Fallout: Lone Star (Texas Wasteland, Republic of Texas Quest)

I was just asking about assaultrons in general
Why they look like that lmao

There's no explanation in-universe, these Reddit poster propose this explanation why they look they way they do:

Looking at the concept art, it looks like the chest area holds a power source/engine of some sort that they were unable to shrink while maintaining enough power for its combat viability (that face laser must use a fuckton of energy). The shoulders and hips look like they're designed with powerful motivators to give it good running speed and melee capabilities, and the rest seems like it's designed to keep a slimmer profile to make it harder for people to shoot at.

After they got the concept down, they might have just smoothed it down into something with a more unconventional and unassuming appearance. If you see an assaultron and don't know what it is, you probably won't think much of it until it sneaks up behind you and eviscerates you in its hands, at which point you won't be telling anyone about it.

I don't think there's is explanation from developers why they made it that way.
 
Come on boy won't you shake an old soldier's hand?
Yeess!!! Are you reeaaddy?!?
are you ready?!? Are yah reeaaddy!?!
Military central!
Military central! Armament central! Armament central! Reclaiming central! Reclaiming central!
Can you feel it! Game changing! Game changing! Game changing alright! I'd say im satisfied, but if you ain't, Don't blame Him We can blame the dice on the other side!!
Hehehehehehheeh
This is great
 
If I had a nickle for every time we solved a diplomatic problem in this quest with a marriage I'd have two nickles. Which isn't a lot but it's weird it happened twice.

Can't wait to steal all the robots and pre-War weapons in that fort.
 
Has anyone set up baseball, American football or soccer teams? I could see the various groups sponsoring teams.

Down the line when the Houston League and transit is overall stable, we will have some sports organizations popping up. Aggieland in particular has been itching for a sports organization so they can play football and baseball against other people.

Does a geck restore deposits that have been mined or drilled because some covert matter and coal iron gold and oil are matter

I think it just cleans the environment through purification, makes soil rich and water pure. Maybe it opens up underground water deposits, not too sure. If it was a straight up matter creator then the Enclave would have likely had Star Trek level replicators so probably not.

Secondly, are we ever gonna encounter some unique mutants? Like say black bears turned Yao Gui that escaped from the zoo? Or Ghoulfied mountain lions?

If you want to encounter unique mutants, head to heavily irradiated areas like Houston proper or Austin. So far most of our operations have been on the periphery where there wouldn't be any radiation spread.
 
Down the line when the Houston League and transit is overall stable, we will have some sports organizations popping up. Aggieland in particular has been itching for a sports organization so they can play football and baseball against other people.



I think it just cleans the environment through purification, makes soil rich and water pure. Maybe it opens up underground water deposits, not too sure. If it was a straight up matter creator then the Enclave would have likely had Star Trek level replicators so probably not.



If you want to encounter unique mutants, head to heavily irradiated areas like Houston proper or Austin. So far most of our operations have been on the periphery where there wouldn't be any radiation spread.

I think matter converters are technically a thing in fallout but its Big mountain tech that saw a very limited release anywhere outside it Pre great war.

Like only two places I can think of is the serria madre with it's vending machines and possibly the area that would become the divide requisition machines if I'm remembering correctly.
 
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I think matter converters are technically a thing in fallout but its Big mountain tech that saw a very limited release anywhere outside it Pre great war.

Like only two places I can think of is the serria madre with it's vending machines and possibly the area that would become the divide requisition machines if I'm remembering correctly.

Even then it was a relatively new technology by the time the bombs fell.
 
Turn 11 March 2124
Turn 11 March 2124

With the inaguration of the second session of Congress, it seems that money is on the minds of every Congressmen now that we have an official national bank, one that nearly didn't go through due to Democratic Republican style opposition. Taxes are still a hot topic of debate, and while there were a few proposals that came close to passing, nothing concrete was able to be ratified due to the heavy heat and intensity people still hold over being taxed even 1% on anything. Oh well, at least you still got a hefty treasury to play with. Still, that didn't mean that people weren't enthusiastic about another aspect of economics, banking.

With the inclusion of Aggieland into the Houston League came the need to integrate their economy with the rest of the League. While such an inclusion was fine for small settlements and communities like Wharton, the problem was that Aggieland had the third highest population in the Wasteland and a major city that was relatively intact, especially with Bryan being recolonized thanks to the 67 GECK. Aggieland had some water reserves, but not enough to build a currency off of and no one was willing to part with their gold reserves. As such, Aggieland was doing the rounds and requesting major loans of dollars to help build their currency reserves. For yourself, they requested $150 million to be paid back in incraments of $2.5 million over 64 years until 2188. It's a very doable move that can lead to some healthy revenue and invigorate trade with the Aggies, but it is a very heavy part of the Treasury that you'll have to part with.

[ ] Ratify Aggieland Loan
[ ] Veto Aggieland Loan


At the same time, northern Brenham has also approached you with a loan, though with a more modest sum of $40 million to be paid back in incraments of $1 million over 45 years til 2169. Brenham has less need for a high loan compared to Aggieland due to a lower population, although Blue Bell is confident that they can gain dollars fast enough due to their sales of Blue Bell ice cream, which is fair enough as it's a hot luxury in Texas to the point that Blue Bell is opening up an ice cream store to sell directly. However, such logic means that Blue Bell is not necessarily in need of dollars and can be rejected, although it would help to develop their overall economy.

[ ] Ratify Brenham Loan
[ ] Veto Brenham Loan


In other fiscal news is the presentation of two bills to the floor which can basically be summed up as "Screw foreigners, Texas first" in terms of fiscal policy. The first is the "Zero Domestic Interest Act". ZDIA in short is a bill which makes it illegal for banks to attach interest to loans to Texan citizens and businesses. This law came as a mix of paranoia from the post-war generations to banking system and the trauma of the older Texans towards the banking system when in late America it was an extremely abusive sector that preyed on the common Americans while enriching, if not actively protecting the wealthy and elite. You can see the mindset and understand where they are coming from, but the problem with this is that it would be impossible for a bank to make money and thus the only banks viable in Texas are state banks, of which to be fair are the only banks in Texas. Maybe you can ratify this bill and then introduce interest rates later, but it could become a thorny issue if not handled correctly.

[ ] Ratify Zero Domestic Interest Act
[ ] Veto Zero Domestic Interest Act


Following the same mindset is the "Alien Healthcare Act". In essence, while still preserving Universal Healthcare for Texans, any non-Texans who take healthcare or prescriptions within Texas would have to pay for the service or medical good. To be fair, the act by itself isn't inherently greedy as there are price cielings for services and certain goods that leave them reasonable in cost, even for the modern wastelander. The motivation for this is how after the creation of Universal Healthcare, many neighboring wastelanders would make trips to Texas for free healthcare, for some their first real medical exam of any kind. While this hasn't been a drain on resources or funds, some argue it's wasteful to dedicate such resources to non-Texans, with arguments made of precedence from the old European Commonwealth. However, it does set a major precedent in denying universal healthcare coverage to some and therefore such a situation should be treated with care and nuance.

[ ] Ratify Alien Healthcare Act
[ ] Veto Alien Healthcare Act
[ ] Line-item veto Alien Healthcare Act
-[ ] Write-in:



February 20th, 2124

It completely shocked you the week prior when the USSA announced to the rest of the League that a snowstorm was coming. Snow seemed completely anathema in Texas besides a once in a decade event at best and never before in your childhood did a single snowflake drop on San Felipe. However, it seemed that nuclear war had major consequences for the weather as the temperatures overall cooled due to heavily decreased human activity along with large traces of ash spread in the upper atmosphere. Add messy weather currents from toxins, and temperatures could be rather extreme. Admittedly, since you had returned to the surface, Texas had been in a sort of normal period for the weather system overall, but that did not mean that it was like pre-war as there had been a number of snow seasons with the last recorded snow day being in 2118.

For the Houston League, it was sort of business as usual, one made all the more easier to process thanks to newfound wealth and resources that allowed for crisis management. For the Second Republic of Texas however, it was sort of a mini panic period as no one knew how to deal with freezing weather or what kind of devastation it could bring to the land. This was especially true for those born in the vaults to whom snow was as much a fantasy concept as the magic and monsters of the Grognak comics, although to be fair the latter weren't too off considering the mutants of the Wasteland.

It was here where the Wastelanders proved to have the greater expertise over their Vault brethren, helping them to prepare for what was to come and have a general understanding of what to do. This was especially true with Bellville who were experts in preparing for brutal weathers with far less than what you had at your disposal. Daphne actually took charge of the preparation effort, where from the 16th to the 19th, the full Republic was mobilized to clear the streets, harvest any crops, put any plants inside, and store the animals in the barns. It was a massive team effort, but thankfully you were able to pull through and get San Felipe, Wallis and the outlying homsteads prepped for the incoming winter storm. Although you are sort of worried for Porkchop, who barely got any sleep as he mass consumed Rosenberg imported coffee to do his best to see his beloved farm animals not undertake any discomfort.

Thankfully, with the Natural Gas Depot, you didn't have to order a mass evacuation to 28 as natural gas would keep the homes of San Felipe warm and power would be uintruded through underground cables to the vault turbine. However, there were more than a hundred people who were now surface residents that chose to hunker down in the vault just in case of the worst, with the Vault Park being made into a temporary storm shelter where tents were propped up, although some were able to stay with friends.

In the morning, Texans would wake up to a winter wonderland with there being two inches of snow over the previous night while the temperature underwent a massive drop from consistent mid 50s to a high of 13 degree Celsius. For the vault dwellers, it was an incredible event, something of a miracle that they were sure before to never experience outside of Christmas movies. Everyone kind of just wandered aimlessly for a little while, just in pure disbelief at the environment around them. It was only thanks to the surplus of winter clothes that were left in old San Felipe along with Vault-Tec jumpsuits surprisingly being mildly resistant to cold that they could head outside at all. The stupor was then broken as a collection of kids from Vault 28 Elementary decided to finally partake in real authentic Christmastime traditions that were absent before in their lifetimes, starting with a snowball.

The first launch of a snowball sort of broke that aimless spell over the Texans, and San Felipe became Christmas in February as almost everyone took to the streets and played around in the snow. Saddles and old signs were used as improvised sleds, snow forts and igloos were added to the town real estate, thousands of snowmen were built and added as new Texan citizens, and the Great Snow War of 2124 commenced with families, friends and communities engaging in epic duels across the white plains.

It wasn't perfect as a few Texans became sick with the cold, many crops had to be replanted, some machinery and pipings failed, but it was overall a fun and happy time for Texans who didn't have to worry about the worst effects thanks to a vault and natural gas supplied homes to rest and recuperate with fireplaces finally being used as families drank Imperial Sugar eggnog and watched holotapes to pass the nighttime. For just a couple of days, Texas could forget the hardships and trauma of the Wasteland, and simply enjoy life.

Second Republic of Texas
President: Christopher Neil
Capitol: San Felipe
Territory: Vault 28, Austin County
Population: 5577
Resources: 620
Water 790 Stable (-10 Brookshire)
Food: 85 Stable (-10 Brookshire)

Finances
Treasury: $443,592
Annual Deficit: $5,009

Annual Spending
Healthcare: $683
Rations: $304
State Functions: $3441
Defense: $4729
Education: $484
Total: $9641

Annual Income
Income Tax $175
Domestic Sales: $278
Trade: $2527
Bellville Loan: $1500 (Til 2156)
Gambling Taxes: $152
Total: $4,632


President Christopher Neil Approval
Approve: 75%
Disapprove: 12%
Unsure/Mixed: 13%

Top Concerns


  1. Food Production
  2. Military Preparedness
  3. Radio
  4. Trade
  5. Settlement Reclamation


7 Free Dice

Development 6 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1

[ ] Snowday Recovery (0/100): Recently a Snowday and general freeze has afflicted Austin County and caused some minor damage to roads, piping and machinery along with some lost crops and dead animals. The damages must be fixed with full haste. 20 Resources. $50

[ ] Sealy Deconstruction (0/200): Our next door medium sized neighbor, Sealy has fallen into an unfortunate state of disrepair due to a combination of shit weather, aging foundations and poor management by the Seals. Purge the rot so you have more resources and greater freedom in real estate to work with. 250 Resources upon Completion $150

[ ] Wallis Farms (0/200):
While our food situation is stable, we could always do with surplus both to keep our people well feed without fear of famine and for trade with other settlements and states. Set aside some land near Wallis and grow both a mixture of your preserved plants and the mutated plants for consumption. 40 Resources. $20. Gain 50 Food.

[ ] Austin County Deconstruction (0/200):
There's a great deal of abandoned settlements and ruined homesteads spread across Austin County. With the County now clear of Raiders, it would be best to head out and deconstruct the failing homesteads to gain more resources for the Republic. $25 Per Dice Gain 150 Resources.

[ ] Austin Farms (0/200):
You've got some of the best soil in existence to support crops old and new and make sure no soul in Texas shall ever go hungry. Best to take advantage of that now. 40 Resources. $35. +100 Food.

[ ] Austin Livestock (60/200):
With the Wallis experiment proving that ranching could once more be in vogue for Texas, it would be best to take advantage of your fertile grazing grounds to provide a perfect field for cattle and other forms of livestock, both for meat and dairy, not to mention trade for other products like delicious Blue Bell. 25 Resources. $20 per Dice. 75 Food.

[ ] Sealy Factory Restoration (51/400):
At the northern edge of Sealy is the Sealy factory where mattresses and sleepwear were made, along with combat uniforms during the Sino-American War. With the factory being intact and having access to on-site power, it could not only produce new beds and pillows to be used for trade goods, but also into a general textile factory for clothing and other fabrics, certainly a major boon for future trade. 20 Resources Per Dice. $10 Per Dice. Boost to Trade.

[ ] Cotton Plantation (75/250):
Perhaps one of the most important resources for Texas at the moment is cotton. A necessity for clothing and the backbone of logistics for your armed forces. Unfortunately, it's a very scarce resource and you have to rely on imports from Sugar Land to make ends meet. Fortunately, Austin County was historically part of cotton country in the 19th century, so try to make a nice patch of space to grow domestic cotton. 10 Resources Per Dice, $15. +5 resources per turn. Boost to Trade

[ ] Sugar Plantation (75/200):
If one thing could be agreed about pre-war America, is that it was a sugar addicted nation. Sugary sweets were a mainstay of the American diet, and in the Wasteland even pre-war deserts are treated as a luxury near equal to pure water. Making them even more valuable is neighboring Sugar Land's recent development of a mutated sugarcane based Ethanol which has equal performance to gasoline. Create a Sugar field along the banks of the Brazos both to grow sugar for domestic consumption and trade. 5 Resources Per Dice. $10 +5 Resources per turn

[ ] Clay Pit (62/250):
Texas is currently in the midst of a development craze and in order to fuel it we will need lots of clay for brick and mortar. Fortunately, Austin county happens to be home to a clay deposit we can extract and work on for local needs. 10 Resources Per Dice, $15 per dice. +5 Resources per turn. Boost to Trade

[ ] Food Silos (0/200):
With Texas currently in a food surplus and having a great potential to produce mass excess in the future, it would be wise to establish some storage spaces on the surface to handle all the extra produce and make sure it doesn't go to waste, for both domestic cookin and trade.

[ ] Sealy Industrial District (133/240): In Eastern Sealy exists a collection of small manufactories and construction yards that pre-war had served the needs of the county's industry. With power now restored to the sites and a high demand for production and constructive labor, maybe you can create a whole new industrial district to provide for the necessities of Texan manufacturing and construction. 25 Resources per Dice. $750. +1 Development Dice

[ ] Bellville Medical Restoration (0/750):
Daphne approached you with a rather interesting proposal. A restoration of the Bellville Medical Center, the pre-war county hospital. While it was in use by the Kingdom once they secured control over Bellville, looting and violence had made much of the tech unusable and chems heavily depleted, with Longhorn control further degrading the hospital. Daphne believes that the hospital could be of great support to Texas and her Kingdom, and for more personal reasons, it could be a major attraction for foreign travelers. At the very least, this can serve as a major center of aid in times of crisis. 200 Resources. $1500

[ ] Oil and Gas Pipelines (50/450):
Aggieland as your newfound ally has approached you with an ambitious offer. They have found a method to pump shale oil and natural gas and wish to export it to the rest of the Houston League. With the Sealy Depot, you can act as the perfect intermediary. While Aggieland will foot the majority of the project they would greatly appreciate any aid and a boost in labor and resources. 30 Resources. Aggieland will contribute two dice.

Intelligence 3 Dice +1 Garages +1 Experienced Scouts
[ ] Scout West Harris County (0/250): The next stage of expansion between I-10 and Highway 249, West Harris is a wild and violent place with many Raider tribes worrying for control and a number of Settlements and independent homesteads doing their best to survive in the chaos. Should the power vacuum close, then whoever dominants here will likely turn their attention west to the Republic. It is vital that we understand just what is going on here and map out the frontier.

[ ] Scout South Houston (78/175): Nominally under the influence of the Houston Triangle, while mostly civilized there are a Score of Raiders, including bands and tribes of the Big Three that call this area home. Your friends have made their intentions clear that they will launch wars of expansion to civilize the region, perhaps before such it would be wise to scout it out and see if there's anything worthwhile.

[ ] Scout Downtown Houston (5/200) DC: 30: The former economic core and soul of Houston as the interior of 610, Downtown got hit with a nasty case of nuclear suns and now is desolate graveyard as a memorial to what once was. Filled with twisting skyscrapers, mad robots, feral mutants, and with the only major human settlement being Chinatown and Astroworld. While dangerous, it could be a great place of opportunity with relics from the old world. Explore and see what is left of old Houston.

[ ] Scout North Houston (0/400) DC 40: What was once the industrial and Hispanic heartland of Houston is now Raider Country, home to the vile Big Three who have claimed the region as their domain, a hive of scum and villainy. The civilized states of South Houston have not dared to brave this region of the Wasteland and for the near future has been given up as an anarchic wasteland. Still, there must be some potential, and better to know thy enemy than to be left completely in the dark.

[ ] Scout East Harris County (35/250) DC 50: The lands of Harris County that lie east of the San Jacinto River, it is a land that no Houstonian dare braves for it is the sphere of influence of the infamous Spartans, alleged superhumans who launched an invasion of Houston at the turn of the century and were just barely driven off. There are two settlements we know of which have an active Spartan presence, with the rest being either minor independent tribes or those who swear allegiance as vassals. Venturing here would be very dangerous, but we have to cross the Sabine sometime, if nothing else than to understand who the Spartans are and what they are planning.

[ ] Scout Matagorda County (26/250): A southern neighbor through which the Colorado river ends. It's a very rural county that would be completely unremarkable were it not for one key factor, it is the home of the South Texas Nuclear Plant, the second largest in the state which had before the war supplied the majority of power to the Texan Gulf Coast. All we know thus far is that it's been deactivated, presumably since the war. If we bring the plant in along with nearby settlements it could be a game changer for Texas.

[ ] SpyxCowboy (0/350): Some of your cabinet members have made a rather shocking suggestion recently, creating a spy program for foreign intelligence and countering potential spies within the Republic. While it's doubtful that any post-nuclear state has the resources and manpower to play James Bond or be the second coming of the CIA, it's also doubtful that nobody has any sort of spy program. Establish an intelligence agency focused on espionage affairs to protect the Republic. +1 Intelligence Dice

[ ] Aerial Scouting (0/???):
There's a whole wide world out there beyond the Houston Wasteland, a world full of equal opportunity and danger. With the Texas Air Force, the sky is the literal limit. Time to see how the rest of the world fared in the apocalypse.
-[] Write in Where:

[ ] Scout Grimes County (25/200)
An agricultural county east of the Brazos, Grimes in the 19th century was prime cotton country and during the war had an agricultural boom in order to help the war effort. Should be prime grounds for farmlands, as well as helping Texas to further explore the "Wild East"

[ ] Spartan Research (10/50) Before the Reserve Heist, Texas largely disregarded talks of the spartans as heavy exaggeration and tall tales. Now we know for sure that the Spartans are a serious threat to the Houston Wasteland. Collaborate with the other members of the Houston League both to analyze the Spartans recent actions as well as to gain a greater understanding of our foe.

[ ] Expanding Horizons: Central America (0/250): Through its trade relationships, Galveston occasionally gets visitors from Central America. The region was something of a mess before the war, being a collection of banana republics that served as unofficial American colonies, so you're curious how they turned out in the absence of the US.

[ ] Expanding Horizons: Caribbean (0/300): The gateway to the Americas, the Caribbean islands were a mixed basket pre-war of either tourist hotspots or poor and broken states. So far what you know, there is a remnant of the US Navy based in the Virgin Islands trying to remake America and nearby Cuba is taking its turn playing colonizer. . Just what is happening with region?

[ ] Expanding Horizons: Northern South America (0/350): While much of the world was already collapsing before the war, South America was in a relatively decent-ish place due to a lack of warfare, through environmental damage and corruption made it somewhat miserable for many. Apparently a few daring and brave traders and fisherman have managed to make it to the likes of North Brazil, seemingly the main extent of Texan reach. See what's going on down South.

[ ] Scout Lee County (21/200): A rural county north of Fayette, Lee County was is a quiet agricultural county named after Robert E. Lee, once a major oil extractor until the wells dried up, and then being a ghost county til the bombs fell.

[ ] Scout Burleson County (0/150): North of Washington and West of Brazos, Burleson County by and large is a vassal of Aggieland due to a mixture of pre-war history and expansion after the bombs fell. Mostly farms and small forests, it is notable for the presence of Somerville Lake and the neighboring Titanium mines.

[ ] Scout Brazoria County (81/225) DC: 30: A coastal county just south of Houston, Brazoria is important to the history of Texas for being the site where the Old Three Hundred first landed in Texas along with containing Columbia, the first capitol of the First Republic. Unfortunately, the county has been rife with Raiders since the bombs fell, the only bright spot of civilization being the town of Freeport. Most critically, the County also has Fort Davis near Angleton, which contained a horde of robots that went haywire and killed the troops.

[ ] Scout Galveston County (0/125) DC 20: Galveston County, the home to your neighbors the Free State of Galveston. With the mainland county recently claimed, there is a lot of potential discoveries that your allies may have glossed over that could benefit the Republic. Even more important is the eastern edge of the Bolivar Peninsula, half of the gateway to Houston and a potential staging point for any hostile force to the Houston League.

[ ] Conquistador Sabotage: DC ???/???/???: The Conquistadors are an ever present hostile force to your eastern borders, a deplorable tribe of raiders who seem to have some foul intentions for your side of the Colorado. It would be best to launch a mission with the Rangers to the west bank to sabotage the Conquistadors to harm their growth and give the edge for any future conflict.

Martial 6 Dice Endurance +2 New Sherriff +5 Power Rangers +1 OCS +1 +10 to battle rolls

[ ] Gun Production (0/???): Now that we have access to the surface and aren't so limited on raw materials, we have the ability to consistently produce firearms from our troops.
-[ ] Write-in: How much and for which units

[ ] Deploy military DC: ???
-[ ] Where to and which units?

[ ] Specialist Training (167/225):
During your scouting of Waller, you came across a convoy with a rare supply of explosive ordinance and high damage weaponry that would make for some excellent force multipliers on the battlefield. Only problem is none of your men really know how to use them. Push the troops through a boot camp to help create some MOS and identify promising Troopers who can utilize these old weapons on new battlefields.

[ ] Austin County Defense (288/375) : Texas has just completed its first wave of reclamation with the liberation of Austin County, creating a heart for the Second Republic. However, you must not remain complacent as there will be many future enemies of Texas who want to destroy all that you built. The War Department has approached you with a comprehensive plan not only to defend the county, but also initiate a new reorganization of the Army. Let's see what must be done.

[ ] Mechanized Cavalry (33/200): Currently the Army has access to a fleet of automobiles and motorcycles, but these can only be used for transport and have no means of defense aside from simple armor protection. Try to see what you can do to create some real armored fighting vehicles. 5 Resources Per Dice. $10 Per Dice.

[ ] Here Comes the Cavalry (0/250):
Recently, Texas has come to domesticate a variety of horse breeds, pure and mutant which have helped in the daily lives of the Republic and made work and trade more convenient for our citizens. However, there is more potential to come for horses, in particular reviving the cavalry concept so our military can use them for more than just logistics, transportation and reconnaissance. Let's see if cavalry has a place in the 22nd century.

[ ] Fayetteville Security (21/300): The small town of Fayetteville has petitioned to join the Republic. Such is a huge development for the nearby Fayette County Reservoir and Fayette Nuclear Plant which can both provide a big boon to Texas. If you are to plant the Lone Star flag, you'll need to estabish a continual military presence, perhaps one of the most ambitious projects that the Republic shall undertake for the sheer distance from San Felipe. 15 Resources per Dice. $450

[ ] San Felipe Basing (0/500):
Admittedly a major issue that plagues the Republic military is the lack of a standing base of operations for the Republic. Vehicles are scattered across San Felipe, troopers go home to the Vault or their homes on the surface, and the main armory is located within Vault 28. This has been fine for your existing anti-Raider operations, but if you wish for the Texan military to be truly professional, then you'll need a proper base. 200 Resources. $750. +1 Military Dice.

[ ] Sealy Defense (0/350):
When the Conquistadors launched their strike, a critical flaw was revealed in our defenses where Sealy was had no defensive walls or emplacements to defend the district. Disaster was averted thanks to the poor tactics and planning of the Conquistadors and the Emergency Drills, but now that Sealy is electrified and being settled, we must take proper action to defend the economic heart of Texas. 140 Resources. $400

[ ] Wallis Defense (0/200)
The "Gateway to Houston", Wallis is our second town and an important trade stop along 36th Memorial to connect to Rosenberg, Sugar Land and the greater Houston Wasteland. Our alliance with Rosenberg and the San Bernard and Brazos rivers have kept Wallis safe, but we can't be content. 60 Resources. $250

[ ] Armor Restoration (0/???): In your scouting of Fayette County, you came across an armored train carrying US National Guard assets deployed redeploying to Mexico. Among them are a score of vehicles that if refitted could prove major assets to Texas.
-[ ] M13 Schwarzkopf Tank (5/100) 15 Resources $25
-[ ] 9 M18 Mattis IFV (5/175) 50 Resources $100
-[ ] 15 M1176 Vanguard APC (5/250) 75 Resources $250
-[ ] 20 Humvee MK V (5/300) 100 Resources $400
-[ ] 5 Battle Ambulance Transports (BAT) (5/200) 60 Resources $500
-[ ] 6 Medium Cargo Vehicles (5/125) 30 Resources $50

[ ] Fort Davis Reclamation DC 65
After the bombs fell, the Fort Davis National Guard post fell into disarray as its robots went rogue and attacked all personnel present, with the attending garrison having no choice but to flee due to the heavy autmoation of the base, many perishing in the robot uprising. So far, the Robots have been contained in Davis, and you have recently come into ownership of a holotape which can shut them down. However, if the mission goes awry, the robots can be unleashed, not to mention the complication of nearby Angleton which has a score of Raiders beyond the robotic perimeter.
-[ ] Write in: Which units to deploy
-[ ] Write in: Allies to assist if desired:

Diplomacy 4 Dice Charisma +5 Houston League +1
[ ] Buchaven Diplomacy (0/150): A small Ghoul only community based around a Buc-ee's in Waller, they have congregated around there as the nearby high radiation acts as a deterrent to hostile humans which lets them live in peace as apparently many communities in the Wasteland are not as tolerant of them as we are. Try to establish relations with them and see if we can live together, and perhaps with them one day as part of Texas.

[ ] University Alliance Diplomacy (0/150): Another civilized state in the Houston Wasteland, comprising of the University of Houston and Texas Southern University while maintaining broad control and influence over the Third Ward. A center of higher learning for the Houston Wasteland, UA has an active friendship with Space City but is ostracized by the rest of Houston, having a particularly cold relationship with Astroworld for their positive relations with Chinatown, being the only state that Chinatown trades with. Perhaps it would be good to engage with them.

[ ] Trade Deal DC ???: You now have regular contact and trade routes with some friendly neighbors. See if you can strike up a bargain to help advance the Republic.
-[ ] Write down what you wish to trade and with who.

[ ] Trade Stockpile (0/???):
Since returning to the surface, Texas has engaged in a major amount of trade with nearby settlements. One of the best methods of trade is a classic barter. In order to ensure that we have a fair deal, perhaps it would be best to make some goods beforehand and then store them for later trade.
-[ ] Write-in: What you wish to build.

[ ] Joint Cooperation DC 50:
Texas has its fair share of diplomatic relations with a number of neighboring states. Each have their own set of knowledge and economic speciality that could be of a great boon to Texas in your current projects. However, doing so will most likely come with a price or a division of the spoils.
-[] Write-in: Which project to aid.

[ ] League Expansion: Rosenberg (90/200):
Out of the Wasteland, the Second Republic is probably the only state who has relatively decent relations with Rosenberg due to you both being neighbors and Vault-born societies. Rosenberg with its advanced technology and pure lands would be an excellent boon to the League, though this runs into the brickwall of Rosenberg's isolation and to be frank, sense of superiority to much of the Wasteland. Perhaps you can convince them, but it won't be an easy journey.

[ ] Diplomatic Initiative: (0/???): You want to engage in diplomacy with a state. Whether to further relations or try to push some sort of specific cooperation or agenda, that is for you to decide.
-[ ] Write in:

[ ] Embassy System (0/350): So far in your time on the surface, you've made an informal "Embassy" system which is really just sending someone or a small group designated as ambassadors to a allied state, and then having them live in the town for a period and be ready to interact with the head of state or try and push forward something for Texas. If you want meaningful long-term relations, perhaps it would be best to establish a proper embassy system for full time diplomatic presence of the Lone Star Republic within our allies borders and allow for ease of diplomacy and communications. $500. +1 Diplomacy Dice +1 to Diplomatic rolls

[ ] La Grange Diplomacy (20/150):
Your Northeastern neighbor, La Grange like Brenham is a popular trade hub of the greater Texas Wasteland that connects the Waco, Austin and Brazos wastelands. Their domestic economy is famous for three things, agriculture, textiles, and the prostitutes of The Chicken Ranch. On a strategic level, La Grange also claims ownership to a working natural gas plant which while supplying La Grange and all allied towns, have been forced to give gas to the Conquistadors as tribute. Perhaps it would be time to establish relations.

[ ] Brazos Union Annexation: DC: ???/???/???: The Brazos Union, a small collection of towns in Northwest Fort Bend wishes to be annexed into the Second Republic of Texas. However, there is a major issue in that the Union is a client state, both politically and economically, and Sugar Land considers the land to be within their sphere of influence. Negotiate with your ally and see if you can annexed the land, though such a process will likely have to come with some concessions to Sugar Land.

[ ] Katy Diplomacy (0/250): Before the bombs fell, Katy was a respectable and moderately popular suburb city of the Houston area, having great social and economic influence over West Houston. Katy as a whole has managed to endure the apocalypse and is considered to be a regional power on par with Astroworld and Space City that has major influence over West Houston. They are a heavily isolationist state, and what is known about Katy is that they have a respectable industry through control of the Energy Corridor, and play host to a federation of "Civilized" Raiders which launch expeditions into the Houston Wasteland. If you are to annex Waller County, then it would be best to get Katy on your good side and establish clear borders.

[ ] Eagle Lake Diplomacy (0/75): A free settlement that was recently under the thumb of the Conquistadors, and still pays tribute through water shipments, Eagle Lake is a modest agricultural community reliant on rice and cattle, but it has so much potential with a municipal airport and many nearby abandoned sand and gravel mines. Make contact with the community and see what they need.

Research 4 Dice Intelligence +2 San Felipe ISD +1
[ ] Lone Star Radio (0/300): Within Vault 28 there is a small local radio system which plays music along with the news and radio stories to residents of the Vault. With the ongoing expansion of the Republic of Texas and many survivors having access to radios, perhaps it would be best to advertise the Republic and blast propaganda spread freedom and rocking tunes across the airwaves. Plus if nothing else, we can establish a radio system for basic communication. 10 Resources Per Dice. $20 Per dice. +1 Administration Dice.

[ ] Rad Rivers (0/250):
While swimming in the Brazos won't kill you, it will give you some mean radiation sickness that'll require a good dose of Radaway. While the Brazos is polluted and irradiated, it doesn't mean we can just ignore it. After all, if properly tamed it can be a useful route to the Gulf Coast and in Northern Texas for exploration and trading, not to mention fishing. Try to find methods of building boats fit for the Brazos along with radiation protection. 15 Resources Per Dice. $20. +1 to intelligence rolls.

[ ] Old Weapons for a New World (0/???):
Recently in your travels you have come across a variety of military-grade weapons that can greatly enhance the potential for the Texan military. The main issue is that you currently have no known methods of reproduction for new weapons or supply, making them a very scarce and valuable supply. See if your best and brightest can reverse engineer and help make new production lines for the Republic. 5 Resources Per Dice
-[ ] Mortar (184/350)
-[ ] Artillery (110/500)
-[ ] Anti-Material Rifle (10/150)
-[ ] Missile Launcher (30/300)
-[ ] Explosive Charges (25/250)
-[ ] Flamethrower (10/200)
-[ ] Vertibird Ammunition (10/300)
-[ ] Laser Turret (10/350)
-[ ] Laser Firearms (50/250)
-[ ] Mines (17/250)

[ ] Post Nuclear Warfare (0/???):
Just because the world has ended it doesn't mean innovation hasn't. War may never change, but the weapons they fight with certainly do. Time to order your military to put their noses to the grindstone and see what new weapons they can come up with.
- [ ] Write in what you wish to design in the form of a new weapon or modification of an existing one. 5 Resources Per Dice $10

[ ] Texas Rails (100/500):
Around Sealy you have four railroad tracks which pre-war would send goods in and out of Houston. While a bit rusty in some spots, the tracks are in excellent condition. Having visited the Rosenberg railroad museum, you were struck with what some would debate is either a flight of genius or madness, creating a working train and putting the railroads to use once more. 15 Resources Per Dice $200 +1 Development Dice, +1 Development rolls

[ ]Robotics Workshop (71/200):
Your Republic as of now has very low experience or knowledge when it comes to making and maintaining robots. Before reclamation, all the experience Vault 28 had in regards to robotics was the Robotics station which was just meant to repair the Vault's small stock of robots. With your new robotic Texans as well as the likelihood of expanding need of robots in the future, perhaps it would be wise to set up a proper workshop to not only maintain your stock, but to build and expand upon them. 30 Resources $150

[ ] Anti-Radiation Suits (0/300):
While Vault 28 did have a small stockpile of anti-radiation suits, these were of mixed quality with poor combat defense capabilities which make them for poor adventuring in the Wasteland. With the T-49R suits along with some input from Space City, perhaps you can develop a new anti-radiation suit to adequately protect the user and provide some freedom for combat. 15 Resources Per Dice, $20 per dice.

[ ] Aerial Combat Gear (0/300):
With the potential for renewed hostilities with the Spartans looming along with overall greater military activity in the Houston Wasteland, aerial support is more valuable than ever. However, direct air support is limited to your Vertibirds with the rest of the Texas Air Force being comprised of civilian propeller planes. Space City has approached and suggested that a solution could be achieved by creating customized machine guns and perhaps even some bomb deployment mechanisms on the propellers to provide limited support as well as to add some defensive capabilities should they ever find themselves against a hostile air power. 10 Resources Per Dice. $5 Per Dice. Space City will contribute two Dice.

[ ] San Felipe Paper Mill (0/125):
Within Sealy is the International Paper Mill, a moderately sized paper mill used for local materials and to send to Houston printers. While Vault 28 has its own paper plant, with the local Paper Mill restored we can produce paper on a greater level for the whole Republic. $50, Boost to Trade

[ ] San Felipe Saw Mill (0/200):
Within Texas' daily production, there is a variety of products that rely on some form of wood. With the Vault lacking in such due to a lack of trees, we must create a new saw mill to help in the creation of wood products for domestic consumption. 5 Resources per Dice, $100. Boost to Trade.

[ ] San Felipe Steelworks (0/125):
On the western edge of Sealy along I-10 is a steelworks facility that created piping and sheet steel. While it is no Pittsburgh or a site worthy of any of the great Steel Belt cities, it would greatly expand our production capacity to no longer solely rely on the Vault foundry and make ambitious projects. 10 Resources per Dice. $75, Boost to Trade

[ ] San Felipe Cement/Brickworks (0/175):
On the South side of I-10 is an old Cement Production facility that has been stripped clean by now of its cement supply, but still has the machinery to make more cement and concrete. The facility also has the existing capacity and can be expanded to be a brickworks facility to account for your future clay pit. 5 Resources per Dice. $60

[ ] Wallis Solar Farm (0/200):
Just outside of Wallis was a Solar farm that was largely destroyed or worn down thanks to time and a few unfortunate hurricanes. While Wallis has access to wind power, more power can never hurt and Space City has approached with an offer to install solar panels in Wallis to revive the farm. Very generous, though not too as there is a high price. $1000. Space City shall commit one Dice.

Administration 5 Dice +1 Bonus roll +1 National Bank
[ ] Refugee Welfare (0/200): You ran your campaign on the promise of bringing freedom and prosperity to the Wasteland, however looking at the logistics it's a more difficult to practice when you've got so finite resources and are already firmly committed to providing the best quality of life for your people that you can. Since the Republic is made of decent folk and is doing its best to rebuild, as word spreads there is a good chance you'll get swarmed with settlers all over. What must be done for those who have so little? 5 resources per dice.

[ ] Sealy Market (17/250):
In Southern Sealy there is a Super-Duper Mart and an adjoining distribution center which the Seals used for their loot, but then lost after many years of wasteful usage and a fire. The physical buildings and most of the interior decorations are still there, and with trade picking up, it has been suggested that perhaps we can use the Mart as a marketplace for domestic and foreign traders to meet and swap and sell goods and items, especially taking advantage of our lucrative position on I-10. 5 Resources Per Dice. $200. Boost to Trade and Domestic Sales.

[ ] Parks and Recreation (0/125):
Among Congress there exists support for the creation of a "Parks and Recreation" department for San Felipe. So far said recreation would be limited to the Vault's recreational facilities, the San Felipe museums, Stephen F. Austin State Park, and the Stephen F. Austin Golf Course. However, proponents argue that it would be beneficial to raise the quality of life through the active maintenance of public recreational programs or meeting places, and in the near future it could be a good start for Texan tourism.

[ ] Citizenship Documents (10/150): Among the Vault dwellers there exists a movement for the issuing of citizenship ID documents to all citizens within Texas. Said movement states that it must be done in order to make sure there is a clear count of our population and to prevent fraud and misinformation. Wastelanders have argued that it's an oppressive system that favors the Vault dwellers and keeping such documents is widely impractical. Still, there cannot be denied some benefits and it will make the bureaucracy smoother. $10.

[ ] Bellville War Memorial: (0/100):
A year has passed since the Bellville war, and you want to make a memorial for the brave Texans whose lives were lost in the conflict so that they can always be remembered as heroes. $10

[ ] Texan Jail (0/350):
Currently your options for imprisoning criminals are limited to the holding cells of the pre-war police stations and the Austin County Jail which has a maximum capacity of 60 prisoners. So far this has worked due to the low crime rates of Texas, but with a growing population along with a greater capacity of prisoners from our conflicts with Raiders, perhaps some more living space is viable. 10 Resources Per Dice. $250

[ ] Federal Revenue Service (0/200):
With the imposition of an income tax, it is vital that Texas create an appropriate bureaucracy to process the taxes and make sure each Texan is paying their legal due. While the taxman has been the most hated profession since the dawn of civilization, it is a necessary evil to keep our government functioning. +1 to Administrative rolls.

[ ] Proposing a Law DC ???:
As President you are unable to introduce laws into Congress, but that doesn't mean you can't propose policies and work with Congressmen to turn them into bills for debate and ratification.
-[ ] Write-in: Law to propose

[ ] Texas Post Office (0/400):
With an economy comes trade, and with trade comes mail and postage. If we establish a post office now, then Texans will be able to send packages and mail to friends and associates in our neighbors without having to make the difficult treck themselves. It can also be good for record keeping and sending in public notices. We'd also likely have to coordinate with the rest of the League to ensure a unified postal system. Fun. $40 per dice. 15 Resources per dice. +1 Administration Dice. +1 to Administration rolls.

[ ] Texas Dental (0/250):
Dentistry is not exactly a major concern for the Wasteland, if they can focus on it at all as you have noticed a number of Wastelanders with very poor dental hygiene from a lack of aid or regular care products like toothpaste. When you committed Texas to universal healthcare, one of the many benefits was free dentistry. San Felipe has a number of dentist offices within its city limits, why not restore them to provide all Texans with quality dental care? $80
 
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[ ] San Felipe Clinic (235/250): Currently, healthcare within the Second Republic essentially amounts to shipping someone to Vault 28 where our medical facilities with top of the line technology, including autodocs can take care of patients. While fine before the return to the surface, it's a bit awkward to make the trip, especially with battlefield injuries. Not to mention a long trek for wastelanders and those who have returend to living in the surface to make. See if you can make a clinic within San Felipe, to take care of most minor ailments and stabilize patients before transfer to Vault 28 for major surgery. 10 Resources Per Dice $15 Per Dice.
wasn't this already finished last turn?
[ ] Sealy Gas and Oil Depot (30/200): On the south end of I-10 is a Poseidon Energy depot that stored oil and natural gas. More emphasis on the natural gas in the last years of America, and it apparently is in great condition with lots of energy left. Lets see if we can fire up the plant and get it working again. 5 Resources per Dice. $400. +1 Free Dice.
This too.

[ ] Officer Candidate School (202/250): With the Texan Army becoming an increasingly more professional force by the day, the Rangers being special forces, and the establishment of an Air Force, it's increasingly clear that you need a high quality officer corps to lead Texas in its future wars. Work with the War Department to create an Officer Candidate school so your men and women can be lead by the best. $30. +1 to Martial rolls.
yah this was done as well.

Kaiser you have to go back and look through these again but these are some of the options from last time we already completed. I still need to catch us so i probably won't make a plan but we can still focus on researching more tech and going for laser firearms and motors in research? or just use the free dice there so we can get that done?

I will say I didn't see the snowday recovery being a thing and surprised Radio is concern or someone the people want us to focus on. And Holy fracking hell Martial just became a dice sink and we are in dice hell there. shit, so many things there.
 
wasn't this already finished last turn?

This too.


yah this was done as well.

Kaiser you have to go back and look through these again but these are some of the options from last time we already completed. I still need to catch us so i probably won't make a plan but we can still focus on researching more tech and going for laser firearms and motors in research? or just use the free dice there so we can get that done?

I will say I didn't see the snowday recovery being a thing and surprised Radio is concern or someone the people want us to focus on. And Holy fracking hell Martial just became a dice sink and we are in dice hell there. shit, so many things there.

Sorry, I didn't notice until I posted, should be fixed now.

Also Martial may seem a dice sink, but you do have 7 Free Dice now so that's plenty of room to play with and some routes in the near future may give you more Martial Dice.

For Radio, people want to have access to a reliable radio system to hear the stations that are operating across the Houston Wasteland. We just have the Vault radio, Rosenberg radio station, and people can access it and that's it. You have to actively travel with your pipboy to listen to other stations. So it's entertainment, but it's also a public concern for communications with other states.
 
For Radio, people want to have access to a reliable radio system to hear the stations that are operating across the Houston Wasteland. We just have the Vault radio, Rosenberg radio station, and people can access it and that's it. You have to actively travel with your pipboy to listen to other stations. So it's entertainment, but it's also a public concern for communications with other states.
Ah, alright and after reading the update fully now, that whole thing with preparation for snow storm would be easier with radio. Oh and I know but it seems a lot even with the Free Dice.
 
[X] Ratify Aggieland Loan
[X] Ratify Brenham Loan


The benefits in revenue and trade are worth it, I think. Not sure how to handle the other two bills.

[X] Plan: Winter Wonderland
-[X] Development (6 dice)
--[X] Snowday Recovery (0/100) 3d [20R, $50]
--[X] Sealy Industrial District (133/240) 3d [75R, $750]
-[X] Intelligence (3 dice)
--[X] Scout South Houston (78/175) 3d
-[X] Martial (6 dice + 2 free)
--[X] Specialist Training (167/225) 2d
--[X] Austin County Defense (288/375) 2d
--[X] Wallis Defense (0/200) 4d [60R, $250]
-[X] Diplomacy (4 dice + 3 free)
--[X] League Expansion: Rosenberg (90/200) 2d
--[X] Katy Diplomacy (0/250) 5d
-[X] Research (4 dice + 2 free)
--[X] Old Weapons for a New World (0/???)
---[X] Mortar (184/350) 3d [15R]
--[X] San Felipe Steelworks (0/125) 3d [30R, $75]
-[X] Administration
--[X] Sealy Market (17/250) 5d [25R, $200]

The core of the plan is pretty simple. Prioritizing trade boosts to bring in more money, while we continue to get our military in shape and ensure our eastern flank is diplomatically secure.
 
Everybody wants a loan these days. Well it's not like the money is really doing anything for us just sitting in our vaults. And debt repayment will help cut our deficit down.

Refresh my memory, but while we're missing some zeros we actually have 443 million right?
 
[ ] Fort Davis Reclamation DC 65

Soon, once we can upkeep a robot legion, and feel lucky enough I say we go for it.

Also we should do it somewhat soon, we've got plenty of enemies that might be interested in it.

Also we don't have a spook department so eventually somebody is going to use intrigue to screw us over, let us not let it be the treasure trove of military hardware that is fort davis because we got the tape stolen from us after we rightfully earned it.
 
I'm surprised aggieland at least wants a loan instead of a massive barter for a chunk of change? They're rich and proud right? Feels odd they want to go into massive debt.
 
For the two non-loan bills, I'm leaning towards not ratifying the Zero Domestic Interest Bill and maybe trying to do something with the Alien Healthcare Act?

Like for that, maybe we can get it so that Healthcare in general to Non-Texas Citizens can have a price, with the price caps already a good initiative, but to also perhaps allow initial health/medical examinations to be free?
 
People voted in favour of making universal healthcare a human right so the Alien Helathcare Act is unconatitutional.

Human rights are inherent to all humans, independently of nationality. This is the reason why most constitutions are very carefull to specify who's entitled to what right.

There's also the added problem that the Alien Act is unrealistic to the extreme. How are we supossed to hold the (mostly nomadic) wastelanders accountable? The Wasteland is pure anarchy, if a wastelander doesn't want to pay they can just leave Texas and we would never find them again.

Furthermore, free healthcare must be having a positive effect on our reputation that can only help our expansionist ambitions.
 
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There's also the added problem that the Alien Act is unrealistic to the extreme. How are we supossed to hold the (mostly nomadic) wastelanders accountable? The Wasteland is pure anarchy, if a wastelander doesn't want to pay they can just leave Texas and we would never find them again.

Setting bounties?

I mean bounty hunting in the Wasteland is a valid profession.

Also the act would make non-citzen pay for medical care not putting a debt on them, the Wasteland is a very dangerous so most Wastelanders stay put in a location they feel safe, not like the days of old they can hop a car and skip the town if things get dicey.

Just to be clear I agree with you on human rights, we walk right on that problem since the constitution grants univeral healthcare and ratify this act is unconstitucional no matter how is worded.
 
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[X] Ratify Aggieland Loan
[X] Ratify Brenham Loan
[X] Veto Zero Domestic Interest Act
[X] Veto Alien Healthcare Act


For the possible laws, I want to give the loans out. Both nations have built up industry and will quickly earn money. Their only problem is that they don't have our money right now. We will make our money back and if we are lucky they might pay it off early.

Now the Interest and Healthcare acts are getting a veto from me. There needs to be some interest for our bank to continue to exist. I am more agreeable to giving Texas citizens preferential interest rates but not zero interest. The healthcare act would be against our constitution as we said that healthcare is a right. And honestly it is a great way to have people come to Texas for medical tourism. Sure we will lose money paying for non-citizens, but we will make up for it from the taxes at other businesses like food and hotels along with expanding our economy.

[X] Put the house in order

A good plan.
 
Setting bounties?

I mean bounty hunting in the Wasteland is a valid profession.
This is a good point but it still defeats the purpose of the bill. The Alien Act pretends to stop people from abusing our free healthcare, in essence, we are limiting access to a service (through an economic barrier) to save money. If we have to contract bounty hunters then we are incurring a new expense. Bounty hunting, though a good measure, is still counter-productive to the stated objective of the bill.
Also the act would make non-citzen pay for medical care not putting a debt on them, the Wasteland is a very dangerous so most Wastelanders stay put in a location they feel safe, not like the days of old they can hop a car and skip the town if things get dicey.
If a non-texan were to recieve medical aid then leave without paying, they would be incurring a debt. While you are right when saying that the wastelanders can not move as far or as fast as in the bad ol' days, we must also take into account that there is no national (or international) database. Before the war people were easily identifiable so, even if they escaped, they could be easily pursued.

As long as we don't have a picture of the debtor, the theoretical wastelander can easily change their name and keep on living their lives. The only advantage we have is that plastic surgery (as far as I know) is not easily accesible to wastelanders.

Edit: Either way, we are both in agreement (and I don't see other questers disagreeing) so all my argument is kind of a mute point. Sorry, after studying law I have been pavlov'd into enjoying argueing.
 
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[X] Ratify Aggieland Loan
[X] Ratify Brenham Loan
[X] Veto Zero Domestic Interest Act
[X] Veto Alien Healthcare Act

[X] Put the house in order
 
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