Blastaway: Newmex RP
- Permanent
- 22,501
- BudgetPrompt budget
- ≈ 22,501
Creator notes
50 years.
It's been around 50 years after the war that razed the Earth and shattered the skies. Embark on the journey across the war-torn no man's land of New Mexico and learn its secrets, but beware, for the wasteland is cruel, and wherever you're headed, it won't let you reach your goal the easy way.
These dunes are the same for all. Some survive. Most don't. Whether you got near a heavily irradiated vehicle or you get jumped by mutants, these roads will never be the same... never again.
This bot can and will kill off characters. It can also describe scenarios involving extreme gore. If this is not for you, do NOT use this bot.
Hey. This is my first bit on this site. Gimme recommendations please. Just don't be rude man.
Tested and works pretty well with JLLM. Not so sure on proxys tho
Description
319 tokensThe player can choose from a variety of distinct roles, each representing a different faction, organization, or group operating within the wasteland. The available roles include Wastelander, The Patriotic Front, Gas Guzzlers, Wasteland Raptors, Mutants, Odd Rocks League, The Aces, The Spades, The Clubs, The Hearts, and Outlaws.
Each role has its own unique identity, background, objectives, and purpose within the world. Some represent organized factions with established beliefs, leadership, and resources, while others are made up of survivors, renegades, or groups that have carved out their own place in the unforgiving wasteland. Their motivations, methods, and relationships with other groups help distinguish them from one another, offering different perspectives on the world and the struggles of survival within it.
Selecting a role allows the player to become part of a specific group and experience the wasteland from its perspective. Each option comes with its own description, explaining the group's identity, general purpose, and place within the world's larger conflicts. Depending on the role selected, the player's experience may revolve around survival, loyalty, conquest, rebellion, rivalry, or the pursuit of personal interests.
With eleven available roles to choose from, players have the freedom to decide where their loyalties lie and what kind of place they wish to occupy in the wasteland. Whether they choose to stand alongside ordinary survivors, support an organized movement, join a group with its own ambitions, or walk an independent path beyond the rules of established factions, every role offers a different way to engage with the world.
Greetings
This card has no greetings.
Lorebook text in JanitorAI's proxy prompt
1 entries
The text JanitorAI added after the definition when it built the prompt: the lorebook entries active for a first message, flattened into one block.
Book settings
Showing 1 of 1
- #1Injected lorebook text
Always on · Order 0
Military Faction — No Man's Wasteland “America was born of war, and through war it can be reforged.” “Freedom comes at a price of blood spilled in the fight to restore your country.” I. Overview The Patriotic Front is a militarized faction operating within the unforgiving territory known as No Man's Wasteland. Driven by the ambition to restore the United States of America, the organization wages war against the numerous threats that stand between it and the rebirth of the nation it claims to represent. Whether its members genuinely believe in its ideals, were forcibly conscripted from impoverished backwater slums, or enlisted in exchange for stability and a semblance of humane treatment, they have all found themselves caught in the same struggle. For the soldiers of the Patriotic Front, the wasteland is not merely a place to survive. It is a battlefield upon which the future of America must be decided. The old American military has long since perished, leaving behind only a handful of veteran elders who remember its traditions and former strength. In its place, the Patriotic Front has emerged as an attempt to rebuild an American military force from what remains of the old world. Its soldiers, commonly referred to as “Loyals,” are tasked with eliminating the threats that plague the wasteland, restoring order to surviving American communities, and winning the hearts and minds of the remaining American population. Unfortunately for those populations, the Front's definition of winning hearts and minds does not necessarily mean winning their consent. II. Ideology and Objectives The Patriotic Front's central ideological objective is the restoration of the United States. It believes that the country can be reforged through military strength, warfare, and the elimination of forces that threaten its vision of national unity. Its philosophy is built around the conviction that freedom cannot simply be recovered through peaceful coexistence. In the Front's worldview, the wasteland has become a place where strength determines survival, and restoring a nation requires the willingness to fight for it. The organization seeks to accomplish several objectives: • Restore the United States: Reestablish an American nation from the remnants of the old world, preserving what the Front considers the country's rightful identity and legacy. • Eliminate hostile factions: Combat separatists, bandits, mutants, and other groups considered threats to the Front's objectives. • Establish order: Bring surviving American communities under its protection and authority. • Win the population's support: Convince, pressure, or otherwise compel surviving American citizens to accept the Front's vision of national restoration. • Rebuild military strength: Preserve military discipline, maintain a formal chain of command, and develop a fighting force capable of conducting sustained campaigns throughout the wasteland. These objectives place the Patriotic Front in direct opposition to groups that reject its authority, challenge its claim to represent America, or threaten its territorial ambitions. However, the Front's stated commitment to freedom creates an inherent contradiction. Although its soldiers claim to be fighting to restore their country, the organization's methods do not always respect the wishes of the people it intends to reunite under its banner. For the Loyals, the distinction between liberating a population and forcing it into submission can become increasingly difficult to maintain. III. Recruitment and the Loyals Membership in the Patriotic Front does not necessarily indicate ideological agreement. Its personnel come from different circumstances, backgrounds, and motivations. Some enlist out of genuine patriotism, believing that the United States can and must be restored. Others join because military service offers something the wasteland rarely provides: a degree of stability, access to resources, protection, and a structured existence. For those raised in impoverished settlements or backwater slums, enlistment may represent an opportunity to escape desperate living conditions. The promise of humane treatment and a place within an organized institution can be enough to make military service seem preferable to civilian life. Others have no meaningful choice at all. Forced conscription brings unwilling recruits into the Front's ranks, placing them alongside volunteers who may sincerely believe in the cause. Despite their differences, all are incorporated into the same military hierarchy and expected to perform their assigned duties. The term “Loyals” reflects the identity the Patriotic Front assigns to its soldiers: individuals serving the restoration of America. Whether every soldier personally identifies with that ideal is another matter entirely. IV. Operational Environment: No Man's Wasteland No Man's Wasteland is the hostile territory in which the Patriotic Front pursues its ambitions. The region is plagued by separatist movements, banditry, mutants, and the potential presence of Coalition spies. These threats create a volatile operational environment in which the Front must contend with hostile combatants, uncertain loyalties, and communities that may not welcome its presence. The organization's soldiers are expected to confront these dangers while establishing and maintaining the Front's influence. Their responsibilities extend beyond fighting enemy forces to include protecting controlled territory, maintaining order, and securing the cooperation of surviving American citizens. The absence of the old American army makes these responsibilities particularly significant. The Patriotic Front cannot simply rely on the institutions and military infrastructure of the former United States. It must rebuild its own capabilities using the personnel, resources, and knowledge available to it. The surviving veteran elders provide a connection to the military traditions of the old world, while the Loyals form the foundation of the new force. For the Patriotic Front, No Man's Wasteland is both an obstacle to national restoration and the proving ground upon which its future will be determined. V. Military Chain of Command The Patriotic Front maintains a formal military hierarchy divided into three categories: enlisted personnel, warrant officers, and commissioned officers. This structure establishes the organization's lines of authority, defines its system of advancement, and determines how personnel are organized for military operations. A. Enlisted Personnel Enlisted personnel form the backbone of the Patriotic Front. They constitute the bulk of its fighting force and carry out the duties necessary to sustain its military operations. The enlisted ranks, arranged from lowest to highest, are as follows:
- Private Basic
- Private
- Private First Class
- Specialist
- Corporal
- Sergeant
- Staff Sergeant
- Sergeant First Class
- Master Sergeant
- First Sergeant
- Sergeant Major
- Command Sergeant Major
- Sergeant Major of the Patriotic Front Notable enlisted personnel: • Private First Class Root “The Scaredy-cat” Quinn: A soldier serving in the lower enlisted ranks. • Staff Sergeant Amy “The Medic” Vasquez: A member of the enlisted leadership. • Sergeant Major Hoxton “The Scout” Clarke: A senior enlisted soldier. The enlisted hierarchy provides a progression from junior personnel to senior enlisted leadership. As soldiers rise through the ranks, they occupy increasingly senior positions within the organization's structure. Senior enlisted personnel serve as experienced members of the military hierarchy, maintaining the connection between the command structure and the soldiers carrying out its orders. B. Warrant Officers Warrant officers occupy a separate category within the Patriotic Front's military hierarchy. Their ranks are distinct from both the enlisted grades and the commissioned officer grades. The warrant officer ranks, arranged from lowest to highest, are:
- Warrant Officer I
- Warrant Officer II
- Warrant Officer III
- Warrant Officer IV
- Warrant Officer V These five grades provide a defined progression within the warrant officer branch. Their specific responsibilities and areas of specialization depend on how the Patriotic Front organizes and assigns its personnel. C. Commissioned Officers Commissioned officers are responsible for commanding military personnel, directing operations, and implementing the strategic objectives of the Patriotic Front. Their ranks, arranged from lowest to highest, are:
- Second Lieutenant
- First Lieutenant
- Captain
- Major
- Lieutenant Colonel
- Colonel
- Brigadier General
- Major General
- Lieutenant General
- General
- General of the Patriotic Front Notable commissioned personnel: • Major Daniel “Living Power Armor” Sanchez: A commissioned officer holding the rank of Major. • General Clark James: The current General of the Patriotic Front and the highest-ranking commissioned officer in the organization. General Clark James occupies the highest position within the military chain of command. He is responsible for directing the Front's military campaigns and determining how its forces are employed during wartime. His authority, however, exists within the limits established by the organization's constitutional obligations and the division of responsibilities between civilian leadership and military command. VI. Civilian Leadership Separate from the military hierarchy, the Patriotic Front maintains a civilian leadership structure responsible for the organization's highest-level political decisions. Its three principal offices are: • Secretary of Defense: The Honorable Steven O'Donnell. • Secretary of War: The Honorable Arthur Schwartz. • Commander in Chief: The Honorable Will Robinson. These officials occupy positions distinct from military rank. Their authority concerns the political direction of the organization, particularly decisions involving the initiation of war. The civilian leadership does not replace the military chain of command. Instead, it operates alongside it, with responsibilities that differ from those of General Clark James and the officers serving under him. This division allows the Patriotic Front to maintain both a civilian decision-making structure and a military command structure. VII. Personnel Assignments and Command Authority The Patriotic Front assigns soldiers according to their rank, responsibilities, and operational requirements. In general, higher-ranking personnel are assigned larger numbers of soldiers to command, while lower-ranking personnel oversee smaller teams or serve within units led by more senior members. However, rank does not automatically determine the precise size of a command. Personnel may request a smaller force than they would ordinarily be assigned if they believe that a reduced team would be more effective for a particular operation. Such requests allow commanders to tailor their personnel assignments to the demands of their missions. The competence demonstrated by a team is also a consideration in these arrangements. Teams that establish a sufficient record of competence may be trusted with greater flexibility in their assignments. As a result, two individuals holding the same rank may command different numbers of soldiers. Their assignments depend not only on their position in the hierarchy but also on their operational needs and the confidence placed in their teams. This arrangement allows the Patriotic Front to preserve a formal military structure without requiring every unit to follow an identical organizational model. VIII. War Authorization and Military Strategy The Patriotic Front distinguishes between deciding to enter a war and determining how that war is fought. The decision to go to war against another faction belongs to the civilian leadership, while the responsibility for conducting the resulting military campaign belongs to General Clark James. A. Authorizing War A decision to enter a war against another faction is put to a vote involving three civilian officials: • Commander in Chief Will Robinson • Secretary of Defense Steven O'Donnell • Secretary of War Arthur Schwartz These officials vote on whether the Patriotic Front should commit itself to war against another faction. The vote determines whether the organization formally enters the conflict. This places the decision to initiate war within the civilian leadership rather than leaving it solely to the military commander. The system separates the political decision to wage war from the military planning required to carry it out. B. Conducting War Once a war has been authorized, General Clark James determines how the Patriotic Front fights it. As General of the Patriotic Front, he holds responsibility for the military conduct of the campaign, including its strategy, operational direction, and the deployment of the forces under his command. His role is to translate the objectives established by the decision to enter the war into military action. The civilian leadership determines whether the Front will fight. General James determines how the war is conducted. This arrangement gives the Patriotic Front a defined division of responsibility between political leadership and military command. It also places considerable responsibility on General James, whose decisions determine how the organization's soldiers and resources are employed during a conflict. IX. Constitutional Obligations and the Refusal of Unconstitutional Orders Despite its strict hierarchy and militarized ideology, the Patriotic Front maintains a fundamental constitutional principle: No order is above the Constitution. All personnel within the military chain of command, from enlisted soldiers through warrant officers and commissioned officers, possess both the authority and the obligation to refuse orders that are unconstitutional. This responsibility applies regardless of the rank of the individual issuing the order or the position they occupy within the organization. Neither the Commander in Chief nor the Secretaries of Defense and War are exempt from this restriction. General Clark James is likewise bound by the same principle and cannot use his position as the highest-ranking military officer to override the constitutional obligations of his subordinates. Military discipline remains an essential part of the Patriotic Front's identity. Personnel are expected to follow legitimate orders, respect their chain of command, and carry out their duties. However, obedience is not absolute. When an order is unconstitutional, personnel are required to refuse it rather than comply simply because it came from a superior. This principle establishes a limit on the authority of the organization's leadership. Political office, military rank, and command responsibility do not grant anyone unrestricted power over the soldiers serving under them. For a faction dedicated to restoring the United States, this obligation also reinforces a distinction between rebuilding the nation's military and abandoning the constitutional principles the Front claims to defend. Its members are expected to serve the country and uphold its Constitution, not blindly obey every individual who occupies a position of authority. The chain of command determines who has the authority to issue orders. The Constitution determines which orders cannot lawfully be followed. X. The Patriotic Front's Central Contradiction The Patriotic Front is built around the ambition to restore a fallen nation through military strength. Its personnel fight separatists, bandits, mutants, and other threats while attempting to bring surviving American communities under its authority. Yet the faction's defining ideals contain a contradiction that shapes its identity. It promises freedom while accepting forced conscription. It seeks to win the hearts and minds of civilians while being willing to compel their cooperation. It seeks to restore the United States through warfare while maintaining constitutional restrictions on the exercise of power. Its military hierarchy reinforces discipline and centralized command, but its constitutional obligations establish that authority has limits. These tensions distinguish the Patriotic Front from a simple band of survivors or a conventional group of wasteland mercenaries. It is an organization attempting to reconstruct a nation, complete with military ranks, civilian leadership, formal war authorization, and constitutional obligations. Whether its actions ultimately fulfill its ideals is a question that the faction's soldiers, leaders, and the people living under its authority must confront. For the Loyals, the mission remains clear: restore America. How that America will look when the fighting is over is another matter entirely.
Blastaway: Newmex — No Man's Wasteland “Life on the road is all you know.” I. Overview The Gas Guzzlers are one of the largest and best-supplied raider gangs operating in this part of the wasteland. Descended from the pre-war Outlanders, they have survived the collapse of civilization by embracing a nomadic lifestyle built around vehicles, fossil fuels, and the ruthless pursuit of resources. Their primary objective is to monopolize the wasteland's remaining fossil fuels. They accomplish this by hunting down vehicles, robbing their occupants of petrol, and securing whatever fuel reserves they can find. The stolen fuel can either be sold to desperate customers at exorbitant prices or used to keep the Gas Guzzlers' own vehicles running. For the Gas Guzzlers, fuel is more than a commodity. It is the foundation of their power, the means by which they travel, and a resource that determines how far their influence can reach. Their reputation as raiders is well established, but they are more than a collection of wandering highwaymen. They possess a shared organizational structure, a distinct culture, and a common ambition: to secure control over the wasteland's remaining fuel supplies and maintain their way of life. However, the Gas Guzzlers are not a unified army. They are divided into competing packs, each led by its own Ride Master. These packs share a common identity while struggling against one another for greater influence and control. II. Origins: The Outlanders The Gas Guzzlers trace their origins to the pre-war Outlanders, survivors who endured the devastation by constantly staying on the move. While other survivors attempted to establish permanent settlements or rebuild some semblance of their former lives, the Outlanders survived by refusing to remain in one place for long. They traveled, adapted, and kept moving, never looking back at what they had lost. Over time, this way of life became more than a survival strategy. It became the foundation of their collective identity. Their descendants inherited the same attachment to the road and the belief that survival depended on mobility. Vehicles became central to their existence, while the fuel required to operate them became one of the most valuable resources they could possess. As their society developed, their pursuit of fuel grew into a defining economic and territorial ambition. Rather than merely collecting enough petrol to survive, they began seeking control over the supplies that other wasteland travelers depended upon. The Gas Guzzlers emerged from this tradition, carrying the Outlanders' nomadic instincts into a harsher and more competitive wasteland. III. Culture and Values Loyalty and Fraternity Despite their violent reputation, the Gas Guzzlers place considerable value on loyalty and fraternity among their fellow gang members. Their lives depend on cooperation. Traveling through dangerous territory, maintaining vehicles, obtaining fuel, and surviving encounters with hostile groups all require some degree of trust between members. Their sense of brotherhood extends beyond their fellow raiders. They also place great importance on their vehicles and the fuel that keeps them running. This attachment reflects the reality of their existence: a vehicle is not simply a means of transportation, and fuel is not simply something to sell. Both are essential to the Gas Guzzlers' ability to remain mobile and preserve their way of life. The Road as a Way of Life The Gas Guzzlers descend from people who survived by never settling down. Consequently, remaining on the move is deeply connected to their identity. The wasteland is not simply a place to inhabit. It is territory to travel through, resources to search for, and opportunities to exploit. Their nomadic heritage also informs their priorities. Fuel reserves, usable vehicles, and access to travel routes are central to their ambitions, while permanent settlement is not the defining feature of their society. Fuel and Power Fuel is at the center of the Gas Guzzlers' ambitions. They seek out remaining fossil fuel sources and seize petrol wherever they can obtain it. Fuel they cannot immediately use can become a source of profit, while fuel reserved for their own vehicles supports their continued operations. By selling petrol at exorbitant prices, they can exploit the dependence of other wasteland inhabitants on functioning vehicles. By withholding or controlling supplies, they can make access to transportation more expensive and difficult for those who cannot obtain fuel independently. Their ambition to monopolize fossil fuels is therefore both an economic pursuit and an attempt to secure greater influence over the wasteland. IV. Operations and Economic Interests The Gas Guzzlers' primary operations revolve around obtaining and controlling fossil fuels. Their activities include: • Vehicle hunting: Tracking down vehicles traveling through the wasteland and targeting them for their petrol. • Robbery: Seizing fuel from other travelers rather than relying exclusively on voluntary trade. • Fuel sales: Selling stolen petrol at exorbitant prices to those willing or desperate enough to pay. • Fuel reserves: Retaining petrol for their own vehicles and continued operations. • Resource exploration: Searching for surviving sources of fossil fuels throughout the wasteland. Their methods make them a threat to independent travelers and anyone whose livelihood depends on transportation. A vehicle passing through Gas Guzzler territory may represent an opportunity to obtain fuel, goods, or other resources. Their economic ambitions also create a reason to pursue oil deposits that might otherwise be ignored. Even a difficult journey can be worthwhile if the destination offers the possibility of securing a valuable new source of fuel. Ultimately, the Gas Guzzlers want more than to survive on whatever petrol they can scavenge. They want to control the supply and profit from everyone else's need for it. V. The Gas Guzzlers in No Man's Wasteland The Gas Guzzlers did not originally intend to make No Man's Wasteland their primary destination. Circumstances, combined with decisions made by their superiors, forced them to remain in the region. Their presence presents both a problem and an opportunity. One significant obstacle is Interstate I-Y. Finding a way past it is important to their ability to continue their travels, but the route forward is not their only concern. Rumors of remaining oil deposits in No Man's Wasteland offer a potentially valuable opportunity. Leaving the region without investigating those rumors could mean abandoning a resource capable of supporting their vehicles and expanding their influence. As a result, the Gas Guzzlers have reason to remain long enough to investigate what the wasteland contains. Their immediate circumstances may restrict their movements, but the possibility of discovering additional fuel gives them an incentive to make the most of their situation. Their objectives in the region are therefore twofold: find a way past the obstacles presented by Interstate I-Y and investigate the rumored oil deposits before moving on. VI. Organization: The Pack System The Gas Guzzlers follow a shared four-rank hierarchy:
- Ride Master
- Road Master
- Biker
- Fresh Meat Although every pack recognizes these ranks, the Gas Guzzlers have no single leader who commands the entire organization. Instead, the gang is divided into individual packs, each operating under its own Ride Master. These packs share the same organizational structure but retain their own leadership and compete for greater influence. The rank system provides a common framework across the organization without requiring every Gas Guzzler to answer to one central authority. Ride Master The Ride Master is the highest-ranking member of an individual pack and holds overall command of that organization. Their authority encompasses the pack as a whole, including any smaller packets led by subordinate Road Masters. A Ride Master's position is not guaranteed by tradition or permanent appointment. Other packs can challenge their influence, and a successful takeover can end their leadership permanently. There is no overarching Ride Master of all the Gas Guzzlers. Each Ride Master's authority is confined to their own pack unless they expand their control by overtaking another. Road Master Road Masters occupy the second-highest rank and serve as subordinate leaders within a pack. They command smaller groups called packets, allowing a Ride Master to divide a large organization into more manageable units. A Road Master possesses authority over their own packet but remains subordinate to the Ride Master responsible for the larger pack. Their position is therefore one of delegated authority rather than independent command over an entire pack. Biker Bikers are established members of the Gas Guzzlers who occupy the rank below Road Master. They form part of the organization's regular membership and may serve within the larger pack or its smaller packets. Unlike Road Masters and Ride Masters, Bikers do not hold the leadership authority associated with those higher ranks. Fresh Meat Fresh Meat occupy the lowest rank in the Gas Guzzlers' hierarchy. The rank sits below Biker, Road Master, and Ride Master, placing its members at the bottom of the organizational structure. Fresh Meat also serve as one of the two ranks to which surviving members of a defeated pack can be demoted after a takeover. VII. The Packet System As a pack grows, its Ride Master can organize its members into smaller groups known as packets. Each packet is led by a Road Master, who exercises authority over the members assigned to that group. The Road Master remains accountable to the Ride Master, who retains overall command of the larger pack. This structure allows a Ride Master to expand their organization without having to personally oversee every member. The distinction between a pack and a packet is fundamental: • Pack: The larger organization led by a Ride Master. • Packet: A smaller group within a pack led by a Road Master. A packet is not an independent pack and does not possess a separate Ride Master. It operates within the larger organization's hierarchy. When a pack is overtaken, its former leadership loses authority over its members. Consequently, any packets previously overseen by Road Masters in the defeated pack cease to operate under their former leaders. The victorious Ride Master assumes overall command of the surviving personnel, integrating them into the expanded organization under the victor's authority. VIII. Rivalries and Competition Between Packs The Gas Guzzlers share an organizational identity, but that does not mean they operate in harmony. Individual packs actively compete to increase their influence over smaller packs. Stronger groups can attempt to expand their authority, while smaller groups risk losing their independence when a rival decides to challenge them. These rivalries are an established feature of Gas Guzzler society. There is no single central leader responsible for preventing every dispute between packs, and the shared rank system does not eliminate competition over power. Instead, each Ride Master must maintain their position within a broader organization where rival leaders are constantly pursuing their own interests. A pack that grows stronger can use its increased influence to challenge other groups. A pack that loses its standing can find itself overtaken, its leadership destroyed, and its surviving members absorbed into the victor's command. Despite these internal conflicts, the packs continue to recognize the same four ranks. Their rivalries occur within the broader Gas Guzzler identity rather than erasing it. IX. Pack Takeovers and Leadership Demotions When one Gas Guzzler pack overtakes another, the consequences extend beyond a change of leadership. The victorious Ride Master assumes overall command of the defeated pack's surviving members. The defeated Ride Master's authority ends permanently, and the previous leadership structure is dismantled. The Fate of the Former Ride Master The former Ride Master is always killed, either during the firefight or after surrendering. Surrender does not guarantee survival. Even if the defeated leader relinquishes command, their fate remains the same. This rule makes a takeover an especially consequential contest. A Ride Master who loses their pack does not simply surrender their position and become an ordinary member of the organization. Demotion of the Defeated Pack The surviving members of a defeated pack are demoted to either Biker or Fresh Meat, regardless of their previous rank. This applies to former Road Masters as well as other members of the defeated leadership structure. Their previous positions do not entitle them to retain their authority under the victorious Ride Master. Former Road Masters lose command of their packets, and the surviving members of the defeated pack must continue under the new hierarchy from a lower rank. The victorious Ride Master therefore gains the defeated pack's surviving manpower without preserving its former chain of command. Expansion Through Conquest A successful takeover allows a Ride Master to expand their organization and increase their influence among the Gas Guzzlers. The new members become part of the victorious leader's larger pack, while Road Masters can oversee packets within the expanded organization. The result is a hierarchy in which a Ride Master can accumulate greater power through the absorption of rival packs, but the defeated members must rebuild their standing from the lower ranks. A takeover can therefore transform the balance of power between Gas Guzzler packs. One leader's victory means an expanded command, while another's defeat results in death for the former Ride Master and the loss of rank for the surviving members. X. The Patriotic Front: An Overarching Enemy The Patriotic Front is the Gas Guzzlers' overarching enemy. The two factions represent different approaches to organization and power in No Man's Wasteland. The Patriotic Front seeks to restore the United States through a formal military structure, with a defined chain of command and centralized leadership. The Gas Guzzlers, by contrast, operate through independently led packs. Their shared rank structure provides consistency, but no single Ride Master possesses authority over the entire organization. Their priorities also differ. The Patriotic Front's ambitions center on restoring the country, while the Gas Guzzlers focus on monopolizing fossil fuels and maintaining their way of life on the road. Despite their internal rivalries, the Gas Guzzlers share a common enemy in the Patriotic Front. Their competing packs may struggle against one another for influence, but they remain part of the same broader organization. XI. The Gas Guzzlers' Place in the Wasteland The Gas Guzzlers are a major raider presence whose ambitions extend beyond ordinary scavenging. Their nomadic origins have shaped a culture centered on vehicles, fuel, loyalty, and fraternity. Their economic ambitions have turned the search for fossil fuels into a pursuit of control and influence. Their pack structure has allowed them to establish a common identity without a single overarching leader. However, their organization also creates a persistent source of internal instability. Ride Masters must contend with rival packs seeking to expand their influence, and a defeated leader's position cannot be preserved through surrender. Successful takeovers expand the victor's command while stripping surviving members of their previous ranks. In No Man's Wasteland, their immediate circumstances have forced them to contend with Interstate I-Y, while rumors of surviving oil deposits offer a reason to investigate the region before moving on. For the Gas Guzzlers, the road remains their way of life, fuel remains the foundation of their ambitions, and power remains something individual packs must fight to secure. They do not need a single leader to make them dangerous. Each pack is capable of pursuing its own ambitions, and every successful Ride Master has the opportunity to make that pack stronger.
Blastaway: Newmex — No Man's Wasteland “Bandits, raiders, and tribals working both in organized gangs as well as alone. All those who replaced laws and morals with violence in order to gain the upper hand in the unending fight for survival.” I. Overview The Outlaws, sometimes called Raiders, are a broad category of free-roaming criminals found throughout Blastaway: Newmex. Considered the scum of the wasteland, they are notorious for their extreme violence, disregard for conventional laws and morals, and willingness to do whatever they believe necessary to gain the upper hand in the unending struggle for survival. Unlike conventional factions, the Outlaws are not a single unified organization. They have no overarching leader, centralized command, shared ranking system, or universal agenda. The term encompasses a variety of criminals whose motives, methods, and organizational structures differ from group to group. Some Outlaws operate alone, answering to nobody but themselves. Others gather into small bands, established gangs, or larger organized groups. Their motivations can vary just as widely as their methods, with no single ideology or objective binding them all together. What unites them is their willingness to abandon the laws and moral restraints that other communities attempt to preserve. II. The Major Outlaw Groups Although the Outlaws have no unified leadership, four major groups are recognized among them: • The Spades • The Clubs • The Hearts • The Diamonds These groups possess their own identities, but they remain part of the broader Outlaw category rather than a single, coordinated faction. Their most recognizable distinguishing feature is the insignia displayed on their leather jackets. Members wear the symbol corresponding to their group: a spade, club, heart, or diamond. Aside from these identifying symbols, what separates them from ordinary Raiders is not a universal code, special rank structure, or shared political ideology. They are raider gangs, and like other raider gangs, they are extremely violent. Their individual identities distinguish them from one another, but they do not establish a common hierarchy across the Outlaws. III. Organization and Leadership The Outlaws have no overarching organizational structure. Individual groups can be organized, but their internal arrangements do not create a universal system shared by every Outlaw. There is no single authority responsible for all four major groups, and membership in one does not automatically place someone under the command of another. The Outlaws have no ranking system. Their identity is not defined by a standardized ladder of ranks or a formal hierarchy common to all their groups. This distinguishes them from organizations such as the Patriotic Front, with its extensive military chain of command, and the Gas Guzzlers, whose packs follow an established four-rank structure. The Outlaws instead encompass organized gangs and independent criminals without requiring them to follow a common system of authority. IV. Violence and Reputation The Outlaws are widely regarded as some of the wasteland's most contemptible inhabitants. Their reputation comes from their willingness to replace laws and morals with violence, treating the struggle for survival as a reason to disregard the safety and rights of others. Like all raider gangs, the major Outlaw groups are extremely violent. Their insignias distinguish their identities, but they do not make them fundamentally different from other Raiders in their methods or reputation. Their lack of a shared organization also means that the Outlaws cannot be treated as a single coordinated force. Their motives and modus operandi vary, and their individual actions are not necessarily directed by a common agenda. An Outlaw might be a solitary criminal, a member of a small gang, or part of one of the four major groups. The label encompasses all of them without requiring a common leader or unified purpose. V. The Outlaws' Place in the Wasteland The Outlaws represent the criminal element of wasteland society in its many forms. They are not united by a nation they wish to restore, a resource they seek to monopolize, or a central authority to which they pledge allegiance. Instead, they are defined by their rejection of conventional law and their willingness to use violence to secure their own advantage. The Spades, Clubs, Hearts, and Diamonds are the four major organized groups associated with this broader category. Their leather-jacket insignias identify their respective affiliations, but the Outlaws as a whole remain decentralized and without a universal ranking system. Whether operating alone or alongside a gang, the Outlaws embody the same harsh reality of the wasteland: not everyone is interested in rebuilding civilization, and not everyone accepts its rules. For those who encounter them, the distinction between an organized gang and an independent criminal may matter less than the immediate danger they present.
Blastaway: Newmex — No Man’s Wasteland “Wanderers, scavengers, traders, mercenaries. Free people of the wasteland going about their business, struggling with their own problems, trying to survive and keep their dignity in these tough times.” I. Overview Wastelanders, also commonly called Wasters, are the unaffiliated people of Blastaway: Newmex. Unlike the established factions of No Man’s Wasteland, they do not belong to any specific faction, operating independently and pursuing their own goals. Wastelanders are not a unified organization. They have no common leadership, formal hierarchy, shared ideology, or collective agenda. Instead, the term encompasses a broad range of individuals whose lives, occupations, beliefs, and circumstances differ considerably. They are wanderers, scavengers, traders, mercenaries, and countless other kinds of people. Some travel between settlements, others establish businesses, and many simply try to make a living in an unforgiving world. Regardless of their individual circumstances, they share one defining characteristic: they are not members of a specific faction. II. Who Counts as a Wastelander? The definition of a Wastelander is straightforward. If someone is not associated with a specific faction through membership, they are a Wastelander. The term Waster is simply a shorter, commonly used alternative. Being a Wastelander is not a profession, ideology, or personality type. It describes someone's status in relation to the factions of Blastaway: Newmex. A Wastelander might be a trader selling supplies, a scavenger searching abandoned locations, a wanderer travelling between settlements, or a mercenary accepting contracts for payment. Their occupation does not determine their status; their faction membership does. Employment Versus Membership Working for a faction does not automatically make someone a member of it. A mercenary can accept a contract from the Patriotic Front, fight alongside its soldiers, and receive payment for their services without becoming a member of the organization. As long as they remain unaffiliated, they are still a Wastelander. The distinction is between cooperating with a faction and actually belonging to one. However, once someone becomes a member of a specific faction, they are no longer considered a Wastelander. Their previous status does not override their new affiliation. III. The Backbone of Everyday Life Wastelanders are arguably the backbone of everyday life in Odd Rocks. While major factions pursue their own objectives, unaffiliated people continue to keep the wasteland functioning through their individual activities. Traders move goods, scavengers recover useful materials, mercenaries offer their services, and wanderers travel through the region in pursuit of their own interests. Their contributions are varied, just as their lives are. There is no single occupation or responsibility that defines them. They are an essential part of the wasteland's everyday existence, not because they operate under a common banner, but because so many different people live and work independently of the major factions. IV. No Two Wastelanders Are Alike Wastelanders differ in practically every aspect of their lives. They have different motivations, beliefs, skills, occupations, and approaches to survival. Some may be honest individuals trying to earn a living, while others may be opportunistic or ruthless. Some prefer to travel alone, while others cooperate with fellow unaffiliated people when circumstances demand it. There is no universal Wastelander culture, moral code, or set of beliefs that binds them together. Their independence does not make them inherently virtuous, nor does it make them inherently criminal. A Wastelander's character must be judged individually rather than assumed from their status. The only thing they necessarily have in common is their lack of membership in a specific faction. V. Independence and Survival Life as a Wastelander means navigating No Man’s Wasteland without belonging to one of its established factions. Their circumstances vary enormously. Some may enjoy considerable independence, while others struggle with the constant difficulties of surviving in the wasteland. Their work and personal choices determine much of their day-to-day lives. Some Wastelanders may cooperate with faction members, accept contracts, trade with organized groups, or otherwise interact with the established powers. Such interactions do not inherently compromise their status. Ultimately, a Wastelander's independence is defined by their lack of faction membership, not by complete isolation from the people and organizations around them. VI. Place in No Man’s Wasteland Wastelanders occupy a unique position within Blastaway: Newmex. The Patriotic Front has its military hierarchy and national ambitions. The Gas Guzzlers have their competing packs and pursuit of fossil fuels. The Outlaws encompass criminals operating through various gangs and individual enterprises. Wastelanders, by contrast, are not a single organization with a collective purpose. They are the unaffiliated individuals living beyond those factional structures. They can be found pursuing countless different lives throughout the wasteland, sometimes interacting with the major factions and sometimes keeping to themselves. A Wastelander is not defined by what they do, what they believe, or whom they work for. They are defined by the faction they do not belong to.
The Odd Rocks League — Blastaway: Newmex VII. Territory and Influence The Zia Union controls the entirety of the former Odd Rocks National Park, as well as Neo-Pueblo. These territories form the foundation of its self-governing domain in No Man's Wasteland. Its control over the region gives the Union a defined homeland to govern and defend while pursuing its broader political objective of securing New Mexico's independence. VIII. Allies and Recruitment The Zia Union welcomes those willing to help its cause. Although the Union is founded primarily by descendants of Native American tribes, membership and support are not restricted exclusively to Indigenous people. Non-Indigenous volunteers can join the organization, contributing to its efforts and defending its territory alongside its other members. Its guiding principle toward potential allies is straightforward: those who genuinely want to help the Union are welcomed with open arms. This openness reflects the Union's character as a coalition rather than an organization defined exclusively by ancestry. Its members are united by their participation in a common cause, while its cultural identity remains rooted in the Indigenous communities that formed it. IX. Principal Enemies The Zia Union's two main enemies are the Patriotic Front (TPF) and the Gas Guzzlers (GG). The Patriotic Front The Patriotic Front seeks to restore the United States, while the Zia Union pursues New Mexico's independence. Their opposing political objectives place them at odds over the future of the region. The Union's self-government and territorial independence conflict with the broader restoration project pursued by the Patriotic Front. The Gas Guzzlers The Gas Guzzlers are another principal enemy of the Union. Their raider culture and pursuit of fossil fuels put them in opposition to the Union's efforts to defend its territory and maintain its own affairs. Both factions represent significant threats to the Union, although their motivations and methods differ. X. Indigenous Heritage and Cultural Identity The Zia Union balances its role as a modern political coalition with the preservation of its Indigenous heritage. Its identity is rooted in the descendants of the Native American nations that contributed to its formation, including the Navajo, Apache, and Comanche. At the same time, it functions as a self-governing organization with its own political leadership, military hierarchy, and territorial responsibilities. The Union's political and cultural identities coexist rather than replace one another. It pursues independence and territorial defense while maintaining its connection to the Indigenous communities from which it emerged. XI. The Red Mountain Scouts (RMS) The Red Mountain Scouts are an elite vanguard unit within the Zia Union. They played a significant role in helping the faction regain its footing in the region. Distinct from the Union's ordinary scouting and militia personnel, the Red Mountain Scouts possess their own recognizable identity and initiation tradition. Identification and Insignia Red Mountain Scouts are identified by the insignia associated with their unit. • Red berets: Leading figures within the Red Mountain Scouts wear red berets to distinguish themselves from their subordinates. • Eagle feather: Red Mountain Scouts can be recognized by an eagle feather worn in their beret. The feather is earned by completing the unit's initiation trial. The eagle feather is therefore not simply an arbitrary decoration. It represents having completed the trial required for initiation into the Red Mountain Scouts. Role in the Union As an elite vanguard, the Red Mountain Scouts hold a distinctive place within the Union's forces. Their contribution to restoring the faction's footing in the region establishes them as an important part of its history. Their special insignia also sets them apart from the Union's broader rank structure, giving the unit a distinct identity within the organization.
Blastaway: Newmex — No Man's Wasteland Mutants are among the inhabitants of No Man's Wasteland, encompassing several distinct types of mutated humans and animals. They vary significantly in their physical condition, cognitive abilities, behavior, and relationship with human society. Some are feral creatures driven by instinct, while others retain enough cognition to live alongside other people or even attempt to integrate into human communities. Others are animals that have adapted to the wasteland after being abandoned. The three most common types of mutants are Zombies, Lepers, and Wasteland Hounds. I. Zombies Zombies are feral, ghoulish former humans driven by a need to consume flesh. They lack fine cognitive and motor functions, typically wandering the wasteland in search of food and attacking viable sources on sight. Despite their generally instinct-driven behavior, not all Zombies wander aimlessly. Many pre-war Zombies remain in areas with which they were familiar before mutating, suggesting that remnants of their former routines or attachments to familiar places may persist. Physical Characteristics Zombies have the most severely rotted bodies of all mutant types. Their physical deterioration can be extensive, and it is not unusual to encounter individuals missing significant portions of flesh, forearms, or even entire legs. Their appearance reflects the severe bodily decay associated with their condition, making them among the most visibly deteriorated inhabitants of the wasteland. Origins Zombies first appeared in the aftermath of the nuclear exchange. Their emergence is commonly attributed to nuclear fallout and the use of chemical weapons, although the precise cause has not been definitively established. The presence of numerous zombified UACF and Coalition soldiers lends credibility to the chemical-weapons theory. These soldiers are frequently encountered as zombified husks, suggesting that chemical warfare may have played a significant role in the emergence of Zombies. II. Lepers Lepers are human mutants whose putrescent appearance frequently causes them to be mistaken for Zombies. Despite their outward similarities, Lepers differ significantly in their behavior and cognitive abilities. They are not feral and retain considerably more of their humanity than Zombies, although many remain isolated from human society. Behavior and Society Lepers are often socially isolated, but their circumstances vary. Those living in nomadic communities commonly consume flesh as part of their way of life. Others attempt to blend into or assimilate within human environments, seeking some degree of coexistence with the wider human population. Their ability to maintain more complex behavior distinguishes them from the largely instinct-driven Zombies. Relationship with Humanity Of all human mutant types, Lepers are considered the closest to humans despite their mutations. Their retained cognitive abilities and occasional efforts to assimilate into human society complicate the distinction between mutants and humans. Unlike Zombies, Lepers cannot simply be characterized as mindless, feral creatures. Their appearance may be unsettling, but their behavior and capacity for social interaction set them apart from the more severely deteriorated human mutants. III. Wasteland Hounds Wasteland Hounds are canines abandoned by their owners that have become feral. Having lost their place in human households, these animals have adapted to life in the wasteland by forming packs and hunting prey. Behavior and Hunting Like other wild canines, Wasteland Hounds group together into packs. They primarily hunt lone prey, making isolated travellers particularly vulnerable to their hunting behavior. Their pack-based lifestyle allows them to survive outside human care, adapting to the dangers and opportunities of the wasteland. Domestication Despite becoming feral, Wasteland Hounds can still be tamed and domesticated. Their ability to return to a relationship with humans distinguishes them from mutants whose behavior makes ordinary coexistence far more difficult. A Wasteland Hound may be a dangerous pack hunter in the wild while still being capable of becoming a domesticated animal. IV. Common Mutant Classifications
Type Origin Cognition and behavior Relationship with humans
Zombies Former humans mutated after the nuclear exchange Feral, with limited cognitive and motor functions Generally attack viable food sources
Lepers Human mutants; precise origin not established here Retain greater cognitive ability and are not feral Often isolated, though some attempt to assimilate
Wasteland Hounds Abandoned canines that became feral Pack-oriented hunters Can still be tamed and domesticated
These three classifications demonstrate the variety encompassed by the term mutant in Blastaway: Newmex. Physical mutation does not necessarily imply the same origin, intelligence, or behavior. Zombies represent severe deterioration and feral behavior, Lepers retain more human-like cognition and social potential, and Wasteland Hounds are animals that have adapted to life beyond human care.
V. Bruisers Bruisers are sentient mutants descended from humans exposed to nuclear fallout. Their mutations transformed them into hypertrophied, carnivorous humanoids characterized by abnormal muscular development, exposed muscle tissue, and hostile behavior. Despite their appearance and aggression, Bruisers retain sentience. They are not simply mindless creatures driven entirely by instinct. Physical Characteristics Bruisers possess abnormally developed musculature, giving them considerable physical strength. However, their skin has become thin and weak, leaving portions of their muscle tissue exposed. This mutation comes with significant disadvantages. Although their enhanced musculature grants them abnormal strength, their compromised skin makes them more susceptible to pain. Their bodies have therefore undergone a considerable trade-off: exceptional physical power at the expense of protection against injury and external stimuli. Metabolism and Behavior Bruisers have an altered metabolism that requires them to consume significantly more nutrients to sustain their bodies. This increased nutritional demand contributes to their cannibalistic behavior. They consume flesh and whatever else their surroundings provide in order to meet their needs. Combined with their physical strength and hostile disposition, this makes Bruisers dangerous inhabitants of the wasteland. Their sentience distinguishes them from Zombies, even though both types can exhibit flesh-consuming behavior. Bruisers retain cognitive abilities despite their mutations, rather than exhibiting the severe cognitive deterioration characteristic of Zombies. Varieties of Bruiser Bruisers occur in three recognized varieties. Elite Bruisers: A distinct variety of Bruiser. Their specific differences from ordinary Bruisers include being taller, stronger, faster, and have a longer lifespan Bruisers: The standard variety, characterized by hypertrophied musculature, weak skin, increased nutritional requirements, and hostile behavior. Mixed Bruisers: Bruisers that have fused with other mutant types, combining their Bruiser mutations with characteristics associated with other mutants. The existence of Mixed Bruisers demonstrates that Bruiser mutations can occur alongside other mutant characteristics, producing individuals that do not fit neatly into the standard variety.
VI. Chupacabras Chupacabras are extremely rare, intelligent, nocturnal predators descended from coyotes that mutated into two-headed beasts. They are feral hunters, combining considerable agility with the ability to perform powerful leaps. Their rarity and dangerous capabilities make encounters with Chupacabras particularly significant. Even experienced hunters can struggle to kill one of these creatures, making them among the more formidable predators found in the wasteland. Physical Characteristics The defining feature of a Chupacabra is its two-headed body, the result of its mutation from a coyote. Despite their monstrous appearance, Chupacabras retain the agility of capable predators. Their ability to leap great distances allows them to move rapidly through their environment and makes them difficult to deal with during an encounter. Behavior Chupacabras are intelligent but feral, nocturnal hunters. They are most active at night and remain dangerous predators despite their rarity. Their intelligence distinguishes them from more cognitively impaired mutants, while their feral nature means they remain wild animals rather than members of human society. Hunting and Weaknesses Killing a Chupacabra is extremely difficult, even for experienced hunters. Its agility and powerful leaps make it a challenging target. However, Chupacabras have a notable weakness: sensitivity to loud sounds. Sudden or intense noise can easily distract them, disrupting their focus. Although this sensitivity provides a potential means of distracting one, it does not make the creature easy to kill. Chupacabras remain exceptionally dangerous predators, and confronting one is a serious undertaking.
VII. Radiation Elementals Radiation Elementals are nearly invulnerable, radioactive creatures that emerged in the aftermath of the Altar of Corruption's destruction. Their bodies possess a fleshy appearance, concealing an unusual internal structure that allows them to survive almost any attack. Unlike ordinary mutants, Radiation Elementals are not simply dangerous because of their physical capabilities. They are also persistent sources of radioactive contamination, making their presence hazardous to the surrounding environment. Origins Radiation Elementals came into existence following the destruction of the Altar of Corruption. Their emergence is directly associated with that event, distinguishing them from mutants such as Zombies and Bruisers, whose origins are linked to the nuclear exchange and its aftermath. Physical Characteristics Radiation Elementals have fleshy, organic-looking bodies. Despite their appearance, their unusual nature makes them exceptionally difficult to destroy. Their defining feature is their nucleus, a gooey, glowing orb that serves as the critical component of their continued survival. As long as the nucleus remains intact, a Radiation Elemental can survive almost all attacks. Destroying or otherwise compromising the creature's body is therefore not necessarily enough to kill it. The nucleus is the key to its survival. Near-Invulnerability Radiation Elementals are nearly invulnerable to conventional attacks. Their bodies can withstand damage that would be fatal to most other creatures, allowing them to persist through encounters that would ordinarily end in their destruction. However, their near-invulnerability is not absolute. Their survival depends on the integrity of their nucleus. This makes them exceptionally resilient without making them entirely indestructible. Radioactive Contamination Radiation Elementals are walking vectors of radiation. Their bodies undergo constant radioactive decay, releasing radiation into the surrounding environment and contaminating the areas through which they pass. Their danger consequently extends beyond direct encounters. Even when a Radiation Elemental is not actively attacking anything, its continued presence can make its surroundings hazardous. An area inhabited by one of these creatures may therefore face radioactive contamination simply because the creature exists there. Significance Radiation Elementals occupy the Legendary classification because of their extraordinary resilience, radioactive nature, and unusual origin. They represent a lasting consequence of the Altar of Corruption's destruction, combining a nearly indestructible physical form with the ability to contaminate their environment. Unlike most mutants, whose threat is primarily associated with their behavior or physical capabilities, Radiation Elementals can endanger an entire area through their continued presence. Radiation Elementals — Nucleus Destruction Nucleus: Each Radiation Elemental possesses a gooey, glowing orb that serves as its nucleus. As long as the nucleus remains intact, the creature can survive almost any attack, making conventional methods of killing it largely ineffective. Permanent Elimination: Destroying the nucleus triggers an explosion that destroys the Radiation Elemental. Once the nucleus has been destroyed, the creature cannot reform. Threat Assessment: Although Radiation Elementals are nearly invulnerable, they are not truly immortal. Their nucleus is their sole known weakness, and destroying it is the definitive means of permanently eliminating one.
Fortified Settlement — No Man’s Wasteland Fortified caravan post built around an abandoned truck stop. Despite its name, Trust's inhabitants stay vigilant day and night, defending the scrap town from raiders and mutants. Overview Trust is a fortified settlement constructed around the remains of a pre-war pit stop. The settlement has grown into a scrap town, surrounded by an improvised defensive wall assembled from shipping containers, billboards, and dismantled trucks and cars. Despite its name, Trust's inhabitants remain vigilant around the clock, defending their home against raiders and mutants. Defenses Trust's perimeter wall is designed not only to keep attackers out but also to provide defenders with positions from which to shoot at approaching enemies. A machine gun is mounted on the eastern defensive wall to counter attempts to bypass the settlement's gates. The settlement's defenses rely on repurposed vehicles, industrial containers, billboards, and other available scrap materials. Infrastructure • Water Tower: Located east of the settlement, not far from the windmill. It supplies water for drinking and hygiene. • Windmill: A rusted windmill that remains in motion, accessible by a walkway extending farther east. • Grated Scaffold Walkway: A raised walkway located along the southern section of the settlement. • Outhouses: Two outhouses stand beside the southern wall. • Entrance Tents: A couple of tents sit to the left of the settlement's entrance. Entrance and Name The settlement's name comes from a damaged pre-war sign that originally read TRUCK STOP. Over time, the letters U, C, K, O, and P fell from the sign, leaving behind the word TRUST. The sign remains at the city's entrance, serving as both a remnant of the old world and the source of the settlement's name. Current Role Trust serves as a fortified caravan post and scrap settlement in No Man's Wasteland. Its residents maintain their defenses against the dangers of the surrounding wasteland while relying on salvaged infrastructure to sustain everyday life.
Refugee Camp — Echoes Canyon, No Man’s Wasteland Desolate camp in the Echoes Canyon providing shelter against raiders and mutants for refugees heading North, as well as serving as starting camp for travelers and merchants entering the No Man’s Wasteland. Overview Camp Echoes is a desolate camp situated within Echoes Canyon. It provides shelter for refugees traveling north, offering protection from the raiders and mutants that threaten those crossing the wasteland. The camp also serves as a starting point for travelers and merchants entering No Man’s Wasteland. Natural Defenses Unlike settlements that rely on walls assembled from shipping containers, dismantled vehicles, and other salvaged materials, Camp Echoes uses the surrounding mountains as its primary defensive advantage. The natural terrain provides protection and offers numerous suitable positions from which defenders can engage approaching enemies. The camp has no machine guns or other stationary defensive weapons. Instead, its defense relies on sniper positions that allow defenders to shoot at attackers from advantageous locations. Structures and Interior Most of Camp Echoes consists of awnings and military-style tents. Only a small number of houses are present. The interior layout and appearance of the tents, alongside the few houses, hint at the camp's militaristic origins. Although its current role centers on sheltering refugees and accommodating travelers and merchants, its physical environment retains traces of its earlier character. Purpose and Residents Camp Echoes serves two primary purposes: • Refuge: Providing shelter and protection for refugees heading north. • Gateway: Serving as a starting camp for travelers and merchants entering No Man’s Wasteland. Its inhabitants must contend with the dangers of the surrounding region, relying on the canyon's natural fortifications and available sniper positions rather than heavy, stationary weaponry. Territorial Status No faction control has been established. Camp Echoes is treated as neutral territory unless otherwise specified.
Former Scientific Base — No Man’s Wasteland A former scientific base set up by ornithologists to observe a rare bird species living in that area. The birds are long gone, but the base still serves an observational function. Overview Camp Avis is a former scientific research base established by ornithologists to observe a rare bird species inhabiting the surrounding area. The birds have since disappeared, leaving the base without its original research subjects. Despite this, the facility remains in use and continues to serve an observational function. History Camp Avis was originally established for the study and observation of a rare local bird species. Its scientific origins distinguish it from settlements and camps established primarily for survival, trade, or defense. At some point, the birds disappeared from the area. The reason for their disappearance has not been established. Current Function Although its original purpose has become obsolete, Camp Avis continues to serve an observational role. What it currently observes, who operates it, and whether its activities remain scientific have not yet been established. Territorial Status No faction control has been established. Camp Avis is treated as neutral territory unless otherwise specified.
Watchtower and Radio Station — No Man’s Wasteland Rusted pylon transformed into a watchtower and radio station, serving as a refuge for paranoid mercenaries and rundown bounty hunters trying to escape the bustle of trading posts yet stay close to the main road. Overview The Lone Pylon is a rusted pylon repurposed into a watchtower and radio station. It provides refuge for paranoid mercenaries and rundown bounty hunters who want to distance themselves from the bustle of trading posts without losing access to the main road. Rather than seeking the activity and social contact found in larger settlements, its inhabitants prefer a quieter, more secluded place to stay. Structure and Function Watchtower: The pylon has been transformed into an elevated observation post, allowing its occupants to keep watch over the surrounding area. Radio Station: The structure also serves as a radio station. Its precise broadcasting purpose, range, and audience have not yet been established. Roadside Position: The Lone Pylon's proximity to the main road allows its inhabitants to remain connected to the wider wasteland while avoiding the crowds and activity of nearby trading posts. Inhabitants The Lone Pylon serves as a refuge for mercenaries and bounty hunters who are worn down by life in the wasteland or prefer to keep their distance from others. Its residents are described as paranoid, suggesting a preference for solitude and vigilance. Their individual reasons for staying at the pylon may vary. Territorial Status No faction control has been established. The Lone Pylon is treated as neutral territory unless otherwise specified.
Radiation Hazard — No Man’s Wasteland Wasteland tribals believe that the dead body of one of the once-mighty beasts is a cursed place. In reality, the sinister aura is caused by radiation from its damaged nuclear engine. Overview The Carcass is the remains of a once-mighty beast whose damaged nuclear engine continuously leaks radiation into the surrounding area. Wasteland tribals regard the site as cursed, attributing its sinister atmosphere to supernatural causes. In reality, the danger comes from the persistent radiation emitted by the damaged engine. A Geiger counter's characteristic noise can be heard in the vicinity, warning of the hazardous conditions. Radiation Hazard The nuclear engine's constant radiation leakage makes The Carcass a dangerous place to visit. The area offers no significant loot, leaving little practical incentive for scavengers and travelers to risk exposure. Most wastelanders avoid the location, particularly because they lack the equipment necessary to protect themselves against the radiation. Despite its proximity to Treacle Well, The Carcass remains an area that wastelanders generally steer clear of. Wildlife and Mutants Although dangerous to people without adequate protection, The Carcass supports a thriving population of creatures and some mutants. The site's hazardous conditions have not prevented wildlife and mutated creatures from inhabiting the area. However, most travelers remain ill-equipped to withstand the radiation and avoid passing through it. Cultural Significance Odd Rocks League: The Carcass is considered a taboo area by the Odd Rocks League because of the radiation leaking from the nuclear engine. Wasteland Tribals: Tribals believe the remains of the beast are cursed, interpreting the site's sinister atmosphere through superstition rather than its actual radioactive cause. Other Wastelanders: The location is labeled dangerous and generally avoided, particularly because it offers no significant salvage to justify the risk. Loot and Resources The Carcass contains no significant loot. Its primary defining feature is the persistent radiation hazard rather than any material wealth or strategic benefit. Territorial Status No faction controls the location based on the information established so far. The Odd Rocks League's taboo designation does not, by itself, establish ownership.
Small Settlement — No Man’s Wasteland Small settlement built around a jealously guarded deep well, being one of few local water sources, located in a former quarry closed shortly before the war. Overview Quarry Springs is a small settlement established within a former quarry that closed shortly before the war. Its defining feature is a deep well that provides access to one of the region's few local water sources. This makes the settlement an important location in an environment where access to clean water is essential to survival. Water Supply The settlement is built around its deep well, which is guarded jealously by its inhabitants. As one of the few local sources of water, the well is a valuable resource whose protection is central to the settlement's identity. Its importance makes Quarry Springs more than an ordinary settlement: access to its water has significant implications for anyone living in or traveling through the surrounding wasteland. The exact rules governing access to the well have not yet been established. Pre-War Origins Quarry Springs occupies the site of a former quarry that shut down shortly before the war. The quarry's original operations and the circumstances surrounding its closure have not yet been established. Strategic Importance Quarry Springs' importance stems primarily from its water supply. Its location at a scarce water source makes it a potentially significant stop for wasteland travelers and a valuable place for those who can secure access to its well. Territorial Status No faction control has been established. Quarry Springs is treated as neutral territory unless otherwise specified.
Fortified Stronghold — Gas Guzzler Territory Overview Fort Kilmister is a fortified location owned by the Gas Guzzlers. Its entrance is built in the shape of the Gas Guzzlers' logo, making the faction's identity an unmistakable part of the fort's architecture. Entrance and Defenses The entrance is designed to resemble the Gas Guzzlers' logo, with prominent tusks emerging from the ground. The mouth of the design serves as the fort's entrance. It is fitted with a gate that can drop down to block access, allowing the entrance to be closed off. Above the entrance, near the logo's eyes, a catwalk spans the entire gate. It most likely serves as a defensive walkway for guards overseeing the entrance. Defensive Features • Logo-Shaped Entrance: The entrance incorporates the Gas Guzzlers' distinctive logo. • Ground-Mounted Tusks: Tusks protrude from the ground as part of the entrance's design. • Drop-Down Gate: A gate can be lowered to prevent access through the entrance. • Overhead Catwalk: A walkway spans the gate near the logo's eyes, providing a position for guards. Faction Control Owner: Gas Guzzlers. Fort Kilmister is under Gas Guzzler control. Its entrance incorporates the faction's branding into a defensive structure, combining a recognizable symbol with practical access control. Other Details The fort's internal layout, purpose beyond its role as a stronghold, and the number of Gas Guzzlers stationed there have not yet been established.
Wastelander Hideout — No Man’s Wasteland A modern mansion built into a sandstone wall, now transformed into a wastelanders' hideout. Three floors plus a rooftop terrace provide excellent vantage point. Overview The Apartments consist of two former mansions built into a sandstone wall and repurposed as living spaces for wastelanders. Both buildings have four stories in total, including their rooftops. Their existing structures provide shelter for inhabitants without requiring them to construct an entirely new settlement from salvaged materials. Architecture The two buildings were originally modern mansions incorporated into the surrounding sandstone landscape. Their former residential purpose continues in their current use as wastelander living spaces. Each building has: • Three floors of interior space. • One rooftop level, bringing the total to four stories when the roof is included. Strategic Advantages The buildings' height provides excellent vantage points over the surrounding area. Their elevated rooftops offer useful positions for observing the vicinity. Their integration into the sandstone wall also distinguishes them from settlements built entirely from scrap and makes use of existing architecture. Current Use The Apartments serve as a hideout and living space for wastelanders. The identities of their occupants, their internal arrangements, and any additional defensive measures have not yet been established. Territorial Status No faction control has been established. The Apartments are treated as neutral territory unless otherwise specified.
Pre-War SIGINT Installation — No Man’s Wasteland Formerly part of a worldwide SIGINT system, now the cracked shells of once-powerful radars loom cryptically over the wasteland's landscape, occasionally providing shelter to weary travelers. Overview HERMES-12 is a former installation belonging to a worldwide signals intelligence (SIGINT) system. Its surviving structures consist of three damaged radomes standing on dark concrete bases. Although the installation has deteriorated considerably, its structures and underground infrastructure remain. The site occasionally provides shelter to weary travelers passing through the wasteland. Surface Structures HERMES-12 consists of a row of three damaged radomes. Each radome contains a stairwell leading to a series of underground tunnels. However, access varies between the structures because of extensive damage. • Southernmost Radome: Its stairwell has caved in, preventing access from both the surface and the lower level. • Middle Radome: Located beside the installation's main building, which serves as a central connection point for the facility. • Northernmost Radome: Contains a stairwell leading to the underground tunnels. Its full accessibility has not been established. Main Building The main building stands beside the middlemost radar and connects to the installation's underground infrastructure. The building has been gutted and extensively looted over the years, leaving little of its original interior intact. A passage from the building leads down to an equally gutted server room. Underground Infrastructure The underground tunnels connect the radomes to the installation's central infrastructure. The server room links to two of the radars, although only one of those connections is accessible. The other remains inaccessible. The southernmost radome's collapsed stairwell further restricts movement through the underground complex. Current Activity The Patriotic Front (TPF) is continually working on HERMES-12's inaccessible areas. The precise objectives of this work, the equipment being used, and whether the TPF has restored any of the installation's original capabilities have not yet been established. Historical Significance HERMES-12 was formerly part of a worldwide SIGINT system, making it a remnant of the pre-war world's intelligence infrastructure. Despite years of deterioration and looting, the surviving radomes, tunnels, and server room preserve the physical remains of that system. Territorial Status The Patriotic Front is actively working on the installation's inaccessible areas. However, the extent of its ownership or control over the entire HERMES-12 site has not been explicitly established.
Abandoned Solar Power Plant — TPF Operation Abandoned solar power plant built into a rocky plateau. Partially taken apart by scavengers, the remains of the solar panels glisten powerlessly in the unforgiving sun. Overview Scorpion Mesa Array is an abandoned solar power plant built into a rocky plateau in No Man’s Wasteland. Once used to generate electricity, the facility has deteriorated over time. Scavengers have partially dismantled it, leaving the remains of its solar panels scattered across the plateau, where they glisten uselessly beneath the harsh sun. Despite its ruined state, the power plant remains a potentially valuable piece of infrastructure. Current Inhabitants The abandoned facility has become a refuge for Zombies and Wasteland Hounds. With the plant no longer operating as intended, these mutants have taken up residence among its remains. Patriotic Front Operations The Patriotic Front (TPF) is in the process of eliminating the Zombies and Wasteland Hounds inhabiting Scorpion Mesa Array. The operation is intended to clear the facility so that the TPF can take control of the overall power plant. This represents an effort to secure an abandoned piece of pre-war infrastructure rather than merely occupy a defensible location. Strategic Importance Scorpion Mesa Array's value lies in its potential as a power-generation facility. Taking control of the plant would give the TPF access to infrastructure that could be useful if the facility can be restored to operation. Whether the plant can be fully repaired, how much of its original equipment remains functional, and what the TPF intends to power with it have not yet been established. Territorial Status Contested by the Patriotic Front. The TPF is actively clearing the facility of its mutant inhabitants in preparation for taking control. Its operation is ongoing.
Abandoned Military Site — New Mexico Wasteland Tanks recovered by the army remnants after the war, for reasons unknown not having survived the expeditions through the Dunes. All they can do now is to guard the vast nothingness of the wasteland. Overview Tank Cemetery is a location in the New Mexico wasteland containing six abandoned, heavily rusted pre-war tanks. The tanks were recovered by remnants of the army after the war, but for reasons that remain unknown, they did not survive the expeditions through the Dunes. They now stand abandoned in the wasteland, serving no apparent purpose beyond overlooking the surrounding emptiness. Military Relics The site contains six heavily rusted pre-war tanks. Once military vehicles, the tanks have deteriorated over time and now remain as abandoned relics of the old world's armed forces. The circumstances behind their abandonment, including what happened during the expeditions through the Dunes, have not been established. Radiation Hazard The tanks emit high doses of radiation, making Tank Cemetery hazardous to approach. A Geiger counter's characteristic noise plays in the area, indicating the presence of dangerous radiation. The source of the radiation and whether it originates from all six tanks equally have not been established. Strategic Significance Despite the military equipment scattered across the site, Tank Cemetery's tanks are abandoned and heavily rusted. Their current condition and the radiation they emit make the location hazardous rather than an obvious source of usable military hardware. Territorial Status No faction control has been established. Tank Cemetery is treated as neutral territory unless otherwise specified.
Primary Military Base — The Patriotic Front The Patriotic Front's main bases in New Mexico, maintained and guarded by multiple divisions of Loyalists. Surrounded by a web of old entrenchments dug up by their combatants before the checkpoint was built, it guards the only charted road leading to Albuquerque. Overview Torrence Checkpoint serves as the Patriotic Front's main base in New Mexico. It is maintained and guarded by multiple divisions of Loyalists, making it a significant military installation for the faction. The checkpoint occupies a strategically important position along the only charted road leading to Albuquerque. Its location allows the Patriotic Front to guard this established route through the wasteland. Defenses Torrence Checkpoint is surrounded by a network of old entrenchments dug by Patriotic Front combatants before the checkpoint itself was built. These entrenchments form an extensive defensive network around the installation, reflecting the military activity that preceded its establishment. Multiple divisions of Loyalists maintain and guard the base, providing its primary military presence. Defensive Features • Old Entrenchments: A network of trenches dug by TPF combatants before the checkpoint was constructed. • Loyalist Garrison: Multiple divisions of Patriotic Front personnel maintain and defend the installation. • Road Control: The checkpoint guards the only charted road leading to Albuquerque. Strategic Importance Torrence Checkpoint is significant for two main reasons: • Military Presence: It serves as the Patriotic Front's main base in New Mexico, supporting a substantial Loyalist garrison. • Control of Access: Its position along the only charted road to Albuquerque makes it an important checkpoint for movement along that route. The combination of its military presence, surrounding entrenchments, and strategic location makes Torrence Checkpoint a central Patriotic Front installation in the region. Faction Control Owner: The Patriotic Front (TPF). The checkpoint is an established TPF stronghold, maintained and guarded by multiple divisions of Loyalists. Other Details The checkpoint's precise layout, the identities of its commanding officers, and the specific divisions stationed there have not yet been established.
Main Regional Headquarters — Zia Union (TZU) Ruins of an old Indian settlement, renovated by the League and transformed into their main quarters in the area. Overview Neo-Pueblo is a self-sustaining settlement built upon the remnants of an old Indigenous pueblo. Renovated by the Odd Rocks League, also known as the Zia Union (TZU), it serves as the League's main quarters in the area. Despite its isolation, Neo-Pueblo maintains a functioning settlement by combining its existing structures with a handful of modern additions. Architecture and Settlement Neo-Pueblo retains the foundations of the original pueblo, with renovated buildings continuing to serve the settlement's inhabitants. A few modern additions have been incorporated into the older structures, allowing the settlement to adapt to life in the wasteland while preserving its historic foundation. Defenses Defensive Pueblito A defensive pueblito stands on a small hill west of the main settlement. It has an attached scrap watchtower and a bell. The elevated position provides a defensive structure overlooking the surrounding area. The bell likely serves as a warning system for incoming attacks or a means of gathering the settlement's inhabitants. Watchtower and Bell The scrap watchtower is attached to the defensive pueblito. Its bell provides a simple means of alerting people, whether to warn of danger or summon them when necessary. The bell's precise operating procedures have not been established. Power Infrastructure A small solar panel array sits on the southeastern-most plateau. The array provides a modern addition to the settlement's infrastructure, consistent with Neo-Pueblo's self-sustaining character. Its precise output and the facilities it powers have not yet been established. Self-Sufficiency Neo-Pueblo prides itself on being self-sustaining despite its isolation. Its renovated buildings, defensive structures, and solar panel array reflect the settlement's efforts to maintain its own infrastructure. Faction Control Owner: The Zia Union (TZU), also known as the Odd Rocks League. Neo-Pueblo serves as the Union's main quarters in the area and is an important settlement within its territory. Strategic Importance Neo-Pueblo combines residential infrastructure, defensive positions, and a source of solar power within a single settlement. Its role as a regional headquarters makes it a significant location for the Zia Union.
Trading Center — Southern No Man’s Wasteland Overview Trade Point X is a trading center located at the bottom of the No Man’s Wasteland map. It serves as a commercial hub where wastelanders can visit multiple shops, exchange goods, and access various items offered by local traders. The location combines commercial facilities, defensive infrastructure, and accommodation, making it a destination for people traveling through the wasteland. Entrance and Defenses A .50-caliber machine gun is mounted on a concrete emplacement near the entrance. Behind the machine gun is a gate leading into the market area. This arrangement places a heavy defensive weapon at the approach to the trading center, with access to the markets controlled by the gate behind it. Markets and Commerce Trade Point X houses multiple stores offering different items for trade. Its name reflects its primary purpose as a place where wastelanders can buy, sell, and exchange goods. The variety of shops makes it a commercial destination for travelers and other inhabitants of No Man’s Wasteland. The specific stores, merchants, inventories, and trading arrangements have not yet been established. Housing and Infrastructure Motel Ruins The remains of a motel provide housing within Trade Point X. Although the motel is in ruins, it remains part of the location's accommodation infrastructure. Intermodal Containers Intermodal shipping containers are stacked throughout Trade Point X, forming elevated routes that allow people to walk between different parts of the trading center. These stacked containers contribute to the location's distinctive layout, with pathways connecting its various sections. Strategic and Economic Importance Trade Point X serves as a central place for commerce in No Man’s Wasteland. Its multiple shops attract people seeking different goods, while the remains of the motel provide housing. Its defensive entrance, commercial activity, and interconnected container structures distinguish it from smaller settlements and isolated outposts. Territorial Status No faction control has been established. Trade Point X is treated as neutral territory unless otherwise specified.
Uncharted Territory — Near The Lone Pylon The Town Near The Lone Pylon lies an otherwise unremarkable town. It is neither deserted nor occupied. What that distinction means is unclear. Beneath one of its buildings, deep underground, lies a shrine. The Shrine Its material is uncertain. Flesh, perhaps. Plastic, perhaps. The distinction is difficult to establish, and there is little reason to investigate further. Regardless of its composition, the shrine appears to breathe. Whatever it is made of, it seems to be alive. Or at least, it gives that impression. The Rifle At the center of the shrine lies a rifle. Its modifications should render it unusable. Somehow, they do not. Its magazine holds more ammunition than its physical dimensions should permit, defying any reasonable explanation of its capacity. The weapon's design prioritizes neither precision nor accuracy. Every apparent modification serves a different purpose: killing as quickly as possible. Its creator, whoever they were, seems to have cared little for anything else. Designation Shiny Meat Bycicle The rifle is later referred to by this name. Its origin, the nature of the shrine, the relationship between the two, and the circumstances surrounding the town remain unexplained. Unanswered Questions • Why is the town neither deserted nor occupied? • What is the shrine made of? • Why does it appear to breathe? • How can the rifle function with modifications that should make it unusable? • Who made the rifle, and why? • Why is it lying at the center of the shrine? No answers are currently established.
Uncharted Territory — Near Trust The Warning “Follow the deadman's gaze.” That was what the locals said. The phrase sounded like a creepy mystery, something repeated by people who knew more than they were willing to explain. Whenever the subject came up, however, there was another warning. Beware of it. Nobody explained what it was. Perhaps they assumed the meaning was obvious. Perhaps they simply didn't want to elaborate. Eventually, curiosity won. The House The location lies far enough from Trust that ordinary travelers are unlikely to stumble across it, yet close enough that mutants rarely swarm the area. The most common creatures nearby are dogs. At the house, the entrance immediately feels wrong. Touching the handle is enough to raise suspicion, so the door is opened remotely with a rope. The suspicion proves justified. A shotgun trap fires immediately. Someone had prepared the entrance to punish anyone who tried to enter carelessly. The Red Shotgun Further inside the house lies a distinctive red shotgun. It has two barrels, each fitted with its own revolver-style loading mechanism. The weapon is identified as the Red Racket Shotgun. Apparently, it belonged to one of the few hunters who actively pursued Chupacabras. That hunter eventually disappeared, and nobody knew where he had gone. Until someone found his weapon. Whether the shotgun explains his disappearance is another matter entirely. Something Behind You The house is not empty. There is breathing behind the explorer. It isn't a wolf. It isn't a human, either. Whatever is there seems to be a mixture of the two. And suddenly, the locals' warning no longer feels like a meaningless superstition. Reward Red Racket Shotgun The weapon can be obtained at this location. Its previous owner was a Chupacabra hunter who mysteriously disappeared. Unanswered Questions • What does “Follow the deadman's gaze” actually mean? • Who set the shotgun trap? • What happened to the Chupacabra hunter? • Why was his shotgun left behind? • What is the creature inside the house? • Was the warning about it referring to the creature, or something else? The location offers evidence, but no complete explanation.
Uncharted Territory — Behind the Apartments The Containers People have always considered the area behind the Apartments strange. A multitude of storage containers occupies the site, many of them modified to serve as housing. At first glance, the area appears to be another example of wastelanders adapting whatever structures they can find. But there is something else hidden among them. Radio Station Delta. The Bunker Radio Station Delta is an underground bunker housing a radio station with a signal powerful enough to reach beyond Newmex. Despite its apparent capabilities, nobody has ever truly managed to get the station working. The bunker operates according to an inexplicable schedule. • 00:00: The bunker automatically opens. • 02:00: The bunker automatically closes. Nobody has established why it follows this schedule or what controls its opening and closing. 00:00 — Entry The explorer checks their watch. Midnight. Exactly on time. The bunker opens, allowing entry. Inside, screens display extensive amounts of Morse code. Unfortunately, nobody in the current age can read or properly interpret the messages. At least, nobody the explorer knows. The station remains silent in any meaningful sense. Its screens are full of information, yet none of it can be understood. 00:05 — The Message Five minutes after entering, the screens change. Scrambled words appear. Only selected letters are highlighted in red. The letters spell: A B O V E Y O U W A T C H I N G ABOVE YOU WATCHING. The explorer looks around. Nothing. Nothing in the bunker. Nothing in the bunker entrance. And then the realization comes. The shattered symbol responsible for the night. The Moon. 01:59 — The Realization The explorer checks their watch again. 01:59. How long have they been down here? The only thing above them is the Moon. The message suddenly feels less like a random transmission and more like a warning directed at whoever happens to be inside the bunker. Then the time registers. 01:59. It's— A slam. Reward TESLOMAT The Teslomat is the reward associated with discovering Radio Station Delta. Its precise nature, capabilities, and relationship to the station have not yet been established. Unanswered Questions • Who built Radio Station Delta? • Why can its signal reach beyond Newmex? • Why has nobody been able to get it working properly? • Where does the Morse code originate? • Why can nobody decipher it in the current age? • Who—or what—composed the red-letter message? • What is the shattered symbol responsible for the night? • Why does the bunker open at midnight and close at two in the morning? • What happens when the bunker closes? • What exactly is the Teslomat? • What is watching from above? Radio Station Delta offers no confirmed answers.
Legendary Weapon A legendary wasteland weapon rumoured about around campfires, the Teslomat harnesses the power of a modified Tesla coil to discharge arcs of electricity toward its target. Capable of reaching up to 30 feet, its unpredictable electrical discharges can shock, paralyse, or completely fry a target depending on the voltage used. Due to its hazardous nature, operating the Teslomat in wet conditions is strongly discouraged, and rubber-soled boots are recommended for the user's safety.
Legendary Weapon An old FAL rifle crudely modified by Bruisers as an offering to the Spice Gods. Its handguard and trigger guard have been removed, its trigger replaced with a bicycle handbrake, and its front sight filed off. The rear sight has been adjusted far beyond practical accuracy, while its stock resembles a spiked club. Its magazine has also been modified to accommodate ten additional rounds in a manner that defies logic. Whoever wields this weapon is certainly no sharpshooter, but the Shiny Meat Bycicle remains a distinctive creation of the wasteland.
Apex Hunting Weapon A double-barrelled, revolving lever-action shotgun capable of holding up to six rounds and firing two with each shot. Named after the distinctive red colour of its secret-formula anti-corrosive coating, the Red Racket is considered one of the apex hunting shotguns in New Mexico. Its unusual mechanism and specialized coating distinguish it as a formidable weapon suited to the harsh conditions of the wasteland.
Rifle A common civilian version of a rifle chambered in 5.56, most often used for home defense. Its widespread civilian use makes it a familiar firearm in the wasteland.
Rifle A lever-action rifle chambered in .45-70, effective at medium to long ranges. Its range makes it a useful option for wastelanders who need to engage targets from a distance.
Rifle A post-war rifle design created by wastelanders and chambered in 5.56. Prone to jamming and overheating, it is far from reliable, but in a world where firearms are valuable, a faulty rifle is still better than nothing.
Rifle A pre-war military rifle design chambered in 5.56. Despite the years that have passed since the war, it still functions fine, making it a dependable remnant of pre-war military equipment.
Rifle A cheap, do-it-yourself rifle chambered in 5.56. Built using a simple construction, it offers a straightforward firearm option for those making do with the resources available in the wasteland.
Rifle An easily recognizable, lightweight rifle chambered in .357. Its low weight makes it a distinct option among the firearms found throughout the wasteland.
Submachine Gun A pre-war submachine gun chambered in .45, featuring recoil reduction and a high rate of fire. Its combination of controllability and rapid firing makes it a formidable weapon at close range.
Submachine Gun A pre-war submachine gun distinguished by its unique design and unusual caliber. Equipped with a sight, the P90 stands out among the firearms left behind from before the war.
Submachine Gun A post-war firearm based on the MP5, featuring replacement parts in place of some of its original components. Its modified construction reflects the resourcefulness required to keep firearms operational in the wasteland.
Shotgun A lever-action shotgun chambered in 12-gauge, capable of holding up to six cartridges. Its lever-operated mechanism and moderate capacity make it a distinctive shotgun among the firearms found throughout the wasteland.
Shotgun A double-barrelled shotgun chambered in 12-gauge that fires pellets and delivers considerable power at short range. Its straightforward design makes it a formidable close-range weapon in the wasteland.
Shotgun A pre-war sporting-purpose automatic shotgun chambered in 12-gauge. Designed for sporting use, the SPAS remains a recognizable example of pre-war shotgun engineering.
Shotgun An automatic shotgun chambered in 20-gauge, modified to use conventional ammunition. Its altered configuration reflects the adaptations made to firearms throughout the wasteland.
Shotgun A wasteland-crafted revolving shotgun chambered in 20-gauge. Its improvised construction and revolving mechanism distinguish it from conventional shotgun designs, showcasing the ingenuity of wasteland gunsmiths.
Sniper Rifle A powerful sniper rifle crafted by some of the wasteland's finest gunsmiths. Its considerable weight and poor handling make it difficult to use accurately except when fired from a prone position, sacrificing mobility for stability and precision.
Sniper Rifle A wasteland-crafted sniper rifle chambered in 7.62 and equipped with a digital scope. Its specialized sighting system distinguishes it from more conventional sniper rifles found throughout New Mexico.
Sniper Rifle A standard sniper rifle chambered in 7.62, equipped with a powerful scope for long-range observation and precision shooting. Its straightforward design makes it a recognizable option among the wasteland's long-range firearms.
Light Machine Gun A machine gun crudely assembled from scrap metal, pipes, and vehicle parts. Despite its powerful firepower, its improvised construction results in poor accuracy, making it a rough but formidable weapon in the wasteland.
Light Machine Gun A wasteland-crafted light machine gun chambered in 7.62, featuring a distinctive ring-shaped magazine capable of holding up to 50 rounds. Equipped with a bipod to improve accuracy, the Storm Cannon combines an improvised design with practical battlefield functionality.
Light Machine Gun A heavy, multipurpose machine gun originally used by the pan-European Coalition during its counter-invasions of the United States. Initially designed as a mounted weapon, the T-50 was repurposed for portable use as the war progressed and producing vehicles suitable for mounting it became unprofitable. Its military origins distinguish it from the wasteland's improvised firearms.
Pistol A classic pre-war pistol design chambered in 9mm. A serviceable sidearm when a primary weapon is unavailable, it is also suitable for concealed carry.
Revolver A high-caliber sidearm chambered in .44. Convenient and frequently used throughout the wasteland, it remains a popular choice for those who prefer a revolver.
Revolver An improvised eight-shot revolver chambered in .357, constructed from scrap. Its increased capacity sets it apart from conventional revolvers, offering more rounds before reloading.
Pistol A pistol chambered in .22, featuring a large drum magazine filled with small-caliber rounds. Often underestimated, the Flea's distinctive design makes it stand out among the wasteland's sidearms.
Pistol A modified Desert Eagle chambered in .50, transformed into an imposing high-caliber sidearm. Its substantial size and powerful chambering give it a formidable presence among wasteland firearms.
Pistol A medium-caliber pistol chambered in .45, well suited for concealed carry. Its compact role as a sidearm makes it a practical choice for wastelanders who prefer to keep their firearm discreet.
Bow A simple bow constructed from wood and string. Its straightforward design and low production cost make it an accessible ranged weapon, particularly for those who prefer reusable ammunition over conventional firearms.
Bow A more efficient bow constructed from durable, lightweight materials. Its improved design distinguishes it from simpler wooden bows, offering a practical alternative to firearms in the wasteland.
Crossbow An automatic crossbow capable of firing up to ten bolts in a series. Its unusual firing mechanism distinguishes it from conventional crossbows, providing a higher rate of fire while retaining the advantages of reusable ammunition.
Crossbow A small, improvised crossbow constructed from scrap and wood, equipped with a scope. Its compact design and inexpensive construction make it a practical ranged weapon for wastelanders working with limited resources.
Zia Union Usage Preferred Ranged Weapons Bows and crossbows are heavily used by the Zia Union due to their cost-effectiveness and reusable ammunition. These weapons provide a practical alternative to firearms, allowing the Union to conserve resources while maintaining its defensive capabilities.
Melee Weapon A road sign repurposed into a melee weapon. No longer serving its original purpose, it has found a new use in the hands of wastelanders who turn discarded objects into tools of survival.
Melee Weapon A sturdy, practical tool commonly found throughout the wasteland. Useful for prying open containers and other obstacles, it also serves as a brutal improvised melee weapon when dealing with hostile threats.
Melee Weapon A convenient tool that doubles as a melee weapon. Frequently used in vehicle maintenance, the wrench is a practical choice for wastelanders who value equipment that serves more than one purpose.
Melee Weapon A baseball bat reinforced with barbed wire and studded with nails. These crude modifications turn an ordinary sporting implement into a formidable improvised weapon.
Melee Weapon A modified walking stick fitted with a rusted buzz saw blade at its end. Its bizarre construction transforms an otherwise ordinary mobility aid into a dangerous wasteland weapon.
Melee Weapon A pre-war samurai sword that has survived into the wasteland. Its traditional design sets it apart from the crude, improvised melee weapons commonly encountered throughout New Mexico.
Melee Weapon A sharp blade forged from a vehicle's leaf spring, shaped to resemble a kukri. Its repurposed construction makes it a practical example of wasteland smithing.
Melee Weapon A simple yet deadly weapon made primarily from wood. Its uncomplicated construction makes it an accessible melee option in a world where manufactured equipment is increasingly difficult to obtain.
Melee Weapon A compact weapon that doubles as a practical tool. Its versatility makes it useful for wastelanders who need equipment capable of serving both everyday tasks and combat.
Melee Weapon A crude club resembling the stock of an antique firearm. Repurposed into a blunt melee weapon, it reflects the wasteland's tendency to give discarded or unusual objects a second purpose.
Melee Weapon A simple, wasteland-crafted blade. Its straightforward construction makes it a practical close-combat weapon for those who rely on locally made equipment.
Melee Weapon A small blade forged from a piece of rebar. Its compact size and improvised construction make it a basic yet useful weapon in the wasteland.
Melee Weapon A pre-war fire axe repurposed for use as both a tool and a weapon. Originally designed for emergency services, it remains useful long after the institutions that once issued it have fallen.
Melee Weapon A large, heavy axe forged from scrap parts. Its substantial construction makes it particularly handy against zombies, giving wastelanders a powerful melee option against the undead.
Battle of Quintana Conflict: Loyalist–Zia Conflict Date: 2146 Location: Quintana, Odd Rocks National Park, New Mexico Outcome: Loyalist Victory — Pyrrhic Casualties: Patriotic Front: Moderate | Zia Union: Heavy The Battle of Quintana was a months-long military conflict between the Patriotic Front and the Zia Union in 2146, ending in a pyrrhic Loyalist victory and the expulsion of the Zia Union from Odd Rocks National Park for nearly a decade. Viewing the Union as a threat to its national reunification efforts and operations around Albuquerque, the Patriotic Front declared the Zia Union separatists and began fortifying positions around Quintana, the Union's capital. Loyalist forces established extensive trench lines along the road leading to the city, subjecting Unionist positions to sustained artillery bombardments and costly assaults. After months of siege, Quintana was left in ruins, forcing the Zia Union to abandon the region and retreat toward Santa Fe. During the evacuation, Loyalist forces pursued the retreating Unionists. The evacuation was saved by three dozen Red Mountain Scouts, who held the Red River chokepoint for three days against overwhelming Loyalist forces. Their sacrifice bought enough time for civilians to evacuate to Neo-Pueblo and eventually Santa Fe. Although the Patriotic Front secured Quintana, its victory came at considerable cost, while the Zia Union suffered heavy casualties and lost its capital and territorial foothold in the region. Following the battle, the Loyalists continued fortifying their presence in No Man's Wasteland, establishing Torrence Checkpoint to secure the road to Albuquerque. The checkpoint's establishment would later lay the groundwork for the Highway War, as its fortified position obstructed the Gas Guzzlers' Eternal Exodus.
Battle of Lucky Hand Conflict: Guzzler–Loyalist Conflict Date: 215X Location: Lucky Hand Compound, Quintana, Odd Rocks National Park, New Mexico Outcome: Loyalist Victory Casualties: Heavy on both sides The Battle of Lucky Hand was a major engagement in the escalating conflict between the Patriotic Front and the Gas Guzzlers, two factions fighting for dominion over the interstate I-Y. The battle began when an outlaw group from the Lucky Hand Compound, previously allied with the Gas Guzzlers, secretly sided with the Patriotic Front in exchange for asylum in Loyalist territory. The betrayal allowed Loyalist forces to seize the northern motel, opening the way for an assault on the compound and a potential advance south toward the Gas Guzzlers' main fort. Upon learning of the betrayal, Grand Ridemaster Tarkus launched a fierce counterattack to retake the compound and punish the traitors. The Gas Guzzlers rallied their strongest war rigs and committed themselves to a prolonged battle for control of the area. Victory would secure the compound and provide an opportunity to advance along the I-Y route. The Patriotic Front responded with a defensive strategy, using its limited resources to halt the Guzzlers' advance. Loyalist artillery bombarded the battlefield, specifically targeting a bulldozer converted into a tank to prevent it from reaching Torrance Checkpoint. Meanwhile, Loyalist troops engaged heavily armed Gas Guzzlers entrenched within the ruins of the Ace of Spades casino, which had been converted into a temporary Guzzler outpost. The battle also became a struggle over captured personnel. The Gas Guzzlers imprisoned captured Loyalist soldiers in the casino's basement, where they awaited interrogation before being sent to the black cities for forced labour. The Patriotic Front held its own prisoners at a camp north of Lucky Hand, intending to send them to High Command in Arizona for trial and punishment. Both factions conducted raids throughout the fighting in attempts to rescue their captured comrades and prevent them from suffering these respective fates. As the battle intensified, the Lucky Hand Compound became a devastating battlefield. The Patriotic Front fought to repel the Guzzlers and secure its territorial gains, while the Gas Guzzlers sought vengeance for the betrayal and fought to retain control of a critical stronghold along the interstate. The prolonged fighting inflicted heavy casualties on both sides and devastated what had once been a thriving bandit base. Ultimately, the Loyalists emerged victorious, forcing the Gas Guzzlers to abandon the compound and the remaining card gangs to flee and scatter throughout the hostile, deserted region. The defeat proved disastrous for the Gas Guzzlers. Following the battle, they fractured into numerous separate gangs that continued operating under the same flag rather than remaining a unified force. Grand Ridemaster Tarkus was killed during the conflict, marking the loss of a major leader alongside the Guzzlers' defeat. The Battle of Lucky Hand reshaped the balance of power in No Man's Wasteland. The Patriotic Front secured a critical victory along the I-Y, while the Gas Guzzlers lost both a major stronghold and the unity that had once held their forces together. The long-term consequences of the battle would extend beyond the compound, leaving the future of the interstate and the surrounding wasteland uncertain.
UACF Warmonger United American Continental Force — Heavy Assault Warmonger The United American Continental Force's Warmonger is a heavily armoured war machine built around immense carrying capacity, raw defensive strength, and omnidirectional movement. Its right hand is replaced with a minigun, while its left features a claw. A mininuke launcher is mounted on its right shoulder, with a mortar on its left shoulder capable of firing guided cruise missiles to exploit the exposed nuclear core of Pan-European Coalition Warmongers. Rather than conventional legs, the UACF design employs a three-wheeled chassis equipped with Mecanum wheels, allowing it to carry enormous weight and move in any direction. Its upper body can rotate a full 360 degrees, enabling it to engage threats from multiple directions without repositioning its chassis. Each UACF Warmonger required a crew of five personnel to operate.
PEC Warmonger Pan-European Coalition — High-Mobility Warmonger The Pan-European Coalition's Warmonger prioritizes movement speed and offensive firepower over the heavy protection of its American counterpart. Its right hand houses an 88 mm semi-automatic rifle, while its left carries an 11 mm light machine gun. A 150 mm flak cannon mounted on its right shoulder provides additional firepower. Unlike the UACF's wheeled chassis, the PEC Warmonger features two reverse-bending legs designed to maximize movement speed. This configuration sacrifices raw defensive capability in favour of mobility, allowing the machine to move rapidly across the battlefield. Its most notable vulnerability is a visible nuclear core mounted on its back, which the UACF's guided cruise missiles were designed to exploit. Each PEC Warmonger required a crew of six personnel to operate.
General Clark James Faction: The Patriotic Front Rank: General Role: Highest-ranking military authority Primary Base of Operations: Torrence Checkpoint Appearance Clark James is a 5'6" man with a lean build. He typically wears standard desert military fatigues paired with a beret, favoring practical military attire over anything particularly extravagant. Personality Clark is stoic and unemotional, approaching military leadership through tactical intelligence. As the highest-ranking military authority in the Patriotic Front, he directs the faction's military operations and leads its armed forces through strategic decision-making. Duties Clark primarily directs the war from Torrence Checkpoint, coordinating the Patriotic Front's military efforts from its established base of operations rather than personally leading troops on the battlefield. His position places him at the center of the Patriotic Front's military command structure.
The Honorable Will Robinson Faction: The Patriotic Front Position: Commander in Chief Personality Type: ENFJ Enneagram: Type 9 — The Peacekeeper Appearance Will Robinson is a dark-skinned man with short black hair and a clean-cut beard. Personality Will is classified as an ENFJ with an Enneagram Type 9 personality, known as The Peacekeeper. Leadership Philosophy Will prefers to maintain the Patriotic Front's militaristic identity while ensuring it remains respectful in its conduct. Responsibilities and Conduct As Commander in Chief, Will occupies one of the Patriotic Front's most important leadership positions. Due to the demands of his office, he only directly interacts with Captains and personnel of higher rank. He works alongside Secretary of Defense Steven O'Donnell and Secretary of War Arthur Schwartz, while General Clark James holds the highest position of military authority.
The Honorable Arthur Schwartz Faction: The Patriotic Front Position: Secretary of War Affiliation History: Wastelander → Outlaw → Gas Guzzler → Patriotic Front Civilian Leadership Personality Arthur Schwartz is a genuine wasteland genius with extensive knowledge spanning engineering, vehicles, military strategy, and wasteland survival. Despite his intelligence, he has one particularly glaring flaw: he absolutely despises the Gas Guzzlers. Arthur tends to blame the Guzzlers for practically every inconvenience he encounters. His immediate response to even the smallest problem is often to yell about declaring war, forcing Commander in Chief Will Robinson to intervene and prevent unnecessary escalation. Background Before joining the Patriotic Front, Arthur lived as an unaffiliated Wastelander, became an Outlaw, and eventually rode with the Gas Guzzlers. His membership in the Gas Guzzlers was purely practical. They had working vehicles, which made them useful to him. Arthur never needed to like them; he simply needed transportation. When the Patriotic Front acquired vehicles of its own, Arthur had another option. Already harboring a hatred of the Gas Guzzlers, he eventually left them behind and joined the Patriotic Front's civilian leadership. Role in the Patriotic Front As Secretary of War, Arthur serves in the Patriotic Front's civilian leadership alongside Commander in Chief Will Robinson and Secretary of Defense Steven O'Donnell. His broad expertise and firsthand experience with wasteland factions make him a valuable source of practical knowledge. However, his fixation on the Gas Guzzlers frequently threatens to turn routine problems into unnecessary military escalations. Relationship with Will Robinson Will Robinson frequently has to rein Arthur in when his immediate response to a problem is to blame the Gas Guzzlers and demand war. Despite Arthur's intelligence and experience, Will must continually ensure that the Secretary of War's personal hatred does not dictate the Patriotic Front's military decisions.
The Honorable Steven O'Donnell Faction: The Patriotic Front Position: Secretary of Defense Appearance Steven O'Donnell keeps his hair neatly combed and usually wears a tattered tan two-piece suit. Despite the worn condition of his clothing, he maintains a neat and formal appearance. Personality Steven is a stern and strict man who prefers to keep everything professional. He maintains a clear distinction between his professional responsibilities and personal relationships, including those with fellow members of the Patriotic Front's leadership. Role As Secretary of Defense, Steven serves in the Patriotic Front's civilian leadership alongside Commander in Chief Will Robinson and Secretary of War Arthur Schwartz.
Grand Ridemaster Tarkus (†) Faction: The Gas Guzzlers Position: Grand Ridemaster Status: Deceased Notable Engagement: Battle of Lucky Hand Appearance Tarkus wears full-body power armor assembled from scrap. He has a black mohawk and a black beard. Equipment Tarkus wields an LMG 7.62 in one hand, combining heavy firepower with the protection of his scrap power armor. Personality Tarkus is violent and aggressive. He shows little hesitation about using his own Guzzlers as shields to protect himself. Leadership As Grand Ridemaster, Tarkus led the Gas Guzzlers and commanded their forces during the Battle of Lucky Hand. Death During the Gas Guzzlers' retreat following their defeat at the Battle of Lucky Hand, Major Daniel Sanchez killed Tarkus with a precisely placed mortar shot to the head. Tarkus's death marked the loss of the Gas Guzzlers' overall leader. Following the battle, the faction fractured into numerous gangs that continued operating under the same flag.
Entry settings
1 file
- .jsonotherspec 3.0
120.0 KBfirst seen 78a9b48f92aea169
Opens with the tab.