Planning 5: Imperialism
With the influx of new members and the successful de-escalation of the NCR conflict, you finally have a chance to begin establishing your position as ruler of the Mojave.

Martial: 2 Actions (1 Elijah, +1 Hardin)
Special: 1 Free Expeditionary Action
[X] Operation: Divine Wrath
The California Brotherhood is capable of making good their own escape. They just need a distraction. Luckily for them, ARCHIMEDES II is the perfect distraction. The NCR military can't organize to stop the breakout if the organizers are all dead via orbital bombardment! Neither can the NCR Congress declare war after being incinerated by a giant laser!
Time: 1 Month
Chance: 60%
Reward: NCR in chaos, up to 6000 Brotherhood refugees. Escalated NCR-BoS war.

[X] Beyond the Pale
Black Mountain has given you the locations to many area just outside your current reach but full scouting will require a human expedition. (Location specific options will unlock as you acquire more FOBs.)
Time: 1 Month
Chance: 0%
Reward: Data on more distant location.

[X] Spoiling Attack
If you deem a faction to be a threat you can choose to launch a spoiling attack. This requires your subordinates to agree that the faction poses sufficient threat to warrant the attack. Unfortunately, the Legion proper is currently outside your range.
Time: 1 Month
Chance: Variable
Reward: Enemy Hurt, Loot Obtained

[X] Yardwork
The Mojave is currently infested with bandits and raiders. While no threat to the Brotherhood, they seriously impede the local wastelanders. Wiping them out would improve both the prosperity of the wasteland and the general perception of the Brotherhood.
-[X] Southeastern Vipers
The Vipers infest areas near to HELIOS and potentially endanger your economic and diplomatic initiatives.
Time: 1 Month
Chance: 10% per 10 Paladins
Reward: Vipers purged from the area south of Novac.
-[X] Southwestern Jackals
The Jackals infest the area northeast of the NCR Outpost. Wiping them out would clear the way for the establishment of an anti-NCR front in the area.
Time: 1 Month
Chance: 10% per 10 Paladins
Reward: Jackals purged from the area south of Goodsprings.
-[X] Western Great Khans
A place called Red Rock Canyon shelters raiders and drug makers. Eliminating them would both cut off an avenue of retreat for the main group and secure the area from raiders.
Time: 1 Month
Chance: 20% per 10 Paladins
Reward: Great Khans purged from the area north of Goodsprings.
-[X] Northeastern Great Khans
The most organized group of raiders in the Mojave is based out of the town of Bitter-Springs. While they are strong for mere raiders, eliminating them would greatly strengthen your hold on the Mojave and potentially win you friends in that gaudy mess the locals call a city. In addition, it would help ensure clear supply lines to Hoover Dam.
Time: 2 Months
Chance: 10% per 10 Paladins
Reward: Great Khans purged from the area around Bitter Springs.
-[X] New Vegas Fiends
The Fiends are loosely organized at best but their drug use makes them dangerous fanatics that plague the nearby communities. Their sheer size, massive arsenal, and the numerous defensible locations they have occupied makes them an unusually tough target, but removing a threat to regional stability and acquiring their vault may be worth it.
Time: 2 Months
Chance: 8% per 10 Paladins
Reward: Fiends purged from the area around New Vegas.

[X] Magical Mystery Tour (Can be taken multiple times.)
There are many sites across the Mojave potentially filled with valuable technological relics. Send an expedition to one of them in hopes of great returns.
-[X] Yangtze Memorial
This Pre-War monument has a strange red sword stuck into a receptacle on the central pedestal. It looks fairly advanced and a team of Paladins could probably find a way to remove it.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: A Strange Sword
-[X] Weather Monitoring Station
Seemingly an ordinary weather station, this strange facility seems to be atop a large vault. The only clue you have to the purpose of this vault is what appears to be a slot machine. Curious.
Time: 1 Month
Chance: 0%
Reward: ???
-[X] Remnants Bunker
Your scouts have discovered a strange hatch leading to a well-secured Bunker. No one seems to be home, but you can't seem to get the door open.
Time: 1 Month
Chance: 0%
Reward: Remnants Bunker+Contents
-[X] Cerulean Robotics
This Pre-War company building may house useful robotics technologies.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] H&H Tool Company
This Pre-War company building may house useful Pre-War tools which could be used to further your plans of industrializing the Brotherhood. Trading products to savages while keeping the technological secrets for yourself will definitely work, no matter what McNamara and Hardin say. It's not as if the wastelanders are intelligent enough to understand your work unaided.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] New Vegas Steel
This Pre-War company building may house useful Pre-War metallurgical tools and data which could be used to further your plans of making industrializing the Brotherhood.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Sunset Sarsaparilla HQ
Given the tendency of Pre-War beverage companies to somehow obtain military technology, it could be worthwhile to raid the local headquarters.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Silver Peak Mine
You're scouts detected faint traces of the fusion isotopes released by leaking Fusion Packs near a mine. There's tech in them hills!
Time: 1 Month
Chance: 60% per 10 Paladins
Reward: Loot, Data, ???
-[X] Quarry Junction
Nope. Not worth it. No way you're sending Paladins to die fighting deathclaws just so you can have a bunch of rocks you don't have the manpower to utilize anyway.
-[X] Allied Technologies Office
You don't think there's anything here. However, the sign does say "Technologies".
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Deathclaw Promontory
Normally you wouldn't risk your men against deathclaws. However, there seems to be an active radio present at this particular nest. More importantly, it isn't a type the Black Mountain database is familiar with. This could mean jury-rigged worthlessness... or it could mean Enclave tech.
Time: 1 Month
Chance: 15% per 10 Paladins
Reward: Loot, ???
-[X] Mercenary Camp
One of your scouts saw a mercenary with an advanced Gauss Rifle. You should track him down and repossess it.
Time: 1 Month
Chance: 50% per 10 Paladins
Reward: Loot, ???
-[X] Nellis Air Force Base
The farthest of Hardin's scouting parties have discovered an old Air Force Base filled to brim with weaponry, supplies, and technology. It is also filled to the brim with trigger-happy maniacs armed with explosives, artillery, and even a few suits of Power Armour. An attack could liberate their weapons, but would permanently alienate a powerful faction and be extremely costly in both lives and material.
Time: 1 Month
Chance: 5% per 10 Paladins assigned.
Reward: Loot, Explosives, ??? Power Armour, More Explosives, ???.
-[X] Crashed B-29
The scans you conducted via the Black Mountain facility have revealed something interesting. Lake Mead contains a nearly intact Pre-War Bomber. You probably won't be repairing it any time soon, but it would still be a valuable source of technology.
Time: 1 Month
Chance: 100% per 10 Paladins assigned.
Reward: Mostly Intact B-29.
-[X] REPCONN HQ
The REPCONN HQ has great potential for old world technologies. You are particularly hopeful for discoveries pertaining to robotics and rocketry. You're not sure how pre-war space rockets were fuelled, but you're eager to find out.
Time: 1 Month
Chance: 50% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Vault 3
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, ???.
-[X] Vault 11
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, ???.
-[X] Vault 19
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Vault 22
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Vault 34
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 30% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Hidden Valley Bunkers
While Hardin has made significant progress in his excavations, there is still much work to be done before the other bunkers are adequately repaired.
Time: 5 Months
Chance: 30% per 10 Paladins assigned. Knights count as Paladins for this option only.
Reward: Hidden Valley bunkers repaired.

Diplomacy: 1 Action (0 Elijah, +1 McNamara)
[X] Stalemate
Kimball is highly reluctant to allow any further Brotherhood and the newly promoted General Hsu is extremely competent. However, that same competency might allow him to see reason and convince Kimball to see reason and acknowledge your ability to kill both them and their families with the press of a button. Owyn says you shouldn't mention your ability to kill their families, even if you do know the exact capabilities of ARCHIMEDES II. You're fairly sure he's just envious of your ability to recover a superweapon without giving it to your enemies and getting your entire chapter killed in the attempt.
Time: 6 Months
Chance: 50%
Reward: 6000 Brotherhood Refugees, Technology, Peace

[X] Merry Band of Misfits
With your expanding presence in the Mojave it would be useful to organize a group of Scribes trained specifically for the purpose of being delegated diplomatic tasks. You'll call it the EDC. (Elijah's Diplomatic Corps)
Time: 1 Month
Chance: 75%
Reward: +1 Diplomacy Action

[X] Glorious SPAM
You now find yourself in possession of mint condition Pre-War broadcasting equipment. You could probably use this to steal the Enclave's idea and start a "Brotherhood Radio".
Time: 1 Month
Chance: 85%
Reward: Mojave knows you exist. Propaganda. Potential options down the road.

[X] Building Ties
Send an emissary to meet with one of the factions inhabiting the wasteland.
-[X] Nelson
Chance: 95%
Time: 1 Month
Reward: Communication established with locals.
-[X] Novac
Chance: 100%
Time: 1 Month
Reward: Better relationship with locals.
-[X] Searchlight
Chance: 85%
Time: 1 Month
Reward: Communication established with locals.
-[X] Nipton
Chance: 60%
Time: 1 Month
Reward: Communication established with locals.
-[X] Primm
Chance: 80%
Time: 1 Month
Reward: Communication established with locals.
-[X] Goodsprings
Chance: 90%
Time: 1 Month
Reward: Communication established with locals.
-[X] Boulder City
Chance: 85%
Time: 1 Month
Reward: Communication established with locals.
-[X] Nellis Airforce Base
Chance: 60%
Time: 1 Month
Reward: Communication established with locals.
-[X] Jacobstown
Chance: 15%
Time: 1 Month
Reward: Communication established with locals.
-[X] New Vegas
Chance: 80%
Time: 1 Month
Reward: Communication established with locals.

[O] A new order.
???
AN: I honestly have no idea what this was supposed to be since I lost my notes during the haitus. You were originally allowed to take it, but I'm going to lock it until I think of something.

Stewardship: 4 Actions (1 Elijah, +1 McNamara, +1 Lorenzo, +1 Veronica)
Stockpile: 1 Steel, 3 Metal, 5 Machinery, 10 Electronics, 15 Medicine, 2 Seeds, 1 Food
Income: 1 Metal

[X] Dam Expansion
Hoover Dam has room for additional facilities to be installed. Selecting an option twice will create a large version at twice the cost.
-[X] Hospital
A hospital would allow you to make full use of your recent medical discoveries.
Time: 1 Month
Cost: 1 Medicine
Chance: 90%
-[Locked] Hydroponics
Hydroponics have the potential to solve your impending food crisis before it even begins. However, they require technology you do not yet understand.
Time: 1 Month
Cost: 1 Seeds
Chance: 80%
-[X] Basic Manufactory
Time: 3 Months
Cost: 1 Metal, 1 Machinery
Chance: 80%
-[X] Metal Refinery
A metal refinery would allow you to make full use of your scrap yard. While you currently lack Pre-War metallurgical techniques, you may be able to improvise something.
Time: 3 Months
Cost: 1 Metal
Chance: 60%
-[X] Repair Center
A repair center would keep your Knights' and Paladins' in top fighting condition.
Time: 1 Month
Cost: 1 Machinery
Chance: 75%
-[X] Research Facilities
Larger research facilities would allow you to handle larger research projects.
Time: 2 Months
Cost: 1 Electronics
Chance: 90%

[X] Buying Happiness
Local survivor population generally have fewer resources than you. Establishing trade and giving cheap aid will greatly improve your local standing.
Time: 1 Month
Chance: 100% (Increased difficulty for some settlements. Can be offset by both tech and trade.)
Reward: Improved relations and trade with target settlement. May eventually provide additional supplies and recruits.
Target: Requires Building Ties. Can be executed in parallel to Building Ties.

[X] Greasing the Wheels
The Brotherhood has traditionally lacked much in the way of economic activity. Perhaps it is time to begin changing that?
Time: 4 Months
Chance: 5%
Reward: Brotherhood begins organizing trading caravans.


[X] Gold Diggers
The Brotherhood currently lacks sources of raw materials other than salvage. Perhaps it is time to change this? At the very least, you could probably find some less valuable salvage to break down. If only you had the manpower to actually run such an operation...
Time: 1 Months
Chance: 70%
Reward: Resource Extraction sites evaluated.

[X] Fires of Industry
The Bunker is only one of many in Hidden Valley. Given the large amounts of machinery present, it may be possible to turn at least one of them into some sort of factory.
Time: 3 Months
Cost: 1 Metal, 1 Machinery
Chance: 80%
Reward: Basic Factory. Can be upgraded to produce higher quality goods with less human labour.

Learning: 4 Actions (2 Elijah, +1 Lorenzo, +1 Ibsen)
[X] Rapid Fire GLORIOUS SOLAR BULLSHIT!
With HELIOS ONE fully operation and Hoover Dam in your possession, you can increase the electrical throughput significantly. While this has the potential to reduce ARCHIMEDES II's charge time to as little as 2 hours, it is not without difficulties. While ARCHIMEDES II can handle the power input, HELIOS ONE is incapable of transmitting more than 400MW and you'd need a lot of cabling to connect it to Hoover Dam.
Time: 3 Months
Chance: 50%
Reward: ARCHIMEDES II charge time reduced proportionally to Hoover Dam's power output.

[X] Sifting Through the Ashes
Much knowledge was lost when the Old World fell. However, much yet remains in rotting tomes and rusting computer systems. Senior Scribe Ibsen can sift through the accumulated historical records of the Brotherhood in search of something useful. Success may not bring much in the way of immediate rewards, but the only consequence of failure is disappointment.
-[X] Pre-War Military
Research the history of the American Military. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Pre-War Corporation
Research the history of the American Corporation. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Pre-War Culture
Research the history of the American Culture. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Exhuming the Past
The computer you found in Hoover Dam has a great deal of historical information, but navigating it has proved difficult. What the hell is a Europe?
Time: 1 Month
Chance: 50%
Reward: ???

[X] The old world has burned.
The Brotherhood has much old world technology, but their understanding is lacking. Research the nuances of an artifact possessed by the Brotherhood.
-[X] Medical Technology
--[+] Old World Medicine
You know the basics of medicine. You can give first aid, prescribe proper dosages of drugs, and even perform minor surgeries.
--[+] Advanced Old World Medicine
You have discovered the secrets of Pre-War medicine. You can perform difficult surgeries, construct delicate diagnostic equipment, and even develop basic drugs.
--[+] Genetics
You have learned of genetics. You understand the basic theories, and have a small database of human and animal genetics.
--[X] Advanced Genetics
While you understand the basics of genetics you are still unable to quickly catalogue DNA.
Time: 6 Months
Chance: 50%
--[X] DNA Fingerprinting
Your newfound knowledge of genetics has serious potential for security. As an incredibly complex unique identifier, DNA is an excellent way to white or blacklist specific people from opening a lock.
Time: 12 Months
Chance: 10%
--[+] Radiation
You understand the basic mechanics and effects of radiation. However, many of its effects differ greatly from the the predictions of Pre-War science.
--[X] Antibiotic Drugs
A one-size fits all solution to bacterial infections would drastically increase lifespans amongst the Brotherhood. Exportation would bear excessive risk of immunity developing, but previously restricted drugs could be traded.
Time: 12 Months
Chance: 30%
--[X] Antiviral Drugs
A one-size fits all solution to viral infections would drastically increase lifespans amongst the Brotherhood. Exportation would bear excessive risk of immunity developing, but previously restricted drugs could be traded.
Time: 24 Months
Chance: 25%
--[X] Anti-radiation Treatments
A one-size fits all solution to radiation poisoning would drastically increase lifespans amongst the Brotherhood. Exportation could benefit Wastelander and Brotherhood alike.
Time: 24 Months
Chance: 20%
--[X] Steroids
These drugs could help injured Paladins complete therapy in record time and return to their duties early.
Time: 6 Months
Chance: 45%
--[X] Old World Cybernetics
Mechanical enhancements hold the potential to utilize your knowledge of robotics, electronics, and material science to directly enhance the capabilities of the Brotherhood.
Time: 6 Months
Chance: 50%
-[X] Industrial Technology
--[+] Old World Manufacturing
You know how to create a basic factory.
--[X] Advanced Old World Manufacturing
While you know the basics of production, creating higher quality items more efficiently will require additional research.
Time: 3 Months
Chance: 70%
--[X] Industrial Automation
The Brotherhood's industry is currently hampered greatly by manpower. It simply doesn't make sense for a Scribe with years of academic study and archival duty or a Knight with years of combat and engineering experience to devote their days to manually working an assembly line. You need a way to solve this problem.
Time: 3 Months
Chance: 15%
--[X] Fusion Reactors
The Bunker includes a priceless example of pre-war tech, a fully operational fusion reactor. While your research is limited by the need to keep the reactor operational, you might still be able to learn something from it.
Time: 6 Months
Chance: 10%
-[X] Agricultural Technology
--[+] Old World Agriculture
You know the basics of Pre-War Agriculture.
--[X] Advanced Old World Agriculture
You have rumor of advanced techniques by which the Ancients could go beyond simply aiding their crops' growth and directly modify both crops and land for maximal output. Shiny.
Time: 4 Months
Chance: 60%
--[X] Fertilizer
While you have deciphered the basics, your knowledge of fertilizer is still behind Pre-War levels.
Time: 1 Month
Chance: 60%
--[+] Hydroponics

You know how to create simple hydroponics.
--[X] Pest Control
While many old pests have gone extinct, radiation and FEV have combined to create many replacements which pose a threat to crop yields.
Time: 1 Month
Chance: 60%
--[X] Agricultural Automation
The Brotherhood's agriculture is currently hampered mostly by manpower. It simply doesn't make sense for a Scribe with years of academic study and archival duty or a Knight with years of combat and engineering experience to devote their days to manually pulling food from the ground. You need a way to solve this problem.
Time: 3 Months
Chance: 15%
-[X] Military Technology
-{+] AP, FMJ, and JHP Ammunition
Basic ballistic ammunition covers a wide range of needs, from armour-piercing and low damage to high damage and likely to bounce off armour.
-[+] Flechettes
These tiny slivers of metal can rip a man to shreds but are easily stopped by armour.
-[+] High Explosives
These can create explosions of many shapes and sizes.
-[+] High Explosive Ammunition
This ammunition contains shaped charges designed to pierce armour.
-[X] Incendiary Bullets
What's better than a bullet? A bullet that sets things on fire.
Time: 2 Months
Chance: 80%
-[X] High Tech Ammunition
By combining both high and low technologies both can be improved. Many of your high tech weapons deal exotic forms of damage that might benefit conventional ammunition. Meanwhile, Gauss weapons are incapable of using variable types, or even larger calibers, of ammunition.
Time: 6 Months
Chance: 50%
-[+] Energy Cells and Electron Packs
These surprisingly simple devices simply store electricity in a standard battery.
-[+] MicroFusion Cells
These advanced batteries utilize a minuscule amount of ultra-high pressure plasma for power. While some fusion does occur, increasing efficiency, most of the power comes from the thermal energy stored within the plasma during the manufacturing process.
-[X] MicroFusion Packs
These rare examples of pre-war power technology provide a nearly inexhaustible source of energy. Unfortunately, while the Brotherhood is capable of repairs, you are incapable of manufacturing new packs. Time to solve that problem.
Time: 2 Months
Chance: 75%
-[X] Recon Armour
The standard armour of Brotherhood Knights, Recon Armour is relatively simple to manufacture and can be worn under Power Armour for additional comfort and protection.
Time: 1 Month
Chance: 90%
-[X] T-45d Power Armour
The T-45d Power Armour is the less advanced of the Brotherhood's two armours. Commonly issued to those who lack the seniority to obtain a set of T-51b Armour, it remains an extremely powerful piece of gear despite its lesser protection and the necessity of periodic recharging.
Time: 2 Months
Chance: 85%
-[X] T-51b Power Armour
The T-51b Power Armour is one of the most advanced artifacts common among the Brotherhood. The shining plates from which the Brotherhood takes its name can stop most small arms fire short while the inner hydraulics allows the bearer to hit harder and carry more gear for longer. With a TX-25 MicroFusion Pack to provide centuries of power and an air filtration system to protect from airborne weapons, the T-51b equipped Paladin is capable of operating in the most hostile of environments.
Time: 3 Months
Chance: 75%
-[X] Rocketry
With the data and artifacts from the REPCONN test site, you could probably reverse engineer the basics of rocketry.
Time: 1 Month
Chance: 50%
-[+] Basic Laser Weapons
Laser weapons are one of the holy trinity of Brotherhood energy weapons. They are extremely accurate and fast-firing, although damage can lag behind other weapons.
-[X] Advanced Laser Weapons
Your current laser weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 70%
-[X] AES-18
The AES-18 is a prototype tri-beam laser. While you have both the schematics and a working copy, the design is unfinished and needs additional refinement to reduce costs and increase reliability.
Time: 3 Months
Chance: 10%
-[+] Basic Ballistic Weapons
While explosion propelled chunks of metal may be simple, they can be quite effective.
-[X] Advanced Ballistic Weapons
Your current ballistic weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 70%
-{+] Pancor Jackhammer
The Pancor Jackhammer is a fully automatic shotgun. It is deadly, durable, and accurate.
-[+] Basic Explosive Weapons
Explosive weapons are expensive, but they can be invaluable against heavily armoured or tightly packed enemies.
-[X] Advanced Explosive Weapons
Your current explosive weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 70%
-[+] 25/40mm Grenade Launchers (Attachment, Miniaturized)
Grenades can be powerful weapons, but their use in combat is often unwieldy and short-ranged. These launchers solve both problems.
-[X] Basic Plasma Weapons
Plasma weapons on one of the holy trinity of Brotherhood energy weapons. They are deadly but suffer from accuracy problems and have a lower rate of fire than lasers.
Time: 1 Month
Chance: 90%
-[X] Basic Gauss Weapons
Guass weapons are both damaging and highly accurate. Their only downsides are low fire rates, rarity, and specialized ammo.
Time: 1 Month
Chance: 80%
-[X] Material Technology
--[+] Old World Materials
The Brotherhood understands the basics of pre-war material science.
--[X] Old World Chemicals
Perhaps studying some pre-war chemistry experiments might be helpful?
Time: 1 Month
Chance: 50%
--[X] Old World Alloys
Studying the alloys used by pre-war tech might bear great dividends.
Time: 1 Month
Chance: 50%
--[X] Old World Composites
Studying the composites used in pre-war tech might bear great dividends.
Time: 1 Month
Chance: 50%
--[X] Old World Ceramics
Studying the ceramics used in pre-war tech might bear great dividends.
Time: 1 Month
Chance: 40%
-[X] Electronic Technology
--[+] Old World Computers
The Brotherhood understands the basics of pre-war computer science.
--[X] Old World Electronics
Studying the electronics used in pre-war tech might bear great dividends.
Time: 1 Month
Chance: 70%
--[X] Old World Programming
Studying the programming used in pre-war tech might bear great dividends.
Time: 1 Month
Chance: 90%
--[X] Robots
With a newly replenished stock of robots the secrets of old world robotics are once more in reach.
Time: 1 Month
Chance: 80%

[X] A challenger has arisen: Part II
Veronica has shown some promise in scientific matters. Perhaps you could train her further in reverse-engineering?
Time: 6 Months
Chance: 70%
Reward: +1 Learning Action, Potential impact on relationship with Veronica.

Intrigue: 1 Action (1 Elijah, +1 Lyons)
[Locked] Big Brother
Now that ESS has been established, you need to turn it into a proper infiltration group. Mere gossip can only get you so far.
Time: 1 Month
Chance: 50%
Reward: Basic Intelligence Network, +1 Intrigue Action.

[X] Murder over New Vegas
You know what the Brotherhood always needed. Well, besides better technology. The Brotherhood needs assassins to deal with those who threaten to ruin your their plans.
Time: 3 Months
Chance: 50%
Reward: Assassins.

[X] The Men Who Knew Too Little
While you hate to admit it, the jokes about the Brotherhood's naïveté are rather on target. While Black Mountain has allowed you to detect NCR plots before they begin, not all enemies use radio. While infiltrators may be temporarily stymied by a lack of recruitment, you will eventually have to expand.
Time: 4 Months
Chance: 65%
Reward: ESS Counter-Espionage Department

Piety: 0 Actions
???

Assets:
Mixed Metal Mine (Small)

Bases:
500 Civilians
Large Hydroelectric Generators (100%)
Fortifications (100%)
Hydroponics (50%)
Mixed Metal Refinery (25%)
Empty Slot (100%)
Department of Offense
2 GW
Medium Pre-War Arsenal
Damaged Chinese Stealth Suits
Research Database: History
200 Knights (Recon)
50 Paladins (T-45d)
150 Veteran Paladins (T-51b)

100 Civilians
Solar Generators (100%)
Orbital Power Relay (100%)
Small Research Facilities (100%)
200 MW
150 Stealthboys
Huge Brotherhood Arsenal
Vertibird Wreckage
Damaged Power Armour (Enclave)
100 Knights (Recon)
30 Paladins (T-45d)

100 Civilians
Electronic Warfare Facilities (100%)
Light Fortifications (100%)
Command Center (100%)
Department of Defense
Strategic Broadcasting and EC(C)M.
Early Warning and Detection Network (EWDN [eww-den]) Control Node.
Small Pre-War Arsenal
50 Knights (Recon)
20 Paladins (T-45d)
15 Veteran Paladins (T-51b)

2000 Civilians
Large Fusion Generator (100%)
Heavy Fortifications (100%)
Residential Bunker (100%)
Residential Bunker (100%)
Empty Slot (100%)
Empty Slot (0%)
Empty Slot (0%)
Small Pre-War Arsenal
Small Brotherhood Arsenal
Unique Schematics: Vertibird
Unique Schematics: AES-18
150 Knights (Recon)
25 Mark II Sentry Bots
20 Paladins (T-45d)
10 Veteran Paladins (T-51b)

Medium NCR Arsenal
50 Knights (Recon)
10 Veteran Paladins (T-51b)

5 Knights (Recon)
5 Paladins (T-45d)

Alert: Low Food
Alert: Limited Materials

Note: You get one reroll to celebrate my final exam results. (I got them back earlier today.) You can use this whenever you would like, I will hold a vote after each turn's rolls until it is used.
 
Last edited:
[X] Plan Continued Growth

Martial:
[X] Yardwork
-[X] New Vegas Fiends
-[X] 140 Veteran Paladins
-[X] 25 Mark II Sentry Bots
-[X] 40 Paladins

[X] Magical Mystery Tour
-[X] Hidden Valley Bunkers
-[X] 200 Knights
-[X] 20 Paladins

Free expeditionary action:

[X] Magical Mystery Tour
-[X] New Vegas Steel
-[X] 20 Veteran Paladins
-[X] 20 Paladins

We should continue our campaign against the Fiends and see if we can destroy them with overwhelming force, it also seems like it would be a good idea to continue to expand one of our major bases, and with the extra forces maybe they'll accomplish more work. Exploring New Vegas Steel should provide some useful benefits, perhaps even assisting in our alloy research.

Diplomacy:
[X] Merry Band of Misfits

We should finish getting the diplo corp set up.

Stewardship:
[X] Dam Expansion
-[Locked] Hydroponics
-[X] Metal Refinery
[X] Fires of industry.
[X] Gold Diggers

This will bring about a expansion our material acquisition capabilities as well as our industrial, we'll also get resource sites. We also need to finish hydroponics.

Learning:
[X] The old world has burned.
-[X] Electronic Technology
--[X] Old World Programming
--[X] Robots
-[X] Industrial Technology
--[X] Advanced Old World Manufacturing
-[X] Material Technology
--[X] Old World Alloys

Two of the options are from the last turn and have the seem reasoning to get them, advanced manufacturing will definitely be useful and will possibly make other options easier to do. Old world alloys will hopefully help with our limited resource issue.

Intrigue:
[X] The Men Who Knew Too Little

Finishing the expansion of the intel division should open up some opprunities for us.

As always @Isaacssv558 any feedback would be appreciated. Also why is it we only have 2 martial actions? I didn't see where the third was locked at.
 
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PLAN: INVEST FOR VICTORY

Martial:
2 Actions (1 Elijah, +2 Hardin)
[X] Yardwork-[X] New Vegas Fiends
Chance: 8% per 10 Paladins
Devote 140 Veteran Paladins, 25 Mark II Sentry Bots, and 40 Paladins to the task

[X] Magical Mystery Tour
-[X] H&H Tool Company
Devote 10 paladins to the task for a success chance of 100%
We continue the fight against the Fiends, and we grab some tools for our industrial base so we can hold our own against more dangerous enemies in the future.


Diplomacy: 1 Action
[X] Glorious SPAM
We get the word out about the Brotherhood to the Mojave as a whole. This has a high success chance, takes only 1 month, and has immediate benefits. We have to get the word out about how we kicking the ass of the Fiends and making the Mojave a safer place for all.


Stewardship: 4 Actions
[X] Dam Expansion
-[Locked] Hydroponics
-[X] Repair Center

[X] Gold Diggers

[X] Fires of industry
Focus on laying the groundwork for industry, with the added benefit of keeping our Power Armour in top condition. Our armour is one of our only true advantages over other factions and is what allows us to keep our immensely precious soldiers alive - we can't neglect it.



Learning: 4 Actions
[X] Rapid Fire GLORIOUS SOLAR BULLSHIT!

[X] The old world has burned
-[X] Military Technology
--[X] T-45d Power Armour
--[X] MicroFusion Packs

[X] A challenger has arisen: Part II
Improve HELIOS ONE, gain a better understanding of our power armour so we can better service it (and maybe build more of it), and further enhance Veronica as a hero character. Most crucially, we will be investing in a near-limitless energy source.



Intrigue: 1 Action
[Locked] Big Brother

In short: this plan is mostly about improving our industrial and military might, further cementing our position in the Mojave.
 
[X] Plan Continued Growth

Martial:
[X] Yardwork
-[X] New Vegas Fiends
-[X] 140 Veteran Paladins
-[X] 25 Mark II Sentry Bots
-[X] 40 Paladins

[X] Magical Mystery Tour
-[X] Hidden Valley Bunkers
-[X] 200 Knights
-[X] 20 Paladins

We should continue our campaign against the Fiends and see if we can destroy them with overwhelming force, it also seems like it would be a good idea to continue to expand one of our major bases, and with the extra forces maybe they'll accomplish more work.

Diplomacy:
[X] Merry Band of Misfits

We should finish getting the diplo corp set up.

Stewardship:
[X] Dam Expansion
-[Locked] Hydroponics
-[X] Metal Refinery
[X] Fires of industry.
[X] Gold Diggers

This will bring about a expansion our material acquisition capabilities as well as our industrial, we'll also get resource sites. We also need to finish hydroponics.

Learning:
[X] The old world has burned.
-[X] Electronic Technology
--[X] Old World Programming
--[X] Robots
-[X] Industrial Technology
--[X] Advanced Old World Manufacturing
-[X] Material Technology
--[X] Old World Alloys

Two of the options are from the last turn and have the seem reasoning to get them, advanced manufacturing will definitely be useful and will possibly make other options easier to do. Old world alloys will hopefully help with our limited resource issue.

Intrigue:
[Locked] Big Brother

Finishing the expansion of the intel division should open up some opprunities for us.

As always @Isaacssv558 any feedback would be appreciated. Also why is it we only have 2 martial actions? I didn't see where the third was locked at.
The third is locked to expeditionary actions, I just forgot to add a note. The plan doesn't seem to have any issues, although Old World Alloys will be easier if you find some pre-war examples.
PLAN: INVEST FOR VICTORY

Martial:
2 Actions (1 Elijah, +2 Hardin)
[X] Yardwork
-[X] New Vegas Fiends
Chance: 8% per 10 Paladins
Devote 140 Veteran Paladins, 25 Mark II Sentry Bots, and 40 Paladins to the task

[X] Magical Mystery Tour
-[X] H&H Tool Company
Devote 10 paladins to the task for a success chance of 100%
We continue the fight against the Fiends, and we grab some tools for our industrial base so we can hold our own against more dangerous enemies in the future.


Diplomacy: 1 Action
[X] Glorious SPAM
We get the word out about the Brotherhood to the Mojave as a whole. This has a high success chance, takes only 1 month, and has immediate benefits. We have to get the word out about how we kicking the ass of the Fiends and making the Mojave a safer place for all.


Stewardship: 4 Actions
[X] Dam Expansion
-[Locked] Hydroponics
-[X] Repair Center

[X] Gold Diggers

[X] Fires of industry
Focus on laying the groundwork for industry, with the added benefit of keeping our Power Armour in top condition. Our armour is one of our only true advantages over other factions and is what allows us to keep our immensely precious soldiers alive - we can't neglect it.



Learning: 4 Actions
[X] Rapid Fire GLORIOUS SOLAR BULLSHIT!

[X] The old world has burned
-[X] Military Technology
--[X] T-45d Power Armour
--[X] MicroFusion Packs

[X] A challenger has arisen: Part II
Improve HELIOS ONE, gain a better understanding of our power armour so we can better service it (and maybe build more of it), and further enhance Veronica as a hero character. Most crucially, we will be investing in a near-limitless energy source.



Intrigue: 1 Action
[Locked] Big Brother

In short: this plan is mostly about improving our industrial and military might, further cementing our position in the Mojave.
Locked actions are already subtracted from your total. Also, RFGSB is a risky action, the success rate is only 50% for a reason.
Just so you know, that action you have is locked in already, you can choose another.

Edit: Never mind, I just remembered he had a medical issue and is unavailable.
His medical issue prevented him from starting last turn's action, he is fine this turn.
 
Vote closed for [X] Plan Continued Growth

[X] Yardwork
-[X] New Vegas Fiends (T2)
140V; 25SB; 40P; ST 100+100+76: 42, Double Major Success (6+6I+4II DoS)

[X] Magical Mystery Tour
-[X] Hidden Valley Bunkers
200K; 20P; ST 100+100+100+100+100+100+60: 72, Double Success (3+3I+3II+3III+3IV+3V+3VI DoS)

[X] Magical Mystery Tour
-[X] New Vegas Steel
20V; 20P; ST 100: 3, Major Critical Success (10+C DoS)
AN: You only get benefits from raising ST over 100 on multi-turn actions.

[X] Merry Band of Misfits
ST 75: 9, Major Success (7 DoS)

[X] Dam Expansion
-[X] Hydroponics
-1 Seeds
ST 80: 61, Success (2 DoS)

-[X] Metal Refinery (T3)
-1 Metal
ST 60: 18, Good Success (5 DoS)

[X] Fires of industry (T3)
-1 Metal, -1 Machinery
ST 80: 69, Success (2 DoS)

[X] Gold Diggers
ST 70: 42, Success (3 DoS)

[X] The old world has burned.
-[X] Electronic Technology
--[X] Old World Programming
ST 90: 11, Major Success (8 DoS)

--[X] Robots
ST 80: 5, Major Critical Success (8+C DoS)

-[X] Industrial Technology
--[X] Advanced Old World Manufacturing (T3)
ST 70: 41, Success (3 DoS)

-[X] Material Technology
--[X] Old World Alloys
ST 50+20: 57, Success (2 DoS)

[X] Big Brother
ST 50: 93, Bad Failure (4 DoF)

[X] The Men Who Knew Too Little (T4)
ST 65: 41, Success (3 DoS)
 
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If the Qm even thinks we should then it would probably be a good idea.
I'm not necessarily saying you should reroll it, but if you're going to reroll anything this turn a crit fail is the best option.

Also, if you want to reroll post, or edit into a post after the results post,
[X] Reroll: -[X] Metal Refinery (T3)
If at least two people vote in favor it will become a vote, with those opposed able to vote
[X] Don't Reroll
 
[X] Reroll: -[X] Metal Refinery (T3)
If at least two people vote in favor it will become a vote, with those opposed able to vote
 
[X] Reroll: -[X] Metal Refinery (T3)

Yeah critfails are bad. Although @Isaacssv558 does the crit success we had at New Vegas Steel not change the odds of the mixed metal refinery? Or do we have to wait a turn to get any benefits from that?
 
[X] Reroll: -[X] Metal Refinery (T3)

Yeah critfails are bad. Although @Isaacssv558 does the crit success we had at New Vegas Steel not change the odds of the mixed metal refinery? Or do we have to wait a turn to get any benefits from that?

It will change the ST for Old World Alloys, which may result in a higher ST for the Metal Refinery. However, there is no chance of the boost being enough to prevent a critical failure.

EDIT: I went ahead and added that component of the NVS crit to the results, it makes OWA a success but the OWA success isn't sufficient to buff MR.
 
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Vote closed for [X] Reroll: -[X] Metal Refinery (T3)
Reroll gave 18. (Rolz is down, so it won't be in the room.)
 
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