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File: God Help Us.png (1.23 MB, 608x1696)
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A lot of people were really excited for the new millennium. Some were panicking about Y2K and others said that too much money was being spent to fix the issue for it to happen. Besides, fridges and planes didn't have advanced clocks in them.

But MREs can always be eaten later, and farmers, if they have the money, can save up produce, stockpile some firearms and ammunition, and buy a few months of gasoline ahead of time. You were more prepared than that, and so were plenty of "survivalists" and "preppers".

But none of you expected what actually happened, and now you're in the early spring woods of Wyoming, during the late 2000s, trying to cobble the world you knew back together.

Choose your faction / strongest ally

NORAD
Based in a heavily fortified, underground complex in Colorado Springs, NORAD serves as the last organized remnant of the splintered United States military and government. They represent humanity's greatest hope for reclaiming North America by spearheading the "Great American Bug Hunt" and utilizing their vast resources to supply and coordinate independent militias. To combat the alien threat, NORAD's scientists also develop radical, top-secret initiatives like living "Organitechnology" weapons, a trained psychic combat corps, and genetically modified human-Bug super-soldiers known as Splicers.

The League of Free Cities
Located primarily in the Pacific Northwest, the League of Free Cities is a loose federation of nine large, fortified bunker towns and numerous smaller survivalist settlements. These thriving communities share rudimentary trade routes, a cellular communication network, and a mutual defense pact that allows them to quickly unite and crush any attacking Bug swarms or Warlord gangs. Exceptionally well-stocked for the post-Meltdown world, the League boasts active mercantile exchanges, large caches of pre-collapse weaponry, and even a rudimentary air force of gliders and gyrocopters.

The Wyoming Free Irregulars
Led by the rough-and-tumble cowgirl Sortie McAuliffe, the Wyoming Free Irregulars are a legendary, rowdy militia made up of approximately 1,600 freedom fighters and survivalists. They are renowned as the first major "free army" to openly declare war on the alien Bugs, utilizing highly successful strike-and-fade guerilla warfare tactics. Their intense knowledge of the landscape and elite combat record have made them the most prominent independent human resistance force, earning them the unique honor of public death threats directly from the Bug invaders.
>>
Summary

In the world of Systems Failure, the Y2K computer glitch was not a simple technological hiccup, but the catalyst for a devastating alien invasion. On January 1, 2000, a race of trans-dimensional energy beings known as "the Bugs" used the world’s flickering power grids to breach the dimensional barrier. Resembling giant, monstrous insects, the Bugs possess the terrifying ability to convert their bodies into pure energy, allowing them to travel at near light speed through electrical hardlines and instantly take control of any electronic device or military vehicle. Because they feed on high-voltage electrical energy, they swiftly crushed Earth's conventional armed forces and seized control of the planet's power plants and communications networks, triggering a global societal collapse known as "The Meltdown."

By the year 2009, Earth is a shattered, post-apocalyptic wasteland. The remnants of the major cities have been transformed into "Bugtowns," heavily guarded power centers where millions of captive humans are herded like cattle. To maintain the power grids they feed upon, the Bugs use a parasitic larvae called "Silkworms" to lobotomize their human captives, turning them into docile, easily controlled zombies who operate the machinery. Outside these Bug-controlled zones lies "Free America," a sprawling, lawless frontier of ruined towns, hidden bunkers, and wilderness. Here, survival is a daily struggle not only against roaming Bug patrols, but also against ruthless human warlords, cutthroat "splatterpunks," and opportunistic bandits who prey on the desperate.

Despite the overwhelming odds, humanity refuses to go quietly into the night, sparking a massive, grassroots guerilla resistance known as "The Great American Bug Hunt." The heroes of this new world are a gritty, eccentric mix of hardcore survivalists, retro-tech mechanics ("Grease Monkeys"), wandering peacekeepers, and fanatic "Exterminators" who wage a relentless war against the alien occupiers. They are secretly backed by the remnants of the U.S. military operating out of a sealed-off NORAD base in Colorado. To combat the aliens' mastery of electronics, NORAD is reportedly reverse engineering the bugs technology against them, experimenting with gene therapy and steroids, along with furthering along late 1990s cutting edge military technology.
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>>6415186
>The Wyoming Free Irregulars
I FUCKING HATE BUGS
>>
>>6415186
>The Wyoming Free Irregulars
YEEHAW
>>
>>6415187
Is this in the same universe as those 'Taskforce Vanguard' quest things that kept popping up, or?
>Wyoming
>>
>>6415186
>NORAD
>>
File: Uniform_Tops_09.jpg (86 KB, 780x792)
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>>6415205
>>6415196
>>6415192
Climate and Biomes
As someone who has been living there for decades, you know that Wyoming is quite different from a lot of states. It's about two thirds "Cold Desert" and about a third "Prairie". Less than 10% or so are very high elevation, very thick, possibly very wet, Forests. Not Woodlands, which are thinner, but Forests.
https://dmap-prod-oms-edc.s3.us-east-1.amazonaws.com/ORD/Ecoregions/cec_na/NA_LEVEL_II.pdf

Camo Effectiveness
In the thickly forested areas, hunting camo and stocks of M81 US Woodland blend in quite well. OD green and various browns of the world fit in reasonably enough, especially with staining or vegetation mixed in.

For the cold deserts, tan and khakis do just fine, but there is debate over if the old "Chocolate Chip" six color is the best camo or the newer "Three Color Desert".

The Prairies and wheat fields (Which exist more in the Great Plains to the East), are debatable in color. Some say desert colors blend in well enough, with how sun-bleached the grasses are. Others say a new type of camo or some kind of camo from Africa or the Middle East is required. Still others say a copy of a hunting camo. Not that much manufacturing exists.

Camo options
(According to the source books and checking catalogues for the period)

Remaints of the military and national guard, along with the looting of bases and warehouses, allows for stocks of all the uniforms that were issued out to the military. Alongside that are uniforms from commercial copies and commercial sales from military suppliers.

All of the prices are for just the top (jacket).

Battle Dress Uniforms (new): started as low as $25. They could be a made of "Ripstop 100% Cotton", in M81 Woodland, Three Color Desert, or Tigerstripe. They also could be a single color, but made of any other of patented, fancy terms that just meant 65% polyester and 35% cotton ripstop.

Authentic, brand new, milspec BDUs: went as high as $36. They were coated to hide better under infrared, were made of 50/50 Nylon Cotton in either poplin (breathes more) or twill (Like jeans).

Hunting camos went for about $40 to $50.
>>
>>Side Choice
You will get extra XP and possibly have the chance to save money. The WFI fights in small companies and presumably they banded together over time and organically. Lets figure out what your band/bands were doing in that time.

>1.
Pick 5 uniforms that you bought before the chaos and carried in the first year of fighting. Any of the colors above, any of the weaves or fabrics. It is presumed you bought in bulk or replaced the uniforms as they wore out.

>2.
Do you ever try and get Light/Heavy Camouflage Coveralls (Jumpsuits)? It can be any color above except Woodland

The western part of the state will eventually be part of The League of Free Cities.
>3.
Do you focus on trying to aid them in rebuilding and stability, try to focus on raiding bug towns and armories to add to your supplies, numbers, and firepower, or try to do raids to the east into the Great Plains where food and bandits are more common?
>>
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>Why does this matter?

After a decade of fighting and the death or enslavement of 25-75% of humanity, there are major logistical issues plaguing the WIF and all of the remaining survivalists. The era of massive vehicles full of fuel, carrying every little thing a soldier might need, are long gone. Supplies are limited, and everything has to be carried by a person or beast.

>How bad is it
The average survivalist stockpiled about 7,000 dollars worth of equipment and gear, not even including some weapons, thousands of rounds of ammo, trade supplies, and precious metals. A lot of people didn't stockpile nearly as much.

So those supplies are going to get eaten up trying to outfit the WFI.

Fighting on foot is really slow, almost medieval, and the United States is about the size of Europe. Horses are faster, but they tire out quicker than people, which is how we caught them in the first place. Not only that, but people were breeding horses not for riding long distances or for pack duties, but for muscle and show.

Those proper types of horses exist now, but they are expensive ($2,500), usually only Survivalists had them, and they only had one.

One mule is $1,000 and carry a lot, but it's slow. Roman legionaries used to have one for every ten soldiers.

>TLDR

Stockpiles of equipment and barter are rather low, everything has to be carried, each uniform weighs like a kilo. Uniforms wear out and that costs money. Uniforms either blend in or they don't, and that can be dangerous. Carrying spares adds weight.

Something needs to be done.

>>>Choose 1 of the following

>>Focus on trying to better differentiate yourself from the other factions, the bugged former-soldiers, and rag-tag bands or bandits. This helps with identification, growing your faction, and building up a reputation.

>>Focus on trying to husband resources and being self-sufficient. You might end up looking like other factions, and this might be deliberate.
>>
>>6415282
Oh. It is that TaskForce Vanguard. Not to be a downer but you should really learn from your other attempts and make this an actual quest not just the weird extension of your ttrpg game or whatever
>>
>>6415288
I don't think RPGs involve running part of a faction, but okay.

There is 5 to 9 years to play through.
>>
>>6415282
>>Focus on trying to husband resources and being self-sufficient. You might end up looking like other factions, and this might be deliberate.

Would still have access to retro tech. Also mechanical, chemical, and biological. Lack of manpower is gonna suck the most.
>>
File: Wyoming.png (27 KB, 428x344)
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I forgot to post the little picture of the state.
>>6415506
The technological baseline for most areas is from between 1850 to 1880, around where the Amish were self-sufficient. This is right before the start of the Second Industrial Revolution.
>>
The Bugs took all the major cities, along with any serious electrical infrastructure. The northwest of the state has coal fields, where bugged and enslaved humans are rumored to be slaving away to produce power for the addicted Bugs.

In the first few years Free Humans coalesce in places with available water, fleeing from major population centers that are written off. Wyomings third largest settlement is west of Cheyenne and South of Casper.

The western part of the state can be very dry, but where people can live the beginnings of the Free Cities are rising.
-
-
I will look at our options for being self sufficient. I was hoping the other available choices would draw some interest.
>>
While I figure out what happened and get some new choices, how about I lay out an easy one.
>>6415506
What is the name of this company or battalion that will someday fold into the WFI?

Most votes in the next 24 to 48 hours, or before I update tonight (if the name is good).
>>
>>6415506
Survivalists, militiamen, and bunkerlords are famous for their ability to shoot, even doing trick shots and shooting accusations from moving horses. They are also well known to have deep stocks of supplies.

But just as important is their survival knowledge and training. While many of them have former US military basic training or obtained something similar, they're far more versed in tracking, navigation, and a few from hunting, gathering, preserving food, and skinning animals.

But there often are former jobs that provide skills and a whole second set of skills learned during and after the world ended.

And uh, hmmm

>>Second or first most common Background for the battalion or company

If you interact with the side choices I will let you pick something overly represented in the milita.

Otherwise, roll 1d100
>>
File: Where Is The Power.png (270 KB, 1024x640)
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>>Decision Time, most in 24-48 hours!

In the first year after the power went out, people didn't know what to do. There was panicking at first, but as the supply chains began to fall apart from there, people began to turn on each other.

Millions were beginning to freeze to death, and people began to fight over firewood and food.

>>1. Focus on hunting and gathering, along with trying to isolate, live off the land, and keep the locations of whatever supplies exist hidden. If supplies and items can be moved, move them.

>>2. Try to stock up with chopped, split, and drying firewood; along with preserved game and roots, during the spring, summer, and fall months. Shoot anyone who tries to get food from you and won't leave.

>>3. Same as 2, only you will trade surplus stocks and production, or items that might go bad, in exchange for other materials, labor, weapons, and items that are important to you.

>>4. Same as 1, only you try and ambush or counter-hijack groups of rising splatter punks. Who will get mad at you about less mouths to feed and less wolves roaming?

>>5. Focus on 3 but if you see chances to ambush and rob some bandits or bugs, you go for it.



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