Prologue 0.6 Results
[X] Plan: no need to rush
-[X] Set up camp
-[X] Explore the area
-[X] Checking the Waves
-[X] Study the Wildlife: Golden Gecko
Set up camp
If you intend to linger in an area without setting up permanently, it would be advisable to set up a rather large camp for your people- whether it be out in the open or among some suitable ruins.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Camp set, prevent morale penalty from staying in an area for an entire turn without moving on, basic supply security.
Needed: 5
Rolled: 73

After finishing the closing of the Vault, you return back to the surface and get to work.

After some thinking, it is quickly decided that rushing off headlong into the unknown would be risky, and what information you had up here dates back primarily to the pre-war era.

As a result, the decision is made to set up camp. This had some minor issues with figuring out how to arrange it, but eventually a two-tier camp near the cave entrance was established, with the first tier taking up the parking lot area not close to the radioactive-waste trucks and other nearby flat area, while the second tier took up more of the surface above heading to the top of the mountain nearby. It's a bit odd, but it's set up none the less- making sure that your people had somewhere to stay for the night and to defend against hostiles.

Result: Camp set up, morale malus from staying in one area and not setting up a camp negated. Basic (tent) housing and inventory security set up.

Explore the area
Exploring around the area does have some dangers, but at the same time it can provide good information on the immediate and beyond lay of the land, possible opportunities, any people or threats, and potential other information. Being currently on top of Frenchman Mountain in particular gives you a good opportunity to see the far surrounding areas.
Cost: 1 Action Point
Chance of Success: 90/60%
Reward: Information on the local area and anything in it as well as beyond, possible +5 bonus to Prospective Salvage action.
Needed: 10/40
Rolled: 48

Once the camp was set up, some of your people spent the rest of the day working. Quick check ups and tweaks of the carts were done, supplies once again sorted, and patrols set up.

One of the biggest things done was the exploring of Frenchman Mountain, and from there the observation of the surrounding terrain. The initial checking around proved to be valuable, with a few more Golden Geckos being found and cleared out with no issue. A couple minor discoveries were made here, namely a shaft that led straight down into the small cave system that Vault 34 was in, with more nuclear waste barrels around. The second was noticing a couple Radio Relay Towers, nothing too impressive as it was just the towers, a small building attached to each, a bit of outside equipment, and chainlink fencing with barbed wire on top surrounding them, along with a couple civilian-grade small turrets for defense. The equipment itself seemed to be in decent condition despite over a century and a half having passed since the bombs had fallen, and it may even still be operational or even running.

After all of this was observed, work was done with surveilling the surrounding terrain. Quickly it is noted that the barren areas around them weren't empty, with distant movement of creatures of different sizes. Not much was identified, but there were reports of both more distant Golden Geckos and some kind of large flying insects, the later being observed in a couple cases to the southeast.

To the south and east the Mojave land seemed to stretch out with no signs of habitation save for pre-war trails and roads close by, although a small collection of buildings is observed far to the east- closer to Lake Mead then they are to you. Southward you also note that, though distant, the area which should have had the Las Vegas Wash and the nearby Clark County Wetlands Park still seemed to have some green to it, although just how much that's transformed many years later and what may dwell there remains unknown. Unfortunately you couldn't quite catch sight of Lake Las Vegas and it's condition without travelling further away from the camp and allotted exploration area.

Westward showed a large sprawl of urban area- the various houses and one to four story buildings that made up eastern Las Vegas was laid before you and starting not all that far from the Mountain. Distantly, the taller buildings of downtown Las Vegas and the Strip stood which... according to what had been theorized down in the Vault shouldn't be happening. True, some buildings still standing after a nuclear strike was expected, but between the damage and time those should have been whittled down to a couple at most barring any with unique construction, defenses, or having been repaired since then!

Between that and a lot of the observable damage seeming to have been from time and the elements or other damage, the realization sparked among many that... Las Vegas may not have been nuked at all. There was no visible large-scale blast damage there, and it would explain the practically normal rad-levels. The Vault sensors had still detected nuclear detonations, so maybe there had been another nuclear detonation relatively nearby?

These observations also proved the idea that Human life still existed on the surface, as many faint distant gunshots and a couple small booms far into the city were heard, and as night approached later on distant small lights- both like electrical lighting and small fires, were seen spotted around a few places deep in.

Nearby Sunrise Community seemed to not be having much in the way of large scale activity, although individual/smaller groups of threats could still be around down there.

The final direction, northward, didn't show too much. Nellis was obscured by the odd cliff formations surrounding much of the base, but the barest hint of it's Air Traffic Control tower was noted- as was the signs of Eagleton nearby. Overland was as expected more wilderness and terrain which would have to be slowly traversed, while the highway going from Northern New Vegas to Eagleton and Nellis was still there to the northwest, providing the quicker but differently dangerous route, as was expected beforehand.

Result: Area of Frenchman Mountain checked over, and surrounding area observed. Notable observations:
- Long-distance observation of large and flight-capable insects of unknown origin and ability.
- Small collection of buildings far to the east, unknown as to if they were around pre-war or not, but they are away from any noted pre-war roads in the area
- Signs that the Clark County Wetlands and Las Vegas Wash still have some greenery.
- Signs of Human civilization in the Las Vegas Urban area.
- Possibility that the Los Vegas area hadn't been struck by nuclear weapons during the Great War.
- Slight sign that Nellis AFB is at least partially intact (very upper bit of ATC Tower visible, along with some of Eagleton visible over the obscuring cliffs and terrain).


Checking the Waves
Everyone's Pip-Boys have an inbuilt radio. While the transmitters are very short range, the actual receivers can pick up from a decent if mostly local range. Furthermore, being on top of Frenchman Mountain provides something of a boost to signal reception.
Cost: 1 Action Point
Chance of Success: 90/60/20%
Reward: Detection of radio signals- both current and potentially old ones continuing to broadcast. Potential information. Verification that people not only survive but are capable of using technology.
Needed: 10/40/80
Rolled: 67

Not long after the camp was set up, people would begin to check the radios built into their Pip-Boys. Some did it out of boredom and curiosity, while others were assigned to the task in an organized effort.

And surprisingly, the results came rather quickly as music quickly began filtering through the Pip-Boy radios, Vault Dwellers listening to some quite familiar songs.

No announcements, talks from anyone running said station, or anything else came through, so thoughts arose that perhaps it was a looped broadcast from a now-dead person or people. Nonetheless a few people would be assigned to keep an eye on the frequency in case such did happen.

Not that long after, in that afternoon, another active frequency was narrowed down. This one seemed to have different music, as compared to the traditional Country and Western-Rockabilly style music played by the first one, this seemed to also include a mix of other genres- such as more modern rock, jazz, and heavy metal. There was even noted to be a couple songs that no one recognized, with the most recent one having lyrics that definitely sounded like it would be post-war.

"From this wasteland they say you are going,"
"We will miss your bright eyes and sweet smile."
"For they say you are taking the sunshine,"
"that has brightened our road for a while~."


What was also noted was that at the end of each song a female voice would come out, mentioning the name of that song and what the next one would be, sometimes with a brief comment or two as well. This one was apparently called 'New Vegas Valley', so very likely a local song or post-war remake of one?


"So come sit by my side if you love me,"
"Do not hasten to bid me adieu."
"Just remember the New Vegas valley,"
"and the drifter that loved you so true."

"For a long time my darling I've waited,"
"for the sweet words you never would say."
"Now at last all my fond hopes have vanished,"
"for they say that you're going away."


All of this ultimately meant that this was definitely a station set up post-war, and one that was most likely still being operated today! Truly fascinating.

"So come sit by my side if you love me,"
"Do not hasten to bid me adieu."
"Just remember the New Vegas valley,"
"and the drifter that loved you so true."

"And that was New Vegas Valley, artist unknown. A shame they left for greener pastures, but I wish that mysterious fellow safe travels and a good life up north."


As that song came to an end, instead of continuing on to the next song there was a brief pause before the female voice came back on.

"Good evening everyone, this is Jane Goodwill of Boulder City Broadcasts, part of the greater Ranger Radio Network. It is time for the Evening Broadcast, first up is the Mojave Segment of our news!" The lady, now named as Jane, spoke as your eyes widdened. A hush fell over the group listening to the Pip-Boy of the man who had it channeled to Boulder City Broadcasts, with a few rushing off to notify others.

Information Roll: 76

"Today, violence continues in the Eastern Vegas Ruins as the Followers of the House continue to fight against the Banda De La Tormenta. Having begun a couple days ago, the offensive by the Followers of the House has come as a great surprise to many as the Banda De La Tormenta was seen as being too entrenched for the Followers of the House to fully defeat. At the moment the Followers seem to be winning, as just four hours ago rumors have surfaced of the capturing of the Mart-Fort, an infamous Tormenta stronghold since the early days of the gang's operations in Vegas. What this will mean for the gang remains to be seen, and the casualties both sides took is currently unknown. As mentioned over the past day, it is advised for people to stay clear of the deeper Eastern Vegas Ruins, as the two sides clash and other local gangs and tribes have hunkered down or struck out themselves. Anyone stuck near the fighting should either do the same or make their way to either to a friendly tribe or Prospector's Birth in the north. The situation will be updated with any new information during the Morning Broadcast at 6 AM when a formal response from the Desert Rangers is expected, but be ready for an Emergency Update should the situation escalate."

"Further south in Sloan, reports of unusual numbers of Geckos have arisen-"

The report continues like this for some time, mostly steering away from major events at the moment as it focus on cases such as wildlife activity and cases of fights or attacks involving groups of people called 'raiders', what they are being pretty easy to deduce.

After this, it switches over to the 'Regional Segment' in which it talks about happenings elsewhere beyond the Mojave, focusing mostly on more of Nevada and nearby Arizona and Southern Utah along with areas around the old American-Mexican Border. Not much more was mentioned here beyond some mentions of things being done by the already mentioned 'Desert Rangers', although supposedly talks between a group of them and place named 'Vault City' to establish an outpost nearby and set up an Affiliate Station like Boulder-City Broadcasts has stalled. Otherwise, the only other notable mentions was of an area named the 'Glowing Dunes' being quiet as of late and activity from the 'Utah' warlords and raider gangs dying down enough that trade can resume normally if cautiously once again on I-80 up to New Canaan, if warning that people should still be cautiously and check into traditional trader stop points like Caliente, Cinderville, and either Wenver or Dried Oasis depending on where they're going. Information which while not that useful for you at the moment still gives you a bit of an idea as to the scope that people are still surviving at.

The Evening Broadcast soon ends there, with Jane Goodwill wishing people well before switching over to the next song.

Result: Unknown Radio Station (Mojave Music Radio) and Boulder City Broadcast discovered. Information about fighting between two groups in the Las Vegas Ruins and that the region is active. Mentions of several settlements, groups, and areas, along with knowledge that Boulder City is most likely populated.

Study the Wildlife: Golden Gecko
You and your people haven't been on the surface for long, and already life has been discovered! It seems that at least one species of pre-war Gecko has mutated, its shape and size greatly changing into the specimens encountered. Some (careful) studying could help identify any more information on them.
Cost: 1 Action Point
Chance of Success: 70/40%
Reward: Some basic knowledge or more about the (Golden Gecko), including locations of vitals and such so that less ammunition has to be spent on taking others down in the future.
Needed: 30/60
Rolled: 69

Using what protective equipment and some Rad-X and Radaway, some of your medical staff proceed to get to work in cutting up the Gecko Carcasses, looking over the internals within and taking note of them.

Internals are examined, and weakpoints and vital organs are catalogued along with other facts, including the presence of radioactive material in it's stomach and intestines which seems to mean it can not only filter such pollution out, but somehow live with it in it's body- using it to help inflict damage via it's bite and claws, with the radiation there being a mixture of remnants from eating waste and general body emissions through those points. The meat itself appears to be too radioactive to consume, but the hides are noted to have a degree of radiation-resistance which could make them useful.

Despite the lack of the equipment to do so, Head-Doctor Sinclair mentions that she felt these mutations felt a bit much for just radiation. True new subspecies or maybe even species could have come up after the many decades, but she mentions that she has a hunch that it may not all be it here. There's nothing she could really do about it at the moment without both more samples and access to the proper (and rare/expensive) equipment, but it's something that she's mentioned that she'll keep in mind.

Results: Golden Gecko corpses cut open and catalogued. Some knowledge of the Golden Geckos obtained, including light Rad-Resistant hides and the fact that the meat is unusable for you due to radiation. Minor suspicion by Doctor Sinclair that radiation and natural competition may not be the sole factors for the rise of such a species here.

Rolled: (Nat) 1. Hard Crit Fail! Critical Severity Roll: 75

As the night passed and rolled into the early twilight morning, you would be woken up by one of the Guards.

"Overseer, we have a critical development." He says, getting your attention.

Quickly you hop out of your sleeping bag, ignoring the awkward ache from the odd sleeping arrangement as you step out of your small tent.

Quickly you pass by many others and some fellow Vault Dwellers hurriedly moving along before eventually reaching a small gathering of Vault Security, one of them holding up their Pip-Boy arm. As you get close, you hear the tail end of the announcement.

"-eats. the Banda De La Tormenta has broken apart. Some are heading into the northwestern part of the city while others flee east and southward. The House of the Followers is not pursuing to crush them, and as such these forces are remaining intact. Residents of northwestern, eastern, and southern Vegas Ruins are recommended to brace, and individuals and groups are recommended to get to the nearest settlement or hiding position if possible. This emergency message from Boulder City Broadcasts repeats."

"Ma'am." One of your Head Security Officers spoke up grimly. "That fighting was in Eastern Vegas to begin with, and some of our sentries mentioned the gunshots and shot flashes getting a bit closer if still into the ruins, so if they're on their way eastward-"

"-They may be coming here." You respond, seeing where he's going as you gaze at the security officers.

"Rally the Guard, we're-"

[ ] "Getting out of here immediately."
Continues in Prologue 0.6-1: Route from Frenchman Mountain
(You decide to awaken everyone, grab what you can, and get out quickly. Conflict with Banda De La Tormenta is avoided, and with it no loss in lives or munitions expended. Guaranteed morale drop, good risk of losing some supplies or equipment (to be determined specifically in interlude Mini-Turn). Other potential results/consequences).


[ ] "Going to try to pack up and leave as soon as we can."
Continues in Prologue 0.6-1: Flight from Frenchman Mountain
(You decide to quickly rouse everyone, try to pack everything up, and get out before the Banda De La Tormenta Gang-Fragment arrives. Mini-Turn to pack up and get out, along with potentially fight against the Banda De La Tormenta in a rearguard action. Possibility of not preparing in time to avoid engagement, and risk of both losing some supplies and morale. Likelihood that few to no munitions and lives are expended. Other potential results/consequences).


[ ] "Going to prepare to defend. If they're coming here, we'll be ready to face them."
Continues in Prologue 0.6-1: The Battle of Frenchman Mountain
(You decide to prepare defenses and await battle with the Banda De La Tormenta Gang-Fragment. Mini-Turn to prepare for battle, and followed by the actual battle. Chance to recover loot and potential morale boost if victorious. Casualties and some using of munitions expected. Possibility that more attention is attracted. Other potential results/consequences).



AN: So, the first random event roll did not turn out in your favor, and now you are faced with a choice.

Either flee quickly, pack up and get out, or stay and fight. The choice is yours, but each may have their own unsaid consequences or results, for better or worse.

You have a moratorium of 24 hours, which will then be followed by a quick vote.
 
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Prologue 0.6-1 "The Battle of Frenchman Mountain: Preparation Phase"
[X] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

"Ready the Guard, we're going to prepare to defend. If they're coming here, we'll be ready to face them." You say, getting a mixture of firm nods and grins from the officers present as you focus on a couple of them.

"You! Get the rest of the security force awake and ready for combat. And you, get the population notified. We can't let this sit and have panic happen, and worst case scenario everyone is armed with something, so if any of these fools get past us they'll be ready to fill them with lead." You order, the two nodding and rushing off as you look at the remaining higher-ranking security officers.

"Now, here's what I'm thinking we do..."

The upcoming battle will be divided into three fronts, covering two trails/paths going up the mountain the normal way and a third larger one winding up from the northwest capable of handling vehicles. You have the following, choose where to deploy them:

- Normal Security Detachment
- Police-Tier (Untrained): +5 (10 - 5)
- Common Defense: +5 to Defense Rolls

- Normal Security Detachment
- Police-Tier (Untrained): +5 (10 - 5)
- Common Defense: +5 to Defense Rolls

- Heavy Security Detachment
- Military-Tier (Untrained): +10 (15 - 5)
- Heavy-Ordinance: +10 to Attack Rolls against Scrap-Tier or below opponents, +5 to Attack Rolls against others
- Common Defense: +5 to Defense Rolls

General Modifiers:
- Untrained: -5 to Tiers above Civilian
- Night-time fighting: -5 to Attack Rolls (both sides)

[ ] Southern Front
- [ ] Choose Security Detachment

Note: +10 to Defense Rolls due to High Ground+ advantage.

[ ] Central Front
- [ ] Choose Security Detachment

Note: +10 to Defense Rolls due to High Ground+ advantage.

[ ] Northwestern Front
- [ ] Choose Security Detachment

Note: +10 to Defense Rolls due to High Ground+ advantage. +5 to Attack Rolls due to Valley-Situated.

[ ] Reserve
- [ ] Choose Security Detachment


You have three Actions that can be chosen normally here. In addition, you can take up to two other actions, but each additional one results in a -5 to your Attack Rolls due to your people having worked hard to prepare:

[ ] Erect Defenses
Despite having the high ground, that doesn't stop the incoming raiders from being able to shoot you. Digging up and building some basic defenses should help quite a bit!
Cost: 1 Action Point
Chance of Success: 85%
Result: +5 to Defense Roll against normal enemy Attack Roll
Note: Can be taken more then once, with each attempt increasing the DC by 10.


[ ] Clear Cover
The raiders will be moving up towards you, and while you have quite the excellent position, it doesn't hurt to reduce what they'll have to work with.
Cost: 1 Action Point
Chance of Success: 75/20%
Result: -5 to enemy Defense Roll, possible -10.


[ ] Set up Turrets
- [ ] South, Center, or Northwest (choose one)

You have two deployable turrets that you scavenged from the Vault. While not the most, they can still provide some benefit to targeting the enemy.
Cost: 1 Action Point
Chance of Success: 100%
Result: +5 to Attack Roll gained once enemy gets within close range.
Note: Can only be taken once


[ ] Prepare traps: Single Front
- [ ] South, Center, or Northwest (choose one)

You know roughly where these raiders will have to go in order to get to you, so you've decided to use that to your advantage. Arranging for some traps, both primitive and not using a few spare munitions, will make any attack up towards you difficult.
Cost: 1 Action Point
Chance of Success: 90%
Result: -5 to enemy Attack and Advancement Rolls in the relevant Front.


[ ] Prepare traps: All Fronts
You know roughly where these raiders will have to go in order to get to you, so you've decided to use that to your advantage. Arranging for some traps, both primitive and not using a few spare munitions, will make any attack up towards you difficult. You've furthermore deciding to try and do this on all three Fronts, even at the risk of not getting them all ready in time due to stretching your efforts.
Cost: 1 Action Point
Chance of Success: 50%
Result: -5 to enemy Attack and Advancement Rolls in all Fronts.


[ ] Block the Path: Single Front
- [ ] South, Center, or Northwest (choose one)

While the raiders can simply go up the mountainside, it would be more difficult over a longer period of time compared to using the trails themselves. As such, impeding their progress on these by laying out some obstacles and debris could help to slow them down.
Cost: 1 Action Point
Chance of Success: 85/40%
Result: -5 to enemy Advancement Rolls in the relevant Front, potentially -10.


[ ] Block the Path: All Fronts
While the raiders can simply go up the mountainside, it would be more difficult over a longer period of time compared to using the trails themselves. As such, impeding their progress on these by laying out some obstacles and debris could help to slow them down, and doing this on all fronts, while difficult, could help keep them bogged down, especially on the vehicle-drivable path should they have any.
Cost: 1 Action Point
Chance of Success: 55/20%
Result: -5 to enemy Advancement Rolls in all Fronts, potentially -10.


[ ] Raise Volunteers
You have your inflated Vault Security Force on hand, but in times like this more may be needed. As a result, asking for volunteers to form a militia detachment for the fight could be helpful to either plug a gap, bolster a front, or act as reserves. They'd all have their own weapons, and many have gone to the range at least a few times, but there'll be no armor for them. Furthermore, both a lack of proper training and mostly wielding shorter range weapons like SMGs, pistols, and shotguns won't help with longer-range fighting besides suppressive fire. To say nothing of the risk of losing irreplicable dwellers.
Cost: 1 Action Point
Chance of Success: 80%
Result: Militia Detachment raised


[ ] Taking the fight to them
- [ ] Normal/Heavy Security Detachment (choose)
- [ ] Write-in if you have any particular plan/strategy (optional)

While you're preparing to defend against the enemy, there's always the saying that the best defense is a good offense. It's certainly a saying that certain members of your people like, and would perhaps be up for doing. Ambush and intercept the raider vanguard. While this likely won't defeat the entire force, and they'll need to withdraw to avoid getting pinned and cut off, it could still bloody them. You'd only have to be concerned about leaving a front open during that time, and the group once they get back will be a bit worn from the fighting and running.
Cost: 1 Action Point
Chance of Success: 90/50/20%
Result: Ambush force set up, ambush Combat Rolls and withdrawal (to defenses) roll done before full battle begins.


[ ] Listen in
You have radios receivers built into your Pip-Boys, and there's a chance that the incoming enemy may use radios themselves. Listening in could provide valuable information and timing.
Cost: 1 Action Point
Chance of Success: 70/20%
Result: Enemy communications overheard and information gathered, potential other good information. Synergy bonus applied to action Taking the fight to them.


[ ] Call for help
It's a long shot, you'll admit that, and there's always the risk that this will either tip off the incoming raiders or attract other negative attention. That being said, you could always get lucky.
Cost: 1 Action Point
Chance of Success: 40/10%
Result: Distress Signal heard, relief/support sent.



AN: That fought me a bit more then I'd like for such a small post, especially on the part of mechanics, but I didn't want to delay for any longer so here we go.

If anyone is wondering about all of the positive modifiers for your people, keep in mind it's due to a mixture of the situation (defensive terrain + surprise element), wide-spread decent weaponry (reference kill ratio of Boomers in canon, even if you have less explosive/heavy weapons then them I reckon), and being the defenders. That being said, the raiders will have their own decent modifiers to add onto it.

Also shown here was the Tier system, which works as follows:

Tribal (-10): Simple spears. bows, scrap-made melee weapons, and the like.
Tribal Mixed (-5): Mix of tribal-like weaponry and some scrap or normal firearms.
Scrap (0): Scrap weaponry, such as homemade ballistics and explosives mixed with good salvaged melee weaponry and armor.
Civilian (+5): Good amount of civilian-type weaponry like normal pistols, shotguns, and rifles with simple armor and melee weaponry along with perhaps scrap heavier weaponry and homemade explosives.
Police (+10): Decent amount of higher-end civilian and police-grade weaponry such as combat shotguns, smgs, and more powerful rifles along with metal/kevlar armor and some explosives like grenades and dynamite.
Military (Normal) (+15): Standard level military gear; assault rifles, light machine guns, heavier smgs, and explosive weaponry like grenade launchers, along with potential examples of laser weaponry and the like. Combat-armor or similar-tier protection.
Military (Elite) (+20): Higher end of military gear, such as wider spread laser and great ballistic weaponry, higher end explosive weaponry and potentially a few plasma or nuclear weapons. Normal or improved combat-armor level protection, and can include power armor on a scale more then a few individuals.
Advanced (+25): Beyond military, belonging to high-tech spec ops forces or highly advanced factions.

Of course, there will be examples where an overall group may seem to be at one level but would better fit another, such as the Legion being a good fit for roughly Civilian Tier, or lower-level NCR forces possibly being graded at Police Tier. This may be updated further in the future, and some factions will have examples where certain elements may have a higher tier then the rest (such as your own Heavy Security Detachment, or a Police-Tier raider group having Scrap-Tier vehicles. Future and more unique Tiers may be put in, along with potential adjustment.
 
Prologue 0.6-2 "The Battle of Frenchman Mountain: Calm before the Storm"
[X] Plan Fort Up w/Militia

-[ ] Southern Front
--[ ] Normal Security Detachment
-[ ] Central Front
--[ ] Heavy Security Detachment
-[ ] Northwestern Front
--[ ] Normal Security Detachment


Quickly the Vault Security Force get moving, officers barking orders as officers and civilians alike scramble to act. It was a good thing your Vault Security Force was so oversized, owing to a tradition of reservists and them having been called up a couple months ago by the previous Overseer to maintain order. This meant you had a healthy number of equipped forces on hand, even if they weren't quite used to fighting with the normal Security full loadout, never mind the gear that the Heavy Detachment sported.

Regardless they would be fighting soon now as instructions were given. The Security Force would be split into three different forces here. The Northwest and South would be covered by the normal Vault Security Forces, as the Center would contain the core of heavy troops.

Erect Defenses
Despite having the high ground, that doesn't stop the incoming raiders from being able to shoot you. Digging up and building some basic defenses should help quite a bit!
Cost: 1 Action Point
Chance of Success: 85%
Result: +5 to Defense Roll against normal enemy Attack Roll
Note: Can be taken more then once, with each attempt increasing the DC by 10.
Needed: 15
Rolled: 41

Security Troops and civilian volunteers alike would begin working on defenses, using shovels, various other tools, and their own hands to dig out basic entrenchments and build up cover. Scrap wood and rocks are collected and rolled over to add a bit extra, and firing ports cleared.

It wasn't much, but it would help soak up incoming fire.

Result: Basic defenses erected. +5 to Defense Rolls against normal enemy Attack Rolls.

Clear Cover
The raiders will be moving up towards you, and while you have quite the excellent position, it doesn't hurt to reduce what they'll have to work with.
Cost: 1 Action Point
Chance of Success: 75/20%
Result: -5 to enemy Defense Roll, possible -10.
Needed: 25/80
Rolled: 50

As this happened, others travelled down the slopes under the cover of darkness and vigilant guards, some of your people went down the slopes and trails leading upwards as they looked through the area for potential cover to remove. Bumps and holes are smoothed over, rocks were moved out of the way, old debris was removed, and shrubbery was cleared.

It wasn't perfect unfortunately, as some rocks and areas of cover were simply too big or time-consuming to deal with. Nonetheless, this would assist well in leaving the potential attackers exposed.

Results: A good portion of cover on the slopes and trails leading up Frenchman Mountain from the guarded approaches are cleared. -5 to Enemy Defense Rolls.

Raise Volunteers
You have your inflated Vault Security Force on hand, but in times like this more may be needed. As a result, asking for volunteers to form a militia detachment for the fight could be helpful to either plug a gap, bolster a front, or act as reserves. They'd all have their own weapons, and many have gone to the range at least a few times, but there'll be no armor for them. Furthermore, both a lack of proper training and mostly wielding shorter range weapons like SMGs, pistols, and shotguns won't help with longer-range fighting besides suppressive fire. To say nothing of the risk of losing irreplicable dwellers.
Cost: 1 Action Point
Chance of Success: 80%
Result: Militia Detachment raised
Needed: 20
Rolled: 15

This, unfortunately didn't go as well, and it started off with that particular order being lost for long enough that the search began late.

It first started with eliminating who absolutely could not be in the fighting. Various experts and important personnel were marked there, along with those too young, old, sick, or injured to participate along with involved caretakers. Then came the issue of those able enough to fight, and while practically everyone has fired a couple guns at some point or another, actual knowledge on what to do and fighting under combat conditions was highly limited.

Considering that more then a few of the explosive and gun nuts had to be reminded to actually stay in cover, on top of the relative lack of longer-range weapons, it left only some capable of being brought up as a reserve militia as quite simply there wasn't enough time or available people to give a quick training course. And, after a review, those capable were not enough to form an entire new detachment.

In the end, it was decided to keep what few had been brought up as a final defense for the camp- both from raiders and from anything else that may come along.

Result: Due to various circumstances, a solid militia reserve could not be brought up for the battle. What few were deemed as acceptable will instead guard the camp.

It was as you were overlooking final preparations that everyone heard it, the sharp retorts of sudden gunfire. Harsh whispers and short orders are issued, and what few lights were on that could be visible from the urban ruins were shut off.

Gazing in the direction of the shots, you'd thankfully note that they weren't towards you. However, they were in ruins that weren't all that far either, and now that you looked there were a couple faint and distant lights in that area, joined by a few tracers going up in the air from another burst.

"Overseer, you must get back to the camp now." One of the officers say, getting a curt nod from you a moment later as you turn to head back.

It was largely out of your hands now, so all you could do was wait and hope.


POV: 'Storm Lord' Martin Guerrero

"Heya Boss man, we cleared out the last of those hiders! Turns out it was a bunch of those Crimson Moon morons. Thought those idiots had been wiped out a couple months ago, but it looks like they've just been licking their wounds." One of his Lieutenants tells him, reporting on what all the gunfire from a couple moments ago had been about.

He simply grunts and wave him away, his thoughts churning as the man starts to go in one direction before pausing and heading in another. That gets an annoyed sigh by the muscled and scarred man who ran the Banda De La Tormenta, figuring that the Lieutenant was just about to go get a hit before remembering the orders given to him. At least he actually followed them. Old habits died hard, and a decent few of the underlings and a few of the leaders were still getting wasted or high. Not helped at all by what had happened recently.

It still left him grated and confused, just what had happened over the past few days. Those House-worshipping Putos had always been rivals in their part of the city, their knack with technology and old robots being enough to stalemate his Banda, and one way or another had always been a thorn in his side ever since he brought his people up north here.

But all of a sudden they had gone on the offensive! With more laser weapons then he had ever seen a single force have and robots shiny enough to be right off the assembly line... probably. They weren't rusty or old looking at least, and it showed.

Either way, it had left his forces reeling, and he had been forced to make a withdrawal with what he managed to gather together. For some reason the Cultists hadn't pursued despite there being blood in the water. Maybe they were digesting their gains, or were facing tough resistance from a few of his boys and girls who had stayed behind or were cut off?

It left him a bit of breathing room nonetheless, room which he needed to regroup and figure out what to do next. The first step was old Frenchie, the mountain a decently defendable spot and with a good vantage point of the surrounding area, along with hopefully being high enough to get an easier connection with what of his Banda was scattered around. From there... he'd figure out what to do. He wanted revenge against the House Cult, but as is he was too weakened. Plus, he had to worry about both other gangs and the Rangers seeing an opportunity. The former in order to take out a rival, and the latter due to his people being one of the largest and most stubborn groups still around doing the slave trade. Maybe-

Then he heard a small boom and a couple yells, causing him to sigh and get up from his seat. He'd better go and make sure they properly managed to check for traps or hidden weapons among the new slaves.


AN: And there's the end of the preparation phase, plus an extra little interlude from the perspective of the incoming raider leader.

Next post will be war!

Also, I apologize for the delays, college has recently picked up so updates are slower as I focus between that and other things.
 
Prologue 0.6-3 "The Battle of Frenchman Mountain: Engagement"
Modifiers:
Vaulters:

Military-Tier: +10 (15 - 5)
Police-Tier: +5 (10 - 5)
Unexperienced/Inexperienced: -5 to Tier bonus.
Common Defense: +5 to Defense Rolls
Night-time fighting: -5 to Attack Rolls
Heavy-Ordinance: +10 to Attack Rolls against Scrap-Tier or below opponents, +5 to Attack Rolls against others
Basic-Defenses: +5 to Defense Rolls against normal enemy attacks.
High-Ground+: +10 to Defense Rolls and +5 to Attack Rolls.

South: Vault-Tec Security Detachment (100): (Unexperienced) Police-Tier
Center: Heavy Vault-Tec Security Detachment (100): (Unexperienced) Military-Tier
Northwest: Vault-Tec Security Detachment (100): (Unexperienced) Police-Tier


Raiders:
Civilian-Tier (+5)
Scrap-Tier (0)
Scrap-Tier Vehicle (+5)
Unexperienced/Inexperienced: -5 to Tier bonus.
Ambush (-10)
Night-time fighting: -5 to Attack Rolls
Clear Ground: -5 to Defense Rolls.
Demoralized: -5 to rolls
Technical (special): +10 to Attack Rolls
Warboss: +5 to Attack Roll, +10 to morale holding, can roll to reverse route


South: Raider Grunt Mob (88): Scrap Tier (+0)
Central: Raider Experienced War Party (55): Civilian Tier (+5)
Northwest: Raider Grunt Mob (79): Scrap-Tier (+0)
Northwest: Raider Mechanized-Technical Force (3): Scrap-Tier vehicle (+5)

The entire western slope of Frenchman Mountain remained dark and silent in the early hours of March 5th, 2231. Yet it was not barren, as up to a few hundred armor clad men and women from Vault 34 laid in wait- guns at the ready. Due to the upcoming battle and the unusual-feeling cold of the night causing many to shift in their spots, restless or uncomfortable, yet silence and discipline was maintained due to a mixture of both standard and Security-Force training along with the trigger discipline taught due to the open armory back in the Vault.

Yet even that ended as lights steadily appeared in the ruins below, along with distant yells and clangs and the occasional shot. The defenders lying in wait watched as the large group of raiders gathered at what was guessed to be the bombed out husk of an old school, the raider force just a bit below them in size seeming to set up camp there- if only seemingly basic stuff as debris was moved around to form barricades and cover as the couple remaining intact buildings on the school grounds were swiftly occupied. Not too much in the way of accurate details could be gleamed, but it was noticed that there were a trio of modified vehicles among them: large pickup trucks that had been modified extensively: heavy armor encompassing it and the flatbed sporting a heavy weapons mount and raised armored sides for cover.

The question of whether they would stay at the hastily set up camp or if they keep coming forward quickly became revealed however when the vast majority of the camp members began to move. Quickly they seemed to split up into three teams coincidentally matching the three fronts set up by the Vault Defenders; the two infantry based ones heading for the trails on the center and southern fronts while a third force began to move at a slow pace along with the vehicles towards the northwestern trail. There being relatively few defenders left at the camp was noted, but it was something that couldn't be taken advantage of until after at least one of the raider forces was dealt with.

And so the defenders watched as the raider groups began moving up the slope, and just when they get to the right spot...

The radio signal is given. The darkness is lit up, and the battle begins.


Round 1:

South Vault Attack: 71 + 5 (Unexperienced Police-Tier) - 5 (Night-Time Fighting) + 5 (High-Ground+) = 76
South Raider Defend: 100 - 10 (Ambush) - 5 (Clear Ground) - 5 (Demoralized) = 80 nat 100 Success crit! Crit Intensity roll: 24. Raiders do not take any losses this round!
Raider Casualty: NA
South Raider Attack: 67 - 10 (Ambush) - 5 (Night-Time Fighting) - 5 (Demoralized) = 47
South Vault Defend: 29 + 5 (Unexperienced Police-Tier) + 5 (Common Defense) + 5 (Basic Defenses) + 10 (High Ground+) = 54
Vault Casualty: 5 Wounded!

Center Vault Attack: 48 + 10 (Unexperienced Military-Tier) - 5 (Night-Time Fighting) + 5 (Heavy Ordinance) + 5 (High-Ground+) = 63
Center Raider Defend: 78 + 5 (Civilian-Tier) - 10 (Ambush) - 5 (Clear Ground) - 5 (Demoralized) = 63
Tie goes to Vaulters due to Initiative
Raider Casualty: 10 Killed!
Center Raider Attack: 27 + 5 (Civilian-Tier) - 10 (Ambush) - 5 (Night-Time Fighting) - 5 (Demoralized) = 12
Center Vault Defend: 28 + 10 (Unexperieced Military-Tier) + 5 (Common Defense) + 5 (Basic Defenses) + 10 (High Ground+) = 58
Vault Casualty: none

Northwest Vault Attack: 61 + 5 (Unexperienced Police-Tier) - 5 (Night-Time Fighting) + 5 (High-Ground+) = 66
Northwest Raider Defend: 76 - 10 (Ambush) - 5 (Clear Ground) - 5 (Demoralized) = 56
Raider Casualty: 18 Killed, 1 Wounded
Northwest Raider Attack: 67 - 10 (Ambush) - 5 (Night-Time Fighting) - 5 (Demoralized) = 40
Northwest Vault Defend: 59 + 5 (Unexperienced Police-Tier) + 5 (Common Defense) + 5 (Basic Defenses) + 10 (High Ground+) = 84
Vault Casualty: 1 Killed, 2 Wounded.

Technical Knockout (DC 50/60/70): 58. 71, 90. All three Technicals down!

Raider Morale:
South (DC 90): 33
Center (DC 85): 32
Northwest (DC 50): 19

Groups:
South: Vault-Security Detachment: 100 - 0 = 100 (5 wounded)
Center: Heavy Vault-Security Detachment: 100 - 0 = 100
Northwest: Vault-Security Detachment: 100 - 1 = 99 (2 wounded)

South: Raider Grunt Mob (Scrap Tier): 88 - 0 = 88
Center: Experienced Raider Team (Civilian Tier): 55 - 10 = 45
Northwest: Raider Grunt Mob (Scrap-Tier): 79 - 18 = 61 (1 wounded)

On the Southern Front, things do not start off well.

The first bursts of fire end up being incredibly off-aim, and by the time that the shots are corrected the raider mob had quickly rushed behind what cover remained and hadn't been uprooted. Frustrated with this, a few of the more hot blooded Vault defenders stand up from cover to try and get a better angle- only for counterfire from the raiders to send them down- a few due to bullets having hit them. Fortunately after some quick examination they were found to only be wounded, but it nonetheless serves to cool the temper of the defenders.

Further north on the Central Front, the beginning ambush goes well- a number of raiders caught out in the open and blasted to bits by the Heavy Detachment's explosive arsenal. This manages to suppress the experienced raiders, who scramble to cover. Experience and age allows them to maintain coherence, but it is quickly shown that trying to poke out from cover would be a very dangerous venture as bullets continued to rain down on their position.

Things seem to go the best on the Northwestern Front, as the raiders had traveled into the small valley on that side of the Mountain. This left them in a critically bad position as the Security Forces opened up there, mowing down many of the surprised thugs before they could even scramble for cover. Sporadic counterfire came from their ranks, managing to hit a few of your people in the exchange, but your forces definitely dealt the better blow.

Best of all was that the three Technicals never had a chance to be used. A pair of sniper rifles bark out, their bullets managing to impact the drivers of the lead and rear vehicle, leaving the rear one to simply come to a stop while the front one drives on for a moment longer, slowing but not stopping, before bumping into the dead husk of a tree. The third Technical simply goes up in a fireball as the combined gunfire of a couple dozen people quickly wears it down, one of the bullets managing to find it's way to the Nuclear Fusion engine and start a meltdown. Further shots make sure that the two disabled but intact technicals don't have anyone manning the guns, leaving the threat level of this theatre heavily reduced.

Round 2:

Initiative:
South: Vault 34 (75) vs Raider (19 - 10 = 9): Vault 34 wins initiative!
Center: Vault 34 (10) vs Raider (13 - 10 = 3): Vault 34 wins initiative!
Northwest: Vault 34 (38) vs Raider (24 - 10 = 14): Vault 34 wins initiative!
Ambush modifier remains unaffected!

Does Warboss enter the field (DC 60): 23, no.

South Vault Attack: 27 + 5 (Unexperienced Police-Tier) - 5 (Night-Time Fighting) + 5 (High-Ground+) = 37
South Raider Defend: 55 - 10 (Ambush) - 5 (Clear Ground) - 5 (Demoralized) = 35
Raider Casualty: 6 Killed, 1 Wounded!
South Raider Attack: 58 - 10 (Ambush) - 5 (Night-Time Fighting) - 5 (Demoralized) = 38
South Vault Defend: 62 + 5 (Unexperienced Police-Tier) + 5 (Common Defense) + 5 (Basic Defenses) + 10 (High Ground+) = 87
Vault Casualty: 1 Killed, 1 Wounded!

Center Vault Attack: 34 + 10 (Unexperienced Military-Tier) - 5 (Night-Time Fighting) + 5 (Heavy Ordinance) + 5 (High-Ground+) = 49
Center Raider Defend: 14 + 5 (Civilian-Tier) - 10 (Ambush) - 5 (Clear Ground) - 5 (Demoralized) = -1 Artificial Failure Crit! Crit Intensity roll: 6! Bonus Decrease in DC for morale roll failure.
Raider Casualty: 23 Killed, 8 Wounded!
Center Raider Attack: 93 + 5 (Civilian-Tier) - 10 (Ambush) - 5 (Night-Time Fighting) - 5 (Demoralized) = 78
Center Vault Defend: 42 + 10 (Unexperieced Military-Tier) + 5 (Common Defense) + 5 (Basic Defenses) + 10 (High Ground+) = 72
Vault Casualty: 6 Killed, 2 Wounded!

Northwest Vault Attack: 34 + 5 (Unexperienced Police-Tier) - 5 (Night-Time Fighting) + 5 (High-Ground+) = 39
Northwest Raider Defend: 15 - 10 (Ambush) - 5 (Clear Ground) - 5 (Demoralized) = -5 Artificial Overflow Failure Crit! Crit Intensity roll: 21! Casualty roll amount doubled (limited by group size).
Raider Casualty: 35 Killed, 10 Wounded.
Northwest Raider Attack: 93 - 10 (Ambush) - 5 (Night-Time Fighting) - 5 (Demoralized) = 73
Northwest Vault Defend: 79 + 5 (Unexperienced Police-Tier) + 5 (Common Defense) + 5 (Basic Defenses) + 10 (High Ground+) = 104 Artificial Overflow Success Crit! Crit Intensity Roll: 30! Casualty roll amount reduced by half.
Vault Casualty: 1 Wounded!

Raider Morale:
South (DC 80): 70
Center (DC 65-15): 18
Northwest (DC 25): 40! Northwest Raider Warband Survivors flee!

Warboss counter (DC 40): 5! Failure, Northwest Raider Warband flees the field!

Groups:
South: Vault-Security Detachment: 100 (5 Wounded) - 1 = 99 Killed (6 Wounded)
Center: Heavy Vault-Security Detachment: 100 - 6 = 94 (2 Wounded)
Northwest: Vault-Security Detachment: 99 (2 Wounded) - 0 = 99 (3 Wounded)

South: Raider Grunt Mob (Scrap Tier): 88 - 6 = 82 (1 Wounded)
Center: Experienced Raider Team (Civilian Tier): 45 - 23 = 22 (8 Wounded)
Northwest: Raider Grunt Mob (Scrap-Tier): 61 (1 wounded) - 35 = 26 (11 Wounded)

The fighting continues as the initial ambush begins to transition into a more open slugfest, if one that your people still have a definite edge in. The sounds gunshots, explosions, yells, and cries fills the night as the great battle raged on.

In the south, things progressed at a grueling pace as the Raiders slowly but surely tried to work their way up the slopes. A number of them would go down, but the volume of fire would be enough to allow many others to make their ways upwards, along with occasionally striking true- one Vault Dweller going down with a bullet through the arm as another collapses back, a raider having managed to track the bursts of fire coming from the woman's SMG quickly enough to take her down.

In the center the situation was both better and worse. The raiders here, more experienced and equipped then most of their fellows, fought well against the Vault Defenders as they held their ground- as they knew that either withdrawing or advancing would lead to decimation from the heavier weapons.

This was still happening however, as the explosive weaponry gathered from Vault 34 proved it's worth. Unguided rockets streaked across the darkness and struck rocks, blowing apart cover and injuring those behind it, as launched grenade-shells would streak downwards to impact the Raider formation like improvised artillery, taking down a few at a time. The Raiders here however would show their worth as they accurately fired back, and while the combat-grade armor would serve the Vault defenders well, several would be hit in more vulnerable spots or by ballistics that would still manage to punch through, unfortunately leaving a decent few dead.

In the northwest however, the story could be said different...

--- Northwestern Front: Raider POV ---

When Jerrek had signed up with the Banda De La Tormenta a couple years back, it had seemed like a good gig. The Banda was one of the top factions of the Old Vegas ruins, powerful enough to contend with the fierce competition in the city from other groups big and small. Hell, they were even powerful enough to keep the constantly at siege slave trade going despite how avidly those like the Desert Rangers, the Enforcers, and more distant groups like the Californians hunted down such efforts. And while he wasn't personally a supporter of the institution either, he nonetheless respected the Banda's ability to weather this attention and stay strong.

And so he had left his old man's caravan and joined up, bringing with several years of experience travelling the wastes and having dealt with his fair share of combat fighting off wildlife, tribals, and raiders. He even sweetened the pot a bit with the contents of an ambulance that had somehow been unlooted up until now, the gang definitely enjoying both the medical supplies and the drugs.

Because of all of that he had avoided being put into a role was only a couple steps better then literal cannon fodder, with him working hard to cement the fact that he had earned it. He fought and bled for the Banda, and while he wasn't about to say they were family or close comrades he would die for, he was at least happy with his decision.

Of course, all of that was brought into doubt now.

The past couple weeks had been a bit brutal for the Banda. At first it was just a normal if busy time. Conflict with the Cult had heated up, an influx of new recruits were busy being trained up, and some new tribes and gangs were the city were causing the normal chaos and upheaval.

Then all of a sudden the Cult got serious. Laser weapons and shiny bots started to appear among their members, and they seemed to know where every single patrol, stash, outpost, and base was. True their dicipline and battle-smarts were still lacking as per normal, but it seemed like any somewhat smart or competent leaders and soldiers were brought in all at once. Last he heard before the Big Boss himself ordered the discussions to end was that five strongholds and several hundred of their numbers were dead, and while a few areas stayed strong much of the core of their territory was captured or breaking apart.

He'll admit that it had shaken his faith and loyalty in the Banda, but he held on. The Banda after all were strong, and while they were shattered, the pieces could still be picked back up and assembled. Something that the Boss likely had in mind, if he was regrouping at old Frenchie.

Now that had all gone to shit. One moment he was advancing with his fellows of the Banda up the trail, a few fellows bantering behind him as the Technicals slowly rolled upwards. The next tracers were flying and bodies were dropping as one of the technicals blew up.

Mind blank for a moment, Jerrek tried to recover his wits as he sat behind a large rock, one of the few solid pieces of cover around.

"Jerrek! What do we do!?"

The yell finally drove him from his mind as he looked to the right, seeing one of the grunts yell at him. Why was he asking him!?

"The hell are you asking me for? Zed's in charge!" He yells back.

"Zeds fuckin' dead man! Same with Yorna and David! Grimsaw's knocked out too!" The guy yelled back, causing Jerrek's stomach to drop.

Those were the most experienced among this group, and also the informal chain of command. There was still Allen, but the guy was a coward who was only as high up as he was due to one of the rare cases of nepotism, and everyone knew that.

Which meant that... he was really in charge. Fuck.

"Dammit alright... what's the status of our other Technicals and heavy weapons!?" He yells, trying to get information on the situation to get a better read.

"Both of the other vehicles are knocked out, they got the drivers! The guns on them are being kept unmanned, anyone tryin to get to them is getting brained!" One of the newer members who had risen up beyond simple recruit yelled rather calmly, causing Jerrek to note that for later despite the situation. A good head is always in demand in a crew.

Sending that errant thought away, he focused back in just in time to hear someone else report.

"-ly two machine guns left. Grenadiers are still alive th-"

That was interrupted by a chain of explosions which thankfully happened a distance away. It still caused him to press himself against the ground though. Wait, that was-

"...Nevermind on that Jerrek. They're all dead."

"Oh god dammit. Is Terry still alive at least!?" He asked, referencing their sole radio man. The Technicals had their own radios, but good luck trying to access them now.

"Negative, but I think I know what you're talking about. He mentioned before he died that the other two groups are fighting. Wasn't any word from the camp itself before he got shot. The radio pack looked damaged too last I saw."

This was truly a shitshow. Being pinned and mowed down like Mole Rats. Few heavy weapons left, no vehicles, likely no reinforcements.

...Fucking dammit, he'll take the risk.

"Tork! Get your boys stimmed up! Use the Blood-Rage combo, and grab the remaining machine guns!"

Ignoring the 'hell yeah' and distant laughter from that, he glanced at those around either behind his rock or the nearby bits of cover.

"Alright, when Tork's boys drug up, they'll light up whoever the hell is shootin' at us and provide a great distraction. When that happens, grab whatever you can in terms of gear and wounded and follow me, we're getting out of here, preferably alive."

While he noticed some looks of uncertainty at that, he ignored them and focused back towards the front. Tork and 'his boys' was their groups bunch of heavy addicts which for the most part were thankfully of the Brute or Berserker category. Buffout, Psycho, Jet, and whatnot were their mainstays. The 'blood-rage' combo mentioned before was a mixture of PsychoJet and a pair of stimpacks, meant to cause great damage and destruction in a burning fury. The effect would be reduced out here, but it would at least keep them going for a while during which they'd let loose.

He only had to wait a couple more moments before he began to hear the bloodthirsty and carefree roars and cries alongside a drastic increase in gunfire, and a check would reveal that they had gotten to work- lighting up the towering slopes. Many stepped out of cover to do so, and a few even began to charge. That... he had hopped wouldn't happen, but it would at least draw their attention further away from the escapees. And just as planned, only a few shots streaking down towards them.

"This is it! Come on!" He yelled out, rushing out of cover as the others begin following suit. Only some yards away he slows briefly to reach down, pulling up a wounded man and throwing him over his back- the punk thankfully light enough to carry here.

They would make it out of this. And from there... well that depended on how the battle would go. In a way, he almost wished that the Storm Lord himself didn't make it. As is, he didn't know what his reaction would be if he survives and was discovered to have retreated while leaving behind others as a distraction. True he was practical, but after everything that's happened? Well, emotions get the best of us.

--- Northwestern Front: General POV ---

The northwestern raider force becomes further decimated under the combined firepower of a hundred Vault Dwellers, raining down lead onto the enemies as many of the former Vault inhabitants get to finally use their weaponry outside of a range and occasional mishap.

Some of them ended up escaping when a few of them got out from cover and begin spraying everywhere with what weapons they had. Fortunately their aim was terrible, as only one dweller got hit, and only wounded too. They took a while to put down however, and once the last of them finally dropped dead it was realized just what the others of their party had done.

And with that, the Northwestern Front was cleared with only one dead and a few wounded.

Round 3:

Initiative:
South: Vault 34 (6) vs Raiders (42 - 5 = 37) Raiders win initiative!
Center: Vault 34 (5) vs Raiders (38 - 5 = 33) Raiders win initiative!
Ambush Modifier degraded to -5.

Does Warboss enter the field (DC 40): 9, no. Warboss remains at camp.

South Vault Attack: 24 + 5 (Unexperienced Police-Tier) - 5 (Night-Time Fighting) + 5 (High-Ground+) = 29
South Raider Defend: 16 - 5 (Ambush) - 5 (Clear Ground) - 5 (Demoralized) = 1 Artificial Hard Failure Crit! Crit Intensity Roll: 67! Possible casualty amount roll doubled (25 -> 50), bonus decrease in DC to morale roll failure.
Raider Casualty: 32 Killed, 3 Wounded!
South Raider Attack: 55 - 5 (Ambush) - 5 (Night-Time Fighting) - 5 (Demoralized) = 40
South Vault Defend: 32 + 5 (Unexperienced Police-Tier) + 5 (Common Defense) + 5 (Basic Defenses) + 10 (High Ground+) = 57
Vault Casualty: 4 Wounded!

Center Vault Attack: 7 + 10 (Unexperienced Military-Tier) - 5 (Night-Time Fighting) + 5 (Heavy Ordinance) + 5 (High-Ground+) = 22
Center Raider Defend: 13 + 5 (Civilian-Tier) - 5 (Ambush) - 5 (Clear Ground) - 5 (Demoralized) = 3 Artificial Soft Failure Crit! Crit Intensity Roll: 30. Casualty Roll Amount Doubled (15 to 30, limited down to 22)
Raider Casualty: 13 Killed, 7 Wounded.
Center Raider Attack: 51 + 5 (Civilian-Tier) - 5 (Ambush) - 5 (Night-Time Fighting) - 5 (Demoralized) - 5 (Few Remain) = 36
Center Vault Defend: 79 + 10 (Unexperieced Military-Tier) + 5 (Common Defense) + 5 (Basic Defenses) + 10 (High Ground+) = 109 Artificial Overflow Success Crit! Crit Intensity Roll: 19! Casualty roll amount reduced by half!
Vault Casualty: 2 Wounded!

On the Southern and Central Fronts, the fighting continues on. More and more raiders fall as cover is chipped away at and the more foolish, bloodthirsty, or inexperienced attempt to move from cover- only to die for their efforts in many cases as little ground is gained. By comparison, the Vault Defenders suffer few casualties, with all of them so far being wounded.

The situation in the South changed for the better as the raiders there, over-confident due to their relatively few casualties, believing to have killed many of the defenders, and in many cases being drunk and/or high, decided to charge.

And so they rushed up the slope for all of thirty seconds, during which the Defenders gleefully reaped a toll on the charging raider mob. Finally, only about a third of the way up the slope, the raiders were forced to pause as they realized the situation- more then a third of their numbers killed or wounded, and at a point where there was almost no cover between them and the defenses.

The battle kept on here, but elsewhere developments were occurring...

Initiative:
Northwest Vault 34: 73! Initiative taken by commanding officers, moving to attack and secure raider rearguard/supply camp!

Raider Camp-Defender Count: 33
Quality: 9! Raiders at camp of poor quality, -5 due to Inexperience.
Defenses: 64! Basic Defenses present, +5 to Raider Defend Rolls.

Vault Attack on Raider Camp: 12+ 5 (Unexperienced Police-Tier) - 5 (Night-Time Fighting) + 5 (Surprise Attack) = 17
Raider Defend: 39 - 5 (Inexperience) - 10 (Ambush/Surprise Attack) + 5 (Basic Defenses) - 5 (Demoralized) = 24
Raider Casualties: 1 Killed, 2 Wounded!
Raider Attack: 11 - 5 (Inexperience) - 10 (Ambush/Surprise Attack) - 5 (Night-Time Fighting) + 5 (Warboss) - 5 (Demoralized) = -9 Artificial Overflow Failure Crit! Crit Intensity Roll: 54 Enemy experiences friendly fire!
Vault Defend: 88 + 5 (Unexperienced Police-Tier) + 5 (Common Defense) = 98 Artificial Soft Crit! Crit Intensity Roll: 5! No losses!
Raider Casualties: 16 Killed, 1 Wounded!

--- Raider Camp: Storm Lord POV ---

Martin Guerrero's frown deepened as he looked at close by Frenchmen Mountain, the slopes still alit in the cracks of gunfire and flashes of explosions. His hand twitched towards his trusty weapon, a large blade that was just light enough to be wielded with just one hand while still having enough weight to give most combatants pause.

In all honesty, he wanted to be out there. Fighting with his boys and girls to crush whoever was giving so much resistance. The fact that it would give him something to do besides fret and brood was unsaid. The fact of the matter was however that he needed to be here, in order to keep things secure.

In his haste to clear the mountain so that they can set up there and dig out a decent defensible location, he had neglected to leave himself a sizable reserve. It should have been fine; his boys had cleared out the entire urban/suburban area leading up to the mountain of potential threats, and scouts had confirmed that nothing was approaching from elsewhere. Between that and the fact that he knew for a fact that Frenchmen Mountain normally only had Golden Geckos to contend with, at most maybe a new Cazador nest or a few random people, he had figured that quickly clearing it after a bit of preparation would be an affordable short term risk.

How the hell was he supposed to know that there was some group up on the Mountain, one that was at least capable of bogging down his forces. They weren't even responding on what few radios they had, and he can't afford to send a runner, not when the only members of his gang defending the camp were recruits!

No, he needed to be smart about this. He would wait for word to reach back, although sending a couple recruits to check on the status of the two nearest forces may be smart. He needed to know soon if he would need to further cut his losses and flee or if the situation was in hand. Thankfully the fact that there weren't any signs of lasers even from this far told him that it was likely that this wasn't the Cult of the House. Who it could be though he wasn't sure. Rangers were a possibility but an unlikely one, given the volume of tracer rounds he noticed coming from the slopes.

His thoughts dwelled to the possibility of it being the Cult, but just as he dismissed it shots rang out- streaking into the camp. One of them would be lucky enough to hit him, one of the few casualties from the initial Vaulter attack on the camp as only one other would be wounded and a third raider killed. And yet, as Martin Guerrero, Storm Lord of the Banda De La Tormenta, shook himself from his shock and got behind cover- moving for where he knew a Med-X and Stimpack were at, the main source of the losses of the attack on the raider camp quickly came to be...

--- Outside the Raider Camp: Lieutenant James Morrison POV ---

James Morrison considered himself lucky for the opportunity he had been presented.

As one of the Lieutenants of the pre-expansion Vault Security Force, he was among those chosen to command one of the fronts- the northwestern one specifically. And while he wasn't exactly a gloryhound, he was nonetheless eager to both put down the rather savage surface dwellers that decide to approach them and to show his competence and capability. And boy did he do that!

From what the communications indicated, the enemy on his front were the first to break! On top of them having managed to efficiently silence the three heavy trucks the enemy had brought!

But then, as his men and women watched the distant darkness where the raiders had run off to, he had a thought. The flank of the raiders was wide open now, so why not capitalize on it.

He had quickly made apparent his plans via communication over Pip-Boy radio, and while there was a bit of hesitance action was quickly allowed. Which was good, since he planned to at least take advantage of it by assisting the Center, but now he was given leeway to bring the majority of his troops out while a few along with the few camp defenders organized kept security going.

And so his forces had moved out, using the night to quietly but quickly approach as distantly the brutes fought against his fellow dwellers.

Eventually they had arrived at the camp outskirts and engaged, and he'll admit that the initial attack proved to be rather... lacking. Only a couple raiders had gone down from what he could see, and the group closest to them managed to either scramble behind cover or stupidly stay out of it while raising their own weapons-

-Before many proceeded to be cut down, as the raiders on the other side of the camp hastily openned fire in their direction, their fellows and the defenses they made soaking up much of the gunfire. Poor aim and distance meant that any of the rounds that sailed over those failed to hit them.

The friendly-fire shooters seemed to realize after a few moments what they had done, and after a moment of stunned silence most of them began to flee. Not wasting the opportunity he ordered the charge into the camp, quickly securing the few survivors closer to them.

"Pan out and secure the camp! Squads 2, 3, and 5, go after those escapees and deal with them! Should they get too far, return back here!" He yells out, the soldiers complying and moving to do just that.

Then a bellow was heard as one of the men hastily back up, a large man stepping up and barely missing with the swing of a rather large blade. Immediately he rushed over along with over a dozen others, quickly surrounding the man.

"Drop your weapon and put your hands up, now!"

Raider Morale:
South (DC 60): 86! Southern Raider Force breaks!
Center (DC 10): 94! Center Raider Force breaks!
Camp (DC 20+10): 91! Raider Camp Defenders break!

Warboss Counter: Automatic Failure!
Is Warboss killed during attempt (DC 65): 56, no.
Does Warboss escape (DC 45): 78, no! Warboss is surrounded
Does Warboss surrender (DC 50): 49, yes! Warboss surrenders!

Does South Raider Force surrender (DC 50): 73! South Raider Force surrenders!
Does Center Raider Force surrender (DC 5): 44! South Raider Force surrenders!
Does Camp Raider Force surrender (DC 20): 47! South Raider Force surrenders!

All across the battlefield, word quickly spreads of the situation. The undertrained raiders had spread out in their haste to flee, with a couple managing to reach each of the Fronts. Managing to avoid being mowed down, the fact that the camp had been attacked and overrun spread- along with the information of the Storm Lord being seen going down.

Morale wavered intensely as the remaining raiders stayed behind cover, contemplating this fact. Soon it begins, first in the Center, and then elsewhere. Raiders begin yelling up to the Vaulters, calls of their surrender and giving up, with even a couple cases of men taking off white enough pieces of clothing and tying them to rifles before waving them.

The Southern Front was most hesitant on this, having not lost nearly as much as the other forces even if they have indeed suffered casualties, but in the end the decision was made to follow.

It takes a bit of time for the Vault Dwellers to notice this, but as the gunfire lessens and the first yells and white cloths are seen, the information quickly spreads among the defenders. The gunfire ends, and cautiously the Vaulters order the raiders out from cover- keeping them under their guns as they approach and detain them. Further into the ruined houses and smaller buildings squads dispatched by the force attacking the camp catch up with the raider survivors of the camp attack, likewise detaining them and in a couple cases saving them from mutated wildlife- specifically enlarged roaches and a pack of rat-sized cats.

All of this was unknown at the moment for the Storm Lord, who was in the middle of a bad situation himself...

--- Raider Camp: Storm Lord POV ---

"Drop your weapons and put your hands up, now!"

That yell and more came from the many armed people that now surrounded him. It had taken him a couple minutes to get back up, especially as he had to yank the mostly out bullet himself to allow the Stimpack to properly heal him, but it had been a couple minutes too much. The camp was now empty of his people save for the dead and wounded, which just left him and the reason for his camp's current state.

Out of all the forces he had expected to be the culprits, it sure as hell hadn't been a Vault. And it wasn't from a number he recognized either! Had there been a Vault up on Frenchman Mountain this whole time? Or had they come from elsewhere.

Regardless, now he was in a difficult position. While healed, he was still left a bit drained from both the hit and the experiences over the last few days. He could tough through them, but it would slow him down just a bit- and if he was to survive this he needed every bit of strength and skill he had.

He was just about to charge out in order to try to rush an escape, death be damned, when he noticed it. The distant shots had fallen silent.

He looked towards the dark mass that was the mountain, and indeed the tracers and flashes were all gone. Lights still moved about, but they were not from combat. And it was both high enough and in enough numbers that he knew it wasn't his forces.

He had been defeated, and while a part of him raged to go out in a blaze of glory and blood to avenge this blow... he was tired. He was tired and enough of him wanted to live to stop.

"I am the Storm Lord- survivor of the Year of Blood, crusher of a dozen gangs and a thousand people, and both founder and leader of the Banda De La Tormenta. And... I surrender." He says as he lowers Tempest, his favored blade, before raising his hands. The fight was over.

Groups:
South: Vault-Security Detachment: 99 Killed (6 Wounded) - 0 = 99 (10 Wounded)
Center: Heavy Vault-Security Detachment: 92 (2 Wounded) - 0 = 94 (4 Wounded)
Northwest: Vault-Security Detachment: 99 (3 Wounded) - 0 = 99 (3 Wounded)

South: Raider Grunt Mob (Scrap Tier): 82 (1 Wounded) - 32 = 50 (4 Wounded)
Center: Experienced Raider Team (Civilian Tier): 22 (8 Wounded) - 13 = 9 (All Wounded)
Northwest: Raider Grunt Mob (Scrap-Tier): 26 (11 Wounded)
Camp: Raider Recruit Defense Force (Inexperienced): 33 - 17 = 16 (3 Wounded)

Results:
Vault 34 Victory!
Banda De La Tormenta Raider Remnant Demolished, with most either dead or captured!

Raiders Starting Forces:
- 256 Raiders
-- 167 Scrap-Tier Grunt Raiders
-- 55 Civilian-Tier Experienced Raiders
-- 33 Inexperienced Raider Recruits
-- 1 Warboss
- 3 Scrap-Tier Technicals

Raider Casualties:
- 154 Raiders Killed
- 76 Raiders Captured (including Warboss)
-- 16 Wounded
- 26 Raiders Escaped
-- 11 Wounded
- 3 Scrap-Tier Technicals knocked out/destroyed

Vault 34 Starting Forces:
- 300 Vault Security Officers
-- 100 Heavy Security Officers

Vault 34 Losses:
- 8 Vault Security Officers Killed
- 17 Vault Security Officers Wounded

Discovered Slave Count: 87

With the surrender of the Storm Lord, the Battle for Frenchman Mountain ended in a victory for the former inhabitants of Vault 34. The vast majority of the large raider force that had fought them had been defeated- killed or wounded with a few that had fled.

This elated your people, and the worries and fears of being overrun and destroyed by wasteland savages was now gone. Of course, it wasn't without losses. Eight Security Officers had been killed in the fighting, and another 17 wounded. While this meant that there was a 28.75 to 1 Kill/Capture ratio in favor of your people, it was still eight more dwellers now dead. And now, decisions must be made as the morning approaches.

First, what shall be done with the dead? The old practice was for the dead to be broken down/decomposed and allow for the nutrients from such to be used in fertilizing soil in hydroponics, helping to grow food while allowing for the deceased to give one last contribution. With that in addition to a small amount being cremated and stored either in the Vault Columbarium or in the possession of relatives/loved ones of the deceased. Obviously that isn't an option now, so the issue now remains on what to do with the deceased from the Vault.


[ ] Burn Them
Set up a fire pit to stack the bodies on and burn them.

[ ] Bury Them
Bury the bodies on Frenchman Mountain, where the eight made their ultimate sacrifice

[ ] Keep Them
Keep the bodies stored to the best of your capabilities and bring them with you for later burial or dealing with them.


A similar question also remains on just what to do with the dead of the Raiders.


[ ] Burn Them
Set up a larger fire pit to stack the bodies on and burn them.

[ ] Bury Them
Dig up an open pit and create a mass grave for them, using some of the captured raiders to help quickly dig this up.

[ ] Keep Them
Keep the bodies stored to the best of your capabilities and bring them with you for later burial, burning, or other use.

Then after all of that there was the issue of wounded. You had 17 wounded being dealt with on top of the 15 wounded since the Vault Accident, and those could be dealt with and continued to be cared for no problem. Yet you also had 16 wounded Raiders on your hands. How do you wish to deal with them?


[ ] Leave them be
You can't spare any treatment for them, so they'll have to make do with just what they and their fellow prisoners can fix up on their own.

[ ] Leave them behind
They're too much of a burden to care for or bring along, so it's been decided to release them once you get going. It's not like a few wounded raiders will be able to do much to you, and they're likely to die anyway from bad wounds or from those that smell blood.

[ ] Give minor treatment
You can't afford to devote the best of your medical supplies to them, but some basic fixing up can be done. It won't help for the worst cases or for long term recovery, but it'll at least help prevent infection and disease.

[ ] Give equal treatment
Enemy or not, these raiders are your prisoners and as a result your responsibility. Heal them right and heal them proper to the best of your abilities.

[ ] Give Mercy
They will only slow you down and use up valuable time and resources if brought with, and could be a potential issue if just released. Give them a cold mercy, and let them no longer be in pain or a burden.


While efforts can be made later on in securing the battlefield and recovering or preparing, there is one thing to address now. Specifically slaves, all 87 of them in captivity. Men, women, and children were all held by the raiders with collars and shackles, the former of which were explosive slave collars that you thankfully had the deactivation code for- found on the Storm Lord himself. What did you wish to do with them?


[ ] Release Them
They aren't your responsibility to deal with. Simply release them and let them go free.
[ ] Help Them
They aren't your responsibility to deal with, but at the same time you won't just let them die. Let them have a share of the loot the raiders had: weapons, supplies, meds, and such. This will help improve their odds out in the wastes.
[ ] Give an Offer
They're 87 complete strangers, but at the same time they have clearly suffered. Future losses for your forces are almost expected, so it may be useful to tag along. Maybe you'll part latter on in good terms, or maybe they'll even fully join your numbers.

[ ] No Witnesses
There can be no more witnesses to your people's presence here. Silence them.

And finally, there's the matter of the raiders you had captured. What do you want to do with them?
(Note: Some previous options may or may not match with certain options down below)


[ ] Imprison them

Simple as that, they are now your prisoners for however long and in what manner you deem important.
[ ] Let them go
Quite frankly, you don't have the time or resources to hold them. Let them go free.

[ ] Kill them
They would be a burden to keep prisoner, but at the same time you don't want to risk them causing more trouble in the future- especially for your own people. Execute them.
- [ ] Justice
The raiders are to be killed, but there's a group present who'd want their deaths much more then you. Allow the ex-slaves to kill them.
-- [ ] Revenge
Don't bother trying to temper how the slaves go about killing the raiders. No doubt the raiders inflicted many tortures and horrors upon them, so you will not prevent them from doing the same.


AN: And there we go, finally finished! The largest post for this quest so far, and one that I spent time working and thinking over when not busy with other things.

If there's any errors or things that could use further clarification, or even simple questions, please do let me know.

You have a total of five items to vote on here:
- How you want to deal with your dead.
- How you want to deal with the Raider dead.
- How you want to deal with the Raider wounded.
- How you want to deal with the Slaves.
- How you want to deal with the (non-wounded) Raider Prisoners.

A 24 Hour Moratorium is in place, after which voting can begin!
 
Last edited:
Prologue 0.7
[X] Plan: Preparation for interrogation and trial.
-[X] Bury Them

Bury the bodies on Frenchman Mountain, where the eight made their ultimate sacrifice
-[X] Bury Them
Dig up an open pit and create a mass grave for them, using some of the captured raiders to help quickly dig this up.
-[X] Leave them be
You can't spare any treatment for them, so they'll have to make do with just what they and their fellow prisoners can fix up on their own.
-[X] Give an Offer
They're 87 complete strangers, but at the same time they have clearly suffered. Future losses for your forces are almost expected, so it may be useful to tag along. Maybe you'll part latter on in good terms, or maybe they'll even fully join your numbers.
-[X] Imprison them
Simple as that, they are now your prisoners for however long and in what manner you deem important.

For the remaining few hours until the sun fully rose above the horizon, the Mountain remained busy.

Those who had been wounded on your side were fixed up, weary security officers took shifts to recover some of their strength, and accommodations were made for the freed slaves who, upon giving them the offer, decided to at least stay with you for the time being.

The raiders are quickly put to work, assigning them under guard to dig out a large pit in which the deceased raiders will be thrown into. The eight officers who died are meanwhile given a more proper burial, makeshift crosses prepared and inscribed as they're put to rest on the surface: the first dwellers to get the 'privilege' to do so. A brief service is held in their honor, but unfortunately there isn't time for a proper one. Nonetheless people make it a point to visit and pay their respects before moving on.

The time also allows for the victory and reality of the situation to sink in. Some of the more eccentric or energetic members are celebratory about the win, and while for the rest it's much more subdued they are nonetheless a bit more optimistic. After all they just drove back this scourge of savages, and have shown their might against them.

Gain: +5 to Morale. Other unknown effects.

Now after a brief power nap and a long while of organizing you face the decision of what to do today- so many new things being on the table to work on whether you intend to stay or keep going.





Note: A few options DC and descriptions/notes have been modified or added on to. A few new options have been added.

Current Vault population: 1048 (32 wounded, 8 unable to walk)

Current Morale: 40/200 (Grimly Determined/In Shock/Slightly hopeful)

Current modifiers:
- Common Defense: +5 for initial defense roll no matter the circumstances (due to entire pop being armed along with a more armed/armored core)
- Heavy-Ordinance away: +10 to fighting Scrap-Tier or below equipped opponents, +5 in other circumstances.
- Military-equipped (Untrained): +10 to combat if your militarily equipped but not specifically trained core troops are specifically deployed
- New land: -10 to gathering food and rations, -5 to exploring rural areas and scavenging without having explored the area first.
- Surprise Exodus Effect: Morale prevented from naturally increasing or decreasing, no random negative rolls unless morale gets to or below 20, broken when morale reaches 65 or a permanent/semi-permanent home is established- upon which Surprise Exodus is replaced by the Effect Home Sickness

You currently have four Action Points which can be used.

[ ] Pack up camp
You have stayed around long enough. Time to get back on the road.
Cost: 1 Action Point
Chance of Success: 100%
Reward: Camp packed up, marching options available to do (can be same turn).
Note: Does not invoke penalty for staying in one place without a camp if this is taken and a marching action isn't.


[ ] Explore the area:
Exploring around the area does have some dangers, but at the same time it can provide good information on the immediate and beyond lay of the land, possible opportunities, any people or threats, and potential other information. Being currently on top of Frenchman Mountain in particular gives you a good opportunity to see the far surrounding areas.
Cost: 1 Action Point
Chance of Success: 90/60%
Reward: Information on the local area and anything in it as well as beyond, possible +5 bonus to Prospective Salvage action.


[ ] Prospective Salvage: Frenchman Mountain
You may be currently on the move, but that doesn't stop you from trying to scavenge around for any loot of value. While this will mostly focus on what may be up here pre-battle, there still may be an opportunity to get loot from said battle.
Cost: 1 Action Point
Chance of Success: 70/50/5%
Reward: Potential loot and areas of interest discovered.


[ ] Prospective Salvage: The Battlefield
With the battle won, it's time to go over the spoils. So with that in mind, going over the battlefield to gather surviving equipment and loot would be wise.
Cost: 1 Action Point
Chance of Success: 80/30/5%
Reward: Starting at 20, each increment of an additional 10 provides a normal loot roll. At 70 and up, this turns into a rare loot roll, and 95 nets an elite loot roll.


[ ] Prospective Salvage: Eastern Sunrise
Laid out next to the mountain is the pre-war Sunrise Community. Looting it could net a few interesting things. Plus, the raider's you just dealt with no doubt already dealt with a decent few of the possible close by dangers that lurked in here.
Cost: 1 Action Point
Chance of Success: 90/40%
Reward: Potential loot


[ ] Mechanized Potential
During the battle, two of the raider's technicals were quite smoothly knocked out with likely little damage to the vehicles themselves. It may be of interest to check out these vehicles and get them operational.
Cost: 1 Action Point
Chance of Success: 95/80/50/20%
Reward: One or both vehicles operational, potential intact mounted heavy weapons or support gear.


[ ] Foraging the Wasteland
It seems like a desolate place, but besides a bit of wildlife and abandoned nuclear-waste, radiation levels seem to be pretty normal. With that in mind, perhaps there's some usable food and water around which could be used to supplant what you currently have?
Cost: 1 Action Point
Chance of Success: 75/50/20%
Reward: Food and water for the day discovered, possibility of finding enough for a few days or even beyond.


[ ] Gathering information: The Prisoners
With all the new people, you now have a decent opportunity to collect information. The prisoners from the Banda De La Tormenta for example may have some useful information on just what's going on in the area in and around the Vegas Ruins, given that the area seems to be where they came from.
Cost: 1 Action Point
Chance of Success: 90/60/30/10%
Reward: General information on the situation in the old Las Vegas Metropolitan area. Potential points of interest and more specific information.


[ ] Gathering Information: The Freed
With all the new people, you now have a decent opportunity to collect information. The recently freed slaves for example come from all around, and could give both some good general information and knowledge about the region and how things work. They'll certainly be thankful, so it shouldn't take much to get this out of them.
Cost: 1 Action Point
Chance of Success: 95/40%
Reward: General information about the post-apocalyptic wasteland and general region. Potential points of interest and more specific information.


[ ] Contacting Local Authorities
While you don't know much about the wasteland, you do know that there's some authorities around. Mentions of a group named the 'Desert Rangers', plus Boulder City down south seeming to be inhabited in some capacity. Your transmission capacity isn't all that good, but maybe you can manage to get in contact nonetheless?
Cost: 1 Action Point
Chance of Success: 50/30%
Reward: Radio Contact established with Boulder City and/or Desert Ranger contingent.


[ ] Judgement Time
You have decided that now is the time to hold a (brief) trial for the captured Raiders.
Cost: 1 Action Point
Chance of Success: 100%
Reward: Small Morale boost. Raiders are judged and potentially punished.


[ ] On the March: North
Your people are on the move, and a direction must be chosen. In this you decide to head North, along Frenchman mountain and towards distant Nellis Air Force Base and Eagleton. This will take you over rough terrain, which will let you avoid the ruins of Las Vegas, but in exchange means for a slower pace and potentially coming into contact with any surviving wildlife.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: Northwest
Your people are on the move, and a direction must be chosen. In this you decide to head Northwest, into the eastern edge of the North Vegas ruins and the northern part of the old Sunrise community near Frenchman Mountain. This will pretty quickly take you down from the mountain and into the old city outskirts, from which you could later on choose to follow the old highway northeast to Nellis, getting their quicker then straight north from Vault 34, travel quickly southwards, or split further off into the Vegas Ruins directly west or north.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: West
Your people are on the move, and a direction must be chosen. In this you decide to head directly west into the larger part of the old Sunshine community at the outskirts of Las Vegas. From there you could move along the highway north or south, or head further west into the ruins. This area is pretty cleared out due to the raiders which you have just recently destroyed.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: South
Your people are on the move, and a direction must be chosen. In this you decide to head South, going over some semi-rough terrain in order to reach the area that from pre-war records described as a wetlands with the adjacent Lake Las Vegas. Whether or not these have persisted post-war or are simply dried out lands you do not know, but from there you could travel west into Paradise, south into Henderson, or southeast/east to reach Boulder City and Lake Mead.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: East
Your people are on the move, and a direction must be chosen. In this you decide to head east, over rough terrain and to State Routes 147 and 167. There isn't much in this direction until you reach Lake Mead and a small pre-war community named Callville Bay, but perhaps there's things that aren't on the basic maps you have or that's changed post-apocalypse?
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] A New Home
You've decided that this area is a suitable place for a new home, so now it's time to stake your claim
Cost: 1 Action Point
Chance of Success: 100%
Reward: Set up a permanent home, possible mini-turn(s) for specifics.
Note: Ends the Prologue



AN: New post up. Not the most satisfied with it, but I'm not going to delay any longer.

Feedback is welcome, and if you see any mistakes or spots that need better clarification, or even if you think that there should be more options to vote from, then please do make sure to comment and let me know!

There is a moratorium of 24 hours, after which voting will commence.
 
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