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    1. LancerDancer 12 yrs ago

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Game Turn: Two
Operation: End Game


War: Unification War, Late

Location: South-east Yakima County.

Combatants: Yakima Republic vs Badlands Commonwealth

Back Story: The Unification War officially ended two years ago, after Republican forces comprehensively defeated the Badlands Commonwealth at the Battle of New Toppenish. However, whilst the Republic has been licking its wounds and rebuilding its battered military, the Commonwealth has sought to consolidate its surviving territories - all located in the South-east region of Old World Yakima County.

Though militarily defeated, and lacking in both men and material, the Commonwealth's Merchant Parliament is stubbornly refusing to give up the struggle. Four promises of amnesty and peaceful annexation from the YR have been rejected, often with violent outcomes, and with the NCR possibly on the horizon, President Gordon Clearwater has called lights out on any peace agreement. He believes they need to be dealt with now or never, and with all means necessary.

With this in mind, the Republic has mustered four of its standing armies, and dispatched them to the YR/Commonwealth borders to finally end a war was supposed to have ended two years ago.

Starting with the Commonwealth stronghold of Sunnyside, the Republican army will finally begin its push to fully unify all original members of the Yakima Grand Alliance (the Republic's political forerunner) under a single flag.

Operations Map



Missions:

Refer to Operations Map for corresponding mission numbers.

Mission #1

Republican Armies Involved: 1st Republic Hunters Battalion "Black Death"

Mission Objective: The 1st Republic Hunters Battalion is to, under the cover of darkness, infiltrate the thinly held Commonwealth lines, and circle around the north-eastern flank, to arrive at the ruins of Sunnyside Municipal Airport. The airport, though it is in a state of total disrepair, is a vital Commonwealth logistical hub and communications centre.

President Clearwater wants that installation captured and held at all costs. If the Hunters are forced into retreat, then they are to destroy as much of the Commonwealth's supplies as they can before doing so.

Enemy Strength:

The Commonwealth units operating in the area are a mixed bag of militia, lawmen and some professionals. However, they are spread thinly across their lines, and no one place seems to house a large group of them. Passing through the occupied areas should not pose much of a problem, and if any Commonwealth units can be destroyed along the way, with minimal losses to the Hunters, then Command has given the green light.

The air port itself however, is a different story. A platoon of the Commonwealth's so called Freedom Guard are located there, armed with a variety of high-end assault rifles. They're not badly trained either, and will be unlikely to run - but numbers are on your side, and so is stealth, if you want it.

Mission #2

Republican Armies Involved: 1st Republic Energy Force

Mission Objective: To smash through Commonwealth positions on the borders, and to storm into the northern suburbs of Sunnyside. All hostile formations encountered are to be destroyed or routed.

Enemy Strength:

The Commonwealth units operating in the area are of decent quality, though mostly equipped with cheap rifles and sidearms. They are aware of the Republic's recent mobilisation on the borderlands, and so fifty Commonwealth troopers have been brought into the area. They are dug in along a field, occupying a shallow trench network, and block the approach to northern Sunnyside. Destroy them first, before proceeding.

The northern Sunnyside suburbs are held by small groups of rag-tag militia - the dying gasps of the Commonwealth's military might - and should not pose a problem. However, be warned, for the pre-war ruins of Sunnyside offer plentiful places for snipers to hide.

Mission #3

Republican Armies Involved: First Battalion, Rifle Infantry

Mission Objective: To evict or destroy a company-strength force of Commonwealth Freedom Guard stationed in the small pre-war town of Outlook.

Enemy Strength:

The Freedom Guard are aware of your coming, and have fortified the ruins of Outlook with sniper emplacements and machinegun nests. Their strength is placed between one hundred, and one hundred and fifty.

As far as we are aware, they have no access to artillery. But be warned, this would not be the first time the Freedom Guard have proved urban warfare as their Ace card. Proceed with caution.

Mission # 4

Republican Armies Involved: The Martin Rangers

Mission Objective: To navigate the hills west of Sunnyside, and to establish an observation post just south of the city.

Enemy Strength:

The only people who occupy hilly terrain in the wasteland are either fools, or are there because they're forced to be. You'll likely come up against rag-tag units of penal companies, formed from the Commonwealth's undesirables and condemned. They are usually poorly armed, relying on anything they can get their hands on, but this does not make them ineffective.

Bypass them, or take them out quietly. This is a "stealth" scenario, and we cannot allow the Commonwealth to know we're setting up shop so close to home.

With the Commonwealth facing action all across its borders, it is unlikely any regulars will turn up to scour the hills for any lost penal squads, or to chase ghosts in the shadows. Stay quiet, and you'll stay safe.
Lunamaria said
Yes, you forgot about me! (Manas)I've been heavily procrastinating. I intend to make a post these days!


My bad. I'll update the map when I'm in from work.
Here you go. It's not amazing, but you get what you paid for. And you paid nothing. :)



If I've accidentally missed someone who is active, let me know and I'll add you.
Awesome. I'll do it.
Feigling said
Is anyone willing to be my new cartographer? I need someone who can update the map with all accepted nations and cut out the abandoned. Yes, this includes drawing a giant knob on the map.


Do you have an original copy of the map?
Pepperm1nts said
Yo, Lancer. Is there any kind of group you'd like to see. I may remake my sheet and might consider something we need more of.


Not particularly, and truth be told, I've not yet reviewed peoples' draft entries. I'll wait until they're in the OOC before I go through them.

However, just know that the missions I end up assigning people, will usually be catered to the type of army they're fronting. So there's no need to worry about what "the other guy's" army looks like, just choose something you'll enjoy leading into battle, and I'll take it from there.
OOC is up. Before you all go copy and paste crazy, please be aware there is an additional sheet to fill out (just a small one), asking for your headquarters name and description.
Fallout: Generals of the Yakima Republic


A Non-Canon NRP, set in the Fallout universe.






Current Year and Month: January, 2282.
Summary


War. War never changes.

The year is 2282, just over two centuries since mankind wrapped himself in the flaming cloak of nuclear fire.

Now, as then, nations are arising with ambitions too grand for them to fully comprehend. What had been the American Southwest has united under the flag of the New California Republic (NCR), dedicated to old world values of democracy and the rule of law. Despite the odds, and the several bitter conflicts the NCR has strived and struggled through, it has survived the bloody test of time, and stands as the known world’s only super power.

Having comprehensively defeated Caeser’s Legion at Hoover Dam in the year 2281, the NCR has been free to spread its fingers further into the radiated wastelands. Always, it searches for resources to supplement its rapidly increasing population. These searches are driving it unwittingly into campaigns of conquest, war, famine and death. The lessons of their forebears forgotten.

In the North-western United States, arises another republic, under another flag. Formed from a grand alliance between traders, raider gangs, sentient RobCo robots, Super Mutant bands, Brotherhood of Steel Outcasts and vault dwellers, it stands in stark contrast to its southern neighbour. Social cohesion is near non-existent, and centralised government is a distant dream.

The Yakima Republic, located in the former state of Washington, functions on a cocktail of military councils, political bureaucracy, limited democracy and the bloody minded perseverance of its population. Despite all this, it can perhaps, make for a better alternative to the Old World values flaunted by the NCR.

After all, the very foundations of the Republic hinge upon the point of mutual cooperation between peoples, where Super Mutants, Ghouls, Humans and even robotic entities can co-exist… to a degree. Such social ideals are ground breaking, though perilously fragile, and perhaps pave the way to a brighter future.

In recent months, it has come to the government’s attention, that the NCR have heard word of Yakima’s establishment as a regional power. Rumours of an NCR presence in Oregon have further added to the fire. This has not only caused widespread panic amongst the populace, who fear they will soon be the victims of rape and looting from foreign soldiers, but also the highest government officials.

Though the NCR's intents are not clear, they are known throughout the region as conquerors, racists and thieves, and as the Yakima Republic has founded itself a lucrative land of trade, agriculture and bustling industry, it feels particularly threatened. Most are of the mind that the NCR, having shown its lust for resources during the costly Hoover Dam campaigns, will attempt to make Yakima another jewel in its crown. Either way, the common man doesn't trust them, and the affluent man fears them. War is inevitable, but the Yakima Republic is dwarfed by the sheer vastness of the NCR's territorial ownership and population. If things do go the way most suspect, then the war will be a one sided exercise... yet there is hope.

Whilst the NCR’s war machine may be tied down to its democratic process, the Yakima Republic’s is not.

Under Congressional Degree, formally realised in New Yakima City, the Republic has declared a state of Total War. The constitution has been suspended, for the duration of the crisis, and the President has assumed total authority of Republic’s military.

Before the Yakima Republic can even begin to think of confronting the NCR in a pitched engagement, it must first tend to more pressing needs. The former state of Washington is awash with raider clans, tribes, Enclave remnants and Super Mutants. If the Yakima Republic is to be to the NCR, what Carthage was to Ancient Rome, then these lands need to be claimed, and foreigners need to be brought into the Republic’s borders.

War. War never changes.

How the RP Works


- Players are a General, serving in the fledgling Yakima Republic’s military.

- The Generals lead armies, personalised by them.

- The Generals are issued orders from the President.

- Orders last an in-game week, regardless of number of posts required to finish them.

- When a majority of players have completed their assigned orders, then new ones will be given. The game will progress in this way, one in-game week at a time.

- Players who do not finish their missions before others, will not necessarily be scrutinised, as their creative nature may lead them to drag it out. In this instance, their progress on the mission will be reviewed, and either halted – or extended, depending on the Republic’s situation.

- Players will be rewarded by the presiding President of the Yakima Republic for completing their missions.

- Players who go AWOL, or cause inconvenience to other players by stalling, will be relieved of their command, and their troops relegated to NPC control, or disbanded.

- Orders do not have to end in a “win” scenario, if a player feels they shouldn’t. A defeat will not be scrutinised in the OOC, but it will be in the IC.

General Sheet


Post your General, Army and Headquarters sheet in the OOC.

[b ]Name:[/b]

[b ]Age:[/b]

[b ]Race:[/b] Human, Ghoul, Super Mutant, RobCo. Custom races are allowed, so long as they fit within the Fallout Universe. If unsure, run it through the OOC for feedback. Or await my judgemental eye.

[b ]Gender:[/b] Super Mutants are erm, what’s the word? They don’t have anything. Robots, well, unless your machine is from RobCo’s line of sex toys, then I guess it hasn’t got a gender either.

[b ]Rank:[/b] This is an aesthetic trait, as all Generals initially start on the same level of authority. However, various factions comprising the Republic will have different styles when it comes to naming military ranks.

[b ]Brief Origin Story:[/b] Your General’s life, briefly, leading up to this point. Essay not required.

[b ]Appearance:[/b] So that if other players have to address him/her/it in person, they know what him/her/it looks like. Pictures, or text will suffice.

Army Sheet


The Yakima Republic’s war machine is still in its infancy. High-tec weaponry exists, but it is a finite resource. Vehicles are a forgotten dream, lost to the inhabitants. No one piece of equipment has yet been standardised across the board, and it’s down to the presiding General to equip his/her/it’s men/not-men. Bear this in mind, when personalising your force.

[b ]Army Name:[/b] Examples: 1st Republician Guard Division/Lonan’s Ridge Watchers/Redfang Clan. Like the General’s rank, the name on the army will be stylised to suit those who serve in it.

[b ]Army Banner:[/b]

[b ]Army Specialisations:[/b*] This is important. Name TWO things your army is renowned for. Examples could be: Fighting in rough terrain, guerrilla warfare, special operations, heavy weapons, defensive fighting, offensive fighting, close-combat, tech-savvy, subterranean combat, urban combat etc. If you want a specialisation that you’re not sure will be allowed, then run it through the OOC.

[b ]Army Origins:[/b] Briefly state how the army came into being. Was it recently mustered? Has it evolved from a band of raiders?

[b ]Army Racial Composition:[/b] Is your army limited to a certain race? Can ghouls serve? Are those Super Mutants okay to lend a hand? Why is there a robot running the field hospital!? Simply state what races your army accepts, and what races it disallows. This will have no OOC repercussions, you racist bastard.

[b ]Order of Battle:[/b]

Armies start with two companies, but will grow as the Republic grows. Here you will describe your two Companies, and add new ones to the list, as you are assigned them. The companies may be named as you wish.

*IMPORTANT* Company size depends upon the race that makes them up, use the below scale as a reference.

Human/Ghoul = 200 men/women per company.

Super Mutants = 60 per company.

RobCo = 60 robots per company. Though if someone starts trying to wiggle "tanks" into the picture, I'll come revisit this.

BOS Outcasts = 60 per company.

Example:

A Company: Human light infantry, armed with a variety of low-calibre rifles and pistols. (200)

B Company: Super Mutant heavy weapons unit, equipped with grenade launchers, machineguns and a detachment of shotgun-equipped storm troopers. (60)

Total Troops: 260

You can be as elaborate as you wish, what I have given is just a brief-straight-to-the-point statement of both companies.

Army Headquarters Sheet


[ b]Headquarters Name:[/b] Examples: Outpost 32, Sunnyside Barracks, Fort Winchester, Redfang Encampment, Mike’s Allotment, A29 Gas Station.

Anything really, it’s where your army is based, and operates out of. Be creative, or hopelessly dull.

[ b]Headquarters Description:[/b] Is it fortified? Is it based around/within a large pre-war/post-war structure? Is it located in a valley?

From time to time, bases may come under attack, from both internal and external enemies. Therefore, I need to know what kind of installations you’re all operating out of, so I can logically calculate NPC force types and their manner of attack.
Sorry for the delay.

I'm aiming to have the OOC up tonight, and then we can deal with any entry issues. So far though, I'm going for the "no holds barred" approach. Players with OMFG soldiers and power armour errections will be tailored for, as far as reason permits, as will players whose armies do not resemble something out of Duke Nukem 3D fan fiction.

The Yakima Republic's military, like any nation's military I guess, will have its strengths and weaknesses. Part of the whole reason I want players to pursue their own styles, is because I'm hoping the army will end up turning out quite well balanced. You know, you'll have your core of OMFG bad asses pouring out of a COD portal, you'll have your sneaky sneaky types, you'll have your pool cue wielding berserkers, your mad-dog "reformed" raiders, your rag-tag militia units and people who find explosions to be a sexual experience. Balanced, see?

Let's get the thing in the air first, gauge the ground, see what kind of formations we've got signing up, and then we'll deal with any problems then.

Sound good? Good.

Bear with me, I'll work crazy on this til it's up.
Adjutor Insula


The King of Adjutor Insula


"She did not deserve the end she was met with," Lord Defender Marcus proclaimed to the second Council of Sorrow of the day - of the decade. "You were all wrong to ignore my warnings, to issue my arrest, and to enable the Scorched King's hand in yet another scenario of butchery."

There were no murmurs or calls of outrage from the Adjutor Order members this time. Only the silent and regretful nodding of heads.

"We stand on the knife's edge. Faran's way, the way of peace, compassion and forgiveness will bring ruin to us all," Marcus continued, though this was met with some gasps. "The man was holy, holier than I shall ever be. This I do not doubt. He was honourable and noble, full of fine promise and ideals. Though, in my earnest beliefs, he was centuries before his time."

"Blasphemy!" someone shouted from the packed benches.

"Oh? Is that so?" Marcus retorted. "The Adjutor Order is one of the most powerful political bodies in the known world. It has stood for centuries, not because of kind words or foreign aid, but because of the steadfast dedication and courage of those who have defended her. Let us not forget, the War of Vulnurbility, when Karkarth's fleets last made their attempt on our shores. Were it not for the Sighing Hand's Homeguard, we'd all be knee-deep in dragon-eggs by now. Killing is a fact of life, and it is just when all else fails."

"I will not allow this, Lord Defender," yelled Doctrine Master Olan, of the Questioning Eyes. "The others do not see your treachery, but I do."

Marcus felt himself shrink into his armour. Had one his many loose ends come to fruition?

"You would use the raid on Love, and the murder of our beloved sister, to plant yourself as King of this island. With no one left to oppose your orders, you would embroil us in a hundred year war against an enemy we can never hope to conqueror," he hissed, spittle flaying from his pruned lips. The Doctrine Master turned to face the other Order members. "Who here will support this man in leading us to certain doom?"

The Lord Defender sighed, and stepped down from the podium. His plated armour rattled with each step, and his hand fell to his sword. The members of the Order Guard nearest him hesitated. "Doctrine Master," he called, and the old man turned to face him. "I hereby suspend the Adjutor Order, for the duration of the crisis."

Before Olan could even gasp in disbelief, anger or frustration, Marcus' longsword pried apart his ribcage and pierced his heart. It was a bold move, but Marcus had tired of the constant murders, the assassinations, the backhanding, the bribing and the lying. He was taking this country by force, now, or never. He let slip a clattering of Karkarth gold coins, chasing the old man's descent to the cold stone beneath him. Some may have seen the deft move, others wouldn't have. Either way, they'd cry murder, or they'd hurry behind his cause in the next few moments.

"Traitor!" Marcus yelled, pointing his bloody sword at Olan's coin littered corpse. "How deep has the Scorched King reached? I can trust none of you."

The Order Guard surrounded the Lord Defender; their spears lowered at him. "Come," he yelled at them, "murder me, finish your Master's plot."

The guards hesitated. Marcus seized the opportunity. "They do not kill me, because they know I speak truth. From the moment Love was sacked, the Scorched King has shown his hand in the very midst of our population and government. He is responsible for countless murders, no doubt, and even now he conspires at the highest level of our sacred office. Accept me as your King, for a term of one single year, and I will fix this land, and I will save it."

The hall erupted into further commotion, and men and women grappled with each other as Marcus' test pitted ideology against human instinct. Survival against honour. Some called for his immediate appointment, others for his execution. All was blasphemy, under Adjutor law, but it was beautiful. As the chaos continued, Marcus brushed through the blockade of the ornate Order Guard, and climbed back onto the podium.

"I do not have time for the cowards to be weeded, or the saints to be announced. I go to Love, with the Home Guard at my back. From there, I set sail for Karkarth, to end this war. If any of you think yourselves worthy of stopping me, then I beg you, stand in my way so I can see you through to Faran's false promises," he called.

Right on cue, and waiting for those particular lines, a troop of Sword Brothers burst into the Council of Sorrow with swords drawn and shields raised. They made a B-line for Marcus, knocking Order members left and right, and threatening the Order Guard with arrest or worse for any intervention. They circled Marcus, and escorted him through the chaos like a ship in a stormy sea.

"Good to see you again, Sire," one of the Sword Brothers uttered.

"And you, scoundrel. I see your little band has grown since the battle at the Palace," Marcus replied, smirking. He stopped to punch a particularity fat and red faced man directly in the nose.

"Aye, Sire. They'll want paying though," the Sword Brother replied, knocking an Order Guard arse over tit with his shield. "They're good men. No child fiddlers or killers though, as promised."

"Excellent, you'll do well in my New World, scoundrel," Marcus laughed.
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