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STATE ZERO | Wolves of Atlano

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cl0ud

Senior Member
State Zero - The Wolves of Atlani.png

  • Map - The Wolves of Atlani.png


Missile Silo Outside Anvik.png
"Missile Silo Outside Anvik"
Marooned. Betrayed. Forsaken. These are all very accurate words to describe Unit 027 in the Anvik Garrison. After the August Broadcast, Unit 027 was left fending for themselves against the mounting number of infected in the heart of the city. With rations and ammunition running low, Unit 027 made a push out to the street and hopped in their humvee. With what fuel they had left in the tank, they rushed out of Anvik, towards the northeast. Just on the outskirts of the city, the humvee ran out of fuel. They walked on foot for kilos after kilos until the bottoms of their boots wore thin. Finally, as their morale began to dwindle and the days became longer, they found sanctuary. It's ironic, because the "sanctuary" they found was what caused the war.

Your group had wandered off in a random direction and stumbled upon a bunker entrance into a hill. As you inspected the area more, you found the opening of the nuclear missile silo that started of the Sumorciese-Atlani war. Desperate for food and shelter, you didn't think twice about settling into the retired missile silo. The remaining rations in the silo lasted the group about a week, giving you time to seal up the hole above and to secure the entrance to the silo. Shortly after you began to settle in though, you discovered that you didn't have any more stored food to sustain yourselves. Raiding suburbs outside of Anvik, your group found equipment for a hydroponic farm and seeds that could grow in said farm.

Over the course of the next few years, random traders and people leaving Sentinel began to join your group. Although, due to your remote area, you haven't gained many new members since you and your group moved into the silo. Although, you were able to recover the humvee you had left behind previously with the fuel reserves left in the silo and were able to find a sedan during one of your scavenging hunts in a nearby suburb. The communications equipment in the silo also proved very useful, with the ability to contact any country in the world when tuned to the right frequency. You used this to advertise your group for a short while until you encountered a group of raiders who attempted to shut down the entire operation. Luckily, your group prevailed, but at the expense of many lives.

Your survivors are ill-equipped and your armory is nothing more than a cardboard box of munitions and some guns. Although, you have been able to sustain yourself with the hydroponic farm and you have plenty of room in the dormitories to sustain your group size at the moment. Although, you suspect the entire silo has a max capacity of 30, allowing you to let 8 more members in before it starts to become crammed. Your location has deemed you unlucky as there are no trees nearby, but the silo has plenty of rusting metal that can be used to construct structures and defenses in the future.
 
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Lt. Wolff considered the situation. They were pretty well hidden in a remote area north of Anvik and the base was rather defensive. However, the fact remained that no one would really come out to this area unless they were really lost or searching for the bunker. Regardless, staying hidden was their best safety. A lot of work would go into camouflaging the bunker entrance. He ordered one of his squad members (Plowe) to take lead on that project with 8 militiamen. He also asked another squad member (Koesterer) to begin training the 9 recruits to get them combat ready. They had a spare service rifle that he could use to teach the recruits on how to handle guns. In the meantime, Lothar and the rest of his squad would take the humvee to the outskirts of Anvik/the suburbs for another scavenging run. He knew that supplies were slowly running out in the area. But for now, safety was the number one priority. He had plans to potentially set up ambushes on the road for any supply convoys to the invading forces in Anvik, but that was a risky venture that they would need to prepare for.

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Summary:

Plowe takes the lead on the project to camouflage the bunker entrance with all the militia. They have access to whatever tools they need.

Koesterer trains the recruits to get them up to par.

Lt. Wolff and the last two of his squad take the humvee to do a quick scavenging run in the suburbs of Anvik.
 
The team works on camouflaging the entrance. Although, it doesn't take much because of the small size of the entrance. Essentially they pour more dirt on the top of the tunnel and some camouflage netting to cover the actual hole in the tunnel.

Koesterer begins teaching the recruits on how to handle a weapon, how it functions, and how to clean it. His intuition tells him that he should also train the recruits with the pistols, though, so their understanding is diversified.

You and your two companions drive out to the suburbs and begin to scavenge.


apocalypse3.jpg

M O R R I C E _ S U B U R B
You and your companions travel to the Morrice Suburb, a place familiar to your group, as you frequently come here for loot. You scavenge through the homes for a few hours and come up with a list of everything of relevance that you find. You can either discard some items that you don't want or return to the silo with all that you have.

Scavenging Run 001 - MorriceSuburb_Wolves.png
 
Deciding to bring everything back, the humvee with the three men returned to base. Once back, they saw the quick work done to hide the entrance of the base. It would be good enough for now. With the new fertilizer, work would be done on the farm. They had a stable supply of food at the very least, which should be used. The militia were put on this task to tend to the farm. The recruits would continue their training under the supervision of Koesterer. Finally, with four men left, Lt. Wolff made the call to venture deeper into Anvik this time. They had been there a few times before and noticed that the Republic soldiers were largely occupying the government buildings and various outposts. They would avoid these areas as much as they could as they would likely draw in the undead. The city would hopefully provide the men with more crucial supplies, like weapons and munitions.

Summary:
8 militiamen work on the farm, using the fertilizer to help grow the crops

Koesterer and the 9 recruits continue their training.

Remaining 4 squad members take the humvee to Anvik, avoiding the areas where the Republic have a permanent presence.
 
The trip from Morrice back to base in the humvee consumed 1/2 fuel.

Your survivors mix the fertilizer with the soil. This hastens to growth of the plants. You will receive additional food from your harvest in 3 days instead of the prior, which would've been 5 to 8 days.

The recruits studying with Koesterer watch attentively.

You and four other of your survivors hop into the humvee and drive to Anvik. On the drive, Hank Delamotte warns you that Anvik is still crawling with infected and to be careful while exploring.

City of Anvik.png
T H E _ C I T Y _ O F _ A N V I K
You and your escorts carefully navigate throughout Anvik, silently cutting down infected whenever you encountered them. Your small squad walks into a club from the back end, hoping to find alcohol and some batteries. As you walk in, an infected stumbles from somewhere in the back and grabs Lincoln Plowe. Taken off guard by the infected, it bites into his shoulder, drawing blood. He screams but then dispatches the infected with his combat knife. Lincoln's screams attract more of the infected that are outside of the backroom. One of them begins to pound on the door.

Night Club Map.PNG
 
Lothar orders one of the men to barricade the door and make sure that none of the infected get in while the rest of the squad clears and searches the backroom and office for supplies. He then walks to Plowe and calmly asks him to drop his weapons so that he could be restrained and gagged in the event he turns. If he was lucky, then he might not be infected. Regardless, they weren't taking many risks and sought to restrain and gag him. Then they were going to leave asap. Clearly, the city was still swarming with infected. They had to figure out how to draw them away from supplies.
 
One of the men rushes to the door, barricading it with his body. The other two rampantly look through drawers and desks, looking for anything useful.

"I'm not infected! Please! I swear! Please! Please! Please!" Plowe screams, tears streaming down his face, his arm clutching his opposite shoulder which is gushing with blood, his other arm outstretched, his palm up. Despite his cries, you rip off the clothes of the dead infected and wrap his arms and legs into one bind. As you forcefully move his arm into position, more blood squirts out of it. "Boss please! Please don't leave me!" Plowe screams before you take off his booth, fold his sock, and stick it in his mouth, acting as a gag. Muffled screams full of anguish exit Plowe's body as his crying intensifies and veins begin to pop out of his forehead.

Meanwhile, the other two men found a 9mm pistol, a couple of rounds, and a bottle of alcohol.
 
Lothar calmly but sternly said "Quiet, damn it Private Plowe. We're not going to leave you here. No man left behind. Fuck, for all I know you might be one of those people who might be immune that we hear rumors about. That's why I'm restraining you. If you turn, then you can't do much damage. If you're still alive in 24 hours, then I'll let you free, but you will not compromise this mission. That's why you've gotta stay calm and not put us all at any more risk." as he took the bottle of alcohol and poured a little bit on Plowe's wound to disinfect it. He then ripped off a part of Plowe's shirt and used it as a rudimentary bandage. He then looks at one of the men and says "All right, we're not leaving here empty handed. I want you to see if you can safely get up on the roof of this place, then when you're up there. Throw a brick or a rock at a window across the street and make some noise to draw them towards over there instead. If that works, we are going to quickly run out, grab as many bottles as we can, and bug out of here." as he collects Plowe's weapons.
 
Plowe screams into his gag as you pour the alcohol on his wound. He passes out, most likely because of the pain. One of the others finds a ladder with a hatch that leads to the roof of the building. After a few minutes, you hear a window shatter across the street. After a few tense moments pass, the banging on the door stops. You hear the shuffling of multiple bodies. The operator who went to the roof comes down and reports that the infected are now shambling towards a convenient store opposite of the nightclub.
 
Lt. Wolff nodded and signed to his men to stack up and get ready to silently open the door. After a few silent moment, Lothar orders the door to open so that they can try to sneak into the bar area and start collecting supplies.
 
As you open the door silently, you spot one infected. It's stuck on the bar. Other than that, though, the other infected have left the building.
 
Lothar signals the men to move in to the bar and start clearing it. He would quickly attempt to dispatch the stuck zombie with his combat knife.
 
The infected falls hunched over the bar dead after a quick stab into the brain from your knife. You then begin looting with the rest of your operatives. After a handful of minutes looking through the cabinets and clearing out the taps, you now have a haul of alcohol and some water.
 
With this haul, Lothar orders everyone to fall back. They would start making their way out of the city and then stop when they were in a rural area to monitor Plowe's condition. If he would start turning within a few hours. He would simply be quickly dealt with before the squad returned to base.
 
You and one of your operatives dispatch any infected as you navigate throughout Anvik back to the humvee as the other two carry Plowe, setting him in the back between them. On your drive out of Anvik, Bernard Casey takes inventory of everything that you managed to scavenge from your short trip.

Scavenging Run 002 - Anvik_Wolves.png
When you arrive at the countryside, you check on Plowe's wounds. His skin is cold. The blood loss caused his death. It's unknown yet if he will reanimate, though.
 
Lt. Wolff took measures to ensure that Plowe would not reanimate with his combat knife, and make a quick, shallow, unmarked grave for Plowe with the rest of the squad. They held a few minutes of silence in respect to one of their own who had been with them since the start. However, such losses were... something that they were unfortunately used to. It didn't take long before they got back to the humvee and headed back to the base.
 
You return to the silo. News of the death of Plowe crushes the compound. They knew him well as a very helpful guy, with a bright green thumb, and an overall good energy. As soon as you arrive at the silo, Hank Delamotte storms off to his dorm.

The trip to and back from Anvik consumed two fuel.
It's the evening now.
Morale is low.
 
After this long day, Lothar gave word for everyone to go on r&r so that they would be more collected for when it was daytime. In fact, he gave the thumbs up for a small party in honor of Plowe. (Triple alcohol rations for tonight, bring out the boardgame.) Doing serious things at night was just asking for trouble. The only thing he would have order for is to have two people on guard at the entrance on 4 hour shifts. He also distributed the guns now available to the recruits who do not have a firearm. That said, the low morale was certainly low. He would mess with the radio to see if he could find a channel where there was something going on. Any good news, or hell... maybe there was a channel playing music out there somewhere? Just something to listen to in order to fight off the somber mood.
 
A lot of your survivors take advantage of the alcohol boost. Some of them, once drunk enough, play the board game.

As you flip through the frequencies, you finally find one that produces some audio.

"You've tuned into New Sentinel Radio. Home of the slickest songs and the best beats from the New World. Enjoy," a relaxing, deep voice says over the soundwaves. You have one of your settlers hook up the radio to the intercom system and play music throughout the silo, which boosts the morale somewhat.

Your Group Has Consumed
(21) Rations
(42) Water
(6) Alcohol​
 
Once the new day started, Lothar had more ambitious plans for the group. First... they had no source of water thus he asked around to see if anyone had any idea on digging a well, or maybe making a rain catcher? Second, they had a lot of alcohol... what if they turned some of them into molotov cocktails? The recruits would continue their training, but under Lothar's supervision now. He gave Plowe's carbine, assault pistol, and combat knife to those who needed it. He also distributed the 3 9mm pistols and the spare assault rifle. They would continue to train and drill until they were proper soldiers.

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Orders:
Plans to either make a well or a rain catcher as a source of water
1 Ex-Military, 4 Militia

Plans to make molotov cocktails
1 Ex-Military, 4 Militia

Lothar personally trains the recruits
Lothar, 9 recruits

Monitor/search the radio channels for any transmissions that would be of interest
1 Ex-Military
 
You redistribute the guns in the armory as well as Plowe's former weapons with those who don't have firearms.

a crude incendiary device typically consisting of a bottle filled with flammable liquid and with a means of ignition
1 Fuel + 1 Rag
50 Production

Regarding your water issue, your think-tank comes up with the following idea; there are water towers on top of apartment buildings in Anvik. So, just take the water from those towers and bottle them and then bring them back to the compound. There has to be enough water in them to last the compound for years.

Bernard Casey flips through the frequencies in the radio room, trying to find something useful.
 
With the current supplies of fuel, Lothar thought against making petrol bombs for now. However, they had one thing that was abundant. Scrap metal. Everyone should have access to a firearm, but more importantly a good melee weapon to silently deal with infected. Thus, he put the militiamen in charge of collecting scrap metal around the silo and turning them into rudimentary machetes. He also planned an ambitious expedition. All the recruits except for Venita Bailey, would join the soldiers in an expedition to the south west. They were to travel to the dirt path and find a place to set up a good ambush. The plan was to find a location that would provide the ambushers with some cover like a rocky hill by the road. Then, using shovels and pickaxes, dig a deep hole in the road and then camouflage it to force vehicles to stop when they ran over it. Once the vehicle stopped, the men would open fire once the occupants left their vehicle to try to figure out what happened. They were targeting supply trucks and things of that nature from Eitizen going to Anvik to supply the invaders. There was still a war going on, and Lt. Wolff had a bone to pick with the Republic soldiers. There were too many at Anvik to fight directly... but Lt. Wolff planned to starve them and fight using guerilla tactics by attacking their lifeblood, supply trucks.

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Summary:

2 Recruits and 8 militia begin collecting scrap metal around the silo and make rudimentary machetes (or melee weapons in general). They have access to whatever tools available.

4 Ex-Military and 6 Recruits head to the south west with humvee, sedan, shovels, and pickaxes to set up an ambush on Sumorcise vehicles travelling between Anvik and Eitizen. They will also have all 10 frag grenades with them.
 
You set your settlers off to strip nonessential parts from the silo and somehow fashion them into machetes.

You load 6 settlers into the humvee and four into the sedan and head towards the road that connects Anvik and Eitzen. After awhile on the road, you deem your spot suitable. The road went between two small hills that was also lined with bushes, which would provide plenty of cover for the assailants. Your settlers park the vehicles behind the hills and then settle themselves in the bushes and on and around the hill.
 
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