It doesn't really matter if they know where the Vault is after all in maybe a week or 2 it will become an Irradiated Hellhole. And Fighting is probably the best option, especially with all of the Guns that the Vault has.

Those Followers of house are really interesting. @MajorKO did you take inspiration from The House Always Wins: A Fallout New Vegas Quest? if so then we either have a more practical house or a more caring one and with the Followers winning against other gangs if he incorporates them we will have a much stronger House than in Canon.

And I really don't understand the Hate against Nellis it was already a good choice before this turn and now with the confirmation that just like canon it's encircled by Mountains instead of just being Flat land and that the Tower is still there, we have one of the best-defended areas on the map (especially after we step up overwatch from the tower) That will also allow us to set up our strongest advantage the G.E.C.K in peace after we take it. After all, if we want to maximize our gains from the G.E.C.K we are gonna need a lot of Land to cultivate and farm on and Nellis has a lot of it.

I did take a bit of inspiration from that, even if they're certainly different. How different they are remains up to you guys to find out about.
 
[X] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

I'm really tired of people suggesting Nellis, I want our people to be able to counter the House, NCR, and the Legion since we can form our own nation.
Why wouldn't we be able to do that from Nellis? No matter where we are based from we can choose to do stuff to/with the other factions.

I don't understand thinking that being in Nellis means no interaction with other groups.

Also Nellis has been done that what they did last game let do something new and not tread old game
I can sort of see that point of view but Nellis is a really nice location.

Lots of tech, solar panels for power, plenty of weapons and ammo, living areas still intact, a whole airport to salvage, plenty of room to start farming after the GECK fixes things, and it's really defensible. Plus we know with meta knowledge that a nearby lake has a decently intact plane we can fix up in it.

And again, even if we pick the same location to settle, nothing is forcing us to act the same way as the game. I can see us partnering up with house to take the area over or becoming increasingly rich and influential trader kings because we can grow healthy food better than anywhere else.

We have all kinds of options. I don't think anyone wants to go isolationist like they did in the game.

And if you think there is a better location to settle make the best case you can for it and see if people agree. It's certainly not impossible.
 
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[X] "Going to prepare to defend. If they're coming here, we'll be ready to face them."
 
[X] "Going to prepare to defend. If they're coming here, we'll be ready to face them."
 
[X] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

@MajorKO the vote a runway for fight so you can prob close it early

[X] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

I can sort of see that point of view but Nellis is a really nice location.

Lots of tech, solar panels for power, plenty of weapons and ammo, living areas still intact, a whole airport to salvage, plenty of room to start farming after the GECK fixes things, and it's really defensible. Plus we know with meta knowledge that a nearby lake has a decently intact plane we can fix up in it.

And again, even if we pick the same location to settle, nothing is forcing us to act the same way as the game. I can see us partnering up with house to take the area over or becoming increasingly rich and influential trader kings because we can grow healthy food better than anywhere else.

We have all kinds of options. I don't think anyone wants to go isolationist like they did in the game.

And if you think there is a better location to settle make the best case you can for it and see if people agree. It's certainly not impossible.
I think it kind of a big assumpution with the AU that it won't be picked dry of resources weapons ect since well it a mil base that prob the first thing people thought to pick dry for weapons and such/other resources. Ehh if nellis is siuated like it was in the game it very much limit our options sure we could trade with but it limit our trade bassicly to new vegas we are off any trading routes off to the side we really have to entice people with something to get them to get a lot of traders to come with us....which the geck would create a oias but even a oias has to have water and all our water would come from lake mead a critical weakness cause if we start growing a bunch of rich food people are gonna start wondering where we get the water for that food and eventully find the weakness and use it to exploit it over us. Also I def don't want to partner with house only for the reasons that a man a tool and I rather ally with the locals and build up the local factions to be a threat to outside influence and since he just bad for the mojave... find with making deals with him but partner nah. The most impormant thing is that out water supply for the forseeable future would be from lake mead and if someone finds out they can hold it over or heads and use it as a threat and we be under there thumb bassicly. We also don't know if anyone is in nellis either....I almost want us to sit tight here for another turn and send scouts north and south to get a better grasp with the situation at nellis and lake mead.

I am the hoover dam/lake mead and been making the argument for those for a very long time due to the great defenislbe postion, the massive amount of water that we be safe with and would turn into a long term oias too since we would not have to worry about water, we become a argiculutral haven and all the energy it would produce for us.
 
I am the hoover dam/lake mead and been making the argument for those for a very long time due to the great defenislbe postion, the massive amount of water that we be safe with and would turn into a long term oias too since we would not have to worry about water, we become a argiculutral haven and all the energy it would produce for us.
I like Hoover Dam but there are just so many problems with it. First, we will certainly have to fight to get it (if Nellis or other locations we may have a chance not to fight with the Dam no way).

Secondly, even if we get set up and build defenses we are only 1000 people there are just not enough people if we want to hold something as big as the dam against a dedicated attack by gangers and tribes like the fiends or the Khans if they exist. And that's not even talking about how we would deal with the NCR and the Legion which we would have no way to stop. (the NCR even after concentrating almost all of their forces on the Dam almost lost to the legion and they had a much larger force than 1000 men and people shouldn't discount the NCR they beat the Mojave brotherhood which had hundreds of Power armored veterans at the battle of Helios 1) so even if we entrench ourselves at the Dam it would only be for a short time before we either join the NCR or get evicted.

And Finally and the main reason why I am against the Dam in this Quest is that we have one of the best G.E.C.Ks out there and to use it effectively we need a lot of arable lands something the Dam can't give us (don't get me wrong taking the dam will give us a lot of space too much space in fact but all of it will be on concrete not very plant friendly) so whatever location we chose has to have a lot of land to effectively make use of our biggest advantage.

As for Lake mead locations, almost all of them are bad defensively except maybe bittersprings? but then we would have to fight the Khans and it's not really that good of a location. and another problem we have is that we only have 2 months' worth of ration with young and old people so we must find a location quickly and step up our farming before starvation kicks in. if not I would have loved Jacobstown but it's too far.

However, maybe we can go to camp McCarran it's defensible has a good amount of land, and is right next to a major highway so perfect for trading. But Energy and Water would be a big problem.
 
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.
 
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