Hidden 3 yrs ago Post by Andreyich
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@Andreyich

The Confederacy has a long memory, and some of their numbers have also made a trek from west to east (specifically some Pacific North-Western tribes have joined the Confederacy) so even if Cockburne's army tried to make amends, they'd find themselves quite rapidly facing the wrong end of Confederacy miniguns. Definitely some common history there though.


Fair enough, they'd probably just restrict contact to having nightkin kidnap people every so often then, as the migratory tribes in particularly would probably have a bad member of the supermutants (hell some of them could have been refugees from Cockburne's onslaught in the first place).
Hidden 3 yrs ago Post by Yam I Am
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Id be honoured if someone could map all the claims


It's up on the zeroth post of the CS tab.
Hidden 3 yrs ago Post by FalloutJack
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@Irredeemable Conversations with Number One and company are going to be VERY interesting.
Hidden 3 yrs ago 3 yrs ago Post by Andreyich
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<Snipped quote by Andreyich>

It's up on the zeroth post of the CS tab.


ur a god

EDIT: To be a greedy little bitch I'd also ask for a colour coding if possible
Hidden 3 yrs ago 3 yrs ago Post by Jeddaven
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@Irredeemable

Hey, I noticed a possible misinterpretation with your app - my intent with Ronto's policy towards Manitoulin was actually for them to actively support the sovereignty of the People of the Three Fires over Manitoulin. They don't have any interest in controlling the island, and the way they see it, a strong First Nations stated on the island accomplishes the goal of keeping it out of the hands of raiders without Ronto having to spend resources securing it themselves.

I intend to explore Ronto's relationship with First Nations people in the future in mopre detail, but my intent is for their policy towards First Nations people to be either welcoming or very hands-off and to respect sovereignty. Now, of course, they do still claim to represent Old Canada, and that brings a whole slew of issues, but the general gist, if you're familiar with Canadian politics, is that they have an NDP-esque (particularly the more modern branches of the party friendly to First Nations causes) policy regarding minorities; that is to say one that is generally 'progressive'.

All-in-all, I just wanted to make sure that my intent for Ronto wasn't for them to be hostile to the people of Manitoulin Island or anything. If that IS the impression you're getting, please let me know so I can fix it!

Edit: made some clarifications
Hidden 3 yrs ago Post by FalloutJack
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@Yam I Am A bit more north and south for the Enclave, I think. The immediate segments above and below, maybe.
Hidden 3 yrs ago 3 yrs ago Post by DX3214
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What the fuck did i lost?

Edit: okay i read everything cant belive i lose a good discussion fuck me.
Hidden 3 yrs ago Post by Wampower
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What faction is in Maine? I was planning on setting up there. Just an inflation of the Institute territory?
Hidden 3 yrs ago 3 yrs ago Post by Yam I Am
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What faction is in Maine? I was planning on setting up there. Just an inflation of the Institute territory?


Yeah, that's Acadia Ntl. Park, where it was mentioned the Institute was set up.

Edit: And also i'm told that's not where they're supposed to actually control. Weird. Anyways, i'll get to correcting it after work.
Hidden 3 yrs ago Post by Andronicus23
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<Snipped quote by Wampower>

Yeah, that's Acadia Ntl. Park, where it was mentioned the Institute was set up.

Edit: And also i'm told that's not where they're supposed to actually control. Weird. Anyways, i'll get to correcting it after work.


Maybe I'm mistaken, but I think Acadia Ntl. Park is only on Mount Desert island. Which is basically a tiny blip on the larger map. The Institute in that sense is more like a strong, technologically advanced, city-state than a proper nation controlling a large territory.

Maybe I can whip up an inset map or something to illustrate their territory a bit more easily.
Hidden 3 yrs ago Post by Yam I Am
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Maybe I'm mistaken, but I think Acadia Ntl. Park is only on Mount Desert island. Which is basically a tiny blip on the larger map. The Institute in that sense is more like a strong, technologically advanced, city-state than a proper nation controlling a large territory.

Maybe I can whip up an inset map or something to illustrate their territory a bit more easily.


Alright, I edited the map. That should be more representative of the territory - Though it is a bit harder to see on the map as a result.

Hidden 3 yrs ago Post by Wampower
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Thanks! Should the map key also mention the what color corresponds with what faction?
Hidden 3 yrs ago Post by DX3214
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Fallout is very famous specialy in the east for borders being more of a suggestion anyway it will be a pain for a lot of people following that rule.
Hidden 3 yrs ago Post by Enigmatik
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A fun question for everyone: What is your faction's elite? Their Brotherhood Paladins, their Institute Coursers, their NCR Veteran Rangers?

The Grand Confederacy doesn't hold to traditional Haudenosaunee beliefs regarding those killed in wartime (although they do believe that those killed in the Great War remain to haunt the world,) mostly because it's impractical to have such a societal taboo when it comes to dying in battle when 80% of the threats out there will kill you violently. Their elites are Turtle Warriors: named partially after the capital, and partly after the fact that they're the only ones permitted to wear Power Armour. Turtle Warriors are trained at Bonfire Base, the former Camp Greyling, and are expected to not only be entirely self-sufficient on the field, but also superlative soldiers, and are outfitted with the best weaponry the Confederacy has access to, most of which was also taken/made from the blueprints they got from Camp Greyling.
Hidden 3 yrs ago Post by Andreyich
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A fun question for everyone: What is your faction's elite? Their Brotherhood Paladins, their Institute Coursers, their NCR Veteran Rangers?

The Grand Confederacy doesn't hold to traditional Haudenosaunee beliefs regarding those killed in wartime (although they do believe that those killed in the Great War remain to haunt the world,) mostly because it's impractical to have such a societal taboo when it comes to dying in battle when 80% of the threats out there will kill you violently. Their elites are Turtle Warriors: named partially after the capital, and partly after the fact that they're the only ones permitted to wear Power Armour. Turtle Warriors are trained at Bonfire Base, the former Camp Greyling, and are expected to not only be entirely self-sufficient on the field, but also superlative soldiers, and are outfitted with the best weaponry the Confederacy has access to, most of which was also taken/made from the blueprints they got from Camp Greyling.


Nightkin, behemoths, supermutant masters, and wasteland tanks.

Nightkin are simple. They have all the superhuman features of supermutants like strength, speed, reactions, senses, etc. However they typically have the enhanced intelligence of 1st gen mutants. But most importantly, they are able to utilize all of this while invisible from their stashes of stealth-boys. That said they do not need them to be stealthy, they know well how to use camouflage, make no sound when moving despite their bulk, so on and so forth. They will be subsequently armed with the best weapons around.

Behemoths are simply giants, although in Cockburne's army they will now sometimes carry improvised cannons of sorts rather than mere clubs.

Supermutant masters are simply very large and intelligent supermutants, social darwinism providing them great weapons

The wasteland tanks on the other hand are products of The Forge, which while certainly not as good as pre-war craft are more than enough for deflecting small arms while being fast and carrying some heavy weapons. Of course more organized and advanced troops can make short work of them using terrain and explosives but they certainly terrify and are impervious to what many smaller communities and tribes will have.
Hidden 3 yrs ago Post by FalloutJack
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@Irredeemable Well, I've made mention of them: The Fallout Sector.

It's sort of a nod to the games themselves, but basically the command structure is different in the Enclave now. Number One did away with the old system in favor of ranks based more on ability than a standard military hierarchy. To wit, your basic soldier is of a low rank, someone who's moved on to a more specialized area is mid-range, and the highest are those who are considered the best in their field. The Fallout Sector was created back in The REALLY Wild Wasteland RP on The Escapist Magazine site, and this is their line-up

Fallout Sector Leader: Cornelius Jack - Leader, most well-rounded fighter in all the Enclave.

Enclave Pyro Elite: Roberto Malcontente' The 3rd (Bob) - Pyro Soldier, specializes in fire and melee fighting.

Enclave Tesla Elite: Greg MacRider - Tesla Soldier, very good at electronics, energy weapon specialist.

Head Engineer: Scotty McLaylen - Enclave Engineer, builds/repairs anything you need, has an extra-heavy suit.

Heavy Trooper Elite: Jonny Bo Drago - Heavy munitions and ordinance officer, impossible to surprise.

Enclave Sniper Elite: David Davidson - Sniper with Stealthboy tech, PlasmUzis, and martial arts training.

These boys work directly under Number One. They are also able to act autonumously of Number One, to an extent.
Hidden 3 yrs ago 3 yrs ago Post by Jeddaven
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A fun question for everyone: What is your faction's elite? Their Brotherhood Paladins, their Institute Coursers, their NCR Veteran Rangers?

The Grand Confederacy doesn't hold to traditional Haudenosaunee beliefs regarding those killed in wartime (although they do believe that those killed in the Great War remain to haunt the world,) mostly because it's impractical to have such a societal taboo when it comes to dying in battle when 80% of the threats out there will kill you violently. Their elites are Turtle Warriors: named partially after the capital, and partly after the fact that they're the only ones permitted to wear Power Armour. Turtle Warriors are trained at Bonfire Base, the former Camp Greyling, and are expected to not only be entirely self-sufficient on the field, but also superlative soldiers, and are outfitted with the best weaponry the Confederacy has access to, most of which was also taken/made from the blueprints they got from Camp Greyling.


There are a couple elements to that for Ronto. First and foremost are the boys in red - the Royal Canadian Mounted Police. They serve roles similar to the RCMP in real life; although the military handles actual assaults against fortified Raider positions, the RCMP handles a lot of the actual hunting down fugitives, some elements of border control, and, of course, the good ole' handling of 'federal crime'. Now, Ronto's government isn't as centralized as any IRL government, but they're doing what they can to bring civilization back, and that includes a federal legal code. They also handle protection duty for Federal officials such as the Prime Minister and Governor General, which, although they somewhat resemble a real-world secret service, the nature of the enemies they face more often than not means they're kitted out in full, obvious combat gear, even if it's dressed up quite a bit. Trained to the nines, these dudes are, unlike the modern RCMP, expected to regularly get themselves into combat situations.

Next, the Pathfinders. Likewise based on the Canadian military formation of old, the Pathfinder serve a similar role as to before - that is to say, as an elite, highly trained reconnaissance force, with the secondary missions of evacuating civilians from combat zones and acting as a deep penetration infiltration/light infantry force. They don't do much resembling modern special forces, and instead operate more akin to the what the names says they do - finding the best ways to reach places safely for the rest of the troops.. They're lightly armed and armored, but are well-trained nonetheless, and frequently equipped with small, fast boats, off-road jeeps and buggies, and the like. Tribals willing to sign up for the Pathfinders are highly valued - while there are plenty of experienced people from the towns and cities of Ronto, they're generally less familiar with the wildlandscape, being that, well, they didn't live in it.

Royal Canadian Horse Artillery - I wouldn't call these guys 'elite' in the traditional sense of the word, but they're highly regarded enough that they might as well be. These are the guys in charge of most the field artillery used by the army of Ronto - the howitzers, rocket artillery, and other heavy weapons they've managed to scrounge together. Now, the wasteland being the wasteland, this is hardly a real world national military's artillery regiment, but it's enough for the wasteland, for the most part. They mostly grew out of a frequent need to bust up bunkers and fortified military positions; essentially, kicking former American troops and raiders out of military bases or other heavily fortified camps. They've seen a bit less field use lately, but they're kept kicking because of the looming threat of the Gunners and, to a lesser extent, the Enclave.

The Royal Canadian Dragoons - like the Horse Artillery, the Dragoons were revived out of a need to have a force dedicated to the effective use and maintenance of salvaged and produced military vehicles in Ronto, a veritable soup of various designs. The dragoons don't see a ton of use, however, as the armour they have is both extremely valuable and difficult to maintain, and are mostly deployed against similarly mobile forces of raiders or unusually well equipped foes. Theoretically, they're expected to fight anything from the (now destroyed) Talon Company, to the Gunners, to the Brotherhood (should they decide to try and take Ronto's technology) or the Enclave, so you can imagine they'd be trained to an extremely high standard as a result. Big guns.

The Red Devils: based on the US-Canadian regiment of old and pieced together from fragmentary information from the bunkers beneath the ruined CFB Petawawa, the Red Devils are probably the closest thing to a real special forces unit Ronto has, but they're far closer to a mishmash of the Black Watch or, to use a Fallout example, the Desert/NCR rangers. In other words, they're a somewhat independent force, mostly 'light' infantry, though still relatively effective at sabotage and assassination-type missions. Almost all of the power armor has been thrown in here, though most of it's relatively light Canadian pre-war suits, slightly modified and stripped down American armour, or a handful of stealthsuits from their Chinese friends. Command is split between the old Chinese ghoul and their exiled ranger buddy. These guys are the cream of the crop, the best armed and armoured motherfuckers in Ronto, and they're the source of a lot of stories about Ronto's military might - daring raids, devastatingly lethal ambushes on cruel raiders, strikes against slavers, and the like. Infantry laser and plasma weapons also almost all go here, with very few exceptions - the Pathfinders, for example, are expected to work behind enemy lines for a very long time and need to be able to scavenge, so energy weapons aren't really practical for them. With few exceptions, people that get here are volunteers already experienced in other branches of the military, or exiles from other groups that can prove that can be trusted and have a fuckload of experience, like Brotherhood exiles. Standards for entry, though, are extremely high, and training's harsh enough that even that cream of the crop doesn't always make it through. They're probably the closest unit yo your Turtle Warriors

All-in-all, while I see Ronto's military as organized (for the wasteland), commanders are still expected to be able to make decisions on the fly. imho, the biggest advantage Ronto has is relatively solid access to radio communications equipment. They aren't really interested in expansionism, especially into the territory of nations that aren't actively trying to take territory from them, but they've grown to rely on their military (rather than economic importance as Reno or New Vegas might have) to keep them safe. I like to think of it as a policy of aggressive defense; of maintaining Ronto's safety by trying to keep civilization intact in its surroundings through occasional intervention. That's why Ronto supports the People of Three Fires in their control of Manitoulin - Manitoulin is strategically importance for keeping the Great lakes safe, but as long as the lakes are kept safe, Parliament couldn't care less about who controls it.
Hidden 3 yrs ago Post by TheEvanCat
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Adding some updates of the various departments in the city while I keep writing a post.

In the meantime, I haven't thought too much about which guys would be elite. On a broader sense, Security Division is roughly split into two services (unofficially): city and wasteland.

City guys generally handle stuff that you'd usually associate with guard duty or policing, their most dangerous focus probably gangs and tribes still in the city. Definitely not kick down the door in power armor type folks.

Wasteland fighters are more akin to soldiers, although not organized or deployed in substantial formations or operating with a lot of defined doctrine and combined arms capability. A lot of these guys are more focused on seeking out and securing resources or assets and keeping trade routes clear.

I'll have to do some more work on how they get around (mostly sea-based, I don't see vehicles being of much use on the shitty and ruined roads.) I'll also have to figure out stuff like power armor.

Of the two, wasteland units are much more capable and tough. It often leads to a lot of interservice rivalry and jurisdiction issues when specific departments or precincts try to take on missions. Or are forced to, since the City kind of tosses SecDiv at problems that they don't know how to solve.

Overall the vibe will probably draw much more from the NYPD than leftovers of the US Military. As a result, I think that New York will simply have more troubles adjusting to things outside of managing a very dense post apocalyptic city. But, that's the inherent thing about a city state... Probably not going to be rolling around with tanks and special forces and shit.
Hidden 3 yrs ago Post by Enigmatik
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@Jeddaven

I wonder if Ronto might have some Confederacy Pathfinders, and vice-versa. Also, what’s Ronto’s opinion on slavery? The Confederacy does practice slavery, but in quite a ‘gentrified’ sense, where slaves are taken into a family whilst being unpaid labour- probably one of the nicer places to be a slave, but still a slave.
Hidden 3 yrs ago Post by DX3214
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A fun question for everyone: What is your faction's elite? Their Brotherhood Paladins, their Institute Coursers, their NCR Veteran Rangers?


besides the 5 families, leaders of groups, and some "bureaucrats" that generally keep things moving in the consortium on civilian levels, overall the consortium, operates more in the rule of might makes right with officers of the five families operating with high power and the bureaucrats that make sure things keep spinning giving me a sort of Oligarchic republic.
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