Vote closed for [X] Plan: With Enemies like these, we need some Friends

[X] Operation: Get out of my yard!

20P; 15V; ST 100: 30, Major Success. (7 DoS)

[X] Operation Outpost

20P; 15V; ST 100: 67, Good Success. (4 DoS)

[X] Magical Mystery Tour
-[X] Hoover Dam

10P; 50K; ST 100: 7, Massive Success. (10 DoS)

[X] Old Friends

ST 100: 16, Major Success. (9 DoS)

[X] A challenger has arisen: Part I

ST 50: 44, Bare Success. (1 DoS)

[X] Greasing the Wheels

ST 50: 96, Critical Failure. (4 DoF+C)

AN: That's gonna hurt.

[X] Gold Diggers

ST 70: 65, Bare Success. (1 DoS)

[X] Additional GLORIOUS SOLAR BULLSHIT! required.

ST 90: 7, Major Success. (9 DoS)

[X] The old world has burned.
-[X] Old World Manufacturing

ST 95: 95, Bare Success. (1 DoS)

[X] Training, Mark I
-[X] Senior Scribe Ibsen

ST 50: 7, Major Success. (5 DoS)

[X]Above Suspicion

ST 75: 5, Critical Success. (7 DoS+C)
 
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Damn, we were bound to fail something badly eventually.

Oh well, all the other rolls went well though.
 
Ah, gotcha. Oh well, guess we'll let it rest for awhile and focus on other stuff until people warm up to it again.
 
On the plus side, our social media campaign or whatever had a crit success. Perhaps we can use this to increase our serf workforce in the coming future. This, coupled with completely removing the NCR as a major force from the Mojave, is a Good Thing (TM). However, we now have a couple of major outposts:
  • Hidden Valley
  • Black Mountain
  • REPCONN
  • Helios One
Which are fairly close together, but we've just expanded into (or at least have a presence at, we'll see in the update) both the Dam and Long 15: this means that, unless we can seriously project some force, our failure at setting up economic caravans may just hurt our long-distance logistics. Man, wouldn't I love some Vertibirds right now.

What year is it? The NCR used Rangers in the Helios One battle, but have they fully integrated at this point? They could be a serious thorn in our sides along those supply lines, especially with the Desert Rangers still having bases of operation across the Mojave. Guerrilla Warfare with Rangers sounds like a bad idea.
 
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On the plus side, our social media campaign or whatever had a crit success. Perhaps we can use this to increase our serf workforce in the coming future. This, coupled with completely removing the NCR as a major force from the Mojave, is a Good Thing (TM). However, we now have a couple of major outposts:
  • Hidden Valley
  • Black Mountain
  • REPCONN
  • Helios One
Which are fairly close together, but we've just expanded into (or at least have a presence at, we'll see in the update) both the Dam and Long 15: this means that, unless we can seriously project some force, our failure at setting up economic caravans may just hurt our long-distance logistics. Man, wouldn't I love some Vertibirds right now.

What year is it? The NCR used Rangers in the Helion One battle, but have they fully integrated at this point? They could be a serious thorn in our sides along those supply lines, especially with the Desert Rangers still having bases of operation across the Mojave. Guerrilla Warfare with Rangers sounds like a bad idea.
The surviving desert rangers were all with the caravans you just attacked. The other NCR rangers are currently in the Baja.
 
I don't suppose this quest could make like the Courier and rise from the grave?
 
Update 3: Overextension
I don't suppose this quest could make like the Courier and rise from the grave?
As it turns out, yes! I finally admitted I wasn't going to finish a ATL update anytime soon and decided to update this. Had to rewrite everything since I switched computers when I started college, but there isn't much dialogue so it's still 10x faster than writing for ATL.

[X] Operation: Get out of my yard!

Your Paladins thoroughly cleanse the Mojave of any remaining NCR presence. Every camp is pillaged, every ranger outpost burned, every bolt hole plugged. By the end of the month every NCR citizen in the region lies slain, their loot possessions stolen requisitioned for your noble cause. The NCR are busy whinging over some nonsense about "non-combatants" and "war crimes", but the Council is very impressed. They even gave you a medal! You had to make it yourself, but it's the thought that counts.

Reduced NCR Presence (Mojave) to 'Not Even Dust Remains'
Gained: Small NCR Arsenal
Gained: Small Stockpile: Industrial Supplies
Gained: Small Stockpile: NCR Trade Goods


[X] Operation Outpost

The Long 15 is secured a day before the first of the NCR caravans arrive. They realize you aren't just jamming the outpost's radio before the third caravan arrives. Hardin and McNamara both inform you the NCR could find another route to the Legion, perhaps through Hopeville, but it would require significant effort on their part. After seeing the chaos the operations radio traffic became after the head of the mission's ranger complement was killed, you doubt they will muster that effort anytime soon.

Removed: NCR Outpost
Killed: Hanlon and his Rangers
Gained: Long 15 Outpost
Upgraded: Medium NCR Arsenal
Gained: Small Stockpile: Spare Parts
Gained: Small Stockpile: Rations


[X] Magical Mystery Tour
-[X] Hoover Dam


Hardin reports his expedition a great success. Not only has the Dam been successfully secured, he has discovered a Pre-War research facility filled with technology. After a short battle with some mutant critters, Hardin secured an operational computer containing information on hydroponics, history, Hoover Dam, radiation, and genetics. A thorough search reveals an even more valuable treasure, 6 damaged suits of Chinese Stealth Armour.

The Dam itself is in surprising good condition. Only a quarter of the generators are operational, but the superstructure itself is entirely intact, the water is drinkable with minor amounts of filtration and a quick boiling, and there are enough spare parts to bring the Dam up to 100% capacity. In addition, Hardin found a small armory and some rotted rations.

Hardin is currently staying at Hoover Dam and plans to turn establish a base to replace HELIOS as our center of military operations. HELIOS will remain your primary research facility and an important military base, but Central Command will be moved to Hoover Dam.

Gained: Hoover Dam
Gained: 500MW of power production
Gained: Parts to increase Hoover Dam power production to 2GW
Gained: Pre-War Research Database
Gained: Damaged Chinese Stealth Armour
Gained: Small Pre-War Arsenal
Locked: Beaver Lodge


[X] Old Friends

You manage to achieve real time communication with the entire California Brotherhood. The NCR don't even realize you're doing it!

Your former comrades have not fared well in the time since your departure. The NCR has entirely recovered from their initial strike and is currently pursuing a "siege in detail" strategy wherein every Brotherhood bunker in California is simultaneously besieged. The Brotherhood has already taken 50% casualties and those facilities without hydroponics will begin to run low on rations within the next year. Head Elder Maxson was killed in an assault on Lost Hills last month, and the Emergency Council the other Elders formed has been gridlocked since its inception.

You host a conference call between yourself, Hardin, McNamara, and the entire Council. It goes extremely well. Hardin praises your military success, McNamara your reorganization of the Mojave Chapter, and neither mention your attempt at trading! At first the Council implores you to bring your fight to the NCR and conquer California. Hardin informs them exactly how stupid that idea is and you suggest the possibility of evacuation. Two hours of discussion later you have a pair of tentative plans. Also, the Council makes you Head Elder. It's an obvious attempt at bribery, it will remain a purely ceremonial title unless you manage to save the Council.

The first plan is conceptually simple, but very risky. You will create a distraction and the Council will stage a breakout. ARCHIMEDES II will fire 7 times over the course of a week, targeting the NCR military's command structure before destroying the NCR congress while it is in session on the 7th day. This is guaranteed to seriously destabilize the NCR military long enough for a breakout to occur, but there will still be heavy losses in the escape and you risk escalating your war with the NCR to one of annihilation.

The second is equally simple, but you lack the means to execute it. If you could get your hands on a fleet of operational Vertibirds, or some other transport aircraft, you could launch pincher attacks on every besieging NCR force and rescue the Council one by one. If you had the equipment this would be the obvious choice, but it will be a race against time to acquire the bare minimum of transport capacity you need to execute the evacuation.

Gained: Contact with Brotherhood Council
Gained: Title of Head Elder
Gained: Two Evacuation Plans


[X] A challenger has arisen: Part I

Veronica is making slow but steady progress in her training. The Brotherhood's standard procedure for materials acquisition is... lacking. Luckily, McNamara also recognizes this and provides some helpful advice. Veronica should be ready to help manage your logistical situation in another two months. You suspect you'll need it. While you would never admit it, Veronica's snarky comments on the success of your trading program were pretty on the ball.

A challenger has arisen: Part I: Locked for 2 Months

[X] Greasing the Wheels

You make another attempt to start a trading company. The other elders remain steadfast in their refusal. However, you have a brilliant idea. If you can take a caravan to New Vegas and back entirely by yourself they'll have to admit trading both easy and lucrative. After jury-rigging a few robots for transportation, you head out.

The first day goes well. Your robots move the massive load of NCR war material at steady clip as you pretend to be inside your workshop. McNamara and Hardin are both annoyed at your "relapse" into locking yourself in a dark room full of machine and managing the Brotherhood over the radio. You calmly explain that Black Mountain makes radio the logical way to command military operations, but they refuse to listen to reason. Meanwhile, Veronica keeps asking if you'll unlock the door so she can see your latest project. You would, but you aren't actually in your lab. They finally relent after you offer to let them help test your sonic vibrator. Oddly, Veronica becomes more enthusiastic in her requests. You're not sure if you should be concerned over her sudden interest in lockpicks, but you brush it off. You'd be better off with a booby pin than your unwieldy contraption anyway.
Veronica knows what sort of things you'd actually make, she just wants to tease your bad naming. This was originally a Doctor Who joke, but I realized the discount Sonic Screwdriver's name was rather unfortunate. (The original joke was based on the discount Sonic Screwdriver having fully manual controls and a redundant name.)

The second day is a disaster. First one of your robots jams. Then you break your vibrator trying to unjam it. Then a horde of drugged up raiders swarms your caravan. One of these is worse than the others. The robots, made solely for transportation, are of no use and your stockpile of NCR weapons is quickly seized and turned against you. Your power armour allows you to escape with your life, but the caravan is a total loss. You have no choice but to return home in disgrace.

The third is by far the worst. You are forced to admit that maybe trading is risky after all, even if a proper escort would have easily routed the raiders. You think the Elders might have actually attempted a vote of no confidence if you hadn't personally apologized to McNamara for your deception. You're surprised he let you get away with shifting the focus of your apology entirely from the failed trading attempt to your successful espionage attempt, but you're not complaining.

Lose: Huge NCR Arsenal
Lose: Huge Stockpile: NCR Trade Goods
Fiends Gain: Huge NCR Arsenal
Fiends Gain: Huge Stockpile: NCR Trade Goods
Greasing the Wheels Locked


[X] Gold Diggers

You find two potential sources of raw material, both filled with useless scrap and the occasional bit of useful scrap. The scrap yard north of Novac has a large amount of metal free for the taking while the old Quarry Junction is filled with massive mining equipment.

Gained: Two potential sources of raw material.

[X] Additional GLORIOUS SOLAR BULLSHIT! required.

After absolutely humiliating yourself with "Elijah's Caravan", you quickly redeem your wounded pride in an arena where your genius is permitted to flourish. You successfully integrate ARCHIMEDES II with the Black Mountain Observatory, allowing it to select targets anywhere your digital reach extends. In addition, you optimize its programing to allow orbital repositioning powered by HELIOS. Finally, you hack a number of old world satellites to allow HELIOS to transmit power well beyond its previous horizon.

When hacking the satellites you discover something very interesting. Ballistic Orbital Missile Base 001 is currently orbiting the Earth. It is filled with technology, and also enough firepower to annihilate any enemy, although its reactor doesn't appear to be working properly and it refuses to give anything more than a cursory status report remotely. Curious, you head over to Black Mountain for a bit of research. After a few days trawling through status reports and sensor logs you find something. It would appear the Bloomfield Space Center contains, in theory, two state-of-the-art fusion reactors and a half finished space station. Unfortunately, it is deep in Legion territory; the old military base is located West of Phoenix, Arizona.

Gained: ARCHIMEDES II Remote Targeting
Gained: ARCHIMEDES II Long Range Targeting
Gained: Information on BOMB program


[X] The old world has burned.
-[X] Old World Manufacturing


You almost forget to organize research on pre-war manufacturing in your drive to improve ARCHIMEDES II. Luckily, you remember just in time to finish the research as the month closes. You were unable to complete more than the bare minimum, but it should be easier to design manufactories now.

Gained: Old World Manufacturing Tech

ST 95: 95, Bare Success. (1 DoS)

[X] Training, Mark I
-[X] Senior Scribe Ibsen


Senior Scribe Ibsen has completed his training and is now available to aid your research. While his scientific knowledge is lacking, his aptitude for historical investigation impresses even you.

Gained: 1 Learning Action
Gained: Learning Actions (History)


[X]Above Suspicion

It turns out the Eastern Brotherhood really was good at propaganda. By the end of the month half the jokes in the Mojave involve naive, but well meaning, Paladins being comically outsmarted by devilish and cunning Frumentarii or the friendly but avaricious NCR Rangers. Even the enigmatic ruler of New Vegas, famously paranoid, has concluded it pointless to have his Securitrons confiscate the weapons of visiting Paladins.

You ask to see the minds behind this Triumph and are introduced to Elder Owyn Lyons, the former leader of the DC Chapter. While his skills as a leader are questionable, his skill at propaganda is clearly unquestionable. You've been told his inability to secure even the most lucrative and accessible of the technologies hidden in the nations capital was so great it sparked a mutiny. However, you have also heard that he maintained a spotless image among the locals even as Outcasts resorted to raiding to survive and the Enclave dismantled his chapter. You think he will make an excellent Spymaster, and you tell him so.

At first Elder Lyons is startled, angrily demanding to know what you mean by spymaster. You explain that it would be his job to ensure the locals understand our good intentions and never see cause to oppose us. Digesting this information seems to calm him greatly, and he declares it an honor to accept. You're glad he understood what you meant so easily, many of the ESS' recruits have to be explicitly told they are to prevent savages from discovering any Brotherhood activities they might consider cause for hostilities.

Gained: Immunity from Suspicion (Foul Play)
Gained: 1 Espionage Action
Bonus: All settlements in Mojave start at Trusted.


AN: 7 Degrees of Success on a critical gets you total success in primary objective, a small bonus to base relations with the Mojave, and a free Hero.

Bases:
100 Civilians
500 MW
Medium Pre-War Arsenal
Damaged Chinese Stealth Suits
Research Database: Hydroponics
Research Database: History
Research Database: Radiation
Research Database: Genetics
50 Knights (Recon)
20 Paladins (T-45d)
20 Veteran Paladins (T-51b)

100 Civilians
200 MW
150 Stealthboys
Medium Brotherhood Arsenal
50 Knights (Recon)
30 Paladins (T-45d)
30 Veteran Paladins (T-51b)

10 Civilians
Strategic Broadcasting and EC(C)M.
Early Warning and Detection Network (EWDN [eww-den]) Control Node.
Small Pre-War Arsenal
25 Knights (Recon)
11 Paladins (T-45d)
21 Veteran Paladins (T-51b)

1000 Civilians
Small Pre-War Arsenal
Small Brotherhood Arsenal
Small Stockpile: Spare Parts
Small Stockpile: NCR Trade Goods
Small Stockpile: Industrial Supplies
Unique Schematics: AES-18
100 Knights (Recon)
25 Mark II Sentry Bots
10 Paladins (T-45d)
20 Veteran Paladins (T-51b)

Medium NCR Arsenal
Small Stockpile: Rations
25 Knights (Recon)
5 Paladins (T-45d)

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

Note: Leaderless bases cannot be used in actions, they lack any use beyond holding a specific piece of land. The next planning phase will give you an action to improve organization of hero-less bases, but you're currently at your limit just securing the bases you have. Further expansion will require additional personnel.

Diplomatic Relations:

Novac: Trusting
A small town focused around salvage, a small motel, and an old gift shop.

ACTIONS:
If anyone wants to suggest an action I'll consider adding it to the planning phase. e.g. If a player has another idea for how to save the California Brotherhood and Elijah thinks it might work I'll add it as another option.
 
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Okay, so I take it we're all in agreement that it's time to genocide the Fiends? It's good PR, stabilizes the home front in preparation for the Legion and it ensures we're not dealing with a massive horde of heavily armed psychotic druggies.
 
Okay, so I take it we're all in agreement that it's time to genocide the Fiends? It's good PR, stabilizes the home front in preparation for the Legion and it ensures we're not dealing with a massive horde of heavily armed psychotic druggies.
We have the advantage against the Fiends, but destroying will not be a bloodless affair on our side. We still suffer from the simple fact that we cannot replace our losses. Every Knight and Paladin killed whittles us down a little more, weakening us for the inevitable conflicts with the Legion, NCR, and House.

For all his faults, Owyn Lyons was the only Brotherhood chapter leader I know of who successfully absorbed new recruits into his ranks. It's probably why his chapter held out as long as it did in spite of his screw ups. I say we turn to him for help and start laying the groundwork for an auxiliary force recruited from wastelanders, armed with whatever low to medium grade weapons we can scavenge and manufacture.


On a different note, I have very little faith we are going to find a fleet of aircraft out of the blue. The Enclave's Vertibirds were something unique and special in the wasteland. We could try scavenging a bomber or two from Nellis Air Force Base, but I doubt it will pan out.

I wonder if we could use the threat of HELIOS ONE as a bargaining chip to convince NCR to let the Western Brotherhood escape into our territory? It would avoid the risk of escalation and allow us to avoid "complete monster" status in the eyes of the NCR public.
 
We have the advantage against the Fiends, but destroying will not be a bloodless affair on our side. We still suffer from the simple fact that we cannot replace our losses. Every Knight and Paladin killed whittles us down a little more, weakening us for the inevitable conflicts with the Legion, NCR, and House.

For all his faults, Owyn Lyons was the only Brotherhood chapter leader I know of who successfully absorbed new recruits into his ranks. It's probably why his chapter held out as long as it did in spite of his screw ups. I say we turn to him for help and start laying the groundwork for an auxiliary force recruited from wastelanders, armed with whatever low to medium grade weapons we can scavenge and manufacture.


On a different note, I have very little faith we are going to find a fleet of aircraft out of the blue. The Enclave's Vertibirds were something unique and special in the wasteland. We could try scavenging a bomber or two from Nellis Air Force Base, but I doubt it will pan out.

I wonder if we could use the threat of HELIOS ONE as a bargaining chip to convince NCR to let the Western Brotherhood escape into our territory? It would avoid the risk of escalation and allow us to avoid "complete monster" status in the eyes of the NCR public.
  1. I concur, but leaving the Fiends time to fester will only make it more painful
  2. We do need to get some roots going, that was the goal of the propaganda and trade efforts
  3. Earlier I specifically mentioned an intact Enclave vertibird facility which was nearby our efforts. I'm on a phone so I have to ask for you to either search or trust me
  4. I don't think we can afford to simply threaten with WMDs, who honestly believes we have a doom laser or the wherewithal to use it at this point? We have to come across as serious, but not threatening enough to try and destroy.
 
Earlier I specifically mentioned an intact Enclave vertibird facility which was nearby our efforts. I'm on a phone so I have to ask for you to either search or trust me
Having looked back as far as page four, I have found no such thing. Courier Six can find one intact and working Vertibird in the Mojave, and the salvaged B-52 bomber aircraft had years of groundwork behind it (accumulation of spare parts, time in flight simulators etc) by the time of the Second Battle of Hoover Dam.

I don't think we can afford to simply threaten with WMDs, who honestly believes we have a doom laser or the wherewithal to use it at this point? We have to come across as serious, but not threatening enough to try and destroy.
The idea is that we demonstrate the power of HELIOS in a manner that scares and overawes the NCR leadership (perhaps by destroying a military base or something) then use the threat of further use as a bargaining chip.
 
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Having looked back as far as page four, I have found no such thing. Courier Six can find one intact and working Vertibird in the Mojave, and the salvaged B-52 bomber aircraft had years of groundwork behind it (accumulation of spare parts, time in flight simulators etc) by the time of the Second Battle of Hoover Dam.
I believe @Karugus was referring to this.
To be fair, the Hoover Dam in and of itself is pretty important in terms of being one of the few major power plants intact. Even if Caesar doesn't move on the Mojave, he might try and seize the Dam- and that means he'd block off access to House's Vault.

In other words- Old World Programming is a research project that would be incredibly helpful

To expand on things- the Remnant Bunker is also incredibly huge. In addition to the Enclave gear and supplies there- there's Vertibirds and the facilities to launch and refuel them there. That's it's original purpose after all. Now getting a chance to reverse engineer Vertibirds in and of itself is awesome, but it get's better. With Black Mountain, we have near perfect comms in terms of reliability- whereas anyone else can't expect even short range radio to reliably work if we don't want it to.

We can have air-support we can reliably contact while ensuring our would be enemies can't coordinate a response against it. Brotherhood strike teams capable of deploying anywhere in the Mojave in under an hour, while ensuring our enemy won't even know about them or be able to warn others. Now we just have to get the Boomers on our side and we'll have artillery, air support, and comms stupidly ahead of anyone else in the region.

EDIT: I make no promises as to how many vertibirds are actually available, just trying to clear up miscommunication.
 
Glad to see this quest is back!

As for the wastelander integration problem, maybe we could use a neo-feudal model?

Start off getting "fealty" from each of the settlements.
-Organizing Militias to defend them.
-Up tech their infrastructure a little but leave them dependent on us for repairs/resupply.
-Setup a basic "education" system mostly focused on screening candidates for the order. -Offer basic medical care (which could make them more acceptable to the rest of the order). -Extract taxes.

Then as the Order gets used to that system we can start training up a new generation of knights from the best candidates.
 
Planning 3: Questionable Ideas
With your newfound knowledge of your parent Chapter's plight you have a great deal of work to do. While a careful reading of the NCR constitution reveals that they cannot invade Nevada without a majority vote by their Congress, repeatedly killing Congress wasn't quite a perfect solution. If the NCR destabilized, the successor states might adopt new constitutions allowing them to bypass that particular loophole. McNamara has an idea for a more peaceful resolution to the problem, but convincing the NCR you can follow through on your threats actually following through could be tricky.

Martial: 2 Actions (1 Elijah, +2 Hardin)
[Locked] Beaver Lodge
Hardin wants to make Hoover Dam into the Mojave Brotherhood's central military command. Between its power generating capabilities, the possibility of flooding, and secret research facilities, the Pre-War government deemed its safety of great import. As such, it has tremendous potential as a defensive fortification. The superstructure itself is made of reinforced concrete, while the interior is studded with security station and outfitted with a well-stocked armory. In addition, it has some basic radio equipment and multiple helicopter pads to allow coordination with other military hardpoints. Hardin intends to repair all of this and move the majority of your your HELIOS garrison into the Dam.
Time: 2 Months
Chance: 80%
Reward: Hoover Dam becomes a functioning military base.

[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: 70%
Reward: NCR in chaos, up to 8000 Brotherhood refugees. Escalated NCR-BoS war.

This is the closest thing I've ever made to a trap option. It technically works, but uses sheer brute force to do so. This is only available because you've had a bunch of really good rolls that will allow you to get away with brute forcing what should be a long-term problem. Also, because Elijah is horrible at diplomacy and the Council is deliberately encouraging his worst tendencies.


[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: 3 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: 4 Months
Chance: 5% 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] Crashed Vertibird
Your scouts found a crashed Vertibird surrounded by robots. A team of Paladins would have no trouble eliminating the robots and securing the wreckage.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, ???
-[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 making the Brotherhood an "Industrialized Empire". 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 the Brotherhood an "Industrialized Empire".
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: 50% 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: 10% 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: 40% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Vault 3
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 50% per 10 Paladins assigned.
Reward: Loot, ???.
-[X] Vault 11
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 50% per 10 Paladins assigned.
Reward: Loot, ???.
-[X] Vault 19
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 50% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Vault 22
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 50% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Vault 34
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 25% 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] New Enemies
The NCR is currently fighting a war of extinction against the Californian Brotherhood of Steel. Perhaps a second demonstration of ARCHIMEDES II would help them see the wisdom in allowing the safe evacuation of your Brothers?
Fire ARCHIMEDES II at the forces currently besieging Lost Hills, the Brotherhood's oldest base and home to a quarter of the surviving Californian members. The resident Council-member will prepare the inhabitants before the operation commences and lead a full evacuation of the complex, destroying it as they leave. They will then make haste to the Nevada, where a force from your own Chapter will rendezvous and escort them the rest of the way to Hidden Valley. ARCHIMEDES II will provide periodic orbital support during the retreat, while Black Mountain will provide data on enemy movements.
Oh, and you'll also have McNamara threaten the NCR into letting the rest of the Brotherhood evacuate. Maybe you could have Lyons help?
Time: 1 Month
Chance: 50% + 5% per 10 Paladins (Cap: 20 Units)
Special: Elder Lyons can spend his Espionage action to add -10 to the roll. Negative results become 1. Final result can Crit.
Reward: Diplomatic Contact with NCR. Lost Hills evacuated. Up to 2000 additional Brotherhood members.

[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: 3 Months
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 start 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: 70%
Time: 1 Month
Reward: Communication established with locals.

[X] A new order.
???

Stewardship: 2 Actions (1 Elijah, +1 McNamara, +1 Lorenzo)
[X] Busy Beavers
While Hoover Dam is mostly debris free and currently producing over twice the output of HELIOS ONE, it could still use some repair work. Fixing the Dam's generators and repairing the areas Hardin doesn't consider of military importance could be quite helpful.
Time: 2 Months
Chance: 75%
Reward: Hoover Dam to full output, source of clean water for drinking and irrigation, space for residential, scientific, hydroponic, or other use.

[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: 75% +25% if Medicine is researched. (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.

[O] Greasing the Wheels
The Brotherhood has traditionally lacked much in the way of economic activity. Perhaps it is time to begin changing that?
Time: 3 Months
Chance: 1%
Reward: Brotherhood begins organizing trading caravans.

[X] Scrap Yard
The Scrap Yard north of Novac is filled with raw materials and even the occasional useful gadget. While you lack the manpower to exploit it yourself, the population of the nearby town could be hired to handle on-site labour, lessening the load on your engineers. Of course, you'd still need a way to refine the scrap into something usable.
Time: 2 Months
Chance: 60%
Reward: Source of raw materials.

[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.

[Locked] A challenger has arisen: Part I.
Veronica has shown some promise in economic negotiations. Perhaps you could have her trained as a procurement specialist?
Time: 2 Months
Chance: 50%
Reward: +1 Stewardship Action.

[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: 5 Months
Chance: 40%
Reward: Basic Factory. Can be upgraded to produce more advanced 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 proportional to Hoover Dam's power output.

[X] Old Classics
While the Brotherhood has traditionally relied on energy weapons, you now have a large supply of ballistics and explosives on your metaphorical doorstep. Perhaps you should investigate them?
Time: 1 Month
Chance: 75%
Reward: Ability to use non-energy weapons. Potential research projects.

[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 Government
Research the history of the American Government. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[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] Old World Medicine
You have previously had your minions gather samples of pre-war medical technology. With a little effort you could research the basics and uncover some more advanced avenues of research.
Time: 1 Months
Chance: 95%
-[X] Old World Manufacturing
You've finished cataloging and analyzing the basics of the manufacturing technologies you gathered. However, you have yet to turn this knowledge into plans and blueprints the ordinary Scribes of the Brotherhood can use.
Time: 1 Months
Chance: 95%
-[X] Genetics
With your recent acquisition of a pre-war genetic database, you have a unique chance to learn the basics of Pre-War biology.
Time: 2 Months
Chance: 70%
-[X] Radiation
Radiation causes many strange and exotic effects of those exposed to it. Hoover Dam's research computer contains information on Pre-War research into these effects. While it deals mostly with low level radiation, it could still jump-start a research program.
Time: 3 Months
Chance: 50%
-[+] Old World Agriculture
You know the basics of Pre-War Agriculture.
-[X] Fertilizer
While you have deciphered the basics, you're knowledge of fertilizer is still behind Pre-War levels.
Time: 1 Month
Chance: 60%
-[X] Hydroponics
While you have deciphered the basics, your knowledge of hydroponics is still behind Pre-War levels.
Time: 1 Month
Chance: 90%
-[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] 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] 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%
-[+] 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] 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%
-[+] 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%
-[+] 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: 85%
-[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] 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%
-[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] 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.
Time: 1 Month
Chance: 90%
-[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%
-[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] 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: 50%
Reward: +1 Learning Action, Potential impact on relationship with Veronica.

Intrigue: 2 Actions (1 Elijah, +1 Lyons)
[X]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: 3 Months
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: 60%
Reward: ESS Counter-Espionage Department

Piety: 0 Actions
???

Bases:
100 Civilians
500 MW
Medium Pre-War Arsenal
Damaged Chinese Stealth Suits
Research Database: Hydroponics
Research Database: History
Research Database: Radiation
Research Database: Genetics
50 Knights (Recon)
20 Paladins (T-45d)
20 Veteran Paladins (T-51b)

100 Civilians
200 MW
150 Stealthboys
Medium Brotherhood Arsenal
50 Knights (Recon)
30 Paladins (T-45d)
30 Veteran Paladins (T-51b)

10 Civilians
Strategic Broadcasting and EC(C)M.
Early Warning and Detection Network (EWDN [eww-den]) Control Node.
Small Pre-War Arsenal
25 Knights (Recon)
11 Paladins (T-45d)
21 Veteran Paladins (T-51b)

1000 Civilians
Small Pre-War Arsenal
Small Brotherhood Arsenal
Small Stockpile: Spare Parts
Small Stockpile: NCR Trade Goods
Small Stockpile: Industrial Supplies
Unique Schematics: AES-18
100 Knights (Recon)
25 Mark II Sentry Bots
10 Paladins (T-45d)
20 Veteran Paladins (T-51b)

Medium NCR Arsenal
Small Stockpile: Rations
25 Knights (Recon)
5 Paladins (T-45d)

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

Note: Leaderless bases cannot be used in actions, they lack any use beyond holding a specific piece of land. The next planning phase will give you an action to improve organization of hero-less bases, but you're currently at your limit just securing the bases you have. Further expansion will require additional personnel.

Diplomatic Relations:

Novac: Trusting
A small town focused around salvage, a small motel, and an old gift shop.
 
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