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- Name: Bellomos
- Race: Human Tribals
- Color: Black or Dark Grey
- Fluff: Some humans of course survived, obviously. Not all of them made it to shelters, but at least got far enough away that the effects of the bombs were highly reduced. This sadly came with the downside of having to survive all the other after effects. They soon turned to raiding and pillaging the dead cities, staying as safe as they could, moving quickly and not stopping until they got back to their base.
- They soon came to have a semi-deific worship of vehicles, as those are what kept them alive during the Harsh Times. They live in caves, scavenging and raiding for what they need, working to shore up the just starting farms at home. A sizable populous of the Warboys are rather crazy, (one could say Kami-crazy) fight addicted bezerkers, obsessed with 'dying historic' and making it to their version of Vahalla.
- Government Type: Dictatorship/Empire, run by the Immortan, a man said to have seen the bombs originally fall.
- Economy Type: Traditional, focused on car parts
- Religion [if any]: Death in Battle, Valhalla, corrupted Norse myths.
- Population: [240] [+7.8/turn]
- Food: [Good]
- Raw Currency: [585.8] [+20.6/turn]
- Legitimacy: [Good]
- Culture: [19.5] [+.5/turn]
- Industry: [18]
- Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]; [WNN Relay]; [Faceless Joe's Pawnshop (trading post)]; [Herkule's Dam (Hydroelectric Dam), +.5 Electricity/turn] [Recycling Center to be named]; [Bank Branch, Commune][Vehicle Factory: -.7/turn Electricity, -1/turn Scrap][Weapon Factory: unpowered] [Road Network>NFC]
- Defenses:
- Bellomean Foot Patrols and Wall [Medium]
- Integrated Defense Network [Large][Bombard:3]
- Electrified fencing [Medium]
- Military Units: [Unit Cap: 9]
- 1 V8 Platoon [x8][Mot][Quick]
- Imperator Rosa, Champion [x5][Resilient][Witness]
- Imperator Death [x7|Resilient|Unique|Terror]
- 1 MurdeRV Fleet [x20][Mot][Troop][Quick]
- 1 Junkyard Rod Squad [x12][Mot]
- 1 Wasteland Enforcers[x15][Inf][Tough]
- 1 Recon Platoon [x15|Scout]
- 1 Hellraiser Motor Squad [x15|Mot|Quick]
- 1 Mobile Air Suppression Buggy [x4|Mot|AA:4]
- Resources/Quantity:
- [Ammo:9][+1/turn]
- [Small Arms:3]
- [Broken Vehicles:0]
- [Fuel:23][+1/turn][-.4/turn from Electricity Gen]
- [Volkswagons:0]
- [Electricity:21.8][+1.2/turn][-.2 Electricity/turn from Ammo Gen][-.7/turn Vehicle Plant][+2 from Nuclear Plant]
- [Ruined Vehicles:3][+.0/turn]
- [LAV:2]
- [Scrap:22][+1.5/turn][-1.2 scrap/turn from Ammo Gen/Vehicle Plant][Income stabilized, no loss no gain]
- [Water:41][+1/turn]
- [RVs:13][+.3/turn]
- [Ruined Helicopters:2]
- [Mothballed A10s:1]
- [Corn:10.8] [+.2/turn]
- [Wrecked Vehicles: 14.4] [+.4/turn]
- [Dusty Tanks:2]
- [Wrecked Alien Saucer:1]
- [Nanopaste:1]
- [Light Vehicle: 5] [+.8/turn, costs 2 scrap/turn and .5 electricity/turn]
- [Chinese Unexploded Cobalt Bomb:1]
- [Nuclear Plant, Small];
- [Deactivated Drone-Mecha:1]
- Technology:
- [Tools V] [Automotive Specialization I: +4 to Motorized Rolls]
- [Vehicles V] [Vehicle Emphasis: +2 to normal vehicle fabrication]
- [Mechanics IV]
- [Ultramodern Firearms IV]
- [Religion III]
- [Counter Espionage III]
- [Pioneering III]
- [Standing Armies III]
- [Aeronautics III]
- [Bureaucracy II]
- [Bombard II]
- [Power II]
- [Refining II]
- [Hydrology II]
- [Militias II]
- [Industry II]
- [Mobility Warfare II]
- [Mobilization II]
- [Recycling II]
- [Engines II] [Can spend 3/scrap and 3/currency to brand 1 motorized unit with [quick], repeatable]
- [Anti-Air I]
- [Raiding I]
- [Defense I]
- [Scavenging I]
- [Hydroponics I]
- [Communications I]
- [Body Armor I]
- [Vehicle Armor I]
- [Heating I]
- Trade Routes:
- Commune [Medium:+2 currency/turn; +.5 culture/turn];
- NFC [Medium: +2 currency/turn; +2 industry]
- Clankers [Medium; +2 currency/turn; +2 industry]
- Tsardom [Large: +3/currency/turn; +2 industry]
- Cities: Denver, Colorado [Rebuilt]; Bartertown; Salt Lake City [Ruined]
- Territory: 70
- Bonuses:
- 1. Mechanically Gifted: You have an easier time making, fixing, or upgrading vehicles. You get a +10 to a single roll per turn to such actions. You might also get bonus units on high rolls.
- 2. Postmodern Blight: Every time you expand, you gain an additional 2 hexes (total of 6 hexes per successful expansion). This does not impact resource allocation dice. Expansion is also slightly easier for you generally.
- Eccentricity:
- 1. Oppressive: Occupations are generally complicated for you. Roll 1d100 per turn of occupation to figure out how badly the administration is handling things. MEDIOCRE!
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