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		<id>https://wiki.misfitsystems.net/index.php?title=Brotherhood_of_Steel&amp;diff=152</id>
		<title>Brotherhood of Steel</title>
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		<updated>2026-06-07T11:28:59Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Faction Relations */ Updated faction relations from hostile-&amp;gt;tense as per request from Daniel and approved by brady&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#1e2d45; border-top:3px solid #4A7CBF; border-bottom:3px solid #4A7CBF; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#7aafff; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Brotherhood of Steel - 509th Chapter ◈ Faction Dossier ◈ Classified ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Brotherhood of Steel|color=#4A7CBF|status=Active - Resurgent|location=Bonneville Salt Flats, Utah&amp;lt;br&amp;gt;Former Kearny Airfield|leader=Elder Noah Anderson &amp;amp; Elder Stan Knox|ideology=Techno-Religious Militarism&amp;lt;br&amp;gt;Technological Preservation|motto=&#039;&#039;Steel Be With You&#039;&#039;|affiliation=Mojave / West Coast Brotherhood}}The &#039;&#039;&#039;Brotherhood of Steel (509th Chapter)&#039;&#039;&#039; is a techno-religious military order founded by Captain Roger Maxson. This specific expeditionary force is a direct offshoot of the Mojave Chapter, adhering strictly to the traditions of the West Coast High Elders.&lt;br /&gt;
&lt;br /&gt;
== Core Mission ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #4A7CBF; margin:0.8em 2em; padding:0.6em 1em; color:#b0b8cc; font-style:italic;&amp;quot;&amp;gt;&amp;quot;To identify, secure, and preserve advanced technology, preventing its catastrophic misuse by the ignorant or the corrupt. We are the sole vanguard against the mistakes of the past; the technology of the Old World is ours to protect, by any means necessary.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== The Mojave Heritage ===&lt;br /&gt;
The chapter&#039;s presence in the Utah region is defined by its recovery from the events of the late 23rd century.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rise (2250s):&#039;&#039;&#039; Under the leadership of Father Elijah, the chapter secured numerous pre-war sites, most notably the &#039;&#039;&#039;HELIOS One&#039;&#039;&#039; solar plant. Elijah&#039;s obsession with the facility&#039;s potential as a superweapon diverted the chapter&#039;s focus away from traditional mobile recovery, anchoring them to a fixed position that would eventually draw the eyes of the New California Republic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation Sunburst (2276):&#039;&#039;&#039; A catastrophic conflict where the NCR launched a massive assault on HELIOS One. Despite the Brotherhood&#039;s technological superiority and T-51b Power Armor, they were outnumbered 15-to-1. The battle resulted in a devastating retreat to the Hidden Valley bunker and the mysterious disappearance of Father Elijah, leaving the chapter fractured and depleted.&lt;br /&gt;
&lt;br /&gt;
=== The Lockdown &amp;amp; Resurgence (2282–2296) ===&lt;br /&gt;
The history of the 509th is defined by two distinct phases: a decade of silence followed by a desperate, militant awakening.&lt;br /&gt;
&lt;br /&gt;
==== The Kearny Occupation: The &amp;quot;Silent Years&amp;quot; ====&lt;br /&gt;
Following the disaster at HELIOS One in 2276, the Mojave Chapter retreated into the Hidden Valley bunker. During this chaos, a small, &amp;quot;disposable&amp;quot; detachment led by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:black; color:black;&amp;quot;&amp;gt;REDACTED&amp;lt;/span&amp;gt;&#039;&#039;&#039; was dispatched toward the Northeast salt flats.&lt;br /&gt;
&lt;br /&gt;
For over a decade, they were a loose thread in the Brotherhood&#039;s tapestry. With Hidden Valley in total lockdown under Elder McNamara and the High Elders at Lost Hills preoccupied with the NCR, the detachment received no reinforcements and fewer than five transmissions in twelve years.&lt;br /&gt;
&lt;br /&gt;
Rather than disbanding or going rogue, the unit survived on institutional stubbornness. They operated on a lean, disciplined model, salvaging local aerospace tech and maintaining their T-51b Power Armor suits with scavenged parts and salt-flat ingenuity. They became ghosts of the desert, watching, waiting, and maintaining their gear in total isolation.&lt;br /&gt;
&lt;br /&gt;
==== The Resurgence: The Enclave Catalyst ====&lt;br /&gt;
By early 2296, the Brotherhood has begun a cautious but deliberate resurgence. While the Mojave remains scarred by the loss of their assets, the discovery of a renewed Enclave threat in the area has shattered the policy of isolation.&lt;br /&gt;
&lt;br /&gt;
The 509th has transitioned from a Hidden Watcher to an Active Vanguard. The tightening tensions between regional factions and the looming shadow of the Enclave have forced the Chapter&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Expeditionary Focus:&#039;&#039;&#039; The 509th no longer waits for permission. They have begun deploying small, elite &amp;quot;Surgical Teams&amp;quot; deep into the Utah territories. These teams are tasked with reclaiming lost influence and securing untapped technological caches before the Enclave or local ignorant factions can seize them.&lt;br /&gt;
* &#039;&#039;&#039;The New Mandate:&#039;&#039;&#039; Isolation is no longer an option. If the 509th falls at Kearny, the Mojave is next.&lt;br /&gt;
&lt;br /&gt;
== Cultural Dogma &amp;amp; The &amp;quot;Purist&amp;quot; Mindset ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #4A7CBF; margin:0.8em 2em; padding:0.6em 1em; color:#b0b8cc; font-style:italic;&amp;quot;&amp;gt;&amp;quot;The Brotherhood of Steel holds that technological and biological purity are the last bulwarks of humanity. We are the only organization protecting humanity from deviations, mutations, or outright abominations.&amp;quot;&amp;lt;/blockquote&amp;gt;The Brotherhood of Steel practices a form of technological and biological elitism. They view themselves as the only true guardians of humanity against various forms of &amp;quot;Abominations&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== The Classification of Wasteland Creatures ===&lt;br /&gt;
&#039;&#039;Use these field classifications to determine Rules of Engagement for non-human entities.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |1. Biological Abominations (Ghouls &amp;amp; Mutants)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
* &#039;&#039;&#039;Ghouls:&#039;&#039;&#039; Generally viewed with disgust. While the Mojave Chapter is more pragmatic than some, they view Ghouls as &amp;quot;shuffling corpses&amp;quot; or &amp;quot;Abominations&amp;quot; and a reminder of the Great War&#039;s failures. They are never members of the Brotherhood, except in desperate times, they may be recruited as Initiates or cannon fodder.&lt;br /&gt;
* &#039;&#039;&#039;Super Mutants:&#039;&#039;&#039; An evolutionary mistake and a direct affront to nature. Never to be enlisted in the Brotherhood. Don&#039;t shoot on sight, but avoid all contact and eliminate them if combat is initiated.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |Protocol: The &amp;quot;Ghoul Dilemma&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:10px;&amp;quot; |In the Brotherhood, biological purity is a core tenet. If a member is exposed to radiation and begins the turning process, the following paths are established:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The &amp;quot;Final Honor&amp;quot; (Self-Termination):&#039;&#039;&#039; A member may request a final moment to secure their legacy, surrender their gear/holotags, and finish their own life to die a human rather than an abomination. This is a highly respected act of devotion.&lt;br /&gt;
* &#039;&#039;&#039;Command Discretion:&#039;&#039;&#039; If the member does not choose the Final Honor, the Commander decides:&lt;br /&gt;
** &#039;&#039;&#039;Exile:&#039;&#039;&#039; Stripped of all rank/property and cast out. Forbidden from returning.&lt;br /&gt;
** &#039;&#039;&#039;Execution (Mercy Purge):&#039;&#039;&#039; Immediate termination to preserve the dignity of the fallen Brother and ensure no &amp;quot;abomination&amp;quot; carries the Order&#039;s memories.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%; margin-top:6px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |2. The Robotic Tier (Handy, Gusty, Sentry Bots)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
* &#039;&#039;&#039;The Logic:&#039;&#039;&#039; These are effectively Calculators with legs. They possess Virtual Intelligence (VI) but no souls. They are slaves to their &amp;quot;If/Then&amp;quot; code and are considered Mobile Property. As long as they remain tools, they are permitted.&lt;br /&gt;
* &#039;&#039;&#039;Protocol:&#039;&#039;&#039; Requisition, or use as Mobile Property. However, if the unit is already in civilian/faction service, the BOS should prioritize Intelligence Gathering (Field Audits) over physical requisition.&lt;br /&gt;
* &#039;&#039;&#039;Interaction:&#039;&#039;&#039; &#039;&#039;&amp;quot;Protectron, designation 0-4-4, adjust patrol vector. You are now under Brotherhood command if not already under wasteland  command, come along with us if not.&amp;quot;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%; margin-top:6px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |3. The Abomination Tier (Robobrains) - Challenged&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
* &#039;&#039;&#039;The Logic:&#039;&#039;&#039; A Robobrain uses a real, biological human brain as its processor. To the Brotherhood, this is the ultimate sin: the desecration of the human mind by trapping it in a jar to power a machine. It is a mechanical perversion. You cannot reprogram a Robobrain; you can only free the brain inside by destroying the unit.&lt;br /&gt;
* &#039;&#039;&#039;Protocol:&#039;&#039;&#039; &#039;&#039;&#039;Immediate Termination.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture &amp;amp; Society ==&lt;br /&gt;
Unlike the splintered chapters that have integrated with local populations, the Mojave Brotherhood remains a closed, techno-monastic society. They strictly adhere to the &amp;quot;Chain of Binding,&amp;quot; a rigid command protocol where a member only answers to their immediate superior. This ensures that even if a member is captured, the entire organizational structure remains protected.&lt;br /&gt;
&lt;br /&gt;
In their current state, the Brotherhood operates with a &amp;quot;Vanguard&amp;quot; mentality. They view themselves as the rightful guardians of humanity&#039;s most dangerous tools, often treating wastelanders with a mixture of cold pity and suspicion. Their swift and harsh response to the &amp;quot;misuse&amp;quot; of technology ensures that local populations understand the Brotherhood&#039;s authority.&lt;br /&gt;
&lt;br /&gt;
While the military branch (The Knights) and the research branch (The Scribes) remain distinct, the current state of the chapter requires total cohesion. Every member, regardless of their primary specialty, is expected to be a capable combatant and a scholar of the Codex. Collateral damage during recovery operations is often dismissed as a necessary sacrifice for the &amp;quot;Greater Good&amp;quot; of preventing another global catastrophe.&lt;br /&gt;
&lt;br /&gt;
=== Chems &amp;amp; Alcohol ===&lt;br /&gt;
The Brotherhood is a militarized faction, and expects that all of it&#039;s members remain strictly disciplined and mentally sound at all times. For this reason, usage of most addictive Chems is prohibited unless explicitly approved by the Head of a given branch of service or a visiting Elder. Chems are to be stored securely in the Medical Ward unless approved for use by a Head or offered in a trade with an outsider. Approved Chem use should be accompanied by dosages of Fixer to minimize chances of addiction.&lt;br /&gt;
&lt;br /&gt;
Paladins leading Field Lances can alter or lift these restrictions for the duration of the Field Lance at their discretion. These alterations must be reported over the radio and are to be reviewed by their superior upon their return to the Bunker.&lt;br /&gt;
&lt;br /&gt;
Drinking is prohibited outside of approved R&amp;amp;R time. Smoking is prohibited within the Medical Ward, Armory, and Forge for safety reasons but is otherwise permitted.&lt;br /&gt;
&lt;br /&gt;
Non-addictive medicines such as Healing Poultice/Powder, Stimpacks, Radaway/Rax-X, etc. have no restrictions imposed on their use.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #9B1111; width:80%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#2a0a0a; color:#ff8080; padding:6px; width:15%;&amp;quot; |Status&lt;br /&gt;
! style=&amp;quot;background:#2a0a0a; color:#ff8080; padding:6px;&amp;quot; |Substance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#fffc00;&amp;quot; |&#039;&#039;&#039;Conditional&#039;&#039;&#039;&lt;br /&gt;
|Morphine, Med-X (Medical &amp;amp; Surgical applications), Smoking (Kept outside prohibited areas), Alcohol (Only during approved R&amp;amp;R).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#cc6666;&amp;quot; |&#039;&#039;&#039;Prohibited&#039;&#039;&#039;&lt;br /&gt;
|Jet, Turbo, Daytripper, Buffout, Psycho, Mentats, Hydra, Cateye.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brotherhood Hierarchy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:20%;&amp;quot; |Rank&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:42%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#7aafff; font-weight:bold;&amp;quot; |Elder&lt;br /&gt;
|Command the chapter. Technology acquisitions, alliances, and military operations require your authorization. Other factions will seek your ear first - or avoid you entirely.&lt;br /&gt;
|Interprets the Codex; holds final say on the Chain of Binding.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head (Knight / Scribe / Paladin)&#039;&#039;&#039;&lt;br /&gt;
|Supreme leaders of each branch and the primary advisory body to the Elder. Head Knight: armory &amp;amp; Power Armor maintenance. Head Scribe: research, archives, pre-war data. Head Paladin: tactical coordination &amp;amp; deployment.&lt;br /&gt;
|Three officers; one per branch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Senior (Knight / Scribe / Paladin)&#039;&#039;&#039;&lt;br /&gt;
|Field officers and mentors. Supervise junior members, execute complex technical or tactical operations. Evaluate Initiate readiness.&lt;br /&gt;
|Often tasked with oversight of critical recovery missions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladin&#039;&#039;&#039;&lt;br /&gt;
|Lead combat operations and enforce Brotherhood authority in the field. The Elder&#039;s arm - wherever you go, the chapter&#039;s will follows.&lt;br /&gt;
|Only members permitted to lead independent recovery teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
|Protect Brotherhood territory, maintain weapons and armor. The Brotherhood&#039;s tactical backbone.&lt;br /&gt;
|Primary engineers and field operators.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
|Research, repair, and document Brotherhood technology. Your knowledge protects assets no amount of force could replace.&lt;br /&gt;
|Scientists, engineers, medics, and archivists. Accompany field teams when technical expertise is required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Squire&#039;&#039;&#039;&lt;br /&gt;
|Observe, assist, and master the technical foundations under a senior mentor.&lt;br /&gt;
|Assigned to a specific Knight or Paladin. Permitted on low-risk missions under direct supervision only.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Initiate&#039;&#039;&#039;&lt;br /&gt;
|Follow orders. Learn the Brotherhood&#039;s ways. Prove your worth. You will be assigned the most demanding and least glamorous duties - and perform them without complaint.&lt;br /&gt;
|The Chapter&#039;s future. Undergo rigorous training before promotion eligibility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chain That Binds ==&lt;br /&gt;
The chain that binds is the key commanding structure within the Brotherhood. Its core philosophy is that each &amp;quot;Link&amp;quot; of the chain serves the greater whole and plays their part in ensuring the Brotherhoods operational functions. Castes are generally expected to follow their designated purposes, with reprimand being issued out if they fail to do so.&lt;br /&gt;
It defines the key authorities vested in each caste - and its subsequent heads, which shall be described hereon:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:10%;&amp;quot; |Rank&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:40%;&amp;quot; |Purpose&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:40%;&amp;quot; |Authority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribes&#039;&#039;&#039;&lt;br /&gt;
|They are in charge of analyzing and preserving technology, as well as administering medical treatment to Brotherhood members. They are intended to educate initiates of the Brotherhood in matters of the codex and interpret it.&lt;br /&gt;
|They hold absolute authority when concerned with Medical, Educational, Botanical, or Engineering duties. They are the ultimate support of the Chapter. They settle disagreements about the codex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Knights&#039;&#039;&#039;&lt;br /&gt;
|They serve as the Brotherhood&#039;s quartermasters and military police, managing the supply and distribution of equipment and resources, maintaining order within the bunker, and enforcing Brotherhood law and the Codex among its members.&lt;br /&gt;
|They hold absolute authority over the Armory, Gate, Forge, and Brig. It is their duty to perform Quartermaster duties, in base diplomacy, and Military Police duties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladins&#039;&#039;&#039;&lt;br /&gt;
|They serve as the Brotherhood&#039;s battlefield commanders, leading field operations, directing combat strategy, conducting field diplomacy, and holding final authority over all matters that occur outside the bunker.&lt;br /&gt;
|They hold absolute authority over the TacMap and field duties. They are in charge of negotiations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Promotion Scripts ==&lt;br /&gt;
Within the Brotherhood, advancement is earned through discipline, loyalty, and unwavering service. Promotions are not rewards but obligations, binding the promoted to greater responsibility and deeper commitment to the Codex and the Chapter.&lt;br /&gt;
&lt;br /&gt;
=== Initiate → Squire ===&lt;br /&gt;
This ceremony marks the transition from a &amp;quot;new recruit&amp;quot; to a recognized member of the command structure.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elder/Senior:&#039;&#039;&#039; &#039;&#039;&amp;quot;Initiate, you have performed your duties without complaint. You have shown the discipline required of the Brotherhood. But the path to the Steel is long.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elder/Senior:&#039;&#039;&#039; &#039;&#039;&amp;quot;I hereby assign you to [Paladin Name] as their Squire. You will be their shadow. You will maintain their gear, you will carry their ammunition, and you will learn the weight of the Codex through their actions.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Squire:&#039;&#039;&#039; &#039;&#039;&amp;quot;I accept the burden. Steel be with you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Initiate → Squire (Corps Assignment) ===&lt;br /&gt;
For Initiates not yet claimed by a mentor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elder/Senior:&#039;&#039;&#039; &#039;&#039;&amp;quot;Initiate, you have demonstrated discipline, obedience, and respect for the Codex. These qualities form the foundation of every Brotherhood soldier.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elder/Senior:&#039;&#039;&#039; &#039;&#039;&amp;quot;Until a Paladin claims you for mentorship, you will serve within the Squire Corps. You will assist our Scribes, maintain our arms and armor, and learn the rhythms of the Chapter.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elder/Senior:&#039;&#039;&#039; &#039;&#039;&amp;quot;Prove yourself worthy, and the Steel will open its path to you.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Squire:&#039;&#039;&#039; &#039;&#039;&amp;quot;I accept the duty. Steel be with you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Squire → Paladin ===&lt;br /&gt;
The &amp;quot;Big Moment&amp;quot; - entrusted with Power Armor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elder:&#039;&#039;&#039; &#039;&#039;&amp;quot;Squire [Name], your mentorship is complete. Your mentor vouches for your skill with the wrench and the rifle. You have proven that you understand that technology is a burden, not a toy.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elder:&#039;&#039;&#039; &#039;&#039;&amp;quot;By the authority of the High Elders, I promote you to the rank of Paladin. We entrust you with the relics of the Old World. Guard them with your life. Rise, Paladin [Name]. Steel be with you.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Paladin:&#039;&#039;&#039; &#039;&#039;&amp;quot;I rise in service to the Chapter. Steel protects.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Field Protocols ==&lt;br /&gt;
&lt;br /&gt;
=== Technology Classification ===&lt;br /&gt;
The Brotherhood categorizes gear into Tiers. Active intervention is generally reserved for &#039;&#039;&#039;Tier 3&#039;&#039;&#039; technology.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:8%;&amp;quot; |Tier&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:38%;&amp;quot; |Examples&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |Standard Procedure&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;T1&#039;&#039;&#039;&lt;br /&gt;
|Service Rifles, Pistols, Leather Armor, Stimpaks&lt;br /&gt;
|&#039;&#039;&#039;Ignore.&#039;&#039;&#039; Standard wasteland gear.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;T2&#039;&#039;&#039;&lt;br /&gt;
|Laser Weaponry, Advanced SMG, Servo-Assisted Gauntlet, Pip-Boy, Stripped Power Armor&lt;br /&gt;
|&#039;&#039;&#039;Monitor.&#039;&#039;&#039; Note the owner and origin. No intervention yet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;T3&#039;&#039;&#039;&lt;br /&gt;
|Plasma/Gauss Weapons, Power Armor, Pre-War Holotapes&lt;br /&gt;
|&#039;&#039;&#039;Requisition.&#039;&#039;&#039; Active Brotherhood intervention is authorized and expected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules of Engagement (The Escalation Ladder) ==&lt;br /&gt;
&#039;&#039;When Tier 3 technology is identified in &amp;quot;unauthorized&amp;quot; hands (NCR, Legion, or Civilians), members must follow these steps:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;The Formal Request:&#039;&#039;&#039; State the hazard and offer a trade if possible.&lt;br /&gt;
#: &#039;&#039;&amp;quot;Hold there, Wastelander. That Plasma Rifle is a dangerous relic of the Old World; you are unauthorized to possess it. For the safety of the wastes, we request you turn it over. In exchange, we can offer you Caps and a reliable Service Rifle.&amp;quot;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;The Final Warning:&#039;&#039;&#039; If the request is refused, weapons are drawn (but not fired).&lt;br /&gt;
#: &#039;&#039;&amp;quot;This is not a request, Trooper. That technology is beyond your understanding and poses a threat to the region. Hand over the hardware now, or it will be secured by force. Final warning.&amp;quot;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Forced Seizure:&#039;&#039;&#039; Combat is authorized &#039;&#039;&#039;only&#039;&#039;&#039; to disable the tech-user. Once the player is &amp;quot;downed,&amp;quot; the BOS secures the specific item and retreats immediately.&lt;br /&gt;
#: &#039;&#039;&#039;Strict Rule:&#039;&#039;&#039; Do NOT loot the player&#039;s personal items (food, water, armor, caps). Only the high-tech objective (and its specific ammo) is to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Post-Seizure Protocol ===&lt;br /&gt;
If the subject does not demonstrate continued hostility and instead attempts to disengage or flee, lethal force is not authorized. Following recovery of the technology, the subject is to be stabilized to a condition in which they can safely vacate the area.&lt;br /&gt;
&lt;br /&gt;
The use of basic medical aid is permitted if required. Termination is only authorized under the following conditions:&lt;br /&gt;
&lt;br /&gt;
* Direct orders from a higher-ranking member&lt;br /&gt;
* Renewed hostile action from the subject&lt;br /&gt;
* Environmental or situational threats that endanger the Brotherhood member&lt;br /&gt;
&lt;br /&gt;
== Formal Greetings &amp;amp; Mottos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:28%;&amp;quot; |Phrase&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |Usage &amp;amp; Field Dialogue&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Steel Be With You&#039;&#039;&#039;&lt;br /&gt;
|A parting phrase, often used by Scribes or during somber moments. &#039;&#039;&amp;quot;You&#039;re heading into a high-rad zone, Knight. Steel be with you.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Walk in the Light of the Founder&#039;&#039;&#039;&lt;br /&gt;
|A formal blessing reserved for ceremonies or Elders. &#039;&#039;&amp;quot;You have served the Chapter well this day. Walk in the light of the Founder.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Knowledge is Our Shield&#039;&#039;&#039;&lt;br /&gt;
|A Scribe-favored motto emphasizing that preservation of technology is the Order&#039;s true protection. &#039;&#039;&amp;quot;Secure the mainframe first. Remember, Initiate: Knowledge is our shield.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;By the Will of the Founder&#039;&#039;&#039;&lt;br /&gt;
|A formal declaration invoking the authority of the Founder and the Maxson lineage; used when issuing orders rooted in doctrine rather than circumstance. &#039;&#039;&amp;quot;This bunker will be secured by the will of the Founder. No deviation from the Codex will be tolerated.&amp;quot;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brotherhood Lingo &amp;amp; Slang ==&lt;br /&gt;
Use these terms to establish the Brotherhood&#039;s &amp;quot;Techno-Monastic&amp;quot; superiority. Using the correct term for an outsider defines your character&#039;s personality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:18%;&amp;quot; |Term&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |Definition &amp;amp; Field Usage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abomination&#039;&#039;&#039;&lt;br /&gt;
|Any non-human threat (Ghouls, Mutants, Synths, Robobrains). &#039;&#039;&amp;quot;Target the Abomination! Don&#039;t let that Super Mutant pass the line.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Chain&#039;&#039;&#039;&lt;br /&gt;
|Short for the Chain of Binding (the command structure). &#039;&#039;&amp;quot;I don&#039;t care if you disagree. Respect the Chain and follow your orders.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Relic&#039;&#039;&#039;&lt;br /&gt;
|Any piece of Tier 3 technology (Plasma, Power Armor, Pre-War data). &#039;&#039;&amp;quot;We have secured a pre-war Relic. Knight, prepare the transport crate.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Codex&#039;&#039;&#039;&lt;br /&gt;
|The governing set of laws for the Brotherhood. &#039;&#039;&amp;quot;That action is not supported by the Codex, Knight.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PA&#039;&#039;&#039;&lt;br /&gt;
|A Slang term for Power Armor &#039;&#039;&amp;quot;We recently liberated two PA from the NCR.&amp;quot;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Faction Relations ==&lt;br /&gt;
As of 2296, the Brotherhood operates under a state of &#039;&#039;&#039;Tense Neutrality&#039;&#039;&#039; with most organized groups.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4A7CBF; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:20%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#1e2d45; color:#7aafff; padding:6px;&amp;quot; |Diplomacy &amp;amp; Field Interaction&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Post-Sunburst ceasefire observed. &#039;&#039;&amp;quot;NCR. Maintain your distance and keep your weapons holstered. We have no business with you today.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Viewed as primitive but dangerous. &#039;&#039;&amp;quot;Halt, Legionnaire. Do not interfere with our recovery operations, and we shall not interfere with your conquest.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Unaffiliated survivors. Viewed as &amp;quot;ignorant&amp;quot; and prone to tech misuse. &#039;&#039;&amp;quot;Move along, scavenger. These ruins are under Brotherhood jurisdiction.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|&#039;&#039;The town is the epicenter of trade. Which means various Pre-War Technology could flow through it. We Should only intervene IF the town is under active hostile occupation as to resecure the easilly accesible trades.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Vault Dwellers]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Viewed with curiosity but suspicion regarding their Vault&#039;s technology. &#039;&#039;&amp;quot;A Vault-Tec jumpsuit. Tell me, dweller, is your Vault&#039;s reactor still operational? We may need to perform a safety audit.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|&#039;&#039;They Provide medicinal charity to the civillians of the wastes, and can even aid us in times of peril via healing us. They do not share or spread pre war technology which means they do not harm our mission whatsoever.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Raiders and bandits. Threats to be swept aside. &#039;&#039;&amp;quot;Clear the area, scavver, or be cleared.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Super Mutants]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Biological Abominations. No exceptions. Avoid Contact, but do not shoot upon encountering. &#039;&#039;&amp;quot;Careful, There were Super Mutants in the area previously.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Synthetics|Automated Units]]&lt;br /&gt;
|Mobile Property&lt;br /&gt;
|Use Field Audits to check logic and prime directives. &#039;&#039;&amp;quot;Unit, state your designation and current prime directive. Report any high-tier technology signatures detected.&amp;quot;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=151</id>
		<title>New California Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=151"/>
		<updated>2026-06-06T23:14:24Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Criminals and Prisoners of War */ Specified the use of lethal methods to deal with inmates (as confirmed by Admin Blu)- and added basic SOP regarding executions that MPs currently abide by.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#292000; border-top:3px solid #C8A200; border-bottom:3px solid #C8A200; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#ffd54f; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ New California Republic ◈ Salt Dogs Battalion ◈ Bonneville Station ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=New California Republic|color=#C8A200|status=Active - Forward Deployed|location=Bonneville Station, Nevada side&amp;lt;br&amp;gt;Wendover Bridge Corridor|leader=Major Blackhawk &amp;amp;amp; Major Walker&amp;lt;br&amp;gt;Ranger DAGGER-02 (Intel)|ideology=Democratic Federalism&amp;lt;br&amp;gt;Rule of Law · Expansionism|motto=&#039;&#039;Bear the Republic&#039;s burden&#039;&#039;|affiliation=New California Republic}}The &#039;&#039;&#039;New California Republic&#039;&#039;&#039; (NCR) stands as a beacon of democracy and order in the wasteland - a federal presidential republic rooted in old values of democracy, personal freedom, and the sanctity of law. Founded by Aradesh and his daughter Tandi in Shady Sands, it is now led by President Aaron Kimball. The NCR&#039;s mission is to restore civilization, uplift infrastructure and economic frameworks, and foster peace. But the Republic is not devoid of flaws: it grapples with expansion, territorial disputes, wavering loyalties, and rising corruption.&lt;br /&gt;
&lt;br /&gt;
== Bonneville Station ==&lt;br /&gt;
&lt;br /&gt;
=== The Salt Dogs Battalion ===&lt;br /&gt;
The NCR&#039;s foothold east of Nevada is held by the &#039;&#039;&#039;Salt Dogs Battalion&#039;&#039;&#039;, garrisoned at Bonneville Station on the Nevada side of the Wendover bridge. The Utah side is maintained as a forward checkpoint on rotation. The bridge itself is a permanent NCR asset - it does not change hands.&lt;br /&gt;
&lt;br /&gt;
The battalion is commanded jointly by &#039;&#039;&#039;Major Blackhawk&#039;&#039;&#039; and &#039;&#039;&#039;Major Walker&#039;&#039;&#039;. Intelligence operations are coordinated by &#039;&#039;&#039;DAGGER-02&#039;&#039;&#039;, a Ranger attached from regional command.&lt;br /&gt;
&lt;br /&gt;
Wendover sits at the last real chokepoint before Utah opens into open wastes. I-80 runs through it. The salt trade runs through it. Whatever moves east or west in this region moves through Bonneville, and the Salt Dogs are there to make sure the NCR has a say in how it moves.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Context: DAGGER-02 Field Report ===&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic; font-family:serif;&amp;quot;&amp;gt;&amp;quot;Station is established. Major Blackhawk and Major Walker are on the ground and operational.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll be plain: given the current situation back home, I&#039;m not certain who is reading this or in what capacity anymore. I&#039;m filing it anyway. That&#039;s the job.&lt;br /&gt;
&lt;br /&gt;
We&#039;re here for I-80 and salt. Wendover is the last real chokepoint before Utah opens up. The salt funds the operation, which matters more now than it did when we were assigned here.&lt;br /&gt;
&lt;br /&gt;
Nevada side of the bridge is home base. Utah side is a forward checkpoint on rotation. The bridge stays ours.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood has dug into the old airfield on the Utah side. They&#039;re not here by accident and they aren&#039;t telling us why. Nothing actionable yet. Legion presence has been noted in the region. Unknown which Legio, considering the civil war. Extent and intent unknown. Command should consider this when reviewing resupply prioritization.&lt;br /&gt;
&lt;br /&gt;
- DAGGER-02, attached, Bonneville Station&lt;br /&gt;
&lt;br /&gt;
Co-signed: Major Blackhawk, Major Walker - Salt Dogs Battalion, NCR&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
Dictated by the constitution of the Republic, every citizen of the NCR - civilian or military - must follow these laws.&lt;br /&gt;
&lt;br /&gt;
It is a crime to &#039;&#039;&#039;take the life of another&#039;&#039;&#039;, be it murder or manslaughter. These acts are harshly punished; depending on severity, punishment can reach execution. It is a crime to &#039;&#039;&#039;steal from another&#039;&#039;&#039; regardless of circumstances, punishable by prison with the possibility of parole.&lt;br /&gt;
&lt;br /&gt;
=== Basic Rights ===&lt;br /&gt;
All citizens hold the following universal rights which may not be infringed upon:&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:60%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* The right to own personal property&lt;br /&gt;
* The right to freedom of expression, religion, and speech&lt;br /&gt;
* The right to self-defense&lt;br /&gt;
* The right to bear a sidearm and concealed carry inside NCR-controlled territories&lt;br /&gt;
* The right to enlist&lt;br /&gt;
* The right to an attorney&lt;br /&gt;
* The right to remain silent in cases of self-incrimination&lt;br /&gt;
* The right to a fair trial&lt;br /&gt;
|}&lt;br /&gt;
In the case of criminal arrest, all rights barring the right to remain silent, to a fair trial, and to an attorney are suspended.&lt;br /&gt;
&lt;br /&gt;
=== Treason ===&lt;br /&gt;
All acts of treason are, in most cases, punishable by death. Includes: fraternizing with or providing information to an enemy of the state, terrorism, desertion, and dereliction of duty.&lt;br /&gt;
&lt;br /&gt;
=== Fraudulent Activities ===&lt;br /&gt;
Punishable by prison or voluntary labor. Includes: money laundering, identity theft, falsification of reports or official documents, forgery of currency, and the sale/distribution of illicit substances (Jet, Psycho, Turbo).&lt;br /&gt;
&lt;br /&gt;
== New California Republic Army (NCRA) ==&lt;br /&gt;
The defense forces of the Republic. The NCRA must tackle conflicts in a non-aggressive way - de-escalate first, deal with threats using the minimum force possible.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;The mission of the NCR is to uphold the law in the region, as well as trying to gain anything valuable - trading with major powers or settlements, or obtaining resources from the area. Expansionism is allowed but only by diplomacy or to expel a threat. Keeping a good image of the Republic is key.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Principles ===&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:65%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* Follow the rules of war and human rights&lt;br /&gt;
* Obey the chain of command&lt;br /&gt;
* While on duty, do not drink alcohol or gamble&lt;br /&gt;
* Treat prisoners with respect and dignity; field execution requires officer or High Command authorization&lt;br /&gt;
* Wear your uniform at all times. Dog tags and rank pins must always be visible&lt;br /&gt;
* Going off-duty requires chain-of-command approval; always ask command before stepping down&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Field Promotions&#039;&#039;&#039; are legal. An NCO may promote enlisted personnel; a CO may promote an NCO for exceptional service. Cannot promote between branches, nor skip from enlisted to officer.&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:22%;&amp;quot; |Rank&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:12%;&amp;quot; |Type&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ffd54f; font-weight:bold;&amp;quot; |Captain&lt;br /&gt;
|CO&lt;br /&gt;
|Command the NCR&#039;s local detachment. All military and diplomatic decisions run through you.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|CO&lt;br /&gt;
|Second-in-command. Support the Captain, manage day-to-day operations, step into command when needed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Doctor&#039;&#039;&#039;&lt;br /&gt;
|CO (attached)&lt;br /&gt;
|Senior medical officer. Keep soldiers combat-capable; advise command on medical threats. Your skills are a diplomatic asset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant First Class&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior NCO of the detachment. Translate officer intent into enlisted action; enforce discipline; manage formation readiness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior squad leader. Lead troops in the field and coordinate with the Sergeant First Class.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Squad leader. Know your soldiers, execute direction, and make the right call when there is no time to ask.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Trained specialist serving in combat, engineering, or medical roles. Pick your loadout to match the mission.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private First Class&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Experienced private. Proven reliable - better gear, more latitude, more trust from NCOs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Standard soldier. Enforce NCR authority, protect personnel and assets, and carry out orders.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recruit&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Newest enlistee. You are at the bottom of a long ladder. Follow orders, learn the ropes, avoid getting yourself or your squadmates killed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New California Republic Rangers (NCRR) ==&lt;br /&gt;
The Rangers - originally descended from Pre-War Rangers - are the elite soldiers of the NCR. A volunteer special force renowned for survival, reconnaissance, scouting, sabotage, and martial arts. Their primary purpose is dealing with threats the regular NCRA cannot handle.&lt;br /&gt;
&lt;br /&gt;
The Rangers are the living image of NCR ideals of liberty, justice, and freedom from tyrants, slavers, and raiders.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Ranger&#039;&#039;&#039; holds authority equivalent to a Sergeant.&lt;br /&gt;
* A &#039;&#039;&#039;Veteran Ranger&#039;&#039;&#039; holds authority equivalent to an Officer.&lt;br /&gt;
* Rangers operate with autonomy but cooperate with NCRA partners. They can give orders to the NCRA if no NCRA command is available.&lt;br /&gt;
&lt;br /&gt;
== Crime and Punishment ==&lt;br /&gt;
Punishment in the NCR is divided between Non-Judicial and Judicial Punishment.&lt;br /&gt;
&lt;br /&gt;
=== Non-Judicial Punishment (NJP) ===&lt;br /&gt;
For less severe offenses. Given by NCOs and Officers in the field. These punishments must best fit the severity of the offense and cannot be cruel or arbitrary.&lt;br /&gt;
&lt;br /&gt;
* Reprimand · Forfeiture of Pay · Extra Duty · Diminished Rations&lt;br /&gt;
* Confinement to Base or Brig&lt;br /&gt;
* Loss of Rank (requires Captain or higher approval)&lt;br /&gt;
&lt;br /&gt;
=== Judicial Punishment (JP) ===&lt;br /&gt;
Determined after court martial for major or capital offenses.&lt;br /&gt;
&lt;br /&gt;
* Other Than Honorable Discharge · Dishonorable Discharge&lt;br /&gt;
* Execution via Firing Squad or Hanging&lt;br /&gt;
* Barred from Reenlistment&lt;br /&gt;
&lt;br /&gt;
=== Court Martial ===&lt;br /&gt;
Requested by high-ranking members or the Military Police. Handles serious crimes between NCRA and NCRR. Non-military personnel are not sentenced to Court Martial - they receive a Civilian Court Trial. Court martials take time; they are not instantaneous.&lt;br /&gt;
&lt;br /&gt;
== List of Offenses ==&lt;br /&gt;
(Category Key: MR - Misdemeanor | MO - Major Offense | CO - Capital Offense)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%; font-size:0.9em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Offense&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:7%;&amp;quot; |Category&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:22%;&amp;quot; |Punishment&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Verbal&lt;br /&gt;
|MR&lt;br /&gt;
|Threatening to use physical force against a person.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Hooliganism&lt;br /&gt;
|MR&lt;br /&gt;
|Loud yelling on comms after being warned, throwing garbage, breaking windows.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Minor&lt;br /&gt;
|MR&lt;br /&gt;
|Disobeying a lawful order; undermining authority without inciting mutiny.&lt;br /&gt;
|Brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Failure of Proper Conduct&lt;br /&gt;
|MR&lt;br /&gt;
|Poor grooming, improper uniform, friendly fire, public misconduct.&lt;br /&gt;
|Situational; brig (5–10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Neglect of Duty&lt;br /&gt;
|MR&lt;br /&gt;
|Careless or intentional failure to perform official duties.&lt;br /&gt;
|Loss of rank; brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Use of permitted substances (Med-X) while on-duty without medical authorization.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|AWOL&lt;br /&gt;
|MR&lt;br /&gt;
|Abandoning post without authorization, with intention to return.&lt;br /&gt;
|Situational; loss of rank, dismissal (10–20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Selling alcohol on-duty.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Physical&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Attacking with body only (MR); use of weapons escalates to MO.&lt;br /&gt;
|Body: brig (10 min). Weapons: loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (illegal)&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Use of Jet, Psycho, etc. even off-duty. Send to medbay.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (illegal)&lt;br /&gt;
|MR–MO–CO&lt;br /&gt;
|Selling Jet, Psycho, etc. Can escalate to CO for repeat offenses.&lt;br /&gt;
|Demotion; can reach life imprisonment&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization&lt;br /&gt;
|MO&lt;br /&gt;
|Undue relationship between enlisted/NCO and a Commissioned Officer.&lt;br /&gt;
|Dismissal or loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|MO&lt;br /&gt;
|Unintentional death through negligence.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Abandonment of Duty&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly failing to report to assigned post.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assaulting/Disobeying an Officer&lt;br /&gt;
|MO&lt;br /&gt;
|Disobeying lawful order from an Officer, or physically assaulting one.&lt;br /&gt;
|Dismissal or loss of rank (20 min or until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sedition&lt;br /&gt;
|MO&lt;br /&gt;
|Conspiring or openly opposing rightful authorities and the rule of law.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Desertion&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly abandoning post with no intention of return.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization with Enemy&lt;br /&gt;
|MO&lt;br /&gt;
|Cooperating with any enemy of the NCR. Escalates to CO if an ongoing relationship exists.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Major&lt;br /&gt;
|MO–CO&lt;br /&gt;
|Disobeying orders, resulting in mutiny, NCR casualties, or desertion in force.&lt;br /&gt;
|Dismissal (until next shift); escalates to CO if it triggers a shootout&lt;br /&gt;
|-&lt;br /&gt;
|Use of Mercenaries&lt;br /&gt;
|CO&lt;br /&gt;
|Paying civilians or non-NCR personnel to fight for the NCR.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Treason&lt;br /&gt;
|CO&lt;br /&gt;
|Giving shelter or aid to enemies of the NCR, or working against the NCR while owing it allegiance.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Murder&lt;br /&gt;
|CO&lt;br /&gt;
|Intentionally killing a person, with or without forethought.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sabotage&lt;br /&gt;
|CO&lt;br /&gt;
|Hindering military operations; destroying NCR equipment, comms, medication, or weapons.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Cannibalism&lt;br /&gt;
|CO&lt;br /&gt;
|Willingly and knowingly consuming a human, ghoul, or sapient mutant.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Aggravating factors (repeating an offense, refusing to cooperate) make punishment harsher. Mitigating factors (surrendering, cooperating) make it less harsh.&lt;br /&gt;
&lt;br /&gt;
== Dress Code ==&lt;br /&gt;
All on-duty personnel must be in full uniform during all NCR operations. Cadets cannot modify their issued loadout. Upon reaching NCO rank, soldiers may wear non-NCR apparel (cowboy hats, bandanas), provided they remain identifiable as NCR personnel.&lt;br /&gt;
&lt;br /&gt;
=== Hair Regulations ===&lt;br /&gt;
Hair must be well-groomed, natural color, cut no further than the shoulders or tied back, and fit underneath a helmet. Helmets may be removed indoors when appropriate.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Regulations ===&lt;br /&gt;
Low-ranking troopers use weapons issued at shift start and may not change them without authorization. Weapons manufactured by other factions are &#039;&#039;&#039;strictly forbidden&#039;&#039;&#039; and will be held in the armory until repurposed. High-quality weapons are distributed by logistics to where they are needed.&lt;br /&gt;
&lt;br /&gt;
== Criminals and Prisoners of War ==&lt;br /&gt;
&lt;br /&gt;
=== Criminals ===&lt;br /&gt;
Individuals not part of any faction who have broken NCR laws, committed crimes against NCR citizens or personnel, or undermined NCR operations. Criminals are protected under NCR laws - they must be treated humanely, provided with food, clothing, and shelter, and may not be abused while non-resisting. In the absence of non-lethal methods to detain and secure a inmate- lethal methods are authorized if they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of War (POWs) ===&lt;br /&gt;
Individuals who are part of a faction currently at war with the NCR. POWs are protected under NCR laws and must be treated humanely. Anyone releasing a POW without authorization is charged with Sedition or Treason. &lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
Executions fall under the server rules of [[Rules|Round Removal]] and should be used extremely sparingly and with bulletproof In Character reasoning. (DO NOT Round Remove people because they personally bother you or attempting escape, give the player their own story!). You are expected and &#039;&#039;&#039;demanded&#039;&#039;&#039; to fax High Command with execution post-mortem reports (who, when, where, and why are bare essentials if you&#039;re not into paperwork).&lt;br /&gt;
&lt;br /&gt;
Military Police are allowed to execute prisoners/prisoners of war should they deem the subject un-detainable; Or under &#039;&#039;&#039;extraordinary circumstances&#039;&#039;&#039; as approved by the CO/High Command. Military Police are &#039;&#039;&#039;required to hold the subject for as long as possible&#039;&#039;&#039; (I.E: Give them solitary confinement first or some similar &#039;second chance&#039; punishment) before deeming them a drain on resources to keep.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Faction&lt;br /&gt;
!Standing&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Due to the events of &#039;&#039;&#039;[[Brotherhood of Steel|Operation Sunburst (2276)]]&#039;&#039;&#039;, the NCR severally wounded the 509th chapter&#039;s presence in Wendover. The brotherhood regards the NCR as a oppressive force to their goals- but the NCR seem confident the brotherhood are too busy licking their wounds to impede in the salt dogs battalion&#039;s diplomatic goals within the area. &lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Tense &lt;br /&gt;
|The NCR and Legion are ideologically opposed on most-every issue. This in combination with a long and storied history of conflict between the two factions have lead to an near unamendable relationship. Only seen cooperating against a bigger, common, enemy. &lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The NCR greatly respects and utilizes the medical expertise of the followers. The only possible conflict these two factions have is polite political disagreements stemming from the follower&#039;s staunch position of pacifism. &lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The townsfolk are more than happy to exchange with the NCR for goods and services- the NCR are more than happy to expand their diplomatic relations with like-minded individuals within Wendover. &lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Wastelanders are, and forever will be, a wildcard within Wendover. However, NCR law dictates that they are entitled to a set of basic rights, up-to-but-not-excluding: the right to a sidearm, the right for freedom of expression, and the right to enlist. The latter being the main draw for the NCR. &lt;br /&gt;
|-&lt;br /&gt;
|[[Vault Dwellers]] &lt;br /&gt;
|Neutral&lt;br /&gt;
|Similar to their position on the Wastelanders- the NCR views the Vault as proper citizens of the region, entitled to every right as a citizen of the NCR. Especially the right to enlist.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|The Yuma Tribal views the presence of the Bear within their homeland as an obvious scheme for colonization. The NCR view their expansionist efforts as more merciful than anything the other two major factions could offer. At the end of the day, the two remain isolated and can go weeks without any diplomatic attempts between them. &lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Thieves and ne&#039;er-do-wells. A small, but organized, threat to the NCR&#039;s diplomatic goals for the region. &lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=148</id>
		<title>The Enclave</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=148"/>
		<updated>2026-06-05T09:13:06Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: Changed the colors even further because the previous blue color was hard to read in some parts and I cannot make up my mind to save my life&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0A3161; border-top:3px solid #FFFFFF; border-bottom:3px solid #B31942; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#BED8F8; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ THE ENCLAVE ◈ Remnants of the United States ◈ CLASSIFIED ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{FactionInfobox&lt;br /&gt;
|name=The Enclave&lt;br /&gt;
|color=#B31942&lt;br /&gt;
|status=Active - Covert&lt;br /&gt;
|location=Classified&amp;lt;br&amp;gt;Wendover Region (Suspected)&lt;br /&gt;
|leader=Classified&lt;br /&gt;
|ideology=American Continuity&amp;lt;br&amp;gt;Genetic &amp;amp; Technological Supremacy&lt;br /&gt;
|motto=&#039;&#039;God Bless the Enclave. God Bless America.&#039;&#039;&lt;br /&gt;
|affiliation=United States Government (Self-Proclaimed)&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Enclave&#039;&#039;&#039; is the self-proclaimed continuation of the United States government. Founded by a secret cabal of political, military, and corporate elites, they retreated to fortified bunkers and offshore installations just before the Great War to survive the nuclear apocalypse they helped facilitate. The Wendover Enclave was a sole person cryo&#039;d in a bunker that has been kept care of robots with the primary mission of restoring the U.S. Army.&lt;br /&gt;
&lt;br /&gt;
They are the most technologically advanced human organization in the known world. They are also the most dangerous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #0A3161; margin:0.8em 2em; padding:0.6em 1em; color:#B31942; font-style:italic;&amp;quot;&amp;gt;&amp;quot;We are the United States of America. We never fell. We never surrendered. And we are coming back.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2077: The Great War and the Great Retreat ===&lt;br /&gt;
Immediately following the nuclear exchange, the Enclave leadership activated their continuity of government protocols. While the primary leadership fled to the &#039;&#039;&#039;Control Station Enclave&#039;&#039;&#039; (an oil rig off the coast of California), regional branches took command of specialized bunkers across the continent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Appalachian Branch:&#039;&#039;&#039; Led by Secretary of Agriculture Thomas Eckhart, this group occupied the Whitespring Bunker. Eckhart was an extremist who believed the war was not &amp;quot;won.&amp;quot; He murdered his superiors to seize control and declare himself President.&lt;br /&gt;
* &#039;&#039;&#039;The Poseidon Oil Rig:&#039;&#039;&#039; The &amp;quot;Main Branch&amp;quot; established their base of operations here, overseeing the various regional outposts from afar.&lt;br /&gt;
&lt;br /&gt;
=== 2102: The Appalachian Civil War ===&lt;br /&gt;
The Enclave in West Virginia faced an internal ideological split that would ultimately lead to their localized extinction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | The Hardliners || Led by Thomas Eckhart. Wanted to trigger a second nuclear exchange to destroy any remaining communist threats. The Hardliners consider &#039;Mutations&#039; as something to be purged.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | The Reformers || Led by Brigadier General Daniel Kukowski. Questioned Eckhart&#039;s sanity and his abandonment of actual American reconstruction in favor of global destruction. The Reformers consider &#039;Mutations&#039; as 2nd class citizens- ghouls and SuperMutants are strictly not people. They are tools to accomplish a goal. In this case: fodder for the army.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The conflict ended in a bloody stalemate. A rogue AI named &#039;&#039;&#039;MODUS&#039;&#039;&#039; (Multi-Operation Direction and Utility System) eventually killed the remaining human occupants after they attempted to sabotage its systems.&lt;br /&gt;
&lt;br /&gt;
=== 2242: The Fall of Western Command ===&lt;br /&gt;
The destruction of the Oil Rig by the &amp;quot;Chosen One&amp;quot; is a pivotal moment in Enclave history. The loss of the President and the Rig forced the Enclave to transition from a global superpower to a migratory force. Surviving members, led by Scientist Autumn Senior, began a &amp;quot;Great March&amp;quot; toward the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2277: The Capital Wasteland Campaign ===&lt;br /&gt;
By this year, the Enclave had re-established a massive presence at &#039;&#039;&#039;Raven Rock&#039;&#039;&#039; and &#039;&#039;&#039;Adams Air Force Base&#039;&#039;&#039; in Washington, D.C.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Leader&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | John Henry Eden || A sentient ZAX supercomputer that believed it was the reincarnation of all great American Presidents. Hardliner - proposed using a modified FEV to commit global genocide against anyone with mutated DNA.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | Colonel Augustus Autumn || Son of Autumn Senior. &#039;&#039;&#039;Pragmatist&#039;&#039;&#039; - rejected Eden&#039;s genocidal plan, preferring to use the region&#039;s water supply as a political tool to force the population to accept Enclave rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The Enclave was decisively defeated by the Brotherhood of Steel. This marked the end of the Enclave as an organized, open military government on the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2281: The Mojave Remnants ===&lt;br /&gt;
In the West, the Enclave no longer existed as a political entity. Instead, small squads of soldiers from the original Western branch lived in hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Remnants:&#039;&#039;&#039; Led by Judah Kreger, this &amp;quot;branch&amp;quot; was actually a group of aging veterans. They were no longer loyal to the Enclave&#039;s purist ideology, having integrated into wasteland society as doctors, pilots, and scavengers. They represented the &amp;quot;humanized&amp;quot; Enclave - choosing to use their technology to assist in the Battle of Hoover Dam based on personal conviction.&lt;br /&gt;
&lt;br /&gt;
=== 2287: Commonwealth Echoes ===&lt;br /&gt;
Following the defeat in D.C., small splinter cells and &amp;quot;Black Ops&amp;quot; units remained active in the North.&lt;br /&gt;
&lt;br /&gt;
These units, referred to in logs as &#039;&#039;&#039;Echo Sites&#039;&#039;&#039;, were tasked with salvaging lost technology and establishing secret outposts. They operated without a central President, functioning more like a decentralized paramilitary organization. They remained hostile to all outsiders, maintaining the old &amp;quot;purity&amp;quot; standards.&lt;br /&gt;
&lt;br /&gt;
=== 2296: The Research Resurgence ===&lt;br /&gt;
Decades after their major defeats, a highly organized and secretive Enclave branch has emerged.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Aspect&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Details&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strategy&#039;&#039;&#039; || Shifting away from open warfare, this branch focuses on advanced bio-engineering and energy physics. They operate with extreme secrecy.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ideology&#039;&#039;&#039; || This version of the Enclave is more calculated. They view themselves as the ultimate stewards of the planet&#039;s future, possessing &#039;&#039;&#039;Cold Fusion&#039;&#039;&#039; technology required to restart civilization.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goal&#039;&#039;&#039; || Less interested in immediate genocide - more interested in the total control of planetary resources and the technological infrastructure of the new world.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Enclave fields the most advanced equipment in the known world:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:24%;&amp;quot; | Asset&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#8a9a4a; font-weight:bold;&amp;quot; | Advanced Power Armor Mk1 || Superior to anything the Brotherhood fields. Full environmental sealing, integrated HUD, and servo-assisted strength amplification.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advanced Power Armor Mk2&#039;&#039;&#039; || Top-of-the-line Enclave engineering. The most advanced personal armor in the known world.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk2 Hellfire&#039;&#039;&#039; || Incendiary-hardened Mk2 variant designed for extreme combat environments. Elite issue only.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Enclave-manufactured plasma rifles and pistols - superior output to any wasteland equivalent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vertibirds&#039;&#039;&#039; || Pre-war military transport aircraft. Gives the Enclave unmatched strategic mobility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threat Assessment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:15%;&amp;quot; | Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Brotherhood of Steel]] || Tense || The Brotherhood has fought the Enclave twice and won. They will not allow a third round to begin on Enclave terms.&lt;br /&gt;
|-&lt;br /&gt;
| [[New California Republic|NCR]] || Tense || The NCR views the Enclave as a rogue military government and a direct threat to democratic governance.&lt;br /&gt;
|-&lt;br /&gt;
| [[Caesar&#039;s Legion]] || Tense || The Legion respects strength but the Enclave&#039;s technology represents everything Caesar sought to destroy.&lt;br /&gt;
|-&lt;br /&gt;
| [[Townsfolk]] || Neutral || Civilians have heard the stories.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wastelanders]] || Neutral || To the Enclave, unaffiliated wastelanders are future soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Followers of the Apocalypse]] || Tense || The Followers represent everything the Enclave despises - freely shared knowledge and humanitarian weakness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Outlaws]] || Tense || Raiders are vermin to be cleansed. The Enclave does not negotiate with bandits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{FactionNav}}&lt;br /&gt;
[[Category:Factions]][[Category:Lore]][[Category:Enclave]]&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Main_Page&amp;diff=147</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Main_Page&amp;diff=147"/>
		<updated>2026-06-05T09:03:03Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Factions */ Minor color edit to the enclave&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0a0a0a; border:2px solid #3a3020; padding:1.5em 2em; margin-bottom:1.5em; color:#c8b870; font-family:monospace; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;&amp;quot;&amp;gt;&amp;amp;#9762; MISFITS NUCLEAR WASTELAND &amp;amp;#9762;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888; font-size:0.9em; letter-spacing:3px;&amp;quot;&amp;gt;MISFITS SANCTUARY WIKI - WASTELAND OPERATIONS MANUAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a0a0a; border:2px solid #ff4444; padding:1em 1.5em; margin-bottom:1.5em; text-align:center; font-family:monospace;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.4em; font-weight:bold; color:#ff4444; letter-spacing:3px;&amp;quot;&amp;gt;&amp;amp;#9888; MANDATORY READING &amp;amp;#9888;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#cc9999; font-size:0.95em; margin:0.5em 0;&amp;quot;&amp;gt;All players must read and follow the server rules before entering the Wasteland.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em; font-size:1.2em;&amp;quot;&amp;gt;[[Rules|&amp;amp;#9758; SERVER RULES — READ BEFORE PLAYING]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
=== Quick Links ===&lt;br /&gt;
* [[Rules|Server Rules]]&lt;br /&gt;
* [[Factions Overview|Factions Overview]]&lt;br /&gt;
* [[Survival Guide|Survival Guide]]&lt;br /&gt;
* [[Faction War|Faction War Rules]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
=== New Player? ===&lt;br /&gt;
Start with [[Survival Basics|Survival Basics]] to learn the fundamentals. Then browse the [[Factions Overview|Factions Overview]] to pick a faction and read their guide.&lt;br /&gt;
&lt;br /&gt;
Check the [[Currency|Currency]] page to understand how the Wasteland economy works, and [[Chems &amp;amp; Addiction|Chems &amp;amp; Addiction]] before you pop anything you find in a footlocker.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
The Wasteland is defined by those who struggle to control it. Each faction has its own ideology, ranks, rules of engagement, and place in the hierarchy of power.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0e141e; border:1px solid #3A6ABF; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6A9FDF; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; BROTHERHOOD OF STEEL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8a9ab0; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Techno-religious military order dedicated to preserving pre-war technology. Operates from fortified bunkers and patrols the Wasteland to recover lost relics.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Brotherhood of Steel|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#1a150a; border:1px solid #C8A200; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E8C830; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;★ NEW CALIFORNIA REPUBLIC&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#b0a070; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;The largest post-war democratic republic, built on trade and law. Fields a professional standing army and governs territories across the Mojave and beyond.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[New California Republic|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#140a0a; border:1px solid #9B1111; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CC3333; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9872; CAESAR&#039;S LEGION&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a07070; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;A ruthless slaveholder empire modelled on ancient Rome. Condemns pre-war technology and rules by total discipline. Expanding conquest from the east.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Caesar&#039;s Legion|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0e100a; border:1px solid #4a8a30; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#88cc44; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9770; FOLLOWERS OF THE APOCALYPSE&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#7a9050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;A pacifist organization of doctors, scientists, and scholars dedicated to preserving knowledge and healing the Wasteland. Neutral to most factions but opposed to war.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Followers of the Apocalypse|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0f0f0f; border:1px solid #555; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#aaa; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9788; TOWNSFOLK&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#808080; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Civilians, settlers, and laborers who form the backbone of Wasteland society. Survive by working, trading, and staying out of faction crossfire.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Townsfolk|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0a0a14; border:1px solid #4a4a8a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8888cc; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9775; VAULT DWELLERS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8080a0; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Survivors of Vault-Tec&#039;s underground shelters. Equipped with Pip-Boys and Vault jumpsuits - and often unprepared for how brutal the surface truly is.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Vault Dwellers|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#100c08; border:1px solid #6a4a2a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a07040; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9770; WASTELANDERS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#907060; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Scavengers, drifters, and outcasts who live by their wits on the open road. No allegiance, no safety net - just the next meal and the next sunrise.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Wastelanders|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0c100a; border:1px solid #4a6a30; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#80a850; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9768; WASTELAND TRIBES&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#708050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Pre-civilization communities with their own customs and rituals. Distrustful of outsiders and deeply tied to the land they inhabit.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Wasteland Tribes|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0E141E; border:1px solid #5577bb; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#608ACD; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9831; ENCLAVE&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#608ACD; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;The self-proclaimed continuation of the United States government. The most technologically advanced - and most dangerous - organization in the Wasteland.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[The Enclave|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0a1a0a; border:1px solid #3a7a2a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6abf4a; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9760; OUTLAWS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#508040; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Raiders, bandits, and gang fighters who haunt the I-80 corridor. Khans, Jackals, Vipers, Gunners, and Fiends - each with their own methods. The Eighties have been here longer than anyone.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Outlaws|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0a0a14; border:1px solid #5577bb; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#88aadd; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; SYNTHETICS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6688aa; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Pre-war robotic units still operational in the Wendover region. Mr. Handy, Protectron, Assaultron, Sentry Bot, Robobrain - player-controlled chassis with integrated armament.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Synthetics|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#1a1a08; border:1px solid #6b8e23; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9ab84a; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; SUPER MUTANTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#7a8a3a; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;FEV-mutated humans of immense size and strength. Feared by most, trusted by few. 1.5× human scale, near-total radiation immunity, and centuries of lifespan.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Super Mutants|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay &amp;amp; Mechanics ==&lt;br /&gt;
&lt;br /&gt;
How the Wasteland works - from war declarations to wasteland pharmacology to the economy that keeps everyone fed or fighting.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#1a0a0a; border:1px solid #aa3333; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#dd6666; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; WAR SYSTEM&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a05050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Formal war declarations between players. 30-minute cooldown, 5-minute pending phase, 30-minute active combat, auto-ceasefire. Commands: /war, /warjoin, /raid, /ceasefire.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Faction War|→ War System Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#14080a; border:1px solid #aa44aa; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#cc77cc; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9762; CHEMS &amp;amp; ADDICTION&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9a5a8a; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Combat drugs, medical items, and the addiction system. Jet, Psycho, Buffout, Turbo - effects, overdose thresholds, and what happens when withdrawal hits.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Chems &amp;amp; Addiction|→ Pharmacology Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0e0e06; border:1px solid #aa8830; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#ccaa44; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9733; CURRENCY&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9a8030; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Bottlecaps, NCR Dollars, Legion Aureus, and Denarii - the currencies that keep the Wasteland economy turning. What they are worth and where they are accepted.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Currency|→ Economy Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crafting &amp;amp; Survival ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#100e06; border:1px solid #5a4515; padding:1em; width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#c8a030; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9874; CRAFTING&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything produced, brewed, grown, built, or assembled in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
* [[Crafting|Crafting Hub]]&lt;br /&gt;
* [[Bartending|Bartending &amp;amp; Drinks]]&lt;br /&gt;
* [[Botany|Botany &amp;amp; Farming]]&lt;br /&gt;
* [[Cooking|Cooking &amp;amp; Food]]&lt;br /&gt;
* [[Crafting System|Blueprint Crafting]]&lt;br /&gt;
* [[Materials|Raw Materials]]&lt;br /&gt;
* [[Medicine Crafting|Medicine &amp;amp; Chems]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#060e06; border:1px solid #2a5a2a; padding:1em; width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#70a850; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9760; SURVIVAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Staying alive in a hostile Wasteland requires knowledge and preparation.&lt;br /&gt;
&lt;br /&gt;
* [[Survival Guide|Survival Guide]]&lt;br /&gt;
* [[Survival Basics|Food, Water &amp;amp; Radiation]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#7090b0; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; WEAPONS &amp;amp; ARMAMENTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039;&lt;br /&gt;
* [[Ranged Weapons|Overview]]&lt;br /&gt;
* [[Small Guns|Small Guns]]&lt;br /&gt;
* [[Big Guns|Big Guns]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
* [[Laser Weapons|Laser Weapons]]&lt;br /&gt;
* [[Plasma Weapons|Plasma Weapons]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
* [[Melee Weapons|Melee Overview]]&lt;br /&gt;
* [[One-Handed Melee|One-Handed]]&lt;br /&gt;
* [[Two-Handed Melee|Two-Handed]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* [[Explosives|Explosives]]&lt;br /&gt;
* [[Other Weapons|Other Weapons]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0e0e0e; border:1px solid #7a7a4a; padding:1em; width:35%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#aaaa66; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; ARMOR&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8a8a50; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Power Armor, combat armor, faction-specific gear, and creature-sourced protection. Know what you are wearing before someone starts shooting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Armor|→ Full Armor Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nuclear-14]]&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=146</id>
		<title>The Enclave</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=146"/>
		<updated>2026-06-05T08:54:20Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: Changed the colors of the page to a more patriotic look befitting the Enclave&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0A3161; border-top:3px solid #FFFFFF; border-bottom:3px solid #B31942; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#BED8F8; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ THE ENCLAVE ◈ Remnants of the United States ◈ CLASSIFIED ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{FactionInfobox&lt;br /&gt;
|name=The Enclave&lt;br /&gt;
|color=#0A3161&lt;br /&gt;
|status=Active - Covert&lt;br /&gt;
|location=Classified&amp;lt;br&amp;gt;Wendover Region (Suspected)&lt;br /&gt;
|leader=Classified&lt;br /&gt;
|ideology=American Continuity&amp;lt;br&amp;gt;Genetic &amp;amp; Technological Supremacy&lt;br /&gt;
|motto=&#039;&#039;God Bless the Enclave. God Bless America.&#039;&#039;&lt;br /&gt;
|affiliation=United States Government (Self-Proclaimed)&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Enclave&#039;&#039;&#039; is the self-proclaimed continuation of the United States government. Founded by a secret cabal of political, military, and corporate elites, they retreated to fortified bunkers and offshore installations just before the Great War to survive the nuclear apocalypse they helped facilitate. The Wendover Enclave was a sole person cryo&#039;d in a bunker that has been kept care of robots with the primary mission of restoring the U.S. Army.&lt;br /&gt;
&lt;br /&gt;
They are the most technologically advanced human organization in the known world. They are also the most dangerous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #0A3161; margin:0.8em 2em; padding:0.6em 1em; color:#0A3161; font-style:italic;&amp;quot;&amp;gt;&amp;quot;We are the United States of America. We never fell. We never surrendered. And we are coming back.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2077: The Great War and the Great Retreat ===&lt;br /&gt;
Immediately following the nuclear exchange, the Enclave leadership activated their continuity of government protocols. While the primary leadership fled to the &#039;&#039;&#039;Control Station Enclave&#039;&#039;&#039; (an oil rig off the coast of California), regional branches took command of specialized bunkers across the continent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Appalachian Branch:&#039;&#039;&#039; Led by Secretary of Agriculture Thomas Eckhart, this group occupied the Whitespring Bunker. Eckhart was an extremist who believed the war was not &amp;quot;won.&amp;quot; He murdered his superiors to seize control and declare himself President.&lt;br /&gt;
* &#039;&#039;&#039;The Poseidon Oil Rig:&#039;&#039;&#039; The &amp;quot;Main Branch&amp;quot; established their base of operations here, overseeing the various regional outposts from afar.&lt;br /&gt;
&lt;br /&gt;
=== 2102: The Appalachian Civil War ===&lt;br /&gt;
The Enclave in West Virginia faced an internal ideological split that would ultimately lead to their localized extinction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | The Hardliners || Led by Thomas Eckhart. Wanted to trigger a second nuclear exchange to destroy any remaining communist threats. The Hardliners consider &#039;Mutations&#039; as something to be purged.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | The Reformers || Led by Brigadier General Daniel Kukowski. Questioned Eckhart&#039;s sanity and his abandonment of actual American reconstruction in favor of global destruction. The Reformers consider &#039;Mutations&#039; as 2nd class citizens- ghouls and SuperMutants are strictly not people. They are tools to accomplish a goal. In this case: fodder for the army.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The conflict ended in a bloody stalemate. A rogue AI named &#039;&#039;&#039;MODUS&#039;&#039;&#039; (Multi-Operation Direction and Utility System) eventually killed the remaining human occupants after they attempted to sabotage its systems.&lt;br /&gt;
&lt;br /&gt;
=== 2242: The Fall of Western Command ===&lt;br /&gt;
The destruction of the Oil Rig by the &amp;quot;Chosen One&amp;quot; is a pivotal moment in Enclave history. The loss of the President and the Rig forced the Enclave to transition from a global superpower to a migratory force. Surviving members, led by Scientist Autumn Senior, began a &amp;quot;Great March&amp;quot; toward the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2277: The Capital Wasteland Campaign ===&lt;br /&gt;
By this year, the Enclave had re-established a massive presence at &#039;&#039;&#039;Raven Rock&#039;&#039;&#039; and &#039;&#039;&#039;Adams Air Force Base&#039;&#039;&#039; in Washington, D.C.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Leader&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | John Henry Eden || A sentient ZAX supercomputer that believed it was the reincarnation of all great American Presidents. Hardliner - proposed using a modified FEV to commit global genocide against anyone with mutated DNA.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | Colonel Augustus Autumn || Son of Autumn Senior. &#039;&#039;&#039;Pragmatist&#039;&#039;&#039; - rejected Eden&#039;s genocidal plan, preferring to use the region&#039;s water supply as a political tool to force the population to accept Enclave rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The Enclave was decisively defeated by the Brotherhood of Steel. This marked the end of the Enclave as an organized, open military government on the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2281: The Mojave Remnants ===&lt;br /&gt;
In the West, the Enclave no longer existed as a political entity. Instead, small squads of soldiers from the original Western branch lived in hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Remnants:&#039;&#039;&#039; Led by Judah Kreger, this &amp;quot;branch&amp;quot; was actually a group of aging veterans. They were no longer loyal to the Enclave&#039;s purist ideology, having integrated into wasteland society as doctors, pilots, and scavengers. They represented the &amp;quot;humanized&amp;quot; Enclave - choosing to use their technology to assist in the Battle of Hoover Dam based on personal conviction.&lt;br /&gt;
&lt;br /&gt;
=== 2287: Commonwealth Echoes ===&lt;br /&gt;
Following the defeat in D.C., small splinter cells and &amp;quot;Black Ops&amp;quot; units remained active in the North.&lt;br /&gt;
&lt;br /&gt;
These units, referred to in logs as &#039;&#039;&#039;Echo Sites&#039;&#039;&#039;, were tasked with salvaging lost technology and establishing secret outposts. They operated without a central President, functioning more like a decentralized paramilitary organization. They remained hostile to all outsiders, maintaining the old &amp;quot;purity&amp;quot; standards.&lt;br /&gt;
&lt;br /&gt;
=== 2296: The Research Resurgence ===&lt;br /&gt;
Decades after their major defeats, a highly organized and secretive Enclave branch has emerged.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Aspect&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Details&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strategy&#039;&#039;&#039; || Shifting away from open warfare, this branch focuses on advanced bio-engineering and energy physics. They operate with extreme secrecy.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ideology&#039;&#039;&#039; || This version of the Enclave is more calculated. They view themselves as the ultimate stewards of the planet&#039;s future, possessing &#039;&#039;&#039;Cold Fusion&#039;&#039;&#039; technology required to restart civilization.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goal&#039;&#039;&#039; || Less interested in immediate genocide - more interested in the total control of planetary resources and the technological infrastructure of the new world.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Enclave fields the most advanced equipment in the known world:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:24%;&amp;quot; | Asset&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#8a9a4a; font-weight:bold;&amp;quot; | Advanced Power Armor Mk1 || Superior to anything the Brotherhood fields. Full environmental sealing, integrated HUD, and servo-assisted strength amplification.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advanced Power Armor Mk2&#039;&#039;&#039; || Top-of-the-line Enclave engineering. The most advanced personal armor in the known world.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk2 Hellfire&#039;&#039;&#039; || Incendiary-hardened Mk2 variant designed for extreme combat environments. Elite issue only.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Enclave-manufactured plasma rifles and pistols - superior output to any wasteland equivalent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vertibirds&#039;&#039;&#039; || Pre-war military transport aircraft. Gives the Enclave unmatched strategic mobility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threat Assessment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:15%;&amp;quot; | Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Brotherhood of Steel]] || Tense || The Brotherhood has fought the Enclave twice and won. They will not allow a third round to begin on Enclave terms.&lt;br /&gt;
|-&lt;br /&gt;
| [[New California Republic|NCR]] || Tense || The NCR views the Enclave as a rogue military government and a direct threat to democratic governance.&lt;br /&gt;
|-&lt;br /&gt;
| [[Caesar&#039;s Legion]] || Tense || The Legion respects strength but the Enclave&#039;s technology represents everything Caesar sought to destroy.&lt;br /&gt;
|-&lt;br /&gt;
| [[Townsfolk]] || Neutral || Civilians have heard the stories.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wastelanders]] || Neutral || To the Enclave, unaffiliated wastelanders are future soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Followers of the Apocalypse]] || Tense || The Followers represent everything the Enclave despises - freely shared knowledge and humanitarian weakness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Outlaws]] || Tense || Raiders are vermin to be cleansed. The Enclave does not negotiate with bandits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{FactionNav}}&lt;br /&gt;
[[Category:Factions]][[Category:Lore]][[Category:Enclave]]&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Main_Page&amp;diff=145</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Main_Page&amp;diff=145"/>
		<updated>2026-06-05T08:39:31Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: Replaced the &amp;quot;Minor Factions&amp;quot; section with &amp;quot;Enclave&amp;quot; section- Enclave was the only page on the Minor Factions page, and with their formal introduction into the server, this is for the best I think&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0a0a0a; border:2px solid #3a3020; padding:1.5em 2em; margin-bottom:1.5em; color:#c8b870; font-family:monospace; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;&amp;quot;&amp;gt;&amp;amp;#9762; MISFITS NUCLEAR WASTELAND &amp;amp;#9762;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888; font-size:0.9em; letter-spacing:3px;&amp;quot;&amp;gt;MISFITS SANCTUARY WIKI - WASTELAND OPERATIONS MANUAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a0a0a; border:2px solid #ff4444; padding:1em 1.5em; margin-bottom:1.5em; text-align:center; font-family:monospace;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.4em; font-weight:bold; color:#ff4444; letter-spacing:3px;&amp;quot;&amp;gt;&amp;amp;#9888; MANDATORY READING &amp;amp;#9888;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#cc9999; font-size:0.95em; margin:0.5em 0;&amp;quot;&amp;gt;All players must read and follow the server rules before entering the Wasteland.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em; font-size:1.2em;&amp;quot;&amp;gt;[[Rules|&amp;amp;#9758; SERVER RULES — READ BEFORE PLAYING]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
=== Quick Links ===&lt;br /&gt;
* [[Rules|Server Rules]]&lt;br /&gt;
* [[Factions Overview|Factions Overview]]&lt;br /&gt;
* [[Survival Guide|Survival Guide]]&lt;br /&gt;
* [[Faction War|Faction War Rules]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
=== New Player? ===&lt;br /&gt;
Start with [[Survival Basics|Survival Basics]] to learn the fundamentals. Then browse the [[Factions Overview|Factions Overview]] to pick a faction and read their guide.&lt;br /&gt;
&lt;br /&gt;
Check the [[Currency|Currency]] page to understand how the Wasteland economy works, and [[Chems &amp;amp; Addiction|Chems &amp;amp; Addiction]] before you pop anything you find in a footlocker.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
The Wasteland is defined by those who struggle to control it. Each faction has its own ideology, ranks, rules of engagement, and place in the hierarchy of power.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0e141e; border:1px solid #3A6ABF; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6A9FDF; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; BROTHERHOOD OF STEEL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8a9ab0; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Techno-religious military order dedicated to preserving pre-war technology. Operates from fortified bunkers and patrols the Wasteland to recover lost relics.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Brotherhood of Steel|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#1a150a; border:1px solid #C8A200; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E8C830; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;★ NEW CALIFORNIA REPUBLIC&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#b0a070; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;The largest post-war democratic republic, built on trade and law. Fields a professional standing army and governs territories across the Mojave and beyond.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[New California Republic|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#140a0a; border:1px solid #9B1111; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CC3333; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9872; CAESAR&#039;S LEGION&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a07070; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;A ruthless slaveholder empire modelled on ancient Rome. Condemns pre-war technology and rules by total discipline. Expanding conquest from the east.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Caesar&#039;s Legion|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0e100a; border:1px solid #4a8a30; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#88cc44; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9770; FOLLOWERS OF THE APOCALYPSE&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#7a9050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;A pacifist organization of doctors, scientists, and scholars dedicated to preserving knowledge and healing the Wasteland. Neutral to most factions but opposed to war.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Followers of the Apocalypse|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0f0f0f; border:1px solid #555; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#aaa; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9788; TOWNSFOLK&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#808080; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Civilians, settlers, and laborers who form the backbone of Wasteland society. Survive by working, trading, and staying out of faction crossfire.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Townsfolk|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0a0a14; border:1px solid #4a4a8a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8888cc; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9775; VAULT DWELLERS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8080a0; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Survivors of Vault-Tec&#039;s underground shelters. Equipped with Pip-Boys and Vault jumpsuits - and often unprepared for how brutal the surface truly is.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Vault Dwellers|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#100c08; border:1px solid #6a4a2a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a07040; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9770; WASTELANDERS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#907060; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Scavengers, drifters, and outcasts who live by their wits on the open road. No allegiance, no safety net - just the next meal and the next sunrise.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Wastelanders|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0c100a; border:1px solid #4a6a30; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#80a850; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9768; WASTELAND TRIBES&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#708050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Pre-civilization communities with their own customs and rituals. Distrustful of outsiders and deeply tied to the land they inhabit.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Wasteland Tribes|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#072141; border:1px solid #5577bb; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6BA7EF; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9831; ENCLAVE&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6BA7EF; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;The self-proclaimed continuation of the United States government. The most technologically advanced - and most dangerous - organization in the Wasteland.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[The Enclave|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0a1a0a; border:1px solid #3a7a2a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6abf4a; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9760; OUTLAWS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#508040; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Raiders, bandits, and gang fighters who haunt the I-80 corridor. Khans, Jackals, Vipers, Gunners, and Fiends - each with their own methods. The Eighties have been here longer than anyone.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Outlaws|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0a0a14; border:1px solid #5577bb; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#88aadd; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; SYNTHETICS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6688aa; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Pre-war robotic units still operational in the Wendover region. Mr. Handy, Protectron, Assaultron, Sentry Bot, Robobrain - player-controlled chassis with integrated armament.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Synthetics|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#1a1a08; border:1px solid #6b8e23; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9ab84a; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; SUPER MUTANTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#7a8a3a; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;FEV-mutated humans of immense size and strength. Feared by most, trusted by few. 1.5× human scale, near-total radiation immunity, and centuries of lifespan.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Super Mutants|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay &amp;amp; Mechanics ==&lt;br /&gt;
&lt;br /&gt;
How the Wasteland works - from war declarations to wasteland pharmacology to the economy that keeps everyone fed or fighting.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#1a0a0a; border:1px solid #aa3333; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#dd6666; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; WAR SYSTEM&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a05050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Formal war declarations between players. 30-minute cooldown, 5-minute pending phase, 30-minute active combat, auto-ceasefire. Commands: /war, /warjoin, /raid, /ceasefire.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Faction War|→ War System Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#14080a; border:1px solid #aa44aa; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#cc77cc; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9762; CHEMS &amp;amp; ADDICTION&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9a5a8a; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Combat drugs, medical items, and the addiction system. Jet, Psycho, Buffout, Turbo - effects, overdose thresholds, and what happens when withdrawal hits.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Chems &amp;amp; Addiction|→ Pharmacology Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0e0e06; border:1px solid #aa8830; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#ccaa44; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9733; CURRENCY&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9a8030; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Bottlecaps, NCR Dollars, Legion Aureus, and Denarii - the currencies that keep the Wasteland economy turning. What they are worth and where they are accepted.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Currency|→ Economy Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crafting &amp;amp; Survival ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#100e06; border:1px solid #5a4515; padding:1em; width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#c8a030; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9874; CRAFTING&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything produced, brewed, grown, built, or assembled in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
* [[Crafting|Crafting Hub]]&lt;br /&gt;
* [[Bartending|Bartending &amp;amp; Drinks]]&lt;br /&gt;
* [[Botany|Botany &amp;amp; Farming]]&lt;br /&gt;
* [[Cooking|Cooking &amp;amp; Food]]&lt;br /&gt;
* [[Crafting System|Blueprint Crafting]]&lt;br /&gt;
* [[Materials|Raw Materials]]&lt;br /&gt;
* [[Medicine Crafting|Medicine &amp;amp; Chems]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#060e06; border:1px solid #2a5a2a; padding:1em; width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#70a850; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9760; SURVIVAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Staying alive in a hostile Wasteland requires knowledge and preparation.&lt;br /&gt;
&lt;br /&gt;
* [[Survival Guide|Survival Guide]]&lt;br /&gt;
* [[Survival Basics|Food, Water &amp;amp; Radiation]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#080c10; border:1px solid #2a3a4a; padding:1em; width:65%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#7090b0; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; WEAPONS &amp;amp; ARMAMENTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039;&lt;br /&gt;
* [[Ranged Weapons|Overview]]&lt;br /&gt;
* [[Small Guns|Small Guns]]&lt;br /&gt;
* [[Big Guns|Big Guns]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
* [[Laser Weapons|Laser Weapons]]&lt;br /&gt;
* [[Plasma Weapons|Plasma Weapons]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
* [[Melee Weapons|Melee Overview]]&lt;br /&gt;
* [[One-Handed Melee|One-Handed]]&lt;br /&gt;
* [[Two-Handed Melee|Two-Handed]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* [[Explosives|Explosives]]&lt;br /&gt;
* [[Other Weapons|Other Weapons]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0e0e0e; border:1px solid #7a7a4a; padding:1em; width:35%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#aaaa66; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; ARMOR&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8a8a50; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Power Armor, combat armor, faction-specific gear, and creature-sourced protection. Know what you are wearing before someone starts shooting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Armor|→ Full Armor Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nuclear-14]]&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=144</id>
		<title>The Enclave</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=144"/>
		<updated>2026-06-05T08:19:57Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: Changes to the hardliners vs reformers lore regarding mutants, as well as changing the relations (threat assessment) tab from Hostile -&amp;gt; Tense as per request of Daniel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0e120a; border-top:3px solid #556b2f; border-bottom:3px solid #556b2f; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#8a9a4a; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ THE ENCLAVE ◈ Remnants of the United States ◈ CLASSIFIED ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{FactionInfobox&lt;br /&gt;
|name=The Enclave&lt;br /&gt;
|color=#556b2f&lt;br /&gt;
|status=Active - Covert&lt;br /&gt;
|location=Classified&amp;lt;br&amp;gt;Wendover Region (Suspected)&lt;br /&gt;
|leader=Classified&lt;br /&gt;
|ideology=American Continuity&amp;lt;br&amp;gt;Genetic &amp;amp; Technological Supremacy&lt;br /&gt;
|motto=&#039;&#039;God Bless the Enclave. God Bless America.&#039;&#039;&lt;br /&gt;
|affiliation=United States Government (Self-Proclaimed)&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Enclave&#039;&#039;&#039; is the self-proclaimed continuation of the United States government. Founded by a secret cabal of political, military, and corporate elites, they retreated to fortified bunkers and offshore installations just before the Great War to survive the nuclear apocalypse they helped facilitate. The Wendover Enclave was a sole person cryo&#039;d in a bunker that has been kept care of robots with the primary mission of restoring the U.S. Army.&lt;br /&gt;
&lt;br /&gt;
They are the most technologically advanced human organization in the known world. They are also the most dangerous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #556b2f; margin:0.8em 2em; padding:0.6em 1em; color:#8a9a4a; font-style:italic;&amp;quot;&amp;gt;&amp;quot;We are the United States of America. We never fell. We never surrendered. And we are coming back.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2077: The Great War and the Great Retreat ===&lt;br /&gt;
Immediately following the nuclear exchange, the Enclave leadership activated their continuity of government protocols. While the primary leadership fled to the &#039;&#039;&#039;Control Station Enclave&#039;&#039;&#039; (an oil rig off the coast of California), regional branches took command of specialized bunkers across the continent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Appalachian Branch:&#039;&#039;&#039; Led by Secretary of Agriculture Thomas Eckhart, this group occupied the Whitespring Bunker. Eckhart was an extremist who believed the war was not &amp;quot;won.&amp;quot; He murdered his superiors to seize control and declare himself President.&lt;br /&gt;
* &#039;&#039;&#039;The Poseidon Oil Rig:&#039;&#039;&#039; The &amp;quot;Main Branch&amp;quot; established their base of operations here, overseeing the various regional outposts from afar.&lt;br /&gt;
&lt;br /&gt;
=== 2102: The Appalachian Civil War ===&lt;br /&gt;
The Enclave in West Virginia faced an internal ideological split that would ultimately lead to their localized extinction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | The Hardliners || Led by Thomas Eckhart. Wanted to trigger a second nuclear exchange to destroy any remaining communist threats. The Hardliners consider &#039;Mutations&#039; as something to be purged.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | The Reformers || Led by Brigadier General Daniel Kukowski. Questioned Eckhart&#039;s sanity and his abandonment of actual American reconstruction in favor of global destruction. The Reformers consider &#039;Mutations&#039; as 2nd class citizens- ghouls and SuperMutants are strictly not people. They are tools to accomplish a goal. In this case: fodder for the army.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The conflict ended in a bloody stalemate. A rogue AI named &#039;&#039;&#039;MODUS&#039;&#039;&#039; (Multi-Operation Direction and Utility System) eventually killed the remaining human occupants after they attempted to sabotage its systems.&lt;br /&gt;
&lt;br /&gt;
=== 2242: The Fall of Western Command ===&lt;br /&gt;
The destruction of the Oil Rig by the &amp;quot;Chosen One&amp;quot; is a pivotal moment in Enclave history. The loss of the President and the Rig forced the Enclave to transition from a global superpower to a migratory force. Surviving members, led by Scientist Autumn Senior, began a &amp;quot;Great March&amp;quot; toward the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2277: The Capital Wasteland Campaign ===&lt;br /&gt;
By this year, the Enclave had re-established a massive presence at &#039;&#039;&#039;Raven Rock&#039;&#039;&#039; and &#039;&#039;&#039;Adams Air Force Base&#039;&#039;&#039; in Washington, D.C.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Leader&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | John Henry Eden || A sentient ZAX supercomputer that believed it was the reincarnation of all great American Presidents. Hardliner - proposed using a modified FEV to commit global genocide against anyone with mutated DNA.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | Colonel Augustus Autumn || Son of Autumn Senior. &#039;&#039;&#039;Pragmatist&#039;&#039;&#039; - rejected Eden&#039;s genocidal plan, preferring to use the region&#039;s water supply as a political tool to force the population to accept Enclave rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The Enclave was decisively defeated by the Brotherhood of Steel. This marked the end of the Enclave as an organized, open military government on the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2281: The Mojave Remnants ===&lt;br /&gt;
In the West, the Enclave no longer existed as a political entity. Instead, small squads of soldiers from the original Western branch lived in hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Remnants:&#039;&#039;&#039; Led by Judah Kreger, this &amp;quot;branch&amp;quot; was actually a group of aging veterans. They were no longer loyal to the Enclave&#039;s purist ideology, having integrated into wasteland society as doctors, pilots, and scavengers. They represented the &amp;quot;humanized&amp;quot; Enclave - choosing to use their technology to assist in the Battle of Hoover Dam based on personal conviction.&lt;br /&gt;
&lt;br /&gt;
=== 2287: Commonwealth Echoes ===&lt;br /&gt;
Following the defeat in D.C., small splinter cells and &amp;quot;Black Ops&amp;quot; units remained active in the North.&lt;br /&gt;
&lt;br /&gt;
These units, referred to in logs as &#039;&#039;&#039;Echo Sites&#039;&#039;&#039;, were tasked with salvaging lost technology and establishing secret outposts. They operated without a central President, functioning more like a decentralized paramilitary organization. They remained hostile to all outsiders, maintaining the old &amp;quot;purity&amp;quot; standards.&lt;br /&gt;
&lt;br /&gt;
=== 2296: The Research Resurgence ===&lt;br /&gt;
Decades after their major defeats, a highly organized and secretive Enclave branch has emerged.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Aspect&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Details&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strategy&#039;&#039;&#039; || Shifting away from open warfare, this branch focuses on advanced bio-engineering and energy physics. They operate with extreme secrecy.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ideology&#039;&#039;&#039; || This version of the Enclave is more calculated. They view themselves as the ultimate stewards of the planet&#039;s future, possessing &#039;&#039;&#039;Cold Fusion&#039;&#039;&#039; technology required to restart civilization.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goal&#039;&#039;&#039; || Less interested in immediate genocide - more interested in the total control of planetary resources and the technological infrastructure of the new world.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Enclave fields the most advanced equipment in the known world:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:24%;&amp;quot; | Asset&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#8a9a4a; font-weight:bold;&amp;quot; | Advanced Power Armor Mk1 || Superior to anything the Brotherhood fields. Full environmental sealing, integrated HUD, and servo-assisted strength amplification.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advanced Power Armor Mk2&#039;&#039;&#039; || Top-of-the-line Enclave engineering. The most advanced personal armor in the known world.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk2 Hellfire&#039;&#039;&#039; || Incendiary-hardened Mk2 variant designed for extreme combat environments. Elite issue only.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Enclave-manufactured plasma rifles and pistols - superior output to any wasteland equivalent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vertibirds&#039;&#039;&#039; || Pre-war military transport aircraft. Gives the Enclave unmatched strategic mobility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threat Assessment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:15%;&amp;quot; | Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Brotherhood of Steel]] || Tense || The Brotherhood has fought the Enclave twice and won. They will not allow a third round to begin on Enclave terms.&lt;br /&gt;
|-&lt;br /&gt;
| [[New California Republic|NCR]] || Tense || The NCR views the Enclave as a rogue military government and a direct threat to democratic governance.&lt;br /&gt;
|-&lt;br /&gt;
| [[Caesar&#039;s Legion]] || Tense || The Legion respects strength but the Enclave&#039;s technology represents everything Caesar sought to destroy.&lt;br /&gt;
|-&lt;br /&gt;
| [[Townsfolk]] || Neutral || Civilians have heard the stories.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wastelanders]] || Neutral || To the Enclave, unaffiliated wastelanders are future soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Followers of the Apocalypse]] || Tense || The Followers represent everything the Enclave despises - freely shared knowledge and humanitarian weakness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Outlaws]] || Tense || Raiders are vermin to be cleansed. The Enclave does not negotiate with bandits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{FactionNav}}&lt;br /&gt;
[[Category:Factions]][[Category:Lore]][[Category:Enclave]]&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Wasteland_Tribes&amp;diff=143</id>
		<title>Wasteland Tribes</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Wasteland_Tribes&amp;diff=143"/>
		<updated>2026-06-05T08:10:59Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ Updated faction relations as per request from Daniel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#10120a; border-top:3px solid #5a7a30; border-bottom:3px solid #5a7a30; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#90b850; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Wasteland Tribes ◈ Faction Dossier ◈ Tribals ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Wasteland Tribes|color=#5a7a30|status=Active - Scattered|location=Utah Wastes&amp;lt;br&amp;gt;Wendover Region|leader=Tribal Chieftain (Per Tribe)|ideology=Community Survival&amp;lt;br&amp;gt;Oral Tradition|motto=&#039;&#039;The land provides. The tribe endures.&#039;&#039;|affiliation=Independent - Tribal}}&#039;&#039;&#039;Tribes&#039;&#039;&#039; are among the oldest post-war social structures in the Wasteland. Long before the NCR organized a government or the Brotherhood fortified a bunker, tribal communities formed from survivors who stayed together through kinship, shared land, and shared belief. They have endured for over two centuries through deep environmental knowledge, oral tradition, and fierce community bonds.&lt;br /&gt;
&lt;br /&gt;
Each tribe is shaped entirely by its Chieftain. The Chieftain&#039;s philosophy defines whether the tribe is peaceful or aggressive, isolationist or open to trade, suspicious of technology or eager to adopt it.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #5a7a30; margin:0.8em 2em; padding:0.6em 1em; color:#80a840; font-style:italic;&amp;quot;&amp;gt;&amp;quot;Tribal societies place community over individual ambition and oral history over written records. They possess environmental knowledge that outsiders entirely miss - which plants are edible, which ruins are stable, which seasonal patterns the Wasteland follows. What all tribes share is a fierce will to survive on their own terms.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #5a7a30; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px; width:22%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#90b850; font-weight:bold;&amp;quot; |Tribal Chieftain&lt;br /&gt;
|Set your tribe&#039;s character for the round. Decide how your people relate to the town, the NCR, the Brotherhood, and the wider Wasteland. Your choices shape everyone beneath you - make them with intention.&lt;br /&gt;
|Tribe leadership. Defines the tribe&#039;s identity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribal Warrior&#039;&#039;&#039;&lt;br /&gt;
|Protect the tribe and enforce the Chieftain&#039;s will in the field. When conflict arrives - and it will - you are the tribe&#039;s first and last line of defense.&lt;br /&gt;
|Combat and enforcement.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribal Shaman&#039;&#039;&#039;&lt;br /&gt;
|Heal the tribe, maintain its traditions, and counsel the Chieftain. You are the keeper of what the tribe was and the guide toward what it might become. Your expertise makes you valuable to outsiders as well.&lt;br /&gt;
|Medical and spiritual role.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribesperson&#039;&#039;&#039;&lt;br /&gt;
|Keep the tribe alive. Hunt, gather, farm, and craft. Your labor is the foundation that every Chieftain&#039;s decision rests on. Without you, there is no tribe.&lt;br /&gt;
|General labor. The tribe&#039;s backbone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Tribal relations with other factions are complex and vary by Chieftain decision. Historically, tribes have traded with townspeople and cautiously engaged with caravans. By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #5a7a30; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Trade is common. Trust depends entirely on the Chieftain&#039;s attitude and past dealings.&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The NCR sees tribal land as territory to be annexed. Tribes see the NCR as a threat to their independence.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Some Brotherhood commanders see value in recruiting tribal warriors. Others view tribals with open suspicion or hostility.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Legion absorbs tribes by force - enslaving or assimilating them into their ranks. This is the greatest existential threat to tribal independence.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The Followers share knowledge freely and respect tribal autonomy. They are among the few outsiders tribes welcome.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Drifters and tribals often share the same roads and resources. Relations are generally neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Raiders take what they want. Tribes defend what is theirs.&lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Wastelanders&amp;diff=142</id>
		<title>Wastelanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Wastelanders&amp;diff=142"/>
		<updated>2026-06-05T08:08:43Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ Updated faction relations as per request from Daniel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#140e08; border-top:3px solid #8a6a3a; border-bottom:3px solid #8a6a3a; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#c8a060; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Wastelanders ◈ Faction Dossier ◈ Independent ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Wastelanders|color=#8a6a3a|status=Active - Unaligned|location=The Wasteland&amp;lt;br&amp;gt;Wendover Region, Utah|leader=None|ideology=Personal Code&amp;lt;br&amp;gt;Survival|motto=&#039;&#039;Nobody&#039;s soldier. Nobody&#039;s enemy.&#039;&#039;|affiliation=Independent}}&#039;&#039;&#039;Wastelanders&#039;&#039;&#039; are the independent survivors of the nuclear devastation - people who belong to no faction, answer to no flag, and make their living on the open Wasteland through skill, instinct, and personal code. They are the beating heart of every Fallout story: wanderers who walk into every situation without a predetermined role and walk out having shaped it.&lt;br /&gt;
&lt;br /&gt;
No two Wastelanders are alike. Former raiders who went straight. Travelers heading somewhere better. Drifters who have been walking since before they can remember. What they share is a refusal to be defined by anyone else&#039;s war.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #8a6a3a; margin:0.8em 2em; padding:0.6em 1em; color:#b09060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;There is no single Wastelander philosophy - that is the point. Independence and personal code are all that connects them. Some run by honor, others by caps, others by something harder to name. The Wasteland does not ask for justification. Only survival.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a6a3a; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px; width:22%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#c8a060; font-weight:bold;&amp;quot; |Drifter&lt;br /&gt;
|You are nobody&#039;s soldier and nobody&#039;s enemy by default. Make alliances, take contracts, pursue your own goals - or make someone else&#039;s goals your own. You are the wildcard this round needs.&lt;br /&gt;
|Maximum freedom. No allegiance required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Explore, recover, and trade. You know what things are worth and where to look for them. The resources you bring back keep the local economy moving - and your own caps flowing.&lt;br /&gt;
|Exploration and trade specialist.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wasteland Medic&#039;&#039;&#039;&lt;br /&gt;
|Provide medical care to anyone who needs it - for caps, for favors, or out of principle. Your neutrality is a strength: you can go where soldiers cannot and be trusted where guns would get the door slammed.&lt;br /&gt;
|Independent medical provider.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Wastelanders can work with or against any faction depending on personal goals and available caps. They are the wildcards of every round - their choices can shift the balance between factions in directions no one predicted. By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a6a3a; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Towns are where Wastelanders trade, resupply, and find work. The relationship is transactional.&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|The NCR offers stability. Some Wastelanders appreciate that. Others see it as a leash.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|The Brotherhood views Wastelanders as &amp;quot;ignorant&amp;quot; - a nuisance to be managed, not an enemy to be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Unaligned travelers in Legion territory are enslaved or killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The Followers provide free medical care. Wastelanders are frequent patients.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Some Wastelanders were raiders once. Some still deal with them. The line is blurry.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Wastelanders are &#039;&#039;&#039;excluded&#039;&#039;&#039; from faction-wide [[Faction War|war enlistment]]. They may join a side individually via &#039;&#039;&#039;/warjoin&#039;&#039;&#039; but are never auto-drafted.{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Vault_Dwellers&amp;diff=141</id>
		<title>Vault Dwellers</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Vault_Dwellers&amp;diff=141"/>
		<updated>2026-06-05T08:05:17Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ Updated faction relations as per request from Daniel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0a0a1e; border-top:3px solid #4a4aaa; border-bottom:3px solid #4a4aaa; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#8888dd; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Vault Dwellers ◈ Faction Dossier ◈ Vault-Tec ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Vault Dwellers|color=#4a4aaa|status=Active - Emerged|location=Vault (Location Classified)&amp;lt;br&amp;gt;Wendover Region, Utah|leader=Overseer|ideology=Vault-Tec Protocols&amp;lt;br&amp;gt;Genetic Preservation|motto=&#039;&#039;Prepared for the Future.&#039;&#039;|affiliation=Vault-Tec Corporation (Pre-War)}}&#039;&#039;&#039;Vault Dwellers&#039;&#039;&#039; are survivors of Vault-Tec&#039;s underground shelters - sealed communities designed to protect a select population from nuclear annihilation. Equipped with Pip-Boys and Vault jumpsuits, they emerge into a world nothing could have prepared them for.&lt;br /&gt;
&lt;br /&gt;
Every Vault was an experiment. Not every experiment was humane. What the Dwellers know - or don&#039;t know - about their Vault&#039;s true purpose shapes everything that follows.&lt;br /&gt;
&lt;br /&gt;
== Core Mission ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #4a4aaa; margin:0.8em 2em; padding:0.6em 1em; color:#8888cc; font-style:italic;&amp;quot;&amp;gt;&amp;quot;To maintain optimal operational efficiency, preserve pure human genetics, and strictly execute all directives handed down by &#039;Management&#039; to prepare for the eventual reclamation of the surface.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4a4aaa; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px; width:22%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#8888dd; font-weight:bold;&amp;quot; |Overseer&lt;br /&gt;
|Administer the Vault. You know something the others may not - the Vault&#039;s true purpose, if one exists. Decide whether to shield your people from that knowledge or lead them through it. If the door opens, you determine how your community meets the surface world.&lt;br /&gt;
|Vault command authority.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vault Security&#039;&#039;&#039;&lt;br /&gt;
|Maintain order inside the Vault and protect it if the door opens. You enforce the Overseer&#039;s authority. How you use that authority - with justice or with fear - shapes what the Vault becomes.&lt;br /&gt;
|Internal law enforcement.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vault Scientist&#039;&#039;&#039;&lt;br /&gt;
|Keep Vault systems running, conduct research, and provide medical care. You may hold critical information about the Vault&#039;s experiment - and that knowledge could save or destroy your community depending on what you choose to do with it.&lt;br /&gt;
|Technical and medical specialist.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vault Dweller&#039;&#039;&#039;&lt;br /&gt;
|Live Vault life. Follow protocols, contribute to community work, and try to make sense of what is happening. If the door opens, every assumption you have about the world will be tested - starting immediately.&lt;br /&gt;
|General population.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Vault ==&lt;br /&gt;
Vault-Tec built 122 known Vaults across the United States. Most were social experiments - controlled environments designed to test human behavior under extreme conditions. Some Vaults were benign. Others were not.&lt;br /&gt;
&lt;br /&gt;
The Vault&#039;s systems - water purification, hydroponics, medical bays, the Pip-Boy network - are pre-war technology that the surface world has lost. This makes Vault Dwellers simultaneously invaluable and vulnerable: everyone wants what they have, and most Dwellers are not prepared for what the Wasteland demands.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4a4aaa; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Brotherhood values Vault technology - Pip-Boys, reactors, pre-war data. &#039;&#039;&amp;quot;Tell me, Dweller. Is your Vault&#039;s reactor still operational?&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The NCR sees Vault Dwellers as potential citizens and a source of pre-war knowledge.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Legion views Vault Dwellers as soft, sheltered, and ripe for enslavement.&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|Towns are usually the first place Dwellers find after emerging. They are welcome - and pitied.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The Followers are eager to share knowledge with Dwellers and learn from their Vault&#039;s archives.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Tense&lt;br /&gt;
|A Vault Dweller in a clean jumpsuit with a Pip-Boy is a walking target for raiders.&lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Townsfolk&amp;diff=140</id>
		<title>Townsfolk</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Townsfolk&amp;diff=140"/>
		<updated>2026-06-05T08:03:38Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ Updated faction relations as per request from Daniel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0f0f0f; border-top:3px solid #8a7a50; border-bottom:3px solid #8a7a50; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#c8b870; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Townsfolk ◈ Faction Dossier ◈ Civilian ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Townsfolk|color=#8a7a50|status=Active - Established|location=Wendover, Utah&amp;lt;br&amp;gt;Oasis Settlement|leader=Mayor (Elected)|ideology=Community Survival&amp;lt;br&amp;gt;Neutral Commerce|motto=&#039;&#039;Keep the gates open and the peace held.&#039;&#039;|affiliation=Independent - Neutral}}The &#039;&#039;&#039;Townsfolk&#039;&#039;&#039; are the civilians, settlers, and laborers who form the backbone of Wasteland society. They are not soldiers - they are the people who keep settlements running: shopkeepers, doctors, mechanics, farmers, and the law enforcement that holds it all together.&lt;br /&gt;
&lt;br /&gt;
Wendover&#039;s settlement - &#039;&#039;&#039;Oasis&#039;&#039;&#039; - is their home. Every other faction passes through it. What happens inside its walls is the Townsfolk&#039;s business.&lt;br /&gt;
&lt;br /&gt;
== Core Mission ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #8a7a50; margin:0.8em 2em; padding:0.6em 1em; color:#b0a070; font-style:italic;&amp;quot;&amp;gt;&amp;quot;To provide a secure, neutral haven for trade, shelter, and survival, prioritizing the prosperity of our citizens and the strict enforcement of the peace, regardless of what colors you wear outside the gates.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a7a50; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:20%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#c8b870; font-weight:bold;&amp;quot; |Mayor&lt;br /&gt;
|Lead Oasis. Coordinate with the Sheriff on security and negotiate with outside factions on behalf of your people. Every deal you make has consequences for every person in town.&lt;br /&gt;
|Town leadership. Final authority on civilian matters.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheriff&#039;&#039;&#039;&lt;br /&gt;
|Protect Oasis from threats internal and external. Manage your deputies, keep the peace, and work alongside the Mayor on anything that touches both law and politics.&lt;br /&gt;
|Law enforcement command.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deputy&#039;&#039;&#039;&lt;br /&gt;
|Support the Sheriff. Enforce order, investigate problems, and step up when the Sheriff is unavailable. Your loyalty to the badge - and the people it&#039;s supposed to protect - defines what law means in Oasis.&lt;br /&gt;
|Requires Sheriff oversight.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shopkeeper&#039;&#039;&#039;&lt;br /&gt;
|Stock and run the town&#039;s store. Trade with travelers, manage inventory, and keep the local economy moving. You may not carry a weapon to war, but caps talk - and yours talk loudly.&lt;br /&gt;
|Economic backbone of the settlement.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechanic&#039;&#039;&#039;&lt;br /&gt;
|Repair and maintain the settlement&#039;s critical equipment - weapons, armor, robots, and machinery. Craft new items for the town&#039;s defense or for sale to travelers. When something breaks, everyone comes to you.&lt;br /&gt;
|Engineering and crafting specialist.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doctor&#039;&#039;&#039;&lt;br /&gt;
|Provide medical care to townsfolk and travelers. Charge for your services or give them freely - that is your call. Your skills will be needed before the round ends, regardless of how peacefully things start.&lt;br /&gt;
|Medical care provider.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Townsperson&#039;&#039;&#039;&lt;br /&gt;
|Work the land, tend animals, craft goods, and do what your town needs to stay alive. You are not a soldier - but the Wasteland has a way of making everyone a fighter eventually.&lt;br /&gt;
|General labor and community support.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a7a50; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The NCR provides security presence. The town provides a trading post and staging area.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|The Brotherhood is tolerated as long as they respect town neutrality. Their technology sweeps are disruptive.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Legion views settled civilians as resources to be consumed. Towns are targets.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|Followers clinics are welcomed. Free medical care benefits the entire community.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Drifters and scavengers are welcome in town as long as they keep the peace.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Raiders threaten the town&#039;s supplies, people, and peace.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Relations depend on the tribe&#039;s leadership and the Mayor&#039;s diplomacy.&lt;br /&gt;
|}{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Followers_of_the_Apocalypse&amp;diff=139</id>
		<title>Followers of the Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Followers_of_the_Apocalypse&amp;diff=139"/>
		<updated>2026-06-05T08:02:24Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ Updated faction relations as per request from Daniel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0e1a0e; border-top:3px solid #4a8a30; border-bottom:3px solid #4a8a30; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#88cc44; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Followers of the Apocalypse ◈ Faction Dossier ◈ Humanitarian ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Followers of the Apocalypse|color=#4a8a30|status=Active - Neutral|location=Wendover Region, Utah&amp;lt;br&amp;gt;Mobile Field Clinics|leader=Regional Coordinator|ideology=Humanitarian Pacifism&amp;lt;br&amp;gt;Knowledge Preservation|motto=&#039;&#039;Knowledge. Medicine. Hope.&#039;&#039;|affiliation=Independent - Non-Aligned}}The &#039;&#039;&#039;Followers of the Apocalypse&#039;&#039;&#039; were founded in the ruins of the Los Angeles Public Library - a group that believed knowledge, medicine, and education were more powerful tools for rebuilding civilization than any weapon or army. They have grown into one of the most respected organizations in the post-war West, running free clinics, teaching the illiterate, and maintaining one of the largest accessible archives of pre-war knowledge.&lt;br /&gt;
&lt;br /&gt;
They are non-violent. They are non-aligned. And they will help anyone.&lt;br /&gt;
&lt;br /&gt;
== Follower&#039;s Guidebook for Survival ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ruling&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Starting off FoTa&lt;br /&gt;
|Upon entering FoTa, make sure you turn on the generator. That is located in the back above the brahmin pin; it is a welding fuel ran one, so if needed you can scavange for some. &lt;br /&gt;
|-&lt;br /&gt;
|Medical&lt;br /&gt;
|Meds: As you know, a follower is limited on meds just like everyone else. You can make stimpaks with broc extract, Xander extract, and of course, blood (usually gotten from donated/scavenged dead NPC bodies). Of course, using the &#039;G&#039; Menu, you can make healing herbs, such as Healing powder, Cleansing powder, and many others. Most can be seen in the [[Medicine Crafting]] section in the Wiki!&lt;br /&gt;
|-&lt;br /&gt;
|Tac-Map/Pararescue&lt;br /&gt;
|The FoTa Tac-map!! It&#039;s a new addition to the faction, and it is very useful in finding the dead bodies of wastelanders lost to unknown wonders. Be cautious, however, cause they died somehow. The Tac-Map itself shows the dead body by marking an &#039;X&#039; at its location. Upon seeing a dead body, please alert your Head Follower and try to at least FIND the body; if you are unable to, return to base and try again once you have looked. &lt;br /&gt;
On the topic of healing people, a FoTa Doctor/Head is Neutral to all factions. Weary of some. Please try to remain as such due to conflicts that might arise. As such, should a conflict arise, you are meant to defend yourself should you be put in harm&#039;s way, but you are not to kill just cause a buddy is being shot. That being said, please do not just walk up to a faction that might be feuding with others and declare you are never healing them due to X, Y, Z. That is putting not only you but others in danger as well. &lt;br /&gt;
|-&lt;br /&gt;
|War!&lt;br /&gt;
|war... war never changes... And this is very true!! However, what does change is your living status.... If there is an active war outside your front doors, don&#039;t leave. If you are seen dragging a body away from an active war, you are likely to be shot, and depending on who is fighting, you can and most likely will be taken as Prisoner/Slave for interfering. Wait until the Ceasefire has been called and gather bodies. If requested to give them up, consult your Head Follower on what to do. &lt;br /&gt;
|-&lt;br /&gt;
|Surgery&lt;br /&gt;
|Surgery, a big part of FoTa. Not all injuries can be healed with topicals or herbs, some do involve surgery so make sure you dawn a mask, Nitrile gloves and have your scanner ready cause messy tools can cause a messy healing. If the tools become to messy you can very easily inflict a lot of poison on a person and while yes you have Antidotes and what not to heal it, it is easy to just stop for a second, use abraxo cleaner or ethanol to clean the tools/your gloves and mask. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #4a8a30; margin:0.8em 2em; padding:0.6em 1em; color:#90b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;The old world ended because people chose power over people. Our answer is to refuse that choice entirely. We document so mistakes are not forgotten. We educate so the cycle of ignorance cannot repeat. We treat the sick because suffering is not a political variable.&amp;quot;&amp;lt;/blockquote&amp;gt;The Followers believe that the Great War was caused by humanity&#039;s unwillingness to share knowledge and resources. Their response is radical openness - free clinics, free education, and freely shared pre-war records. This philosophy puts them in direct conflict with the Brotherhood of Steel, who believe dangerous technology must be locked away rather than distributed.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4a8a30; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#0e1a0e; color:#88cc44; padding:6px; width:22%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#0e1a0e; color:#88cc44; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#0e1a0e; color:#88cc44; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc44; font-weight:bold;&amp;quot; |Followers Head&lt;br /&gt;
|You lead this chapter of the Followers. The sick, the curious, and the desperate look to you for direction. Set the example, protect your people, and keep the mission alive.&lt;br /&gt;
|You are the head of the followers in the region.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Followers Doctor&#039;&#039;&#039;&lt;br /&gt;
|You are a trained Follower physician. Stitch the wounded, study the wastes, and push medicine into places NCR and Brotherhood dare not go.&lt;br /&gt;
|Give aid to who is in need.&lt;br /&gt;
|-&lt;br /&gt;
|Followers Guard&lt;br /&gt;
|You protect the Followers&#039; clinic, escort doctors into dangerous ground, and keep desperate people from turning the humanitarian mission into another battlefield.&lt;br /&gt;
|Defender of the followers&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Followers Volunteer&#039;&#039;&#039;&lt;br /&gt;
|You are new to the Followers. You believe knowledge and compassion can outlast bullets and bombs. Prove it — learn from those above you and help anyone who needs it.&lt;br /&gt;
|First to arrive in a crisis, last to leave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
The Followers are welcomed by most factions as neutral common ground. They serve as natural mediators in conflict and provide critical support during crises. Their strict non-violence principle is both their most respected quality and their most frequently exploited vulnerability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4a8a30; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#0e1a0e; color:#88cc44; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#0e1a0e; color:#88cc44; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#0e1a0e; color:#88cc44; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The NCR values the Followers&#039; medical expertise and public goodwill. The relationship is cooperative but occasionally strained by political differences.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Brotherhood views the Followers&#039; policy of freely sharing technology as reckless and dangerous. &#039;&#039;&amp;quot;Your &#039;charity&#039; is dangerous, Follower.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Legion despises the Followers&#039; pacifism and egalitarianism. Followers captured by the Legion rarely survive.&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|Towns welcome Followers clinics and schools. The Followers are often the only organized medical presence available.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|Wastelanders rely on Followers clinics for treatment they cannot afford elsewhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|Tribes respect the Followers&#039; willingness to share knowledge without conditions.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Followers will treat anyone - including raiders - but they are under no illusions about the danger.&lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=138</id>
		<title>New California Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=138"/>
		<updated>2026-06-05T08:01:29Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ Updated faction relations from hostile-&amp;gt;tense as per request from Daniel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#292000; border-top:3px solid #C8A200; border-bottom:3px solid #C8A200; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#ffd54f; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ New California Republic ◈ Salt Dogs Battalion ◈ Bonneville Station ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=New California Republic|color=#C8A200|status=Active - Forward Deployed|location=Bonneville Station, Nevada side&amp;lt;br&amp;gt;Wendover Bridge Corridor|leader=Major Blackhawk &amp;amp;amp; Major Walker&amp;lt;br&amp;gt;Ranger DAGGER-02 (Intel)|ideology=Democratic Federalism&amp;lt;br&amp;gt;Rule of Law · Expansionism|motto=&#039;&#039;Bear the Republic&#039;s burden&#039;&#039;|affiliation=New California Republic}}The &#039;&#039;&#039;New California Republic&#039;&#039;&#039; (NCR) stands as a beacon of democracy and order in the wasteland - a federal presidential republic rooted in old values of democracy, personal freedom, and the sanctity of law. Founded by Aradesh and his daughter Tandi in Shady Sands, it is now led by President Aaron Kimball. The NCR&#039;s mission is to restore civilization, uplift infrastructure and economic frameworks, and foster peace. But the Republic is not devoid of flaws: it grapples with expansion, territorial disputes, wavering loyalties, and rising corruption.&lt;br /&gt;
&lt;br /&gt;
== Bonneville Station ==&lt;br /&gt;
&lt;br /&gt;
=== The Salt Dogs Battalion ===&lt;br /&gt;
The NCR&#039;s foothold east of Nevada is held by the &#039;&#039;&#039;Salt Dogs Battalion&#039;&#039;&#039;, garrisoned at Bonneville Station on the Nevada side of the Wendover bridge. The Utah side is maintained as a forward checkpoint on rotation. The bridge itself is a permanent NCR asset - it does not change hands.&lt;br /&gt;
&lt;br /&gt;
The battalion is commanded jointly by &#039;&#039;&#039;Major Blackhawk&#039;&#039;&#039; and &#039;&#039;&#039;Major Walker&#039;&#039;&#039;. Intelligence operations are coordinated by &#039;&#039;&#039;DAGGER-02&#039;&#039;&#039;, a Ranger attached from regional command.&lt;br /&gt;
&lt;br /&gt;
Wendover sits at the last real chokepoint before Utah opens into open wastes. I-80 runs through it. The salt trade runs through it. Whatever moves east or west in this region moves through Bonneville, and the Salt Dogs are there to make sure the NCR has a say in how it moves.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Context: DAGGER-02 Field Report ===&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic; font-family:serif;&amp;quot;&amp;gt;&amp;quot;Station is established. Major Blackhawk and Major Walker are on the ground and operational.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll be plain: given the current situation back home, I&#039;m not certain who is reading this or in what capacity anymore. I&#039;m filing it anyway. That&#039;s the job.&lt;br /&gt;
&lt;br /&gt;
We&#039;re here for I-80 and salt. Wendover is the last real chokepoint before Utah opens up. The salt funds the operation, which matters more now than it did when we were assigned here.&lt;br /&gt;
&lt;br /&gt;
Nevada side of the bridge is home base. Utah side is a forward checkpoint on rotation. The bridge stays ours.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood has dug into the old airfield on the Utah side. They&#039;re not here by accident and they aren&#039;t telling us why. Nothing actionable yet. Legion presence has been noted in the region. Unknown which Legio, considering the civil war. Extent and intent unknown. Command should consider this when reviewing resupply prioritization.&lt;br /&gt;
&lt;br /&gt;
- DAGGER-02, attached, Bonneville Station&lt;br /&gt;
&lt;br /&gt;
Co-signed: Major Blackhawk, Major Walker - Salt Dogs Battalion, NCR&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
Dictated by the constitution of the Republic, every citizen of the NCR - civilian or military - must follow these laws.&lt;br /&gt;
&lt;br /&gt;
It is a crime to &#039;&#039;&#039;take the life of another&#039;&#039;&#039;, be it murder or manslaughter. These acts are harshly punished; depending on severity, punishment can reach execution. It is a crime to &#039;&#039;&#039;steal from another&#039;&#039;&#039; regardless of circumstances, punishable by prison with the possibility of parole.&lt;br /&gt;
&lt;br /&gt;
=== Basic Rights ===&lt;br /&gt;
All citizens hold the following universal rights which may not be infringed upon:&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:60%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* The right to own personal property&lt;br /&gt;
* The right to freedom of expression, religion, and speech&lt;br /&gt;
* The right to self-defense&lt;br /&gt;
* The right to bear a sidearm and concealed carry inside NCR-controlled territories&lt;br /&gt;
* The right to enlist&lt;br /&gt;
* The right to an attorney&lt;br /&gt;
* The right to remain silent in cases of self-incrimination&lt;br /&gt;
* The right to a fair trial&lt;br /&gt;
|}&lt;br /&gt;
In the case of criminal arrest, all rights barring the right to remain silent, to a fair trial, and to an attorney are suspended.&lt;br /&gt;
&lt;br /&gt;
=== Treason ===&lt;br /&gt;
All acts of treason are, in most cases, punishable by death. Includes: fraternizing with or providing information to an enemy of the state, terrorism, desertion, and dereliction of duty.&lt;br /&gt;
&lt;br /&gt;
=== Fraudulent Activities ===&lt;br /&gt;
Punishable by prison or voluntary labor. Includes: money laundering, identity theft, falsification of reports or official documents, forgery of currency, and the sale/distribution of illicit substances (Jet, Psycho, Turbo).&lt;br /&gt;
&lt;br /&gt;
== New California Republic Army (NCRA) ==&lt;br /&gt;
The defense forces of the Republic. The NCRA must tackle conflicts in a non-aggressive way - de-escalate first, deal with threats using the minimum force possible.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;The mission of the NCR is to uphold the law in the region, as well as trying to gain anything valuable - trading with major powers or settlements, or obtaining resources from the area. Expansionism is allowed but only by diplomacy or to expel a threat. Keeping a good image of the Republic is key.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Principles ===&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:65%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* Follow the rules of war and human rights&lt;br /&gt;
* Obey the chain of command&lt;br /&gt;
* While on duty, do not drink alcohol or gamble&lt;br /&gt;
* Treat prisoners with respect and dignity; field execution requires officer or High Command authorization&lt;br /&gt;
* Wear your uniform at all times. Dog tags and rank pins must always be visible&lt;br /&gt;
* Going off-duty requires chain-of-command approval; always ask command before stepping down&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Field Promotions&#039;&#039;&#039; are legal. An NCO may promote enlisted personnel; a CO may promote an NCO for exceptional service. Cannot promote between branches, nor skip from enlisted to officer.&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:22%;&amp;quot; |Rank&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:12%;&amp;quot; |Type&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ffd54f; font-weight:bold;&amp;quot; |Captain&lt;br /&gt;
|CO&lt;br /&gt;
|Command the NCR&#039;s local detachment. All military and diplomatic decisions run through you.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|CO&lt;br /&gt;
|Second-in-command. Support the Captain, manage day-to-day operations, step into command when needed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Doctor&#039;&#039;&#039;&lt;br /&gt;
|CO (attached)&lt;br /&gt;
|Senior medical officer. Keep soldiers combat-capable; advise command on medical threats. Your skills are a diplomatic asset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant First Class&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior NCO of the detachment. Translate officer intent into enlisted action; enforce discipline; manage formation readiness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior squad leader. Lead troops in the field and coordinate with the Sergeant First Class.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Squad leader. Know your soldiers, execute direction, and make the right call when there is no time to ask.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Trained specialist serving in combat, engineering, or medical roles. Pick your loadout to match the mission.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private First Class&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Experienced private. Proven reliable - better gear, more latitude, more trust from NCOs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Standard soldier. Enforce NCR authority, protect personnel and assets, and carry out orders.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recruit&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Newest enlistee. You are at the bottom of a long ladder. Follow orders, learn the ropes, avoid getting yourself or your squadmates killed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New California Republic Rangers (NCRR) ==&lt;br /&gt;
The Rangers - originally descended from Pre-War Rangers - are the elite soldiers of the NCR. A volunteer special force renowned for survival, reconnaissance, scouting, sabotage, and martial arts. Their primary purpose is dealing with threats the regular NCRA cannot handle.&lt;br /&gt;
&lt;br /&gt;
The Rangers are the living image of NCR ideals of liberty, justice, and freedom from tyrants, slavers, and raiders.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Ranger&#039;&#039;&#039; holds authority equivalent to a Sergeant.&lt;br /&gt;
* A &#039;&#039;&#039;Veteran Ranger&#039;&#039;&#039; holds authority equivalent to an Officer.&lt;br /&gt;
* Rangers operate with autonomy but cooperate with NCRA partners. They can give orders to the NCRA if no NCRA command is available.&lt;br /&gt;
&lt;br /&gt;
== Crime and Punishment ==&lt;br /&gt;
Punishment in the NCR is divided between Non-Judicial and Judicial Punishment.&lt;br /&gt;
&lt;br /&gt;
=== Non-Judicial Punishment (NJP) ===&lt;br /&gt;
For less severe offenses. Given by NCOs and Officers in the field. These punishments must best fit the severity of the offense and cannot be cruel or arbitrary.&lt;br /&gt;
&lt;br /&gt;
* Reprimand · Forfeiture of Pay · Extra Duty · Diminished Rations&lt;br /&gt;
* Confinement to Base or Brig&lt;br /&gt;
* Loss of Rank (requires Captain or higher approval)&lt;br /&gt;
&lt;br /&gt;
=== Judicial Punishment (JP) ===&lt;br /&gt;
Determined after court martial for major or capital offenses.&lt;br /&gt;
&lt;br /&gt;
* Other Than Honorable Discharge · Dishonorable Discharge&lt;br /&gt;
* Execution via Firing Squad or Hanging&lt;br /&gt;
* Barred from Reenlistment&lt;br /&gt;
&lt;br /&gt;
=== Court Martial ===&lt;br /&gt;
Requested by high-ranking members or the Military Police. Handles serious crimes between NCRA and NCRR. Non-military personnel are not sentenced to Court Martial - they receive a Civilian Court Trial. Court martials take time; they are not instantaneous.&lt;br /&gt;
&lt;br /&gt;
== List of Offenses ==&lt;br /&gt;
(Category Key: MR - Misdemeanor | MO - Major Offense | CO - Capital Offense)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%; font-size:0.9em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Offense&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:7%;&amp;quot; |Category&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:22%;&amp;quot; |Punishment&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Verbal&lt;br /&gt;
|MR&lt;br /&gt;
|Threatening to use physical force against a person.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Hooliganism&lt;br /&gt;
|MR&lt;br /&gt;
|Loud yelling on comms after being warned, throwing garbage, breaking windows.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Minor&lt;br /&gt;
|MR&lt;br /&gt;
|Disobeying a lawful order; undermining authority without inciting mutiny.&lt;br /&gt;
|Brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Failure of Proper Conduct&lt;br /&gt;
|MR&lt;br /&gt;
|Poor grooming, improper uniform, friendly fire, public misconduct.&lt;br /&gt;
|Situational; brig (5–10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Neglect of Duty&lt;br /&gt;
|MR&lt;br /&gt;
|Careless or intentional failure to perform official duties.&lt;br /&gt;
|Loss of rank; brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Use of permitted substances (Med-X) while on-duty without medical authorization.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|AWOL&lt;br /&gt;
|MR&lt;br /&gt;
|Abandoning post without authorization, with intention to return.&lt;br /&gt;
|Situational; loss of rank, dismissal (10–20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Selling alcohol on-duty.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Physical&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Attacking with body only (MR); use of weapons escalates to MO.&lt;br /&gt;
|Body: brig (10 min). Weapons: loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (illegal)&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Use of Jet, Psycho, etc. even off-duty. Send to medbay.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (illegal)&lt;br /&gt;
|MR–MO–CO&lt;br /&gt;
|Selling Jet, Psycho, etc. Can escalate to CO for repeat offenses.&lt;br /&gt;
|Demotion; can reach life imprisonment&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization&lt;br /&gt;
|MO&lt;br /&gt;
|Undue relationship between enlisted/NCO and a Commissioned Officer.&lt;br /&gt;
|Dismissal or loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|MO&lt;br /&gt;
|Unintentional death through negligence.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Abandonment of Duty&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly failing to report to assigned post.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assaulting/Disobeying an Officer&lt;br /&gt;
|MO&lt;br /&gt;
|Disobeying lawful order from an Officer, or physically assaulting one.&lt;br /&gt;
|Dismissal or loss of rank (20 min or until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sedition&lt;br /&gt;
|MO&lt;br /&gt;
|Conspiring or openly opposing rightful authorities and the rule of law.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Desertion&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly abandoning post with no intention of return.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization with Enemy&lt;br /&gt;
|MO&lt;br /&gt;
|Cooperating with any enemy of the NCR. Escalates to CO if an ongoing relationship exists.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Major&lt;br /&gt;
|MO–CO&lt;br /&gt;
|Disobeying orders, resulting in mutiny, NCR casualties, or desertion in force.&lt;br /&gt;
|Dismissal (until next shift); escalates to CO if it triggers a shootout&lt;br /&gt;
|-&lt;br /&gt;
|Use of Mercenaries&lt;br /&gt;
|CO&lt;br /&gt;
|Paying civilians or non-NCR personnel to fight for the NCR.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Treason&lt;br /&gt;
|CO&lt;br /&gt;
|Giving shelter or aid to enemies of the NCR, or working against the NCR while owing it allegiance.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Murder&lt;br /&gt;
|CO&lt;br /&gt;
|Intentionally killing a person, with or without forethought.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sabotage&lt;br /&gt;
|CO&lt;br /&gt;
|Hindering military operations; destroying NCR equipment, comms, medication, or weapons.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Cannibalism&lt;br /&gt;
|CO&lt;br /&gt;
|Willingly and knowingly consuming a human, ghoul, or sapient mutant.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Aggravating factors (repeating an offense, refusing to cooperate) make punishment harsher. Mitigating factors (surrendering, cooperating) make it less harsh.&lt;br /&gt;
&lt;br /&gt;
== Dress Code ==&lt;br /&gt;
All on-duty personnel must be in full uniform during all NCR operations. Cadets cannot modify their issued loadout. Upon reaching NCO rank, soldiers may wear non-NCR apparel (cowboy hats, bandanas), provided they remain identifiable as NCR personnel.&lt;br /&gt;
&lt;br /&gt;
=== Hair Regulations ===&lt;br /&gt;
Hair must be well-groomed, natural color, cut no further than the shoulders or tied back, and fit underneath a helmet. Helmets may be removed indoors when appropriate.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Regulations ===&lt;br /&gt;
Low-ranking troopers use weapons issued at shift start and may not change them without authorization. Weapons manufactured by other factions are &#039;&#039;&#039;strictly forbidden&#039;&#039;&#039; and will be held in the armory until repurposed. High-quality weapons are distributed by logistics to where they are needed.&lt;br /&gt;
&lt;br /&gt;
== Criminals and Prisoners of War ==&lt;br /&gt;
&lt;br /&gt;
=== Criminals ===&lt;br /&gt;
Individuals not part of any faction who have broken NCR laws, committed crimes against NCR citizens or personnel, or undermined NCR operations. Criminals are protected under NCR laws - they must be treated humanely, provided with food, clothing, and shelter, and may not be abused while non-resisting. Non-lethal methods are authorized if they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of War (POWs) ===&lt;br /&gt;
Individuals who are part of a faction currently at war with the NCR. POWs are protected under NCR laws and must be treated humanely. Anyone releasing a POW without authorization is charged with Sedition or Treason. &lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Faction&lt;br /&gt;
!Standing&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Due to the events of &#039;&#039;&#039;[[Brotherhood of Steel|Operation Sunburst (2276)]]&#039;&#039;&#039;, the NCR severally wounded the 509th chapter&#039;s presence in Wendover. The brotherhood regards the NCR as a oppressive force to their goals- but the NCR seem confident the brotherhood are too busy licking their wounds to impede in the salt dogs battalion&#039;s diplomatic goals within the area. &lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Tense &lt;br /&gt;
|The NCR and Legion are ideologically opposed on most-every issue. This in combination with a long and storied history of conflict between the two factions have lead to an near unamendable relationship. Only seen cooperating against a bigger, common, enemy. &lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The NCR greatly respects and utilizes the medical expertise of the followers. The only possible conflict these two factions have is polite political disagreements stemming from the follower&#039;s staunch position of pacifism. &lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The townsfolk are more than happy to exchange with the NCR for goods and services- the NCR are more than happy to expand their diplomatic relations with like-minded individuals within Wendover. &lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|Wastelanders are, and forever will be, a wildcard within Wendover. However, NCR law dictates that they are entitled to a set of basic rights, up-to-but-not-excluding: the right to a sidearm, the right for freedom of expression, and the right to enlist. The latter being the main draw for the NCR. &lt;br /&gt;
|-&lt;br /&gt;
|[[Vault Dwellers]] &lt;br /&gt;
|Neutral&lt;br /&gt;
|Similar to their position on the Wastelanders- the NCR views the Vault as proper citizens of the region, entitled to every right as a citizen of the NCR. Especially the right to enlist.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Neutral&lt;br /&gt;
|The Yuma Tribal views the presence of the Bear within their homeland as an obvious scheme for colonization. The NCR view their expansionist efforts as more merciful than anything the other two major factions could offer. At the end of the day, the two remain isolated and can go weeks without any diplomatic attempts between them. &lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Tense&lt;br /&gt;
|Thieves and ne&#039;er-do-wells. A small, but organized, threat to the NCR&#039;s diplomatic goals for the region. &lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=137</id>
		<title>New California Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=137"/>
		<updated>2026-06-05T05:10:51Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#292000; border-top:3px solid #C8A200; border-bottom:3px solid #C8A200; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#ffd54f; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ New California Republic ◈ Salt Dogs Battalion ◈ Bonneville Station ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=New California Republic|color=#C8A200|status=Active - Forward Deployed|location=Bonneville Station, Nevada side&amp;lt;br&amp;gt;Wendover Bridge Corridor|leader=Major Blackhawk &amp;amp;amp; Major Walker&amp;lt;br&amp;gt;Ranger DAGGER-02 (Intel)|ideology=Democratic Federalism&amp;lt;br&amp;gt;Rule of Law · Expansionism|motto=&#039;&#039;Bear the Republic&#039;s burden&#039;&#039;|affiliation=New California Republic}}The &#039;&#039;&#039;New California Republic&#039;&#039;&#039; (NCR) stands as a beacon of democracy and order in the wasteland - a federal presidential republic rooted in old values of democracy, personal freedom, and the sanctity of law. Founded by Aradesh and his daughter Tandi in Shady Sands, it is now led by President Aaron Kimball. The NCR&#039;s mission is to restore civilization, uplift infrastructure and economic frameworks, and foster peace. But the Republic is not devoid of flaws: it grapples with expansion, territorial disputes, wavering loyalties, and rising corruption.&lt;br /&gt;
&lt;br /&gt;
== Bonneville Station ==&lt;br /&gt;
&lt;br /&gt;
=== The Salt Dogs Battalion ===&lt;br /&gt;
The NCR&#039;s foothold east of Nevada is held by the &#039;&#039;&#039;Salt Dogs Battalion&#039;&#039;&#039;, garrisoned at Bonneville Station on the Nevada side of the Wendover bridge. The Utah side is maintained as a forward checkpoint on rotation. The bridge itself is a permanent NCR asset - it does not change hands.&lt;br /&gt;
&lt;br /&gt;
The battalion is commanded jointly by &#039;&#039;&#039;Major Blackhawk&#039;&#039;&#039; and &#039;&#039;&#039;Major Walker&#039;&#039;&#039;. Intelligence operations are coordinated by &#039;&#039;&#039;DAGGER-02&#039;&#039;&#039;, a Ranger attached from regional command.&lt;br /&gt;
&lt;br /&gt;
Wendover sits at the last real chokepoint before Utah opens into open wastes. I-80 runs through it. The salt trade runs through it. Whatever moves east or west in this region moves through Bonneville, and the Salt Dogs are there to make sure the NCR has a say in how it moves.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Context: DAGGER-02 Field Report ===&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic; font-family:serif;&amp;quot;&amp;gt;&amp;quot;Station is established. Major Blackhawk and Major Walker are on the ground and operational.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll be plain: given the current situation back home, I&#039;m not certain who is reading this or in what capacity anymore. I&#039;m filing it anyway. That&#039;s the job.&lt;br /&gt;
&lt;br /&gt;
We&#039;re here for I-80 and salt. Wendover is the last real chokepoint before Utah opens up. The salt funds the operation, which matters more now than it did when we were assigned here.&lt;br /&gt;
&lt;br /&gt;
Nevada side of the bridge is home base. Utah side is a forward checkpoint on rotation. The bridge stays ours.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood has dug into the old airfield on the Utah side. They&#039;re not here by accident and they aren&#039;t telling us why. Nothing actionable yet. Legion presence has been noted in the region. Unknown which Legio, considering the civil war. Extent and intent unknown. Command should consider this when reviewing resupply prioritization.&lt;br /&gt;
&lt;br /&gt;
- DAGGER-02, attached, Bonneville Station&lt;br /&gt;
&lt;br /&gt;
Co-signed: Major Blackhawk, Major Walker - Salt Dogs Battalion, NCR&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
Dictated by the constitution of the Republic, every citizen of the NCR - civilian or military - must follow these laws.&lt;br /&gt;
&lt;br /&gt;
It is a crime to &#039;&#039;&#039;take the life of another&#039;&#039;&#039;, be it murder or manslaughter. These acts are harshly punished; depending on severity, punishment can reach execution. It is a crime to &#039;&#039;&#039;steal from another&#039;&#039;&#039; regardless of circumstances, punishable by prison with the possibility of parole.&lt;br /&gt;
&lt;br /&gt;
=== Basic Rights ===&lt;br /&gt;
All citizens hold the following universal rights which may not be infringed upon:&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:60%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* The right to own personal property&lt;br /&gt;
* The right to freedom of expression, religion, and speech&lt;br /&gt;
* The right to self-defense&lt;br /&gt;
* The right to bear a sidearm and concealed carry inside NCR-controlled territories&lt;br /&gt;
* The right to enlist&lt;br /&gt;
* The right to an attorney&lt;br /&gt;
* The right to remain silent in cases of self-incrimination&lt;br /&gt;
* The right to a fair trial&lt;br /&gt;
|}&lt;br /&gt;
In the case of criminal arrest, all rights barring the right to remain silent, to a fair trial, and to an attorney are suspended.&lt;br /&gt;
&lt;br /&gt;
=== Treason ===&lt;br /&gt;
All acts of treason are, in most cases, punishable by death. Includes: fraternizing with or providing information to an enemy of the state, terrorism, desertion, and dereliction of duty.&lt;br /&gt;
&lt;br /&gt;
=== Fraudulent Activities ===&lt;br /&gt;
Punishable by prison or voluntary labor. Includes: money laundering, identity theft, falsification of reports or official documents, forgery of currency, and the sale/distribution of illicit substances (Jet, Psycho, Turbo).&lt;br /&gt;
&lt;br /&gt;
== New California Republic Army (NCRA) ==&lt;br /&gt;
The defense forces of the Republic. The NCRA must tackle conflicts in a non-aggressive way - de-escalate first, deal with threats using the minimum force possible.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;The mission of the NCR is to uphold the law in the region, as well as trying to gain anything valuable - trading with major powers or settlements, or obtaining resources from the area. Expansionism is allowed but only by diplomacy or to expel a threat. Keeping a good image of the Republic is key.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Principles ===&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:65%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* Follow the rules of war and human rights&lt;br /&gt;
* Obey the chain of command&lt;br /&gt;
* While on duty, do not drink alcohol or gamble&lt;br /&gt;
* Treat prisoners with respect and dignity; field execution requires officer or High Command authorization&lt;br /&gt;
* Wear your uniform at all times. Dog tags and rank pins must always be visible&lt;br /&gt;
* Going off-duty requires chain-of-command approval; always ask command before stepping down&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Field Promotions&#039;&#039;&#039; are legal. An NCO may promote enlisted personnel; a CO may promote an NCO for exceptional service. Cannot promote between branches, nor skip from enlisted to officer.&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:22%;&amp;quot; |Rank&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:12%;&amp;quot; |Type&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ffd54f; font-weight:bold;&amp;quot; |Captain&lt;br /&gt;
|CO&lt;br /&gt;
|Command the NCR&#039;s local detachment. All military and diplomatic decisions run through you.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|CO&lt;br /&gt;
|Second-in-command. Support the Captain, manage day-to-day operations, step into command when needed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Doctor&#039;&#039;&#039;&lt;br /&gt;
|CO (attached)&lt;br /&gt;
|Senior medical officer. Keep soldiers combat-capable; advise command on medical threats. Your skills are a diplomatic asset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant First Class&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior NCO of the detachment. Translate officer intent into enlisted action; enforce discipline; manage formation readiness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior squad leader. Lead troops in the field and coordinate with the Sergeant First Class.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Squad leader. Know your soldiers, execute direction, and make the right call when there is no time to ask.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Trained specialist serving in combat, engineering, or medical roles. Pick your loadout to match the mission.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private First Class&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Experienced private. Proven reliable - better gear, more latitude, more trust from NCOs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Standard soldier. Enforce NCR authority, protect personnel and assets, and carry out orders.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recruit&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Newest enlistee. You are at the bottom of a long ladder. Follow orders, learn the ropes, avoid getting yourself or your squadmates killed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New California Republic Rangers (NCRR) ==&lt;br /&gt;
The Rangers - originally descended from Pre-War Rangers - are the elite soldiers of the NCR. A volunteer special force renowned for survival, reconnaissance, scouting, sabotage, and martial arts. Their primary purpose is dealing with threats the regular NCRA cannot handle.&lt;br /&gt;
&lt;br /&gt;
The Rangers are the living image of NCR ideals of liberty, justice, and freedom from tyrants, slavers, and raiders.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Ranger&#039;&#039;&#039; holds authority equivalent to a Sergeant.&lt;br /&gt;
* A &#039;&#039;&#039;Veteran Ranger&#039;&#039;&#039; holds authority equivalent to an Officer.&lt;br /&gt;
* Rangers operate with autonomy but cooperate with NCRA partners. They can give orders to the NCRA if no NCRA command is available.&lt;br /&gt;
&lt;br /&gt;
== Crime and Punishment ==&lt;br /&gt;
Punishment in the NCR is divided between Non-Judicial and Judicial Punishment.&lt;br /&gt;
&lt;br /&gt;
=== Non-Judicial Punishment (NJP) ===&lt;br /&gt;
For less severe offenses. Given by NCOs and Officers in the field. These punishments must best fit the severity of the offense and cannot be cruel or arbitrary.&lt;br /&gt;
&lt;br /&gt;
* Reprimand · Forfeiture of Pay · Extra Duty · Diminished Rations&lt;br /&gt;
* Confinement to Base or Brig&lt;br /&gt;
* Loss of Rank (requires Captain or higher approval)&lt;br /&gt;
&lt;br /&gt;
=== Judicial Punishment (JP) ===&lt;br /&gt;
Determined after court martial for major or capital offenses.&lt;br /&gt;
&lt;br /&gt;
* Other Than Honorable Discharge · Dishonorable Discharge&lt;br /&gt;
* Execution via Firing Squad or Hanging&lt;br /&gt;
* Barred from Reenlistment&lt;br /&gt;
&lt;br /&gt;
=== Court Martial ===&lt;br /&gt;
Requested by high-ranking members or the Military Police. Handles serious crimes between NCRA and NCRR. Non-military personnel are not sentenced to Court Martial - they receive a Civilian Court Trial. Court martials take time; they are not instantaneous.&lt;br /&gt;
&lt;br /&gt;
== List of Offenses ==&lt;br /&gt;
(Category Key: MR - Misdemeanor | MO - Major Offense | CO - Capital Offense)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%; font-size:0.9em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Offense&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:7%;&amp;quot; |Category&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:22%;&amp;quot; |Punishment&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Verbal&lt;br /&gt;
|MR&lt;br /&gt;
|Threatening to use physical force against a person.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Hooliganism&lt;br /&gt;
|MR&lt;br /&gt;
|Loud yelling on comms after being warned, throwing garbage, breaking windows.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Minor&lt;br /&gt;
|MR&lt;br /&gt;
|Disobeying a lawful order; undermining authority without inciting mutiny.&lt;br /&gt;
|Brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Failure of Proper Conduct&lt;br /&gt;
|MR&lt;br /&gt;
|Poor grooming, improper uniform, friendly fire, public misconduct.&lt;br /&gt;
|Situational; brig (5–10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Neglect of Duty&lt;br /&gt;
|MR&lt;br /&gt;
|Careless or intentional failure to perform official duties.&lt;br /&gt;
|Loss of rank; brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Use of permitted substances (Med-X) while on-duty without medical authorization.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|AWOL&lt;br /&gt;
|MR&lt;br /&gt;
|Abandoning post without authorization, with intention to return.&lt;br /&gt;
|Situational; loss of rank, dismissal (10–20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Selling alcohol on-duty.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Physical&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Attacking with body only (MR); use of weapons escalates to MO.&lt;br /&gt;
|Body: brig (10 min). Weapons: loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (illegal)&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Use of Jet, Psycho, etc. even off-duty. Send to medbay.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (illegal)&lt;br /&gt;
|MR–MO–CO&lt;br /&gt;
|Selling Jet, Psycho, etc. Can escalate to CO for repeat offenses.&lt;br /&gt;
|Demotion; can reach life imprisonment&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization&lt;br /&gt;
|MO&lt;br /&gt;
|Undue relationship between enlisted/NCO and a Commissioned Officer.&lt;br /&gt;
|Dismissal or loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|MO&lt;br /&gt;
|Unintentional death through negligence.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Abandonment of Duty&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly failing to report to assigned post.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assaulting/Disobeying an Officer&lt;br /&gt;
|MO&lt;br /&gt;
|Disobeying lawful order from an Officer, or physically assaulting one.&lt;br /&gt;
|Dismissal or loss of rank (20 min or until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sedition&lt;br /&gt;
|MO&lt;br /&gt;
|Conspiring or openly opposing rightful authorities and the rule of law.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Desertion&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly abandoning post with no intention of return.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization with Enemy&lt;br /&gt;
|MO&lt;br /&gt;
|Cooperating with any enemy of the NCR. Escalates to CO if an ongoing relationship exists.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Major&lt;br /&gt;
|MO–CO&lt;br /&gt;
|Disobeying orders, resulting in mutiny, NCR casualties, or desertion in force.&lt;br /&gt;
|Dismissal (until next shift); escalates to CO if it triggers a shootout&lt;br /&gt;
|-&lt;br /&gt;
|Use of Mercenaries&lt;br /&gt;
|CO&lt;br /&gt;
|Paying civilians or non-NCR personnel to fight for the NCR.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Treason&lt;br /&gt;
|CO&lt;br /&gt;
|Giving shelter or aid to enemies of the NCR, or working against the NCR while owing it allegiance.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Murder&lt;br /&gt;
|CO&lt;br /&gt;
|Intentionally killing a person, with or without forethought.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sabotage&lt;br /&gt;
|CO&lt;br /&gt;
|Hindering military operations; destroying NCR equipment, comms, medication, or weapons.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Cannibalism&lt;br /&gt;
|CO&lt;br /&gt;
|Willingly and knowingly consuming a human, ghoul, or sapient mutant.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Aggravating factors (repeating an offense, refusing to cooperate) make punishment harsher. Mitigating factors (surrendering, cooperating) make it less harsh.&lt;br /&gt;
&lt;br /&gt;
== Dress Code ==&lt;br /&gt;
All on-duty personnel must be in full uniform during all NCR operations. Cadets cannot modify their issued loadout. Upon reaching NCO rank, soldiers may wear non-NCR apparel (cowboy hats, bandanas), provided they remain identifiable as NCR personnel.&lt;br /&gt;
&lt;br /&gt;
=== Hair Regulations ===&lt;br /&gt;
Hair must be well-groomed, natural color, cut no further than the shoulders or tied back, and fit underneath a helmet. Helmets may be removed indoors when appropriate.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Regulations ===&lt;br /&gt;
Low-ranking troopers use weapons issued at shift start and may not change them without authorization. Weapons manufactured by other factions are &#039;&#039;&#039;strictly forbidden&#039;&#039;&#039; and will be held in the armory until repurposed. High-quality weapons are distributed by logistics to where they are needed.&lt;br /&gt;
&lt;br /&gt;
== Criminals and Prisoners of War ==&lt;br /&gt;
&lt;br /&gt;
=== Criminals ===&lt;br /&gt;
Individuals not part of any faction who have broken NCR laws, committed crimes against NCR citizens or personnel, or undermined NCR operations. Criminals are protected under NCR laws - they must be treated humanely, provided with food, clothing, and shelter, and may not be abused while non-resisting. Non-lethal methods are authorized if they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of War (POWs) ===&lt;br /&gt;
Individuals who are part of a faction currently at war with the NCR. POWs are protected under NCR laws and must be treated humanely. Anyone releasing a POW without authorization is charged with Sedition or Treason. &lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Faction&lt;br /&gt;
!Standing&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Cold Hostile&lt;br /&gt;
|Due to the events of &#039;&#039;&#039;[[Brotherhood of Steel|Operation Sunburst (2276)]]&#039;&#039;&#039;, the NCR severally wounded the 509th chapter&#039;s presence in Wendover. The brotherhood regards the NCR as a oppressive force to their goals- but the NCR seem confident the brotherhood are too busy licking their wounds to impede in the salt dogs battalion&#039;s diplomatic goals within the area. &lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Hostile &lt;br /&gt;
|The NCR and Legion are ideologically opposed on most-every issue. This in combination with a long and storied history of conflict between the two factions have lead to an near unamendable relationship. Only seen cooperating against a bigger, common, enemy. &lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Allies&lt;br /&gt;
|The NCR greatly respects and utilizes the medical expertise of the followers. The only possible conflict these two factions have is polite political disagreements stemming from the follower&#039;s staunch position of pacifism. &lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Cooperative&lt;br /&gt;
|The townsfolk are more than happy to exchange with the NCR for goods and services- the NCR are more than happy to expand their diplomatic relations with like-minded individuals within Wendover. &lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Welcoming&lt;br /&gt;
|Wastelanders are, and forever will be, a wildcard within Wendover. However, NCR law dictates that they are entitled to a set of basic rights, up-to-but-not-excluding: the right to a sidearm, the right for freedom of expression, and the right to enlist. The latter being the main draw for the NCR. &lt;br /&gt;
|-&lt;br /&gt;
|[[Vault Dwellers]] &lt;br /&gt;
|Welcoming&lt;br /&gt;
|Similar to their position on the Wastelanders- the NCR views the Vault as proper citizens of the region, entitled to every right as a citizen of the NCR. Especially the right to enlist.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Yuma Tribal views the presence of the Bear within their homeland as an obvious scheme for colonization. The NCR view their expansionist efforts as more merciful than anything the other two major factions could offer. At the end of the day, the two remain isolated and can go weeks without any diplomatic attempts between them. &lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|Thieves and ne&#039;er-do-wells. A small, but organized, threat to the NCR&#039;s diplomatic goals for the region. &lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=136</id>
		<title>New California Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=136"/>
		<updated>2026-06-05T05:04:34Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Prisoners of War (POWs) */ Removed outdated ruling, as defined by admin Blu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#292000; border-top:3px solid #C8A200; border-bottom:3px solid #C8A200; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#ffd54f; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ New California Republic ◈ Salt Dogs Battalion ◈ Bonneville Station ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=New California Republic|color=#C8A200|status=Active - Forward Deployed|location=Bonneville Station, Nevada side&amp;lt;br&amp;gt;Wendover Bridge Corridor|leader=Major Blackhawk &amp;amp;amp; Major Walker&amp;lt;br&amp;gt;Ranger DAGGER-02 (Intel)|ideology=Democratic Federalism&amp;lt;br&amp;gt;Rule of Law · Expansionism|motto=&#039;&#039;Bear the Republic&#039;s burden&#039;&#039;|affiliation=New California Republic}}The &#039;&#039;&#039;New California Republic&#039;&#039;&#039; (NCR) stands as a beacon of democracy and order in the wasteland - a federal presidential republic rooted in old values of democracy, personal freedom, and the sanctity of law. Founded by Aradesh and his daughter Tandi in Shady Sands, it is now led by President Aaron Kimball. The NCR&#039;s mission is to restore civilization, uplift infrastructure and economic frameworks, and foster peace. But the Republic is not devoid of flaws: it grapples with expansion, territorial disputes, wavering loyalties, and rising corruption.&lt;br /&gt;
&lt;br /&gt;
== Bonneville Station ==&lt;br /&gt;
&lt;br /&gt;
=== The Salt Dogs Battalion ===&lt;br /&gt;
The NCR&#039;s foothold east of Nevada is held by the &#039;&#039;&#039;Salt Dogs Battalion&#039;&#039;&#039;, garrisoned at Bonneville Station on the Nevada side of the Wendover bridge. The Utah side is maintained as a forward checkpoint on rotation. The bridge itself is a permanent NCR asset - it does not change hands.&lt;br /&gt;
&lt;br /&gt;
The battalion is commanded jointly by &#039;&#039;&#039;Major Blackhawk&#039;&#039;&#039; and &#039;&#039;&#039;Major Walker&#039;&#039;&#039;. Intelligence operations are coordinated by &#039;&#039;&#039;DAGGER-02&#039;&#039;&#039;, a Ranger attached from regional command.&lt;br /&gt;
&lt;br /&gt;
Wendover sits at the last real chokepoint before Utah opens into open wastes. I-80 runs through it. The salt trade runs through it. Whatever moves east or west in this region moves through Bonneville, and the Salt Dogs are there to make sure the NCR has a say in how it moves.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Context: DAGGER-02 Field Report ===&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic; font-family:serif;&amp;quot;&amp;gt;&amp;quot;Station is established. Major Blackhawk and Major Walker are on the ground and operational.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll be plain: given the current situation back home, I&#039;m not certain who is reading this or in what capacity anymore. I&#039;m filing it anyway. That&#039;s the job.&lt;br /&gt;
&lt;br /&gt;
We&#039;re here for I-80 and salt. Wendover is the last real chokepoint before Utah opens up. The salt funds the operation, which matters more now than it did when we were assigned here.&lt;br /&gt;
&lt;br /&gt;
Nevada side of the bridge is home base. Utah side is a forward checkpoint on rotation. The bridge stays ours.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood has dug into the old airfield on the Utah side. They&#039;re not here by accident and they aren&#039;t telling us why. Nothing actionable yet. Legion presence has been noted in the region. Unknown which Legio, considering the civil war. Extent and intent unknown. Command should consider this when reviewing resupply prioritization.&lt;br /&gt;
&lt;br /&gt;
- DAGGER-02, attached, Bonneville Station&lt;br /&gt;
&lt;br /&gt;
Co-signed: Major Blackhawk, Major Walker - Salt Dogs Battalion, NCR&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
Dictated by the constitution of the Republic, every citizen of the NCR - civilian or military - must follow these laws.&lt;br /&gt;
&lt;br /&gt;
It is a crime to &#039;&#039;&#039;take the life of another&#039;&#039;&#039;, be it murder or manslaughter. These acts are harshly punished; depending on severity, punishment can reach execution. It is a crime to &#039;&#039;&#039;steal from another&#039;&#039;&#039; regardless of circumstances, punishable by prison with the possibility of parole.&lt;br /&gt;
&lt;br /&gt;
=== Basic Rights ===&lt;br /&gt;
All citizens hold the following universal rights which may not be infringed upon:&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:60%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* The right to own personal property&lt;br /&gt;
* The right to freedom of expression, religion, and speech&lt;br /&gt;
* The right to self-defense&lt;br /&gt;
* The right to bear a sidearm and concealed carry inside NCR-controlled territories&lt;br /&gt;
* The right to enlist&lt;br /&gt;
* The right to an attorney&lt;br /&gt;
* The right to remain silent in cases of self-incrimination&lt;br /&gt;
* The right to a fair trial&lt;br /&gt;
|}&lt;br /&gt;
In the case of criminal arrest, all rights barring the right to remain silent, to a fair trial, and to an attorney are suspended.&lt;br /&gt;
&lt;br /&gt;
=== Treason ===&lt;br /&gt;
All acts of treason are, in most cases, punishable by death. Includes: fraternizing with or providing information to an enemy of the state, terrorism, desertion, and dereliction of duty.&lt;br /&gt;
&lt;br /&gt;
=== Fraudulent Activities ===&lt;br /&gt;
Punishable by prison or voluntary labor. Includes: money laundering, identity theft, falsification of reports or official documents, forgery of currency, and the sale/distribution of illicit substances (Jet, Psycho, Turbo).&lt;br /&gt;
&lt;br /&gt;
== New California Republic Army (NCRA) ==&lt;br /&gt;
The defense forces of the Republic. The NCRA must tackle conflicts in a non-aggressive way - de-escalate first, deal with threats using the minimum force possible.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;The mission of the NCR is to uphold the law in the region, as well as trying to gain anything valuable - trading with major powers or settlements, or obtaining resources from the area. Expansionism is allowed but only by diplomacy or to expel a threat. Keeping a good image of the Republic is key.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Principles ===&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:65%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* Follow the rules of war and human rights&lt;br /&gt;
* Obey the chain of command&lt;br /&gt;
* While on duty, do not drink alcohol or gamble&lt;br /&gt;
* Treat prisoners with respect and dignity; field execution requires officer or High Command authorization&lt;br /&gt;
* Wear your uniform at all times. Dog tags and rank pins must always be visible&lt;br /&gt;
* Going off-duty requires chain-of-command approval; always ask command before stepping down&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Field Promotions&#039;&#039;&#039; are legal. An NCO may promote enlisted personnel; a CO may promote an NCO for exceptional service. Cannot promote between branches, nor skip from enlisted to officer.&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:22%;&amp;quot; |Rank&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:12%;&amp;quot; |Type&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ffd54f; font-weight:bold;&amp;quot; |Captain&lt;br /&gt;
|CO&lt;br /&gt;
|Command the NCR&#039;s local detachment. All military and diplomatic decisions run through you.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|CO&lt;br /&gt;
|Second-in-command. Support the Captain, manage day-to-day operations, step into command when needed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Doctor&#039;&#039;&#039;&lt;br /&gt;
|CO (attached)&lt;br /&gt;
|Senior medical officer. Keep soldiers combat-capable; advise command on medical threats. Your skills are a diplomatic asset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant First Class&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior NCO of the detachment. Translate officer intent into enlisted action; enforce discipline; manage formation readiness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior squad leader. Lead troops in the field and coordinate with the Sergeant First Class.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Squad leader. Know your soldiers, execute direction, and make the right call when there is no time to ask.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Trained specialist serving in combat, engineering, or medical roles. Pick your loadout to match the mission.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private First Class&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Experienced private. Proven reliable - better gear, more latitude, more trust from NCOs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Standard soldier. Enforce NCR authority, protect personnel and assets, and carry out orders.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recruit&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Newest enlistee. You are at the bottom of a long ladder. Follow orders, learn the ropes, avoid getting yourself or your squadmates killed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New California Republic Rangers (NCRR) ==&lt;br /&gt;
The Rangers - originally descended from Pre-War Rangers - are the elite soldiers of the NCR. A volunteer special force renowned for survival, reconnaissance, scouting, sabotage, and martial arts. Their primary purpose is dealing with threats the regular NCRA cannot handle.&lt;br /&gt;
&lt;br /&gt;
The Rangers are the living image of NCR ideals of liberty, justice, and freedom from tyrants, slavers, and raiders.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Ranger&#039;&#039;&#039; holds authority equivalent to a Sergeant.&lt;br /&gt;
* A &#039;&#039;&#039;Veteran Ranger&#039;&#039;&#039; holds authority equivalent to an Officer.&lt;br /&gt;
* Rangers operate with autonomy but cooperate with NCRA partners. They can give orders to the NCRA if no NCRA command is available.&lt;br /&gt;
&lt;br /&gt;
== Crime and Punishment ==&lt;br /&gt;
Punishment in the NCR is divided between Non-Judicial and Judicial Punishment.&lt;br /&gt;
&lt;br /&gt;
=== Non-Judicial Punishment (NJP) ===&lt;br /&gt;
For less severe offenses. Given by NCOs and Officers in the field. These punishments must best fit the severity of the offense and cannot be cruel or arbitrary.&lt;br /&gt;
&lt;br /&gt;
* Reprimand · Forfeiture of Pay · Extra Duty · Diminished Rations&lt;br /&gt;
* Confinement to Base or Brig&lt;br /&gt;
* Loss of Rank (requires Captain or higher approval)&lt;br /&gt;
&lt;br /&gt;
=== Judicial Punishment (JP) ===&lt;br /&gt;
Determined after court martial for major or capital offenses.&lt;br /&gt;
&lt;br /&gt;
* Other Than Honorable Discharge · Dishonorable Discharge&lt;br /&gt;
* Execution via Firing Squad or Hanging&lt;br /&gt;
* Barred from Reenlistment&lt;br /&gt;
&lt;br /&gt;
=== Court Martial ===&lt;br /&gt;
Requested by high-ranking members or the Military Police. Handles serious crimes between NCRA and NCRR. Non-military personnel are not sentenced to Court Martial - they receive a Civilian Court Trial. Court martials take time; they are not instantaneous.&lt;br /&gt;
&lt;br /&gt;
== List of Offenses ==&lt;br /&gt;
(Category Key: MR - Misdemeanor | MO - Major Offense | CO - Capital Offense)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%; font-size:0.9em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Offense&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:7%;&amp;quot; |Category&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:22%;&amp;quot; |Punishment&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Verbal&lt;br /&gt;
|MR&lt;br /&gt;
|Threatening to use physical force against a person.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Hooliganism&lt;br /&gt;
|MR&lt;br /&gt;
|Loud yelling on comms after being warned, throwing garbage, breaking windows.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Minor&lt;br /&gt;
|MR&lt;br /&gt;
|Disobeying a lawful order; undermining authority without inciting mutiny.&lt;br /&gt;
|Brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Failure of Proper Conduct&lt;br /&gt;
|MR&lt;br /&gt;
|Poor grooming, improper uniform, friendly fire, public misconduct.&lt;br /&gt;
|Situational; brig (5–10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Neglect of Duty&lt;br /&gt;
|MR&lt;br /&gt;
|Careless or intentional failure to perform official duties.&lt;br /&gt;
|Loss of rank; brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Use of permitted substances (Med-X) while on-duty without medical authorization.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|AWOL&lt;br /&gt;
|MR&lt;br /&gt;
|Abandoning post without authorization, with intention to return.&lt;br /&gt;
|Situational; loss of rank, dismissal (10–20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Selling alcohol on-duty.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Physical&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Attacking with body only (MR); use of weapons escalates to MO.&lt;br /&gt;
|Body: brig (10 min). Weapons: loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (illegal)&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Use of Jet, Psycho, etc. even off-duty. Send to medbay.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (illegal)&lt;br /&gt;
|MR–MO–CO&lt;br /&gt;
|Selling Jet, Psycho, etc. Can escalate to CO for repeat offenses.&lt;br /&gt;
|Demotion; can reach life imprisonment&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization&lt;br /&gt;
|MO&lt;br /&gt;
|Undue relationship between enlisted/NCO and a Commissioned Officer.&lt;br /&gt;
|Dismissal or loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|MO&lt;br /&gt;
|Unintentional death through negligence.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Abandonment of Duty&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly failing to report to assigned post.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assaulting/Disobeying an Officer&lt;br /&gt;
|MO&lt;br /&gt;
|Disobeying lawful order from an Officer, or physically assaulting one.&lt;br /&gt;
|Dismissal or loss of rank (20 min or until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sedition&lt;br /&gt;
|MO&lt;br /&gt;
|Conspiring or openly opposing rightful authorities and the rule of law.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Desertion&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly abandoning post with no intention of return.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization with Enemy&lt;br /&gt;
|MO&lt;br /&gt;
|Cooperating with any enemy of the NCR. Escalates to CO if an ongoing relationship exists.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Major&lt;br /&gt;
|MO–CO&lt;br /&gt;
|Disobeying orders, resulting in mutiny, NCR casualties, or desertion in force.&lt;br /&gt;
|Dismissal (until next shift); escalates to CO if it triggers a shootout&lt;br /&gt;
|-&lt;br /&gt;
|Use of Mercenaries&lt;br /&gt;
|CO&lt;br /&gt;
|Paying civilians or non-NCR personnel to fight for the NCR.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Treason&lt;br /&gt;
|CO&lt;br /&gt;
|Giving shelter or aid to enemies of the NCR, or working against the NCR while owing it allegiance.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Murder&lt;br /&gt;
|CO&lt;br /&gt;
|Intentionally killing a person, with or without forethought.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sabotage&lt;br /&gt;
|CO&lt;br /&gt;
|Hindering military operations; destroying NCR equipment, comms, medication, or weapons.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Cannibalism&lt;br /&gt;
|CO&lt;br /&gt;
|Willingly and knowingly consuming a human, ghoul, or sapient mutant.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Aggravating factors (repeating an offense, refusing to cooperate) make punishment harsher. Mitigating factors (surrendering, cooperating) make it less harsh.&lt;br /&gt;
&lt;br /&gt;
== Dress Code ==&lt;br /&gt;
All on-duty personnel must be in full uniform during all NCR operations. Cadets cannot modify their issued loadout. Upon reaching NCO rank, soldiers may wear non-NCR apparel (cowboy hats, bandanas), provided they remain identifiable as NCR personnel.&lt;br /&gt;
&lt;br /&gt;
=== Hair Regulations ===&lt;br /&gt;
Hair must be well-groomed, natural color, cut no further than the shoulders or tied back, and fit underneath a helmet. Helmets may be removed indoors when appropriate.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Regulations ===&lt;br /&gt;
Low-ranking troopers use weapons issued at shift start and may not change them without authorization. Weapons manufactured by other factions are &#039;&#039;&#039;strictly forbidden&#039;&#039;&#039; and will be held in the armory until repurposed. High-quality weapons are distributed by logistics to where they are needed.&lt;br /&gt;
&lt;br /&gt;
== Criminals and Prisoners of War ==&lt;br /&gt;
&lt;br /&gt;
=== Criminals ===&lt;br /&gt;
Individuals not part of any faction who have broken NCR laws, committed crimes against NCR citizens or personnel, or undermined NCR operations. Criminals are protected under NCR laws - they must be treated humanely, provided with food, clothing, and shelter, and may not be abused while non-resisting. Non-lethal methods are authorized if they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of War (POWs) ===&lt;br /&gt;
Individuals who are part of a faction currently at war with the NCR. POWs are protected under NCR laws and must be treated humanely. &lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Faction&lt;br /&gt;
!Standing&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Cold Hostile&lt;br /&gt;
|Due to the events of &#039;&#039;&#039;[[Brotherhood of Steel|Operation Sunburst (2276)]]&#039;&#039;&#039;, the NCR severally wounded the 509th chapter&#039;s presence in Wendover. The brotherhood regards the NCR as a oppressive force to their goals- but the NCR seem confident the brotherhood are too busy licking their wounds to impede in the salt dogs battalion&#039;s diplomatic goals within the area. &lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Hostile &lt;br /&gt;
|The NCR and Legion are ideologically opposed on most-every issue. This in combination with a long and storied history of conflict between the two factions have lead to an near unamendable relationship. Only seen cooperating against a bigger, common, enemy. &lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Allies&lt;br /&gt;
|The NCR greatly respects and utilizes the medical expertise of the followers. The only possible conflict these two factions have is polite political disagreements stemming from the follower&#039;s staunch position of pacifism. &lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Cooperative&lt;br /&gt;
|The townsfolk are more than happy to exchange with the NCR for goods and services- the NCR are more than happy to expand their diplomatic relations with like-minded individuals within Wendover. &lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Welcoming&lt;br /&gt;
|Wastelanders are, and forever will be, a wildcard within Wendover. However, NCR law dictates that they are entitled to a set of basic rights, up-to-but-not-excluding: the right to a sidearm, the right for freedom of expression, and the right to enlist. The latter being the main draw for the NCR. &lt;br /&gt;
|-&lt;br /&gt;
|[[Vault Dwellers]] &lt;br /&gt;
|Welcoming&lt;br /&gt;
|Similar to their position on the Wastelanders- the NCR views the Vault as proper citizens of the region, entitled to every right as a citizen of the NCR. Especially the right to enlist.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Yuma Tribal views the presence of the Bear within their homeland as an obvious scheme for colonization. The NCR view their expansionist efforts as more merciful than anything the other two major factions could offer. At the end of the day, the two remain isolated and can go weeks without any diplomatic attempts between them. &lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|Thieves and ne&#039;er-do-wells. A small, but organized, threat to the NCR&#039;s diplomatic goals for the region. &lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=135</id>
		<title>New California Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=135"/>
		<updated>2026-06-05T04:14:24Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: Added NCR Relations tab, clarifying server lore and standings with other factions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#292000; border-top:3px solid #C8A200; border-bottom:3px solid #C8A200; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#ffd54f; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ New California Republic ◈ Salt Dogs Battalion ◈ Bonneville Station ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=New California Republic|color=#C8A200|status=Active - Forward Deployed|location=Bonneville Station, Nevada side&amp;lt;br&amp;gt;Wendover Bridge Corridor|leader=Major Blackhawk &amp;amp;amp; Major Walker&amp;lt;br&amp;gt;Ranger DAGGER-02 (Intel)|ideology=Democratic Federalism&amp;lt;br&amp;gt;Rule of Law · Expansionism|motto=&#039;&#039;Bear the Republic&#039;s burden&#039;&#039;|affiliation=New California Republic}}The &#039;&#039;&#039;New California Republic&#039;&#039;&#039; (NCR) stands as a beacon of democracy and order in the wasteland - a federal presidential republic rooted in old values of democracy, personal freedom, and the sanctity of law. Founded by Aradesh and his daughter Tandi in Shady Sands, it is now led by President Aaron Kimball. The NCR&#039;s mission is to restore civilization, uplift infrastructure and economic frameworks, and foster peace. But the Republic is not devoid of flaws: it grapples with expansion, territorial disputes, wavering loyalties, and rising corruption.&lt;br /&gt;
&lt;br /&gt;
== Bonneville Station ==&lt;br /&gt;
&lt;br /&gt;
=== The Salt Dogs Battalion ===&lt;br /&gt;
The NCR&#039;s foothold east of Nevada is held by the &#039;&#039;&#039;Salt Dogs Battalion&#039;&#039;&#039;, garrisoned at Bonneville Station on the Nevada side of the Wendover bridge. The Utah side is maintained as a forward checkpoint on rotation. The bridge itself is a permanent NCR asset - it does not change hands.&lt;br /&gt;
&lt;br /&gt;
The battalion is commanded jointly by &#039;&#039;&#039;Major Blackhawk&#039;&#039;&#039; and &#039;&#039;&#039;Major Walker&#039;&#039;&#039;. Intelligence operations are coordinated by &#039;&#039;&#039;DAGGER-02&#039;&#039;&#039;, a Ranger attached from regional command.&lt;br /&gt;
&lt;br /&gt;
Wendover sits at the last real chokepoint before Utah opens into open wastes. I-80 runs through it. The salt trade runs through it. Whatever moves east or west in this region moves through Bonneville, and the Salt Dogs are there to make sure the NCR has a say in how it moves.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Context: DAGGER-02 Field Report ===&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic; font-family:serif;&amp;quot;&amp;gt;&amp;quot;Station is established. Major Blackhawk and Major Walker are on the ground and operational.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll be plain: given the current situation back home, I&#039;m not certain who is reading this or in what capacity anymore. I&#039;m filing it anyway. That&#039;s the job.&lt;br /&gt;
&lt;br /&gt;
We&#039;re here for I-80 and salt. Wendover is the last real chokepoint before Utah opens up. The salt funds the operation, which matters more now than it did when we were assigned here.&lt;br /&gt;
&lt;br /&gt;
Nevada side of the bridge is home base. Utah side is a forward checkpoint on rotation. The bridge stays ours.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood has dug into the old airfield on the Utah side. They&#039;re not here by accident and they aren&#039;t telling us why. Nothing actionable yet. Legion presence has been noted in the region. Unknown which Legio, considering the civil war. Extent and intent unknown. Command should consider this when reviewing resupply prioritization.&lt;br /&gt;
&lt;br /&gt;
- DAGGER-02, attached, Bonneville Station&lt;br /&gt;
&lt;br /&gt;
Co-signed: Major Blackhawk, Major Walker - Salt Dogs Battalion, NCR&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
Dictated by the constitution of the Republic, every citizen of the NCR - civilian or military - must follow these laws.&lt;br /&gt;
&lt;br /&gt;
It is a crime to &#039;&#039;&#039;take the life of another&#039;&#039;&#039;, be it murder or manslaughter. These acts are harshly punished; depending on severity, punishment can reach execution. It is a crime to &#039;&#039;&#039;steal from another&#039;&#039;&#039; regardless of circumstances, punishable by prison with the possibility of parole.&lt;br /&gt;
&lt;br /&gt;
=== Basic Rights ===&lt;br /&gt;
All citizens hold the following universal rights which may not be infringed upon:&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:60%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* The right to own personal property&lt;br /&gt;
* The right to freedom of expression, religion, and speech&lt;br /&gt;
* The right to self-defense&lt;br /&gt;
* The right to bear a sidearm and concealed carry inside NCR-controlled territories&lt;br /&gt;
* The right to enlist&lt;br /&gt;
* The right to an attorney&lt;br /&gt;
* The right to remain silent in cases of self-incrimination&lt;br /&gt;
* The right to a fair trial&lt;br /&gt;
|}&lt;br /&gt;
In the case of criminal arrest, all rights barring the right to remain silent, to a fair trial, and to an attorney are suspended.&lt;br /&gt;
&lt;br /&gt;
=== Treason ===&lt;br /&gt;
All acts of treason are, in most cases, punishable by death. Includes: fraternizing with or providing information to an enemy of the state, terrorism, desertion, and dereliction of duty.&lt;br /&gt;
&lt;br /&gt;
=== Fraudulent Activities ===&lt;br /&gt;
Punishable by prison or voluntary labor. Includes: money laundering, identity theft, falsification of reports or official documents, forgery of currency, and the sale/distribution of illicit substances (Jet, Psycho, Turbo).&lt;br /&gt;
&lt;br /&gt;
== New California Republic Army (NCRA) ==&lt;br /&gt;
The defense forces of the Republic. The NCRA must tackle conflicts in a non-aggressive way - de-escalate first, deal with threats using the minimum force possible.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;The mission of the NCR is to uphold the law in the region, as well as trying to gain anything valuable - trading with major powers or settlements, or obtaining resources from the area. Expansionism is allowed but only by diplomacy or to expel a threat. Keeping a good image of the Republic is key.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Principles ===&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:65%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* Follow the rules of war and human rights&lt;br /&gt;
* Obey the chain of command&lt;br /&gt;
* While on duty, do not drink alcohol or gamble&lt;br /&gt;
* Treat prisoners with respect and dignity; field execution requires officer or High Command authorization&lt;br /&gt;
* Wear your uniform at all times. Dog tags and rank pins must always be visible&lt;br /&gt;
* Going off-duty requires chain-of-command approval; always ask command before stepping down&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Field Promotions&#039;&#039;&#039; are legal. An NCO may promote enlisted personnel; a CO may promote an NCO for exceptional service. Cannot promote between branches, nor skip from enlisted to officer.&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:22%;&amp;quot; |Rank&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:12%;&amp;quot; |Type&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ffd54f; font-weight:bold;&amp;quot; |Captain&lt;br /&gt;
|CO&lt;br /&gt;
|Command the NCR&#039;s local detachment. All military and diplomatic decisions run through you.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|CO&lt;br /&gt;
|Second-in-command. Support the Captain, manage day-to-day operations, step into command when needed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Doctor&#039;&#039;&#039;&lt;br /&gt;
|CO (attached)&lt;br /&gt;
|Senior medical officer. Keep soldiers combat-capable; advise command on medical threats. Your skills are a diplomatic asset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant First Class&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior NCO of the detachment. Translate officer intent into enlisted action; enforce discipline; manage formation readiness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior squad leader. Lead troops in the field and coordinate with the Sergeant First Class.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Squad leader. Know your soldiers, execute direction, and make the right call when there is no time to ask.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Trained specialist serving in combat, engineering, or medical roles. Pick your loadout to match the mission.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private First Class&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Experienced private. Proven reliable - better gear, more latitude, more trust from NCOs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Standard soldier. Enforce NCR authority, protect personnel and assets, and carry out orders.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recruit&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Newest enlistee. You are at the bottom of a long ladder. Follow orders, learn the ropes, avoid getting yourself or your squadmates killed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New California Republic Rangers (NCRR) ==&lt;br /&gt;
The Rangers - originally descended from Pre-War Rangers - are the elite soldiers of the NCR. A volunteer special force renowned for survival, reconnaissance, scouting, sabotage, and martial arts. Their primary purpose is dealing with threats the regular NCRA cannot handle.&lt;br /&gt;
&lt;br /&gt;
The Rangers are the living image of NCR ideals of liberty, justice, and freedom from tyrants, slavers, and raiders.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Ranger&#039;&#039;&#039; holds authority equivalent to a Sergeant.&lt;br /&gt;
* A &#039;&#039;&#039;Veteran Ranger&#039;&#039;&#039; holds authority equivalent to an Officer.&lt;br /&gt;
* Rangers operate with autonomy but cooperate with NCRA partners. They can give orders to the NCRA if no NCRA command is available.&lt;br /&gt;
&lt;br /&gt;
== Crime and Punishment ==&lt;br /&gt;
Punishment in the NCR is divided between Non-Judicial and Judicial Punishment.&lt;br /&gt;
&lt;br /&gt;
=== Non-Judicial Punishment (NJP) ===&lt;br /&gt;
For less severe offenses. Given by NCOs and Officers in the field. These punishments must best fit the severity of the offense and cannot be cruel or arbitrary.&lt;br /&gt;
&lt;br /&gt;
* Reprimand · Forfeiture of Pay · Extra Duty · Diminished Rations&lt;br /&gt;
* Confinement to Base or Brig&lt;br /&gt;
* Loss of Rank (requires Captain or higher approval)&lt;br /&gt;
&lt;br /&gt;
=== Judicial Punishment (JP) ===&lt;br /&gt;
Determined after court martial for major or capital offenses.&lt;br /&gt;
&lt;br /&gt;
* Other Than Honorable Discharge · Dishonorable Discharge&lt;br /&gt;
* Execution via Firing Squad or Hanging&lt;br /&gt;
* Barred from Reenlistment&lt;br /&gt;
&lt;br /&gt;
=== Court Martial ===&lt;br /&gt;
Requested by high-ranking members or the Military Police. Handles serious crimes between NCRA and NCRR. Non-military personnel are not sentenced to Court Martial - they receive a Civilian Court Trial. Court martials take time; they are not instantaneous.&lt;br /&gt;
&lt;br /&gt;
== List of Offenses ==&lt;br /&gt;
(Category Key: MR - Misdemeanor | MO - Major Offense | CO - Capital Offense)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%; font-size:0.9em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Offense&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:7%;&amp;quot; |Category&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:22%;&amp;quot; |Punishment&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Verbal&lt;br /&gt;
|MR&lt;br /&gt;
|Threatening to use physical force against a person.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Hooliganism&lt;br /&gt;
|MR&lt;br /&gt;
|Loud yelling on comms after being warned, throwing garbage, breaking windows.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Minor&lt;br /&gt;
|MR&lt;br /&gt;
|Disobeying a lawful order; undermining authority without inciting mutiny.&lt;br /&gt;
|Brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Failure of Proper Conduct&lt;br /&gt;
|MR&lt;br /&gt;
|Poor grooming, improper uniform, friendly fire, public misconduct.&lt;br /&gt;
|Situational; brig (5–10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Neglect of Duty&lt;br /&gt;
|MR&lt;br /&gt;
|Careless or intentional failure to perform official duties.&lt;br /&gt;
|Loss of rank; brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Use of permitted substances (Med-X) while on-duty without medical authorization.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|AWOL&lt;br /&gt;
|MR&lt;br /&gt;
|Abandoning post without authorization, with intention to return.&lt;br /&gt;
|Situational; loss of rank, dismissal (10–20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Selling alcohol on-duty.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Physical&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Attacking with body only (MR); use of weapons escalates to MO.&lt;br /&gt;
|Body: brig (10 min). Weapons: loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (illegal)&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Use of Jet, Psycho, etc. even off-duty. Send to medbay.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (illegal)&lt;br /&gt;
|MR–MO–CO&lt;br /&gt;
|Selling Jet, Psycho, etc. Can escalate to CO for repeat offenses.&lt;br /&gt;
|Demotion; can reach life imprisonment&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization&lt;br /&gt;
|MO&lt;br /&gt;
|Undue relationship between enlisted/NCO and a Commissioned Officer.&lt;br /&gt;
|Dismissal or loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|MO&lt;br /&gt;
|Unintentional death through negligence.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Abandonment of Duty&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly failing to report to assigned post.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assaulting/Disobeying an Officer&lt;br /&gt;
|MO&lt;br /&gt;
|Disobeying lawful order from an Officer, or physically assaulting one.&lt;br /&gt;
|Dismissal or loss of rank (20 min or until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sedition&lt;br /&gt;
|MO&lt;br /&gt;
|Conspiring or openly opposing rightful authorities and the rule of law.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Desertion&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly abandoning post with no intention of return.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization with Enemy&lt;br /&gt;
|MO&lt;br /&gt;
|Cooperating with any enemy of the NCR. Escalates to CO if an ongoing relationship exists.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Major&lt;br /&gt;
|MO–CO&lt;br /&gt;
|Disobeying orders, resulting in mutiny, NCR casualties, or desertion in force.&lt;br /&gt;
|Dismissal (until next shift); escalates to CO if it triggers a shootout&lt;br /&gt;
|-&lt;br /&gt;
|Use of Mercenaries&lt;br /&gt;
|CO&lt;br /&gt;
|Paying civilians or non-NCR personnel to fight for the NCR.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Treason&lt;br /&gt;
|CO&lt;br /&gt;
|Giving shelter or aid to enemies of the NCR, or working against the NCR while owing it allegiance.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Murder&lt;br /&gt;
|CO&lt;br /&gt;
|Intentionally killing a person, with or without forethought.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sabotage&lt;br /&gt;
|CO&lt;br /&gt;
|Hindering military operations; destroying NCR equipment, comms, medication, or weapons.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Cannibalism&lt;br /&gt;
|CO&lt;br /&gt;
|Willingly and knowingly consuming a human, ghoul, or sapient mutant.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Aggravating factors (repeating an offense, refusing to cooperate) make punishment harsher. Mitigating factors (surrendering, cooperating) make it less harsh.&lt;br /&gt;
&lt;br /&gt;
== Dress Code ==&lt;br /&gt;
All on-duty personnel must be in full uniform during all NCR operations. Cadets cannot modify their issued loadout. Upon reaching NCO rank, soldiers may wear non-NCR apparel (cowboy hats, bandanas), provided they remain identifiable as NCR personnel.&lt;br /&gt;
&lt;br /&gt;
=== Hair Regulations ===&lt;br /&gt;
Hair must be well-groomed, natural color, cut no further than the shoulders or tied back, and fit underneath a helmet. Helmets may be removed indoors when appropriate.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Regulations ===&lt;br /&gt;
Low-ranking troopers use weapons issued at shift start and may not change them without authorization. Weapons manufactured by other factions are &#039;&#039;&#039;strictly forbidden&#039;&#039;&#039; and will be held in the armory until repurposed. High-quality weapons are distributed by logistics to where they are needed.&lt;br /&gt;
&lt;br /&gt;
== Criminals and Prisoners of War ==&lt;br /&gt;
&lt;br /&gt;
=== Criminals ===&lt;br /&gt;
Individuals not part of any faction who have broken NCR laws, committed crimes against NCR citizens or personnel, or undermined NCR operations. Criminals are protected under NCR laws - they must be treated humanely, provided with food, clothing, and shelter, and may not be abused while non-resisting. Non-lethal methods are authorized if they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of War (POWs) ===&lt;br /&gt;
Individuals who are part of a faction currently at war with the NCR. POWs are protected under NCR laws and must be treated humanely. They are &#039;&#039;&#039;not&#039;&#039;&#039; to be used for tactical purposes (e.g. planning an ambush), nor traded, exchanged, or released without High Command authorization. Anyone releasing a POW without authorization is charged with Sedition or Treason.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Faction&lt;br /&gt;
!Standing&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Cold Hostile&lt;br /&gt;
|Due to the events of &#039;&#039;&#039;[[Brotherhood of Steel|Operation Sunburst (2276)]]&#039;&#039;&#039;, the NCR severally wounded the 509th chapter&#039;s presence in Wendover. The brotherhood regards the NCR as a oppressive force to their goals- but the NCR seem confident the brotherhood are too busy licking their wounds to impede in the salt dogs battalion&#039;s diplomatic goals within the area. &lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Hostile &lt;br /&gt;
|The NCR and Legion are ideologically opposed on most-every issue. This in combination with a long and storied history of conflict between the two factions have lead to an near unamendable relationship. Only seen cooperating against a bigger, common, enemy. &lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Allies&lt;br /&gt;
|The NCR greatly respects and utilizes the medical expertise of the followers. The only possible conflict these two factions have is polite political disagreements stemming from the follower&#039;s staunch position of pacifism. &lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Cooperative&lt;br /&gt;
|The townsfolk are more than happy to exchange with the NCR for goods and services- the NCR are more than happy to expand their diplomatic relations with like-minded individuals within Wendover. &lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Welcoming&lt;br /&gt;
|Wastelanders are, and forever will be, a wildcard within Wendover. However, NCR law dictates that they are entitled to a set of basic rights, up-to-but-not-excluding: the right to a sidearm, the right for freedom of expression, and the right to enlist. The latter being the main draw for the NCR. &lt;br /&gt;
|-&lt;br /&gt;
|[[Vault Dwellers]] &lt;br /&gt;
|Welcoming&lt;br /&gt;
|Similar to their position on the Wastelanders- the NCR views the Vault as proper citizens of the region, entitled to every right as a citizen of the NCR. Especially the right to enlist.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Tense&lt;br /&gt;
|The Yuma Tribal views the presence of the Bear within their homeland as an obvious scheme for colonization. The NCR view their expansionist efforts as more merciful than anything the other two major factions could offer. At the end of the day, the two remain isolated and can go weeks without any diplomatic attempts between them. &lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|Thieves and ne&#039;er-do-wells. A small, but organized, threat to the NCR&#039;s diplomatic goals for the region. &lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=134</id>
		<title>The Enclave</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=134"/>
		<updated>2026-06-05T03:28:06Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* 2102: The Appalachian Civil War */ lore change as requested by Daniel pt 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0e120a; border-top:3px solid #556b2f; border-bottom:3px solid #556b2f; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#8a9a4a; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ THE ENCLAVE ◈ Remnants of the United States ◈ CLASSIFIED ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{FactionInfobox&lt;br /&gt;
|name=The Enclave&lt;br /&gt;
|color=#556b2f&lt;br /&gt;
|status=Active - Covert&lt;br /&gt;
|location=Classified&amp;lt;br&amp;gt;Wendover Region (Suspected)&lt;br /&gt;
|leader=Classified&lt;br /&gt;
|ideology=American Continuity&amp;lt;br&amp;gt;Genetic &amp;amp; Technological Supremacy&lt;br /&gt;
|motto=&#039;&#039;God Bless the Enclave. God Bless America.&#039;&#039;&lt;br /&gt;
|affiliation=United States Government (Self-Proclaimed)&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Enclave&#039;&#039;&#039; is the self-proclaimed continuation of the United States government. Founded by a secret cabal of political, military, and corporate elites, they retreated to fortified bunkers and offshore installations just before the Great War to survive the nuclear apocalypse they helped facilitate. The Wendover Enclave was a sole person cryo&#039;d in a bunker that has been kept care of robots with the primary mission of restoring the U.S. Army.&lt;br /&gt;
&lt;br /&gt;
They are the most technologically advanced human organization in the known world. They are also the most dangerous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #556b2f; margin:0.8em 2em; padding:0.6em 1em; color:#8a9a4a; font-style:italic;&amp;quot;&amp;gt;&amp;quot;We are the United States of America. We never fell. We never surrendered. And we are coming back.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2077: The Great War and the Great Retreat ===&lt;br /&gt;
Immediately following the nuclear exchange, the Enclave leadership activated their continuity of government protocols. While the primary leadership fled to the &#039;&#039;&#039;Control Station Enclave&#039;&#039;&#039; (an oil rig off the coast of California), regional branches took command of specialized bunkers across the continent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Appalachian Branch:&#039;&#039;&#039; Led by Secretary of Agriculture Thomas Eckhart, this group occupied the Whitespring Bunker. Eckhart was an extremist who believed the war was not &amp;quot;won.&amp;quot; He murdered his superiors to seize control and declare himself President.&lt;br /&gt;
* &#039;&#039;&#039;The Poseidon Oil Rig:&#039;&#039;&#039; The &amp;quot;Main Branch&amp;quot; established their base of operations here, overseeing the various regional outposts from afar.&lt;br /&gt;
&lt;br /&gt;
=== 2102: The Appalachian Civil War ===&lt;br /&gt;
The Enclave in West Virginia faced an internal ideological split that would ultimately lead to their localized extinction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | The Hardliners || Led by Thomas Eckhart. Wanted to trigger a second nuclear exchange to destroy any remaining communist threats.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | The Reformers || Led by Brigadier General Daniel Kukowski. Questioned Eckhart&#039;s sanity and his abandonment of actual American reconstruction in favor of global destruction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The conflict ended in a bloody stalemate. A rogue AI named &#039;&#039;&#039;MODUS&#039;&#039;&#039; (Multi-Operation Direction and Utility System) eventually killed the remaining human occupants after they attempted to sabotage its systems.&lt;br /&gt;
&lt;br /&gt;
=== 2242: The Fall of Western Command ===&lt;br /&gt;
The destruction of the Oil Rig by the &amp;quot;Chosen One&amp;quot; is a pivotal moment in Enclave history. The loss of the President and the Rig forced the Enclave to transition from a global superpower to a migratory force. Surviving members, led by Scientist Autumn Senior, began a &amp;quot;Great March&amp;quot; toward the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2277: The Capital Wasteland Campaign ===&lt;br /&gt;
By this year, the Enclave had re-established a massive presence at &#039;&#039;&#039;Raven Rock&#039;&#039;&#039; and &#039;&#039;&#039;Adams Air Force Base&#039;&#039;&#039; in Washington, D.C.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Leader&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | John Henry Eden || A sentient ZAX supercomputer that believed it was the reincarnation of all great American Presidents. Hardliner - proposed using a modified FEV to commit global genocide against anyone with mutated DNA.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | Colonel Augustus Autumn || Son of Autumn Senior. &#039;&#039;&#039;Pragmatist&#039;&#039;&#039; - rejected Eden&#039;s genocidal plan, preferring to use the region&#039;s water supply as a political tool to force the population to accept Enclave rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The Enclave was decisively defeated by the Brotherhood of Steel. This marked the end of the Enclave as an organized, open military government on the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2281: The Mojave Remnants ===&lt;br /&gt;
In the West, the Enclave no longer existed as a political entity. Instead, small squads of soldiers from the original Western branch lived in hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Remnants:&#039;&#039;&#039; Led by Judah Kreger, this &amp;quot;branch&amp;quot; was actually a group of aging veterans. They were no longer loyal to the Enclave&#039;s purist ideology, having integrated into wasteland society as doctors, pilots, and scavengers. They represented the &amp;quot;humanized&amp;quot; Enclave - choosing to use their technology to assist in the Battle of Hoover Dam based on personal conviction.&lt;br /&gt;
&lt;br /&gt;
=== 2287: Commonwealth Echoes ===&lt;br /&gt;
Following the defeat in D.C., small splinter cells and &amp;quot;Black Ops&amp;quot; units remained active in the North.&lt;br /&gt;
&lt;br /&gt;
These units, referred to in logs as &#039;&#039;&#039;Echo Sites&#039;&#039;&#039;, were tasked with salvaging lost technology and establishing secret outposts. They operated without a central President, functioning more like a decentralized paramilitary organization. They remained hostile to all outsiders, maintaining the old &amp;quot;purity&amp;quot; standards.&lt;br /&gt;
&lt;br /&gt;
=== 2296: The Research Resurgence ===&lt;br /&gt;
Decades after their major defeats, a highly organized and secretive Enclave branch has emerged.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Aspect&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Details&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strategy&#039;&#039;&#039; || Shifting away from open warfare, this branch focuses on advanced bio-engineering and energy physics. They operate with extreme secrecy.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ideology&#039;&#039;&#039; || This version of the Enclave is more calculated. They view themselves as the ultimate stewards of the planet&#039;s future, possessing &#039;&#039;&#039;Cold Fusion&#039;&#039;&#039; technology required to restart civilization.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goal&#039;&#039;&#039; || Less interested in immediate genocide - more interested in the total control of planetary resources and the technological infrastructure of the new world.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Enclave fields the most advanced equipment in the known world:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:24%;&amp;quot; | Asset&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#8a9a4a; font-weight:bold;&amp;quot; | Advanced Power Armor Mk1 || Superior to anything the Brotherhood fields. Full environmental sealing, integrated HUD, and servo-assisted strength amplification.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advanced Power Armor Mk2&#039;&#039;&#039; || Top-of-the-line Enclave engineering. The most advanced personal armor in the known world.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk2 Hellfire&#039;&#039;&#039; || Incendiary-hardened Mk2 variant designed for extreme combat environments. Elite issue only.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Enclave-manufactured plasma rifles and pistols - superior output to any wasteland equivalent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vertibirds&#039;&#039;&#039; || Pre-war military transport aircraft. Gives the Enclave unmatched strategic mobility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threat Assessment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:15%;&amp;quot; | Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Brotherhood of Steel]] || Hostile || The Brotherhood has fought the Enclave twice and won. They will not allow a third round to begin on Enclave terms.&lt;br /&gt;
|-&lt;br /&gt;
| [[New California Republic|NCR]] || Hostile || The NCR views the Enclave as a rogue military government and a direct threat to democratic governance.&lt;br /&gt;
|-&lt;br /&gt;
| [[Caesar&#039;s Legion]] || Hostile || The Legion respects strength but the Enclave&#039;s technology represents everything Caesar sought to destroy.&lt;br /&gt;
|-&lt;br /&gt;
| [[Townsfolk]] || Neutral || Civilians have heard the stories.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wastelanders]] || Neutral || To the Enclave, unaffiliated wastelanders are future soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Followers of the Apocalypse]] || Hostile || The Followers represent everything the Enclave despises - freely shared knowledge and humanitarian weakness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Outlaws]] || Hostile || Raiders are vermin to be cleansed. The Enclave does not negotiate with bandits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{FactionNav}}&lt;br /&gt;
[[Category:Factions]][[Category:Lore]][[Category:Enclave]]&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=133</id>
		<title>The Enclave</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=The_Enclave&amp;diff=133"/>
		<updated>2026-06-05T03:15:14Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: extra lore detail as requested by Daniel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0e120a; border-top:3px solid #556b2f; border-bottom:3px solid #556b2f; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#8a9a4a; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ THE ENCLAVE ◈ Remnants of the United States ◈ CLASSIFIED ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{FactionInfobox&lt;br /&gt;
|name=The Enclave&lt;br /&gt;
|color=#556b2f&lt;br /&gt;
|status=Active - Covert&lt;br /&gt;
|location=Classified&amp;lt;br&amp;gt;Wendover Region (Suspected)&lt;br /&gt;
|leader=Classified&lt;br /&gt;
|ideology=American Continuity&amp;lt;br&amp;gt;Genetic &amp;amp; Technological Supremacy&lt;br /&gt;
|motto=&#039;&#039;God Bless the Enclave. God Bless America.&#039;&#039;&lt;br /&gt;
|affiliation=United States Government (Self-Proclaimed)&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Enclave&#039;&#039;&#039; is the self-proclaimed continuation of the United States government. Founded by a secret cabal of political, military, and corporate elites, they retreated to fortified bunkers and offshore installations just before the Great War to survive the nuclear apocalypse they helped facilitate. The Wendover Enclave was a sole person cryo&#039;d in a bunker that has been kept care of robots with the primary mission of restoring the U.S. Army.&lt;br /&gt;
&lt;br /&gt;
They are the most technologically advanced human organization in the known world. They are also the most dangerous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #556b2f; margin:0.8em 2em; padding:0.6em 1em; color:#8a9a4a; font-style:italic;&amp;quot;&amp;gt;&amp;quot;We are the United States of America. We never fell. We never surrendered. And we are coming back.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 2077: The Great War and the Great Retreat ===&lt;br /&gt;
Immediately following the nuclear exchange, the Enclave leadership activated their continuity of government protocols. While the primary leadership fled to the &#039;&#039;&#039;Control Station Enclave&#039;&#039;&#039; (an oil rig off the coast of California), regional branches took command of specialized bunkers across the continent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Appalachian Branch:&#039;&#039;&#039; Led by Secretary of Agriculture Thomas Eckhart, this group occupied the Whitespring Bunker. Eckhart was an extremist who believed the war was not &amp;quot;won.&amp;quot; He murdered his superiors to seize control and declare himself President.&lt;br /&gt;
* &#039;&#039;&#039;The Poseidon Oil Rig:&#039;&#039;&#039; The &amp;quot;Main Branch&amp;quot; established their base of operations here, overseeing the various regional outposts from afar.&lt;br /&gt;
&lt;br /&gt;
=== 2102: The Appalachian Civil War ===&lt;br /&gt;
The Enclave in West Virginia faced an internal ideological split that would ultimately lead to their localized extinction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | The Hardliners || Led by Thomas Eckhart. Wanted to trigger a second nuclear exchange to destroy any remaining communist threats.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | The Reformers || Led by General Ellen Santiago. Questioned Eckhart&#039;s sanity and his abandonment of actual American reconstruction in favor of global destruction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The conflict ended in a bloody stalemate. A rogue AI named &#039;&#039;&#039;MODUS&#039;&#039;&#039; (Multi-Operation Direction and Utility System) eventually killed the remaining human occupants after they attempted to sabotage its systems.&lt;br /&gt;
&lt;br /&gt;
=== 2242: The Fall of Western Command ===&lt;br /&gt;
The destruction of the Oil Rig by the &amp;quot;Chosen One&amp;quot; is a pivotal moment in Enclave history. The loss of the President and the Rig forced the Enclave to transition from a global superpower to a migratory force. Surviving members, led by Scientist Autumn Senior, began a &amp;quot;Great March&amp;quot; toward the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2277: The Capital Wasteland Campaign ===&lt;br /&gt;
By this year, the Enclave had re-established a massive presence at &#039;&#039;&#039;Raven Rock&#039;&#039;&#039; and &#039;&#039;&#039;Adams Air Force Base&#039;&#039;&#039; in Washington, D.C.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Leader&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Position&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ff8888; font-weight:bold;&amp;quot; | John Henry Eden || A sentient ZAX supercomputer that believed it was the reincarnation of all great American Presidents. Hardliner - proposed using a modified FEV to commit global genocide against anyone with mutated DNA.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#88cc88;&amp;quot; | Colonel Augustus Autumn || Son of Autumn Senior. &#039;&#039;&#039;Pragmatist&#039;&#039;&#039; - rejected Eden&#039;s genocidal plan, preferring to use the region&#039;s water supply as a political tool to force the population to accept Enclave rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outcome:&#039;&#039;&#039; The Enclave was decisively defeated by the Brotherhood of Steel. This marked the end of the Enclave as an organized, open military government on the East Coast.&lt;br /&gt;
&lt;br /&gt;
=== 2281: The Mojave Remnants ===&lt;br /&gt;
In the West, the Enclave no longer existed as a political entity. Instead, small squads of soldiers from the original Western branch lived in hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Remnants:&#039;&#039;&#039; Led by Judah Kreger, this &amp;quot;branch&amp;quot; was actually a group of aging veterans. They were no longer loyal to the Enclave&#039;s purist ideology, having integrated into wasteland society as doctors, pilots, and scavengers. They represented the &amp;quot;humanized&amp;quot; Enclave - choosing to use their technology to assist in the Battle of Hoover Dam based on personal conviction.&lt;br /&gt;
&lt;br /&gt;
=== 2287: Commonwealth Echoes ===&lt;br /&gt;
Following the defeat in D.C., small splinter cells and &amp;quot;Black Ops&amp;quot; units remained active in the North.&lt;br /&gt;
&lt;br /&gt;
These units, referred to in logs as &#039;&#039;&#039;Echo Sites&#039;&#039;&#039;, were tasked with salvaging lost technology and establishing secret outposts. They operated without a central President, functioning more like a decentralized paramilitary organization. They remained hostile to all outsiders, maintaining the old &amp;quot;purity&amp;quot; standards.&lt;br /&gt;
&lt;br /&gt;
=== 2296: The Research Resurgence ===&lt;br /&gt;
Decades after their major defeats, a highly organized and secretive Enclave branch has emerged.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Aspect&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Details&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strategy&#039;&#039;&#039; || Shifting away from open warfare, this branch focuses on advanced bio-engineering and energy physics. They operate with extreme secrecy.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ideology&#039;&#039;&#039; || This version of the Enclave is more calculated. They view themselves as the ultimate stewards of the planet&#039;s future, possessing &#039;&#039;&#039;Cold Fusion&#039;&#039;&#039; technology required to restart civilization.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goal&#039;&#039;&#039; || Less interested in immediate genocide - more interested in the total control of planetary resources and the technological infrastructure of the new world.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Enclave fields the most advanced equipment in the known world:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:24%;&amp;quot; | Asset&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#8a9a4a; font-weight:bold;&amp;quot; | Advanced Power Armor Mk1 || Superior to anything the Brotherhood fields. Full environmental sealing, integrated HUD, and servo-assisted strength amplification.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advanced Power Armor Mk2&#039;&#039;&#039; || Top-of-the-line Enclave engineering. The most advanced personal armor in the known world.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk2 Hellfire&#039;&#039;&#039; || Incendiary-hardened Mk2 variant designed for extreme combat environments. Elite issue only.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Enclave-manufactured plasma rifles and pistols - superior output to any wasteland equivalent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vertibirds&#039;&#039;&#039; || Pre-war military transport aircraft. Gives the Enclave unmatched strategic mobility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threat Assessment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #556b2f; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:22%;&amp;quot; | Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px; width:15%;&amp;quot; | Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1e0a; color:#8a9a4a; padding:6px;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Brotherhood of Steel]] || Hostile || The Brotherhood has fought the Enclave twice and won. They will not allow a third round to begin on Enclave terms.&lt;br /&gt;
|-&lt;br /&gt;
| [[New California Republic|NCR]] || Hostile || The NCR views the Enclave as a rogue military government and a direct threat to democratic governance.&lt;br /&gt;
|-&lt;br /&gt;
| [[Caesar&#039;s Legion]] || Hostile || The Legion respects strength but the Enclave&#039;s technology represents everything Caesar sought to destroy.&lt;br /&gt;
|-&lt;br /&gt;
| [[Townsfolk]] || Neutral || Civilians have heard the stories.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wastelanders]] || Neutral || To the Enclave, unaffiliated wastelanders are future soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Followers of the Apocalypse]] || Hostile || The Followers represent everything the Enclave despises - freely shared knowledge and humanitarian weakness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Outlaws]] || Hostile || Raiders are vermin to be cleansed. The Enclave does not negotiate with bandits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{FactionNav}}&lt;br /&gt;
[[Category:Factions]][[Category:Lore]][[Category:Enclave]]&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Outlaws&amp;diff=131</id>
		<title>Outlaws</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Outlaws&amp;diff=131"/>
		<updated>2026-06-03T07:17:37Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ Removed potentially confusing references to outdated war system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0a1a0a; border-top:3px solid #3a7a2a; border-bottom:3px solid #3a7a2a; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#6abf4a; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Outlaws ◈ Gangs of the I-80 Corridor ◈ Wendover Region ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Outlaws|color=#3a7a2a|status=Active - Fragmented|location=I-80 Corridor, Northern Utah&amp;lt;br&amp;gt;Bonneville Salt Flats, Great Salt Lake|leader=Various Gang Leaders|ideology=Survival of the Strong&amp;lt;br&amp;gt;Take What You Need|motto=&#039;&#039;The road belongs to those who hold it&#039;&#039;|affiliation=Independent Gangs}}The &#039;&#039;&#039;Outlaws&#039;&#039;&#039; are the raiders, bandits, and gang fighters who haunt the I-80 corridor and the Bonneville Salt Flats. They are not a single organization - they are a collection of violent, loosely-affiliated gangs, each with their own methods, territory, and leadership. What unites them is a willingness to take what they need by force and a refusal to kneel to any flag.&lt;br /&gt;
&lt;br /&gt;
Wendover sits at the crossroads of their territory. Every faction that builds a wall here paints a target on it.&lt;br /&gt;
&lt;br /&gt;
== The Eighties ==&lt;br /&gt;
The most feared name on the I-80 corridor. The Eighties take their name from the interstate itself - the old pre-war freeway that runs through northern Utah and out past the Great Salt Lake. They have been operating in this region longer than most factions care to remember.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #3a7a2a; margin:0.8em 2em; padding:0.6em 1em; color:#80b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;Raiders is raiders. Bunch of them swept into town and dragged off two working girls. Deputies gave pursuit, straight into Eighties territory. By the time we caught up, there wasn&#039;t much left of them. If the Eighties had wanted to kill us, we would&#039;ve been dead. Guess they figured we weren&#039;t worth the trouble.&amp;quot;&amp;lt;/blockquote&amp;gt;The Eighties are rightly feared for their ability to cover vast amounts of territory with very few men. They raid frontier towns for supplies and are known for kidnapping - and worse. Engaging them in the open salt flats or along the freeway is a losing proposition for most organized patrols. They know the terrain. They know where to disappear. And they have been doing this longer than anyone currently stationed at Wendover has been alive.&lt;br /&gt;
&lt;br /&gt;
Their presence in the region means that no supply line is safe, no settlement is truly secure, and any faction that extends itself too far from its walls will find out what the Eighties think of trespassers.&lt;br /&gt;
&lt;br /&gt;
== The Gangs ==&lt;br /&gt;
Each Outlaw gang operates with its own style, methods, and reputation. All are dangerous. None are predictable.&lt;br /&gt;
&lt;br /&gt;
=== Khans ===&lt;br /&gt;
The Khans are the most organized of the Outlaw gangs - a structured raider crew that values loyalty, territory, and controlled aggression. They maintain supply lines, defend their turf, and hit hard when provoked. They are not mindless - they are methodical.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #3a7a2a; margin:0.8em 2em; padding:0.6em 1em; color:#80b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;Keep your crew supplied, fight smart, and hold your ground.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jackals ===&lt;br /&gt;
The Jackals are fast-strike raiders who prize speed and evasiveness above raw firepower. They hit supply convoys, loot what they can carry, and vanish before a response can be organized. If you are chasing Jackals, you have already lost.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #3a7a2a; margin:0.8em 2em; padding:0.6em 1em; color:#80b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;Strike quickly, loot efficiently, and disappear before the counterattack.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vipers ===&lt;br /&gt;
The Vipers use fear as a weapon. Intimidation, ambush tactics, and psychological warfare are their tools. They break resistance before the first shot is fired - and if they have to fire, they make it count.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #3a7a2a; margin:0.8em 2em; padding:0.6em 1em; color:#80b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;Use intimidation and speed to break resistance and secure the haul.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gunners ===&lt;br /&gt;
The Gunners are the heavy-weapons specialists of the Outlaw gangs. Where other gangs hit and run, Gunners dig in and lay down overwhelming fire. They pin targets down and grind through defenses. What they lack in subtlety, they compensate for with sheer destructive output.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #3a7a2a; margin:0.8em 2em; padding:0.6em 1em; color:#80b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;Bring the heavy firepower and pin enemies down for your gang.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fiends ===&lt;br /&gt;
The Fiends are the most dangerous and least predictable of the Outlaw gangs. Chem-fueled, aggressive, and relentless - they attack without warning and do not stop until the target is destroyed or they are. Fighting Fiends is not a tactical problem. It is a survival problem.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #3a7a2a; margin:0.8em 2em; padding:0.6em 1em; color:#80b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;Cause chaos, pressure the enemy line, and never let up.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outlaw Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #3a7a2a; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#0a1a0a; color:#6abf4a; padding:6px; width:18%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#0a1a0a; color:#6abf4a; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#0a1a0a; color:#6abf4a; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#6abf4a; font-weight:bold;&amp;quot; |Khan&lt;br /&gt;
|Organized raider. Keep your crew supplied, fight smart, hold your ground.&lt;br /&gt;
|Whitelist required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Jackal&#039;&#039;&#039;&lt;br /&gt;
|Fast-strike raider. Hit convoys, take what you can carry, disappear.&lt;br /&gt;
|Whitelist required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Viper&#039;&#039;&#039;&lt;br /&gt;
|Intimidation specialist. Break resistance before it forms.&lt;br /&gt;
|Whitelist required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunner&#039;&#039;&#039;&lt;br /&gt;
|Heavy weapons. Pin targets, grind defenses, lay down fire.&lt;br /&gt;
|Whitelist required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fiend&#039;&#039;&#039;&lt;br /&gt;
|Chem-fueled chaos agent. Pressure, overwhelm, never stop.&lt;br /&gt;
|Whitelist required&lt;br /&gt;
|}&lt;br /&gt;
All Outlaw roles require &#039;&#039;&#039;whitelist approval&#039;&#039;&#039; and use a spawner system. All Outlaws are assigned to the &#039;&#039;&#039;PlayerRaider&#039;&#039;&#039; faction.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #3a7a2a; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#0a1a0a; color:#6abf4a; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#0a1a0a; color:#6abf4a; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#0a1a0a; color:#6abf4a; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|The NCR is law and order. Outlaws are neither.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|The Brotherhood views raiders as vermin to be swept aside.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|The Legion conquers or destroys. Outlaws are on the wrong side of that equation.&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|Towns are targets. The relationship is straightforward.&lt;br /&gt;
|-&lt;br /&gt;
|Other Outlaws&lt;br /&gt;
|Uneasy&lt;br /&gt;
|Gangs cooperate when it benefits them and betray each other when it does not.&lt;br /&gt;
|-&lt;br /&gt;
|NPC Raiders&lt;br /&gt;
|Hostile&lt;br /&gt;
|Player Outlaws are hostile to NPC raider mobs - no free passes.&lt;br /&gt;
|}{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Wasteland_Tribes&amp;diff=130</id>
		<title>Wasteland Tribes</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Wasteland_Tribes&amp;diff=130"/>
		<updated>2026-06-03T07:15:51Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ additional clarification with regards to server faction neutrality rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#10120a; border-top:3px solid #5a7a30; border-bottom:3px solid #5a7a30; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#90b850; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Wasteland Tribes ◈ Faction Dossier ◈ Tribals ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Wasteland Tribes|color=#5a7a30|status=Active - Scattered|location=Utah Wastes&amp;lt;br&amp;gt;Wendover Region|leader=Tribal Chieftain (Per Tribe)|ideology=Community Survival&amp;lt;br&amp;gt;Oral Tradition|motto=&#039;&#039;The land provides. The tribe endures.&#039;&#039;|affiliation=Independent - Tribal}}&#039;&#039;&#039;Tribes&#039;&#039;&#039; are among the oldest post-war social structures in the Wasteland. Long before the NCR organized a government or the Brotherhood fortified a bunker, tribal communities formed from survivors who stayed together through kinship, shared land, and shared belief. They have endured for over two centuries through deep environmental knowledge, oral tradition, and fierce community bonds.&lt;br /&gt;
&lt;br /&gt;
Each tribe is shaped entirely by its Chieftain. The Chieftain&#039;s philosophy defines whether the tribe is peaceful or aggressive, isolationist or open to trade, suspicious of technology or eager to adopt it.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #5a7a30; margin:0.8em 2em; padding:0.6em 1em; color:#80a840; font-style:italic;&amp;quot;&amp;gt;&amp;quot;Tribal societies place community over individual ambition and oral history over written records. They possess environmental knowledge that outsiders entirely miss - which plants are edible, which ruins are stable, which seasonal patterns the Wasteland follows. What all tribes share is a fierce will to survive on their own terms.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #5a7a30; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px; width:22%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#90b850; font-weight:bold;&amp;quot; |Tribal Chieftain&lt;br /&gt;
|Set your tribe&#039;s character for the round. Decide how your people relate to the town, the NCR, the Brotherhood, and the wider Wasteland. Your choices shape everyone beneath you - make them with intention.&lt;br /&gt;
|Tribe leadership. Defines the tribe&#039;s identity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribal Warrior&#039;&#039;&#039;&lt;br /&gt;
|Protect the tribe and enforce the Chieftain&#039;s will in the field. When conflict arrives - and it will - you are the tribe&#039;s first and last line of defense.&lt;br /&gt;
|Combat and enforcement.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribal Shaman&#039;&#039;&#039;&lt;br /&gt;
|Heal the tribe, maintain its traditions, and counsel the Chieftain. You are the keeper of what the tribe was and the guide toward what it might become. Your expertise makes you valuable to outsiders as well.&lt;br /&gt;
|Medical and spiritual role.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribesperson&#039;&#039;&#039;&lt;br /&gt;
|Keep the tribe alive. Hunt, gather, farm, and craft. Your labor is the foundation that every Chieftain&#039;s decision rests on. Without you, there is no tribe.&lt;br /&gt;
|General labor. The tribe&#039;s backbone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Tribal relations with other factions are complex and vary by Chieftain decision. Historically, tribes have traded with townspeople and cautiously engaged with caravans. By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #5a7a30; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#10120a; color:#90b850; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Variable&lt;br /&gt;
|Trade is common. Trust depends entirely on the Chieftain&#039;s attitude and past dealings.&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Distrustful&lt;br /&gt;
|The NCR sees tribal land as territory to be annexed. Tribes see the NCR as a threat to their independence.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Mixed&lt;br /&gt;
|Some Brotherhood commanders see value in recruiting tribal warriors. Others view tribals with open suspicion or hostility.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|&#039;&#039;&#039;Dangerous&#039;&#039;&#039;&lt;br /&gt;
|The Legion absorbs tribes by force - enslaving or assimilating them into their ranks. This is the greatest existential threat to tribal independence.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The Followers share knowledge freely and respect tribal autonomy. They are among the few outsiders tribes welcome.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Open&lt;br /&gt;
|Drifters and tribals often share the same roads and resources. Relations are generally neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|Raiders take what they want. Tribes defend what is theirs.&lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Wastelanders&amp;diff=129</id>
		<title>Wastelanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Wastelanders&amp;diff=129"/>
		<updated>2026-06-03T07:15:15Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ additional clarification with regards to server faction neutrality rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#140e08; border-top:3px solid #8a6a3a; border-bottom:3px solid #8a6a3a; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#c8a060; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Wastelanders ◈ Faction Dossier ◈ Independent ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Wastelanders|color=#8a6a3a|status=Active - Unaligned|location=The Wasteland&amp;lt;br&amp;gt;Wendover Region, Utah|leader=None|ideology=Personal Code&amp;lt;br&amp;gt;Survival|motto=&#039;&#039;Nobody&#039;s soldier. Nobody&#039;s enemy.&#039;&#039;|affiliation=Independent}}&#039;&#039;&#039;Wastelanders&#039;&#039;&#039; are the independent survivors of the nuclear devastation - people who belong to no faction, answer to no flag, and make their living on the open Wasteland through skill, instinct, and personal code. They are the beating heart of every Fallout story: wanderers who walk into every situation without a predetermined role and walk out having shaped it.&lt;br /&gt;
&lt;br /&gt;
No two Wastelanders are alike. Former raiders who went straight. Travelers heading somewhere better. Drifters who have been walking since before they can remember. What they share is a refusal to be defined by anyone else&#039;s war.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #8a6a3a; margin:0.8em 2em; padding:0.6em 1em; color:#b09060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;There is no single Wastelander philosophy - that is the point. Independence and personal code are all that connects them. Some run by honor, others by caps, others by something harder to name. The Wasteland does not ask for justification. Only survival.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a6a3a; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px; width:22%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#c8a060; font-weight:bold;&amp;quot; |Drifter&lt;br /&gt;
|You are nobody&#039;s soldier and nobody&#039;s enemy by default. Make alliances, take contracts, pursue your own goals - or make someone else&#039;s goals your own. You are the wildcard this round needs.&lt;br /&gt;
|Maximum freedom. No allegiance required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Explore, recover, and trade. You know what things are worth and where to look for them. The resources you bring back keep the local economy moving - and your own caps flowing.&lt;br /&gt;
|Exploration and trade specialist.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wasteland Medic&#039;&#039;&#039;&lt;br /&gt;
|Provide medical care to anyone who needs it - for caps, for favors, or out of principle. Your neutrality is a strength: you can go where soldiers cannot and be trusted where guns would get the door slammed.&lt;br /&gt;
|Independent medical provider.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Wastelanders can work with or against any faction depending on personal goals and available caps. They are the wildcards of every round - their choices can shift the balance between factions in directions no one predicted. By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a6a3a; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1208; color:#c8a060; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Variable&lt;br /&gt;
|Towns are where Wastelanders trade, resupply, and find work. The relationship is transactional.&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Variable&lt;br /&gt;
|The NCR offers stability. Some Wastelanders appreciate that. Others see it as a leash.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Watchful&lt;br /&gt;
|The Brotherhood views Wastelanders as &amp;quot;ignorant&amp;quot; - a nuisance to be managed, not an enemy to be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Dangerous&lt;br /&gt;
|Unaligned travelers in Legion territory are enslaved or killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|The Followers provide free medical care. Wastelanders are frequent patients.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Variable&lt;br /&gt;
|Some Wastelanders were raiders once. Some still deal with them. The line is blurry.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Wastelanders are &#039;&#039;&#039;excluded&#039;&#039;&#039; from faction-wide [[Faction War|war enlistment]]. They may join a side individually via &#039;&#039;&#039;/warjoin&#039;&#039;&#039; but are never auto-drafted.{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Vault_Dwellers&amp;diff=128</id>
		<title>Vault Dwellers</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Vault_Dwellers&amp;diff=128"/>
		<updated>2026-06-03T07:14:06Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ additional clarification with regards to server faction neutrality rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0a0a1e; border-top:3px solid #4a4aaa; border-bottom:3px solid #4a4aaa; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#8888dd; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Vault Dwellers ◈ Faction Dossier ◈ Vault-Tec ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Vault Dwellers|color=#4a4aaa|status=Active - Emerged|location=Vault (Location Classified)&amp;lt;br&amp;gt;Wendover Region, Utah|leader=Overseer|ideology=Vault-Tec Protocols&amp;lt;br&amp;gt;Genetic Preservation|motto=&#039;&#039;Prepared for the Future.&#039;&#039;|affiliation=Vault-Tec Corporation (Pre-War)}}&#039;&#039;&#039;Vault Dwellers&#039;&#039;&#039; are survivors of Vault-Tec&#039;s underground shelters - sealed communities designed to protect a select population from nuclear annihilation. Equipped with Pip-Boys and Vault jumpsuits, they emerge into a world nothing could have prepared them for.&lt;br /&gt;
&lt;br /&gt;
Every Vault was an experiment. Not every experiment was humane. What the Dwellers know - or don&#039;t know - about their Vault&#039;s true purpose shapes everything that follows.&lt;br /&gt;
&lt;br /&gt;
== Core Mission ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #4a4aaa; margin:0.8em 2em; padding:0.6em 1em; color:#8888cc; font-style:italic;&amp;quot;&amp;gt;&amp;quot;To maintain optimal operational efficiency, preserve pure human genetics, and strictly execute all directives handed down by &#039;Management&#039; to prepare for the eventual reclamation of the surface.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4a4aaa; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px; width:22%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#8888dd; font-weight:bold;&amp;quot; |Overseer&lt;br /&gt;
|Administer the Vault. You know something the others may not - the Vault&#039;s true purpose, if one exists. Decide whether to shield your people from that knowledge or lead them through it. If the door opens, you determine how your community meets the surface world.&lt;br /&gt;
|Vault command authority.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vault Security&#039;&#039;&#039;&lt;br /&gt;
|Maintain order inside the Vault and protect it if the door opens. You enforce the Overseer&#039;s authority. How you use that authority - with justice or with fear - shapes what the Vault becomes.&lt;br /&gt;
|Internal law enforcement.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vault Scientist&#039;&#039;&#039;&lt;br /&gt;
|Keep Vault systems running, conduct research, and provide medical care. You may hold critical information about the Vault&#039;s experiment - and that knowledge could save or destroy your community depending on what you choose to do with it.&lt;br /&gt;
|Technical and medical specialist.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vault Dweller&#039;&#039;&#039;&lt;br /&gt;
|Live Vault life. Follow protocols, contribute to community work, and try to make sense of what is happening. If the door opens, every assumption you have about the world will be tested - starting immediately.&lt;br /&gt;
|General population.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Vault ==&lt;br /&gt;
Vault-Tec built 122 known Vaults across the United States. Most were social experiments - controlled environments designed to test human behavior under extreme conditions. Some Vaults were benign. Others were not.&lt;br /&gt;
&lt;br /&gt;
The Vault&#039;s systems - water purification, hydroponics, medical bays, the Pip-Boy network - are pre-war technology that the surface world has lost. This makes Vault Dwellers simultaneously invaluable and vulnerable: everyone wants what they have, and most Dwellers are not prepared for what the Wasteland demands.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #4a4aaa; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#0a0a1e; color:#8888dd; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Curious / Suspicious&lt;br /&gt;
|The Brotherhood values Vault technology - Pip-Boys, reactors, pre-war data. &#039;&#039;&amp;quot;Tell me, Dweller. Is your Vault&#039;s reactor still operational?&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Welcoming&lt;br /&gt;
|The NCR sees Vault Dwellers as potential citizens and a source of pre-war knowledge.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|The Legion views Vault Dwellers as soft, sheltered, and ripe for enslavement.&lt;br /&gt;
|-&lt;br /&gt;
|[[Townsfolk]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|Towns are usually the first place Dwellers find after emerging. They are welcome - and pitied.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Allied&lt;br /&gt;
|The Followers are eager to share knowledge with Dwellers and learn from their Vault&#039;s archives.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|A Vault Dweller in a clean jumpsuit with a Pip-Boy is a walking target for raiders.&lt;br /&gt;
|}&lt;br /&gt;
{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Currency&amp;diff=127</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Currency&amp;diff=127"/>
		<updated>2026-06-03T07:09:41Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: links to factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0e0e06; border-top:3px solid #aa8830; border-bottom:3px solid #aa8830; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#ccaa44; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Currency ◈ Wasteland Economy ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;The Wasteland runs on trade, barter, and cold hard currency. Multiple forms of money circulate in the Wendover region - each backed by different powers and carrying different weight depending on who you are dealing with.&lt;br /&gt;
&lt;br /&gt;
== Currency Types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa8830; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1a0a; color:#ccaa44; padding:6px; width:18%;&amp;quot; |Currency&lt;br /&gt;
! style=&amp;quot;background:#1a1a0a; color:#ccaa44; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a1a0a; color:#ccaa44; padding:6px; width:14%;&amp;quot; |Value&lt;br /&gt;
! style=&amp;quot;background:#1a1a0a; color:#ccaa44; padding:6px; width:18%;&amp;quot; |Denominations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ccaa44; font-weight:bold;&amp;quot; |Bottlecaps&lt;br /&gt;
|The universal wasteland currency. Accepted everywhere, trusted by everyone. The standard unit of exchange.&lt;br /&gt;
|1 cap = 1 unit&lt;br /&gt;
|1, 10, 50, 100, 500&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NCR Dollars&#039;&#039;&#039;&lt;br /&gt;
|Paper money issued by the [[New California Republic]]. Backed by the Republic&#039;s gold reserves - or what remains of them. Worth less than caps due to inflation and limited acceptance outside NCR territory.&lt;br /&gt;
|&#039;&#039;&#039;0.5&#039;&#039;&#039; per dollar&lt;br /&gt;
|10, 50, 100, 500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ffcc44;&amp;quot; |&#039;&#039;&#039;Legion Aureus&#039;&#039;&#039;&lt;br /&gt;
|Gold coins minted by [[Caesar&#039;s Legion]]. Solid gold, universally recognized as valuable regardless of political opinion. One Aureus equals 10 Denarii.&lt;br /&gt;
|10× Denarius&lt;br /&gt;
|Individual coins&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legion Denarius&#039;&#039;&#039;&lt;br /&gt;
|Silver coins of the [[Caesar&#039;s Legion|Legion]]. The base denomination of Legion currency. Widely accepted as a medium of exchange even by factions hostile to the Legion - silver is silver.&lt;br /&gt;
|Base unit&lt;br /&gt;
|Individual coins&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pre-War Money&#039;&#039;&#039;&lt;br /&gt;
|Old-world paper currency. Worthless as legal tender but collected as a curiosity, used as kindling, or traded to those who value pre-war artifacts.&lt;br /&gt;
|Cosmetic / 1 per unit&lt;br /&gt;
|10, 50, 100, 500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wallets ==&lt;br /&gt;
&#039;&#039;&#039;Wallets&#039;&#039;&#039; (belt or ID slot) can hold multiple currency types and keep your money organized. All items tagged as &#039;&#039;&#039;Currency&#039;&#039;&#039; are eligible for wallet storage.&lt;br /&gt;
&lt;br /&gt;
Opening up your Character Tab (by default: C), you can also deposit bottlecaps which will save your hard-earned money &#039;&#039;&#039;across rounds&#039;&#039;&#039;. The bottlecaps you deposit in a round are only saved to your current character and doesn&#039;t function as a universal bank across all of your characters. Currently, this method of depositing only supports &#039;&#039;&#039;bottlecaps&#039;&#039;&#039;, no other forms of currency.    &lt;br /&gt;
&lt;br /&gt;
== Economic Notes ==&lt;br /&gt;
&lt;br /&gt;
* Bottlecaps are the &#039;&#039;&#039;default medium of exchange&#039;&#039;&#039; throughout the Wasteland&lt;br /&gt;
* NCR Dollars trade at &#039;&#039;&#039;half value&#039;&#039;&#039; - two dollars for one cap&#039;s worth of goods&lt;br /&gt;
* Legion currency is accepted widely due to its &#039;&#039;&#039;metal content&#039;&#039;&#039; (gold and silver), regardless of political alignment&lt;br /&gt;
* Pre-War Money has &#039;&#039;&#039;no standardized trade value&#039;&#039;&#039; - its worth depends entirely on who wants it&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Currency&amp;diff=126</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Currency&amp;diff=126"/>
		<updated>2026-06-03T07:05:47Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Wallets */ explained the &amp;#039;character tab bottlecap deposit&amp;#039; method.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0e0e06; border-top:3px solid #aa8830; border-bottom:3px solid #aa8830; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#ccaa44; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Currency ◈ Wasteland Economy ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;The Wasteland runs on trade, barter, and cold hard currency. Multiple forms of money circulate in the Wendover region - each backed by different powers and carrying different weight depending on who you are dealing with.&lt;br /&gt;
&lt;br /&gt;
== Currency Types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa8830; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1a0a; color:#ccaa44; padding:6px; width:18%;&amp;quot; |Currency&lt;br /&gt;
! style=&amp;quot;background:#1a1a0a; color:#ccaa44; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a1a0a; color:#ccaa44; padding:6px; width:14%;&amp;quot; |Value&lt;br /&gt;
! style=&amp;quot;background:#1a1a0a; color:#ccaa44; padding:6px; width:18%;&amp;quot; |Denominations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ccaa44; font-weight:bold;&amp;quot; |Bottlecaps&lt;br /&gt;
|The universal wasteland currency. Accepted everywhere, trusted by everyone. The standard unit of exchange.&lt;br /&gt;
|1 cap = 1 unit&lt;br /&gt;
|1, 10, 50, 100, 500&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NCR Dollars&#039;&#039;&#039;&lt;br /&gt;
|Paper money issued by the New California Republic. Backed by the Republic&#039;s gold reserves - or what remains of them. Worth less than caps due to inflation and limited acceptance outside NCR territory.&lt;br /&gt;
|&#039;&#039;&#039;0.5&#039;&#039;&#039; per dollar&lt;br /&gt;
|10, 50, 100, 500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ffcc44;&amp;quot; |&#039;&#039;&#039;Legion Aureus&#039;&#039;&#039;&lt;br /&gt;
|Gold coins minted by Caesar&#039;s Legion. Solid gold, universally recognized as valuable regardless of political opinion. One Aureus equals 10 Denarii.&lt;br /&gt;
|10× Denarius&lt;br /&gt;
|Individual coins&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legion Denarius&#039;&#039;&#039;&lt;br /&gt;
|Silver coins of the Legion. The base denomination of Legion currency. Widely accepted as a medium of exchange even by factions hostile to the Legion - silver is silver.&lt;br /&gt;
|Base unit&lt;br /&gt;
|Individual coins&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pre-War Money&#039;&#039;&#039;&lt;br /&gt;
|Old-world paper currency. Worthless as legal tender but collected as a curiosity, used as kindling, or traded to those who value pre-war artifacts.&lt;br /&gt;
|Cosmetic / 1 per unit&lt;br /&gt;
|10, 50, 100, 500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wallets ==&lt;br /&gt;
&#039;&#039;&#039;Wallets&#039;&#039;&#039; (belt or ID slot) can hold multiple currency types and keep your money organized. All items tagged as &#039;&#039;&#039;Currency&#039;&#039;&#039; are eligible for wallet storage.&lt;br /&gt;
&lt;br /&gt;
Opening up your Character Tab (by default: C), you can also deposit bottlecaps which will save your hard-earned money &#039;&#039;&#039;across rounds&#039;&#039;&#039;. The bottlecaps you deposit in a round are only saved to your current character and doesn&#039;t function as a universal bank across all of your characters. Currently, this method of depositing only supports &#039;&#039;&#039;bottlecaps&#039;&#039;&#039;, no other forms of currency.    &lt;br /&gt;
&lt;br /&gt;
== Economic Notes ==&lt;br /&gt;
&lt;br /&gt;
* Bottlecaps are the &#039;&#039;&#039;default medium of exchange&#039;&#039;&#039; throughout the Wasteland&lt;br /&gt;
* NCR Dollars trade at &#039;&#039;&#039;half value&#039;&#039;&#039; - two dollars for one cap&#039;s worth of goods&lt;br /&gt;
* Legion currency is accepted widely due to its &#039;&#039;&#039;metal content&#039;&#039;&#039; (gold and silver), regardless of political alignment&lt;br /&gt;
* Pre-War Money has &#039;&#039;&#039;no standardized trade value&#039;&#039;&#039; - its worth depends entirely on who wants it&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Townsfolk&amp;diff=125</id>
		<title>Townsfolk</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Townsfolk&amp;diff=125"/>
		<updated>2026-06-03T06:33:07Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ Removed potentially confusing references to outdated war system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0f0f0f; border-top:3px solid #8a7a50; border-bottom:3px solid #8a7a50; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#c8b870; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Townsfolk ◈ Faction Dossier ◈ Civilian ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Townsfolk|color=#8a7a50|status=Active - Established|location=Wendover, Utah&amp;lt;br&amp;gt;Oasis Settlement|leader=Mayor (Elected)|ideology=Community Survival&amp;lt;br&amp;gt;Neutral Commerce|motto=&#039;&#039;Keep the gates open and the peace held.&#039;&#039;|affiliation=Independent - Neutral}}The &#039;&#039;&#039;Townsfolk&#039;&#039;&#039; are the civilians, settlers, and laborers who form the backbone of Wasteland society. They are not soldiers - they are the people who keep settlements running: shopkeepers, doctors, mechanics, farmers, and the law enforcement that holds it all together.&lt;br /&gt;
&lt;br /&gt;
Wendover&#039;s settlement - &#039;&#039;&#039;Oasis&#039;&#039;&#039; - is their home. Every other faction passes through it. What happens inside its walls is the Townsfolk&#039;s business.&lt;br /&gt;
&lt;br /&gt;
== Core Mission ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #8a7a50; margin:0.8em 2em; padding:0.6em 1em; color:#b0a070; font-style:italic;&amp;quot;&amp;gt;&amp;quot;To provide a secure, neutral haven for trade, shelter, and survival, prioritizing the prosperity of our citizens and the strict enforcement of the peace, regardless of what colors you wear outside the gates.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a7a50; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:20%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#c8b870; font-weight:bold;&amp;quot; |Mayor&lt;br /&gt;
|Lead Oasis. Coordinate with the Sheriff on security and negotiate with outside factions on behalf of your people. Every deal you make has consequences for every person in town.&lt;br /&gt;
|Town leadership. Final authority on civilian matters.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheriff&#039;&#039;&#039;&lt;br /&gt;
|Protect Oasis from threats internal and external. Manage your deputies, keep the peace, and work alongside the Mayor on anything that touches both law and politics.&lt;br /&gt;
|Law enforcement command.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deputy&#039;&#039;&#039;&lt;br /&gt;
|Support the Sheriff. Enforce order, investigate problems, and step up when the Sheriff is unavailable. Your loyalty to the badge - and the people it&#039;s supposed to protect - defines what law means in Oasis.&lt;br /&gt;
|Requires Sheriff oversight.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shopkeeper&#039;&#039;&#039;&lt;br /&gt;
|Stock and run the town&#039;s store. Trade with travelers, manage inventory, and keep the local economy moving. You may not carry a weapon to war, but caps talk - and yours talk loudly.&lt;br /&gt;
|Economic backbone of the settlement.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechanic&#039;&#039;&#039;&lt;br /&gt;
|Repair and maintain the settlement&#039;s critical equipment - weapons, armor, robots, and machinery. Craft new items for the town&#039;s defense or for sale to travelers. When something breaks, everyone comes to you.&lt;br /&gt;
|Engineering and crafting specialist.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doctor&#039;&#039;&#039;&lt;br /&gt;
|Provide medical care to townsfolk and travelers. Charge for your services or give them freely - that is your call. Your skills will be needed before the round ends, regardless of how peacefully things start.&lt;br /&gt;
|Medical care provider.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Townsperson&#039;&#039;&#039;&lt;br /&gt;
|Work the land, tend animals, craft goods, and do what your town needs to stay alive. You are not a soldier - but the Wasteland has a way of making everyone a fighter eventually.&lt;br /&gt;
|General labor and community support.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a7a50; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Cooperative&lt;br /&gt;
|The NCR provides security presence. The town provides a trading post and staging area.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Cautious&lt;br /&gt;
|The Brotherhood is tolerated as long as they respect town neutrality. Their technology sweeps are disruptive.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|The Legion views settled civilians as resources to be consumed. Towns are targets.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|Followers clinics are welcomed. Free medical care benefits the entire community.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Open&lt;br /&gt;
|Drifters and scavengers are welcome in town as long as they keep the peace.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|Raiders threaten the town&#039;s supplies, people, and peace.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Variable&lt;br /&gt;
|Relations depend on the tribe&#039;s leadership and the Mayor&#039;s diplomacy.&lt;br /&gt;
|}{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Main_Page&amp;diff=124</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Main_Page&amp;diff=124"/>
		<updated>2026-06-03T06:20:35Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Gameplay &amp;amp; Mechanics */ Renamed Faction War to reflect war system updates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0a0a0a; border:2px solid #3a3020; padding:1.5em 2em; margin-bottom:1.5em; color:#c8b870; font-family:monospace; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;&amp;quot;&amp;gt;&amp;amp;#9762; MISFITS NUCLEAR WASTELAND &amp;amp;#9762;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888; font-size:0.9em; letter-spacing:3px;&amp;quot;&amp;gt;MISFITS SANCTUARY WIKI - WASTELAND OPERATIONS MANUAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a0a0a; border:2px solid #ff4444; padding:1em 1.5em; margin-bottom:1.5em; text-align:center; font-family:monospace;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.4em; font-weight:bold; color:#ff4444; letter-spacing:3px;&amp;quot;&amp;gt;&amp;amp;#9888; MANDATORY READING &amp;amp;#9888;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#cc9999; font-size:0.95em; margin:0.5em 0;&amp;quot;&amp;gt;All players must read and follow the server rules before entering the Wasteland.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em; font-size:1.2em;&amp;quot;&amp;gt;[[Rules|&amp;amp;#9758; SERVER RULES — READ BEFORE PLAYING]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
=== Quick Links ===&lt;br /&gt;
* [[Rules|Server Rules]]&lt;br /&gt;
* [[Factions Overview|Factions Overview]]&lt;br /&gt;
* [[Survival Guide|Survival Guide]]&lt;br /&gt;
* [[Faction War|Faction War Rules]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
=== New Player? ===&lt;br /&gt;
Start with [[Survival Basics|Survival Basics]] to learn the fundamentals. Then browse the [[Factions Overview|Factions Overview]] to pick a faction and read their guide.&lt;br /&gt;
&lt;br /&gt;
Check the [[Currency|Currency]] page to understand how the Wasteland economy works, and [[Chems &amp;amp; Addiction|Chems &amp;amp; Addiction]] before you pop anything you find in a footlocker.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
The Wasteland is defined by those who struggle to control it. Each faction has its own ideology, ranks, rules of engagement, and place in the hierarchy of power.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0e141e; border:1px solid #3A6ABF; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6A9FDF; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; BROTHERHOOD OF STEEL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8a9ab0; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Techno-religious military order dedicated to preserving pre-war technology. Operates from fortified bunkers and patrols the Wasteland to recover lost relics.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Brotherhood of Steel|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#1a150a; border:1px solid #C8A200; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E8C830; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;★ NEW CALIFORNIA REPUBLIC&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#b0a070; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;The largest post-war democratic republic, built on trade and law. Fields a professional standing army and governs territories across the Mojave and beyond.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[New California Republic|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#140a0a; border:1px solid #9B1111; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CC3333; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9872; CAESAR&#039;S LEGION&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a07070; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;A ruthless slaveholder empire modelled on ancient Rome. Condemns pre-war technology and rules by total discipline. Expanding conquest from the east.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Caesar&#039;s Legion|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0e100a; border:1px solid #4a8a30; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#88cc44; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9770; FOLLOWERS OF THE APOCALYPSE&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#7a9050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;A pacifist organization of doctors, scientists, and scholars dedicated to preserving knowledge and healing the Wasteland. Neutral to most factions but opposed to war.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Followers of the Apocalypse|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0f0f0f; border:1px solid #555; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#aaa; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9788; TOWNSFOLK&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#808080; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Civilians, settlers, and laborers who form the backbone of Wasteland society. Survive by working, trading, and staying out of faction crossfire.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Townsfolk|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0a0a14; border:1px solid #4a4a8a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8888cc; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9775; VAULT DWELLERS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8080a0; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Survivors of Vault-Tec&#039;s underground shelters. Equipped with Pip-Boys and Vault jumpsuits - and often unprepared for how brutal the surface truly is.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Vault Dwellers|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#100c08; border:1px solid #6a4a2a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a07040; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9770; WASTELANDERS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#907060; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Scavengers, drifters, and outcasts who live by their wits on the open road. No allegiance, no safety net - just the next meal and the next sunrise.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Wastelanders|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0c100a; border:1px solid #4a6a30; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#80a850; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9768; WASTELAND TRIBES&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#708050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Pre-civilization communities with their own customs and rituals. Distrustful of outsiders and deeply tied to the land they inhabit.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Wasteland Tribes|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0f0f0f; border:1px solid #555; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#999; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9783; MINOR FACTIONS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#777; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;The Enclave and other smaller groups that shape the Wasteland from the margins.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Minor Factions|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#0a1a0a; border:1px solid #3a7a2a; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6abf4a; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9760; OUTLAWS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#508040; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Raiders, bandits, and gang fighters who haunt the I-80 corridor. Khans, Jackals, Vipers, Gunners, and Fiends - each with their own methods. The Eighties have been here longer than anyone.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Outlaws|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0a0a14; border:1px solid #5577bb; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#88aadd; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; SYNTHETICS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#6688aa; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Pre-war robotic units still operational in the Wendover region. Mr. Handy, Protectron, Assaultron, Sentry Bot, Robobrain - player-controlled chassis with integrated armament.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Synthetics|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#1a1a08; border:1px solid #6b8e23; padding:1em;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9ab84a; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; SUPER MUTANTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#7a8a3a; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;FEV-mutated humans of immense size and strength. Feared by most, trusted by few. 1.5× human scale, near-total radiation immunity, and centuries of lifespan.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Super Mutants|→ Full Dossier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay &amp;amp; Mechanics ==&lt;br /&gt;
&lt;br /&gt;
How the Wasteland works - from war declarations to wasteland pharmacology to the economy that keeps everyone fed or fighting.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#1a0a0a; border:1px solid #aa3333; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#dd6666; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; WAR SYSTEM&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#a05050; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Formal war declarations between players. 30-minute cooldown, 5-minute pending phase, 30-minute active combat, auto-ceasefire. Commands: /war, /warjoin, /raid, /ceasefire.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Faction War|→ War System Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#14080a; border:1px solid #aa44aa; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#cc77cc; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9762; CHEMS &amp;amp; ADDICTION&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9a5a8a; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Combat drugs, medical items, and the addiction system. Jet, Psycho, Buffout, Turbo - effects, overdose thresholds, and what happens when withdrawal hits.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Chems &amp;amp; Addiction|→ Pharmacology Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0e0e06; border:1px solid #aa8830; padding:1em; width:33%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#ccaa44; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9733; CURRENCY&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#9a8030; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Bottlecaps, NCR Dollars, Legion Aureus, and Denarii - the currencies that keep the Wasteland economy turning. What they are worth and where they are accepted.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Currency|→ Economy Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crafting &amp;amp; Survival ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#100e06; border:1px solid #5a4515; padding:1em; width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#c8a030; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9874; CRAFTING&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything produced, brewed, grown, built, or assembled in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
* [[Crafting|Crafting Hub]]&lt;br /&gt;
* [[Bartending|Bartending &amp;amp; Drinks]]&lt;br /&gt;
* [[Botany|Botany &amp;amp; Farming]]&lt;br /&gt;
* [[Cooking|Cooking &amp;amp; Food]]&lt;br /&gt;
* [[Crafting System|Blueprint Crafting]]&lt;br /&gt;
* [[Materials|Raw Materials]]&lt;br /&gt;
* [[Medicine Crafting|Medicine &amp;amp; Chems]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#060e06; border:1px solid #2a5a2a; padding:1em; width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#70a850; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9760; SURVIVAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Staying alive in a hostile Wasteland requires knowledge and preparation.&lt;br /&gt;
&lt;br /&gt;
* [[Survival Guide|Survival Guide]]&lt;br /&gt;
* [[Survival Basics|Food, Water &amp;amp; Radiation]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; border-collapse:separate; border-spacing:6px;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#080c10; border:1px solid #2a3a4a; padding:1em; width:65%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#7090b0; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9876; WEAPONS &amp;amp; ARMAMENTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039;&lt;br /&gt;
* [[Ranged Weapons|Overview]]&lt;br /&gt;
* [[Small Guns|Small Guns]]&lt;br /&gt;
* [[Big Guns|Big Guns]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
* [[Laser Weapons|Laser Weapons]]&lt;br /&gt;
* [[Plasma Weapons|Plasma Weapons]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%; padding-right:1em;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
* [[Melee Weapons|Melee Overview]]&lt;br /&gt;
* [[One-Handed Melee|One-Handed]]&lt;br /&gt;
* [[Two-Handed Melee|Two-Handed]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* [[Explosives|Explosives]]&lt;br /&gt;
* [[Other Weapons|Other Weapons]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background:#0e0e0e; border:1px solid #7a7a4a; padding:1em; width:35%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#aaaa66; font-size:1.05em; font-weight:bold; letter-spacing:2px; font-family:monospace;&amp;quot;&amp;gt;&amp;amp;#9881; ARMOR&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#8a8a50; font-size:0.88em; margin-top:0.4em;&amp;quot;&amp;gt;Power Armor, combat armor, faction-specific gear, and creature-sourced protection. Know what you are wearing before someone starts shooting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:0.6em;&amp;quot;&amp;gt;[[Armor|→ Full Armor Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nuclear-14]]&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=123</id>
		<title>New California Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=New_California_Republic&amp;diff=123"/>
		<updated>2026-06-03T01:08:12Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* List of Offenses */ List of Offenses Category Key&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#292000; border-top:3px solid #C8A200; border-bottom:3px solid #C8A200; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#ffd54f; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ New California Republic ◈ Salt Dogs Battalion ◈ Bonneville Station ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=New California Republic|color=#C8A200|status=Active - Forward Deployed|location=Bonneville Station, Nevada side&amp;lt;br&amp;gt;Wendover Bridge Corridor|leader=Major Blackhawk &amp;amp;amp; Major Walker&amp;lt;br&amp;gt;Ranger DAGGER-02 (Intel)|ideology=Democratic Federalism&amp;lt;br&amp;gt;Rule of Law · Expansionism|motto=&#039;&#039;Bear the Republic&#039;s burden&#039;&#039;|affiliation=New California Republic}}The &#039;&#039;&#039;New California Republic&#039;&#039;&#039; (NCR) stands as a beacon of democracy and order in the wasteland - a federal presidential republic rooted in old values of democracy, personal freedom, and the sanctity of law. Founded by Aradesh and his daughter Tandi in Shady Sands, it is now led by President Aaron Kimball. The NCR&#039;s mission is to restore civilization, uplift infrastructure and economic frameworks, and foster peace. But the Republic is not devoid of flaws: it grapples with expansion, territorial disputes, wavering loyalties, and rising corruption.&lt;br /&gt;
&lt;br /&gt;
== Bonneville Station ==&lt;br /&gt;
&lt;br /&gt;
=== The Salt Dogs Battalion ===&lt;br /&gt;
The NCR&#039;s foothold east of Nevada is held by the &#039;&#039;&#039;Salt Dogs Battalion&#039;&#039;&#039;, garrisoned at Bonneville Station on the Nevada side of the Wendover bridge. The Utah side is maintained as a forward checkpoint on rotation. The bridge itself is a permanent NCR asset - it does not change hands.&lt;br /&gt;
&lt;br /&gt;
The battalion is commanded jointly by &#039;&#039;&#039;Major Blackhawk&#039;&#039;&#039; and &#039;&#039;&#039;Major Walker&#039;&#039;&#039;. Intelligence operations are coordinated by &#039;&#039;&#039;DAGGER-02&#039;&#039;&#039;, a Ranger attached from regional command.&lt;br /&gt;
&lt;br /&gt;
Wendover sits at the last real chokepoint before Utah opens into open wastes. I-80 runs through it. The salt trade runs through it. Whatever moves east or west in this region moves through Bonneville, and the Salt Dogs are there to make sure the NCR has a say in how it moves.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Context: DAGGER-02 Field Report ===&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic; font-family:serif;&amp;quot;&amp;gt;&amp;quot;Station is established. Major Blackhawk and Major Walker are on the ground and operational.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll be plain: given the current situation back home, I&#039;m not certain who is reading this or in what capacity anymore. I&#039;m filing it anyway. That&#039;s the job.&lt;br /&gt;
&lt;br /&gt;
We&#039;re here for I-80 and salt. Wendover is the last real chokepoint before Utah opens up. The salt funds the operation, which matters more now than it did when we were assigned here.&lt;br /&gt;
&lt;br /&gt;
Nevada side of the bridge is home base. Utah side is a forward checkpoint on rotation. The bridge stays ours.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood has dug into the old airfield on the Utah side. They&#039;re not here by accident and they aren&#039;t telling us why. Nothing actionable yet. Legion presence has been noted in the region. Unknown which Legio, considering the civil war. Extent and intent unknown. Command should consider this when reviewing resupply prioritization.&lt;br /&gt;
&lt;br /&gt;
- DAGGER-02, attached, Bonneville Station&lt;br /&gt;
&lt;br /&gt;
Co-signed: Major Blackhawk, Major Walker - Salt Dogs Battalion, NCR&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
Dictated by the constitution of the Republic, every citizen of the NCR - civilian or military - must follow these laws.&lt;br /&gt;
&lt;br /&gt;
It is a crime to &#039;&#039;&#039;take the life of another&#039;&#039;&#039;, be it murder or manslaughter. These acts are harshly punished; depending on severity, punishment can reach execution. It is a crime to &#039;&#039;&#039;steal from another&#039;&#039;&#039; regardless of circumstances, punishable by prison with the possibility of parole.&lt;br /&gt;
&lt;br /&gt;
=== Basic Rights ===&lt;br /&gt;
All citizens hold the following universal rights which may not be infringed upon:&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:60%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* The right to own personal property&lt;br /&gt;
* The right to freedom of expression, religion, and speech&lt;br /&gt;
* The right to self-defense&lt;br /&gt;
* The right to bear a sidearm and concealed carry inside NCR-controlled territories&lt;br /&gt;
* The right to enlist&lt;br /&gt;
* The right to an attorney&lt;br /&gt;
* The right to remain silent in cases of self-incrimination&lt;br /&gt;
* The right to a fair trial&lt;br /&gt;
|}&lt;br /&gt;
In the case of criminal arrest, all rights barring the right to remain silent, to a fair trial, and to an attorney are suspended.&lt;br /&gt;
&lt;br /&gt;
=== Treason ===&lt;br /&gt;
All acts of treason are, in most cases, punishable by death. Includes: fraternizing with or providing information to an enemy of the state, terrorism, desertion, and dereliction of duty.&lt;br /&gt;
&lt;br /&gt;
=== Fraudulent Activities ===&lt;br /&gt;
Punishable by prison or voluntary labor. Includes: money laundering, identity theft, falsification of reports or official documents, forgery of currency, and the sale/distribution of illicit substances (Jet, Psycho, Turbo).&lt;br /&gt;
&lt;br /&gt;
== New California Republic Army (NCRA) ==&lt;br /&gt;
The defense forces of the Republic. The NCRA must tackle conflicts in a non-aggressive way - de-escalate first, deal with threats using the minimum force possible.&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #C8A200; margin:0.8em 2em; padding:0.6em 1em; color:#c8b060; font-style:italic;&amp;quot;&amp;gt;&amp;quot;The mission of the NCR is to uphold the law in the region, as well as trying to gain anything valuable - trading with major powers or settlements, or obtaining resources from the area. Expansionism is allowed but only by diplomacy or to expel a threat. Keeping a good image of the Republic is key.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Principles ===&lt;br /&gt;
{| style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:65%; padding:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 12px;&amp;quot; |&lt;br /&gt;
* Follow the rules of war and human rights&lt;br /&gt;
* Obey the chain of command&lt;br /&gt;
* While on duty, do not drink alcohol or gamble&lt;br /&gt;
* Treat prisoners with respect and dignity; field execution requires officer or High Command authorization&lt;br /&gt;
* Wear your uniform at all times. Dog tags and rank pins must always be visible&lt;br /&gt;
* Going off-duty requires chain-of-command approval; always ask command before stepping down&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Field Promotions&#039;&#039;&#039; are legal. An NCO may promote enlisted personnel; a CO may promote an NCO for exceptional service. Cannot promote between branches, nor skip from enlisted to officer.&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:22%;&amp;quot; |Rank&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px; width:12%;&amp;quot; |Type&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:6px;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#ffd54f; font-weight:bold;&amp;quot; |Captain&lt;br /&gt;
|CO&lt;br /&gt;
|Command the NCR&#039;s local detachment. All military and diplomatic decisions run through you.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|CO&lt;br /&gt;
|Second-in-command. Support the Captain, manage day-to-day operations, step into command when needed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Doctor&#039;&#039;&#039;&lt;br /&gt;
|CO (attached)&lt;br /&gt;
|Senior medical officer. Keep soldiers combat-capable; advise command on medical threats. Your skills are a diplomatic asset.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant First Class&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior NCO of the detachment. Translate officer intent into enlisted action; enforce discipline; manage formation readiness.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Senior squad leader. Lead troops in the field and coordinate with the Sergeant First Class.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|NCO&lt;br /&gt;
|Squad leader. Know your soldiers, execute direction, and make the right call when there is no time to ask.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Trained specialist serving in combat, engineering, or medical roles. Pick your loadout to match the mission.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private First Class&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Experienced private. Proven reliable - better gear, more latitude, more trust from NCOs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Standard soldier. Enforce NCR authority, protect personnel and assets, and carry out orders.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recruit&#039;&#039;&#039;&lt;br /&gt;
|Enlisted&lt;br /&gt;
|Newest enlistee. You are at the bottom of a long ladder. Follow orders, learn the ropes, avoid getting yourself or your squadmates killed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New California Republic Rangers (NCRR) ==&lt;br /&gt;
The Rangers - originally descended from Pre-War Rangers - are the elite soldiers of the NCR. A volunteer special force renowned for survival, reconnaissance, scouting, sabotage, and martial arts. Their primary purpose is dealing with threats the regular NCRA cannot handle.&lt;br /&gt;
&lt;br /&gt;
The Rangers are the living image of NCR ideals of liberty, justice, and freedom from tyrants, slavers, and raiders.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Ranger&#039;&#039;&#039; holds authority equivalent to a Sergeant.&lt;br /&gt;
* A &#039;&#039;&#039;Veteran Ranger&#039;&#039;&#039; holds authority equivalent to an Officer.&lt;br /&gt;
* Rangers operate with autonomy but cooperate with NCRA partners. They can give orders to the NCRA if no NCRA command is available.&lt;br /&gt;
&lt;br /&gt;
== Crime and Punishment ==&lt;br /&gt;
Punishment in the NCR is divided between Non-Judicial and Judicial Punishment.&lt;br /&gt;
&lt;br /&gt;
=== Non-Judicial Punishment (NJP) ===&lt;br /&gt;
For less severe offenses. Given by NCOs and Officers in the field. These punishments must best fit the severity of the offense and cannot be cruel or arbitrary.&lt;br /&gt;
&lt;br /&gt;
* Reprimand · Forfeiture of Pay · Extra Duty · Diminished Rations&lt;br /&gt;
* Confinement to Base or Brig&lt;br /&gt;
* Loss of Rank (requires Captain or higher approval)&lt;br /&gt;
&lt;br /&gt;
=== Judicial Punishment (JP) ===&lt;br /&gt;
Determined after court martial for major or capital offenses.&lt;br /&gt;
&lt;br /&gt;
* Other Than Honorable Discharge · Dishonorable Discharge&lt;br /&gt;
* Execution via Firing Squad or Hanging&lt;br /&gt;
* Barred from Reenlistment&lt;br /&gt;
&lt;br /&gt;
=== Court Martial ===&lt;br /&gt;
Requested by high-ranking members or the Military Police. Handles serious crimes between NCRA and NCRR. Non-military personnel are not sentenced to Court Martial - they receive a Civilian Court Trial. Court martials take time; they are not instantaneous.&lt;br /&gt;
&lt;br /&gt;
== List of Offenses ==&lt;br /&gt;
(Category Key: MR - Misdemeanor | MO - Major Offense | CO - Capital Offense)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #C8A200; width:100%; font-size:0.9em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Offense&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:7%;&amp;quot; |Category&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#292000; color:#ffd54f; padding:5px; width:22%;&amp;quot; |Punishment&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Verbal&lt;br /&gt;
|MR&lt;br /&gt;
|Threatening to use physical force against a person.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Hooliganism&lt;br /&gt;
|MR&lt;br /&gt;
|Loud yelling on comms after being warned, throwing garbage, breaking windows.&lt;br /&gt;
|Brig (5 min)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Minor&lt;br /&gt;
|MR&lt;br /&gt;
|Disobeying a lawful order; undermining authority without inciting mutiny.&lt;br /&gt;
|Brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Failure of Proper Conduct&lt;br /&gt;
|MR&lt;br /&gt;
|Poor grooming, improper uniform, friendly fire, public misconduct.&lt;br /&gt;
|Situational; brig (5–10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Neglect of Duty&lt;br /&gt;
|MR&lt;br /&gt;
|Careless or intentional failure to perform official duties.&lt;br /&gt;
|Loss of rank; brig (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Use of permitted substances (Med-X) while on-duty without medical authorization.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|AWOL&lt;br /&gt;
|MR&lt;br /&gt;
|Abandoning post without authorization, with intention to return.&lt;br /&gt;
|Situational; loss of rank, dismissal (10–20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (legal)&lt;br /&gt;
|MR&lt;br /&gt;
|Selling alcohol on-duty.&lt;br /&gt;
|NJP (10 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assault, Physical&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Attacking with body only (MR); use of weapons escalates to MO.&lt;br /&gt;
|Body: brig (10 min). Weapons: loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Substance Abuse (illegal)&lt;br /&gt;
|MR–MO&lt;br /&gt;
|Use of Jet, Psycho, etc. even off-duty. Send to medbay.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Drug Trafficking (illegal)&lt;br /&gt;
|MR–MO–CO&lt;br /&gt;
|Selling Jet, Psycho, etc. Can escalate to CO for repeat offenses.&lt;br /&gt;
|Demotion; can reach life imprisonment&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization&lt;br /&gt;
|MO&lt;br /&gt;
|Undue relationship between enlisted/NCO and a Commissioned Officer.&lt;br /&gt;
|Dismissal or loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|MO&lt;br /&gt;
|Unintentional death through negligence.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Abandonment of Duty&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly failing to report to assigned post.&lt;br /&gt;
|Loss of rank (20 min)&lt;br /&gt;
|-&lt;br /&gt;
|Assaulting/Disobeying an Officer&lt;br /&gt;
|MO&lt;br /&gt;
|Disobeying lawful order from an Officer, or physically assaulting one.&lt;br /&gt;
|Dismissal or loss of rank (20 min or until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sedition&lt;br /&gt;
|MO&lt;br /&gt;
|Conspiring or openly opposing rightful authorities and the rule of law.&lt;br /&gt;
|Dismissal or loss of rank (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Desertion&lt;br /&gt;
|MO&lt;br /&gt;
|Willingly abandoning post with no intention of return.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Fraternization with Enemy&lt;br /&gt;
|MO&lt;br /&gt;
|Cooperating with any enemy of the NCR. Escalates to CO if an ongoing relationship exists.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Insubordination, Major&lt;br /&gt;
|MO–CO&lt;br /&gt;
|Disobeying orders, resulting in mutiny, NCR casualties, or desertion in force.&lt;br /&gt;
|Dismissal (until next shift); escalates to CO if it triggers a shootout&lt;br /&gt;
|-&lt;br /&gt;
|Use of Mercenaries&lt;br /&gt;
|CO&lt;br /&gt;
|Paying civilians or non-NCR personnel to fight for the NCR.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Treason&lt;br /&gt;
|CO&lt;br /&gt;
|Giving shelter or aid to enemies of the NCR, or working against the NCR while owing it allegiance.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Murder&lt;br /&gt;
|CO&lt;br /&gt;
|Intentionally killing a person, with or without forethought.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Sabotage&lt;br /&gt;
|CO&lt;br /&gt;
|Hindering military operations; destroying NCR equipment, comms, medication, or weapons.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|-&lt;br /&gt;
|Cannibalism&lt;br /&gt;
|CO&lt;br /&gt;
|Willingly and knowingly consuming a human, ghoul, or sapient mutant.&lt;br /&gt;
|Execution or life imprisonment (until next shift)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Aggravating factors (repeating an offense, refusing to cooperate) make punishment harsher. Mitigating factors (surrendering, cooperating) make it less harsh.&lt;br /&gt;
&lt;br /&gt;
== Dress Code ==&lt;br /&gt;
All on-duty personnel must be in full uniform during all NCR operations. Cadets cannot modify their issued loadout. Upon reaching NCO rank, soldiers may wear non-NCR apparel (cowboy hats, bandanas), provided they remain identifiable as NCR personnel.&lt;br /&gt;
&lt;br /&gt;
=== Hair Regulations ===&lt;br /&gt;
Hair must be well-groomed, natural color, cut no further than the shoulders or tied back, and fit underneath a helmet. Helmets may be removed indoors when appropriate.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Regulations ===&lt;br /&gt;
Low-ranking troopers use weapons issued at shift start and may not change them without authorization. Weapons manufactured by other factions are &#039;&#039;&#039;strictly forbidden&#039;&#039;&#039; and will be held in the armory until repurposed. High-quality weapons are distributed by logistics to where they are needed.&lt;br /&gt;
&lt;br /&gt;
== Criminals and Prisoners of War ==&lt;br /&gt;
&lt;br /&gt;
=== Criminals ===&lt;br /&gt;
Individuals not part of any faction who have broken NCR laws, committed crimes against NCR citizens or personnel, or undermined NCR operations. Criminals are protected under NCR laws - they must be treated humanely, provided with food, clothing, and shelter, and may not be abused while non-resisting. Non-lethal methods are authorized if they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of War (POWs) ===&lt;br /&gt;
Individuals who are part of a faction currently at war with the NCR. POWs are protected under NCR laws and must be treated humanely. They are &#039;&#039;&#039;not&#039;&#039;&#039; to be used for tactical purposes (e.g. planning an ambush), nor traded, exchanged, or released without High Command authorization. Anyone releasing a POW without authorization is charged with Sedition or Treason.{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Faction_War&amp;diff=122</id>
		<title>Faction War</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Faction_War&amp;diff=122"/>
		<updated>2026-06-02T21:03:17Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#1a0a0a; border-top:3px solid #aa3333; border-bottom:3px solid #aa3333; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#dd6666; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ War ◈ Declaration &amp;amp; Engagement System ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;The &#039;&#039;&#039;War&#039;&#039;&#039; system allows players to formally declare war on each other during a round. Wars are structured - they have a lead-up, a duration, and an end. They are not free-for-all deathmatches. They are organized conflicts with rules, commands, and consequences.&lt;br /&gt;
&lt;br /&gt;
== War-Capable ==&lt;br /&gt;
Any player can declare war on any other player, with a few additional rules:&lt;br /&gt;
&lt;br /&gt;
* To declare war, both sides must have an identifiable &#039;&#039;&#039;Leader&#039;&#039;&#039;. This is who your conflict centers around and who has the responsibility of orchestrating your side of the war.&lt;br /&gt;
* If your Leader is killed, the opposition can send a ceasefire that &#039;&#039;&#039;will auto-accept itself after&#039;&#039;&#039; &#039;&#039;&#039;5 minutes&#039;&#039;&#039;. (Ceasefires open the war GUI on the receivers side to help see it)&lt;br /&gt;
* Declaring war does not mean you have permission to enter or break the oppositions base/territory. For that you will need Raid permissions.&lt;br /&gt;
&lt;br /&gt;
This means that players can: &lt;br /&gt;
&lt;br /&gt;
* Declare a Civil War on each other, should your current commander of your faction be sub-par.&lt;br /&gt;
* Engage in smaller, but still formal and structured, conflicts including Wastelander Vs Wastelander wars. &lt;br /&gt;
* Resolve a potentially costly and uneven war by securing the opposition&#039;s Leader and sending an immediate ceasefire. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every member of the [[New California Republic|NCR]], [[Caesar&#039;s Legion|Legion]], [[Brotherhood of Steel]], [[Wasteland Tribes|Yuma Tribal]], [[Vault Dwellers|Vault]], and [[Minor Factions|Enclave]] all auto-join whatever war they&#039;re involved with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Rangers are aliased to NCR - a war declaration against NCR includes Rangers automatically.&lt;br /&gt;
&lt;br /&gt;
== Raids ==&lt;br /&gt;
Raids are a last resort to solve a conflict.&lt;br /&gt;
&lt;br /&gt;
A raid, as defined by server rules: &amp;quot;Is an organized, hostile occupation by one faction/player(s) into the &#039;&#039;&#039;primary base&#039;&#039;&#039; of another faction with the explicit intent to accomplish a specific objective. Raids are not random acts of violence or casual skirmishes they are deliberate operations that carry significant roleplay weight and consequences for both parties involved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As such- &#039;&#039;&#039;Declaring war does not mean you can enter or break a faction&#039;s base/territory&#039;&#039;&#039;, for that, you will need permission to Raid. &lt;br /&gt;
&lt;br /&gt;
Raids can only be declared after a Leader has declared /war. After which, the opposition will accept or deny the request. If accepted, you are free to invade enemy bases and territories. If denied, the attacking party must leave or speak with an Admin if you believe the Raid is articulate and necessary.  &lt;br /&gt;
&lt;br /&gt;
Even if accepted, Raids are not an excuse to completely wipe out a faction, maintain server rules and &#039;&#039;&#039;prioritize revival or capture&#039;&#039;&#039;.   &lt;br /&gt;
&lt;br /&gt;
Raid perms are not necessary if you are being escorted through a factions base/territory by member of said faction.    &lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:24%;&amp;quot; |Phase&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:14%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#dd6666; font-weight:bold;&amp;quot; |Round-Start Cooldown&lt;br /&gt;
|&#039;&#039;&#039;30 minutes&#039;&#039;&#039;&lt;br /&gt;
|War declarations are locked for the first 30 minutes of every round. This gives factions time to set up, staff their positions, and establish themselves before conflict begins.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pending Phase&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;5 minutes&#039;&#039;&#039;&lt;br /&gt;
|After a war is declared, both sides have a 5-minute preparation window. During this phase, un-involved players may use &#039;&#039;&#039;/warjoin&#039;&#039;&#039; to opt into the conflict. Players involved in a faction auto-join the conflict. Once the pending phase ends, the war goes active.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active War&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;30 minutes&#039;&#039;&#039;&lt;br /&gt;
|Combat is authorized between the warring sides. The war runs for a maximum of 30 minutes before an automatic ceasefire is triggered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Post-War Cooldown&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;10 minutes&#039;&#039;&#039;&lt;br /&gt;
|After a war ends (by ceasefire or timeout), both sides enter a 10-minute cooldown before they can declare war on anyone again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:30%;&amp;quot; |Command&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:22%;&amp;quot; |Who Can Use It&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/war &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
|Declare war on another player. The reason (&#039;&#039;casus belli&#039;&#039;) must be at least &#039;&#039;&#039;5 words&#039;&#039;&#039; long.&lt;br /&gt;
|Anyone!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/warjoin&lt;br /&gt;
|Join a pending war during the 5-minute preparation phase.&lt;br /&gt;
|Any member of an un-involved faction. (Members of an involved faction automatically join a war)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/raid&lt;br /&gt;
|Raids must have a good roleplay reason and be articulated as such (try for at least 5 words long). &#039;&#039;&#039;Raids are last resorts to solve conflict&#039;&#039;&#039;- If denied or no response is given, the attacking party must leave or Ahelp if you think the raid request is still valid, but the opposition denied it. &lt;br /&gt;
|Leaders, during a war. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/ceasefire &amp;lt;player&amp;gt;&lt;br /&gt;
|End an active war early by mutual agreement.&lt;br /&gt;
|Leaders of a war. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Admin Commands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:30%;&amp;quot; |Command&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/warend &amp;lt;aggressor&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
|Force-end a war between two factions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/forcewar &amp;lt;aggressor&amp;gt; &amp;lt;target&amp;gt; [reason]&lt;br /&gt;
|Force-start a war, bypassing cooldowns and rank requirements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;One war per faction at a time&#039;&#039;&#039; - a faction cannot be involved in two simultaneous wars.&lt;br /&gt;
* &#039;&#039;&#039;Only the Leader&#039;&#039;&#039; may declare war or issue a ceasefire. &lt;br /&gt;
* &#039;&#039;&#039;Casus belli is mandatory&#039;&#039;&#039; - you must state a reason for war, and it must be at least 5 words.&lt;br /&gt;
* &#039;&#039;&#039;Auto-ceasefire&#039;&#039;&#039; triggers after 30 minutes of active combat regardless of the battlefield situation.&lt;br /&gt;
* Wars are &#039;&#039;&#039;broadcast server-wide&#039;&#039;&#039; - all players see war declarations, pending phases, and ceasefires.&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Townsfolk&amp;diff=121</id>
		<title>Townsfolk</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Townsfolk&amp;diff=121"/>
		<updated>2026-06-02T20:50:09Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Relations */ additional clarification with regards to server faction neutrality rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#0f0f0f; border-top:3px solid #8a7a50; border-bottom:3px solid #8a7a50; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#c8b870; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ Townsfolk ◈ Faction Dossier ◈ Civilian ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;{{FactionInfobox|name=Townsfolk|color=#8a7a50|status=Active - Established|location=Wendover, Utah&amp;lt;br&amp;gt;Oasis Settlement|leader=Mayor (Elected)|ideology=Community Survival&amp;lt;br&amp;gt;Neutral Commerce|motto=&#039;&#039;Keep the gates open and the peace held.&#039;&#039;|affiliation=Independent - Neutral}}The &#039;&#039;&#039;Townsfolk&#039;&#039;&#039; are the civilians, settlers, and laborers who form the backbone of Wasteland society. They are not soldiers - they are the people who keep settlements running: shopkeepers, doctors, mechanics, farmers, and the law enforcement that holds it all together.&lt;br /&gt;
&lt;br /&gt;
Wendover&#039;s settlement - &#039;&#039;&#039;Oasis&#039;&#039;&#039; - is their home. Every other faction passes through it. What happens inside its walls is the Townsfolk&#039;s business.&lt;br /&gt;
&lt;br /&gt;
== Core Mission ==&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background:#111; border-left:4px solid #8a7a50; margin:0.8em 2em; padding:0.6em 1em; color:#b0a070; font-style:italic;&amp;quot;&amp;gt;&amp;quot;To provide a secure, neutral haven for trade, shelter, and survival, prioritizing the prosperity of our citizens and the strict enforcement of the peace, regardless of what colors you wear outside the gates.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a7a50; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:20%;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:18%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#c8b870; font-weight:bold;&amp;quot; |Mayor&lt;br /&gt;
|Lead Oasis. Coordinate with the Sheriff on security and negotiate with outside factions on behalf of your people. Every deal you make has consequences for every person in town.&lt;br /&gt;
|Town leadership. Final authority on civilian matters.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheriff&#039;&#039;&#039;&lt;br /&gt;
|Protect Oasis from threats internal and external. Manage your deputies, keep the peace, and work alongside the Mayor on anything that touches both law and politics.&lt;br /&gt;
|Law enforcement command.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deputy&#039;&#039;&#039;&lt;br /&gt;
|Support the Sheriff. Enforce order, investigate problems, and step up when the Sheriff is unavailable. Your loyalty to the badge - and the people it&#039;s supposed to protect - defines what law means in Oasis.&lt;br /&gt;
|Requires Sheriff oversight.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shopkeeper&#039;&#039;&#039;&lt;br /&gt;
|Stock and run the town&#039;s store. Trade with travelers, manage inventory, and keep the local economy moving. You may not carry a weapon to war, but caps talk - and yours talk loudly.&lt;br /&gt;
|Economic backbone of the settlement.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechanic&#039;&#039;&#039;&lt;br /&gt;
|Repair and maintain the settlement&#039;s critical equipment - weapons, armor, robots, and machinery. Craft new items for the town&#039;s defense or for sale to travelers. When something breaks, everyone comes to you.&lt;br /&gt;
|Engineering and crafting specialist.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doctor&#039;&#039;&#039;&lt;br /&gt;
|Provide medical care to townsfolk and travelers. Charge for your services or give them freely - that is your call. Your skills will be needed before the round ends, regardless of how peacefully things start.&lt;br /&gt;
|Medical care provider.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Townsperson&#039;&#039;&#039;&lt;br /&gt;
|Work the land, tend animals, craft goods, and do what your town needs to stay alive. You are not a soldier - but the Wasteland has a way of making everyone a fighter eventually.&lt;br /&gt;
|General labor and community support.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
By server rules, every faction begins the round as &#039;neutral&#039; to each other. The below table is purely for lore reference and shouldn&#039;t be an excuse to kill any member of any faction on sight.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #8a7a50; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:22%;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px; width:15%;&amp;quot; |Standing&lt;br /&gt;
! style=&amp;quot;background:#1a1608; color:#c8b870; padding:6px;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[New California Republic|NCR]]&lt;br /&gt;
|Cooperative&lt;br /&gt;
|The NCR provides security presence. The town provides a trading post and staging area.&lt;br /&gt;
|-&lt;br /&gt;
|[[Brotherhood of Steel]]&lt;br /&gt;
|Cautious&lt;br /&gt;
|The Brotherhood is tolerated as long as they respect town neutrality. Their technology sweeps are disruptive.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caesar&#039;s Legion]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|The Legion views settled civilians as resources to be consumed. Towns are targets.&lt;br /&gt;
|-&lt;br /&gt;
|[[Followers of the Apocalypse]]&lt;br /&gt;
|Friendly&lt;br /&gt;
|Followers clinics are welcomed. Free medical care benefits the entire community.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wastelanders]]&lt;br /&gt;
|Open&lt;br /&gt;
|Drifters and scavengers are welcome in town as long as they keep the peace.&lt;br /&gt;
|-&lt;br /&gt;
|[[Outlaws]]&lt;br /&gt;
|Hostile&lt;br /&gt;
|Raiders threaten the town&#039;s supplies, people, and peace.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wasteland Tribes]]&lt;br /&gt;
|Variable&lt;br /&gt;
|Relations depend on the tribe&#039;s leadership and the Mayor&#039;s diplomacy.&lt;br /&gt;
|}&lt;br /&gt;
Townsfolk are one of the &#039;&#039;&#039;war-capable factions&#039;&#039;&#039; and may declare or receive [[Faction War|faction war declarations]] during a round.{{FactionNav}}&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Faction_War&amp;diff=120</id>
		<title>Faction War</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Faction_War&amp;diff=120"/>
		<updated>2026-06-02T20:45:56Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: /* Raids */ additional clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#1a0a0a; border-top:3px solid #aa3333; border-bottom:3px solid #aa3333; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#dd6666; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ War ◈ Declaration &amp;amp; Engagement System ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;The &#039;&#039;&#039;War&#039;&#039;&#039; system allows players to formally declare war on each other during a round. Wars are structured - they have a lead-up, a duration, and an end. They are not free-for-all deathmatches. They are organized conflicts with rules, commands, and consequences.&lt;br /&gt;
&lt;br /&gt;
== War-Capable ==&lt;br /&gt;
Any player can declare war on any other player, with a few additional rules:&lt;br /&gt;
&lt;br /&gt;
* To declare war, both sides must have an identifiable &#039;&#039;&#039;Leader&#039;&#039;&#039;. This is who your conflict centers around and who has the responsibility of orchestrating your side of the war.&lt;br /&gt;
* If your Leader is killed, the opposition can send a ceasefire that &#039;&#039;&#039;will auto-accept itself after&#039;&#039;&#039; &#039;&#039;&#039;5 minutes&#039;&#039;&#039;. (Ceasefires open the war GUI on the receivers side to help see it)&lt;br /&gt;
* Declaring war does not mean you have permission to enter the oppositions base/territory. For that you will need Raid permissions.&lt;br /&gt;
&lt;br /&gt;
This means that players can: &lt;br /&gt;
&lt;br /&gt;
* Declare a Civil War on each other, should your current commander of your faction be sub-par.&lt;br /&gt;
* Engage in smaller, but still formal and structured, conflicts including Wastelander Vs Wastelander wars. &lt;br /&gt;
* Resolve a potentially costly and uneven war by securing the opposition&#039;s Leader and sending an immediate ceasefire. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every member of the [[New California Republic|NCR]], [[Caesar&#039;s Legion|Legion]], [[Brotherhood of Steel]], [[Wasteland Tribes|Yuma Tribal]], [[Vault Dwellers|Vault]], and [[Minor Factions|Enclave]] all auto-join whatever war they&#039;re involved with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Rangers are aliased to NCR - a war declaration against NCR includes Rangers automatically.&lt;br /&gt;
&lt;br /&gt;
== Raids ==&lt;br /&gt;
Raids are a last resort to solve a conflict.&lt;br /&gt;
&lt;br /&gt;
A raid, as defined by server rules: &amp;quot;Is an organized, hostile occupation by one faction/player(s) into the &#039;&#039;&#039;primary base&#039;&#039;&#039; of another faction with the explicit intent to accomplish a specific objective. Raids are not random acts of violence or casual skirmishes they are deliberate operations that carry significant roleplay weight and consequences for both parties involved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As such- &#039;&#039;&#039;Declaring war does not mean you can enter or break a faction&#039;s base/territory&#039;&#039;&#039;, for that, you will need permission to Raid. &lt;br /&gt;
&lt;br /&gt;
Raids can only be declared after a Leader has declared /war. After which, the opposition will accept or deny the request. If accepted, you are free to invade enemy bases and territories. If denied, the attacking party must leave or speak with an Admin if you believe the Raid is articulate and necessary.  &lt;br /&gt;
&lt;br /&gt;
Even if accepted, Raids are not an excuse to completely wipe out a faction, maintain server rules and &#039;&#039;&#039;prioritize revival or capture&#039;&#039;&#039;.   &lt;br /&gt;
&lt;br /&gt;
Raid perms are not necessary if you are being escorted through a factions base/territory by member of said faction.    &lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:24%;&amp;quot; |Phase&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:14%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#dd6666; font-weight:bold;&amp;quot; |Round-Start Cooldown&lt;br /&gt;
|&#039;&#039;&#039;30 minutes&#039;&#039;&#039;&lt;br /&gt;
|War declarations are locked for the first 30 minutes of every round. This gives factions time to set up, staff their positions, and establish themselves before conflict begins.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pending Phase&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;5 minutes&#039;&#039;&#039;&lt;br /&gt;
|After a war is declared, both sides have a 5-minute preparation window. During this phase, un-involved players may use &#039;&#039;&#039;/warjoin&#039;&#039;&#039; to opt into the conflict. Players involved in a faction auto-join the conflict. Once the pending phase ends, the war goes active.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active War&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;30 minutes&#039;&#039;&#039;&lt;br /&gt;
|Combat is authorized between the warring sides. The war runs for a maximum of 30 minutes before an automatic ceasefire is triggered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Post-War Cooldown&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;10 minutes&#039;&#039;&#039;&lt;br /&gt;
|After a war ends (by ceasefire or timeout), both sides enter a 10-minute cooldown before they can declare war on anyone again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:30%;&amp;quot; |Command&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:22%;&amp;quot; |Who Can Use It&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/war &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
|Declare war on another player. The reason (&#039;&#039;casus belli&#039;&#039;) must be at least &#039;&#039;&#039;5 words&#039;&#039;&#039; long.&lt;br /&gt;
|Anyone!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/warjoin&lt;br /&gt;
|Join a pending war during the 5-minute preparation phase.&lt;br /&gt;
|Any member of an un-involved faction. (Members of an involved faction automatically join a war)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/raid&lt;br /&gt;
|Raids must have a good roleplay reason and be articulated as such (try for at least 5 words long). &#039;&#039;&#039;Raids are last resorts to solve conflict&#039;&#039;&#039;- If denied or no response is given, the attacking party must leave or Ahelp if you think the raid request is still valid, but the opposition denied it. &lt;br /&gt;
|Leaders, during a war. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/ceasefire &amp;lt;player&amp;gt;&lt;br /&gt;
|End an active war early by mutual agreement.&lt;br /&gt;
|Leaders of a war. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Admin Commands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:30%;&amp;quot; |Command&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/warend &amp;lt;aggressor&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
|Force-end a war between two factions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/forcewar &amp;lt;aggressor&amp;gt; &amp;lt;target&amp;gt; [reason]&lt;br /&gt;
|Force-start a war, bypassing cooldowns and rank requirements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;One war per faction at a time&#039;&#039;&#039; - a faction cannot be involved in two simultaneous wars.&lt;br /&gt;
* &#039;&#039;&#039;Only the Leader&#039;&#039;&#039; may declare war or issue a ceasefire. &lt;br /&gt;
* &#039;&#039;&#039;Casus belli is mandatory&#039;&#039;&#039; - you must state a reason for war, and it must be at least 5 words.&lt;br /&gt;
* &#039;&#039;&#039;Auto-ceasefire&#039;&#039;&#039; triggers after 30 minutes of active combat regardless of the battlefield situation.&lt;br /&gt;
* Wars are &#039;&#039;&#039;broadcast server-wide&#039;&#039;&#039; - all players see war declarations, pending phases, and ceasefires.&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.misfitsystems.net/index.php?title=Faction_War&amp;diff=119</id>
		<title>Faction War</title>
		<link rel="alternate" type="text/html" href="https://wiki.misfitsystems.net/index.php?title=Faction_War&amp;diff=119"/>
		<updated>2026-06-02T20:27:26Z</updated>

		<summary type="html">&lt;p&gt;Inkedmotherfly: Updated the war page to fit the overhaul of the current player vs player war system- as well as adding rules and definitions for raids.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#1a0a0a; border-top:3px solid #aa3333; border-bottom:3px solid #aa3333; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#dd6666; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
◈ War ◈ Declaration &amp;amp; Engagement System ◈&lt;br /&gt;
&amp;lt;/div&amp;gt;The &#039;&#039;&#039;War&#039;&#039;&#039; system allows players to formally declare war on each other during a round. Wars are structured - they have a lead-up, a duration, and an end. They are not free-for-all deathmatches. They are organized conflicts with rules, commands, and consequences.&lt;br /&gt;
&lt;br /&gt;
== War-Capable ==&lt;br /&gt;
Any player can declare war on any other player, with a few additional rules:&lt;br /&gt;
&lt;br /&gt;
* To declare war, both sides must have an identifiable &#039;&#039;&#039;Leader&#039;&#039;&#039;. This is who your conflict centers around and who has the responsibility of orchestrating your side of the war.&lt;br /&gt;
* If your Leader is killed, the opposition can send a ceasefire that &#039;&#039;&#039;will auto-accept itself after&#039;&#039;&#039; &#039;&#039;&#039;5 minutes&#039;&#039;&#039;. (Ceasefires open the war GUI on the receivers side to help see it)&lt;br /&gt;
* Declaring war does not mean you have permission to enter the oppositions base/territory. For that you will need Raid permissions.&lt;br /&gt;
&lt;br /&gt;
This means that players can: &lt;br /&gt;
&lt;br /&gt;
* Declare a Civil War on each other, should your current commander of your faction be sub-par.&lt;br /&gt;
* Engage in smaller, but still formal and structured, conflicts including Wastelander Vs Wastelander wars. &lt;br /&gt;
* Resolve a potentially costly and uneven war by securing the opposition&#039;s Leader and sending an immediate ceasefire. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every member of the [[New California Republic|NCR]], [[Caesar&#039;s Legion|Legion]], [[Brotherhood of Steel]], [[Wasteland Tribes|Yuma Tribal]], [[Vault Dwellers|Vault]], and [[Minor Factions|Enclave]] all auto-join whatever war they&#039;re involved with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Rangers are aliased to NCR - a war declaration against NCR includes Rangers automatically.&lt;br /&gt;
&lt;br /&gt;
== Raids ==&lt;br /&gt;
Raids are a last resort to solve a conflict.&lt;br /&gt;
&lt;br /&gt;
A raid, as defined by server rules: &amp;quot;Is an organized, hostile occupation by one faction/player(s) into the &#039;&#039;&#039;primary base&#039;&#039;&#039; of another faction with the explicit intent to accomplish a specific objective. Raids are not random acts of violence or casual skirmishes they are deliberate operations that carry significant roleplay weight and consequences for both parties involved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As such- &#039;&#039;&#039;Declaring war does not mean you can enter a faction&#039;s base/territory&#039;&#039;&#039;, for that, you will need permission to Raid. &lt;br /&gt;
&lt;br /&gt;
Raids can only be declared after a Leader has declared /war. After which, the opposition will accept or deny the request. If accepted, you are free to invade enemy bases and territories. If denied, the attacking party must leave or speak with an Admin if you believe the Raid is articulate and necessary.  &lt;br /&gt;
&lt;br /&gt;
Even if accepted, Raids are not an excuse to completely wipe out a faction, maintain server rules and &#039;&#039;&#039;prioritize revival or capture&#039;&#039;&#039;.   &lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:24%;&amp;quot; |Phase&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:14%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#dd6666; font-weight:bold;&amp;quot; |Round-Start Cooldown&lt;br /&gt;
|&#039;&#039;&#039;30 minutes&#039;&#039;&#039;&lt;br /&gt;
|War declarations are locked for the first 30 minutes of every round. This gives factions time to set up, staff their positions, and establish themselves before conflict begins.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pending Phase&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;5 minutes&#039;&#039;&#039;&lt;br /&gt;
|After a war is declared, both sides have a 5-minute preparation window. During this phase, un-involved players may use &#039;&#039;&#039;/warjoin&#039;&#039;&#039; to opt into the conflict. Players involved in a faction auto-join the conflict. Once the pending phase ends, the war goes active.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active War&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;30 minutes&#039;&#039;&#039;&lt;br /&gt;
|Combat is authorized between the warring sides. The war runs for a maximum of 30 minutes before an automatic ceasefire is triggered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Post-War Cooldown&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;10 minutes&#039;&#039;&#039;&lt;br /&gt;
|After a war ends (by ceasefire or timeout), both sides enter a 10-minute cooldown before they can declare war on anyone again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:30%;&amp;quot; |Command&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:22%;&amp;quot; |Who Can Use It&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/war &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
|Declare war on another player. The reason (&#039;&#039;casus belli&#039;&#039;) must be at least &#039;&#039;&#039;5 words&#039;&#039;&#039; long.&lt;br /&gt;
|Anyone!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/warjoin&lt;br /&gt;
|Join a pending war during the 5-minute preparation phase.&lt;br /&gt;
|Any member of an un-involved faction. (Members of an involved faction automatically join a war)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/raid&lt;br /&gt;
|Raids must have a good roleplay reason and be articulated as such (try for at least 5 words long). &#039;&#039;&#039;Raids are last resorts to solve conflict&#039;&#039;&#039;- If denied or no response is given, the attacking party must leave or Ahelp if you think the raid request is still valid, but the opposition denied it. &lt;br /&gt;
|Leaders, during a war. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/ceasefire &amp;lt;player&amp;gt;&lt;br /&gt;
|End an active war early by mutual agreement.&lt;br /&gt;
|Leaders of a war. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Admin Commands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background:#141414; color:#d0d0d0; border:1px solid #aa3333; width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px; width:30%;&amp;quot; |Command&lt;br /&gt;
! style=&amp;quot;background:#1a0a0a; color:#dd6666; padding:6px;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/warend &amp;lt;aggressor&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
|Force-end a war between two factions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-family:monospace; color:#ff9999;&amp;quot; |/forcewar &amp;lt;aggressor&amp;gt; &amp;lt;target&amp;gt; [reason]&lt;br /&gt;
|Force-start a war, bypassing cooldowns and rank requirements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;One war per faction at a time&#039;&#039;&#039; - a faction cannot be involved in two simultaneous wars.&lt;br /&gt;
* &#039;&#039;&#039;Only the Leader&#039;&#039;&#039; may declare war or issue a ceasefire. &lt;br /&gt;
* &#039;&#039;&#039;Casus belli is mandatory&#039;&#039;&#039; - you must state a reason for war, and it must be at least 5 words.&lt;br /&gt;
* &#039;&#039;&#039;Auto-ceasefire&#039;&#039;&#039; triggers after 30 minutes of active combat regardless of the battlefield situation.&lt;br /&gt;
* Wars are &#039;&#039;&#039;broadcast server-wide&#039;&#039;&#039; - all players see war declarations, pending phases, and ceasefires.&lt;/div&gt;</summary>
		<author><name>Inkedmotherfly</name></author>
	</entry>
</feed>