It was over thirty years ago when the final transmission from the Core system came in. An attack by an unknown force was underway and all hyperspace capable craft were to be recalled to return with as many military forces that they can carry to aid in the defense. The omnidirectional alert ordered the craft to jump to a different separate location before the jump to the core systems to obfuscate the directions of the colonies, and all colonies were to cease all transmissions until the attack ceased. The Core may have fallen, it may not have. No craft have returned, and there is no longer any way to receive extrasolar messages.
Upon the removal of the hyperspace capable craft and the soldiers they could carry, the government was low upon military forces to call upon to suppress insurrectionist movements that were common in the colonies. This lack combined with the increased burden placed upon the colonial population, allowed for one movement to gain enough support to launch a successful coup. However, damage sustained in the attack upon the capital resulted in the loss of the extrastellar communication array and heavy damage to the colony's technological databases. To make things worse, the rebellion was not successful in forming its own government in the aftermath, and the colony fell into anarchy, various warlords vying for control over the various regions of the colony.
We are the the Dancing Demons, a mercenary group formerly under the command of the warlord Withered Hawke before his death in battle against some new force from the eastern deserts. Our contract expired, our force headed south into the badlands. We had gotten some word of some jobs in the direction. That was when we came across it. An old military base, its surface occupants apparently killed by any one of numerous raider groups that were known to inhabit this area. Notably, some blast doors built into a nearby cliffside were intact, with only relatively minor damage to the outer surface. There were enough supplies here that we determined it worth our time to search the area, with a few more opportunistic individuals seeking to find a way to open the blast doors.
Exterior FacilitiesNorth Wall (Moderately Damaged)
South Wall (Heavily Damaged)
West Gates (Heavily Damaged) <<not searched>>
Northwest Tower (Damaged) <<not searched>>
Southwest Tower (Near Obliterated) <<not searched>>
Blast Doors (Light Damage)
Northern Exterior Armory (Moderately Damaged) <<not searched>>
Southern Exterior Vehicle Storage (Heavily Damaged) <<not searched>>
Interior Organizational Name: The Dancing Demons
Commander: Aristophanes "Ari" Burke
Second in Command: Leslie Vakardin
Chief Smuggler: Julius Jackson
Available Personnel: 70 (5 Actions per Turn)
Max Personnel: 70
Available Vehicles: 12
Max Vehicles: 20
Vehicle Personnel Capacity: 70
Skills
Diplomacy: +1 to Diplomacy
Personnel Skill: +1 to Combat
Technological Expertise: +1 to Tech Improvement/Reverse Engineering.
Scavenging Expertise: +1 to Scavenging/Looting/Searching.
Industrial Expertise: 67% chance for +20% weapons/bullets produced, -1 turn and -5% cost to fabrication, -5% cost when repairing.
Food Use: 7 Food/turn
Food Stocks: 81 Food
Food Use Rate: V. Low - Low - Average - High - V. High
Water Use: 7 Water/turn
Water Stocks: 76 Water
Water Use Rate: V. Low - Low - Average - High - V. High
Vehicles
Jackson's Truck: A truck that Julius has installed a small workshop in the covered backfor producing bullets, chemicals, and scrap weapons. The exterior has been armor plated with pieces of scrap metal, the windows being replaced with slitted armor. The roof over the passenger seat has been replaced with a turret mounting an TL-LMG-2. (1 Medium Vehicle)
The Tankers: Two semis mounted with liquid tankers, one filled with fuel and the other water. Cowcatcher shaped plows have been added to the front of the vehicles and a quite sturdy platforms composed of scrap metal were added to the top of each tanker. These platforms were originally to keep guard, but some personnel erect tarps between the barracades that form a railing and rest under there when the convoy is on the move. (2 Heavy Vehicles)
Food Truck: A semi with a refrigerated car that acts as storage for the company's food. Keeping the refrigeration working is considered a high priority for the mechanics, so food may be preserved. While barely spoken of, this truck also contains bodies of recently deceased members of the group, as an emergency food supply. (1 Heavy Vehicle)
Transports: A set of six trucks and four door cars that have had their back cabs and trunks modified into jerry-rigged beds. These beds carry a majority of the personnel and ammo boxes for the company. (6 Medium Vehicles)
Combat Cars: A set of two trucks that do the brunt of the work combat, both being well armored. One mounts and Explosive Harpoon, while the other mounts a TL-LMG-2. (2 Medium Vehicles)
Fuel Use: 5 Fuel/turn
Fuel Stocks: 64 Fuel
Fuel Use Rate: V. Low - Low - Average - High - V. High
Bullet/Weapon Stocks
51 Nikon Pistols
19 Wolfe SMGs
39 SF-AR-5s
6 Scoped SF-AR-5s
17 Garland Shotguns
3 TL-RA-3s
4 TL-LMG-2s
Vakardin's Sniper Rifle
4000 [9mm] Bullets
7000 [5.56mm] Bullets
500 [12 gauge] Shotgun Shells
36 [83mm] Rockets
10 Explosive Harpoons
Armor
69 sets of Combat Armor
1 set of Ari's Armor
Other Supplies
30 Metal
Weapons Tech
Scrap Pistol: A cheap, semi-automatic [9mm] pistol with a 5 round magazine built from scrap metal. It has a moderate chance of operational failure (1 scrap metal)
Scrap Rifle: A cheap, semi-automatic [5.56mm] rifle with a 12 round magazine built from scrap metal. It has a moderate chance of operational failure. (2 scrap metal)
Scrap Shotgun: A double barrel shotgun composed of scrap metal that fires [12 gauge] rounds. It has a modrate chance of operational failure (2 scrap metal)
Nikon Pistol: A semi-automatic [9mm] pistol with a 9 round magazine, first fabricated by the Gunsmiths of Pelagius. It was originally created as a cheap, easily maintained alternative to energy weapons. With the rising difficulty of finding replacement parts for energy weapons, this weapons has slowly become the most common sidearm used by mercenaries in this region of the wastelands. This weapon has a very low chance of operational failure. (1 Metal, 1 Gun Component, Small Arms Workbench)
SF-AR-5: A [5.56mm] gas-operated assault rifle with a 30 round magazine fabricated by the Seven Forgemaster Warlords before their destruction. Infighting amongst regional successor groups has resulted in the death or enslavement of most of the engineers that know how to produce these weapons. As a result, newly produced models are generally in the hands of a select few groups, though some have captured some of the newer copies. These weapons have a low chance of operational failure. (1 Metal, 2 Gun Components, Medium Arms Workbench (A scope may be added at the cost of 1 additional Metal and glass))
TL-RA-3: A reusable [82mm] anti-tank rocket system employed by the Titan Legion. Older models are occasionally granted to various mercenary organizations hired by them during the more difficult conflicts. These weapons have a very low chance of operational failure. (2 Metal, 1 Chemicals, 1 Launcher Component, Heavy Arms Workbench)
Garland Shotgun - A gas-operated, semi-automatic [12 gauge] shotgun sold by the Talon Company to various mercenary groups that operate in the same region as their weapons factories. The weapon has an 8-round tubular magazine. It has a very low chance of operational failure. (1 Metal, 2 Gun Components, Medium Arms Workbench)
Wolfe SMG: A [9mm] blowback submachine gun sold by the Talon Company. The weapon alternatively uses 20 or 30 round magazines. It has a low chance of operational failure. (1 Metal, 2 Gun Components, Small Arms Workbench)
TL-LMG-2: A [5.56] roller-delayed blowback light machine gun employed by the Titan Legion. It is loaded from a 100 round belt. This version is behind their most modern, but it is still of good quality. I has a low chance of operational failure. (2 Metal, 3 Gun Components, Heavy Arms Workbench)
Vakardin's Sniper Rifle: A precollapse coilgun utilized by Leslie Vakardin. The scope that was originally on the rifle has been removed in favor of custom 'iron sights' due to damage caused to it and preference by Vakardin. (Needs to be reverse engineered at a Laboratory before production can be done)
Armor Tech
Combat Armor - General combat body armor used by several mercenary companies, and produced by the Kaydon Society. The armor is composed of a combination of quilted nylon and multiple steel plates. The helmet is composed of manganese steel. (2 Metal or 3 Scrap Metal, Armor Workbench)
Ari's Armor - A precollapse piece of combat armor utilizing lightweight composite armor plates. The original helmet was missing, but the rest was in decent condition. The arms include a recoil compression system within it and there exist several points where an exoskeleton may be added. (Needs to be reverse engineered at a Laboratory before production can be done)
Vehicular Augmentations
Mobile Production: Vehicles equipped with this are able to produce Scrap Weapons, Bullets, and Chemicals. (6 Metal)
Explosive Harpoon: Vehicles equipped with this have a turret mounting a harpoon gun that fires harpoons tipped with contact explosives. (3 Metal, 2 Chemicals)
Rigged Bed: Vehicles equipped with this have either their trunks and back cab rebuilt into a trunk, or have a platform added to a towed trailer or tanker. (N/A for Light, 6 for Medium, 10 for Heavy)
Rams: Vehicles equipped with this have a cowcatcher shaped ram added to their front. (3 Metal for Light, 5 for Medium, 8 for Heavy)
Task: Search all available areas
Reward: 1 skill point
Task: Bring in more food and water than consumed
Reward: 1 skill point
Task: Get past the Blast Doors
Reward: 3 skill points
Constructing a new building costs either 50 metal or 70 scrap metal, and will consume 1 action for the next 5 turns. Repairing a building costs 5 metal or 7 scrap per level of damage. Levels of Damage are: None, Light, Moderate, Heavy, Near Obliterated). Repairing one level costs one turn's worth of actions. Each level reduces the productivity
of the building by 20%.
Buildings may be renovated to a different type for 10 metal or 14 scrap. Renovating costs one turn's worth of actions. Buildings must be in 'none' or 'light' levels of damage to be renovated.
Building Types:
Weapons Factory - Able to fit 4 workbench slots. Each workbench costs 3 metal or 5 scrap metal to set up. When weapons factory is used, all workbenches produce their set amount. Small Arms workbenches produce 5 weapons, Medium Arms workbenches produce 3 weapons, Heavy Arms workbenches produce 1 weapon, Armor workbenches produce 3 pieces of armor, Bullet workbenches produce 100 of a type of bullet per turn.
Smelter - Able to convert up to 10 scrap metal into 10 metal.
Laboratory - Allows for you to reverse engineer advanced technology you come across.
Engineering Workshop - Allows for the creation of entirely new weapons rather than small modifications.
Barracks - Increases Max Personnel by 20.
Greenhouse - Produces 10 food per turn after 4 turns.
Water Purifier - Only costs 15 metal or 21 scrap. Set up near river, cannot be renovated, produces 10 water per
turn. Needs to be transported back.
Vehicle Garage - Allows for augmentations to be added to one vehicle per turn. Increases vehicle maximum by 10.
Location must be vehicle accessible.
Setting "Use Rate" to a higher or lower count modifies how quickly the resource is used up.
V. Low - 50% current use - -4 to actions
Low - 75% current use - -2 to actions
Average - Regular Use - +-0 to actions
High - 25% increase in use - +2 to actions
V. High - 50% increase in use - + 4 to actions
It becomes sparse at the end, but it was taking a long time, and I just wanted to get the turn done. Tell me if anything is unclear.