Engines of Desolation (Post-Apocalyptic Mobile City Quest)

[X] Plan Mothership

BP: 50/50

HP: 50

Armor: 2

Energy 18/30

Food: 7/10

Modules: 10/10

Living Space: 7/10

Basic Engine - Provides 30 Energy. Uses 5 Fuel per movement. Uses 1 Fuel per turn.

Command Deck - Allows the Training of 1 Officer Corp Unit, provides -2 DC to hit. Uses 1 Energy.

-[X] Hull Points - Cost: 5 HP per 1 BP x8

-[X] Armor - Armor provides a straight damage reduction from enemy fire (provides no protection from borders), without armor it is unlikely you'll survive a single major battle. Cost: 1 AM per 1 BP x2

Modules:

All Modules required a minimum of 1 Population Unit unless otherwise stated.

-[X] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2

-[X] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP x2

-[X] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP [X] Air Hanger - Allows the construction of Fighters/Bombers, total housing for 1 Unit. Uses 3 Energy. Cost 5 BP

-[X] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP

-[X] Mechanics Guild - Increases repairs effectiveness. Uses 3 Energy. Cost: 5 BP

I am wide open as to naming. Here is the pitch; I put a lot of eggs in the Airforce basket giving us long range punch plus recon. The reasoning being any conditions we can't fly in would limit observation tower usefulness anyway. We are food independent and have a good shot at trade with our market hall and industrial capacity. I am not sure we may want to swap mechanics guild for something else. My reasoning is that it is a nice passive to have and could apply to keeping airwings in the air. @HellHound01 does my reasoning match yours?
 
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I am not sure we may want to swap mechanics guild for something else. My reasoning is that it is a nice passive to have and could apply to keeping airwings in the air.

Going for more armor would also be great. Currently you have 2. For the cost of the mechanics guild you can have 7, which renders the ship immune to almost all attacks.
 
Going for more armor would also be great. Currently you have 2. For the cost of the mechanics guild you can have 7, which renders the ship immune to almost all attacks.

That's a good point. I could even drop a BP of Hull and I get it to 8 armor.

It also occurs to me we could drop a hydro deck and run a small deficit/add back a module that takes no units and break even.

@HellHound01 do you intend for Pillboxes to require full time people to operate? Also it seems like we could use Milita for the big guns and take a hit to accuracy thereby freeing up pop?
 
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That's a good point. I could even drop a BP of Hull and I get it to 8 armor.

It also occurs to me we could drop a hydro deck and run a small deficit/add back a module that takes no units and break even.

@HellHound01 do you intend for Pillboxes to require full time people to operate? Also it seems like we could use Milita for the big guns and take a hit to accuracy thereby freeing up pop?

Pillboxes don't need to be constantly manned. Only Infantry or Militia can man it anyway.
 
[X] Plan Mothership v2

BP: 50/50

HP: 50

Armor: 2

Energy 21/30

Food: 8/10

Modules: 10/10

Living Space: 8/10

Basic Engine - Provides 30 Energy. Uses 5 Fuel per movement. Uses 1 Fuel per turn.
Command Deck - Allows the Training of 1 Officer Corp Unit, provides -2 DC to hit. Uses 1 Energy.
-[X] Hull Points - Cost: 5 HP per 1 BP x8
-[X] Armor - Armor provides a straight damage reduction from enemy fire (provides no protection from borders), without armor it is unlikely you'll survive a single major battle. Cost: 1 AM per 1 BP x2
-[X] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
-[X] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP x2
-[X] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP [X] Air Hanger - Allows the construction of Fighters/Bombers, total housing for 1 Unit. Uses 3 Energy. Cost 5 BP
-[X] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
-[X] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
-[X] Light Gun Battery - Small Caliber Artillery used to fight other tracked cities or larger groups of enemies. Does 1d6 Damage. Uses 2 Energy. Cost: 5 BP

Here is a revised plan.
Dropped: the repair hall
Added: Barracks, and Light Guns

Strengths:
Super Long Range Hitting Power
Air Recon
Food Surplus
Industrial Goods Production
Power Surplus

Weaknesses:
Light Armor
Limited Storage
 
[X] Plan Battleship

Command Deck
-[X] Average Engine
-[X] Hydroponic Farms
-[X] Hab Block
-[X] Barracks
-[X] Air Hanger
-[X] Medium Gun Battery

HP: 35
Armor: 5
Population: 5/5
Food: 5/5

This plan is for a more aggressive play style with air recon, armor, better engines and medium artillery to catch and take down enemies of similar tonnage.
 
Vote is now closed.
Adhoc vote count started by Old Guard on Feb 12, 2019 at 5:36 AM, finished with 41 posts and 13 votes.

  • [X] Plan Mothership v2
    -[X] Hull Points - Cost: 5 HP per 1 BP x8
    -[X] Armor - Armor provides a straight damage reduction from enemy fire (provides no protection from borders), without armor it is unlikely you'll survive a single major battle. Cost: 1 AM per 1 BP x2
    -[X] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
    -[X] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP x2
    -[X] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP [X] Air Hanger - Allows the construction of Fighters/Bombers, total housing for 1 Unit. Uses 3 Energy. Cost 5 BP
    -[X] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
    -[X] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
    -[X] Light Gun Battery - Small Caliber Artillery used to fight other tracked cities or larger groups of enemies. Does 1d6 Damage. Uses 2 Energy. Cost: 5 BP
    [x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
    [x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
    [x] Mining Rig - Doubles the mining output of Pop Units. Uses 5 Energy. Cost: 5 BP
    [x] Radar System - Alerts City when a large object or large group of objects are within 6 spaces. Provides a -5 DC to hit. Uses 5 Energy. Cost: 10 BP
    [x] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
    [x] Survaliance Network - A network of cameras and microphones that can be used to keep tabs on your population and organize a defense against boarders. Uses 2 Energy. Cost: 5 BP
    [x] Hull Points: +35 (7 BP)
    [x] Armor: +8 (8 BP)
    [X] Plan Battleship
    -[X] Average Engine
    -[X] Hydroponic Farms
    -[X] Hab Block
    -[X] Barracks
    -[X] Air Hanger
    -[X] Medium Gun Battery
    [x] Armor: +10 (10 BP)
    [x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
    [X] Refinery - 1
    [x] Hull Points: +25 (5 BP)
    [x] Hull Points: +50 (10 BP)
    [X] Heather Turnkey
    [X] Rep-Nep
    [X] Mechanics Guild - 1
    [X] Hab Block - 1
    [X] Mining Rig - 1
    [x] Observation Tower - Allows +1 additional view range. Provides a -2 DC to hit. Uses 1 Energy. Cost: 5 BP
    [X] Armored Treads - 1
    [X] Hydroponic Farms - 1
    [X] Armor - 8
    [X] Hull Points - 35
    [x] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
    [x] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP
 
End of the Long Road
End of the Long Road
1st Cycle 355 A.0.

The Mobile City slowly tracked across the Northern Waste. It was in obvious disrepair, pitted and pockmarked. Yet still its mighty engine strained and the great treads pulled the steel beast along. As the Northern Waste fell behind it, and the Deathlands encompassed the formidable titan, is slowly came to a stop. Once it had called the Deathlands home, thirty years ago. Then a Captain-General who shall not be named had discovered a data storage device that spoke of vast reserves of Fuel deep in the heart of the Northern Waste. In his greed and haste, the Captain-General plunged the city into the frozen hellscape in search of this bounty. But the city had not been designed for such brutal cold, nor had the Captain-General foreseen the Frost Wyrms, creatures that made there Dust Wyrm cousins pale in comparison. Yet still, the city had plunged deeper and deeper into ice and snow, all in search of a treasure that many doubted even existed. Soon no Humans could be found, only clans of vicious man-eaters who attacked the metal invader in their territory relentlessly. At first, laughed off and easily dispatched by the guns of the city, the soldiers stopped laughing once the ammo began to run low and the man-eaters crawled ever closer to the access points with each wave. Finally, it ended, when the city could no longer move across the rough terrain, and the Captain-General took the cities army and moved to cross the mountains on foot. Neither he nor his men were ever heard from again.

So the City retreated, back to the relative safety of the border between the Northern Waste and the Deathlands. The journey took nearly thirty years in total, the last decade simply recovering while hiding from the more powerful cities further south. Now a new Captain-General stands at the head of the city, and a new dawn approaches.

-----

Politics:

[ ] Write-In CIty Name

[ ] Write-In Captain-General's Name

The City is nearly recovered from its Long Road. WIth the intake of Humans from small villages located in the Northern Waste, and increased birth rate, all Hab Blocks are full, with the population fluctuating around 100,000. The last generation of survivors from the Long Road is growing old, and these fresh citizens must be assigned to various duties around the city. Currently, the only major political group is the Captain-General Loyalist, which hold four Pop Units.

[ ] Assign Pop Units to Modules

Movement:

While the recovery of the city has been swift these last few years, it now finds itself low on vital resources. As Captain-General you must decide the course the city will take across the Deathlands.

You can move North, North-East, South-East, South, South-West, or North-West for a maximum of 2 spaces. (See World Map)

[ ] Determine Movement

Or

[ ] Survey Local Area

Production:

[ ] 1 Trade Good. Cost: 5 Metal
[ ] 1 Light Gun Battery Ammo. Cost: 5 Metal
[ ] 1 Small Arms Ammo. Cost: 1 Metal
[ ] 1 Infantry Unit. Cost: 5 Metal
[ ] 1 Fighter Squadron. Cost: 25 Metal
[ ] 1 Bomber Squadron. Cost: 30 Metal
[ ] 5 HP. Cost: 25 Metal
[ ] 1 Armor. Cost: 5 Metal

[ ] New Module
- Average Engine. Cost: 50 Metal
- Improved Engine. Cost: 100 BP
- Hydroponic Farms. Cost: 25 Metal
-Armored Treads. Cost: 25 Metal
-Hab Block. Cost: 25 Metal
- Reserve Batteries. Cost: 50 Metal
- Mining Rig. Cost: 25 Metal
- Observation Tower. Cost: 25 Metal
- Radar System. Cost: 50 Metal
- Refinery. Cost: 50 Metal
- Cargo Holds. Cost: 25 Metal
- Herd Pens. Cost: 25 Metal
- Tavern Network. Cost: 25 Metal
- Barracks. Cost: 25 Metal
- Muster Hall. Cost: 25 Metal
- Air Hanger. Cost: 25 Metal
- Vehicle Hanger. Cost: 25 Metal
- Light Gun Battery. Cost: 25 Metal
- Medium Gun Battery. Cost: 50 Metal
- Heavy Gun Battery. Cost: 75 Metal
- Pillbox Network. Cost: 25 Metal
- Manufacturing Hall. Cost: 25 Metal
- Guild Hall. Cost: 25 Metal
- Slave-Pens. Cost: 25 Metal
- Energized Fortifications. Cost: 25 Metal
- Tow Cable Cranes. Cost: 25 Metal
- Surveillance Network. Cost: 25 Metal
- Boarding Harpoon Battery. Cost: 25 Metal
- Enforcer Posts. Cost: 25 Metal
- Healer Hall. Cost: 25 Metal
- Mechanics Guild. Cost: 25 Metal
 
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While the recovery of the city has been swift these last few years, it now finds itself low on vital resources. As Captain-General you must decide the course the city will take across the Deathlands.

You can move North, North-East, South-East, South, South-West, or North-West for a maximum of 2 spaces. (See World Map)

Do we have any additional information. For example, what is Clearwater?
 
Do we have any additional information. For example, what is Clearwater?

Clearwater seems to be a small township, surrounded by several clusters of villages.

To get more info you would need to move into the same hex. Keep in mind that each hex is a rather large area, so being in the same Hex as something else doesn't guarantee an encounter. That said, a static settlement won't be hard for you to roll up on.
 
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Okay.

What about the rest of the map. I can guess that the radioactive trefoils are bad, how bad are they? Never enter bit. Risky to enter but lucrative ruins?

In addition, where can we expect to find fuel, or metal. Just randomly everywhere, or do we have better luck on some terrain types.
 
Okay.

What about the rest of the map. I can guess that the radioactive trefoils are bad, how bad are they? Never enter bit. Risky to enter but lucrative ruins?

In addition, where can we expect to find fuel, or metal. Just randomly everywhere, or do we have better luck on some terrain types.

The trefoils are the Hot-Zones. Areas of high radiation, mutant clans, and other dangers. They are lethal, but the ruins within are nearly untouched and can yield considerable bounty.

To find resources you can survey a hex, as to where they are its random in part, but certain areas are likely to have more of a particular type. Hills and Mountains are more likely to have metal for instance.
 
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Okay, next set of questions. What sort of air units can we build? We have an air hanger, after all.
 
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...I don't see any Air Hangars?
Do you mean in theory?

Does moving preclude any kind of resource gathering? Or can we still collect 1 of each resource while moving? Do we need to be in the same hex as a bonus resource to get the benefit?
 
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...I don't see any Air Hangars?
Because the plan had the hangers hidden by Market Hall, and not on a separate line.
-[X] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP [X] Air Hanger - Allows the construction of Fighters/Bombers, total housing for 1 Unit. Uses 3 Energy. Cost 5 BP




[X] Battle Eagle CIty

[X] Captain-General Uther Ethard

[X] Assign Pop Units to Modules
-[X] 2 Pop Units [Hydroponic Farms]
-[X] 1 Pop Units [Basic Engine]
-[X] 1 Pop Units [Command Deck]
-[X] 1 Pop Units [Market Hall]
-[X] 2 Pop Units [Manufacturing Hall]
-[X] 1 Pop Units [Light Gun Battery]
-[X] 1 Pop Units [Air Hanger]
-[X] 1 Pop Units [Unassigned]

Hab Block - No Pop Units needed
Barracks - No Pop Units needed.

[X] Production
-[X] 1 Infantry Unit [5 Metal]
-[X] 1 Armour [5 Metal]

Also considered :
[ ] 1 Trade Good. Cost: 5 Metal
but we have a spare Pop to become an Infantry Unit, and our armour is fairly weak
 
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