either mutated or taken away for subject testing. What remains of Quebec are a few measly damaged buildings and a never ending wastelands of mutants and failed subject testing's. The mutants continue to grow stronger and stronger both in strength and size. It's safe to say that



      Factions Military: (Check the factions page that is listed above for examples)
      Factions Technology: (Check the factions page that is listed above for examples)



      Factions Political System (Check the factions page that is listed above for examples)



      Starting Technology
      Infantry level 3
      - Artilliery level 1
      -Light tanks level 1




      Unit Descriptions For The Technologies That You Have Selected

      Infantry- 175 mutants
      Many of these mutants roam the city causing havock and occasionally raid neighbouring provinces. they are generally below average strength however are beginning to grow.

      Artillery- 4
      Mutants with long range capabilities with low health yet effectiveness at range.

      Light tanks-2
      These are heavy mutants. Highly powerful yet slow and not exactly intelligent.


      Questions
      nope
    • Application


      Player Name: JoJoJo2103

      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree


      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree


      Faction Information
      If you are signing up for an already made faction please leave the description blank


      Faction Name: New Salt Lake City


      Starting Country: Utah


      Faction Leader: President Robert House


      Faction Description:
      Robert House, Hoping to Expand his American Empire of Urbanisation decided to leave the War-torn New Vegas, and moved into the Ruins of Salt Lake City. With him came his army of Securitrons and many settlers fond of his rule. Now, with many parts of the City Rebuilt, he runs a profitable city, which has power over many of the Surrounding Lands.

      Factions Military: (Check the factions page that is listed above for examples)
      New Salt Lake City's army is Highly Advanced, with most of it's combatants being Robots (Securitrons), however these are few in number, only about 400 Securitrons Exist.

      Factions Technology: (Check the factions page that is listed above for examples)
      New Salt Lake City's is one of the most Technologically advanced factions. It has most of it's combatants as robots, with lasers. Though it's army is small in Size it can defend it's Capital efficiently.

      Factions Political System (Check the factions page that is listed above for examples)
      New Salt Lake City's Political System is rather simple: Mr. House who lives in his own secluded Hotel is the Outright leader, because of his control over the Securitrons, which carry out his will, Though he Runs an Authoritarian Regime, he does not place strong laws down or anything; People are very free in his land, Securitrons only intervene if provoked by a really bad crime e.g. Murder.

      Starting Technology Tree Picks (Go to the Tech Tree listed above) (Use a total of 10 Tech Points) (No Aircraft)
      Level 6 Infantry

      Unit Descriptions For The Technologies That You Have Selected

      Infantry - 400 Securitrons
      These Robots are some of the strongest things people will encounter. They are Fast, Well Armoured, and above all, they can fire lasers and rockets, However one downfall is that they are very expensive and low in quantity. They lack camouflage ability and may not be that efficient on Offensive missions, but when it comes to Defence, they will pack-one-hell-of-a-punch

      (I'm Sorry for not editing that much, but I hope this does the job)
      Rule Brittania

      The post was edited 1 time, last by JoJoJo2103 ().

    • Player Name: Oxalaia (The Irritator, Jake de la Cuesta)



      Discord Username: sultan-bin-burrito (ox)



      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree



      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree



      Faction Information

      If you are signing up for an already made faction please leave the description blank



      Faction Name: The Institute



      Starting Country: Maine



      Faction Leader: Director Nate de la Cuesta



      Faction Description: Okay, so basically this awesome nation has multiple synths that creates these subhuman technologically advanced androids. While the rest of the factions may tower over the Institute, it remains unchallenged within their scientific abilities, which makes them a major threat to both the Brotherhood of steel and the Californian Republic. While the institute was the remnants of the before technological facility, it too has much to grow from after the fallout, creating a 'greatest man wins' demeanor among the entire eastern sea board for military and geopolitical superiority.



      Factions Military: Top of the line -- android humanoids who exceed technological capabilities

      Factions Technology: Superb and unchallenged (used with synths)



      Factions Political System: Totalitarian Government



      Starting Technology Tree Picks: (Mobilized Infantry Level 1 and 2) (Infantry Level 1) (Armored Car Level 1) (Light Tank Level 1)



      Unit Descriptions For The Technologies That You Have Selected: They are soooo dank and it goes well with the institute valuing synths


      Questions:

      Sounds good with me, fam
      Hello there! :)




    • Application


      Player Name: Elitist Beaver44

      I hereby agree to follow all of the rules and guidelines presented within this roleplay as well as any future rules or guidelines that are created.
      I Agree


      I agree to be expelled from the Roleplay if I repeatably break the rules and/or refuse to cooperate with the Roleplay's Staff.
      I Agree


      Faction Information
      If you are signing up for an already made faction please leave the description blank


      Faction Name: East Coast BOS


      Starting Country: Pennsylvania


      Faction Leader: President Robert House


      Faction Description:



      Factions Military: (Check the factions page that is listed above for examples)
      Equipped with the most advanced equipment that the United States Military had to offer before the Great War. The Brotherhood of Steel maintains a strong technological edge over all factions other than the Enclave and Institute. Equipped with advanced laser weaponry as well as Power Armor. The Brotherhood although small in number and an elite fighting force that is capable of taking on even the strongest of enemies.

      Factions Technology: (Check the factions page that is listed above for examples)
      The Brotherhood is equipped with the most advanced technology that the pre-war United States had to offer it has at its disposal Auto-Docs that are capable of curing even the most extreme of damages, Power Armor which allows its soldiers to be virtual tanks and advanced laser weaponry that allow them to turn their enemies to ash.

      Factions Political System (Check the factions page that is listed above for examples)
      The Brotherhood is led by its Elder which makes decisions within the confines of the Council which contains the highest ranked members of the Brotherhood such as the Head Scribe and Head Paladin.

      Starting Technology Tree Picks (Go to the Tech Tree listed above) (Use a total of 10 Tech Points) (No Aircraft)
      Level 1 commandos
      Level 1 Infantry

      Unit Descriptions For The Technologies That You Have Selected
      Infantry - 100 Soldiers
      The brunt of the Brotherhood Army comes from standard Infantry Companies. Composed of mostly Brotherhood Initiates equipped with Combat Armor and Laser Rifles these Initiates are then led by a single Brotherhood Paladin.

      Commando’s
      Although rarely seen on the battlefield the Brotherhood of Steel’s most elite soldiers are known as Sentinels equipped with heavily modified Enclave X-01 Power Armor as well as the most advanced weapons in the wasteland these soldiers are capable of defeating forces ten times their number.