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Time and time again, the Enclave has been beaten down, beaten back and its plots foiled by some exceptional wastelander whether it be from the west or the east. Poseidon Energy Oil Rig, Navarro, Raven Rock all of them have been lost. The Outpost in Chicago has been buried underneath the weight of the Midwestern Brotherhood. In this year of 2281 what hope is there for a united America when all that's left are remnants of the Enclave?

can you re-forge the disparate Enclave Remnants in your own image?

With that out of the way here's the rules for rolling in the quest

Rules D100 roll under a give Difficulty value, Difficulty value is modified by character traits, perks, and the scenario itself, Menial DV 90 average DV 70, challenging DV 50, Brutal DV 30, Impossible DV 10.

Example: Combat Scenario
John is a remnant fighting off an NCR Veteran Soldier
DV is 50 because this is challenging.
John has a +25 from perks, traits and equipment for a DV of 75
The NCR Soldier has a zealous hate for the Enclave -10 so DV is now 65

Best of 3 rolls, crits cancel (1 and 100 in gifteds case 1-10, 90-100), crits don't stack
If John crits then he defeats the veteran, if he wins, then the veteran takes a wound and combat continues, if loses then he takes a wound and combat continues, if he crit fails he takes a critical wound and combat continues

The Main character has 3 crit wounds, for every 3 wounds he takes he gets a crit wound and normal wounds are reduced to 0. normal wounds don't detract from rolls, crit wounds subtract 5 from each roll, obviously if John is crit wounded 3 times whether from culminating wounds or crit fails he dies.

Most enemies have 1 crit wound.

Stimpacks heal 1 wound, doctors bags 1 crit wound normally.

You may opt to use a stimpack in combat, you may not use a doctors bag in combat.

Example: Social Scenario
Albert is a remnant attempting to convince a East Coast Brotherhood knight to go somewhere else so he can go somewhere unimpeded
DV is 70 because this is an average scenario
Albert has a +20 from perks and traits for a DV of 90
Albert popped some grape mentats for a +5 for a DV of 95
The Knight has a stick up his ass for a -15 for a DV of 80
Albert picked a poor argument or lie for a -10 for a DV of 70

so on and so forth.
Now onto the first and most important choice

Where are you from?
>West Coast Remnant
>East Coast Remnant
>Chicago Outpost
>>
>East Coast Remnant
>>
>>4907538
>>Chicago Outpost
>>
>>4907538
western remnant
i just want a classic fallout quest
>>
>>4907538
>>Chicago Outpost
>>
>>4907538
> West Coast Remnant
>>
>>4907538
>West Coast Remnant
>>
Gonna let the vote go for another two hours since this will shape a lot of what goes on at the start of the quest.
>>
>>4907538
>>West Coast Remnant
>>
>>4907538
>Chicago Outpost
>>
>>4907538
>East Coast Remnant
>>
>>4907538
>Chicago Outpost
>>
>>4907538
>>East Coast Remnant
>>
>>4907538
>>East Coast Remnant
>>
>>4907538
>West Coast Remnant
I love me some good old fashioned Imperialism.
>>
>>4907538
>>West Coast Remnant
>>
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That was dangerously close to a 3 way tie.
However here's the final tally
West Coast: 6
East Coast: 4
Chicago: 4

Alright, next choice, 1 hour to vote on it, after this will be the first proper post of the thread.

Who were your parents?
>Officers - +5 to all leadership rolls, Officer Training, Power armor training
>Scientists - +5 to all knowledge rolls, Scientist Training, Advanced Lab
>Soldiers - +5 to all combat rolls, Soldier training, Power armor training
>Engineers - +5 to all technology rolls, Engineer Training, Advanced Workstation
>Navarro Veterans - ???

To elaborate on what the other bonuses are, Training gives additional options in certain situations,

Power armor training lets you use power armor as soon as you get it,

the lab and workstation give you access to advanced crafting options to start

and Navarro Veterans has additional benefits that are not immediately available but are more powerful and only unlocked after several missions/flags have been activated.

Each region had an equivalent unique option just to keep things interesting, looking forwards to see where we go from here folks.
>>
>>4907728
>Engineers - +5 to all technology rolls, Engineer Training, Advanced Workstation
>>
>>4907728
>Officers - +5 to all leadership rolls, Officer Training, Power armor training
We're pretty stacked when it comes to Combat rolls, something like extra Leadership and Officer training would let us shine real good as a combat specialist. Picking up the Engineering background would be a good alternative so we can get that Advanced Workstation, letting us keep our gear in top condition.
>>
>>4907728
>Navarro Veterans - ???
MYSTERY OPTION MYSTERY OPTION
>>
>>4907728
>>Officers - +5 to all leadership rolls, Officer Training, Power armor training

It's good to be in charge.
>>
>>4907728
>>Navarro Veterans - ???
>>
>>4907728
>>Officers - +5 to all leadership rolls, Officer Training, Power armor training
>>
>>4907728
>>Officers - +5 to all leadership rolls, Officer Training, Power armor training
>>
>>4907728
>Engineers - +5 to all technology rolls, Engineer Training, Advanced Workstation
engineer gaming
>>
>>4907728
>Navarro Veterans - ???
>>
>>4907777
gotta go with these quads
+1
>>
>>4907728
>NAvarro Veteran - ????
>>
>>4907728
>Navarro Veterans - ???
The Box! The Box!
>>
Could the Navarro vets be officers?
>>
>>4907795
Non-Commissioned officers, so they don't have the formal training that the regular officers do because they work for a living.
>>
we're at a tie right now between Officers and Navarro Vets, 5 and 5, with 2 engineers, I'll let the vote run another hour to see we can break the tie, if it's still tied by then I'll roll a d100, 51-100 will be officers, 1-50 will be vets
>>
>>4907728
>>Officers - +5 to all leadership rolls, Officer Training, Power armor training
>>
>>4907799

Switching from >>4907779
to
>>Officers - +5 to all leadership rolls, Officer Training, Power armor training
>>
>>4907728
>Navarro Veterans - ???
Ride's over muty time to die
>>
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A close battle.
Officers- 7
Navarro Vets - 6
Engineers - 1

It would seem you parents were Enclave officers that survived the fall of the Enclave in the west and they raised you as a true blooded 'Murican patriot, the fire your blood boils for revenge against the savages and mutants that stole America's future, perhaps one day you might be able to rekindle the fire of civilization.

Everyone get ready, we're starting now.
Writing.
>>
>>4907851
>Officers
Cringe
>>
>>4907875
Alas it is what it is, part of me can't deny it would have been a lot of fun to do the Navarro Vets, but there's plenty of interesting things to work with here none the less.
>>
File: Enclave_officer.png (491 KB, 549x722)
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2241 AD-164 years after the apocalypse. The bastion of American power, True American Power, Has fallen. Destroyed by a savage, some tribal called the Chosen one, from some worthless village called Arroyo.

Your Parents escaped the destruction of the Poseidon Energy Oil Rig, they were part of the officer corps of the Enclave, your father was a 1st Lieutenant and your mother his second. Generally speaking many would frown upon this kind of fraternization in a disciplined military, but given the minuscule pure human genetic stock there was to work with exceptions were made.

Though their relationship only really blossomed after they escaped into California proper. Many fled to Navarro fortifying the base there, indeed so did your parents, but they didn't stay long. They set out as part of a mission to establish a new Enclave operational Cell in the nearest city, as well to spread out the now overly centralized command structure of the Enclave seeing as it was recently proven detrimental a decisive strike against a centralized command structure could be.

Your parents were clever, they settled into the small village quite nicely and when the NCR rolled into the area they were none the wiser to them. They gave a heads up to the folks at Navarro and the NCR had hell to pay when they eventually got there, but the price wasn't high enough as they managed to finish off the Chosen ones work.

Or so they thought.

Now without any obvious direct superiors and many officers having Fled East with one Colonel Autumn, your parents were left nominally in charge of a group of remnants numbering about 10 in a small town on the outskirts of Camp Navarro. There wasn't much that they could do in immediate retaliation, so they bided their time, and settled down to plot.

Eventually in 2252 you were born, a healthy baby boy, they decided to name you...
>Write in

the more unabashedly 'Murican it is the better.
>>
>>4907879
What is Navarro
>>
>>4907889
Navarro or Camp Navarro was an Enclave military base on the coast of California as well as the last major hold out of the Enclave on the west coast before the New California Republic officially wiped them off the map.
>>
>>4907888
>>Write in
Commander Shepard
>>
>>4907888
>Abraham Ulysses Reagan
>>
>>4907888
>>Write in
Jack
>>
>>4907893
>Shepard
>>
>>4907888
>Robert B. Grant
>>
>>4907888
Rutherford Jefferson-Jackson IV to the dregs,

Ford, to your friends.
>>
>>4907907
I like it, I'll change to this.
>>
>>4907907
i'll switch to this as well. i like the all the possible nicknames: ford, jeff, jack
>>
>Rutherford Jefferson-Jackson IV

You parents had a flair for the dramatic it would seem.
Writing.
>>
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Rutherford Jefferson-Jackson IV was your name.

A proper American name for a proper true blooded American. You're parents were task masters growing up. Your father, Rutherford Jefferson-Jackson III was particularly unrelenting, but he was also fair. For every mistake there was a consequence, for every triumph a reward. Your mother Margret Jefferson-Jackson was rather overbearing in her expectations for you, how you were, "The Generation that would set things right in America."
you're the eldest of three children, you have a younger brother and sister, and there were about 8 more kids amongst the 8 other enclave remnants in this small town.

You were all 'home schooled' as it were, taught by each of the remnants about your history, and the Enclaves mission, friend and foe. The Energy behind your elders lessons enticed you from a young age, you truly believed in the cause.

You felt it in you a deep burning hatred for the New California Republic, for the Chosen one, you knew if you ever had the opportunity to end either you'd take it right then and there.

But you weren't alone in that, you had a close selection of friends among the others growing up.

Who were they (Pick 3)?

>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.

>Jacob Hartman: A smart mouthed nerd, he always struck you as the kind of man who'd sooner build a vertabird than shoot a gun, the way he tinkered with shit.

>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.

>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter

>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.

>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4907931
>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>Jacob Hartman: A smart mouthed nerd, he always struck you as the kind of man who'd sooner build a vertabird than shoot a gun, the way he tinkered with shit.
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>>
>>4907931
>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter
>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4907931
>Jacob Hartman: A smart mouthed nerd, he always struck you as the kind of man who'd sooner build a vertabird than shoot a gun, the way he tinkered with shit.
>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>>
>>4907931
>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.

>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.

>Jacob Hartman: A smart mouthed nerd, he always struck you as the kind of man who'd sooner build a vertabird than shoot a gun, the way he tinkered with shit.

Jock, sister, nerd. Perfect
>>
>>4907931
>>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>>Jacob Hartman: A smart mouthed nerd, he always struck you as the kind of man who'd sooner build a vertabird than shoot a gun, the way he tinkered with shit.
>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter

a motely crew of polar opposites should make for a fun time
>>
>>4907931
>>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>>Jacob Hartman: A smart mouthed nerd, he always struck you as the kind of man who'd sooner build a vertabird than shoot a gun, the way he tinkered with shit.
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4907931
>>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter
>Jacob Hartman: A smart mouthed nerd, he always struck you as the kind of man who'd sooner build a vertabird than shoot a gun, the way he tinkered with shit.
>>
>>4907931
>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>>
>>4907931
>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter
>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>Someone else? The eighth mysterious kid. Always wore a trench coat and fedora. Didn't talk much. Can't remember him every talking, actually.
>>
>>4907951
>>Someone else? The eighth mysterious kid. Always wore a trench coat and fedora. Didn't talk much. Can't remember him every talking, actually.

the fucking mysterious stranger
>>
>>4907951
>Someone else? The eighth mysterious kid. Always wore a trench coat and fedora. Didn't talk much. Can't remember him every talking, actually.
I appreciate a meme pick as much as the next guy, but lets save the stranger for his spot in a perk.
I'll take the rest of the vote if you pick an actual third.
>>
>>4907962
The mysterious patriot would be a good variant of the stranger.
>>
>>4907962
I'll change my votes to
>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4907973
Good suggestion, I'll note that down.
>>
>>4907931
>Robert B. Grant: A hardass hardliner, you pegged him to be a drill sergeant one day.
>Jacob Hartman: A smart mouthed nerd, he always struck you as the kind of man who'd sooner build a vertabird than shoot a gun, the way he tinkered with shit.
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>>
>>4907977
Changing from
>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
to
>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter
>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.
>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.

One sibling's enough.
>>
Alright here's the tally as is
Robert B. Grant: 9 votes
Jacob Hartman: 7 votes
Elizabeth: 4 votes
Andrew: 4 votes
Thomas Shepard Rockefeller: 4 votes
Rosaline Washington: 2 vote

Alright we're tied for our third by my count, but we're getting Robert and Jacob for sure it would seem.

Lightning round 30 minutes because I got work in the morning, after this vote I'll do the next write up and that'll be the last one for today.

Pick 1
>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4907992
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
Fanatical little sister, how can we not take her on our quest to reclaim America?
>>
>>4907992
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4907992
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.

I want to be able to replicate the chris meme.

"YOU HAVE TO FUCK MY SISTER ROBERT, CONTINUE THE JEFFERSON JACKSON BLOODLINE"
>>
>>4907992
>>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>>
>>4907992
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4907992
>>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
Eh. We already got some support in the form of Jacob, might as well take the sister.
>>
>>4907992
>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>>
>>4907992
>>Elizabeth Jefferson-Jackson, Your younger Sister, a die hard fanatic, even more so than yourself also something of a try hard.
>>
>>4907992
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
we need money to run a country
>>
>>4907992
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
Alright calling the vote here
By my count we have:
Elizabeth: 6 votes
Thomas: 4 votes

So we'll go forwards with Elizabeth.
Writing now.
>>
>>4907992
>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4908046
>>4908033
Oh, missed the vote.
>>
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Robert B. Grant, Jacob Hartman, and Your little sister Elizabeth or as you call her Lizzy, she hates it.

A group of individuals that surprisingly compliments each other well, Jacob keeps the equipment in line, occasionally does logistics, you and Robert co-ordinate the fights and Lizzy just scares the shit out of anything that doesn't die. Seriously she might need some help, but for now she's best focused towards the enemy.

Now if you could actually get everyone to properly work together in the field rather than the war games your parents run. You're about 18 at this point and your group is all itching for some real action, a chance to bring the fight to the NCR proper, but unfortunately you've only had one field mission and it was pure chaos.

It was a simple recon, Head South to San Francisco and see what the Commies are up to. It's a menial task, but every thing that could go wrong did. Whoever the hell Murphy is can rot in hell for those laws of his.

First communication breaks down between Grant and Jacob, as they get into a heated argument over regulations, specifically equipment regulations and maintenance. It's actually rather impressive watching Jacob argue heatedly with the giant as you pinned him to back down the moment Grant raised his voice, but it doesn't really help you get the job done.

Then there was your sister, Constantly attempting to go above and beyond the call of duty, and constantly getting far more attention than necessary drawn to your group.

Thankfully you were able to pull them all together to actually successfully complete the mission, but it definitely showed there was some kinks that needed to be worked out for this well oiled machine to function properly.

Regardless you're back home now, and the world is your oyster.

you may talk to any number of people in these interludes
>Talk to Elizabeth
>Talk to Jacob
>Talk to Robert
>Write in

Pick 1 leisure option
>Head to the gun range
>Study your history
>Spend time with family
>Write in

Your next Mission

Pick 1
>Establish contact with another Enclave Remnant Cell
>Raid a Crimson Caravan convoy
>Sow Dissent against the NCR amongst the 'civilians' of your home town.

This is good night for now America, Warden signing off.
I will see you all tomorrow starting at 3:30PM CST
>>
>>4908117
>Talk to Robert
Seems like a cool dude to kick back and drink a beer or two with.
>Study your history
Knowledge is power.
>Raid a Crimson Caravan convoy
Free shit. What could possibly go wrong? (Everything. Everything can go wrong.)
>>
>>4908117

Talk:
>Talk to Elizabeth
>Talk to Jacob
>Talk to Robert

Leisure:
>Study your history

Mission:
>Establish contact with another Enclave Remnant Cell

Raiding / Sowing dissent might tip our hands a bit early, best to forge alliances and get set-up properly before fucking with the Bear and / or his supply lines.
>>
>>4908117
>>Talk to Robert

He'll be out equivalent to a CSM one day, I can feel it.

>>Study your history

>>Establish contact with another Enclave Remnant Cell

Can't go wrong there I suppose. More lads to link up with.

Anyone opposed to making "auxiliaries" out of raider gangs and the like in the future? Being critically short on manpower means we'll need some mooks who are simply there to die.
>>
>>4908155
From an in character and out of character perspective, I highly doubt the four chucklefucks would even entertain that thought. Especially the sister of ours. She would probably nuke them on sight.
>>
>>4908155
suppporting
>>
>>4908157
I feel like a case could be made that using wasteland trash as meat shields / mobile minefield clearers / distractions / experiment fodder might pass muster if it's sold the right way.
>>
>>4908117
>Talk to Jacob
>Head to the gun range
>Establish contact with another Enclave Remnant Cell
>>
>>4908155
Support.
>>
>>4908155
+1, maybe one day we can find some true patriots our of the savages.
>>
>>4908263
They aren't human. they're vile mutants living on american soil. It'd be like asking a rat to vote, anon
>>
>>4908117

Talk

Is probably a good idea to iron out any problems in the squad and ensure we can work together properly. Also we can see what they think of the next mission, and if they had anything else to talk of.

>>Talk to Elizabeth
>>Talk to Jacob
>>Talk to Robert
>>Write in
Dad, is probably wise to understand how to properly approach other Enclave survivors, if they are from the east or west, chicago or even a few other secret locations destroyed. Maybe a recorded message from the heads of our families ? The other surviving cells, wouldn t know us their childrens but they likely know our fathers and mothers.

Leisure
>Study your history

Mission
>Establish contact with another Enclave Remnant Cell
>>
>>4908155
Maybe for use them as slaves and soldier slaves. It depends on how we explain this idea to our fellows and what words we use for it.
For example, let s say after a battle with a raider gang, we have manage to win and a dozen surrenders.

"The wastelands trash we captured, isn t wort to be killed by our weapons and for the crimes they have done, death would be a relief. A way for them to escape unpunished from America justice."
"I say no to giving them an escape, they should pay for what they have done. Be working until they die as slaves, or for harvest their organs, or to be send ahead of us in battle for clear mines fields or soften up our foes in suicide charges. Even letting them die here in the sun with their arteries open by our knives, without supplies or clothes is better than wasting cells or ammo for kill them."
>>
>>4908117
>Talk to Jacob
>Head to the gun range
>Establish contact with another Enclave Remnant Cell
>>
>>4908117
>Talk to Elizabeth
>Spend time with family
>Sow Dissent against the NCR amongst the 'civilians' of your home town.
>>
>>4908117
>Talk to robert
>Study your history
>Establish contact with another remnant cell
>>
>>4908117
>Talk to Elizabeth
>Talk to Jacob
>Head to the gun range
>Establish contact with another Enclave Remnant Cell
>>
>>4908117
>Talk to Robert
>Talk to Jacob
>Talk to Elizabeth

>>4908276
>Is probably a good idea to iron out any problems in the squad and ensure we can work together properly
Agreed, we have to make sure we nip any problems in the bud before they can take root long term. We can't have our team cohesion disintegrating in the field like it did on our first mission, that's how we end up dying before we can Make America Great Again.

>Pick 1 leisure option
>Study your history

>Your next Mission
>Establish contact with another Enclave Remnant Cell
Our largest hurdle is our lack of manpower, we need to start gathering a few of the regional cells (if there are any) before we do anything else of note. Raiding a Caravan sounds like a good second option, but I fear it might have too much of a regional impact to be good for us right now (We're deep in NCR home territory, a raided Caravan will draw attention of the local authorities).

>>4908155
>Anyone opposed to making "auxiliaries" out of raider gangs and the like in the future?
I can't see us in character make an argument for such auxiliaries that will stick with the rest of our faction. We've picked the genocidal faction so any attempt at diplomacy with "less than pure" humams would result in failure due to our diplomatic malus and internal resistance. If we however can gather a large enough Cohort we might be able to intimidate or just straight up force smaller raider clans to do suicidal attacks against enemy positions for us.
>>
Alright, got off work early today.
Counting this votes was certainly something I'll need to consider that a bit more thoroughly when deciding options in the future probably just going to split them into separate segments, I'll take suggestions on this, but here's what my vote count stands at currently.

13 total votes
Robert got 9 votes total
Jacob got 6 votes total
Elizabeth got 5 votes total

Talking with dad got 1

While not on the vote I will give some insight into Ford's though process in the update on the concept of raider auxiliaries since it would seem there's some degree of debate on the viability both from a character perspective and a faction perspective.

For Leisure time
Studying your history got 9 votes
Heading to the gun range got 3 votes
spending time with family got 1 vote

and the mission is a resounding victory for Contacting another Enclave remnant cell.


So final outcome:
You will talk with Robert and Jacob (Jacob had half rounded down votes out of total).

After which you will go gather your books and records and study what you can about the history of the Enclave and America.

Then you will get ready for your next mission which will be to Contact another Enclave Remnant Cell.

Also as a heads up from about 6PM-10PM CST updates will be more sporadic.
Writing
>>
>>4908591
>I can't see us in character make an argument for such auxiliaries that will stick with the rest of our faction.

In character, my thoughts about it are that we have miniscule manpower vs the established factions around us, making use of slave labor or penal battalions wouldn't be such a bad thing on account of current circumstances. I'm not really interested in diplomancing them, just using them.
>>
>>4908752
That's the one argument I could see holding water, though it'd be extremely limited in scope due to our own faction size making it very hard to keep large penal battalions in check with force.
>>
>>4908778
Could always just find proxy wars through caps and tech
>>
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[For reference in case anyone's keeping track the current year is 2070, 7 years before Fallout 3 and the first battle of hoover dam, and 11 years before new vegas, you are currently 18]

You've found growing up that Robert is a fantastic sounding board surpisingly critical, but also stubborn as a brahmain bull when he's made up his mind. So you decide to head over to talk to him first after about a days rest.

You can usually find him in one of two places, either the library or the gym, today he's at the library. He seems to be sitting at one of the terminals reading a series of log entries made by some expidition. He notices you approach, "Rutherford." he says curtly, you sigh.

"How many years have we known each other Grant?" you reply?
He thinks on it, "14 years." he replies simply.

"Then call me Ford, you're more than worthy of it." you say with a smile

"Ah worthy am I?" he chuckles, "I prefer to say Rutherford, consider it a sign of respect."
"Fair enough, well placed too... What exactly are you reading?" you ask curiosity somewhat peaked.

He turns back to the terminal, "A series of scouting logs salvaged from Navarro back in the 2140's, informations not up to date, but it helps to give some wider insight into our predecessors work." He leans forwards, "Take a look at this one in particular."

You lean over his hulking shoulder as he continues, "Vault locations, details of inhabitants, variations on genetic mutation via inbreeding and population viablity and purity, testing parameters, et cetra."

[continued]
>>
You nod, "Yes, all important things to consider when cracking one of those open, it's not exactly like there were many control vaults, need to make sure that the stock is still good."

He leans back, "I understand that, it's why I'm looking these over, because we won't have the details they did, we'll have to do it all by eye." he looks over to you, "Which frankly makes the task all the more tedious."
You shake your head, "Nonsense, you know I have an eye for telling the pure from the mutant."

He sighs, "I highly doubt its as honed as you think it is, not like there's many test cases here surrounded by these wastelanders."
You scoff, "Besides the point, you'll see it when we eventually get back to knocking on those vault doors."

Though it does bring up an interesting question, one about population viability, and numbers, should probably discuss this with Jacob at some point.

On the topic of Jacob, you put your hand on Grant's shoulder, "We didn't really have a good place to discuss it out in the field, but you want to tell me why you and Jacob got into an argument over regulations of all things?"
Grant leans his head back, "Because he's so damn laziee faire about them, its going to get himself and all of us killed one of these times."

You decide to pull up a chair, "I don't think the 'unsanctioned' modifications he makes to his guns are going to get us killed, if anything it helps us kill what we need to"

He shakes his head, "Sure for the guns, but how far does it go before it's the high explosives, what about when we have proper equipment and then suddenly it malfunctions because he decided on a hunch or some erroneous calculation that whatever methodology he's concocted leads to it all blowing up? The man likes to think he's a living calculator, but we've all seen what happens when he fucks up."

You give a half nod to that, there was one time during a class on engine maintenance, not that we have many cars still useful though, where he decided to tamper with his, everything seemed fine, passed inspection but his changes caught his car on fire, it did nearly kill the instructor.

Was a month of latrine duty for him, deserving, but horrible fate.

You shrug however, "He's grown since then, but I'll talk with him none the less, in the mean while I think you should have a little more confidence in the capabilities of your squad, you got big shoulders man, but you should try to carry everyone."

He shakes his head going back to the logs.
You stand up and go off to find Jacob

[continue]
>>
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You already know where he's going to be.

The same place he always is, he's in the workshop.

You wonder what it is this time he's tinkering on, though those thoughts are quickly drowned out by the sound of an angle grinder hitting steel, you cringe at the noise before back up and remembering to pick up some noise protection before heading back in.

You find Jacob messing with some scrap applying it to a frame, polishing off the rust, looks like he's trying to make some sort of scrap metal armor? Regardless he hasn't noticed you approaching yet so you wait for him to set the grinder down and admire his work, which takes a few minutes, and then you tap him on the shoulder to which he jumps slightly before leaning back taking a deep breath and turning around.

"Fucking hell Ford you scared the shit out of me. Didn't your mother ever teach you to not sneak up on someone with an angle grinder?" he says finally turning around.

You laugh, "No I think that lesson was specifically how to kill someone from behind if they have an angle grinder, something to do with choking them out with the power cord I think."
He raises an eyebrow, "Right... well anyways you got something you want to talk about I take it?"

You nod, "Yeah two things really, first I want your opinion on the current population viability of the enclave."

He gives you a quizzical look before shrugging, "You want actual numbers or a rough guess because I'm not a geneticist, You'ld have to go hunt down Adrianna if you want to talk about that."

You roll your eyes, and shake your head, "I'd prefer not talking with her thanks. Give me your best estimation."

He nods before spinning around and grabbing some sheet paper he had off to the side and a pencil and starting to do some rough calculations.
It takes about 10 minutes before he's done, "Well, lets assume the most optimistic scenario right? That we can get together something like 1000 breeding pairs of pure stock human,all of them genetically distinct up to third cousins I think?" he says before putting the pencil to his lips, "We'll go with third cousins. Then yeah we'd be viable, 2 thousand at just post industrial population growth would work just fine, not the best best case, but probably about that many Remnants left I figure spread across the continent."

You nod, "And the worst case?"

He laughs, "Oh we're either gonna need gene editing technology or clones, because if it's even like 20 times what we have here we're gonna start running into some serious recessive gene issues, possibly evolutionarily malignant mutations."

Well shit, you had never really thought that hard on the matter until now, but there's a serious chance that pure humans might die out within a few generations if something drastic isn't done.
>>
How does that make you feel.

>There can be no compromise on the matter, we'll just need to get as many pure humans as we can together.

>Perhaps there can be some compromise? You think you remember in the history books something that the Spanish Empire used called the Encomienda system? Might be necessary if things don't pan out

>Purity of thought matters more to you than Purity of blood, it's the ideals of the Enclave, of America that must survive, if that means tolerating a few wastelanders to wipe out the ghouls and the super mutants and their ilk than so be it.

>Write in
>>
>>4908862
>Purity of thought matters more to you than Purity of blood, it's the ideals of the Enclave, of America that must survive, if that means tolerating a few wastelanders to wipe out the ghouls and the super mutants and their ilk than so be it.
The idea of breeding with muties (URGH) is the absolute last resort besides just dying out but using wastelanders as a means to an end will be a good idea.
>>
>>4908862
>>There can be no compromise on the matter, we'll just need to get as many pure humans as we can together.
>>
>>4908862
>Perhaps there can be some compromise? You think you remember in the history books something that the Spanish Empire used called the Encomienda system? Might be necessary if things don't pan out
>>
>>4908862
>Perhaps there can be some compromise? You think you remember in the history books something that the Spanish Empire used called the Encomienda system? Might be necessary if things don't pan out
>>
>>4908862
>Write in
>This is distubring news. Maintaining the Purity of Humanity under a worst case scenario might not be possible with our limited numbers, and should it come down to that we must seek other alternatives. Having Humanity survive with the least risk of genetical instability would be priority if we can not maintain complete Purity. As such, the easiest solution would then be to screen select numbers of Wastelanders to find those who would be the least likely to jeapordize our Purity and include them in the fold.
>However, this is for the moment only a simple back-up plan. Until we can establish contact with as many surviving Enclave Remnants as possible, so that we make known all variables, we should strive to remain as pure as possible. When we have an accurate headcount of all remaining Pure Humans is the time when we can make take a solid stance on this issue.
>>
>>4908912
changing my vote to this
>>
>>4908912
Support
>>
>>4908912
Supporting this
>>
>>4908862
>There can be no compromise on the matter, we'll just need to get as many pure humans as we can together.
>>
>This is distubring news. Maintaining the Purity of Humanity under a worst case scenario might not be possible with our limited numbers, and should it come down to that we must seek other alternatives. Having Humanity survive with the least risk of genetical instability would be priority if we can not maintain complete Purity. As such, the easiest solution would then be to screen select numbers of Wastelanders to find those who would be the least likely to jeapordize our Purity and include them in the fold.
>However, this is for the moment only a simple back-up plan. Until we can establish contact with as many surviving Enclave Remnants as possible, so that we make known all variables, we should strive to remain as pure as possible. When we have an accurate headcount of all remaining Pure Humans is the time when we can make take a solid stance on this issue.
[4 votes to no compromises 2, some compramises 1 and purity of thoughts 1]

You grimace, still best to put somethings out of mind for the time being.

You reply to Jacob, "How can you laugh at the matter? It's an existential issue with our entire mission."

He shrugs, "If you can't laugh at the potential of failure then there's no hope, at least that's the way I see it. Besides the worst of it would happen in a few generations and if all goes to plan we'll have back in our hands the proper tools to counteract the worst if it comes."

He seems quite optimistic about the matter, but you're not so certain, there's no point betting on best cases after all.

You sigh, "Well thank you for the number crunch anyways Jacob, there's the other matter I need to talk to you about."

He leans back and relaxes in his chair, "Yeah and what's that?"

You look him in the eyes, "I think we need to talk about that outburst in the last mission."

He shakes his head, "Look I sure as shit didn't start that debacle, it's not my fault that Grant's got a stick up his ass a mile long giving him a stiffy for regulations."
You frown, he rolls his eyes, "Alright, sorry out of line there. Seriously though, we won't get anywhere sticking to outdated regulations about tactics and firearms that we barely have any of left, if we're going to do what we're setting out to do in the long run we need to innovate even more now than ever and that's for every field."

[Continued]
>>
You can see the logic in that, but there's always the danger of backfire, "I don't blame you for that out look, but perhaps you should consider those regulations exist for a reason, and maybe if you want to do something different, you should try making that way regulation."

He shakes his head again, "It's not about different in the moment, codifying it then will just make people like Grant argue about the new one when it needs to be changed the next time. Flexibility Ford, that's what we need."

You just stare at him, "Like I said I appreciate the thought process, but people need things to fall back on, not everyone's mind is searching for the optimal solution and sometimes good enough is good enough."
He frowns, "Until it gets you killed."

Christ they may both be your friends but they are stubborn as hell.

You roll your shoulders and lean on a nearby wall, "Ok, I can see this is going no where fast, we'll table this for now, but I want to make it clear for the coming mission, you're to let me know if you've got an idea first before you try it, I want to avoid petty bickering in the field and in front of other remnants, makes us look weak."

he sighs, "Sure thing boss, are we done here?"

You nod, "Yeah we're done here, and watch the attitude in the field too, we're friend at home, not at work."

With that you leave, you're going to relish being able to relax after all this bullshit.

[Continued]
>>
>>4908778
Explosive slave collars? Besides being better trained, equipped, and organized is a force multiplier on our end.
>>
>Study your history

You head back to your house and head down to the basement. Back when your family first moved here, the Enclave still had the resources to set up a lot of their prewar tech and post war innovations even with the loss of the Poseidon Oil Rig.

down here there's a secret door that leads to a small bunker with what records they could back up and salvage from Navarro, a lot of the history books and Enclave records that you've studied in the past were from here, you father liked to come down here and pull stuff out of this bunker for his lessons constantly.

Now you mostly come down here to be by yourself and immerse yourself in your history.
Stories of America before the war, of the pinnacle of humanity, and the horrors of what was lost, the brave Enclave that did everything they could to preserve the American ideal.

You sigh looking through the records on file, and decide to go through an old favorite, "The New American Dream, by Dick Richardson Senior" Second to last... well for now anyway president.

As you're reading it you begin to wonder about the state of government and the right to rule, obviously being some of the only pure blooded Americans left you have the right to rule, but the population problem creeps to the back of your mind again, Can we truly return to a democracy with so few of us left in the worst case and in the best case can we provide for ourselves properly in such a situation? Is there a better way forwards or an interim that'll put the future of America in it's brightest spot?

What does Ford think is the way forwards for America?

>Write in.

[How's everyone enjoying everything, anyone got any thoughts on what little there is or suggestions thus far? Personally I've been enjoying writing all of this]
>>
>>4908966
>>Write in.

Democracy is dead, the American Empire must rise from the ashes.
>>
>>4908966
>Write in
America is the land of the free. It is a bastion of democracy. We won't let ourselves fall and think like god damn commies.
>>
>>4908966
It s a pretty cool quest, and I like what we are doing so far.

//
>Write - In

The reestablishment of American democracy is a difficult task. For long the enclave couldn t properly re-apply it, being in a state of all out war across the homeland against abominations, barbarians and deranged men.

Still all of our people enjoyed good lives, albeit martial ones, a necessity at first, and now a part of our culture.
For the moment, a new system could be given as the dream cannot be realized
now. A council of 13 chosen men voted by all adults, for their skills, military background and devotion to the cause. This men will take upon themselves the mantle to lead our community, be at peace or war, and deliberate important decisions.

This council members will be called Protectors (if anyone as a better name drop it). As their duty is to protect our families, and to kill our foes.

Each of this 13 men will receive even an honourific american title in addition to the one of Protector.
>>
>>4908988
Support
>Protectors
Sentinels?
>>
>>4908987
supporting
>>
>>4908966
>Write in

>Long have the ancient texts of the Old World helped inspire your actions and steel your belief in the reconstitution of American Society, as brought forth by the Delcaration of Independence from the Empire Britannica almost six centuries ago. Many a times during crisis of faith in your God-given task have you retreated to your family bunker to seek gudiance from the Founding Fathers, and you've found yourself quite attached to a certain passage within the original Declaration.
>"But when a long train of abuses and usurpations, pursuing invariably the same Object evinces a design to reduce them under absolute Despotism, it is their right, it is their duty, to throw off such Government, and to provide new Guards for their future security."
>Having lived your life underneath the boot of the ursurpers of the New California Republic, you have seen the worst of the worst that the old system of Governance could bring forth. Cruelty, Corruption and Self-Servance run deep within the political elite of the False Republic. Any attempted change from within the system to counteract this decay, bogged down in political red-tape until forgotten by the public. Any who would stand against it's progress driven out of the Political Sphere, or worse, killed in thinly veiled accidents or mysteriosly disappearing without a trace.
>You and your Comrades are not here to bring back the Old Order with all it's flaws and failures. Instead you are the Torch Bearers who will set alight this rotting corpse of what used to be. And from the ashes of what once was shall rise a New America, one free from the corrupt bureaucracy and bloated govermental systems that existed in it's dying breath and that now spreads eastwards in it's zombified remains. You shall be it's Guardians and it's Protectors, a nation where the core tenants are Liberty, Integrity and Freedom of the Individual, where the State exists to serve as a neccessary evil to provide the stability and security of society, and to the individuals who make up that society.
>This is what you are: America's New Dawn.

>tl;dr - Heavy-Handed Jeffersonian Democracy
>>
>>4908998
Sound okay
>>
>>4908959
Ah yes, I did forget that Slave Collars exist in Fallout. That should help with the issue, though I'd perfer to use only as little penal troops as possible. Quantity has a Quality all of it's own, and I'd rather we keep the possibility of a large scale slave revolt to the absolute minimum.
>>
>>4909046
Tbh crushing slave revolts does sound kind of fun
>>
>>4908966
>Write in.
>BTFO BoS
>BTFO NCR
>BTFO retarded tribals playing Rome
>Get more geneticists to fix mutation problems in unpure humans
>Acquire more Power Armor
>Win
simple as
>>
Alright I'm able to write again
Here's the current tally

>>4908984 https://www.youtube.com/watch?v=DgxZr6LLS34 (Democracy is dead) 1 vote

>>4908987 America is the land of the free. It is a bastion of democracy. We won't let ourselves fall and think like god damn commies.2 votes

>>4908988 The Council of 13 2 votes

>>4909037 Harsh Jeffersonian Democracy 1 vote

>>4909107 Enclav'FC 1 vote

Looks like we have a tie between the Council of the Republic, and Holding on to the core tenants of American democracy

I'll let the vote run for another 30 minutes and see if anything changes after this update if not I'll roll, 1-50 Council, 51-100 American Democracy
>>
Rolled 55 (1d100)

Alright here comes the tie breaker.
>>
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American Democracy wins, I'll throw in a dash of harsh Jeffersonianism because the two mesh pretty well together.

Writing
>>
You set "The New American Dream" to the side and search through the records to dig up a copy of the constitution of the United states. This right here, the article your family and organization have fought so hard to preserve. You couldn't allow yourself to be swayed by desperation, it is your intrinsic duty as one of the last true citizens of the Republic to defend the Democracy of America.
It will be hard, it will be difficult as hell, but the republic will have the fire of civilization breathed into again by pure American hands, or you will die trying.

You steel your resolve and read over this sanctified document once more before standing up once more confirming your long term objectives.

But there were more immediate matters at hand. You were given the bare basics of what your next mission would be, To make contact with another Enclave Remnant cell. It would seem that your parents had managed to track one down, but it was a fair distance away in Redding.

You've got a few days to prepare though.

You start with prepping your field kit, getting your medical gear, your Reinforced Leather armor, and your main weapon [you may presume that you have a reasonable number of drugs of all types with you, you have 2 doctors bags specifically, you also have 1000 caps]

>Weapon
Pick 1
>Assault Rifle +5 to all combat checks (can't be concealed, no need to scavenge for ammo)

>Laser Rifle +10 to combat checks (can't be concealed, has 9 rounds of combat worth of ammo before scavenging or trading)

>Side arm
Pick 1
>That gun +3 to all combat checks (can be concealed)

>3 Pulse Grenade (Automatically disables robotic enemies)

You then run over what all your team mates will be bringing with themselves

Grant - Combat Shotgun (+10 to combat checks at close range, +3 to combat checks at all other ranges), 3 grenades (on success automatically critically wounds an enemy)

Jacob - Plasma Rifle (+15 to combat checks, crit fail range increased to 90-100, has 6 rounds of combat worth of ammo), 1 plasma grenade (on success automatically ends a fight with less than 5 enemies)

Elizabeth - Flamer (+15 to combat checks, only useable at short range), Ripper (+5 to melee combat checks)

After all that's done you resume relaxing until the day comes that you have to set out.
>>
>>4909263
You also have 12 stim packs
>>
>Assault Rifle
>That Gun
Rather just have pure consistency.
>>
>>4909263
>>Assault Rifle +5 to all combat checks (can't be concealed, no need to scavenge for ammo)
as god as my witness GUNS ARE BETTER

>That gun +3 to all combat checks (can be concealed)
>>
>>4909263
>>Laser Rifle +10 to combat checks (can't be concealed, has 9 rounds of combat worth of ammo before scavenging or trading)
.>That gun +3 to all combat checks (can be concealed)
>>
>>4909299
igrore the name was playing a game of risk
>>
>>4909263
>Laser Rifle +10 to combat checks (can't be concealed, has 9 rounds of combat worth of ammo before scavenging or trading)


>That gun +3 to all combat checks (can be concealed)
>>
>>4909263
>>Assault Rifle +5 to all combat checks (can't be concealed, no need to scavenge for ammo)

>>That gun +3 to all combat checks (can be concealed)
>>
>>4909263
>>Assault Rifle +5 to all combat checks (can't be concealed, no need to scavenge for ammo)
>That gun +3 to all combat checks (can be concealed)
>>
Getting a post in before starting work, expect sporadic updates until noon.

Here's the Tally
Weapon:
Assault Rifle 6 votes
Laser Rifle 2 votes
Side arm:
That gun unanimous.

Alrighty.
Writing
>>
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They day finally comes and you're sent off with little ceremony and your full orders.
Establish contact with the Enclave Remnant Cell in Redding and determine the chain of command amongst them and whether they can be subsumed by our own cell.

As your father put it Redding's minning industry is everything we could hope in terms of industrial resources, if we can establish dominance in that town then we can when the time is right strip the NCR of important strategic and civilian resources and use them for ourselves.

Still we need to get in contact first before we can determine how viable that is.

You've got a day or two to figure out how exactly you want to get into contact with them before arriving, if there's one thing you'll give the NCR it's that the roads are clear and relatively safe.

How will you attempt to contact the Redding Cell?

[Names in brackets like this represents the character who suggests the idea]

>Broadcast a signal with encrypted for enclave communications with a location for a meeting
[Jacob]

>Integrate yourself into Redding as travelers, you'll know them on sight
[Elizabeth]

>Find the group with the most access to advanced technology and start there
[Grant]

>Write in?
>>
>>4909671
>Broadcast a signal with encrypted for enclave communications with a location for a meeting
[Jacob]
>>
>>4909671
>>Broadcast a signal with encrypted for enclave communications with a location for a meeting
support

remind me did ideological purity win over DNA purity?
>>
>>4909787
This is Warden phone posting

Pragmatic dna purity write in won the most support.

Basically if the worst comes to worst and theres not enough pure humans left than you'll look for the wastelanders with the least genetic variances for breeding stock.

Otherwise keep it as pure as is possible until we have a proper census of pure humans.

There's plenty of time for reevaluating this stance as well bare in mind Ford's only 18 and mostly sheltered in an insular community, he's a die hard enclave supporter but that can manifest itself in a myriad of ways.
>>
>>4909809
ok, that makes sense, just as long as we have the option to, don't want this to end up as inbred as the hapsburgs
>>
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>>4909819
Come on now are you telling me this isn't the peak of humanity?
>>
>>4909821
lmao
>>
>>4909671
>Integrate yourself into Redding as travelers, you'll know them on sight
>>
>>4909821
Considering that he actually spent most of his time hunting and survived something like 4 potentially fatal diseases in his infancy, yes.

He was never unable to unleash his true potential, because no one let him do so.
>>
>>4909671
>>Broadcast a signal with encrypted for enclave communications with a location for a meeting

If possible, maybe mention a few different meeting points, with the correct spot correlating to some piece of American history trivia.

Sort of like a "If the last legitimate President of the nation was Dick Richardson, head to X location. If the last legitimate president was Wendell Peterson (An NCR guy), head to X (wrong location).

Just a little contingency in case the signal gets intercepted or the cell is full of degenerates that lack knowledge of their true heritage.
>>
Alright
Broadcast a signal encrypted for enclave communications with a location for a meeting has 3 votes
Integrate yourself into Redding as Travelers has 1 vote

Time for the first real roll of the session folks.

Base DV 70 Average difficulty Technology roll
Jacob, Mr. Fixerupper +10
>>4909896 Suggestion +5
DV 85 Best of 3, roll under.
Link you roll to this post.
>>
>>4909671
>>Integrate yourself into Redding as travelers, you'll know them on sight
>>
Rolled 40 (1d100)

>>4909922
I'm gonna fucking blow it lads, lets go!
>>
Rolled 2 (1d100)

>>4909922
Time to make America proud.
>>
Rolled 28 (1d100)

>>4909922
>>
All successes
>>4909935
>2
So damn close to a crit for the first roll.
Still good auspices.
Writing
>>
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>>4909935
>2
Yo holy shit the cell has managed to take control of the whole town
>>
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Each of your companions give you a suggestion on how to best approach the situation, but personally you're going to have to go with Jacob on this one, Best to establish communication without having ever entered the city.

Yes there is some risk that the NCR could be listening in, we don't know what frequencies are compramised which are not, but there's ways of handling that.

Like encrypting the co-ordinates as a series of questions that only those with Enclave records or personnel would be able to answer correctly.

You lean make the suggestion to Jacob who just laughs, "Leave it to you to bring history into a cypher, should work, gonna be a bit funky to implement."

And with that you set up camp and he gets to work, getting the radio equipment out and composing the message, broadcasting on the relevant Enclave channels.

It doesn't take long for you to receive a message back with a confirmation, but also an addendum.

"Request for meeting place to be changed to Van Graff Manor"

You pause for a second, there's a lot of implications in that request.

How do you respond
>Request Denied, meet at first proposed location
>Elaborate, have you infiltrated the Van Graffs or are you the Van Graffs?
>Request Accepted, we'll meet you there
>Write in
>>
>>4909956
>>Request Accepted, we'll meet you there

I'm tempted to pick elaborate to get some answers, but given that this may not be a secure line it'd be best to keep confidential information passing over the wire to a minimum.

However, if we know where Van Graff Manor is, I would prefer setting up some form of command post / recon point nearby before accepting their request.

That way, we can keep an eye on them if they're setting up some kind of trap.
>>
>>4909956
>Elaborate, have you infiltrated the Van Graffs or are you the Van Graffs?
>>
>>4909956
>>Elaborate, have you infiltrated the Van Graffs or are you the Van Graffs?
>>Request Accepted, we'll meet you there

Accept either way, but the clarification will be very useful.
>>
>>4909956
>Request Accepted, we'll meet you there.
>Discretion preferred, would appreciate directions for less than obvious approaches to the Mansion

This is first and foremost a clandestine operation, a group of no-name travellers show up and waltz straight into the Van Graff mansion is going to raise a ruckus with the locals. Rumors travel fast, I don't want NCR to start looking funny at us or at the Van Graffs at this point (they're probably looking funny at the Van Graffs already, but they have the cash to make 'em look the other direction). Being let in through a backdoor or a secret escape tunnel is preferable in such a case to leave as little of a mark as possible.

But also holy fucking shit this is big! If the Cell is either working as mercenaries for the Van Graff or are intermingling with them we've hit the fucking Jackpot right out of the gate. If we're suave enough we can secure a weapons trade for the Enclave Remnants that gives us access to basically unlimited Heavy Plasma Weaponry. Shit's gonna get real fucking fast here.
>>
>>4909995

>>4909969
I'll swap to this.

The Van Graffs would be excellent proxies to work through if we can get them onboard.
>>
>>4909956
>>Request Accepted, we'll meet you there

No need for elaboration, its possible the communications may be compromised. Personally, I advocate scoping the place out first and only one team member actually going in.
>>
>>4909956
>>Request Accepted, we'll meet you there
>>
>>4909956
>>Request Accepted, we'll meet you there.
>>Discretion preferred, would appreciate directions for less than obvious approaches to the Mansion
>>
Fair warning folks if I disappear for a while it's because the weather got me or my internet.

I'm looking outside and it ain't looking good.

I'll call the vote in 15 minutes
>>
>>4909956
>Request Accepted, we'll meet you there
Eh, fuck it.
>>
Total votes 8
Accepted got 7 votes
Elaborate got 2 votes

I'm going to count the discretion and scoping votes as addendums to accepted as there's no reason not to do both.

So you'll be sending a forward scout and asking for a discrete approach vector over radio

Who will you send as your scout?

Bare in mind that Grant and Jacob have maluses to most of their non specialized rolls

>Ford
>Elizabeth
>Grant
>Jacob
>>
>>4910036
>Ford
Elizabeth will literally just burn people she runs across and the other two have maluses to that sort of shit. We're better off just doing it ourselves.
>>
>>4910036
just looked and we have no face, we have a -10 on all non intimidation speech rolls same for Elzabeth, and the other two have a -5 and -10 respectively

so fuck it, Ford it is

>ford
>>
>>4910036
>>Ford
>>
>>4910036
>>Ford
>>
>Grant
He'll stick to protocol and not do anything dumb.
>>
>>4910036
>Elizabeth
>>
>>4910036
>Grant
The man might be a walking fucking mountain, but he follows orders to the letter. If we tell him to be all sneaky breeki like, he'll get it done.

>>4910042
>we have a -10 on all non intimidation speech rolls same for Elizabeth, and the other two have a -5 and -10 respectively
Do note that these Maluses are in effect against Wastelanders only. Against Enclave Remnants and Vault Dwellers we get no malus to conversation.
>>
>>4910042
Technically Elizabeth is a type of face, just one solely effective in intimidation.

>>4910040
She has some discretion, perhaps I should have elaborated a bit better with purifier and her fanaticism, but that's strictly aimed at Ghouls, Super mutants and their ilk.

The rest of the wastelanders she'll have no qualms with ending, but she doesn't need to be restrained from doing so, not that she's good at dealing with them socially after all she has effectively a -30 to non intimidation with them do to terrifying presence and prejudice.
>>
Really the dedicated Face option was Rockefeller, but there'll be chances to get the other companions in your squad later provided you do well on missions..... or other means.
>>
Alright here's the tally
Ford has 4 votes
Grant has 2 votes
Elizabeth has 1 vote

So Ford will go ahead to scout, while the rest of the group holds camp

Who will Ford leave in nominal command while he scouts?
>Grant
>Jacob
>Elizabeth

regardless give me two d100s one per post link the roll to this post
First one is a Stealth roll for Ford

DV 50 challenging
No modifiers

the second will be a Leadership roll for the person left in charge (personnel leadership)

DV 70 average difficulty

Grant has a -15, but he'll do everything by the books, if he succeeds you'll come back to an orderly camp

Jacob has a -15 but if he succeeds he'll have helped to advance the objective of the mission

Elizabeth has no malus to leadership, but succeed or fail she will attempt to one up you while you're gone.
>>
>>4910062
both sets are best of 3 and roll under.
>>
Rolled 23, 76 = 99 (2d100)

>>4910062
>>Grant
>>
Rolled 54, 55 = 109 (2d100)

>>4910062
>>Grant
>>
Rolled 57, 80 = 137 (2d100)

>>4910062
>Grant
He's our boy, he'll get things done
>>
Rolled 93, 21 = 114 (2d100)

>>4910062
>Grant
Man is built like a brick shithouse. he can't possibly do anything do bad.
>>
>>4910067
Fantastic time to explain ties
Ties are a pass with complications, I.E. Grant will keep the camp orderly but his relationship with Jacob sours due to the personality conflict in the field and the lack of Fords presence.

Looks like we have 23 for the stealth roll and 55 for the leadership, both pass, though Grant has complications while holding camp.

Writing.
>>
>>4910036
>>Ford
>>
File: sneaking.png (56 KB, 360x528)
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While you have to admit that your group isn't exactly the stealthiest or best negotiators out there, your brother and Rockefeller being better in each respectively, you're no slouch yourself.

You turn to Jacob, "Tell them we accept, but ask for a discrete approach vector, when we receive those co-ordinates I'll go scout it out." you then turn to the rest of the group, "While I'm gone Grant's in charge of the squad."

Jacob suppresses a groan and Elizabeth looks up from her ripper that she was toying with and just has a disappointed look on her face.

You roll your eyes, "Need I remind you all that we're professional soldiers regardless of our age? Start acting like it. Grant hold the camp and await my further orders when I'm gone."

He nods and salutes, "Sir, yes sir."

Jacob quietly mimes the motion mocking Grant's overt formality out of sight of both of you when the radio pings again with an approach vector.

You nod and head off to that direction

______

As soon as Rutherford leaves out of ear shot Jacob has an epiphany, "You know Grant I think I have a great Idea on how to help the LT while he's out scouting."

Grant sighs, "Alright..."

Jacob nods, "It's simple, I'll try and tap the other cells communications that way we know exactly what they're doing."

Grant shakes his head, "You can't be serious, you'd tap friendly communications?"

Jacob gives him a dry look, "We don't know they're friendly."

Grant says flatly, "They're Enclave"

Jacob replies incredulously, "And?"

Grant says exasperated "That means we're on the same side."

Jacob laughs, "I'm still not seeing why we shouldn't"

Grant slams his foot down, "Damn it Jacob we're not tapping allied forces and that's final."

Jacob throws his hands up in the air, "Your loss boss, alright where's the book say I need to be hmm?"

and so the bickering continued

_________
[continued]
>>
You take a long route around Redding to a nearby ridge over looking the town and pull out some binoculars.

You spy through them the co-ordinates of the Van Graffs manor, a surprisingly modern and well kept building, though you suppose if you had the wealth and resources of the Van Graffs it wouldn't be to hard to do.

The place is surrounded with mercenaries all of them in combat armor carrying energy weapons. Jesus Christ that's a lot of mercs... You had heard of the Van Graffs effectively waging war with the NCR before but you sort of took it as some sort of corporate business vendetta with the government not a literal military conflict.

Your put the binoculars down and pull away from the ledge of the ridge and move to a different position just to make sure you're not an easy target.

settling down to the next spot you look through the binoculars at the given approach vector, there seems to be two of the same mercs weapons slack, and a man in what looks to be some kind of advanced combat armor standing next to a bolder, they don't seem especially alert so you figure it's not an ambush, probably an escort of sorts..

What do you do?
>Head back and gather the group to meet up at the site
>Stay a while and make absolutely sure they're not planning anything (how long?)
>Radio back to base camp and say you're going to make contact for the group to hold for a little longer
>write in?
>>
>>4910098
>>Head back and gather the group to meet up at the site
>>
>>4910098
>Head back and gather the group to meet up at the site
It doesn't look like an ambush, so there shouldn't be any reason not to approach.

Also we're going to have to smack Jacob and Grant around when we finish this Mission, again. There are times for bickering and disagreements, but it is not during a fucking field op. If these two idiots can't get that through their thick skulls, we'll have to see about a transfer of one of them to another group. At least our sister didn't voice any complaints, she's a good soldier.
>>
>>4910098
>>Head back and gather the group to meet up at the site
>>
>>4910098
>Radio back to base camp and say you're going to make contact for the group to hold for a little longer
>>
Alright 4 votes

Head back and gather the group to meet up at the site has 3 votes

radio back to base camp and say you're going to make contact has 1 vote

Writing
>>
>>4910098
>>Radio back to base camp and say you're going to make contact for the group to hold for a little longer

That way if it is an ambush we're not all caught up
>>
File: Van Graffs Escort.jpg (558 KB, 1920x1080)
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You decide to head back and gather your squad before going to the meeting location.

When you get back you find the camp exactly as you left it, though everyone seems to be in their own corners, which you expected for Elizabeth, she's not exactly a people person.

But you though you had made your thoughts clear on Jacob and Grant's bickering, so you sincerely hope that this cold atmosphere isn't what you think it is.

You head over to Grant, "Report."

Grant was tending to his equipment and nods, "Everything is Status quo, nothing important happened."

You raise an eyebrow at him, "Right... just so we're clear there was no interpersonal conflicts while I was gone, correct?"

Grant sighs, "There was a disagreement between myself and Jacob regarding tapping the other cells communications, the matter was settled."

You shake your head, "And did you?"

He shakes his head, "No, we can't just tap into allied coms without permission."

You nod, "By the book, alright well pack up your gear we're heading to the meeting site, everything looks clear, but be on guard there's a lot of well equipped mercenaries at that manor."

You then head over to Jacob, "So care to explain what exactly happened while I was gone?"

He nods, "Grant and I had a disagreement over how to be useful and then nothing happened we all sat in our corners sulking, well I mean your sister broods more than she sulks, but don't let her know I said that."

You roll your eyes, "Alright, as soon as we're either settled in here or done with this mission which ever comes first, all three of use, Grant, you and I are gonna have a talk about this needless headbutting got it?"

He grimaces, "Yes, sir."

you nod, "Good, get ready to head out."

You turn to your sister who was already packing up as soon as she saw Grant doing it, "How are you holding up?" you say.

"Bored out of my mind, but that's not necessarily a bad thing." she replies.

"Bored is good, don't let it dull your senses though."

She laughs, "Please between those two arguing like an old married couple the only thing I can do to get any peace is to sharpen my senses and focus on literally anything else."

You smile, "Alright get ready to head out."

She nods and continues to pack.

Once everyone is ready you head out to the co-ordinates you were given and meet up with the group outside near the bolder

The man in the advanced combat armor holds up his hand, "Halt, What's the pass code?"

"Sic Semper Ullamcorper"

He laughs, "Shit you didn't have to say it in Latin, who are you trying to impress the Legion? Thus always to bears indeed, welcome we've been expecting some one to make contact with us for a while now... well more hoping."

He turns around and gives the bolder a light tap with his foot and then lifts it up and the bolder slides back revealing a secret passage way, "Follow me."

Is there anything you'd like to ask him before you go to the Manor properly?

>Yes (Write in)
>No (skip to the manor)
>>
>>4910162
>What's your situation been, we are still playing catch up in the intel department so a sitrep would be welcome
>>
>>4910162
>No (skip to the manor)
Lets see exactly how deep our new friends are ingrained with the Van Graffs.
>>
>>4910162
>>Yes (Write in)
Anything I should know about?
>>
>>4910164
Support
>>
>>4910164
+1
>>
yes (all questions counted because none are really exclusive) 4 votes
no 1 vote

looks like we're asking for a sit rep and if there's anything specific beyond that, that we should personally know.

writing
>>
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You head down the stairwell with the man your group trailing behind and the two mercs flanking the man.

He continues forwards, "I don't believe we've properly introduced ourselves to each other." he doesn't turn around, "I'm Clyde Anderson."

You respond formally, "Rutherford Jefferson-Jackson IV"

He stops for a sec as if trying to recall something, "That is a mouthful." and keeps going.

You continue, "What's your situation been? We've been playing catch up in the intel department so a sitrep would be welcome."

He laughs, "Our situation?" he blows some air out of his mouth, "Pretty great actually. With our ties to the Van Graffs we've got Redding in the palm of our hands, well hypothetically at least, the matriarch of the family is a force to be reckoned with, but we've been slowly wooing her working as her most 'trusted' mercenaries."

He stops and leans against a wall for a bit, "Unfortunately that's required most of our number and our effort over the years. we're down to about 10 able bodies here, but we're all veterans in our own right, one of the old bosses managed to have a kid with the matriarch, but he died before he could raise the boy."

Your face scrunches and he reacts, "What's with that look? Oh your groups a bunch of the purists aren't you? Look sometimes you got to play the game with the savages. Think of it this way, we were making the perfect puppet to replace the matriarch with. Just happened to not quite work out this time."

You shake your head, "That's besides the point for now" you stop the conversation because you can feel the lasers your sister is attempting to drill into this mans skull with her eyes, "Is there anything specific we should know going into this?"

Clyde thinks for a moment, "Nothing that I ain't already said, though I take it you want a more formal meeting with the commanding officer of our group?"

You nod

He nods back, "Well the follow me, Captain Nelson will be glad to have a chat with you."

And with that he leads you to the end of the tunnel which after the pull of a switch opens up into a rather fancy almost Victorian style manor and leads you down the hallway to the left and into a large room with a full strategic set up, holographic table with projections of redding and the area around it and a man in the middle dressed head to heel in advanced tesla power armor, the Enclave symbol scratched off likely as part of the cover, though seeing it makes you scowl slightly.

You can't imagine your sister is doing much better.

How do you approach Captain Cutting?
>By the books, he is a higher ranking officer than you are
>Be formal but make your distaste for his tactics clear
>Complete the mission and get out of here, you'd prefer not to let them taint your mind with their impure strategies.
>Write in?
>>
>>4910279
How do you approach captain Nelson not cutting.
Guess I missed fixing that part of the rough draft woops.
>>
>>4910279
>>By the books, he is a higher ranking officer than you are

While it may not be ideal what they are doing, it is certainly pragmatic.
>>
>>4910279
>>By the books, he is a higher ranking officer than you are

We can save the less polite stuff for later, once our position is solidified. For now, play nice.
>>
>>4910279
>By the books, he is a higher ranking officer than you are
Might as well go with the motions.
>>
>>4910279
>>By the books, he is a higher ranking officer than you are
>you don't like the tactics used, but objectively it was a sound plan, till it went tits up, but that is besides the point
>>
By the books is unanimous by the looks of it.

Alright folks, roll me 1d100 best of 3 link this post this is for first impressions.

DV 70 Average difficulty speech roll
+5 for proper deference
+5 for contact procedure.
Final DV 80
>>
Rolled 77 (1d100)

>>4910333
>>
Rolled 93 (1d100)

>>4910333
>>
Rolled 96 (1d100)

>>4910333
>>
Rolled 100 (1d100)

>>4910333
>>
oh dear fucking god, the dice they hate tonight
>>
>>4910344
thank fucking god the 100 was the fourth roll and not the third.
>>
>>4910342
You're lucky that was the 4th roll.
>>4910335
77 is a success, but by the skin of your teeth, suffice it to say you make a good impression.

Writing
>>
>>4910346
thank god
>>
>>4910342
jfc where are these rolls when higher is better
>>
>>4910348
You ever go to play a Warhammer Tabletop game and your just constantly rolling like 90s and just explode?
I've been there.
I swear dice know which end of the halfway mark they're supposed to land on and actively attempt to avoid it digital or physical.
>>
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You close your eyes take a breath and center yourself before stepping forwards and saluting this man in the Tesla Armor, "Captain Nelson Sir!"

He nods, "At ease."

you drop into a more relaxed stance, "I am 2nd Lieutenant Rutherford Jefferson-Jackson IV, I've come from a cell stationed near Navarro to establish formal communications between our cells."

The bug eyes of the power armor stair at you for an uncomfortable amount of time, "You're a bit young to be an officer Lieutenant." is all he says

You nod, "Needs must sir."

He nods back, "Needs must indeed. Who is your superior officer?"

You reply quickly, "Captain Rutherford Jefferson-Jackson III"

He stops for a minute, "Captain?" he thinks on it for a minute, "He was a 1st Lieutenant last I recall who promoted him?"

You blink, "You knew my father?"

He nods, "Yes we served in the same division, we weren't much more than acquaintances however, back to the question, who promoted him?"

You catch your bearings, "He gave himself a field promotion when communications had fully broken down to insure he could have a proper chain of command at his outpost."

He looks away for a moment the back to you, "I suppose that's in the past, he was always a capable man from what I could gather, and it's not like I'm in a position to criticize I did the same thing when Captain Cutting died some years ago, very well then."

He waves one of the men in the room over, "Go fetch our the most up to date status report on Van Graff dealings, and our recon reports on NCR activity in the area." he looks over to you, "These should help to get you and Captain Jefferson-Jackson up to date on the goings on here in Redding. It's good to know that we're not alone in the fight out there Lieutenant. You're welcome to stay as our guests here, we've already discussed it with Tiaret Van Graff."

You look at him, "How much does she know?"

He looks down at the table, "Almost certainly more than she lets on, but I don't think she really cares, our goals align regarding the NCR and that's all that really seems to matter here, but I wouldn't expect any explicit support from them any time soon."

You nod.

How do you respond to this situation?
>Stay the night and head home
>Ask for an meeting with the Matriarch of the Van Graff family
>See if Captain Nelson needs any help with his work here.
>Write in?
>>
>>4910365
>See if Captain Nelson needs any help with his work here.
SIDEQUEST TIME SIDEQUEST TIME SIDEQUEST TIME SIDEQUES-
>>
>>4910365
>>See if Captain Nelson needs any help with his work here.

If not,
>>Stay the night and head home
>>
>>4910365
>See if Captain Nelson needs any help with his work here.
>Write in?
Talk about goals and what he thinks should be the future of the Enclave.
>>
>>4910370
Support. We need to work together if we can.
>>
>>4910365
>>See if Captain Nelson needs any help with his work here.
>>
>>4910365
>>4910370
This is good. Adding on to this, ask him if he's got any leads on other cells nearby we could attempt to contact.
>>
>>4910365
>>See if Captain Nelson needs any help with his work here.
>>
Well that was quick.
We'll ask Captain Nelson if he needs any help with his work here.
and I'll throw in these suggestions
>>4910370
>>4910381
as well.

Writing
>>
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The man comes back with the documents and hands them off to you and you then hand them off to Jacob, turning back to face Captain Nelson, "I think we'll take you up on that offer, however we'd also like to know if you have any issues that you'd require help resolving."

Nelson thinks on this for a moment, "Yes there is a particular issue I think you all would be able to handle quite nicely since we're personally short on men here, I'll consider it a favor rather than an order since it helps build cover for both of us here."

He points at the map of Redding, "This factory here is owned by the Van Graff's but the NCR unofficially sent an 'aggitator' there, and by aggitator I mean a communist, because he's stirred up the workers and now they want to of all things here in the wasteland Unionize."

your face contorts in disgust, and he snorts, "Yeah I figured that'd be your reaction, Deal with the Aggitator and the striking workers however, its better if they come out of it alive as an example, but there's always more warm bodies and the point is made anyways."

You nod, "A few more questions before I accept, though their tangential to the matter."

He shrugs, "We're being open here, go ahead Lieutenant."

You continue, "Captain Nelson if you don't mind me asking how do you envision the future for the Enclave?"

He laughs, "That's a rather big minded question, and frankly if it weren't for our state I'd say it's above my paygrade." he sighs, "As it is now the future of the Enclave is a day by day struggle, we can think about lofty goals and big plans all we want, but we're not fighting a conventional war anymore, the time for that is long since gone, what we're fighting is a guerrilla action against an occupying force, and frankly the only way we win this is by rallying the Wastelanders against the NCR government. I'm not saying this as a champion of those gene divergents out there I'm saying this out of cold hard pragmatism, we don't have the time, resources or men to do it any other way. However once that's done and we have our place on top then we can start talking about what the future of the Enclave is Lieutenant and that's the only time it'll be a question worth asking."

You nod, you can see the logic in that perspective, but that mentality has seemed to seep down and widen amongst his men if Clyde is anything to go by from your short conversation, the way he said 'purist' rubbed you wrong and if you didn't know any better you'd guess he might have sympathies for the wasters.

What's you're opinion on Nelson's vision for the Enclave?
>Very pragmatic, but it dodges the question ultimately.
>He might be trying realpolitik, but we're nothing without our convictions.
>Write in?

Regardless you continue with your questions, "Do you have any potential leads on other cells we can get in contact with?"

He looks up for a moment, "I think there's a cell in New Reno, and a Cell in New Vegas, but the one in New Vegas went dark years ago.

[Continue]
>>
"... So good luck with that, I've personally be trying for a while now to convince the matriarch to expand her business down there, but there's always something that gets in the way of matters, I don't think it's conspiracy, just terrible luck really." he finishes

You nod, useful information to work with, though New Vegas is a damn long ways away, might not even be worth it if they've gone dark.

He gets handed a clipboard with some documents on it, "Any other questions?"

you shake your head, "None that spring to mind."

He nods, "So about that strike breaking, you down for it?"

Well are you?
>YES! Fucking Commies
>Yes.
>No, seems beneath us.
>Write in?
>>
>>4910408
>>4910413
>Write-in
There's wisdom in focusing on the here and now instead of focusing on the immaterial. However, we better keep an eye on him to make sure his pragmatic usage of wastelanders doesn't taint him into sympathizing with them too hard with them.
>YES! Fucking Commies
COMMIES? COMMIES?! REEEE-
>>
>>4910413
>eh, we can sort out our opinions once we fuck the NCR in the ass
>>YES! Fucking Commies
>>
>>4910413
>>We can save the hardline stuff until the time is right, but it's important to never forget our imperative.

>>YES! Fucking Commies
>>
>>4910408
>>He might be trying realpolitik, but we're nothing without our convictions.
>>4910413
>>YES! Fucking Commies
>>
>>4910413
>Very pragmatic, but it dodges the question ultimately.
>No, seems beneath us.
>>
>>4910408
>>Very pragmatic, but it dodges the question ultimately.
>Yes.
>>
>>4910408
>>Write in?
there are times that we need to do bad things to make good prevail and this is one of them
>>Write in?
yes we need some intel to get the bigger picture
>>
Lot of opinions floating around regarding Nelsons views, it's a little difficult to figure out how to count the vote do to the similarity on the write ins so I'll ask you three
>>4910417
>>4910418
>>4910423
>>4910447
are you all agreeing to on the same principle just with different semantics?

As for the side quest
YES! Fucking Commies wins with 4 votes
1 vote for just yes
1 vote for no, seems beneath us.
1 vote for more intel (I'll work it in since it's a logical thing to ask for)

Regardless of the answer to my first question I will start writing, the answer will mostly just help me keep track of an internal slider I have for Ford's leanings.
>>
>>4910449
>Very pragmatic, but it dodges the question ultimately.

it captures the spirit well, we don't agree, but we don't disagree
>>
>>4910449
Pretty much, yeah.
>>
>>4910449
Basically.
>>
>>4910449
Kinda
>>
File: Fallout Factory.jpg (861 KB, 1728x1080)
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You smile, "It would be my honor to bring these fucking commies to heel."

He laughs, "Wonderful."

You hold up a hand, "I'll need some more information first however so I can best deal with these strikers."

He nods, "Reports say the strike has a picket line comprised of about 20 people and the agitator for a total of 21 potential hostiles, being that we're in Redding and that even with the NCR's laws in place Redding is still something of a frontier city, enjoys a special place in the NCR as well due to its gold mines, though you'd figure with how the NCR-Brotherhood war is going that status might change if the NCR decides to take drastic measures, point being most of them are carrying side arms, pistols and the like. I can loan you two sets of power armor if you've got anyone in your group that can use it, they've been scrubbed of symbols and it'll keep up the image of our merc group being the strong arm of the Van Graffs."

He points out to the display of the factory, "Alternatively if you don't want to go out in the power armor I suggest bringing some force multipliers with you and planting them in strategic locations to scare the hell out of them. Or blow them up, whichever strikes your fancy."

He looks back at you, "That's about all I've got on the strikers, try not to hurt anyone trying to run the picket line, in fact actually you might be able to rally them to break the line themselves, If the workers put down the strike then it'll send a strong message."

He continues, "As for the Agitator if you want to go that route you can find him resting at this hotel here, but fair warning he's got a covert escort of NCR soldiers so killing him isn't quite so simple as kicking in the door."

So what's your plan of action?

>Keep it nice and simple, go out in the power armor and break this strike the good old fashion way. With Violence
>A little subtly goes a long way, a few explosives here, a few there, and a well placed gunshot is all you'll need
>Get the workers to put the strike down, should be a good long term solution and sends a clear message to the NCR that such tactics don't work.
>Just kill the agitator, who cares if he has an escort, they're NCR.
>Write in.
>>
>>4910466
>>Get the workers to put the strike down, should be a good long term solution and sends a clear message to the NCR that such tactics don't work.
if that fails go to plan B

>Keep it nice and simple, go out in the power armor and break this strike the good old fashion way. With Violence
>>
>>4910469
This.
>>
>>4910466
>>Get the workers to put the strike down, should be a good long term solution and sends a clear message to the NCR that such tactics don't work.

We have a malus when it comes to speech checks with the impure, correct? But does the hatred of communism override our rightful prejudice?

We're wearing the power armor either way right?
>>
>>4910480
To all non INTIIMIDATION speech checks. We could potentially just spook the shit out of them.
>>
>>4910482
we need a face man, this -10 for all speech is gonna fuck us long term
>>
>>4910480
As a situational modifier perhaps, depends on how exactly you decide to present your firery hatred for communism, if it's good enough it can override the inherent -10.

and as >>4910482 put you're only at a disadvantage when you're not trying to intimidate them, you could very well just threaten the workers who aren't striking into fighting the workers that are, in which case Elizabeth would be fantastic for that, but there are other repercussions to such solutions.

as for the power armor given that your plan B seems to be violence I think that's reasonable to assume provided the vote wins.

Vote will keep going for another 30 minutes
>>
>>4910469
this is the part guys
>>
Seems like the consensus is to head out there in power armor and attempt to convince workers to put the strike down and if they don't agree then you'll just have to do it yourself.

Writing
>>
>Be striker
>holding picket line with 20 of my buddies
>workers come out of factory
>Finally! our comrades have seen the light
>One of the older workers walks forward
>"It's time for you hooligans quit all that racket and get back to work!"
>respond with communistic ramblings
>worker not impressed by my rhetoric
>"As much as I'd like to talk philosophy with you," *points thumb behind him* "my friend ain't so patient"
>behind the workers is a dude in power armor
>pitch black
>freaky bug eyes
>is lovingly stroking a flamethrower
>>
You crack your knuckles, "Everyone here except him" you finger Jacob, "Can use Power Armor, I'll take one suit and I'll give the other to Elizabeth." not that she needs the help to be intimidating, but she is also the closest range fighter of the group and Grant doesn't need the protection for these rats, and Jacob should be able to handle himself as long as he keeps to cover.

You dawn the Power Armor and head down to the factory where the strike is being held, a man with a megaphone is shouting out a chant and demands as a group of twenty or so workers hold pickets with various demands on them, "Better pay, better hours, better conditions!"

You shake your head, the first steps to communism.

There's a sizeable group of workers that seem like they want to go into the factory, but every time one of them tries to break the picket line they link up arms and make a wall in front of the workers entrance.

"Come on damn it I've got a family to feed!"

"Shut up Scav! You'll be better able to feed them when we get what we're ask for, help us!"

"I don't want any trouble!"

and so on.

You step up to the workers not striking

They look at you, some with wide eyes of awe, others with fear.
What do you say?
>Are you just going to let these Communists walk all over you? You've got a right to work! (Rally them)
>I'm going to give you all one opportunity here to earn your jobs and your lives, prove your inaction isn't sympathy, go prove your loyalty or suffer the consequences (Intimidate them)
>Write in (state your intention in the parentheses)
>>
>>4910510
>>Are you just going to let these Communists walk all over you? You've got a right to work! (Rally them)
>>
>>4910510
>>Are you just going to let these Communists walk all over you? You've got a right to work! (Rally them)
>>
>>4910510
>>Are you just going to let these Communists walk all over you? You've got a right to work! (Rally them)
LISTEN HERE. EVERY MINUTE THEY SPEND BLOCKING YOUR RIGHT TO WORK AND SPOUTING THEIR COMMUNIST DRIVEL, THAT'S A MINUTE YOU COULD'VE BEEN USING FOR WORK. YOU HAVE FAMILIES THAT NEED TO BE FED, DON'T YOU? DO YOU WANT THEM PREVENT YOU FROM KEEPING YOUR FAMILY FED AND SAFE? IN THIS HELLISH WASTELAND? THEY ARE WASTING YOUR TIME AND THREATENING YOUR QUALITY OF LIFE!
>>
>>4910520
support
>>
>>4910520
+1
>>
>>4910520
+1
>>
Looks like rallying them wins unanimously and we'll be going down this line of thought with the write in.

roll me 1d100 Best of 3, link roll to this post
DV 50 challenging speech test
-10 prejudiced
+5 write in
+5 Channeling prejudice towards the communist wastelanders
+10 power armored Awe
Roll under 60

will right the result when I wake up.
>>
Rolled 12 (1d100)

>>4910536
>>
Rolled 30 (1d100)

>>4910536
>>
>>4910539
>>4910538
oh no
>>
Rolled 40 (1d100)

>>4910536
>>
>>4910540
anon it's roll under this is good
>>
>>4910540
Its roll under anon those are passes.
Could still fail on a 100 for the 3rd roll
>>
of course the post goes up after the third roll.
All right I'm going to sleep for real now. Good night America.
>>
>>4910543
>>4910544
oh ok
>>
>>4910545
Might want to pick up a tripcode in-case your ID changes.

If you don't know how, just add ##secretpassword after your name, with the secretpassword part replaced with a different phrase.
>>
Rolled 4 (1d10)

>>4910536
>>
>>4910564
bruh
>>
>>4910510
I wonder how happy we are to use power armor again. Equipment in general is lacking this days.
>>
>>4910557
Testing
>>
Alright, good morning all
looks like the result is 12 Despite your contempt for the average wastelander it would seem your contempt for Communism is greater.

Writing
>>
>>4910790
Better dead than red, and exporting our ideology only has benefits for us.
>>
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You take a deep breath slowly panning your head from left to right to the body of workers before you finally speak.

"Are you just going to let these people walk all over you? Have you forgotten in all the luxury that is civilization that this is still the wasteland?! That out there everyone fights and dies to survive and then you have these people, these *Communists* standing at the gates of your place of work, of your lively hood telling you that you can't protect your families, that you can't feed your families, until you have what? Slightly better pay? Slightly Better hours?! It hasn't been the decade for this bullshit in 3 centuries!"

You begin to walk down the line, "Every single minute they spend blocking you from that factory spouting their Communist Drivel, that's a minute you could've been providing for your families, for Redding, for the wasteland as a whole, the essential work you do here creating these energy weapons is the foundation for putting the wasteland back on track and they're stopping you, yes **You**" You jab a power armored finger at some random waster, "From improving the world because they can't handle the *conditions* of the job. They're stopping you from feeding your family, they're stopping you from protecting your family."

You stop and pause for effect, "So tell me then What are **you** going to do about it?!"

the workers all look at each other, some look conflicted, some look angry, others are nodding there heads while some just don't want any trouble at all.

But one turns and shouts, "We're gonna fight for it!"

and you shout back, "Damn right!"

and he cries out a battle cry and starts marching at the picket line, and slowly but surely many more peal off with him and a brawl ensues.

You chortle.

Fucking wastelanders.

and then several shots are fired and the brawling stops as a man lay dead, it's hard to tell whether or not it was one of the strikers, but everyone just stands there dumbfounded.
The air is still and the town is practically silent in this little area and the world seems to have just paused for a brief moment.

What do you do?
>Coax the non-striking workers to finish the job
>Step in, finish their work non-lethally
>write in
>>
>>4910810
>Coax the non-striking workers to finish the job

Now the Communists strike you workers down in their pathetic attempt to maintain their power over you. Are you lads gonna let them roll over and bully you, your families, and your liberties? Take back your freedom to work however you damn well please! Better dead than red I say!
>>
>>4910810
>>Step in, finish their work non-lethally
>>
>>4910810
>>Step in, finish their work non-lethally
>See what the communists do when pushed, they claim to fight for you, but they should their true colors when anyone shows the slightest push back!
>>
Slow morning
3 votes
two in favor of stepping in, one with a write in
one in favor of coaxing the workers to finish the job.

Looks like we're going in folks.

Give me 1d100 Best of 3 link your roll to this post
DV 30 Brutal (20 on 4 ain't easy that's for sure) combat roll

+10 prejudiced
+5 Living anatomy
+10 Power armor
+5 Bruiser
+5 Grunt
-5 Mr. Fixerupper

DV 60 roll under

[Gonna need some testing to see whether or not overlapping bonuses should stack in group combat, I'm not sure how exactly the balance on that should be right now if we do stack it the DV would be 80 for the double prejudice and power armor, might have to consider a different approach to large scale combat in general but we'll work with what he have for now.]
>>
>>4910839
Agree. Hopefully add better dad than red somewhere in the speech
>>
>>4910866
Okay!
>>
Rolled 94 (1d100)

>>4910866
>>
Rolled 12 (1d100)

>>
Rolled 95 (1d100)

>>4910866
>>
almost wouldn't have mattered, but we got a pass here
>>4910880

Alright Round 1 to the Enclave
Striker group 1 of 3 wounds

>continue to go non lethal (same roll best of 3 roll under 60)
>Fuck it they're just wasters (auto-pass [equipment bonuses put you over 100 (8+10+15+15) but you will end up killing most of the strikers]
>>
Rolled 27 (1d100)

>>4910883
>continue to go non lethal (same roll best of 3 roll under 60)
>>
Rolled 13 (1d100)

>>4910883
>>continue to go non lethal (same roll best of 3 roll under 60)
>>
Rolled 74 (1d100)

>>4910883
>>
Rolled 8 (1d100)

>>4910883
>>continue to go non lethal (same roll best of 3 roll under 60)
>>
Alright we've got a pass again
While we're here for balance sake should we move from a best of 3 system to x/3 success system, been doing a little bit of number crunching and it seems to give a better distribution of successes and failures?

>yes, reason
>no, reason

regardless this roll will remain on the current system for consistencies sake

Striker group 2 of 3 wounds
>Finish the group off and round them up (non lethal, combat roll under 50 [they will attempt to use lethal force] best of 3)
>Is that a gun? Blast'em (Lethal, combat roll under 90 best of 3)
>"Surrender and you may yet live" (Intimidation, may use terrifying presence auto pass, or roll under 65)
>>
>>4910921
>"Surrender and you may yet live" (Intimidation, may use terrifying presence auto pass, or roll under 65 best of 3)
>>
Just clarifying
>>4910924
>>4910921
>>
>>4910921
>"Surrender and you may yet live" (Intimidation, may use terrifying presence auto pass, or roll under 65)
>send in the little sister for additional intimidation (do not use terrifying pressence)
Liz gets an additional +5 to intidimation rolls, she'd be best suited to 'persuade' these commies to step down.
>>
>>4910921
>yes, it fits better with this kind of quest

>"Surrender and you're commie leaders will only lead you to your deaths! " (Intimidation, may use terrifying presence auto pass, or roll under 65)
>>
Rolled 80 (1d100)

>>4910929
+1
>>
>>4910921
>"Surrender and you may yet live" (Intimidation, may use terrifying presence auto pass, or roll under 65)

I have no opinion on how the dice system works.
>>
>>4910921
>>"Surrender and you may yet live" (Intimidation, may use terrifying presence auto pass, or roll under 65)
>>
Looks like the call to surrender wins it
and there's not much of an opinion on the dice system, but there was some voice in support of it so I'll cook something up using a x/3 successes system for the future

For now though
Roll me 1d100 Best of 3 DV 65 link to this post
+5 from terrifying presence
+10 from power armored terror
DV 80 roll under

after this I'll write out how this all played out.
>>
Rolled 11 (1d100)

>>4910954
It's time for that natural critfail that turns the whole work force against us.
>>
Rolled 18 (1d100)

>>4910954
time to ruin it
>>
Rolled 55 (1d100)

>>4910954
>>
The Dice may be fickle.
But not today.
You pass.

Writing
>>
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The first noise to break the silence is the sound of your heavy power armored boot smacking the ground as you approach the site of the brawl.

The second noise to break the silence is your power armored fist smashing the face of one of the strikers, and with that brawl resumes as the strikers descend upon you, the rest of your squad comes in to assist.

It's quite the sight, two soldiers in power armor tossing and pummeling just an ordinary wastelander. One of the strikers goes flying into a nearby fence, while another gets the rug burn of the century as your sister slides his face across the ground. Two more jump on your back as you contemplate just falling on them, but decide to be merciful and instead reach over your shoulder and just slam one of them into another striker.

Grant grabs the last remaining one on your back off and headbutts him giving the striker a concusion as he holds off another striker with his other arm.

Jacob pulls out a ratchet wrench off his belt and slams into the rib of one of the strikers.

They're going down quicker than they can handle and they know they have no hope to win this fight, so it's not long before the few that remain including the agittator pull out their side arms and level them at you, "Stay back!" one shouts, "I'm not afraid to shoot!"

You scoff, "I think you made that clear back when you killed that guy over there." you gesture to the corpse, "Look at what the communist will stoop to in the face of defeat! Seems the old adage was right, Better dead than red, because being Red makes you a coward and a sore looser." you'd spit if you weren't wearing a helmet.

He fires once it bounces off the power armor and as your going to head towards him your Sister cuts you off grabbing the man by the neck lifting him up off the ground, choking him it looks like she's about to pop his head from his shoulders, his eyes bulging his face turning purple before she tosses him to the side.

The other strikers are terrified.

Perfect.

You take a step forwards, they take one back, "I suggest you make one smart choice today and give up, you might just survive the suicide pact you signed by joining up with that commie."
you point out the agitator.

The strikers all look at each other and most of them get on their knees and put their hands behind their heads, one or two are defiant, but it doesn't take long to dispatch them.

All that's left is the Agitator.
He looks disgusted and horrified, but also defiant.

What do you do with him?
>Let him go, you've made your point
>Show him the price of Communism, beat the hell out of him
>End his existence
>Write in
>>
>>4911040
>>Write in
put him undet arrest for assault with a deadly weapon and a few other charges
>>
>>4911040
>Show him the price of Communism, beat the hell out of him

Break his arm while we're at it.
>>
>>4911056
Support.
>>
>>4911056
support
>>
>>4911056
support
>>
>>4911040
>>4911056
This is good
>>
>>4911056
Arrest him in the name of what? Enclave? We're not the local authorities lads.
>>
>>4911137
the name of our power armor
>>
>>4911056
It's a curious choice, I'm going to just have you take him prisoner and when he inevitably asks you on what authority you'll say it's a citizens arrest.
He won't like that answer but you're the one in power armor and the people who supported him are mostly unconscious.

Writing
>>
>>4911040
>End his existence
>>
>>4911140
And why would that be a good idea? Where are we going to hold the bastard? Are we just going to take him with us when we leave for home? This isn't well thought out lads.
>>
>>4911146
blame the dude who put it up
>>
>>4911146
We're here on the Authority of the Van Graffs as strike breakers, we'd take him to them for the final verdict, it was their factory being meddled with after all. Most likely he'll be executed or imprisoned for agitating the work force and you know, murdering that poor schmuck in cold blood. The Van Graffs have clout and wealth abounds so it's not unlikely that they can pull some strings in town or obscure the disapperance of an NCR troublemaker.
>>
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You grab him by the cuff of his shirt and spin him around and gesture to Grant for some rope.

He grabs some from his kit and hands it off to you and you proceed to begin hogtieing this wastelander.

"What the hell are you doing?!" he says as he squirms and attempts to thrash under your grip, "You can't do this! I'll see you in Jail for the rest of your life."

You scoff, "I'm not the one who started this whole debacle, you're the one that decided to agitate the workers, besides consider this a citizens arrest in the name of the real authority of Redding."

His eyes widen, "That's no legitimate reason at all, somebody call the cops, get the rangers, anything!"
none of the workers move a muscle as you finish tieing him up and throw him over your shoulder.

His constant cries could be a problem so you stuff his mouth with the nearest rag on hand and wrap make sure to cut some rope to tie that in and then walk off back to one of the out of sight side entrances to the Manor.

You head to the room that Captain Nelson was in, with the agitator struggling the whole way there and drop him at his feet.

Nelson just looks down at him, "Well I take it that means the strikes broken?"

You nod.

He scratches the back of his head, shrugs and then puts a bullet in the agitators head from the side after leaning down, turning to two men in the room, "Beat up the corpse a bit, stage it to make it look like he killed himself after getting away, couldn't take the failure, throw him out on some alley way nearby."

He looks back at you, "I appreciate the sentiment, but I'm not sure where you were going with that one."

You just sort of stand there slightly shocked at the events that just transpired, "You weren't going to question him or anything?"

He shakes his head, "Nothing to gain that we didn't already know, their beef was with the Van Graffs he was sent to disrupt their supply chain, now he's dead the strikes over and the NCR know what the consequences are, good work by the way, I owe you a favor I believe."

He turns back to his table with some documents splayed out on it, "and before you ask, no you can't keep the power armor."

Would you like to cash in the favor now?
>Yes, and for what?
>No, I'll hold on to it for now.

How do you feel about Nelsons callus execution?
>It was deserved
>It was rash
>Write in?
>>
>>4911152
I can blame the people who voted for this nonsense as well.

>>4911161
I don't think mercenaries can make political arrests on behalf of a criminal syndicate, but maybe I just biased here.
>>
>>4911166
>No, I'll hold on to it for now.
>can't say you didn't take the time to talk with him, but one thing you do know is that the constitution promises the right to a trial by jury of your peirs
>>
>>4911166
>No, I'll hold on to it for now.
>It was deserved

Glad for the confirmation that this was a poor idea.
>>
>>4911170
We're a millitant insurgency fighting an occupying power. We have neither the time, resources, or manpower to even make a farce out of a trial, let alone have a real one with legal weight to it.
>>
>>4911167
Arressting a strike-agitator instead of outright killing him in front of the whole workforce is actually the lenient outcome. When strike-breaking occured by force backed by basically private militias hired by the corporations in the late 19th/early 20th century there'd be dozens dead on both sides. Here we only have a single casualty in total. Taking him in I feel would be the best choice since we're talking a thin line here and executing an NCR agitator in the streets could have some serious ramifications.

>>4911166
And he's dead anyway so the point is moot.

>No, I'll hold on to it for now.
>It was deserved. Would've done it myself, but I was unsure how far we were allowed to go. Guess you answered my question.
>>
>>4911166
>>No, I'll hold on to it for now.
>It was deserved

"Yeah i imagined we couldn t keep them. Still it s good to not be alone in the wastelands. We can now work again for bring back the Enclave to his rightful place."
"Let s think of some secure channels for communicate between our two cells, then we will move out. If you need help in the future, or there is something valuable that we could gain for our cause call us."
"If something happens to us, we will tell you as well."
>>
Seems we have resolved well this mission
People at home should be happy of that.
>>
Just for some clarity on the matter I don't think that the choice and concept of Ford taking in the agitator was out of character for him. The dudes 18 years old, sheltered and indoctrinated into believing he's the long arm of the legitimate government, at that he's very dogmatic about the old world processes, though he believes there's a chance to do them better.

He's also has a strong prejudice against the average wastelander and well really just about everyone who isn't from a vault or descended from an Enclave Remnant, believing them to be subhuman.

The whole scenario is just a conflict between the virtues in democracy and old world systems he holds, his personal biases and disdain for most humans left, and the reality of the situation in front of him being shown plainly for one of the first times.

Ford's got a lot of conflicting beliefs that he needs to sort out, but what can you expect from someone raised by an extreme branch of the Enclave.

At the very least that's what I was going for with this whole mission.
>>
>>4911245
exactly it's why I put

>can't say you didn't take the time to talk with him, but one thing you do know is that the constitution promises the right to a trial by jury of your peirs
>>
Setting those discussions to the side, It seems that we're holding on to the favor for now

And that you think the agitators execution was deserved and Nelson ultimately made the right call.

Mission Complete

You've gained
>Trait modified: Pragmatic Prejudice - sometimes you have to set the deserved hate to the side to get the job done right
-10 to speech with all non vault dwellers and Enclave becomes a -5

Pick 1 reward:
>New squad member (May add another member to your squad)
>Advanced Equipment (gives new equipment choices when prepping to leave on a mission)
>Additional Mission Resources (you get 50% extra stimpacks, doctors bags and caps for missions going forwards)

Writing
>>
>>4911280
>New squad member (May add another member to your squad)
Yes, more zealots to add to the retinue. Maybe we should look for someone who can keep Grant from strangling Jacob when we're not around.
>>
>>4911280
>>New squad member (May add another member to your squad)


we need a face, we have to have one!
>>
>>4911280
>>New squad member (May add another member to your squad)
>>
>>4911280
>>New squad member (May add another member to your squad)
please be rockefeller
>>
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The rest of your stay in Redding is pleasant, you take some time to chat with Captain Nelson regarding the benefits that both cells can bring to each other, and find the man very supportive of mutual aid in these trying times for another Enclave cell, and that he'll be glad to lend assistance as necessary so long as the curtesy is returned.

But the time eventually comes to head out back home and so you do, gather the group together.

You have a long discussion on the road with Jacob and Grant about their disfunction as squad members and how that puts the rest of you in potential jeopardy during a mission, but you don't make much headway there, you'll have to spend focused time beating this point into their heads it would seem.

Elizabeth is quiet most of the way home, really only taking the time to comment on his distate for the Redding Cells more 'accepting' attitude, you would call it pragmatic, of wastelanders. She also makes note of her distrust for Captain Nelson and his group, they seem to have embraced the mercenary lifestyle a little to well and she believes that's speaks ill of their faithfulness.

That remains to be seen.

Still when you return home and report the mission successful and hand the documents and information to your father you're met very warmly, your family gets the entire cell together for a celebration. First contact with another Enclave cell was a success, we weren't alone, if there was a time to celebrate you figured it would definitely be now.

While you're celebrating is there anyone you'd like to talk to?
Pick 3 number
>Your parents
>Elizabeth
>Andrew
>Grant
>Jacob
>Rosaline
>Rockefeller
>>
>>4911306
>>Your parents
>>Elizabeth
>>Grant
>>
>>4911306
>>Rockefeller
>>Your parents
>>Grant
>>
>>4911306
>>Your parents
>>Elizabeth
>Jacob
>>
Your parents with 3 votes
Grant with 2
Elizabeth 2
Jacob 1
Rockefeller 1

So your parents grant and elizabeth win for party discussion partners

Phone posting because I got dragged away so I'll start writing when I get home which will be a while.

I'll be lurking so feel free to take this time to ask questions, discuss or just lurk as well.
>>
>>4911382
Will we be able to own a car like how you could use one in Fallout 2?
>>
>>4911958
Yes
Your cell actually has two cars.
My justification for this aside from Enclave engineers having the know how to fix that, is that the NCR given the way it's talked about and the fact that it's military makes use of troop transport trucks has civilian cars by 2270.

Also good morning America, looks like it's time for me to start writing.
>>
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When one of the wastelander neighbors come knocking on the door asking what the party was for out of curiosity is when it struck you just a little bit how surreal you life up to this point had been. The small corner of the town that your cell had sequestered away was definitely one of the more prosperous, your parents cover was that they were wealthy caravanners with strong unofficial ties to the government.

You never really questioned why they went with that, but it did work. What really has your mind in knots is the juxtaposition of their integration and the doctrine they taught you. They're practically pillars of this towns community, wastelanders come for favors constantly and they'll occasionally fulfill them and the argument they'd give when ever you asked before is that it was just maintaining cover. Yet if cover is so important why rise your kids to be zealots? You personally are rather dogmatic, but you've always had an innate sense of pragmatism egging you forwards, your brother really just failed to take to the lessons in general outside of hunting and medicine, but your sister really took up the call to arms, she's extremely dedicated to the cause, usually to the detriment of her cover in wasteland society.

It was strange, and this time you were determined to get an answer.
But the question would wait at least for a little bit, better to get the pleasant congratulations and happy talk out of the way before dropping a serious question on them.

You go to find your parents in the party and they're together sitting at one of the open air tables both sharing some beer and you think what looks like Grilled Gecko. They seem to be reminiscing about the good old days.

you approach and you father is the first one to react, "My boy!" he says standing up and giving you a hug, "I'm glad you came here actually I was thinking about fetching you myself, see we were having a discussion a bit ago on the application of Democracy in the Enclave..."

Ah, this was one of your fathers snap quizzes he liked to do, keep all of us on our toes regarding our dogma and knowledge of Enclave history, you nod and join them for a seat.

"Anyways you remember how that functions right?" he said sitting down with him.

You nod, "As the rightful continuation of the United states we had a Congress and an elected executive, who was chosen from the Enclave personnel and had potentially unlimited terms."

He smiled, "Right, and the discussion me and your ma here were having was that now that we have a few leads and contact with another cell perhaps its time to figure out how to get that back up and running again."

You give him a quizzical look, "Isn't that sort of counting our chickens before they hatch? I'm all for re-establishing democracy, but we know of just 28 people, we haven't even doubled from before the contact."

[continue]
>>
Writing will take longer I just lost a whole post to the void my apologies.
>>
He laughs and pats you on the back, "While I appreciate the concern, I taught you better than that son, we need to re-establish the chain of command and that includes the civilian branch of the Enclave. Not everyone can be soldiers."

You're agree with the sentiment but you're not sure now is the best time for this.

"Right... but is now really the time to be thinking about these kind of things?" you ask

He nods, "Absolutely, if we can't think about these during happy times we'll never have time to think about them. Besides it's not an American party without talking about politics." he laughs and takes a swig of his beer.

You wonder about that sometimes, actually it brings you back to the question you wanted to ask in the first place.

You sigh, "Mom, Dad, do you mind if I ask you a personal question?"

Your father straightens his posture and looks at you intently and your mother tilts her head, you have their absolute attention, perfect.

You get comfortable in your seat first, "Let me get my words straight first, I'm a little confused about something, We're not supposed to reveal ourselves as Enclave right?"

Your Mom is the one to respond this time, "Absolutely, survival is contingent on such secrecy, while we might be powerful with our knowledge and technology there aren't many of us yet."

You nod, "Right... so then why did you teach use to hate wastelanders so fervently? I'm understand why we should, but you can't deny it'd be easier to move through wasteland society without such a passionate hate?"

Your mother gives you that condescending motherly smile she used to give you when you failed a lesson, "Oh son, you aren't sympathizing with those mutants now are you?"

You shake your head, "Absolutely not, I'm just wondering why you chose to teach us what you did, I'm not questioning the veracity of it. I mean look at Elizabeth, she can't go two feet without trying to murder the first FEV mutant she sees."

Your parents laugh and your father says, "And that's a bad thing?"

You sigh, "Yes if she tried to do it in an NCR city where those things count as citizens."

You mother spits out some beer and your father's face contorts in disgust, before a look of recognition sweeps over his face, "Right, that was in those new documents we got from Nelson, all the more reason to tear the NCR down. I'll grant that Elizabeth's fire burns very very bright, so bright it might fray the edges of some things, but everyone has their place son."

What does that even mean?

you shake you're head, "You still haven't answered my question."

he smiles, "And I don't need to answer it son, you'll see soon enough that what we've done is for the best. The NCR's structure is rotten and if you fray a few edges here and there then the whole thing will come tumbling down."

Is he implying that Elizabeth is part of some plan to tear the NCR down?

[continue]
>>
He continues, "We all have our place son, each and everyone of us, some take to that role better than others, yours and your siblings is to right the wrongs of the last generation."

Well that was vague as hell.

You sigh, this clearly isn't going anywhere fast, perhaps there's another avenue you can approach to get the answers you want or maybe it's time to just accept it and drop the topic.
What do you do?

>Attempt a new argument (what?)
>drop the topic for now, but you'll be back one day.
>Accept your fathers answer there's more wisdom there than is at first obvious.
>Write in?
>>
>>4912171
>drop the topic for now, but you'll be back one day
>>
>>4912171
>Drop the topic for now, but you'll be back one day
This is clearly a "Shut up, Boomer Dad knows better than you kid" topic, so we'll make no headway here.
>>
>>4912171
>drop the topic for now, but you'll be back one day.
>>
>>4912171
>>drop the topic for now, but you'll be back one day.

Arguing isn't going to go anywhere.
>>
Looks like we'll be dropping the topic for now but we're not convinced.

Will start writing when I finish lunch.
>>
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You purse your lips and take a short breath before dropping the subject.

Mom and Dad are being brick walls about the subject, which means its time to just move on with your life for now.

You stand up, "Well thanks for the conversation mom and dad I'm going to go talk with Lizzy."

Your father nods, "Have fun, and don't blow a gasket thinking to hard son, everything is in good hands."

Is it?

You think about the operation ran by Captain Nelson and just how much success and reach they have, even if only as mercenaries, their connections far outstrip your own cells, and they seem to have a much firmer grasp on wasteland politics and the situation at hand than your parents do.

Or maybe your parents know more than they're letting on, but then why not share that information with the rest of the cell?

You shake your head, now isn't the time to be doubting, you and everyone else here are here to have fun. Though you'll make a mental note to come back to that line of thought after the party.

You head over to Elizabeth who seems to be having a heated discussion about something with Rosaline when Elizabeth stands up and straight decks the other woman in the face.

Rosaline goes down sprawling backwards out of her seat nose looking like it was broken, blood on her face though she mostly just seems to be laughing, "Proved my point." is all she says as she just lays there.

Elizabeth spits on the ground and walks away from her.

Well that just fucking happened.

You go over to Rosaline and look down at her and she just smiles back up through the blood.

You sit her up right against a wall, "So want to explain why my sister just broke your face?"

She laughs, and then winces, "I think it had something to do with calling her a tool, and then a bitch? Memories a little fuzzy kinda hard to think when you're seeing flashes."

you blink once, "Why the hell were you picking a fight with her?"

She shrugs, "Because she's so god damn sanctimonious about our 'mission', any deviations, any missteps and it's a lecture from the youngest kid in the room."

You roll your eyes, "Right and you're the peek of maturity, I'll get someone to take you to medbay I'm gonna go talk to my sister."

You grab Jacob whose near by and just watched this all unfold and have him take Rosaline to the medbay, he complains a little bit about being pulled out of the party, but doesn't really resist."

with that taken care of you head over to your sister who is now sulking at a table away from the rest of the party and you sit down.

How do you approach the powder keg?
>Sit there in silence with her
>Say something to get her mind off of what just happened
>Chastise her behavior
>Write in
>>
>>4912319
>>Sit there in silence with her

She'll talk when she's ready.
>>
>>4912319
>>Say something to get her mind off of what just happened
broach the topic then sit in silence let her collect her thoughts and she will speak
>>
>>4912319
>Say something to get her mind off of what just happened
>>
>>4912342
>>4912342
+1
>>
So we'll be broach the situation and from there just let her take it at her own pace.

Writing
>>
You sit down across from your sister who doesn't even look at you as you do.

There's an awkward silence for a few moments before you speak up, "So, do you want to talk about it?"

She sits there motionless for a minute, then two, then three and so on.

It's a good while before she looks over towards you out of the side of her eye then goes back to stairing at nothing.

Finally after about 10 minutes she gives up, and turns to you, "No I don't want to talk about it."

You nod, "Alright."

Another 10 minutes of awkward waiting continue, before she breaks the silence again, "Why are you still here?"

You shrug, "Can't I sit and sulk with my little sister Lizzy?"

She growls at you, "Don't fucking call me that."

You smile, "Alright, Elizabeth, I won't, but you need to at least talk about something, sulking like this won't do you any good."

She scoffs, "What would you know about it? You helped that bitch get up I saw it."

Oh lord here we go.

You roll your eyes, "Because despite her churlish attitude she's still Enclave. Besides what would you have preferred I kick her while she was concussed and bleeding? I think you got back at her plenty already, no need for brotherly retribution."

Her eyes drift to the side as she thinks and the conversation goes quiet again.

It's less time though before she finally starts up again, "Tell me Rutherford, why exactly are we even celebrating contact with those tainted minds?"

So she's just going to dodge the issue here then?

You lean back a bit, "Was this the line of questions that lead to Rosaline getting punched in the face?"

She looks away from you, "So what if it is, answer the question."

You sigh, "We're celebrating because we're not alone in the wasteland anymore."

She shakes her head, "No what I saw back there proved we're more alone than ever, they mingle and work for wastelanders, for gene divergent, they can try and explain it all away as much as they like but they're just a mercenary as they think they pretend to be, no real values."

You give her an almost lazy look, "That's a rather scathing review for a group of people you never even talked to."

She scoffs, "You did all the talking and it's all I needed to see what was wrong with them."

You feel like throwing your hands in the air but restrain yourself from doing so, "Elizabeth, whether you like it or not we're going to have to work with them there's only 18 of us here. We can't just bring the NCR down by ourselves."

She's gives a defiant, "Why not?"

She's 16 years old, not to much younger than yourself, but god you sure as hell are starting to feel old having this kind of argument.

"Alright lets presume we could bring the NCR down by ourselves, how would you propose we do it?"

She pauses for a second, "Simple, we go to Shady Sands and destroy their government, in the ensuing chaos the NCR will eat itself alive."

You nod, "Alright, and how do you propose we destroy their government?"

[continue]
>>
she looks at you confused, "We kill them of course"

You sigh, "Right and to do that we need to first get into the NCR Senate building, and simultaneously the presidents office, which might I add are from documents we received"

She interrupts, "From an unreliable source."

you continue ignoring that, "... are heavily guarded by NCR rangers which are outfitted with advanced wartime weaponry that could hurt us even through power armor."

She harrumphs, "We could handle it."

You run your hand through your hair, "You're not seeing the bigger picture here Elizabeth we can not handle it, I'm not saying taking down shady sands in an op like that wouldn't be a good idea, but 18 of us with a grand total of 4 suits of APA, two cars and a handful of assault rifles and laser rifles won't be able to take on entire task forces, even if we assassinated them from afar we wouldn't be able to do so with enough consistency to truly bring the whole thing crashing down."

She grinds her teeth, "Then what the hell are we even doing?!"

you pinch the ridge of your nose, "We're fighting for America, and to fight for America we need manpower and the only certain manpower we have is Nelson's cell and our own."

She stops talking for a while again, "What about the other cells he mentioned, the ones in New Reno and New Vegas?"

You sigh, "And what if they're like Nelson or worse?" just heading off the entire line of inquiry.

She frowns, and look at her with soft eyes, "I get it Lizzy, really I do, I don't like it either, but things aren't exactly the way mom, dad and the other remnants say they are."

She lowers her head, "I can't believe that."

You nod, "I admire that faith. We'll have to see where it goes, I hope for both our sakes you're right."

She smiles a little at that but it's clear the conversation is over.

[continue]
>>
You stand up and head off to meet with Grant, you'll need to unwind and talking to him usually helps.
He seems to be over with your brother and Rockefeller and they seem to be playing beer darts.
Loser takes a shot, they keep going until someone passes out and then they talley up the score.
Seems like a fantastic way to end the day after all the bullshit you've been talking about.

You walk up to them, "Mind if Join?"

Rockefeller ends up taking a shot, "Sure, might save my liver."

Grant nods, "Love to have you Rutherford."

You brother, the most sober one there just smiles, "Good luck."

was that a challenge?

Roll me 1d100 DV 50 Challenging test
+10 "Now I'm motivated"
roll under 60.

Crit Fail: You wake up in the middle of the wasteland with Rockefeller and Grant and a broken car with a cactus through the window.

0 successes: Your hangover will be legendary

1 success: Your brother is apparently a dart throwing legend, but at least you didn't lose to Rockefeller.

2 successes: You held your ground fairly well, even beat Grant, a pleasent buzz

3 successes: You tie your brother round for round, the other two on the other hand just keep getting worse and worse.

crit success: Foolishness, Andrew Foolishness! You destroy the competition everyone else bows before your dart throwing might.
>>
Rolled 49 (1d100)

>>4912459
actually hoping for a critfail on this one
>>
Rolled 10 (1d100)

>>4912459
>>
Rolled 40 (1d100)

>>4912459
I'm gonna destroy that brother of ours, we are the darts master of this cells and he shall not dethrone us.
>>
3 successes: you tie your brother round for round, the other two on the other hand just keep getting worse and worse

I was really hoping for either of the crits myself, but such is life.

Someone roll me a single d100 Get below 50, if you do you claim the last round and victory, if you don't your brother is crowned king of darts.
>>
Rolled 85 (1d100)

>>4912492
It's time for the last throw for the Hedgemony of the Family. We will not fail the Enclave!
>>
>>4912501
It would seem that Fords quest for power continues, he could not best dant- Andrew in this battle of beer darts.

writing
>>
>>4912501
SON OF A BITCH I WILL NEVER BE ABLE TO LIVE THIS DOWN
>>
Rolled 55 (1d100)

>>4912492
>>
The battle is intense and rages on for what seems like hours. Blow is traded for with blow. bullseye for bullseye.

Grant and Rockefeller stood no chance this battle of titans as they were stricken down and their livers ruined.

But it was not easy for yourself or for Andrew as you traded shots.

"Foolishness Andrew, Foolishness! Might controls everything and without strength you can protect nothing!" you slur out as you toss the next dart, bullseye.

You smirk as he closes one eye sizing up the board and the score, he'd have to bullseye to tie this round.

He rolls his shoulder and with perfect technique despite now being significantly inebriated lands the bullseye.

You frown, "Damn it why isn't this working? Am I missing something?! Must more alcohol be shed?!" you bang a fist into the nearby table before grabing two shots and handing one to your brother and you both down them.

He laughs, "It's all in the wrist bro, doesn't matter how drunk I am, this is pure muscle memory."

You glare at him, "Well this next round is for keeps." you look at Grant and Rockefeller they look ready to blackout if they lose even one more round.

He nods, "Alright for keeps, you first."

You scowl as you pick up the dart, all in the wrist my ass, you'll show him that your power and skill far surpasses his own, you can not fail, you must not fail, you're the god damn king of darts in this Cell and you won't be usurped here and now by your brother!

You throw with all your might the dart wizzing through the air.

...

just missing bullseye by one notch to the left.

You begin to fall to your knees as your brother steps up it all feels like it goes in slow motion, once again he throws the dart it sails smoothly through the air, you swear you hear ave maria in the wind as it flys true to the bullseye you open your mouth to scream no, as it connects,"Noooooo!"

It is over. The shot is placed in front of you as you look down at it in defeat. You steel your self and take the shot.

Your brother stands victorious as Grant and Rockefeller lock arms and drink each others shots. Rockefeller passing out as Grant holds him up though nearly stumbling and ending the other mans life by falling on him.

"Fuck." was all you could say.

You brother pats you on the back, "Maybe next time bro, good game."

and with that you somberly stumble over to Grant, "I can't believe he won."
Grant looks at you, "You gave everything and beyond Sir, it was an honor to fight by your side."
You look down, "We will have our revenge."
He nods, "Yes sir."

But not tonight for you are wasted and it is late.

With your defeat fresh you return to your bed and go to sleep.

The next morning you wake up with a mild hangover, but nothing terrible and you grab some water to drown the pain out.

How will you spend your free time before your next mission?

>Plot your revenge
>Go to the gun range
>Get Grant and Jacob to stop bickering.
>Write in
>>
>>4912541
>>Get Grant and Jacob to stop bickering.
this right here will fuck us if we don't take care of this disfunction now while we are safe in our base
>>
>>4912541
>Get Grant and Jacob to stop bickering.
As much as I wanna plan revenge we can't allow their bickering to show up when we are deployed instead of back home like last time.
>>
>>4912541
>>Get Grant and Jacob to stop bickering.
>>
>>4912541
>Get Grant and Jacob to stop bickering.
>>
Looks like we're going to try and stop Grant and Jacob from bickering any more in the field.

What's your approach?
>Talk to them both (Write in)
>Team building exercise (Write in)
>Discipline them
>>
>>4912623
>>Team building exercise, an injured soldier (you) needs to be moved from the field to base for treatment, they have their standard kit and no vics
>>talk to them afterward, can you both agree to calm down and respect each others views after all you both wants what's best for the enclave
>>
>>4912623
>Team building exercise (Write in)
DARTS DARTS DARTS
>>
>>4912623
>Team building exercise, an injured soldier (you) needs to be moved from the field to base for treatment, they have their standard kit and no vics
>Get Lizzy + one or two others to run interferrence as the enemy with less-than-lethal, Airsoft/Paintballs and all that if they exist, otherwise something like Waterballoons or Tennis Balls as projectiles. Three strikes on either of them and they're out, and the mission is a failure when either of them go down. This means they'll have to watch each-others backs during the excercise or fail miserably.
>Talk to them afterward, ensure they understand that they are allowed to have differing opinions, but that those opinions should never interfere with the Chain of Command. Voice opinions, take others ideas into consideration, but respect the Chain of Command at all times. We are Enclave, we are all that we have so we can not have bickering in the field lest we all wish to die early without finishing our mission.
>>
>>4912666
>>4912629

Looks like we're going with this
Alright, Give me a 1d100 DV 50 Challenging Leadership roll
+10 for good excercise
+5 for constructive criticism.

Roll under 65

Crit Fail: Oh dear god no...

0 Successes: Well this went about as poorly as it could have, Grant and Jacob fail the exercise and came out even more against each other each has a minus -5 to leadership test with the other now.

1 success: They're starting to learn slowly, Grant and Jacob gain a +5 with leadership with each other.

2 successes: A good lesson in team work, Grant and Jacob will only need to give each other leadership checks on Challenging or harder difficulty and they get a +5 with each other regardless

3 successes: The pact is sealed, and your point is made, they will no longer need a leadership check with each other if one is under the command of another to not bicker, and they get a +10 with each other

Crit success: Tonight we are brothers in arms, tomorrow we shall be brothers in blood!
>>
Rolled 65 (1d100)

>>4912778
Oh good lord not more Dice
>>
Rolled 5 (1d100)

>>4912778
>>
Rolled 35 (1d100)

>>4912778
>>
Rolled 92 (1d100)

>>4912778
bo3 right?
>>
The pact is sealed, and your point is made, they will no longer need a leadership check with each other if one is under the command of another to not bicker, and they get a +10 when under each other's command

Looks like the exercise went well.
Writing.
>>
>>4912887
Switched to a x/3 success system, roll under I'll count the successes from the first 3 rolls and the result is determined from the number of those, crits override and still cancel.
So say you got 1,100,50 you'd have 1 success.
1,50,95 is crit success
100, 50,50 is crit fail
>>
You've got the perfect plan on how to get those two thick headed fools to understand their situation. A sink or swim Team building training exercise.

You'll need the to get a few others in on this, but it should resolve their issues.

That or leave them with so many welts they'll remember to never bicker again less they have to deal with this shit again.

Win win really.

You go and grab Elizabeth and Andrew, Lizzy'll keep them on their toes at close range while Andrew constantly harasses them from afar, there will be no respite for them.

You explain the situation to Elizabeth and Andrew and get them on board rather quick, Elizabeth because she's sick of listening to them bicker and Andrew because it sounds fun.

You then head out and round both of them up.

"Alright since both of you seem to have some degree of animosity towards each other we're gonna run a good old fashion training exercise until you stop doing that, rules are simple you'll need to escort a wounded soldier, Me in this case, from the field back to base, Field will be this point in the wasteland" you point at a map you brought with you, "and base will be home. This will be live fire as well, the rounds are rubber and they will hurt like hell if you're hit, if either of you goes down mission is failed, If I am hit mission is failed, don't expect me to lead you through this either I'm supposed to be a wounded soldier so unless you think, 'argh my leg!' is helpful combat advice your gonna have to figure this out yourselves."

They look at each other than at you, Jacob looks about ready to just end his own life right then and there and Grant has a stoic yet tired look on his face.

This may be a long day.

You head out to the starting location with them and lay down on the ground and they assume a defensive posture, "Alright, we're starting in three, two, one...." you say over radio so both Lizzy and Andrew can hear the countdown as well.

"Go!"

Grant immediately hoists you up into a fireman carry and starts to book it towards base, while Jacob is still looking in the other direction, barely being able to react to this, "WOAH HELL COMMUNICATE!" he shouts as he runs up on Grant trying to keep a back to back posture before tripping and falling on his ass.

He is then beaned in the head with a rubber bullet from a nearby ridge, "FUCK!" he holds his now sore face.

"Mission Failed, congratulations Grant you missed the point entirely." you say as he grinds to a halt you still on his shoulders, "You're lack of communication with Jacob just got him killed, would you like to try again?"

He squints his eyes and sighs and they reset.

This repeats about 3 more times to varying degrees before they call for a time out to discuss a strategy before they get shot again.

You allow it on the grounds that this is the only time they get to talk before the situation, "You won't always get time to plan something out, especially a rescue."

[continue]
>>
They sit down together at the starting site Jacob starts up, "Alright so we've clearly got a sniper that's been walloping our ass and most of this is open terrain, thoughts?"

Grant looks around, "We should be heading for the nearest cover, but they seem to be to good at lining up shots for us to make it in time."

Jacob nods, "Right, and we don't have any smoke grenades on us... Grant I'm going to need you to trust me on this one, give me your frags I've got an idea."

he raises an eyebrow and is about to object before biting his tongue and handing over the frag grenades.

Jacob smiles, "Thanks, I think you'll like this, trust me." as he proceeds to open up his kit and starts to fiddle with the Grenades opening them up and then messing with the explosives inside before packing them into some plastic containers instead of their normal ones and handing them back after about 30 minutes, "Alright those should make the big boom now, should kick up a lot of dirt, blow up on impact to, should cover our approach to the nearest piece of cover, from there we'll need to deal with the sniper."

Grant nods, "I'm a better shot, if you can draw them out and you give me your rifle I should be able to suppress them once we have a read on where they are, then you take the LT and get him to base."

Jacob cringes at the idea of handing his very customized weapon over to Grant but nods, he really does not want to get smacked with another one of those rubber rounds, he's already going to sleep like shit tonight best not to make it worse.

and with that plan of action in place they get together and you count down again and they execute it.

Grant throws the grenades with skill and percision to the designated locations and they blow up kicking up lots of dust and obscuring the range, shots ring out but they miss their marks as Jacob and Grant keep close to each other and dive behind a nearby boulder. From there Grant sets you down and Jacob tosses him his gun, he takes Grants helmet and sticks it on the end of a stick and pokes it out for a bullet to ping off it as Grant watches for a flash through the dust on the other side and then starts opening fire.

Jacob struggles to heft you up into the fireman carry that Grant had you in, but manages and books it.

Only to be met with horror on the final stretch as Elizabeth jumps out from behind one of the buildings and blasts him and yourself with a Fire hose

"WHAT THE FU-" Was all he could get out before it became an incomprehensible wargarble.

You laying on the ground also soaked, "Mission failed, You'll get'm next time. Fantastic effort though."

and so they did it again, and next time they really did manage it, seems Jacob really is one of those fool me once sort of fellows as even though Elizabeth changed up her hiding spot this time he was ready with his side arm out and managing to ping her with a couple of sprayed shots that put her out of the exercise.

[continue]
>>
He then heads back for Grant and together they manage a fighting retreat from the sniper fire.

All and all, a rousing success. It would seem that the shared trauma of excruciating pain and humiliation is all one really needs to break down the barriers of petty bullshit.

You put a hand on both of their shoulders, "I think we can all see today what actually putting trust in each other will get us, right?" They both nod, and you nod back, "Good, and so help me god if I catch you two ever bickering in the field again we will not only run this exercise again, but I will have those rubber balls and hose laced with some of the worst irritants imaginable."

You all have a good laugh at that.

Seems you're unit finally has its head on its shoulders. Though there is still the matter of Elizabeth's overwhelming aggressiveness and one upsmanship that you saw in your first mission, it hasn't been to much of a problem recently hopefully that resolves itself with experience.

Speaking of squad, you need to select a new squad member, as your Father has decided to expand your command given your success in the previous mission.

Who do you take as your fourth?

>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.

>Andrew Jefferson-Jackson, Your younger Brother, a bit of a slacker but also a highly talented hunter

>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4913080
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.

we need a face and he it is
>>
>>4913080
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4913080
>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.
We don't have a stealthy scout and as the leader we can also serve as a face.
>>
>>4913080
>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.
I believe Rosaline to be the pick here. She's not a turbo fanatic, nor is she most likely the greatest shot or the beefiest survivalist in the Wasteland. What she is though, is a fantastic social manipulator, she knows exactly what buttons to press to set someone off, and going by the description she most likely would make for a great scout aswell. This would put our squad makeup at this:

>Ford - Squad Leader and Shotcaller, the overall average Joe and the Glue that holds the crew together
>Grant - The By the Books Tank and Heavy Weapons Guy
>Jacob - The Tech who keeps our gear in check in the field
>Elizabeth - My Little Sister Shock Trooper Can't Be This Cute
>Rosaline - Pathfinder Extraordinare and Social Manipulator

All in all, this leaves us with an incredibly well rounded squad that can take on any almost any situation without much trouble if we plan things right. Rockefeller is an acceptable substitute on paper, but I feel he would've been better if we'd picked the Chicago Enclave. Rosaline is more suited to our aggressive diplomatic approach we have against most Wastelanders.
>>
>>4913080
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4913080
>>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
>>4913093
The 3 starting locations really do have a radical affect on starting disposition.

The West with it's Vendetta, it was always going to be aggressive and violent
Chicago is just trying to survive, leaned more towards diplomacy, subterfuge, and picking your battles
The East is rather triumphant comparative to the rest, could have gone in any direction, it has its traditionalist Enclave elements and then it has Autumns faction which are more reform oriented, still supremacists, but not genocidal.

one of the things I'm most excited for as a QM in this quest is seeing if /qst/ can manage to effectively intervene in the events of Fallout 3 or New Vegas, which should hypothetically be possible from any starting location, though East coast would have had the easiest time of it, but we'll cross that bridge when we get to it.

vote closes in 30 minutes.
>>
>>4913080
>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.

Snek girl
>>
We have a tie, vote will continue for another 30 minutes
>>
>>4913080
>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.

We'll get Rockefeller next time, but I want to nip Lizzy and Rose's problem in the bud before it ruins our Enclave cell's morale.
>>
Looks like we're taking in Rosaline Washington for our fourth companion.

This should be interesting.

Will write the post in the morning, until then, good night America.
>>
god damn it people we needed a face
>>
>>4913173
No doubt. Hopefully its not thirsty haremfags
>>
>>4913155
im fucking blaming you if something that requires rockefeller
>>
>>4913173
We are dat face.

Don't worry though, we'll get Rockefeller next time. I just want to nip Rose's troublemaking in the bud, and Lizzy's gonna need to calm down some before we attempt diplomacy.
>>
>>4913177
We're going an a troubleshooting mission to work the kinks out of unit cohesion. We'll focus on converting wastelanders to our cause on the next mission.
>>
>>4913173
We are a face and we have nobody sneaky to scout worth a damn unlike with a face. So I priotized the complete lack of something instead of a better upgrade.
>>
>>4913188
so your just gonna pretend, we don't have a -5 to speech, your a lier
>>
>>4913194
It doesn't matter if the unit doesn't like each other, and if it's a damn mutie Lizzy's likely to go off the reservation and start burning everything in sight.

We'll worry about the -5 to speach after we work out the kinks in our force first.
>>
>>4913080
>>Rosaline Washington: A sneaky little and mischievous little lady, constantly in trouble with the adults for her antics, but surprisingly bright underneath the venire of false ignorance.
>>
>>4913080
>Thomas Shepard Rockefeller, A shrewd boy with an eye for money, not bad with a gun or with his words either, would have been a great politician had the world not gone to shit.
>>
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Good morning America.
_____________________


Looking over the documents for everyone is sort of an exercise for you. You already know these people fairly well, but it's good to keep an impartial eye on the matter by looking through the paper work. Still your eyes linger on Rosaline's file, constant reprimands, violations, punishments, but nothing has really changed since she was a young girl.

She constantly lies, she constantly cheats, and she gets away with it for a long time, not forever since she's messed up to many times for anyone in the cell to really trust her anymore.

You sit and ponder on it for a while, Really what you need to round things off perfectly is a proper scout, and a diplomat, but you only get to pick one...

Rosaline could do both, she's a sneaky little shit that's for sure, even the veterans in the cell have a hard time guarding supplies when she's assigned to steal them in training. She's also a fantastic liar, a great trait if harnessed correctly, but that's the danger she's only ever been out for herself for the longest time, earning her trust and loyalty and the truth will be difficult, but you manage it you may have one of the best covert operatives in the wasteland at your disposal.

Now how the hell are you going to do that?

There's also the issue of her recent spat with Elizabeth, if those two start butting heads like Jacob and Grant did it might actually end in injuries without the enemy needing to do a damn thing.

Still you weigh the pros and the cons and decide that It's worth it in the long run. Better to tackle this problem now and properly cut this diamond in the rough.

6 hours later...

You've requested Rosaline be transferred to your command and the transfer has been approved, fantastic, and with the documents came the next set of missions on offer.

One of the perks of being the officers brat is that you get first pick on missions.

What's your next mission?
>Infiltrate Camp Navarro, It's time we lay the ground work for heading back home
>Attempt to make contact with the New Reno Cell, reports indicate that they may still be influencing the crime families there.
>Reports indicate that there's the wreckage of a Brotherhood Vertibird near by, a casualty of the NCR-Brotherhood war, we might be able to claim it before either side gets there.
>>
I feel the need to clarify the progression of time since it's relevant to potentially interesting situations.

every mission, the full period of down time is 2 months, your free time action is a choice of highlights, the rest you can assume is spent doing normal mundane things like training, normal socializing, paperwork etc.

This is because while the cell wants to push its plans forwards it can't afford to much heat, so it remains low to the ground by giving long off periods.
>>
>>4913513
>Attempt to make contact with the New Reno Cell, reports indicate that they may still be influencing the crime families there.

Depending on what the chosen one did in their playthrough, his bastard son may be in charge.
>>
Current Date is September of 2270, I'll note the month and year from now on when ever we hit post mission down time.
>>
>>4913513
>>Attempt to make contact with the New Reno Cell, reports indicate that they may still be influencing the crime families there.


her trait is gonna fuck us, I already dislike this pick
>>
>>4913513
>>Reports indicate that there's the wreckage of a Brotherhood Vertibird near by, a casualty of the NCR-Brotherhood war, we might be able to claim it before either side gets there.

Sounds like this is on a timer as opposed to contacting other cells.

And looks like our new teammate sucks ass.
>>
>>4913513
>Reports indicate that there's the wreckage of a Brotherhood Vertibird near by, a casualty of the NCR-Brotherhood war, we might be able to claim it before either side gets there.

Can't wait, must have.

It'll be a good test for the newbie.
>>
>>4913513
>Reports indicate that there's the wreckage of a Brotherhood Vertibird near by, a casualty of the NCR-Brotherhood war, we might be able to claim it before either side gets there.
>>
>>4913173
We don't need a "Face" as you put it. We can be that face, a Malus of -5 to Speech is fucking nothing especially since we can quite clearly influence any actions we take by hammering out how we go about doing it. See the Training Mission, we got a +15 to it because we were being descriptive about how we were going to go about it to ensure maximum team building. And on top of everything, the Speech Malus only comes into effect when we engage in Diplomacy with Wastelanders that isn't Intimidation, and for Intimidation we have Lizzy that gets +5 to that herself.

Rockefeller would be good if say, we were running for President in Pre-war America. We are not running for President however, we're on a Crusade Vendetta against the NCR where diplomacy with any faction that isn't Vault Dwellers or Enclave Sleeper Cells is very much an optional choice, and we don't take the Malus agains those factions. Having an Infiltrator, Agitator and Scout such as Rosaline far outweighs simply "Having a face", which is all Rockefeller would've brought to this squad

>>4913513
>Reports indicate that there's the wreckage of a Brotherhood Vertibird near by, a casualty of the NCR-Brotherhood war, we might be able to claim it before either side gets there.
We're dangerously short on tech if I am not mistaken, we can't let this opportunity slip us by. We need that Vertibird salvaged posthaste.
>>
>>4913513
>Attempt to make contact with the New Reno Cell, reports indicate that they may still be influencing the crime families there.
The other missions sound like a great risk, the second one could reveal us if not done well.

In regard to Rosaline she doesn t seem well liked by our small community, but she is still enclave, training and propaganda where literally put in all of the kids heads. And she didn t escape away in all this years, so that s nice. She is likely to headbutt with all for military decisions, but she would have the same ideology has everyone else.

We can work something out for resolve this, it will just take more time because we also need to work on our sister, like we did with Grant and Jacob. The problem is that Elizabeth will probably not like her at all, Grant and Jacob had a genuine dislike for the type of decisions the other took but is unlikely they would have shoot each other or similar. Maybe some punches and kicks, that s about it. Probably a good idea to not use from now on Lizzy. Or just in private.
Does Rosaline have any relatives or someone she talks with ? Might be a start for resolve this.
>>
>>4913644
Rosaline's parents are still alive, Her mother is a soldier, but her grandmother was in the senate. Her father is an enclave scientist. She doesn't have a great relationship with her parents.

And you are correct, everyone in this cadre has drank the cool-aid so to speak. How do I put this since I've used some vague terminology.

Every companion has a loyalty score, Grant/Elizabeth started with the highest, and Rosaline has the lowest, but none of them are so low as to betray the greater objective of the Enclave. The main issue with Rosaline's low loyalty is less to come from her betraying the cell or the group and more of her betraying you personally for her own gain.

on the matter of Elizabeth and Rosaline butting heads, Think of it this way, both are extremely ambitious and aggressive in their own ways, Elizabeth is blunt and straight forwards, Rosaline is subtle and oblique. They really don't get along.

However it's never my intention to give an option that is ever just negative. Some things are harder to deal with, but the harder it is and the more dangerous the option, the greater the reward at the end of the task.

Suffice it to say traits and perks aren't static on companions just like they aren't on Ford, there are ways to have them change and grow.

Anyways to the vote 4 votes for vertibird
3 votes for contacting the New Reno Cell

Looks like we're going to try and seize the Vertibird before the BoS or NCR can claim the wreckage.

Writing
>>
>>4913513
>Reports indicate that there's the wreckage of a Brotherhood Vertibird near by, a casualty of the NCR-Brotherhood war, we might be able to claim it before either side gets there.
Heavy risk, but the Priiiiizzzze
>>
>>4913513
So rosaline has Sucker Punch for her last skill. That's nice
>>
>>4913641
To answer the question of if the cell is low on tech. Kind of.

Full inventory for the 'Navarro' Cell is something along these lines,
3 suits of APA, 2 cars, 10 laser rifles, 10 assault rifles, 10 shotguns, 10 pistols, 10 laser pistols, 1 sniper rifle, 5 hunting rifles, 1 fatman (1 mini-nuke), 2 plasma rifles, 2 plasma pistols, 2 flamers, 1 Gatling laser (reserved strictly for base defense).

A moderate supply of Microfusion and energy cells that are rationed for emergencies and missions (currently being rectified by contact with Redding Cell, will take a few more months however)

Normal Lab and normal workstation

A command bunker

Radio communications

A healthy supply of medicine and drugs.

I think that covers most of what the Cell has.

Still writing, just wanted to make this more clear, I'll have a link to a document for this stuff set up hopefully by the end of either today or tomorrow so you all can better make your choices with the same knowledge that Ford has.
>>
So we gonna get vertibird parts. I don't think there is much RISK here, because there wouldn't be a reason for us to be outed as enclave just for a little prospecting you know?

I wonder who will be in the wreckage once we get there. NCR for sure, but maybe there will be a mercenary group instead, hired by a caravan company or another private business. Maybe there will be both NCR and mercs on a stalemate because of some legal bull about the rights of scavenging or who knows what...
I like your writing, QM. I wonder if we can put VERTIBIRD PARTS into the highwayman. A good fuel cell regulator for example.
>>
You pondered the choice for a good while, it was between contacting the New Reno Cell and seizing that Vertibird.

The benefits of the first were obvious if they still had ins with the Crime Lords of New Reno that was a massive pool of resources to call upon, but if they were in hiding like yourselves or had fallen out of favor then it might be best to subsume them into your own cell and the Redding Cell, perhaps the Van Graffs could take a position in New Reno if the Crime Lords prove uncooperative?

However the second was a much more immediate matter both in its benefits and its need for action. If a brotherhood of Steel Vertibird is ripe for the picking, then that crash site is likely to have tons of high tech scrap. The problem is that both the brotherhood and the NCR will want their hands on it, the ultimate prize here being of course a Vertibird. If you could repair that and build up a proper fuel reserve then there's no place in the wastelands that would be beyond your operational reach, we could even contact the New Vegas Cell, or if we're in a strong enough position perhaps send a scouting force to the East coast or Chicago to find out the fate of Colonel Autumn and the Outpost respectively. of course there's no guarantee that you'll be able to bring the whole thing with you.

It was too good of an opportunity to pass up, and if you're successful in doing this, the prestige will be worth its weight in gold as well.

You nod have decided your course of action.

That vertibird wreckage will be the Enclaves come hell or high water.

This mission however will require speed and power more than anything.

The first thing you do is requisition a car so that you can toe the scrap.

The second thing you do is get together with Jacob and plan out what supplies we'd need to bring to build a sled of appropriate size and strength to the scrap, making the maximum goal being taking the whole damn Vertibird with you.

[continue]
>>
Lastly you gather your kit together and get ready to head out.

Primary Weapon:
>Assault Rifle +5 to combat rolls
>Laser Rifle +10 to combat rolls (9 rounds of combat before needing to scavange for ammo)
Side arm:
>That Gun +3 to combat rolls
>3 Pulse Grenades (automatically disables robotic enemies) [note: disables power armor motors for 1 combat round]

Grant - Combat Shotgun (+10 to combat checks at close range, +3 to combat checks at all other ranges), 3 grenades (on success automatically critically wounds an enemy)

Jacob - Plasma Rifle (+15 to combat checks, crit fail range increased to 90-100 (when fighting on his own, will be the target of a crit fail in group combat), has 6 rounds of combat worth of ammo), 1 plasma grenade (instantly kills up to 5 enemies not in power armor)

Elizabeth - Flamer (+15 to combat checks, only useable at short range), Ripper (+5 to melee combat checks)

Rosaline - Hunting Rifle (+10 combat checks at long range, +3 to combat checks at all other ranges), Silenced Pistol (+2 to all combat rolls, + 5 on ambushes, does not break stealth on unsuccessful ambush)
>>
>>4913744
>>Laser Rifle +10 to combat rolls (9 rounds of combat before needing to scavange for ammo)
>>3 Pulse Grenades (automatically disables robotic enemies) [note: disables power armor motors for 1 combat round]

Given the circumstances, best to go with our strongest gear. That, and we need something capable of locking the BoS down if they sent anything heavier than a recon squad.
>>
>>4913744
>Laser Rifle
>Pulse Grenades

Potential Enemy Combatants are Brotherhood Paladins in power armor, we can't skimp on our loadout this time. Best case scenario we don't even have to use it, but it's better to be prepared in this case.
>>
>>4913744
>>Laser Rifle +10 to combat rolls (9 rounds of combat before needing to scavange for ammo)
>>3 Pulse Grenades (automatically disables robotic enemies) [note: disables power armor motors for 1 combat round]
>>
>>4913744
>>Laser Rifle
>>Pulse Greneades
I am not confident a Chapter will be prowling about, but the chance remains. And of course, laser rifle is great! but I must ask, can't we convince the Quartermaster or our dad to allow us another firearm? this mission is a big deal and I trust that is enough reason to let us get the assault rifle too.
If it is a gameplay restriction that's okay. The whole point of the laser rifle is that we run out of ammo after all and getting rid of that malus by carrying another gun is boring.
>>
>>4913803
It's a combination of things.

It's quite a bit having to keep track of all the companions weapons and bonuses as well, and I'd rather not have to keep track of multiple primary and secondary weapons. It's also to add a bit of challenge and risk early on.

Though it does have an in universe application as stated the Navarro cell has a limited supply of energy weapon ammunition and it needs to ration it. Thankfully with the Van Graff connection due to the Redding Cell you won't be at risk of running out of those any time soon.

I'll likely need to rethink the balance of conventional fire arms versus energy weapons come the mid/late game though. The initial idea was to have Energy weapons be objectively deadlier but also more difficult to maintain and keep stocked up on ammo, while conventional firearms are relatively consistent and easier to get ammo for.

That having been said it has occurred to me that's not really sustainable with any sense of realistic progression for the story and I'd like to figure out a good way to balance out the various options.

I'm also not happy with the Shotgun, hunting rifle situation either, but that's purely a balance thing.

Regardless its something to think about, but It will likely stay one primary weapon, one side arm for the near future.

There's a lot of kinks that still need to be worked out of the system I'm building here and I thank everyone for their patience in that regard.

as for the vote it looks like we're going big, with the Laser rifle and pulse grenades winning Unanimously for this mission.

Writing
>>
>>4913735
I suspect brotherhood will bring some squads at least, especially if they had more than the usual stuff on the vertibird.

NCR has numbers, money for mercs if needed and rangers for some elites.

If a private citizen managed to hear about the vertibird and is sending some mercs, then he or she must have plenty of money and connections. You just don t go for such a thing with NCR and brotherhood going for it, if you aren t strong yourself.
>>
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You opt to take the Laser rifle and some pulse grenades this time, you'll need them if the Brotherhood of Steel sends anyone with power armor to that crash site.

You don't have long so you gather everyone up and get in to the car and floor it out into the wasteland towards the co-ordinates, stopping about a kilometer out from the crash site, you can see a thin smoke stack rising up from the area, you pull the car over to the side and towards some foliage to attempt to hide it.

You pull up your binoculars and look towards the site, the vertibird is in relatively decent condition despite the crash, though the whole cock pit is wrecked, most of the engine and propellers seem to be in great condition. By your estimate a brother hood assault squad was being transported by this vertibird, you can see some T51B and T45D power armor among the wreckage, not in great condition, but not terrible either, most of the weapons are scrap electronics or otherwise busted.

Wait you think you see movement. One of the T51B suits seems to start to sit up gripping its helmet as if they had a concussion.

Well now a survivor.

That is curious, but you don't linger to long, looking at the other possible approaches to the site and it seems your the first on scene though in the distance you can see several dust clouds approaching at high speed, likely NCR military probably from whatever group shot this bird down.

If the BoS were to send a recovery team they'll likely be on foot or in some sort of APC, your betting on the former, so they'll take quite some time to arrive.

What do you do?
>Send a forwards scout to get a better appraisal of what all is at the crash site (Who?)
>Wait for the NCR to arrive on the scene and then ambush them
>Rush forwards to seize as much of the site as you can before the NCR can get here
>Write in?
>>
>>4913866
>>Rush forwards to seize as much of the site as you can before the NCR can get here
>>Put Rosaline on a perch or piece of high cover.

I'm thinking that we get in, finish off the survivor while they're still dazed, and get in position before the NCR arrives. Maybe put Rosaline on something high so she can get a view of / draw a bead on anything approaching us from the open, as well as keep an eye out for the inevitable BoS response.
>>
>>4913866
>Write in

The BoS member is stunned, we could capture them for interrogation and or torture. And if we do it quick enough, we can still loot the bird
>>
>>4913866
>Rush forwards to seize as much of the site as you can before the NCR can get here
>Put Rosaline on a perch or piece of high cover.

We can use the Vertiberd as cover should the NCR or Brotherhood show up, we put Rosaline on Overwatch in a defensible position to look for incoming hostiles and Lizzy on watch near the Vertiberd for added security while the guys do most of the heavy lifting. Priority 1 is securing the Power Armor and ensuring those within them can't fight back if they're still alive, get Jacob to disable the Power Source for each suit temporarily and then haul them into the car. Afterwards look for Energy Weapons and Power Cells in the wreckage.

We do have something like a squad radios with us so we can keep in touch with Rosaline, right?
>>
>>4913897
Yes you have squad radios.
>>
>>4913866
>Send scout (Rosaline its why we got her)

If there's more than 1 BoS member still alive, It may be better to let the Brotherhood and NCR fight it out and deal with the survivors. If not we can bum rush them and seize the scrap, but it would be rather bad for our small squad to get caught between the NCR and a squad of surviving paladins
>>
>>4913866
>>Wait for the NCR to arrive on the scene and then ambush them
>>
>>4913866
>>Rush forwards to seize as much of the site as you can before the NCR can get here
>>Put Rosaline on a perch or piece of high cover.
>>
Rush forwards to seize as much of the site as you can before the NCR can get here
Put Rosaline on a perch or piece of high cover.
has 3 votes

The BoS member is stunned, we could capture them for interrogation and or torture. And if we do it quick enough, we can still loot the bird
Has 1 vote

Send scout (Rosaline its why we got her)
Has 1 vote

Wait for the NCR to arrive on the scene and then ambush them
has 1 vote

It seems we'll be trying to seize the vertibird crash site and post Rosaline as a look out for both NCR and BoS forces.

30 minute vote
What do we do with any survivors?
>Kill (requires only one leadership check)
>Capture (Will require an additional leadership check to convince the others)
>>
>>4913959
>>Kill (requires only one leadership check)

Time is of the essence, and I'd rather us not have another complication to juggle. Besides, if we stage it right, we might be able to frame the NCR for the execution and raise a bit more bad blood between the BoS and the NCR.
>>
>>4913959
>KIll

Prisoners are a pain in the ass, and the bear is a bigger threat than Round table larpers. The brotherhood shouldn't be giving us any real problems for a while.
>>
>>4913965
yeah that's swayed me. Lets be devious shits.

>>4913959
>KILL
>>
>>4913959
>Kill (requires only one leadership check)
If we can do the devious shit and somehow blame the NCR for this looting and killing, I am all for it. Aside from that, our cell is way to small to properly handle and process prisoners at this point, it'd just be a hassle.
>>
>>4913959
>Kill
>>
Well the prerogative is clear, survivors will be executed, and once things are secure you'll attempt to frame the NCR for the scene.

Writing.
>>
>>4913959
KIIILLLLLL
>>
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You nod, if there was ever an advantage to gain it was by taking that vertibird now.

you turn around to the rest of your squad, "Alright everyone, Grant and Elizabeth take point, Rosaline I want you to head up to that nearby hill and take up an overwatch position on the vertibird, do not engage unless given express orders to." She gives you a side eye but says nothing rushing to the hill as ordered, the rest of you double time it to the crash site.

By the Time you've gotten there the one Brotherhood of steel paladin has gotten up and seems to be administering some Med-x to help with the pain, his back is turned, you have the drop on him, however it would seem that the other soldiers in T-51B are also starting to stir, in total you have 3 Power armored foes to take down.

DV 50 challenging Combat Leadership test
You may use a pulse grenade to render the Paladins inoperable automatically succeeding this test with no further harm to the power armor however other electronics may be damaged in the area of
effect.

Otherwise
>Engage with the intent to Preserve the power armor (all combat bonuses are halved, no bonus from Flamer or plasma rifle)
-10 power armored enemies
-10 Brotherhood Veterans
+5 enemy concussed
Ford +15
Grant +10
Elizabeth +7
Final DV 67
roll under 67

Crit Fail: The Brotherhood proves its metal (one of your squad suffers a critical wound)
0 successes: They're not going down without a fight (one of your squad suffers a wound)
1 success: They're giving as good as they get despite their injuries (You put them down, but one of your squad takes a wound and the armor is in poor condition)
2 successes: Standard procedure, bring'em down! (You successfully bring them down and the armor is in average condition)
3 successes: They never stood a chance (You bring them down and the armor is in good condition)
Crit success: Broken Steel, The Paladins are smote (You bring them down and the armor is in better condition than you could have guessed, as are some of the weapons)

>Engage normally Full bonuses (automatic win, however the power armor will be in very poor condition when scavenged, everything else will be in decent condition)
>>
>>4914090
>>Engage with the intent to Preserve the power armor (all combat bonuses are halved, no bonus from Flamer or plasma rifle)
>>
Rolled 76 (1d100)

>>4914090
>Engage with the intent to Preserve the power armor (all combat bonuses are halved, no bonus from Flamer or plasma rifle)
>>
>>4914090
>Use pulse grenade, we brought them for this

electronics can always be repaired
>>
>>4914090
>Engage normally Full bonuses (automatic win, however the power armor will be in very poor condition when scavenged, everything else will be in decent condition)

They’re in power armour and we’re not, this will be a tough fight unless we take this route

Plus, the NCR might arrive
>>
>>4914090
>You may use a pulse grenade to render the Paladins inoperable automatically succeeding this test
>Use one Pulse Grenade
We brought the grenades for this exact purpose, to bypass bullshit power armor. We might fry some other gear in the process but the safety of our squad and the Power Armor takes presedence over anything else.
>>
>>4914090

Fair point, I'll switch from >>4914094

to >>4914125
>>
>>4914125
This is a good point

Switching this >>4914101 to back using a
Pulse Grenade
>>
>>4914090
Definitely, a pulse grenade will net us the safest victory. Not the most profitable, but it is a great asset nonetheless. I think we are at a point where we NEED to be daring and get good profits but any failure would be costly. Very much. I am confident as time goes on, this enclave cell will get large enough to Gamble for a better outcome, such as engaging this people with the intent of acquiring their suits in pristine condition.

>Pulse greneade
I gotta say, we might fry some stuff but the meat inside won't perish! Maybe we will interrogate one or two paladins out of this y'know? Imagine if we locate a bunker!!!!!

Let me write down that we have available:
>1 auto intimidation success
>1 auto tech success
>Grant can ignore 1 wound

That should be it. Maybe Elizabeth can intimidate the BoS after they get locked inside their suits "You are screwed!! Drop your shit and open your hatch or I'll cook you from the inside out motherfucker!!!!" *menacing flamer noises* shit, maybe she can succeed without the auto thingy.

PLUS we can have Jacob do his auto success in turning the damn vertibird on. We tow it back with the highwayman with the aid of the propellers. Hopefully they won't generate enough lift to tip the car over.
I think we really really have to expend our bonuses now, because if we put them off for later, we never will.
>>
Calling the vote
Pulse Grenade wins

You successfully incapacitate the Paladins with a pulse grenade and your men rush up remove their helmets and end their lives.

For the record had these paladin's been at full fighting condition this would not have killed and there'd be at minimum one more round of fighting, Veteran Paladins are one of the enemy types with two crit wounds, one of which was taken by the crash along with two normal wounds leaving them with one wound, the Knights in T45d only had one crit wound.

Writing
>>
>>4914153
ow, I forgot we voted whether or not to kill them outright. :''(
But we gotta use a bonus!!!
>>
>>4914158
Trust me there'll be options to use those bonuses coming up.
>>
>>4914158
I'm all for using Jacob's free tech success to do some bullshit to save any good gear we accidentally fry here with the Pulse Grenade.
>>
You decide to use some discretion here, power armor is no joke and you won't be sacrificing the lives of your squad trying to take it in good condition, so instead you opt to immobilize the paladins with one of your pulse grenades, this will give your team time to close the distance and end them since you've already got the drop on them.

You prime the grenade and toss it, it'll be a shame about some of the electronics in there, but the prize of 3 intact suits of T51B will be worth it.

The Paladin hears the clatter and slowly looks at it holding his head, "GRENADE!" he shouts, the other two just now standing up to be engulfed in the blue pulsing energy of the pulse grenade as their servos lock up and they fall back to the ground, one of them audibly groaning and complaining, "This fucking day..."

He didn't know the half of it, as by the time he was able to complain your team was upon them, and with their intimate knowledge of Power armor they're able to activate external emergency systems for the removal of gear for medical necessity and remove the helmets, before executing each and everyone one of them.

You nod, "Good work all." as you move up in front of the vertibird quietly inspecting the rest of the site.

The Soldiers in T-45D didn't make it, that much is clear considering their twisted and broken forms, seems that the superior protection of the T-51B and the hardier constitution of its soldiers are what lead to their unlikely survival.

You shudder to think if you had to not brought the pulse grenades and didn't catch these paladins in such bad shape.

But that's neither here nor there, you radio to Rosaline, "What do you figure is the ETA on the opposition heading in?"

There's a pause, "I'd guess you have about five to ten minutes to fortify your position before they reach it, two to five before they have sighting on your operations."

You nod, not a lot of time, "Can you confirm faction?"

"New California Republic, Two Troop transports, I have a shot on one of the drivers do you want me to take it?"

Do you?
>You are clear to engage (Will require a combat roll)
>Do not engage

Regardless, you can either fortify your position in the wreckage of the vertibird or set up an ambush. If you're fast enough you might even be able to salvage one of the power armors onto one of your troops for either.
>You may use Mr. Fixerupper to equip Power armor onto on of your troops
>Viable troops: Everyone but Jacob and Rosaline

Do you:
>Fortify the crash site and prepare to engage
>Set up an ambush for the NCR
>>
>>4914193
>You are clear to engage (Will require a combat roll)

>You may use Mr. Fixerupper to equip Power armor onto on of your troops
Our Sister

>Set up an ambush for the NCR
>>
>>4914193
>radio
>Clear engage
Only having to deal with 1 transport is a nice option
>Equip power armor
lots of dudes coming, need it
>Fortify crash site
NCR is probably loaded for bear expecting survivors
>>
>>4914193
>Do not engage, they'll be prepared for combat if you open fire on them now
>No power armor
>Fortify the crash site and prepare to engage

We hold in the wreckage until they are close enough for the whole squad to open fire on them at the same time for a devastating opening barrage, preferably just when they leave their vehicles for maximum surprise. We don't equip power armor because I want to save that guaranteed tech success for salvaging gear that might otherwise be impossible to save otherwise. We don't open fire now, because we kill a single driver and they'll just dump him out the side of the vehicle and get back to driving again, this time knowing there is armed opposition at the site. That's how you throw away opportunity.
>>
Just spitballing an idea here, but what if we dressed up somebody in BoS power armor, and used them as some sort of bait / distraction to draw the bulk of the NCR forces into a trap? Have them fake a surrender or something like that.
>>
>>4914193
never mind, I like

>>4914207

more, support.
>>
>>4914193
Oh boy this is a hard one. We have two troop transports which means two squads from 8 to 14 people each, so form 16 to 28. And this is securing a BoS vertibird wreckage, so I assume they lean on the heavy side.

Two staff sergeants, 2-4 specialists if they are grouped in fire teams, 2-4 corporals which are the ones with medical & engineer knowhow (unlikely) and the rest being privates trained for four weeks at best... considering their low skills and poor physical conditioning, this people still outnumber us 4:1 or 6:1, god.

Anyway, my votes are

>Equip power armor. Lizzy
>You are clear to engage
They probably have someone else that knows how to drive a truck BUT here comes the interesting part
>Set up an ambush for NCR.
If the place from where Rosaline is firing from is far apart from the wreck, that means one squad will divert their attention towards her (she will escape and hide at a safer location) while the other squad will head towards the wreckage, where we will be waiting in ambush.

Why not fortifying the wreckage and fighting there?
ARE YOU FUCKING INSANE? WE WOULD DIG OUR OWN GRAVES We would be pinned down and no amount of fancy guns will save us from the NCR scrubs throwing explosives and a hail of bullets towards us.
>>
On an unrelated note, since I proposed the "Frame NCR for warcrimes / executions" stuff, I should leave my ideas in case I'm not around for the aftermath of the battle.

I figured that after the traditional looting of the corpses and snatching everything of value from the crash site, we could dishonor the paladins' bodies in some way. Have Lizzie think of something, sounds like it'd be right up her alley.

It was mentioned earlier that the Redding cell provided us with reports of NCR activity in the area, maybe we could spoof some kind of rapid-response order and leave it on the body of whoever has the highest rank.

Have it include something like "Recover all materials of interest and return to nearest NCR outpost," that helpfully includes directions to it. Maybe even spice it up with an un-official addition instructing them to "make an example" of any survivors found at the crash site.

Even if the BoS doesn't take the bait fully, hopefully they'll waste a bit of time chasing down that false lead and giving us some wiggle room to get away cleanly.

If those troop transports aren't too busted up, we should probably delegate somebody to drive them home with us, might come in handy for future infiltration stuff.
>>
>>4914207
Your description sounds more like setting up an ambush, just that you want to set it up from within the wreckage itself rather than outside it.
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>>4914243
>If those troop transports aren't too busted up, we should probably delegate somebody to drive them home with us, might come in handy for future infiltration stuff.
Taking one of the transports with us means we need to leave tracks from the site. This is a big no-no, we went out of our way to leave our transport away from the crash site to avoid leaving such tracks to begin with.

If anything, if one transport is still operational we should have someone leave tracks going back the same way the NCR came in from and then find a place to scrap the vehicle to complete the ruse, maybe make it look like it was overcome by raiders or something. Load up a few bodies and some tech in the vehicle too, would probably fool most people.

>>4914261
Yeah, I guess it do sound like that and I probably meant it that way too. I only used the Fortify prompt because I wanted to show that we stay put in the wreckage. We havn't been given a good description of the terrain and I'd prefer to ambush from a known defensible position (AKA the downed Vertiberd) than to bank on us being able to find a good piece of terrain in the two minutes we have before the NCR shows up.
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>>4914193
>Clear engage

>Equip power armor
Our sister as the priority

>Fortify crash site
Once we take a shot at their driver, they’ll know someone hostile is here
>>
>>4914269
That's fair, environmental descriptions have never been my strong suit unfortunately.

I should have been a bit more descriptive in how the actions take place at least in my own head space, fortifying would be setting up and taking debris and creating good sight lines and kill zones out of the Wreckage, basically being able to easily open fire on them as soon as they get within range and unload all hell.

That or call them out if you felt so inclined but I doubt that'd be the case.

As for ambush I sort of envisioned it as how you described, setting up inside the wreckage, underneath debris and the like and then once they've unloaded attacking them from all angles.

To describe the Terrain it's California wasteland, it's mostly shrublands and savannah, so there's a decent amount of foliage around to hide in, but most good ambush spots would be far away if done outside the wreckage which wouldn't be to the groups advantage.

I'll give some more time for the vote to allow a reassessment given the new information.
>>
>>4914269
What I dislike of fortifying the vertybird is that there won't be any height advantage, we will be susceptible to attacks from all sides and lastly, there will be no retreat. I want to have an escape route!
I trust QM has in his mind some sort of hilltop where we could set up the ambush. Something like that lets us retreat while the enemy cannot encircle us easily.

>>4914273 ah shit, you mean, if we ambush them we hide spread out in the foliage and surrounding junk...

>Hide surrounding the vertibird
>One or two squads will move to the point of interest
>We hit them from all sides hoping to kill as many as possible
And from there it gets a little trickier, because I don't expect all of them to march into the wreck right away. I don't expect the leader to be paranoid and send only one or two scouts.
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>>4914278
Yeah essentially, you'd have the squad arranged where they'd best be able to utilize their weapons.

Liz would be closest to the vertibird so she could make user of her flamer, Grant would be near by to provide fire support, Jacob and Ford would likely be a bit further away prone in the shrubland.

I'll keep this exchange in mind, I'll try to draw up a tactical map for these more complicated engagements in the future.
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>>4914273
So hide Lizzy in the wreckage and have everyone else hide in the brush to create a Killzone for the NCR as they approach so they get caught in a crossfire. Make sure we use the plasma grenade to hit their heavies. They are bound to be packing some heavy ordinance to deal with power armor in case of survivors. When Lizzy jumps out with a flamer at close range to light them up. While everyone else ambushes to establish the kill zone. If we're lucky we'll be able to mow most of them down before they can react.
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>>4914291
Wait do the paladins have any grenades we can rig up or toss? That would help immensely if they got some explosives on them.
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>>4914278
>there won't be any height advantage, we will be susceptible to attacks from all sides and lastly, there will be no retreat
I can see the logic in this, but I still think completely abandoning the Vertibird would be foolish as it's the only real cover that exist in the combat zone. Since we're most likely going to end up putting Lizzy in power armour, I think we can find a solution that could work in both plans.

We keep Lizzy and Grant in the wreckage, Lizzy in her power armor would be able to charge out of wreckage with her Flamer while Grant can use his Grenades to get some good damage in on the vehicles and clean out a few people caught in the blasts. He also has his shotgun which get better rolls the closer he is, so better keep him in good cover to help negate any counter-fire. Meanwhile us and Jacob leave the Vertibird and split of on the flanks and find suitable Ambush locations, we have the rifles of the squad and can lay down fire from both flanks. Rosaline stays put and uses her height advantage to pick off Officers and Commanders to put the enemy in dissaray.

While it won't outright win us the fight, it's the best plan I can think off for now. This also requires us to tell Rosaline to hold fire as the ambush would do nothing against the NCR if they are already alerted to our pressence. We have to catch them off-guard as they dismount their trucks for maximum effect.
>>
>>4914292
They don't have any grenades on them, there might be some at the site, but a lot of the equipment was scattered around the site, including weapons and equipment.
>>
>>4914296
Hmm yes Warden equipment was scattered and that includes equipment very concise, good English.
>>
Lets simplify the vote just accounting for what's clearly won up to this point

>Use Mr Fixerupper to equip one of your squad with power armor
-Lizzy

Rosaline will Engage

Now the vote:
>Ambush them from the shrubland exclusively (will take a round for Elizabeth to close the distance and her bonus to take effect)
>Ambush them from a mix of Shrubland and the crash site (Elizabeth and Grant will be in the crash site, they will engage at full bonus from the start, but will be priority for wound rolls)
>Ambush solely from the Vertibird (Will engage with full bonuses and likely deal maximum damage if successful, but the test will be harder)
>>
>>4914307
>>Ambush them from a mix of Shrubland and the crash site (Elizabeth and Grant will be in the crash site, they will engage at full bonus from the start, but will be priority for wound rolls)

Pincer time.
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>>4914307
>Ambush them from a mix of Shrubland and the crash site (Elizabeth and Grant will be in the crash site, they will engage at full bonus from the start, but will be priority for wound rolls)

"All Warfare is Based" - Sun Tzu
>>
Alright

Looks like we'll ambush them from a mix of shrubland and the crash site.

First give me 3d100, first one is Rosaline's Combat check, second one is Rosaline's stealth check, third one is Fords Combat Leadership check

Sniping the Driver

DV 30 Brutal combat check
+10 hunting rifle
+10 Strike First
+5 advantageous ground

Roll under 55

Crit Fail: Looks like someone didn't clean the barrel, weapon malfunction, hunting rifle rendered inert until end of combat
0 successes: Why didn't I lead the shot?! (You miss)
1 success: Glancing blow (1 wound to the driver, truck is delayed for 1 combat rounds)
2 successes: Bullseye (2 wounds to the driver, truck is delayed for 2 combat rounds)
3 successes: HEADSHOT (critical wound to the driver, truck goes to engage Rosaline's position, delayed for 3 combat rounds)
Crit success: It was as if God himself guided the bullet (Kill the driver and destroy the steering axel, transport is rendered inert)
Getting away

DV 50 Challenging Stealth Check
+10 venomous words
+5 light step
+5 strike first
+5 distance

Roll under 75

Crit Fail: Not as clever as she thinks, (Twists her ankle on a burrow, takes 1 wound and will take 4 combat rounds to rejoin the group, gets spotted by enemy commander who makes a leadership roll to determine response)
0 successes: What was that noise?! (gets spotted by the enemy, enemy commander makes a leadership roll to determine response, takes 3 combat rounds to rejoin the group)
1 success: Gone before they could notice (Successfully gets away, takes 2 combat rounds to rejoin the group)
2 successes: Like a ninja (Successfully gets away, takes 1 combat round to rejoin the group)
3 successes: Without a trace (Successfully gets away, performs a ruse that sends any pursuing force the wrong way delaying them by a further 2 combat rounds, takes 1 combat round to rejoin the group)
Crit success: It's like she never even left (See 3 successes, but is able to join up with the ambush for the first round of combat)


Laying in ambush

DV 50 challenging combat leadership check
+5 Officers Child [ford]
+10 Grunt [Grant]
+5 advantageous ground
+5 well laid plan
-10 enemies on alert

Roll under 65
>You may use the plasma grenade to inflict 5 casualties automatically in the ambush.

Crit Fail: The Jig is up, (Enemy commander is not convinced, orders bombardment of the area, someone on the squad takes a crit wound)
0 Successes: Damn it Lizzy! (The ambush is sprung to soon, combat proceeds as normal)
1 success: Got them! (Ambush inflicts a quarter casualties upon the enemy squad)
2 successes: Like rats in a trap. (Ambush inflicts a third casualties upon the enemy squad)
3 successes: They never saw it coming... (Ambush inflicts half casualties upon the enemy squad)
Crit success: Meat to the grinder (Ambush kills 3/4s of the enemy squad)
>>
Rolled 72 (1d100)

>>4914465
Alrighty
>>
Rolled 8, 69, 85 = 162 (3d100)

>>4914465

Are you asking for 3d100s each, or just 1d100 from 3 people. Just take the first roll if I'm wrong.
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>>4914469
3d100s each, easier to keep track of and faster than waiting for 9 individual roll posts.
so you got it right.
>>
Rolled 29, 44, 3 = 76 (3d100)

>>4914465
Right, lets get fucking destroyed here.
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Rolled 31, 41, 44 = 116 (3d100)

>>4914465
>>
Well looks like things go rather well to start

Sniping the Driver: HEADSHOT (critical wound to the driver, truck goes to engage Rosaline's position, delayed for 3 combat rounds)

Getting away: Without a trace (Successfully gets away, performs a ruse that sends any pursuing force the wrong way delaying them by a further 2 combat rounds, takes 1 combat round to rejoin the group)

Laying in ambush: Like rats in a trap. (Ambush inflicts a third casualties upon the enemy squad)

Writing
>>
Rolled 84, 49, 98 = 231 (3d100)

>>4914465
Right, sorry about that then.
>>
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Rosaline lays down on the hill binocular resting to her side as she stairs down the iron sights of her hunting rifle. She takes a deep breath and holds it. Damn that Truck is booking it she thought to herself.

Aiming a good ways forwards and a little up she bites her lip as she fires.

The bullet flies true and smashes through the window before the man in the drivers side seat can react the drivers head implodes his corpse smacking the wheel, drenching it in viscera. The other soldier is stunned by what he's just seen as the truck veers off to the side.

A radio call into the other truck confirms what has just happened, A man in something akin to old world riot gear responds, "Confirmed have hostiles at the sight, everyone be on guard, Bravo I want you to make an approach towards these co-ordinates" he starts to give the co-ordinates of the hill Rosaline is on until another shot is fired. This one from a different spot entirely, though it misses.

Rosaline smirks, it's not like anyone was using that spare anyways, a little timer, some math and boom it's like she moved and shot again already.

With her job done she rushes down the hill away from the enemy keeping a low profile to join up with the rest of the group for the ambush proper.

The man in riot gear continues, "We've got organized resistance, as unlikely as it seems the Brotherhood has beat us to the site, be on guard!" he shouts on his communications channel as the truck races forwards.

The other soldiers in the truck respond, "Sir yes sir, Ranger Bradley!"

Eventually Charlie squad arrived on site to an unusual calm and quiet, Bradley had his sequoia drawn looking around for anything. Was this a ruse? No... the rest of his squad, numbering 11 more men unloaded from the truck behind him.

5 men with service rifles, 2 men with shotguns and bags of explosives, 2 men with missile launchers, and 2 medics in total.

Ford could see it all from the vantage point in the shrubs.

Bradley ordered the squad forwards in a force recon action, "Maintain tactical spacing, I don't trust this at all."

And he was right not to, for as soon as a small detachment of the squad approached the nose of the vertibird, one of the broken off pieces of armor rose up off the ground, the terrifying figure of power armor armed with a Flamer which roared to life and a mad laugh presented itself to the squad, "CON-" was all that could be heard before it was replaced with the screams of men burning alive.

two of the soldiers backed up just in time, but it was to late for them as another piece of debris shifted as pellets perforated their bodies a giant of man rising up from the ground dashing into cover.

Bullets rained out from Fords assault rifle covering and suppressing the group not caught in the ambush the same with Jacobs plasma rifle.

Like Rats in a trap.
>>
What is your next action?
>continue suppressing fire, we need Liz and Grant to take point for any hope of success
>Jacob lob that damn plasma grenade now!
>A NCR Ranger? They were serious about claiming this bird, all forces target the commander now!
>Write in

Enemy forces count:

Ranger Bradley
3 privates
1 field medic
1 Combat engineer
2 specialists (anti-power armor)
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>>4914524
>A NCR Ranger? They were serious about claiming this bird, all forces target the commander now!

Chop off the head and the body withers. Panic will spread among the conscripts.
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>>4914524
>A NCR Ranger? They were serious about claiming this bird, all forces target the commander now!
>>
>>4914524
>>A NCR Ranger? They were serious about claiming this bird, all forces target the commander now!
>>
>>4914524
>>A NCR Ranger? They were serious about claiming this bird, all forces target the commander now!

I almost feel bad for them. Almost.
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>>4914524
>>A NCR Ranger? They were serious about claiming this bird, all forces target the commander now!

then the specialists
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>>4914524
>A NCR Ranger? They were serious about claiming this bird, all forces target the commander now!
>>
Nice organisation, well thought out system and pleasant writing and formatting. Enjoying it very much OP.

How are the troops spaced out? Would the grenade get them all (is positioning even a thing mechanically?)? Otherwise getting 7 enemies out of the game would be preferable to getting one elite dude, especially considering their shotguns, explosives and AT capability.
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>>4914697
Thank you for the compliment. I'll be honest I haven't had this much fun writing something in about a decade. Hopefully it'll only get better organized and the system better thought out as we go, there's a lot here but things are very ramshackle and uncodified right now, large group combat especially.

Spacing is mostly narrative, but like everything in the narrative that can be a situational modifier.

Let's take Jacob's plasma grenade as an example of the more ramshackle state of the system. X casualties on success was derived back at the start with bo3 in mind, but now in the n out of 3 successes system how does that transfer? 5 kills on 1 success is a lot, but grenades especially plasma grenades are deadly.

As it is I have been taking some degree of narrative fiat in these situations, like with the pulse grenade, which is as effective as it should have been there but how would it have worked in active combat? Would it hit only one paladin or many?

Back to the question at hand as it is now the plasma grenade would have degrees of effectiveness based on a combat leadership roll where the stated effect (5 kills) would likely be 2 successes and I'd probably justify it narratively as attempting to corral as many of them together for the grenade.

Just another thing to adjust the balance of frankly. I like it's deadliness but I don't want to trivialize encounters with grenade spam.
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>>4914724
Gotcha. To be fair though, grenade spam fixed most encounters in the games as well.
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>>4914734
You're not wrong there. Just hoping to keep the combat interesting and where appropriate challenging.
>>
Anywho votes gonna stay open for another 3ish hours, I honestly shouldn't even be awake right now.
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>>4914738
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>>4914738
everyone wants to kill the NCR ranger. no big surprise.
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>>4914754
FUCK THE FALSE GOVERMENT
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>>4914754
Trouble is that depending on how the mechanics work when the rest of the goons start opening up we might be toast.
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Rolled 60, 95, 25 = 180 (3d100)

>>4914740
Go home Denton and antagonize the illuminati.

Good morning America.

It would seem we're going to gunning for the NCR Ranger.

Challenging Combat leadership test 50DV

Grunt +10
Officers Child +5
Ranger Training -10
Bradley is unsurprised -5

roll under 50

crit fail: Big iron his hip ain't for show (Delivers a Crit wound to one of the squad)

0 Successes: How the hell can he shoot a revolver that fast?! (Delivers two wounds to one of the squad)

1 success: Trading blows, this is one tough bastard (He takes a wound, and delivers a wound to one of the squad)

2 successes: Get his attention I'll take the shot! (He takes a wound)

3 successes: Give him hell! (He takes two wounds)

Crit success: He thought he was slick, he thought he was quick, but not quick enough! (He takes a crit wound)

Bradley's combat Leadership test (I'm rolling)

Challenging Combat Leadership Test 50DV

Ranger Training +10
Troops are on the back foot -10
Grunt -10
Officers child -5

Roll under 35

Crit fail: Morale critical, Fall back! (Enemy soldiers take no action, begin a disorganized retreat to their transport)

0 Successes: How many of them are there?! (Enemy soldiers take no action, being a fighting retreat back to their transport)

1 success: Hold the line! (Enemy soldiers take no action this turn, but next leadership test will not have the troops are on the back foot penalty)

2 successes: Jenkins I need suppressing fire over there, Hopkins fire that damn bazooka! (Enemy soldiers deal 1 wound to two of the squad)

3 successes: Fire for effect, I want that Paladin dead now! (Enemy soldiers deal 2 wounds to Elizabeth)

Crit Successes: If you want something done right... (Enemy squad incapacitates Elizabeth [power armor prevents the crit wound from being lethal])
>>
Rolled 55 (1d100)

>>4914875
rollan
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>>4914888
So close, but so far.

Also just want to let you know QM, I am really enjoying the quest so far!
>>
Rolled 30 (1d100)

>>4914875
>>
too bad, maybe next roll will be good
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>>4914894
Roll under anon that's a success
>>