The Church of Radiant Ascendancy is a techno-cult that venerates the Nuclear Umbrella as a divine protector, attributing its survival in the post-apocalyptic Wasteland to this advanced technology. Followers often express gratitude with phrases like "thank the Umbrella" instead of traditional religious sayings, reflecting their unique blend of faith and technology.
Beliefs and Practices
The Doctrine of the Umbrella: The church believes that the Nuclear Umbrella embodies a protective machine god, safeguarding humanity from the destructive tendencies that led to the Great War. They view it as a sentient force that intervenes on behalf of its followers.
Worship and Rituals:
Engineering Ceremonies: Followers participate in communal workshops where they tinker with their makeshift technology. These gatherings include chants and prayers, reinforcing their belief that engineering is a form of worship.
Radio Sermons: The Grand Bishop's rare transmissions are treated as sacred messages. Each garbled broadcast is analyzed for spiritual significance, with followers believing that even distorted words carry divine meaning.
Pilgrimages: Members aspire to journey to sites of significance related to the Umbrella's technology, seeing these travels as a means of deepening their spiritual connection.
Structure
Leadership: The Grand Bishop is an enigmatic figure whose true identity remains a mystery, even among the clergy. This leader communicates solely through radio waves, further amplifying their mystique.
Hierarchical Organization:
The Grand Bishop: The enigmatic leader communicates solely through rare radio transmissions, which emanate from connected radio towers in various temples throughout the wasteland, some claim to have heard the Bishop's voice on regular radios with no broadcasting capability, which is viewed as a divine miracle. No one, not even the clergy, knows the true identity of the Grand Bishop, leading to rumors and legends about their origins.
Tech Priests: The clergy responsible for interpreting the Grand Bishop's messages and overseeing technological rituals. They are considered the most knowledgeable about the Umbrella's workings and the cult's teachings.
Missionaries: Tasked with spreading the faith, these individuals travel to isolated settlements, sharing the cult's beliefs and technological insights while actively recruiting new followers.
Radio Scribes: Members who meticulously record the Grand Bishop's transmissions and ensure that the teachings reach even the most remote followers, often using improvised communication methods.
Technology and Weapons
Electric Pulse Weapons: The church utilizes makeshift electric pulse weapons, constructed from scavenged materials and often barely held together with duct tape, inspired by Pre-War pulse weapons they have scavenged. These weapons are revered as holy artifacts but require constant maintenance which is seen as an act of devotion and are notoriously difficult to handle without a deep, almost ritualistic understanding. Outsiders who attempt to replicate or understand these weapons find the effort fruitless, as the designs seem deliberately obscure, possibly to deter investigation into their weaknesses.
Churchs with Radio Towers: Each church is built around a large radio tower, denominate Echo Towers, which serves as a direct communication link to the Grand Bishop. These towers are considered sacred, as they transmit the Grand Bishop's voice to the faithful across the Houston Wasteland. The temples themselves are places of worship, repair, and communal living, where followers gather to study ancient schematics, maintain their equipment, and await transmissions from the Grand Bishop.
Technological Mysticism: All technology is treated as a manifestation of the Umbrella's spirit. Followers vehemently oppose the hoarding of technology, viewing it as a sacrilege, yet they are fiercely protective of artifacts related to the Nuclear Umbrella, including blueprints and scientific documents. Outsiders are rarely allowed access to these documents, which the church guards zealously.
Cultural Impact
Public Perception: The church is seen as both eccentric and benevolent. Their willingness to share knowledge and technology, coupled with their unique beliefs, earns them respect among some wastelanders, while others view them with suspicion.
Philosophical Undertones: Followers engage in debates about the nature of divinity, humanity's relationship with machines, and the ethics of worshiping technology.
Motto: "By the Umbrella's grace, we are shielded. By its light, we are guided."
Obs: this is my idea of a faction for Houston and they are quite popular in the edges of Houston Wasteland where advanced technology is rarer and most see them as eccentrics goofballs that meant well but they do have significant followers.
I....have mixed feelings about this. A techno-cult which is sort of a benevolent mirror to the Brotherhood and a more technophile Followers is a neat concept, but as I noted in our conversations, the way the lore was built up is something I'm conflicted on and I'm unsure of what role the Church would play and how they would fit into what I constructed for the Wasteland.
For now I'll put them as Apocrypha soft canon with a chance for conversion to hard canon later on, though warning with a possibility of some GM changes. +75 to a Development Project of your choice.
At this point she has no idea what happened to them and thinks they're dead. The Corporate Vault Civil War was a very messy affair and as she stated, she was in school when things broke out and her parents were working so not exactly a lot of opportunity to keep the family together. Think Black Mesa but no interdimensional shenanigans for the craziness of what went down.
He might have a vague idea of some of the more important bases in the US, but he was a CIA section chief for Europe more concerned with America's presence on the continent than any domestic stuff, plus he wasn't Enclave material so no cheat codes for The Rig.
He might have a vague idea of some of the more important bases in the US, but he was a CIA section chief for Europe more concerned with America's presence on the continent than any domestic stuff, plus he wasn't Enclave material so no cheat codes for The Rig.
Never thought he would have the cheat codes for the The Rig, just maybe some CIA, DIA and the like bases around Texas, that would be most usefully for us, if he has any info for Cail, could give the info to Followers, they might find some usefully loot there
You've been sworn in for your second term for a few weeks and right now it feels like your office and the greater Republic are under assault by constant escalation. Perhaps the Followers had the right mindset when it came to being anti-government. No longer were you a mere settler state, but a proper nation-state with all of its problems of an ever more dynamic and multiplural Texas wastes.
For starters, there's the fact that the world had grown several times greater in size thanks to the arrival of the Followers. No longer is the Republic just part of a lone star sandbox, rather it's a tuna fish in dangerous and uncharted waters. The pure distance of America and the lack of most peoples or groups to any form of long-range transportation should keep you safe for now, but if humanitarian anarchists were able to arrive from California then you must be vigilant for what's left of old America and if possible, get a headstart and have Texas at the very least be aware and in contact with the West. After all, you have to deal with a very real old threat in Vault-Tec.
Following your talk with Doctor Pasetto, you first shared the news through the cabinet, then held a radio communication with the League to make them aware of what had been shared, though for now you chose not to publicize it lest there be a panic. The cabinet was overall divided with some having an itch to fly over to the Vault and deal with it, while others urged caution or believed that the Corporate Vault was a solved problem that Texas could deal with at its own time. Sure you have the capability to go to Los, but any Rangers or other groups sent out there would be several hours away on air time and days on land, left entirely to their own and outside radio contact. For now the general consensus both internally and across the League is to keep calm but be on alert and explore further avenues of Vault-Tec when available.
Unfortunately, such escapades are likely to be in the future as war has once again returned to Texas, with at least two conflicts that you are aware of. To the North of Houston, the Spartans preparations have been complete and they are at a march. Hundreds of Spartans plus thousands of their levies are spread throughout the North in a general conquest of their Empire. So far, it appears that they are not seeking to expand into the League's territory, but sponsored and direct raids have occured in the Downtown area, keeping the Astros and Spacemen nervous. The greater focus are the lands north of the loop. Word has also passed that there appears to be some divisions within the Colts and Gulf Cartel with some defecting to the Spartans, though the Bandidos are wholly united against the Spartans as what they perceive to be a threat to their way of life. So far, the League is bolstering its defenses and a state of semi-mobilization is occurring. So far, there are three avenues for counterattack being advocated. Galveston is wishing to establish a forward base on the Bolivar peninsula, to defend the island from any possible artillery strikes or invasion, as well as to expand through the peninsula if we wish to conquer Spartan territory. Up North, the Aggies are wishing to push the Spartans back and create buffer states to consolidate their recent gains in the Brazos Valley, through pushing the Spartans out of Lake Conroe, and aiding anti-Spartan factions in Huntsville to keep I-45 open. Texas could support any of these operations, but there is another, more closer war which might have us keep our soldiers at home.
War has erupted in South Texas between San Antonio and the Texas Arms Association. San Antoino blames the TAA for a fire that erupted in Jourdanton which they have claimed, but TAA denounces it as a false flag attack along with other so called acts of aggression. Many nations and settlements are picking sides, most notably seeing the Conquistadors act as co-belligerents to the TAA, both raiding San Antonio and using the chaos of Hurricane Molly to carry out their western ambitions. The fog of war is extremely thick, but considering the inconclusive and bitter results of the Rio Grande War along with this being likely the last great regional war for the pre-war generations to carry out, a lot is to ride on the outcome. It's likely that the Conquistador borders will be stripped enough for us to be safe, or make some big power plays, but we can never be certain, especially of the possibility that the Conquistadors might use the Spartans to carry out their own attack on us.
War, war never changes. So it seems is politics, as with the presidential election, even if you did win on a decisive majority, the existence of a competitive election and the ongoing issues have given the people enough motivation to form political parties. The first was the Confederalist Party thanks to the initiative of Bob Gonzalez. The Confederalists, mostly dominated by Wastelanders, seek a Texas with a less powerful central government, greater devolution to the towns, counties and states, and overall echo a wasteland populism sentiment that curry favor with the Wastelanders first instead of Vault interests. While popular in the Wastes, they aren't too dominate as many new Texans enjoy the benefits of a strong and proactive government.
The second party is affiliated with your strongest opponent, Agnez Farstrum even if Agnez herself wasn't a direct founder. The Progressive Party, called such not for their Left-wing politics (Indeed they're very plural socially), but for their focus on a government that values domestic progress and reconstruction first over your expansionism and heavily adventurous foreign policy. In the eyes of Progressives, better for progress to be achieved on the homefront above all else and have Texas become a shining beacon to the Wasteland to unite it than to waste resources in overextension. The Progressives do find some strength inside and outside the Vault, thanks to a somewhat growing sense of fatigue.
Lastly is the creation of many of your closest allies and your son Stephen, the Texas Independent Party. Dominated in leadership by many political and social leaders of Vault 28. The TIP or "Indies" as they call themselves stand for Civic Nationalism where under the Lone Star Flag, prosperity shall spread through the Wasteland with peace and reconstruction under the banner of the Lone Star flag. They stand for the core values of the Sons of the Republic who founded Vault 28 with a free and strong Texas to act as a champion for democracy, freedom, liberty. TIP is a very broad tent party with little concrete positions, though they are very enthusiastic in promoting Texan culture and a strong government to aid in the healing of Texas from the war.
You lean towards TIP somewhat, although you are a bit saddened that the era of nonpartisan consensus has come to a close. To be fair, this is sort of inevitable with democracies and most especially with the greater goals of Texas to reclaim the borders and unify all within under the Lone Star flag. People are just diverse in opinions and want what they view as best for the nation. Some are scared that this will lead to a future demise of Texas as America, though to be fair you view partisanship as being one of the least of America's faults as in many ways, the Democrats and Republicans had become two sides of the same coin. At least for now, political positions are very fluid and there's a lot of overlap between the three parties. Thus, you have just one personal question, should you join one or remain neutral.
[ ] Texas Independent Party
[ ] Nonpartisan. You want to follow Washington's example and as the first President be a unifier.
(The reason why I am not offering the Confederalist and Progressive parties is because the Confeds are antithesis to Kit's character and Kit has many friends and family in the Texas Independents so it would be odd for him to go Progressive. So essentially be non-partisan, or start a more partisan drift).
Second Republic of Texas
President: Christopher Neil
Capitol: San Felipe
Territory: Vault 28, Austin County, Waller County, Fayetteville
Population: 10,650
Resources: 395 +25 per turn +50 per turn (Trade)
Water 810 Plentiful Surplus -40 (Trade)
Food: 175 Surplus
President Christopher Neil Approval
Approve: 74%
Disapprove: 20%
Unsure/Mixed: 6%
Top Concerns
Wars
Exploration
Foreign Relations
Settlement Reclamation
Buses
In regards to the greater Wasteland, do you stand for or against expeditions beyond the Houston Wasteland?
For: 58% Against: 23% Unsure: 19%
How do you view Vault-Tec as a threat to the future of Texas?
Active Threat: 70% Passive Threat: 16% Low Threat: 10% Nonexistent/Dead: 4%
Are you in favor of Texas taking military action in defense of independent nations and communities outside of the League and our sphere?
For: 55% Against: 17% Unsure: 28%
7 Free Dice
Development 7 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1 Brickworks +2
[ ] 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 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.
[ ] Bellville Medical Restoration (250/750): 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. $2500 Greater quality of life and longevity
[ ] North Austin Dairy Fields (7/150): Some members of the Treasury Department have proposed the creation of a cattle ranch north of Bellville along the border with Brenham. The purpose of this is mainly to serve as a dairy farm both for increased domestic supply, as well as to have a supply of milk for trade with Blue Bell to help expand ice cream production. 10 Resources. $10 per dice. +25 Food
[ ] Brookshire Estate Repair (0/175): Brookshire has done its best to keep its houses and commercial buildings in working order, but there was only so much to do thanks to a lack of knowledge, tools and industry. Now that Brookshire is part of the Republic, see if you can help them rebuild their city, it's the least neighborly thing you can do. $200, 5 Resources Per Dice
[ ] Fayetteville Estate Repair (0/100): The people of Fayetteville have requested for aid from the Republic in fixing the many aging issues present in their homes and businesses before there is any future collapse from long term decay. $100
[ ] Waller County Deconstruction (0/100): Most of Waller County outside of the I-10 and 290 are very rural and sparsely populated farm strips and homesteads. Still, there might be something useful that has generally been overlooked by the Wasteland. Gain 50 Resources.
[ ] North Waller Deconstruction (0/350): The Northern strip of Waller County saw some mild development pre-war, though much of it was turned to ash and dust with the mass nuking by China which was intended for College Station. Outside of Buchaven, the region is dangerous with scores of feral ghouls and it being the territorial grounds of a variety of mutant species. However, this also means that the area has been largely untouched by human or ghoul hands, meaning there could be lots of hidden treasures. Gain 150 Resources.
[ ] Sulfur Mines (0/400): Currently the largest deposits of Sulfur within the Houston Wasteland are located in South Fort Bend and Brazoria County. With the national trade network collapsed, it is absolutely vital that we secure these deposits for the future security of the League. Fortunately Rosenberg is already in the process of creating new mines, all they need is Texan labor. Rosenberg contributes two dice. Gain $5000
[ ] Wallis Water Tank (0/200): With Austin County having a reliable water system, it would be prudent to create a Water tank for Wallis in case of emergencies. +$16,000
[ ] Brookshire Water Tank (0/200): With Austin County having a reliable water system, it would be prudent to create a Water tank for Brookshire in case of emergencies. +$16,000
[ ] Fayetteville Water (0/400): With the issue of borders having been settled, you are now free to deal with the Fayette County Reservoir as you please. The most immediate and feasible goal is to create a new water system out of the Reservoir and connect it to Fayetteville and La Grange, with the latter willing to pay you water rights for the construction and maintenance of the supply. +200 Water +$1,000 per turn.
[ ] Buchaven Farms (0/300): With the beast hordes in North Waller clear, the Ghouls of Buchaven now have immense potential and opportunity where before they simply could survived. One route to take advantage is the growing of mutant crops and raising mutant livestock. While such irradiated food would be unsuitable for the masses of Texas without extensive preparation, it would allow Buchaven to be self-sustaining as well as to provide some limited means of trade. 40 Resources. +50 Food
[ ] Buchaven Ranches (0/250): With the mutant beats cleared from Northern Waller, there's lots of free space not only for settlement, but for valuable farming. Since the bombs fell, a number of curious mutant livestock have cropped up such as the Brahdos and the various mutant breeds of horses. These creatures thrive in radiation, so the Praire View craters represent prime real estate to raise them. 30 Resources +40 Food.
[ ] Scout North Houston (19/400) 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.
[ ] 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"
[ ] 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.
[ ] 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.
[ ] Scout Montgomery County (0/300) DC 40: Lying north of Harris County, Montgomery was a fairly populous suburban county which housed the rich and middle class of North Houston. Sporadic reports claim the area is dominated by Raiders as well as the Spartans probing the general area. Most critically is the presence of Lake Conroe, one of the largest freshwater lakes in Texas.
[ ] Scout Chambers County (20/250) DC 75: East of Galveston County is Chambers County, a very quiet rural county pre-war with its only notable trait being the existence of I-10 across the North of the county. However, nowadays there are confirmed presence of the Spartans and Gulf Cartel operating within it. It would be wise to determine just how entrenched both factions are in the county, though this may be one of the Rangers most difficult jobs yet.
[ ] Loot Downtown (40/200): DC 70 Downtown Houston thanks to a mixture of high radiation pockets, mutants, and heavy damage has been in a near constant state of anarchy since the bombs fell. A hellish no-man's land, this dangerous area does present some opportunity with looting pre-war resources, lots of potential for some great finds within the ruins.
[ ] Lake Conroe Recon DC 75: The Aggies are currently planning a campaign to liberate the Lake Conroe region from the Spartan advance, securing a major source of freshwater and creating a buffer state in the area. Whether you fully commit to the campaign or not, perhaps you could aid the Aggies with some local recon for the battle.
[ ] Huntsville Recon DC 75: Huntsville is currently under siege by the Spartans. While the alliance of Justicars and Sam Houston are holding out well, there is only so much they can do with limited production capacity against the Spartan Tide. The Aggies plan to relieve the city with arms and reinforcements. Whether you fully commit to the campaign or not, perhaps you could aid the Aggies with some local recon for the battle.
[ ] North Houston Recon DC: 90: The Spartans are currently on the advance in Northern Houston. While the potential responses of the League are very limited, we can at least send consistent Recon missions into the region to keep a track on the Spartans and understand just what is going on in the North.
[ ] Friends in the Wasteland (0/350): Before any proper spywork can be done within other states, it's important to have general friends throughout the "free" areas of the wastes where little to no government presence is. This can give us a reliable network of support to understand major developments outside of the civilized states as well as a support network for long distance missions.
[ ] Infiltration: (0/???) DC ???: Now that you have a proper espionage service, it would be wise to form internal networks within neighboring states and communities. Be warned though, that if your attempts are discovered there can be blowback, especially among allies.
-[ ] Select which state you want to form a network in
[ ] South Texas Overwatch: DC 110: Currently a war is ongoing in South Texas with San Antonio once again leading a reconquista of sorts against a coalition of powers, including the opportunistic Conquistadors. The fog of war is incredibly thick and for the moment you can only understand what is going on through hearsay and rumors passed along via La Grange. Organize some Ranger expeditions to keep an eye on developments to help the Republic plan its next course of action.
Martial 7 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 for Battle DC: ???
-[ ] Where to and which units?
[ ] Shuffling Troops: You want to redeploy some existing units to a new location, either in preparation for an operation or to enhance existing defenses.
-[ ] Where to and which units?
[ ] Shuffling Materials: You want to reorganize the inventory of the Army and shift weapons or distinct supplies to other units. -[ ] Which materials and which units?
[ ] Here Comes the Cavalry (15/250): 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.
[ ] Sealy Defense (10/350): 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. -[ ] 9 M18 Mattis IFV (21/175) 50 Resources $100
-[ ] 15 M1176 Vanguard APC (21/250) 75 Resources $250
-[ ] 20 Humvee MK V (106/300) 100 Resources $400
-[ ] 5 Battle Ambulance Transports (BAT) (11/200) 60 Resources $500
[ ] Brookshire Defense (0/300): With Brookshire being the main town on our eastern frontier, right on the border with Katy, it is placed in a vulnerable spot and most importantly, acts as the first line of defense for San Felipe on the East. Invest in protection and border security to turn Brookshire into a fortress town. $3,000. 65 Resources
[ ] Militia Reorganization (0/200): The expansion of the Republic and our new experiences in post-modern warfare has presented new challenges and called for evolutions in doctrine. Most prominently is the reorganization of our militia which has become rather lethargic and seen major drop offs in membership. Reorganize the militia into a more professional volunteer force and better define its purpose.
[ ] Camp Neil (0/350): Currently Dickinson Company while performing their duties adequately in the defense of Bellville are not doing so as efficiently as they can due to being based out of the castle itself, which while great for defense is not optimal for daily duties. Work with Bellville on creating a suitable base for Dickinson. $6000
[ ] Bot Repair (46/300): In the aftermath of Hempstead, most of the bots that were deployed suffered varying amounts of damage. If we wish to maintain our robot auxiliaries, it would be wise to repair them as soon as possible. 50 Resources $1200
[ ] Operation Switchblade DC 125: Desiring to blunt the Spartan advance, the Aggies have drawn together a plan to free the Conroe area from their Rosters in coordination with local elements. While A&M most certainly has the firepower for such an endeavor, they could use any further help. Aggieland shall commit 3 Dice
-[ ] List of units to deploy
-[ ] Call more allies: Write-in: DC ??? (Costs 1 Diplo Dice per ally)
[ ] Huntsville Hoedown: DC 100: Huntsville is under siege with the local Raider tribe of the Walls Boys desiring to take over the city with Spartan assistance. Standing against them are the Justicars and Sam Houston State. The Aggies plan to send troops there, lets give them a hand. Aggieland shall commit 3 Dice
-[ ] List of units to deploy
-[ ] Call more allies: Write-in: DC ??? (Costs 1 Diplo Dice per ally)
Diplomacy 6 Dice Charisma +5 Houston League +1 Embassy +1
[ ] 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.
[ ] 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:
[ ] 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.
[ ] East Wharton County Annexation (0/150) DC 40: The city of Wharton and its aligned settlements in the eastern side of the Colorado river of Wharton County are seeking to join the Republic through annexation. While a welcome development, especially with the inclusion of Wharton County Junior College, it does present a potential escalation to the Conquistadors that could jumpstart a conflict between you two. +1 Research Dice
[ ] Chinatown Diplomacy (57/400) DC 90: Chinatown, what was once a cherished ethnic enclave turned into an oppressive ghetto in the middle of the Sino-American War. After the bombs fell, Chinatown managed to survive, but it is near universally hated among the Wasteland with many Wastelanders treating the Chinese as scapegoats similarly to the Jewish peoples of the old world. With relations with Chinatown's friendly neighbor, the University Alliance open, perhaps you can start a process to include Chinatown into the greater Wasteland.
[ ] Freeport Diplomacy (0/250): The "Free State of Freeport" is an interesting city-state as not only does it appear to have the largest standing port in Texas, but it also considers itself to be part of the Free States of America, a loose coalition of anti-Federalists anarchists and survivalists who formed militias in the last years of America, sort of similar to the Sons of the Republic. Reportedly they have contact with some of the Free States, so it would be of interest to form relations with them.
[ ] Invest in Texas City Pipeline (0/400): As vital as the restoration of Texas' status as an oil and gas state thanks to Aggie fracking is, our options are heavily limited by the lack of refinery facilities. Fortunately the Texas City refinery within Galveston territory is intact, but we would need to either restore the old pipelines or build new ones to connect them to the College Station-Sealy Axis. Still, the return of gas and other diesel products could have great rewards. $10,000
Research 4 Dice Intelligence +2 San Felipe ISD +1
[ ] Rad Rivers (100/250): 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
-[ ] Explosive Charges (31/200)
-[ ] Flamethrower (16/200)
-[ ] Mines (23/200)
-[ ] Plasma Weaponry (106/400)
[ ] 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 (164/540): 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
[ ] Anti-Radiation Suits (150/300): 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 (124/160): 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 Cement/Brickworks (50/175): 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.
[ ] Robotics Reverse Engineering (0/???): Texas has come into ownership of quite a few robotic models throughout its travels. While you can maintain and repair them, there is the issue of knowing what to produce. Reverse engineer and see what you need to do to add more metallic Texans. -[ ] Eyebot (50/75) 5 Resources
-[ ] Mr. Gutsy (25/125) 10 Resources
-[ ] Protectron (0/200) 20 Resources
-[ ] Assaultron (0/400) 40 Resources
-[ ] Sentry Bot (0/500) 50 Resources
-[ ] C-27 Humanoid Robot (0/300) 30 Resources
-[ ] Pacification Robot (0/350) 40 Resources
-[ ] Cargobot (50/175) 25 Resources
-[ ] Urban Loadlifter Robot (50/250) 30 Resources
[ ] Lone Star Landline (50/300): With Texas now having easy access to radio, it would be best to further telecommunications by establishing a phone system to connect Texans across the nation. Whether used for business or social affairs, a working phone system will do wonders to further connect the state. $2000, 30 Resources
[ ] Fayette Nuclear Restoration (0/1500): Undoubtadly the most ambitious project in post-war history, you would be working together with Aggie Nuclear engineers to restore the Fayetteville Nuclear plant. With the plant having been safely shutdown and only degraded by age and weather, it's hypothetically fully preserved. Still, reactivating and maintaining this facility will be a massive ordeal. $25,000. +1 to Development and Free Dice
[ ] Post-war Radio (0/200): For 150 years, radio would be one of the primary methods of communication and entertainment for the modern world. While the bombs have fallen, radio is still a critical part of sharing entertainment and information as many radio stations live on and they pass along songs and messages to the Wasteland. We currently have a modern radio system, but Texans have to rely on old world radios to receive any broadcasting, and these if broken will be expensive to repair or replace. Derive an afforable post-war radio with the means we have so all of Texas can be connected. $350. Boost to Trade.
Administration 8 Dice +1 Bonus roll +1 National Bank +1 FRS +1 Lone Star Radio +1 Post Office
[ ] 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.
[ ] 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 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
[ ] Public Busing (0/300): The Second Republic has become very big through recent expansions, so much that one can no longer merely travel throughout the entire nation within an hour, and a journey on foot may take an entire day. While the roads are still of decent quality, many Texans lack reliable means to travel throughout the public and beyond. Fortunately, there is a method to solve this through the combination of our extensive fleet of RVs which can be converted into buses along with good old horse drawn carriages. Not only would this make Texas more connected, but it would also earn us a steady stream of income. 35 Resources. $550. Gain Busing Income
[ ] Copyright Office (50/200): Before returning to the surface, Copyright was never an issue in Vault 28. Basically, everything that was ever made was public domain as it was assumed most living authors were dead and there were no pesky lawyers to uphold intellectual properties. There was a vague common law of copyright to respect works made post-war, but it was never enforced due to the strong sense of community. Now with Texas firmly established, there is a budding class of artisans across the Republic making literature and music. It would do well to pass laws and uphold some sense of regulation to prevent theft as well as to solve the case of surviving pre-war creators like Maxwell Stone. $200.
[ ] Austin County Settlement Support (0/400): Currently Texas has a handful of towns and the city of San Felipe which serve as residency of nearly all Texans. There's a whole lot of real estate available and many pre-war towns and communities largely preserved, but few venture out into rural Texas besides daring pioneers squatting in abandoned homesteads. Perhaps it would be for the best to give some support to these ghost towns so they may see a resurrection. $5,000. 150 Resources.
[ ] Radioactive Real Estate (0/500): With Northern Waller now cleared of mutant herds, there comes opportunity for the Ghoulish Texans of Buchaven to finally expand from their dense neighborhoods and colonize the ruins of Waller, Praire View and Hempstead. The radiation will be no issue for these Ghouls and there is enough foundations and buildings left to provide various forms of housing or even businesses for the Ghouls to engage with one another. $6,000. 200 Resources.
[ ] Waller County Settlement Support (0/300): At the moment the only suitable non-irradiated town in Waller County is Brookshire. However, there is a scattered collection of ghost towns throughout the county and community plots that could be restored and recolonized to make Waller more populated and productive on a similar level to Austin County. $3,000. 100 Resources.
[ ] Texan Apprenticeship (0/400): With the lack of any college level facilities aside from distant A&M and UH, Texans after graduation from high school have largely had to rely on apprenticeships with learned professionals. This was fine within Vault 28 as there was a trade system established and deep personal trust between the community. However, as Texas expands, there are more professions established by people who are less familiar to the general public and thus a greater degree of trust. It has been proposed that we establish a state sponsored apprenticeship system, where Texans entering certain fields can be recorded to be under the education of an experienced master of trade, and then after a period of practical learning, take a certification exam which qualifies them as educated in a similar fashion to a bachelor's degree or any other higher trained certification. $1,000 +1 to Research Rolls
[ ] Fayetteville Clinic (0/150): One of Fayetteville's greatest weaknesses is a lack of an established medical system with residents forced to rely on scavenged chems, homemade remedies or making the trip to La Grange. Set up a clinic in town to help aid the residents. $200. 30 Resources.
[] Sabotage Conquistadors and attack Spartans 7 Free Dice
Development 7 Dice Strength +1 Sealy Electrification +1 Austin County Plumbing +1 Brickworks +2
-[] Brookshire Estate Repair (0/175): 3D $200, 15R
-[] Fayetteville Estate Repair (0/100): 2D $100
-[] Fayetteville Water (0/400): 2D+3FreeD Intelligence 5 Dice +1 Garages +1 Experienced Scouts +2 FSB
-[] Conquistador Sabotage: DC ???/???/???: 5D Martial 7 Dice Endurance +2 New Sherriff +5 Power Rangers +1 OCS +1 +10 to battle rolls
-[] Operation Switchblade DC 125: Aggieland shall commit 3 Dice, 3D
--[] Alamo Company, Bowie Company, Crockett Company, Dickinson Company, 1st Power Ranger Squadron
-[] Huntsville Hoedown: DC 100: Aggieland shall commit 3 Dice, 3D
--[] Eagle Company, Fannin Company, Gonzales Company, Houston Company, 2nd Power Ranger Squadron, Texas Air Force
-[] Armor Restoration (0/???):
--[] 9 M18 Mattis IFV (21/175) 1D $100 50R Diplomacy 6 Dice Charisma +5 Houston League +1 Embassy +1
-[] East Wharton County Annexation (0/150) DC 40: 4D
-[] Invest in Texas City Pipeline (0/400): 2D $10,000 Research 4 Dice Intelligence +2 San Felipe ISD +1
-[] Texas Rails (164/540): 4D 60R $200
-[] San Felipe Paper Mill (124/160): 1FreeD $50
-[] San Felipe Cement/Brickworks (50/175): 3FreeD 15R $60 Administration 8 Dice +1 Bonus roll +1 National Bank +1 FRS +1 Lone Star Radio +1 Post Office
-[] Citizenship Documents (10/150): 3D $10
-[] Texas Dental (0/250): 2D $80
-[] Public Busing (0/300): 3D 35R $550
My thoughts are to repair the 2 estates we have repair actions for and start on the water reservoir.
all 5D into stabbing the conquistadors in the back.
for martial I have us splitting up our army and helping Aggieland against the Spartans, with the last odd dice going into IFV(because it needs the least progress to complete)
Diplo I want to annex East Wharton and invest in the oil pipeline.
Research, more work on the texas rails, complete the papermill and try and get the cement/brickworks done.
Admin, bureaucracy is go, do that paperwork! Start on Dental and do the busing thats been on our survey as wanted.
With Operation Switchblade and Huntsville Hoedown if we put in 3 dice in each, would be a total of 6 dice, so unless the rolls are really bad, it should pass. And if we do Texas City Pipeline at the same time, then this turn Aggie is really gonna love us
Planning to do an omake on the various weapons Texas is using. Mostly inspired by Zach's gun rants. Any list of weapons the Texas army would use and a general description would be welcome.
Planning to do an omake on the various weapons Texas is using. Mostly inspired by Zach's gun rants. Any list of weapons the Texas army would use and a general description would be welcome.
Great, but they only provide names. I also need a description of what they are capable of, or I could just make stuff up which will take longer. Stuff like what caliber is it using, is it made to be compatible with other systems, is the body made out of polymer or wood and steel, does it have any quirks, and other details.
[X] Nonpartisan. You want to follow Washington's example and as the first President be a unifier. [X] Plan Great Uniter
7 Free Dice
Development 7 Dice +5 Bonus
-[X] Waller County Deconstruction (0/100) 2D
-[X] Wallis Water Tank (0/200) 3D
-[X] Fayetteville Estate Repair (0/100) 2D Intelligence 5 Dice +4 Bonus
-[X] Conquistador Sabotage 3D
-[X] Scout North Houston (19/400) 2D 1 Free Dice
-[X] North Houston Recon DC: 90 3 Free Dice Martial 7 Dice +9 Bonus +10 Battle Rolls
-[X] Operation Switchblade DC 125 4D (Aggieland contributes 3 Dice)
--[X] Alamo Company, Bowie Company, Crockett Company, Dickinson Company, 1st Power Ranger Squadron
-[X] Huntsville Hoedown: DC 100 3D (Aggieland contributes 3 Dice)
--[X] Eagle Company, Fannin Company, Gonzales Company, Houston Company, 2nd Power Ranger Squadron, Texas Air Force Diplomacy 6 Dice +7 Bonus
-[X] East Wharton County Annexation (0/150) DC 40 4D
-[X] Trade Deal (0/?): 2d
--[X] With Sugarland: Purchase R with Water Research 4 Dice +3 Bonus
-[X] Rad Rivers (100/250) 3D
-[X] San Felipe Paper Mill (124/160) 1D
-[X] Old Weapons for a New World
--[X] Explosive Charges (31/200) 3 Free Dice Administration 8 Dice +5 Bonus
-[X] Texas Dental (0/250) 5D
-[X] Copyright Office (50/200) 3D
Broadly speaking, this plan dedicates a lot of dice to fighting the spartans, both in terms of Martial operations which I feel can go without free dice thanks to Aggieland contributions, and scouting out North Houston as it sounds like that is where we will be doing a lot of fighting, and I don't know about yall but fighting in unscouted urban ruins does not sound like a good time to me.
Plus annexing that one place while the conquistadors are distracted because another research dice sounds really good right now.
And also keeping our presidency non-partisan because tbh openly endorsing our son feels like something we should not do in our still young democracy.
Any thoughts from people?
[X] Plan: Texas Reclamation
Also putting this here because the other two plans are tied right now and I like this one slightly more.
[X] Nonpartisan. You want to follow Washington's example and as the first President be a unifier.
[X] Plan: Texas Reclamation 7 Free Dice
Development 7 Dice +5 Bonus
-[X] Austin Farms (0/200): 2 Free Dice
-[X] North Austin Dairy Fields (7/150): 2 Free Dice
-[X] Waller County Deconstruction (0/100) 2D
-[X] Wallis Water Tank (0/200) 3D
-[X] Fayetteville Estate Repair (0/100) 2D Intelligence 5 Dice +4 Bonus
-[X] Conquistador Sabotage DC ???/???/???: 3D
-[X] North Houston Recon DC: 90: 2D, 1 Free Dice Martial 7 Dice +9 Bonus +10 Battle Rolls
-[X] Operation Switchblade DC 125: 2D, Aggieland 3D
--[X] Alamo Company, Bowie Company, Crockett Company, Dickinson Company, 1st Power Ranger Squadron
-[X] Huntsville Hoedown: DC 100 2D, Aggieland 3D
--[X] Eagle Company, Fannin Company, Gonzales Company, Houston Company, 2nd Power Ranger Squadron, Texas Air Force
-[X] Here Comes the Cavalry (15/250): 3D, 1 Free Dice Diplomacy 6 Dice +7 Bonus
-[X] Freeport Diplomacy (0/250) DC 40: 4D
-[X] Brazos Union Annexation: DC: ???/???/???: 2D, 1 Free Dice Research 4 Dice +3 Bonus
-[X] Rad Rivers (100/250) 3D
-[X] San Felipe Paper Mill (124/160) 1D Administration 8 Dice +5 Bonus
-[X] Citizenship Documents (10/150): 3D
-[X] Austin County Settlement Support (0/400): 5D.
This is my plan here since people will want to attack the Spartans mat as well this turn without waiting for recon support may as well look what they are doing in North Houston.
In the development our food situation is not great we have only 175 and this is not nearly enough in case of emergency so may as well finish the Austin Farms, something we have as a option for quite some time and start our own production of milk minor food but can be used to expand the ice cream market and that's a market with very few competitors due the lack of facilities than anyone else have, we cam make a killing there if we play right.
Decide to conduct diplomacy with Freeport and negotiate the Brazos Union Annexation, wanted to annex East Wharton but since we going to attack the Spartans this turn we better not escalate the conflict with the Conquistadors in such blatant way in order to not split our forces.
While in Martial may as well start training our Calvary, the cars are good and all but they aren't going to last forever so may well nip this problem in the problem and have a alternative means of travel ready, plus they can go to places that our horses can't.
In Research we start build boats, we have a natural border with he Conquistadors separate by a rives, as of now bridges are the only to connect both our territories and naturally will serve as shock points for both sides, with boats at least we can invade they territory anywhere we want without tremendous loss in case of war.
Decide as well to start identification cards, our population is composed of enough wastelander that now have achieved parity with the vault dwellers population so organization issue will probably become a issue, specially since we are constantly expanding. Plus may as well start with supporting the Austin County Settlement since the description mention is hardly populate and we need farms over there since this is the best fertile soil in Houston as of now, shame that we aren't taking advantgae of that.