[X] Make a rousing speech to your army and civilians. (+1to Morale)
-[X] "My followers! Today, we start building ourselves a new future, one free of the tyranny and hypocrisy that enshroud our world! The West claim to be freedom loving, but they frequently are pawns of corporations only interested in more and more money. China just wants to rule us all under their iron grasp, bent prostrate and begging for scraps from their table. The Global Liberation Army? No better than China, save for a change in name and practices! Here, we can build anew life, not just for us, but for our children, and our children's children. Who's with me?"
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
Choose two:
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
Guys remember, when we have sufficient funds we must have an educated populace to advance tech tiers and R&D. Not only that, but get Jarmen Kell to train our forces to a respectable professional level.
[X] Make a rousing speech to your army and civilians. (+1 to Morale)
-[X] "My followers! Today, we start building ourselves a new future, one free of the tyranny and hypocrisy that enshroud our world! The West claim to be freedom loving, but they frequently are pawns of corporations only interested in more and more money. China just wants to rule us all under their iron grasp, bent prostrate and begging for scraps from their table. The Global Liberation Army? No better than China, save for a change in name and practices! Here, we can build anew life, not just for us, but for our children, and our children's children. Who's with me?"
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
[X] Make a rousing speech to your army and civilians. (+1 to Morale)
-[X] "My followers! Today, we start building ourselves a new future, one free of the tyranny and hypocrisy that enshroud our world! The West claim to be freedom loving, but they frequently are pawns of corporations only interested in more and more money. China just wants to rule us all under their iron grasp, bent prostrate and begging for scraps from their table. The Global Liberation Army? No better than China, save for a change in name and practices! Here, we can build anew life, not just for us, but for our children, and our children's children. Who's with me?"
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
Guys remember, when we have sufficient funds we must have an educated populace to advance tech tiers and R&D. Not only that, but get Jarmen Kell to train our forces to a respectable professional level.
Yeah, we all know this. Thing is though, that we need to get the basics first, getting them to hold their ground and at least get their shot groupings into an area approximately that of a small barn is first step. It would put our soldiery a step ahead of the standard GLA rabble relatively quickly.
Once we have breathing room, then we can see about upgrading to a first world standard.
[X] Make a rousing speech to your army and civilians. (+1 to Morale) No. of votes: 6 Night_stalker, Ramble, staplesdex2, bryanfran36, EricShin, Faceless Goon
-[X] My followers! Today, we start building ourselves a new future, one free of the tyranny and hypocrisy that enshroud our world! The West claim to be freedom loving, but they frequently are pawns of corporations only interested in more and more money. China just wants to rule us all under their iron grasp, bent prostrate and begging for scraps from their table. The Global Liberation Army? No better than China, save for a change in name and practices! Here, we can build a new life, not just for us, but for our children, and our children's children. Who's with me? No. of votes: 4 Night_stalker, bryanfran36, EricShin, Faceless Goon
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn No. of votes: 8 Night_stalker, Ramble, staplesdex2, Namefrog, veekie, bryanfran36, EricShin, Faceless Goon
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns No. of votes: 7 Night_stalker, Ramble, staplesdex2, veekie, bryanfran36, EricShin, Faceless Goon
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns No. of votes: 8 Night_stalker, Ramble, staplesdex2, Namefrog, veekie, bryanfran36, EricShin, Faceless Goon
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn. No. of votes: 7 Night_stalker, Ramble, staplesdex2, Namefrog, bryanfran36, EricShin, Faceless Goon
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn No. of votes: 8 Night_stalker, Ramble, staplesdex2, Namefrog, veekie, bryanfran36, EricShin, Faceless Goon
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn No. of votes: 7 Night_stalker, Ramble, staplesdex2, Namefrog, bryanfran36, EricShin, Faceless Goon
[X] Just wave and acknowledge the support. You have a job to do. (+10 to Logistics Roll) No. of votes: 2 Namefrog, veekie
[X] Build a Large Powerplant (Can power up to 10 structures) Cost: $2 Million, 3 Turns No. of votes: 1 Namefrog
[X] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn. No. of votes: 1 veekie
[X] Educate Them. There is a distinct lack of educated personnel to take advantage of. You need skilled workers for your War Factory, your intact Desalination Plant, and possible research center. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows advanced buildings to be cheaply staffed from the local population) Cost: $1 Million, 6 Turns No. of votes: 1 veekie
You decided to give a rousing speech to raise morale. Your father taught you how to speak in public and it has served you well in the past. It should serve well here just as it did in Rio and the Honduras.
[X] Make a rousing speech to your army and civilians. (+1 to Morale)
Needed: 20
1d100: 80
Result: +2 Morale
"My followers! Today, we start building ourselves a new future, one free of the tyranny and hypocrisy that is our world! The West claims to be freedom loving, but they are pawns of corporations only interested in innocent for more money. China wants to rule us all within an iron grasp, bent prostrate and begging for scraps from their table. The Global Liberation Army does little liberation, too busy trying to rule through fear and tribal lines! Here, we can build a new life, not just for us, but for our children, and our children's children. Who will stand with me for this future!?"
The people cry out, fists raised to the sky, eyes gleaming with zeal as they cheer you on. This was a paltry ten thousand souls, but with this single speech they now had a clear purpose and a future to envision.
You gather your council of advisors as was your custom now. First to report was head of Research & Development, currently acting as the engineer at hand to put things back in order.
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
Needed: 10
1d100: 23
Result: Success
Rakshasa reports that the Radar Dome has been repaired and is fully functional. However, the lack of power here means it will not be in operation any time soon. For the moment, however, he is training personnel in how to operate the systems. Once power is restored, forewarning and intelligence should follow shortly after.
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
Needed: 40
1d100: 29
Result: Failure, +10 to Roll next turn.
As for the Construction Yard, repairs were slower than anticipated. The Americans had left in a hurry and they took almost everything essential with them. What was left was picked away by scavengers. Still, Rakshasa has high hopes of finishing by next week. The Construction Yard could provide just enough power to operate the Radar Dome and perhaps some of the housing projects or the Desalination Plant.
Rakshasa would like to remind you that funds are beginning to become dangerously low. It would be prudent to look for additional funding wherever possible. There are other projects that remain viable, however...
Choose one:
[] Build a Large Powerplant (Can power up to 10 structures) Cost: $2 Million, 3 Turns
[] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[] Repair the airstrip (Provides take off, repair, and resupply for aircraft) Cost: $1 Million, 1 Turn
[] Repair Command Post (Can be converted to R&D or Training Center) Cost: $4 Million, 1 Turn
[] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
It is the Tactician's turn to stand and he does so with a poker straight back. Your father speaks in a clear, slightly clipped, voice. As pending your orders previously...
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
Needs: 10
1d100: 98
Result: Success! +$250,000 (+1 to Ground Defense, +1 to Air Defense)
To your surprise, your father had managed to get over a dozen Dushka Nests and Stinger Sites set up in just this week alone with only half the funds used! The men were drilled hard in the construction and your father had taken to the ground with a shovel in hand himself. He had wanted the defenses up and running as soon as possible and run both the workers and himself ragged to get it done. Now that the basic fortifications are complete, however, he would like to set up some tougher defenses should the GLA send armored units instead of their lighter vehicles and troops.
Choose two:
[] No, this will suffice. We have other priorities. Drill the defenses to raise their alertness. (+1 Alertness)
[] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[] No, but go ahead and continue fortifying as best you can. (Upgrade nests into pillboxes, jury-rigged Quad Cannons, IEDs, the works.) Cost: $2 Million, 4 Turns
[] Repair the abandoned Chinese Gatling and American Missile turrets (+4 to Ground and Air Defenses) Costs: $4 Million, 1 Turn. Needs Power Plant to function.
[] Research Rocket Artillery Site (+2 to Ground and Air Defenses) Cost: $1 Million, 3 Turns
[] Research Anti-Tank Rocket Site (+2 to Ground Defenses) Costs: $250,000, 1 Turn
[] Research Anti-Air Missile Site (+2 to Air Defenses) Costs: $250,000 1 Turn
[] Research Bunker (+1 to Ground and Air Defenses) $50,000, 1 turn
Jarmond Kell, younger brother to the infamous GLA sniper and commando Jarmen Kell, began his own report.
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
Need: 10
1d100: 2
Result: Critical Failure
"The men are absolutely useless! Even after drilling them on basic firearm safety, a couple of them decided to have dick measuring contest with safeties off. Ended up putting bullets into each other's fucking legs. The fire the other day? A few idiots decided playing target practice with RPGs was a great idea! These idiots are not ready for any kind of combat. If the GLA attack us right now, we are fucked."
Choose one:
[] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[] Train the army hard. They need to stop fucking around and learn how to fight like professionals last year! Cost: $1 Million, 4 Turns
[] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
[] Lay of the Land. Send men out to map the surrounding area. If the GLA is coming, and they will, then we need to know this place better than they do. Cost: $2 Million, 3 Turns.
Eyes turn to your aide, Kallen Qatar as she practically bounces to attention. Almost unwillingly, all eyes follow the subtle contours of her jumpsuit follow in line with her ample assets. She's got plenty to report on, apparently. She did an overview of the forces at your disposal and streamlined them into multiple brigades for ease of command.
"As of now, we have enough armed rebels and rocket insurgents to make up two brigades of 3000, with light vehicle support attached. There are just enough light tanks to form an armored brigade, supported with Technicals and Raider Buggies," says Kallen brightly as she scrolls through something on her laptop. "A few anonymous donations were given to us via our swiss bank accounts. You've got some friends in South America, it seems."
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
Needs: 10
1d100: 12
Result: Success
The farms are doing well and are proving to have good harvests. Fish is plentiful and someone is trying to turn algae into rations somewhere. Goats have found a home here as well, as many civilians were once goat farmers.
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
Needs: 20
1d100: 13
Result: Failure
As of yet, the people are undecided. Perhaps next time.
Still, there are still options you can choose to make use of.
Choose one.
[] Propaganda! The people are afraid, and rightfully so. The GLA will come for them sooner or later and they want your head on a silver platter. Reassure them with a speech or two. (+1 to Morale) Cost: Nothing, 1 Turn
[] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
[] Educate Them. There is a distinct lack of educated personnel to take advantage of. You need skilled workers for your War Factory, your intact Desalination Plant, and possible research center. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows advanced buildings to be cheaply staffed from the local population) Cost: $1 Million, 6 Turns
[] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 5 All loyalty) Cost: $1 Million (Upkeep: $100,000), 2 Turns
Funds: 5.9 Million
Population: +10,000
Current Loyalty:
Infantry: Very Loyal (7)
2x Infantry Brigades (Rebels and Insurgents with Technical and Buggy support)
Vehicle forces: Very Loyal (7)
1x Armor Brigade (Scorpions with Technical and Buggy support)
Civilian Morale: Satisfied (7)
[X] No, this will suffice. We have other priorities. Drill the defenses to raise their alertness. (+1 Alertness)
[X] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[X] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 5 All loyalty) Cost: $1 Million(Upkeep: $100,000), 2 Turns
[x] Repair the airstrip (Provides take off, repair, and resupply for aircraft) Cost: $1 Million, 1 Turn
[x] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[x] Research Bunker (+1 to Ground and Air Defenses) $50,000, 1 turn
[x] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
[x] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
Cost: 3 million and 50 thousand
Desperately need money to do stuff, which both Airstrip and salvage would cover
[X] No, this will suffice. We have other priorities. Drill the defenses to raise their alertness. (+1 Alertness)
[X] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[X] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 5 All loyalty) Cost: $1 Million(Upkeep: $100,000), 2 Turns
Guys, we can't afford the hospitals at this point in time. We'd go bankrupt between the expense and the upkeep. You need to take the Salvage action to have any income
[x] Repair the airstrip (Provides take off, repair, and resupply for aircraft) Cost: $1 Million, 1 Turn
[x] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[x] Research Bunker (+1 to Ground and Air Defenses) $50,000, 1 turn
[x] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
[x] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
[x] Repair the airstrip (Provides take off, repair, and resupply for aircraft) Cost: $1 Million, 1 Turn
[x] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[x] Research Bunker (+1 to Ground and Air Defenses) $50,000, 1 turn
[x] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
[x] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
[x] Repair the airstrip (Provides take off, repair, and resupply for aircraft) Cost: $1 Million, 1 Turn
[x] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[x] Research Bunker (+1 to Ground and Air Defenses) $50,000, 1 turn
[x] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
[x] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
Predictably, Plan veekie wins by default of bandwagon. Yay team. Update should be up shortly.
Vote tally: ##### 3.19
[X] Build a Large Powerplant (Can power up to 10 structures) Cost: $2 Million, 3 Turns No. of votes: 1 Namefrog
[X] No, this will suffice. We have other priorities. Drill the defenses to raise their alertness. (+1 Alertness) No. of votes: 2 bryanfran36, Night_stalker
[X] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 5 All loyalty) Cost: $1 Million(Upkeep: $100,000), 2 Turns No. of votes: 2 bryanfran36, Night_stalker
An anonymous donation from someone in the Himalayas nets you a substantial half million in resources. Whoever this person is, they have your thanks.
Thanks to the efforts of Rakshasa and his team of workers, the airstrip is cleaned of debris, the driveway repaired, and the hangars reopened for use. Rakshasa also reports that the American Construction Yard has been repaired and that it's internal power plant allowed the Radar Dome to become fully functional.
Just in time too, a day later a Tu-4 Bomber approaches and your MCV's radios cleared it for landing. It is the cargo plane you bought from ol' Crazy Bob a few weeks ago! As it lands, however, you can see that it is damaged and at least two of it's engines were not working. The plane comes to a halt and your people run to secure and inspect it.
The pilot is injured, suffering from shrapnel stuck in his back. He is the only survivor as his copilot was dead. As he was prepared for surgery by your field medics, he claims that the plane was attacked by GLA Quad Cannons several hundred miles north-west of your port city.
That put the GLA dangerously close to the city, meaning they were at least one or two weeks away. If they had quad cannons, then they likely had tanks and other heavy weapons too.
Bad news indeed.
Still, the plane was here and you could make use it as either a bomber or a cargo plane. At the moment, however, it needed repairs. Until that was done, it was grounded for good.
[] Repair Tu-4 Bomber. Cost: $500,000, 2 Turns
[X] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
Need: 40
1d100: 100*+11 (An absurdly good roll like this means another roll, depending on how high it gets, it might double as two rewards)
Result: +2 Alertness (+2 to Counter-Infiltration Rolls), All military units are now 'Experienced' (+1 to Combat Rolls)
The Tactician made good effort with the troops, forcing them to patrol at all times. This alertness soon bore fruit when a saboteur was caught attempting to sneak past the patrols and the defense line. An enterprising Rebel had his friends drag the unfortunate man off for interrogation with techniques such as 'playing golf with your balls'. This bore even more fruit as the poor man gave up vital intelligence of an upcoming attack.
After imprisoning the saboteur for later interrogations and a good word to the rebel in question (along with a stern word about taking it upon himself to interrogate an enemy) you convene a war council with your advisers.
According to new intelligence, the GLA have sent their 'Armored General', one 'Al'Rahul', who commanded from his personalized Marauder Tank. Al'Rahul is well known within the GLA for having some of the toughest armored units around, basing his entire doctrine around armored vehicles. His tanks were tougher and hit harder, his missile trucks and quad cannons were well armored, and even the light rocket buggies and technicals could take hits better. This General has orders to kill you and all your followers.
The saboteur caught earlier today was from a vanguard unit of armored vehicles loitering in a tunnel network entrance a few kilometers away. In about six days, they were going to attack in force with a few dozen beefed up Scorpion Tanks with rocket pods and Technicals transporting suicide bombers.
The Tactician says the defenses can certainly hold against the numbers given. Especially with the new Bunkers being added to the defenses.
[x] Research Bunker (+1 to Ground and Air Defenses) $50,000, 1 turn
Needs: 35
1d100: 40
Results: Bunker added to Defense Line.
Choose one:
[] Attack the raiding party with our forces (choose how many)! They will never expect it! Cost: Send either Jarmon Kell or Mahmud Abdul-Mushi.
[] Ambush them as they begin their attack! (deploy a brigade). Cost: Send either Jarmon Kell or Mahmud Abdul-Mushi.
[] Let them come! They'll give our troops some combat experience! Cost: Give the initiative to the enemy.
He also says that with additional funds, the current defenses can still be further fortified.
Choose two:
[] No, this will suffice. We have other priorities. Drill the defenses to raise their alertness. (+1 Alertness)
[] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[] No, but go ahead and continue fortifying as best you can. (Upgrade nests into pillboxes, jury-rigged Quad Cannons, IEDs, the works.) Cost: $2 Million, 4 Turns
[] Repair the abandoned Chinese Gatling and American Missile turrets (+4 to Ground and Air Defenses) Costs: $4 Million, 1 Turn. Needs Power Plant to function.
[] Research Rocket Artillery Site (+2 to Ground and Air Defenses) Cost: $1 Million, 3 Turns
[] Research Anti-Tank Rocket Site (+2 to Ground Defenses) Costs: $250,000, 1 Turn
[] Research Anti-Air Missile Site (+2 to Air Defenses) Costs: $250,000 1 Turn
Jarmond Kell led multiple teams of rebels to search the Port for anything that might be of use. At first, there was nothing of any use that could be found, save for some old vehicles that could be scrapped for additional resources.
[x] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
Need: 20
1d100: 100+86
Result: Hidden Surprise!, +$3 Million in scrap.
Aside from finding a large amount of recyclable scrap, Jarmond found a cleverly hidden access point within one of the warehouses near the docks. Beneath the warehouse is a hidden train station. Judging from the language and age, it is a soviet transport station. With the Construction Yard active, power was rerouted to the station and Jarmond took the train to it's destination: A hidden submarine pen some two or three kilometers along the shoreline.
Two Victor-Class submarines were still secured by the docks, aged, but apparently functional. But what could possibly be the biggest surprise? Their cargo. The submarines were cramped by default, but they had apparently enough room for at least two or three vehicles. Or one exceedingly large tank.
In this case, a massive battletank that Kell had never seen before. The only in similar in comparison would be the Chinese Overlord Tank, but far smaller and of Russian make. There were two such tanks and there were surviving documents of the machine within the old War Factory in this hidden cavern. Aside from the War Factory and the Submarine Pen, there was a small power plant that can power both structures and the railway system.
Should the documents be decrypted and crews trained to operate these vehicles, Jarmond Kell suggests, they may be a powerful addition to your powerbase.
[] Break the encryption on the soviet documents for more information on the facility. (???) Cost: $500,000, 3 Turns
"Despite this windfall of fortune, I would not rely on super tanks to win the day," says your commander pointedly. "The men may be able to point their guns in the right direction, but they are not ready for combat just yet."
[] Train the army. If Jarmond Kell says they cannot be relied upon in combat, you can't either. Cost: $100,000, 1 Turn.
[] Train the army hard. They need to stop fucking around and learn how to fight like professionals since last year! Cost: $1 Million, 4 Turns
[] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
[] Lay of the Land. Send men out to map the surrounding area. The GLA is coming, then we need to know this place better than they do. Cost: $2 Million, 3 Turns.
Kallen Qatar is last to report. The farms are continuing to produce food, but there is a sickness circulating through the base. Civilians are suffering from abdominal pains, likely due to a food poisoning outbreak. Field medics are doing the best they can, but without access to a hospital, the sickness may get worse. What is worse is that fresh water is becoming increasingly hard to get by; the UN relief supplies have bottled water, but those are running out fast.
[x] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
Needs: 20
1d100: 56
Result: Kallen has been making round regularly around the civilians and they have noticed that. The people chosen her to be their representative!
Kallen urges you to invest in at least one piece of vital infrastructure or morale will begin dropping by next week.
Choose one:
[] Propaganda! The people are afraid, and rightfully so. The GLA will come for them sooner or later and they want your head on a silver platter. Reassure them with a speech or two. (+1 to Morale) Cost: Nothing, 1 Turn
[] Power up the Desalination Plant. Fresh clean water free of salt. The people will be grateful. (+1 to Morale, +1 to Loyalty, +5 to Logistics Rolls) Cost: $2 Million (Upkeep: $100,000), 2 Turns
[] Educate Them. There is a distinct lack of educated personnel to take advantage of. You need skilled workers for your War Factory, your intact Desalination Plant, and possible research center. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows advanced buildings to be cheaply staffed from the local population) Cost: $1 Million, 6 Turns
[] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 2 All loyalty) Cost: $1 Million (Upkeep: $100,000), 2 Turns
Funds: 2.8 Million + $500,000 (Donation), $3 Million (Salvage) = $6.3 Million
[X] Ambush them as they begin their attack! (deploy a brigade). Cost: Send either Jarmon Kell or Mahmud Abdul-Mushi
-[X] Jarmon Kell
-[X] 1x Armor Brigade (Scorpions with Technical & Buggy Support)
Nobody better at ambush. I think.
And they're going to have numeric superiority. We should try to catch them between our defenses and the ambush rather than march out.
[X] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[X] Research Anti-Tank Rocket Site (+2 to Ground Defenses) Costs: $250,000, 1 Turn
We know it's the GLA tank general, so let's prep for tanks.
[X] Break the encryption on the soviet documents for more information on the facility. (???) Cost: $500,000, 3 Turns
Definitely want the mammoths.
[X] Lay of the Land. Send men out to map the surrounding area. The GLA is coming, then we need to know this place better than they do. Cost: $2 Million, 3 Turns.
We got 2-3 turns before they get here yeah? Let's get the recon done before their main attack hits then.
[X] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 2 All loyalty) Cost: $1 Million (Upkeep: $100,000), 2 Turns
Combat starts soon, so we want a hospital operational when they arrive. It's going to be needed to deal with all the casualties.