[X] Recycling campaign Pt.2
- 3/3 Turns Completed
- Metal roll) 1d100= 96 + 22 (Stats) = 112 x 30 (Urban) = 3,360 M
- Basic Components roll) 1d100= 77 + 22 (Stats) = 99 x 30 (Urban) = 2,870 BC
- Advanced Components roll) 1d100= 33 + 22 (Stats) = 55 x 30 (Urban) = 1,650 AC
- Random discovery roll) 1d100= 76 + 22 (Stats) = 98 = New location and intrigue action discovered
The first step to healing this land is to clear the refuse and dilapidated buildings which dot nearly every inch of the landscape. The added bonus being that the usable materials can be repurposed for your projects. Through judicious usage of explosives and super sledgehammers the teams blast their way through crumbling buildings and uproot ancient ruins, each explosive having been planned and timed with great efficiency after the demo teams finish their work the recovery teams swarm like a colony of ants over the now exposed sections they plan to remove. Unlike their now long extinct insect comparison the teams of the Enclave cannot carry ten times their body weight and so must rely on the Enclaves only Virtibird transport to carry their recycled prizes. Eventual the work is done and now the Jefferson Memorial sits somewhat isolated from the rest of D.C.'s ruin and the Enclave has gained many valuable materials for its cause. However most peculiarly the Teams discover an underground structure underneath an unassuming office building, the structure appears on no Enclave records of secret organizations operating in D.C., as such Roberts has taken investigating the sight under the purview of her department.
[X] Home Improvement with Col. Autumn
- 1/1 Turns Completed
- 1d100= 94 + 22 (Stats) = 116 (Artificial Critical) cost reduced by 50%
- reward: Cabins Building at Hostetler farms (+ 40 Housing capacity)
Cost: 100 (50 actual) BC, 1000 (500 actual) M,
Our people in the settlement Hostetler farms have recently suffered the results of the Outcasts actions in Megaton as a large number of refugees have flooded the town. the towns people have welcomed the refugees into their homes, but this is an untenable situation bound to cause strife and conflict, best the Enclave steps in.
You stare at the leader of the team Dume had assigned to this project with barely contained surprise, so whatdya think sir? the engineer asks. I think that you and your team is getting an increase in shower rations for the next week son, you reply turning your sight to the rows of metal roofed cabins and lines of families being assigned to them.
[X] Build ballistic munitions plant.
- 1/2 Turns Completed
- 1d100
- costs: 100 AC, 100 Metal, and 240 BC,
You have a serious problem; your forces are using more munitions in small skirmishes than your production can keep up with. Thankfully Dume has approached you with a partial solution in that while more advanced munitions like plasma cartridges, and energy cells are currently beyond your Enclaves reach ballistics are not in fact as it stands you could have an actual industrial plant dedicated to munitions given some time.