Faction Ideas

Post » Tue May 17, 2011 2:39 am

post your Faction ideas and talk about others ideas

Here are mine
The Reapers
A group that came from Vault 66 (a Vault where only Grave diggers, Farmers, and Crafts men. and were placed ) turned into warriors. The Reapers were made after Vault 66 opened as a way to protect the Vault from creatures. There only weapon at the time were farming scythes that oddly anuf did great damage to most monsters. After exploring they discovered an old Enclave military base that was closed down. This base had many guns but the only ones with ammunition were Shot guns, sniper rifles, and Machine guns. while exploring the base they found a factory with many robotic suits. They modified it with a dark cloak and made the eye holes glow red.
The suits were given to there strongest members making a small military power in the group they called Hell Raisers This part of the group only used Scythes and Automatic cross bows (made by the Crafts men). They are know by the seer power as its been seen that they can kill a super mutant with nothing but there bare fist.
The next of there ranks are Deaths Touch who only use sniper Rifles and Shot guns They work directly under hell raiser and are used as scouts.
All low level fighters in the group were given Machine guns and called Banshees. They work under the government power of The Reapers as simple grunts. Doing mundane task or protecting the vault.
while the Reapers are young and have no anger tord the other factions in the area (they only want to protect there home) Some factions are already seeing them as a threat as there Hell Raiser unit is filled with people who could mach the strength of a super mutant.

Vault Details and history
Vault 66 was made to see what people would do if the thing that completed there hobbies went missing from there life. The 2 things they were looking to get rid of were wood and dirt. The experiment failed as many of the people who entered brought wood dirt and farming tools (they were never taken away due to lazy security). (this is also why scythes became one of the hell raisers top weapons) The vault as planned stayed closed for 100 year and opened. Because the vault was never built with a way to dispose of dead bodys as soon as the door opened the first thing they did was get the Grave diggers to build a cemetery
After a year the vault dwellers built a small village out side the vault but keeping the vault as there home and making the village as there farm ground. It only took one more year for them to start exploring the land (by now there population grew to much for the vault to handle and they needed to expand the village). Thats when they discovered a old closed down military base just a simple quarter mile from there vault. They took what they saw and made it there second home. They soon thought it appropriate to start naming there homes. the first Vault Ground and the second Enclave Dunker (named after a flag they found and the guy who discovered it. Of course there were challenges but because of smart planning and dedicated people the Reapers were born.

Resent events
After years of thinking they were the last humans left a small hell raiser group was sent out to explore east of Enclave Dunker to find out why exsplotions were going off in the distance. The party of 3 found not one but 50 humans all fighting a large creature. The hell raisers quickly set up the cross bows and let loose a arrow bally on the monsters. Not a single monster survived leaving only the 50 humans standing surrounded by arrows. The humans they found were members of BoS. the 2 partys soon met face to face and the BoS found them selves bowing to there heros. As agreement for helping them the BoS would give the Reapers a large amount of caps. Confused the reapers accepted but asked many questions about the caps as they still used prewar money for currency . The BoS members explained and the Reapers found out there currency was not valid. But they still used prewar money and built a bank in Vault ground. Here people could store money of any kind or exchanged caps for prewar money. This worked out as a bonus for most BoS members who were hungry and tired but had no prewar money to use.
Soon it wasn't just BoS members who came into town but Enclave and Caravans. You would think Battles would start in such a small town but thanks to the Hell rasiers and Death touch If any one even took out a gun they were shot on sight. when even some one died no side took it as bad. The Reapers were just protecting there home and all Factions that entered knew that and if one of them died because they were trigger happy they were ok with it. Death was common but order was kept.

The Reapers became wealthy and even bought a few Brahmin and started farming them. Making new foods out of them and bringing in more people. Making burgers just like they were before prewar and making purified milk. Many people who came in were delighted and happy to see these new things.


The War for Hartsfield–Jackson Atlanta International Airport
A Year after the Reapers became one of the wealthiest Factions in the waist land they decided to buy teck from the BoS that could translate languages. They then re programed it so it could translate Ghouls speech. there were many Ghouls in Georgia because of the toxic rain near Hartsfield. They wanted this so they could turn mad ghouls into friendly neighbors. It worked making Mad Ghouls some what revert back to there old selves (only a little as the years of decay took its tole on there brains.) This gave the Reapers a larger fighting force. Ghouls who agreed to fight along side the Reapers where renamed Skeletons.
Soon the knowledge A airport was still standing got the the ears of the BoS and Enclave. A war soon broke out for it. The Reapers with out hesitation joined the ghouls in protecting there home making the battle ever more deadly. With news that the Enclave have hired the Talons to back them up will any one truly win the war or will death be the ground work for the end.
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Emily abigail Villarreal
 
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Post » Tue May 17, 2011 6:47 am

If I had to make a faction it would be a small army of people who feel that everybody with addictions should be murdered if they're what they call 'beyond saving.'

I think they'd be called the Pure... I had them mentioned in one of my Fan-Fics, it's the one called Fray in my signature.
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Ridhwan Hemsome
 
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Post » Tue May 17, 2011 2:33 am

The enclave don't use guns they use laser or plasma rifles or pistols not shure about gauss
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Pete Schmitzer
 
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Post » Tue May 17, 2011 2:26 pm

The enclave don't use guns they use laser or plasma rifles or pistols not shure about gauss

"old Enclave military base"
We know the Enclave was made before the great war and im pretty sure they didn't use lasers all the time im sure back in the day. (the basics are its a exstreamly old military base used by the enclave to create there first power suits but was abandoned for some un known reason.)
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sarah taylor
 
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Post » Tue May 17, 2011 8:34 am

The enclave don't use guns they use laser or plasma rifles or pistols not shure about gauss


oh, wait, so all those Enclave I ran into in Fallout 2 using Pancor Jackhammers, Gauss Rifles/pistols, pulse rifles/pistols didn't exist huh? :P Enclave use all weapons.
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Chantel Hopkin
 
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Post » Tue May 17, 2011 9:27 am

Maybe they had to resort to weaker weapons due to shortages?
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jason worrell
 
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Post » Mon May 16, 2011 11:53 pm

oh, wait, so all those Enclave I ran into in Fallout 2 using Pancor Jackhammers, Gauss Rifles/pistols, pulse rifles/pistols didn't exist huh? :P Enclave use all weapons.

You managed to kill them I can't even kill 1
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Schel[Anne]FTL
 
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Post » Tue May 17, 2011 4:20 am

I don't need to make a faction, i owe my allegiance to the

Talon Company
Talon Company is an equal opportunity employer. Talon Company is a mercenary group who has almost no restrictions on contracts, making it one of the most effective, and therefore wealthiest and best equipped, mercenary group known to exist in the wasteland, it's Regional HQ's are usually pre-war military installations, and the technical department of Talon Company is known for achieving great technological discoveries, such as the activation of Highwater Trousers. The basic Talon Mercenary is equipped with a suit of Talon Company Combat Armor, a 5.56mm R91 Urban Assault Rifle, and a Combat Knife or Police Baton, mercenaries are allowed to use their pay to purchase other weapons from any Talon Company Armory, weapons available range from the 5.56mm Type-87 Chinese Assault Rifle to the AER9 Laser Rifle to the feared Missile Launcher.

Mercenaries that prove their mettle in battle stand a chance to be promoted to Squad Leader rank and given Reinforced Talon Company Combat Armor Mk. 1 and will be in charge of a squad of 5 basic Talon Mercenaries. Another great charactaristic of the Talon Company is its orginazation, 4 Mercs and a Squad Leader make up a squad, 5 squads are led by a Talon Company Veteran Mercenary, whom wear Reinforced Talon Company Combat Armor Mk. 2 with a stylish duster, and all Veteran Mercenaries report to their respective Regional Commander. An added benefit of being a part of the Talon Company is that the Company will pay off any bounty (up to 10000 caps) for a mercenary that proves that they are loyal and can pass the recruitment tests. The training process is specially administered to weed out the weak and instill loyalty in the strong, bringing out the best in your character, defeating the worst of it. Many rumors float about, saying that the Company is "evil" or "full of maniacs", this is simply not the case, the Talon Company just doesn't pass moral judgment on those who would wish to emply Talon Mercenaries, and who needs to bog down good business with morals in the wasteland? Dispite the rumors, Talon Company does in no way practice sixual discrimination, mercenary applicants are accepted from all walks of life if they can prove themselves.

Thanks to the BoS-Enclave War, Talon Company has come into possession of a large amount of Enclave equipment and have captured some researchers, you can bet we shot those fascists! But other than the killing of those that wanted to kill all of your friends and family, the experience has also created a new rank in the Talon Company, an alternative to becoming a Squad Leader, the Talon Company Shocktrooper wears specially customized Talon Company Advanced Power Armor Mk. 2 and comes equipped with a Minigun, Gatling Laser, or Heavy Incinerator!

The Talon Company has from then gained strength, called for an end to hostilities with the BoS, and is focusing on fighting the Super Mutants, once again fighting those who would kill your friends, pets, neighbors, and all of your family.

Join Talon Company, it's exciting, worthwhile, enriching (both in experience and monetarily), and the best way to truly broaden your horizon!

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R.I.p MOmmy
 
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Post » Tue May 17, 2011 5:38 am

http://www.youtube.com/watch?v=u2ZcpcO7C58
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An Lor
 
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Post » Tue May 17, 2011 11:35 am

I don't need to make a faction, i owe my allegiance to the

Talon Company
Talon Company is an equal opportunity employer. Talon Company is a mercenary group who has almost no restrictions on contracts, making it one of the most effective, and therefore wealthiest and best equipped, mercenary group known to exist in the wasteland, it's Regional HQ's are usually pre-war military installations, and the technical department of Talon Company is known for achieving great technological discoveries, such as the activation of Highwater Trousers. The basic Talon Mercenary is equipped with a suit of Talon Company Combat Armor, a 5.56mm R91 Urban Assault Rifle, and a Combat Knife or Police Baton, mercenaries are allowed to use their pay to purchase other weapons from any Talon Company Armory, weapons available range from the 5.56mm Type-87 Chinese Assault Rifle to the AER9 Laser Rifle to the feared Missile Launcher. Mercenaries that prove their mettle in battle stand a chance to be promoted to Squad Leader rank and given Reinforced Talon Company Combat Armor Mk. 1 and will be in charge of a squad of 5 basic Talon Mercenaries. Another benefit of being a part of the Talon Company is that the Company will pay off any bounty (up to 10000 caps) for a mercenary that proves that they are loyal and can pass the recruitment tests. The training process is specially administered to weed out the weak and instill loyalty in the strong, bringing out the best in your character, defeating the worst of it. Dispite the rumors, Talon Company does in no way practice sixual discrimination, mercenary applicants are accepted from all walks of life if they can prove themselves. Another great charactaristic of the Talon Company is its orginazation, 4 Mercs and a Squad Leader make up a squad, 5 squads are led by a Talon Company Veteran Mercenary, whom wear Reinforced Talon Company Combat Armor Mk. 2 with a stylish duster, and all Veteran Mercenaries report to their respective Regional Commander. Many rumors float about, saying that the Company is "evil" or "full of maniacs", this is simply not the case, the Talon Company just doesn't pass moral judgment on those who would wish to emply Talon Mercenaries, and who needs to bog down good business with morals in the wasteland? Thanks to the BoS-Enclave War, Talon Company has come into possession of a large amount of Enclave equipment and have captured some researchers, you can bet we shot those fascists! But other than the killing of those that wanted to kill all of your friends and family, the experience has also created a new rank in the Talon Company, an alternative to becoming a Squad Leader, the Talon Company Shocktrooper wears specially customized Talon Company Advanced Power Armor Mk. 2 and comes equipped with a Minigun, Gatling Laser, or Heavy Incinerator! The Talon Company has from then gained strength after calling an end to hostilities with the BoS and focusing on fighting the Super Mutants, once again fighting those who would kill your friends, pets, neighbors, and all of your family.

Join Talon Company, it's exciting, worthwhile, enriching (both in experience and monetarilly), and the best way to truly broaden your horizon!



Sounds like an add for Talon Company!

They're awesome.
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Jesus Sanchez
 
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Post » Tue May 17, 2011 5:01 am

Sounds like an ad* for Talon Company!

They're awesome.

That is what i was going for, and yes, they are awesome.
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Cagla Cali
 
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Post » Tue May 17, 2011 10:23 am

That is what i was going for, and yes, they are awesome.

I half to admit the talon sound cooler then ice

but I think the red arrow would mach these Talons you speak of

I will edit this post later and add them
I think I made them to strong but I think I gave a good reason why there that strong (it will be up on this thread on this very post which will be edited so time this week.)


also what do you think of my reapers
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courtnay
 
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Post » Tue May 17, 2011 10:31 am

You managed to kill them I can't even kill 1

You just need the proper equipment yourself...like Power Armor, and Gauss weapons or pulse weapons.
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Samantha Mitchell
 
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Post » Tue May 17, 2011 1:13 pm

also what do you think of my reapers

A group of Vault Dwellers discovering an abandoned Enclave weapon storehouse sounds believable, and yes Power Armor should make you a match for a mutant, ala Fallout 1 and 2, using Scythes sounds like a good characteristic, a bit of depth from the effect of the Vault they were in, a long with their challengable mental state, it sounds a bit stretched but it is believable in Fallout.
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Sheeva
 
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Post » Tue May 17, 2011 1:18 am

A group of Vault Dwellers discovering an abandoned Enclave weapon storehouse sounds believable, and yes Power Armor should make you a match for a mutant, ala Fallout 1 and 2, using Scythes sounds like a good characteristic, a bit of depth from the effect of the Vault they were in, a long with their challengable mental state, it sounds a bit stretched but it is believable in Fallout.

thanks

I guess I sould go more in detail as of the vault
Ill get on that Ill be back once im done :P
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sarah simon-rogaume
 
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Post » Mon May 16, 2011 11:14 pm

how about a group enclave that recruit wastlanders but dont go by enclave but go by ghe white knights of the enclave and there lead by there fearless general o thats me (:
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Donatus Uwasomba
 
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Post » Tue May 17, 2011 6:32 am

how about a group enclave that recruit wastlanders but dont go by enclave but go by ghe white knights of the enclave and there lead by there fearless general o thats me (:

But that is not what the Enclave is about, that is what Fallout 3 did to the BoS, and it was horrible...
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Umpyre Records
 
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Post » Tue May 17, 2011 2:18 pm

i get your point but i just wont to join the enclave is all same as you wanting to join talon company
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Richus Dude
 
Posts: 3381
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Post » Tue May 17, 2011 5:23 am

I don't need to make a faction, i owe my allegiance to the

Talon Company
Talon Company is an equal opportunity employer. Talon Company is a mercenary group who has almost no restrictions on contracts, making it one of the most effective, and therefore wealthiest and best equipped, mercenary group known to exist in the wasteland, it's Regional HQ's are usually pre-war military installations, and the technical department of Talon Company is known for achieving great technological discoveries, such as the activation of Highwater Trousers. The basic Talon Mercenary is equipped with a suit of Talon Company Combat Armor, a 5.56mm R91 Urban Assault Rifle, and a Combat Knife or Police Baton, mercenaries are allowed to use their pay to purchase other weapons from any Talon Company Armory, weapons available range from the 5.56mm Type-87 Chinese Assault Rifle to the AER9 Laser Rifle to the feared Missile Launcher.

Mercenaries that prove their mettle in battle stand a chance to be promoted to Squad Leader rank and given Reinforced Talon Company Combat Armor Mk. 1 and will be in charge of a squad of 5 basic Talon Mercenaries. Another great charactaristic of the Talon Company is its orginazation, 4 Mercs and a Squad Leader make up a squad, 5 squads are led by a Talon Company Veteran Mercenary, whom wear Reinforced Talon Company Combat Armor Mk. 2 with a stylish duster, and all Veteran Mercenaries report to their respective Regional Commander. An added benefit of being a part of the Talon Company is that the Company will pay off any bounty (up to 10000 caps) for a mercenary that proves that they are loyal and can pass the recruitment tests. The training process is specially administered to weed out the weak and instill loyalty in the strong, bringing out the best in your character, defeating the worst of it. Many rumors float about, saying that the Company is "evil" or "full of maniacs", this is simply not the case, the Talon Company just doesn't pass moral judgment on those who would wish to emply Talon Mercenaries, and who needs to bog down good business with morals in the wasteland? Dispite the rumors, Talon Company does in no way practice sixual discrimination, mercenary applicants are accepted from all walks of life if they can prove themselves.

Thanks to the BoS-Enclave War, Talon Company has come into possession of a large amount of Enclave equipment and have captured some researchers, you can bet we shot those fascists! But other than the killing of those that wanted to kill all of your friends and family, the experience has also created a new rank in the Talon Company, an alternative to becoming a Squad Leader, the Talon Company Shocktrooper wears specially customized Talon Company Advanced Power Armor Mk. 2 and comes equipped with a Minigun, Gatling Laser, or Heavy Incinerator!

The Talon Company has from then gained strength, called for an end to hostilities with the BoS, and is focusing on fighting the Super Mutants, once again fighting those who would kill your friends, pets, neighbors, and all of your family.

Join Talon Company, it's exciting, worthwhile, enriching (both in experience and monetarily), and the best way to truly broaden your horizon!


This is a reason I wish fallout was real
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Robyn Howlett
 
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Post » Tue May 17, 2011 4:15 am

ok I think im done with the Reapers or is there something else I need
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Scarlet Devil
 
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Post » Tue May 17, 2011 10:22 am

To the copypasta mobile!

This is a development of an idea I had for a Vault, the details of which are as follows:

===================

Vault 57

Theme: Military and Westerns

Size: Built to House 4500 people. 3161 turn up on day.

The Experiment: See how a society brought up on violence in fiction and non-fiction during their free time would turn out.

Structure: The Vault is run by an elected "Overseer General" with "Sheriffs" to keep order. Citizens are known as "Privates" and certain roles like shopkeeper are referred to as "Quartermaster"

Entertainment: All the books and comics are westerns, war-stories, and books on military history and strategy, same with all the films and cartoons (making the kids grow up with "Der Fuhrers Face" should toughen them up for rebuilding the world!) The Vault has also been stocked up with war toys and model kits of tanks, guns and fighters. Music consists of old patriotic war songs like "It's a Long Way to Tipperary" and "There'll Always be an England" as well as a plethora of military marches and some Wager.

Equipment: All equipment works perfectly. Also GECK.

The Catch: NO WEAPONS OR FIREARMS! XD

======================================


1. Faction Name.

Official name: The United Democratic Kingdom of North America (UDKNA)

Nickname: The Coonskin Grenadiers, The Kingdom of America

2. Faction morality (Good, bad, neutral, etc...)


Good

3. Followers.

The inhabitants of Vault 57, and tribes absorbed into the Union

4. Allies.

Local traders
The Kingdom of Christ (Remains of Corpus Christi)

5. Enemies (Must have at least one)

The BOS
The Enclave
The Federation of the Wasteland
Ghouls

6. Location(s)

Vault 57, now a town called Freedomville, Between Floresville and San Antonio, Texas
San Antonio and surround area (such as Lack-land AFB)

7. Technology (Wepons, armour, etc...)

A fully functioning Vault-Tech Vault.

Weapons:
  • Assault Rifles (Including but not limited to: M4 Carbine (Standard De-Jure Rifle for Regular Infantry), L1A1 SLR (De Jure Standard Rifle for Guards Infantry), and XL70E3 Enfield (De Jure Standard Rifle for Commando Corps and Long Range Wasteland Group (L.R.W.G.)))
  • Sub-Machine Guns (Including: 10mm SMG (De-Jure Standard SMG for Grenadiers) Mk. V Sten, Sterling L2A3 (De Jure Standard SMG for Light Infantry) Sterling L2A4 (De Jure Standard SMG for Commando Corps and L.R.W.G.))
  • Hunting Rifles (Including: SMLEs, M1 Garands (De Jure Standard Rifles for Light Infantry))
  • Combat shotguns
  • Sniper Rifles (Including: Scoped SMLE)
  • Mortars
  • Grenades
  • Petrol Bombs
  • Handguns
  • Bayonets
  • GPMGs (FN MAG (De Jure GPMG for Ground Troops), Vickers .303)
  • HMGs (50' Cal)
  • Anti-Material Rifles (Including: Boys Anti-Tank Rifle (De Jure Anti-Material Rifle)
  • Missile Launchers
  • Laser Rifles (but not many)


Armour:

Headgear:
  • Coonskin Cap, Former standard headgear for all Infantry (hence the nickname Coonskin Grenadiers) but now replaced by helmets. However they are still worn by Light Infantry and are part of the De-Jure Dress Uniform. Very popular among civilians.
  • Officer Cap, Worn by, Officers.
  • Sheriff Hat, Worn by, Sheriffs and Marshals
  • Beret (Brown), Worn by, Commandos, L.R.W.G., NCOs and Snipers.
  • Helmet, De Jure Headgear for all Regular Infantry
  • Crested Helmet, Headgear for Guards Infantry.


Apparel:
  • UDKNA Combat Armour, De Jure Armour for all Regular Infantry (N.B. UDKNA Combat Armour is self manufactured and of inferior quality to Standard CA)
  • Combat Fatigues, Uniform for Light Infantry, but also worn by Commandos and L.R.W.G. for ease of movement and stealth
  • Assault Armour, (Combat Armour Mk.2), Armour for Guards Infantry
  • Shock Armour, Worn by Guards and Engineers during sieges (http://i280.photobucket.com/albums/kk171/fattoler/USguy.jpg)
  • Sheriff Duster, Worn by Sheriffs and Marshals

8. Organisation

The United Democratic Kingdom of North America is best described as "An army with a state". The state is devoted to the upkeep and well-being of the army, and for good reason, it is the finest in the wasteland. Superbly organised and trained they operate like a pre-war army with (semi-)standardised equipment and strict organisation, they are highly motivated and are full of spirit.

The United American Army (UAA) is organised using the regimental system. With Regiments of Light, Regular, and Guards Infantry as well as more specialised groups such as engineering regiments, artillery regiments, a Commando regiment and even a Cavalry and Armoured regiment.

The system works from largest to smallest as follows:

Type of Unit ==== Division ====== Brigade ======== Regiment =======Battalion ======= Company / Squadron == Platoon / Troop === Squad
Contains ====== 2-3 Brigades == 3-5 Regiments == 3-4 Battalions ====3 Companies === 3 Platoons ========== 3 Sections ======= Individuals
Personnel ===== 10,000 ======= 5,000 ========= 1,000 ========== 300 =========== 100 =============== 30 ============ 8-10
Commanded by= Maj-Gen ====== Brig =========== Col =========== Lt Col ========== Maj =============== Capt, Lt or 2nd Lt === Cpl

N.B. These are all De Jure figures, in reality the numbers are usually less.

All male advlts have to serve 3 years in a Light Infantry Regiment, however if they perform exceptionally well during training and wish to do so they may imminently join a Regular Infantry Regiment, or even a Guards or non-infantry regiment. The Light Infantry's role is to keep the borders secure, they have basic equipment consisting of hunting rifles, Sten guns, combat fatigues and lit fuse bombs. These men form the majority of the armed forces but even so they are doughy fighters and their grenades and accuracy of their shots send raiders crying in fear.

The Regular Infantry are the 'standard' infantry of the UAA and are used for offensive actions, they are better armed and armoured with Combat Armour, M4 Carbines, Grenades, Grenade Launchers, 10mm SMGs and a variety of other weapons if the situation demands it.

The Guards are the Elite Infantry, crack shots and well equipped, armed, and motivated, they wear their crested helmets with pride and their ferocity in combat sends fear down the spines of all who oppose them. Thankfully for their foes they are fewer in number than the other Infantry Regiments.

Engineers, Artillery, and Cavalry regiments are self explanatory, The Engineers build bridges, bases and crack open enemy strong-points, the Artillery regiments, armed with Field Guns and heavy mortars rain death upon enemies of the Kingdom of America, the Cavalry are horse-riders, flanking their foes and dismounting in order to harras enemy troops, the Armoured regiment, consisting of Technicals, helps support the infantry in attacks on enemy bases.

Finally there are the Commando Regiments, Commandos are well-versed in Guerilla warfare and act as the infiltrators and saboteurs of the UAA. Blowing up fortress gates and slitting throats of unsuspecting raiders sleeping by their fires by night. Then there is the Long Range Wasteland Group L.R.W.G., these men are both emissaries and scouts for the UDKNA and explore the farthest regions of the wastes, they for the sake of convenience are not part of any regiment.

Law enforcement is handled by Sheriffs, who take care of their local community, and marshals, who help the light infantry patrol the wastes.

The 'civilians' consist mainly of women and children, and men who did not join the regular army working hard on making weapons and growing food, All of which is rationed amongst the troops. However there is a free market and paper money is used to buy and sell goods with. Chemicals and medicines produced using the Vault's equipment and local flora are the largest export of the Kingdom, and a major way of winning over locals.

The government is organised with a Bicameral Parliament (Congress), with The House of Representatives, and The House of Senators, One being elected, the other consisting of Appointed Doctors and Generals and other professionals who refine laws. The Executive is the King-President, who has command of the Armed forces and signs in new laws.

Despite their appearance as a marauding group of conquerors the people of the UDKNA are well educated with 80% advlt literacy (the remaining 20% consisting of newly added tribals in the process of civilising). However all education is with a military or western spin; Chemistry is about how to build explosives, English consists of reading war poems such as "The Charge of the Light Brigade" and Cowboy books, History is entirely devoted to battles from Alexander to Patton, even mathematics is military themed with this among the final questions in the advanced textbook:

"Field Marshal Erwin Rommel has suffered casualties at the hands of the Americans, He originally had: 100 Medium tanks, 600 Light tanks, 95 Artillery Pieces, and 1250 Troops, he loses 24% of both his medium and light tanks, 13% of his Artillery Pieces, and 68% of his infantry. General Montgomery's forces consist of these troops: 350 Medium Tanks, 500 Light Tanks, 100 Artillery Pieces, and 2000 troops. How many tanks, troops, and guns does Montgomery have to send to Rommel and what is the loss to Montgomery's forces in total as a percentage?

Answer:
Spoiler
None, because Montgomery and Rommel are enemies.
"

9. History

On October 23rd 2077, 3161 people surged into Vault 57 as the bombs fell. Many were in the Military, some were professors of History both Military and Civilian, and a select few were foreign NATO military observers. The only fault with the vault was at the very start of the experiment, General Teuton, the intended first Overseer-General, failed to turn up and died of radiation poisoning like the many billion others who were (un)lucky(?) to remain outside in those fateful two hours.

Instead a British Brigadier-General attached to NATO by the name of Edward Cromwell took charge of the vault during the first week of confusion, and established his order by punching out a insubordinating American who accused him of being "A filthy Limey who is deliberately trying to use this vault to jump start England's reclamation of it's former colonies". Over the years the Vault thrived and Cromwell was replaced by an American by the name of Andrew Stonewall Jackson Lee, who began the preparations to move out of the vault; including the decision to name the new country the United Democratic Kingdom of North America, who was then in 2183 replaced by Cromwell's grandson, Hannibal Kitchener-Wellington Cromwell. In May 2185, the Vault opened.

The dwellers of the Vault, who were thoroughly organised and regimented, would quickly use their GECK and skills to build Freedomville, the Vault's outside settlement. However they were fearful, for they lacked weapons and the means to make them. So before construction began Cromwell formed the Long Range Wasteland Group, based on the Long Range Desert Group of WWII, a team of the Vault's finest men led by Lieutenant Wyatt Buffalo Blucher was formed and sent out to explore the area, armed only with shivs made from what they could find outside they set out.

Their first foreign encounter was with a Caravan (with horses), the Caravaneers, who had heard of Vaults, were delighted to see a unseen breed of vault dweller and offered them their wares. Lieutenant Blucher then traded the Squad's water bottles for a Pistol and a Hunting rifle (both of which now reside in the Freedomville museum), then sheepishly returned to the Vault to get more water, and quickly set out again.

Blucher's group heading to San Antonio came into contact with Brooks City Base, a former USAF camp which was being held by heavily armed raiders. Upon approaching the base the raiders fired and Blucher withdrew to avoid casualties. That night, he organised a attack on the base, and so on the night of May 30th, the 1st Regiment of the L.R.W.G., consisting of only 21 men, sneaked into the base and silently killed all 78 raiders by slitting their throats, no alarms. The attack sent shock-waves thought the city the next day, an entire base of men, wiped out, all with slit throats and looted of all firearms.

Blucher men returned to the Vault with their spoils of war, and Cromwell was pleased with them, he promoted Blucher to Captain and was awarded the new Grand Imperial Cross for service to the state, two other soldiers were awarded the Lion Medal For Uncommon Bravery (i.e. they wrestled a 7 foot raider who was about the raise the alarm during the raid), the weapons were then distributed among the Soldiers with much glee. Blucher was offered rest but his men wanted to go onward into Antonio, so they did. However this time they were not alone, for the 1st Battalion of Infantry followed them, some unarmed, marched behind Blucher's men and occupied Brooks City Base, Raising the Stars and Stripes of the UDKNA and digging out the remaining weapons. Now that they were armed, the Vault Dwellers began building Freedomville. It would be fully completed in 2 years.

A new L.R.W.G. was organised at the Vault and sent out a day later, this one, led by Lieutenant Erwin Manstein Hague, headed for the coast. Both groups spread the word about the new country, some were interested, others shot back. Those who shot back would later come to regret it as the L.R.W.G. would simply withdraw, mark the enemy's position on their maps, and radio in a Battalion of men to come in and clean up, survivors of these attacks deciding that discretion was the better part of valour would flee, this was part of Cromwell's plan, for he knew the fleeing raiders would spread word of these fierce troops, instilling fear and awe. Those who were captured were allowed to live but forced to become 'janissary' troops, Light Infantry Regiments who after three years service were allowed to become citizens of the new nation, as expected the training, indoctrination, and discipline proved good for the former tribals and raiders and quickly the nation grew.

However it was realised that uniform would be needed, Freedomville had a textile workshop where Civilians worked on making combat fatigues and armour but production was slow and a stop-gap was needed. This came in the form of Coonskin Cap; It was Lieutenant Hague's men who first sported the hats, after finding a whole souvenir shop of them, when they returned to the Vault Cromwell liked the hats so much (for they reminded him of Davy Crockett, a childhood hero of his) he declared all members of the armed forces wear them. Raccoons, now thriving off the wasteland detritus suddenly where captured and farmed for their furs. caps where then distributed amongst all the troops as ordered and due to the lack of rifles but large number of pipe bombs and powder charges the opponents of these infantry would call them "The Coonskin Grenadiers".

Over then next two years many tribes would join the Kingdom, Sheriffs would then be sent to these settlements to bring order, and Medics and traders would bring medicine and food. More L.R.W.G.s were formed and sent out, but Blucher's group, deep in San Antonio, were bringing the most results. In 2187 they secured a treaty with the 'Crocketts', a tribe inhabiting the remains of the Alamo, they had toyed with the idea of unification as well but never had the men or organisation to do so, but on January 4th 2187 they became part of the new country, and would prove very useful in securing San Antonio.

While this was happening Hague's men had reached the coast in the area of , this time on horseback, and there they saw a magnificent sight, a ship, broken in two, one part on the shore, the other beneath the waves save the top deck. After fighting several mutated animals, the group entered the ship, and found a vast cash of British made weapons to their great surprise. For before the War the British government, annoyed at America's annexation of Canada but unable to declare war on the Superpower decided to force the Americans to give up Canada by supplying Canadian freedom fighters with surplus weapons, such as Stens, Vickers .303 Machine Guns, SLRs, Sterlings and Boys Anti-Tank Rifles (which had found a new use amongst Canadians as Anti-Power-Armour guns). Ships could have to run a gauntlet thought the US coast guard and drop their weapons off with American 'radicals' and peace-advocates, who would then get them to Canadian resistance cells. The American government as a result doubled the Coast Guard Patrols along the coast of Labrador and said any ship approaching Canadian waters would be sunk. So The SIS (Secret Intelligence Service) decided to send a ship though the Gulf of Mexico, disguised as a cargo ship, and drop off it's weapons to be smuggled across America into Canada. However the bombs fell and the ship ran aground.

Excited about their discovery they began to secretly move the weapons back to the Vault using Caravans, over the next year they completely gutted the beached half of the ship of firearms. However Another new country in the Wasteland, Calling Itself "The Federation of the Wasteland" discovered what the UDKNA were doing and seized control of the ship, during the battle Hague was killed and Cromwell swore revenge. However the distance between the ship and the controlled territories of the UDKNA was huge and so a operation to capture the rest of the ship would have to wait.

Over the next one hundred years the Country grew in size and infrastructure. Battles were fought and won, the population exploded, and San Antonio was slowly rebuilt. There are now farms and small factories building arms and armour, small mines digging out the raw materials to make new weapons. There is even a new Regiment of Armoured Vans equipped with 50' Cal HMGs and Anti-Tank Rifles which send all foes running in fear. As well as experiments into building Biplanes and Dirigibles to bomb enemies from the air.

Now it is 2288, Field Marshal Alexander Crockett Wellington is now King-President and is highly popular amongst the military and civilians alike. However he is at odds with the High Marshal Clint Morrison, who wises to expand Westwards, whereas Alexander wishes to slow down expansion. There is also General Charles Ironside Cromwell, Great-Grandson of Hannibal Cromwell and Commander of the 1st Infantry Division who wishes to expand into Corpus Christi and Eastwards to Huston.

10. Optional: Quest (To get in, to earn its perks, etc...)

The PC has to go though a Immigration test (Intelligence 60 OR They can hack into a databank with the answers) after meeting Immigration Officer Major Yamamoto Nimitz. After the PC becomes a citizen he is sent to a training camp where he'll meet the recruiting officer Colonel Garibaldi and explain that he cannot join the UAA because he has a more important Quest to do. Garibaldi decides to make an expedition in your case if you run a few errands for him (which culminates in fighting a group of Raiders attacking a Caravan), however you must do a training course at the end of your errands. (screen goes black, one month passes and your combat skills increase by 5).

When this is done you can then Join the Sheriffs, you meet High Marshal Morrison and his Aide Chuck Walker at the Alamo where the Marshals are based. You must do marshal training, which consists of a shooting gallery and a 30 Speech check (You also learn a new unarmed move in the final part). Chuck then makes you a Honorary Sheriff and asks you to bring back the Fingers of Criminals for money and XP.

At this point you can work your way up into the trust of the UDKNA, and you must choose which man should become the Next King-President by convincing candidates to stand down/kill them, rigging the election, or just walking away and letting things run themselves.
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NAtIVe GOddess
 
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Post » Tue May 17, 2011 2:53 pm

nice idea
I like it
but why are there 2 9's
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Chad Holloway
 
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Post » Tue May 17, 2011 12:38 am

Because I temporarily cannot count.
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pinar
 
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Post » Tue May 17, 2011 8:44 am

Catfish Mirelurk.... do not ever ever quote a post that long! x) Quote it, remove its content and add a . It'll take up too much space on one page.

Edit1: Other than that, it's an awesome and well thought out faction, fattoler :)


Edit2: Because I don't want to double post, my idea is this:
If Fallout 4 will introduce other methods of transportation (actively, not like a monorail) other than you feet, that is, vehicles and animal mounts, I'd like to see a huge raider gang dedicated to vehicles. Maybe they have their roots and headquarters in GM or Ford HQ in Detroit or something, or they just siezed a pretty much unscathed car factory or a huge garage, or they are just really good mechanics from birth (maybe even from a vault consisting only of different mechanics. There's no other option after the G.O.A.T.)
I don't know, but they'd raid the wastelands with both pre-war "restored" vehicles, custom built vehicles and a mix of both :) When they do urban combat, they put a huge truck with a cow catcher in the frontline, to clear the road of cars and other obstacles.
I'm really excited of seeing vehicles in Fallout 4, Mad Max/Doomsday style mixed with 50's design and SCIENCE!
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Benjamin Holz
 
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Post » Tue May 17, 2011 5:21 am

That sounds cool, I'd always like to see some transport as well as mounts in a Fallout game, and if we assume the American Car Industry did not go down the tubes like it has now :( I think it's very feasible. Also if the game was set in Detroit you could always pop over the border/state line to Canada...
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NAtIVe GOddess
 
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