Home / Rules / R.A.I.D. SYSTEM



The R.A.I.D. SYSTEM is a unique, storytelling system designed to provide unique storytelling opportunities between factions, allowing factions to fight for and control territories in a fair yet fun and interesting way. While we do seek to be fair, this fairness does not equate to balance, as we believe balance inherently ruins interesting developments during faction conflict, and thus, the rules and system described below will provide a fair, yet imbalanced way for factions to interact, regardless of their faction size.




In Fallout: New Orleans, factions always have something to control, something to covet, and something to spend. To this end, each faction will have a Controlling Interest, Assets, and Resources. Each of these will be utilized by the R.A.I.D. System to provide interesting and unique storytelling elements as well as provide for a fair way for factions to interact and conflict with one another.


Controlling Interests

Each faction will have what is called a Controlling Interest. This can be anything from a critical asset, a critical resource, or critical location and will always be a tangible thing a character can interact with. These Controlling Interests are usually of great importance and tend to provide a usage not only to the controlling faction, but the surrounding area as well.

Each Controlling Interest will always be located in the same place or area and will always be considered public knowledge, meaning the faction that controls the territory, owns that Controlling Interest and may do with it as they please [Within reason and with relevant roleplay.] Controlling Interests, however, cannot be destroyed, as this would remove value from a territory.


All factions will have assets, tangible items or objects a character can interact with that provide a bonus, boon, or potential for the faction. These assets can and will include anything of exceptional value. All factions will begin with a small number of assets dependent on their location, base of operations, and initial story and more can be acquired via Raids, Scenarios, and Quests.

Just like Controlling Interests, Assets can change hands dependent on controlled territory, but also via roleplay such as quests, scenarios, trade, theft, and loaning. Unlike Controlling Interests, Assets can be destroyed and are not considered readily public knowledge, with only the Faction Lead [And whoever they share said knowledge with], knowing exactly what their Faction has.

Anything in the following categories will always be counted as Assets:

  • Vehicles – Any working vehicle that can traverse terrain, including boats, cars, apcs, tanks, motorcycles, and vertibirds.
  • Emplaced Defences – Any working Turrets, Walls, and Traps.
  • Power Armor – Any working, useable Power Armor that a character of that Faction CAN use. [Has the Power Armor Training Perk]
  • Artifacts – Any working device, weapon, or item that provides a use or holds significant value, such as one-of-a-kind weapons, technology, or [ continue here]
  • NPC’s – Any non playable character that provides a service or function such as guards, robots, animals, and people.


Just like Controlling Interests and Assets, each sim will also possess what are called Resources. Unlike those two, though, Resources are considered intangible, something a character cannot directly interact with. Resources are used to track the relative wealth and health of the Faction, as well as provide a measure of cost when a Faction decides to Raid or take an action against another Faction. Resources will NEVER be considered readily public knowledge and only the Faction Leads and Staff will be aware of them.

Resources will fall into the following six categories:

  • Food – Total amount of stockpiled food.
  • Water – Total amount of stockpiled drinkable water.
  • Energy – Total amount of usable energy.
  • Supplies – Total amount of stockpiled general supplies.
  • Ammo – Total amount of stockpiled ammunition.
  • Caps – Total amount of stockpiled caps.

Resources are counted by Units of 1, with each Unit being considered the size of a standard wooden shipping crate of four square feet. Some actions that a Faction can take will always have a flat Resource Cost, whereas other actions may have a variable costs, which are as follows:

  • Faction Raid – Flat Cost – 25 Ammo Units, 25 Supplies Units, 25 Caps Units
  • Faction Defense – Flat Cost – 15 Ammo Units, 15 Supplies Units, 15 Caps Units
  • Faction Retaliation – Flat Cost – 10 Ammo Units, 10 Supplies Units, 10 Caps Units.
  • Faction Scenarios – Variable Cost – Dependent on the success or failure of the scenario provided by the Overseeing GM/Storyteller.
  • Faction Espionage – Flat + Variable Cost – 20 Supplies Units, 20 Caps Units [Flat], other costs dependent on success or failure of scenarios provided by the Overseeing GM/Storyteller. [TBD]



In Fallout: New Orleans, war is always a constant. Factions vying for power and control over territory and resources. To simulate this, we will be utilizing a Faction Warfare system that will provide fun and fairness as well as ample storytelling opportunities for the factions.


Faction Espionage


Faction Raids

Any faction can host a raid against another faction, but must first follow a set of simple rules before they can carry out a raid. These rules are meant to make things fair for all factions involved and provide interesting challenges and storytelling opportunities.

  1. The Raiding Faction Lead must send in a Raid Submission located under the Submissions Tab on the website. This form will include questions such as reason for raiding, expected rewards if successful, expected consequences if failed, total resources and assets the faction has, and number of attackers the faction will field. If accepted, an unaffiliated GM or Storyteller will get in contact with the Raiding Faction Lead and Defending Faction Lead, where the Defending Faction Lead will submit the number of defenders they will field. After each faction has submitted their numbers, no new numbers may be added for the duration of the Raid [Unless specified below.]
    • Any Faction may raid another Faction with a fitting reason. While this is the case, some factions are not the type to raid, this means that if they are raided, they may be unable to retaliate. If a faction that is not capable of defending themselves or retaliating is raided, they may be allowed to choose a faction that they are allied with to carry out this defense or retaliation with some caveats, which are as follows:
      • The Defending Faction must have at least one member of their faction involved in the defense [Usually the Faction Lead]
      • The Allied Faction must follow the directives and choices made by the Defending Faction Lead.
      • The Allied Faction may not have more numbers than the Raiding Faction, not including the Defending Faction numbers.
      • The Allied Faction must suffer the consequences of a loss if the Defending Faction loses a Raid.
      • The Allied Faction must split the rewards with the Defending Faction if they win a Raid.
    • Faction Raids can be refused for a multitude of reasons, they are as follows:
      • Lack of Resources – The Raiding Faction must have at least 25 points in at least 3 of the 5 Resources to be able to raid. If the Raiding Faction has less than this, they will be refused unless they can give a compelling reason as to why they should be allowed.
      • Not Enough Defenders – If the Defending Faction cannot provide enough defenders, the Raid will be refused or postponed until the Defending Faction can up their numbers. The Defending faction must have at least half as many Defenders as Attackers.
      • Lack Valid Reasoning – If the faction lacks a valid reason to raid their chosen faction, it may be refused unless a compelling reason is made.
  2. Once a Raid Submission has been sent in and accepted, and numbers decided, both factions will be granted three days to Prepare. During this time, the GM or Storyteller in charge of overseeing the Raid will create one scenario per day per faction, with these scenarios either providing a boon or a bane dependent on the number of attackers and defenders each Faction has allotted for the Raid as well as applying a Resource Cost dependent on the outcome of the scenarios. These scenarios are meant to be roleplayed out and can be as simple or as complex as the overseeing GM or Storyteller desires. The purpose of these scenarios are to provide balance and interesting challenges for the Raid and create unique storytelling opportunities for the involved factions.
    • Scenarios will always be used to create balance where numbers are an imbalance. We will be avoiding a required 1:1 Attacker/Defender balance. Dependent on the numbers of Attackers and Defenders, the Faction with the higher number will always receive more Scenarios that may give them a Bane during the Raid, and the Faction with the lower number will always receive more scenarios that may give them a Boon during the Raid.
  3. Once the three days are up, the overseeing GM or Storyteller will then apply all Banes and Boons achieved during Preparation as well as subtract all Resource Costs accumulated from each Faction’s Assets. They will then host a brief meeting between the two Faction Leads to settle on initial Raid set up where each Faction will be allowed one final bonus dependent on Location, Natural/Pre-Built Defenses, and Tactical Choices made. Once all has been decided, the Raid will commence.
  4. During a Raid, the overseeing GM or Storyteller will referee the combat and actions taken, and may include additional scenarios to each side in an effort to create situations and challenges as the Raid proceeds.
    • The overseeing GM or Storyteller will always be required to provide a scenario to each side if they choose to do this to be fair to the involved factions at a 1:1 rate.
  5. A Raid only ends when one of these situations are achieved:
    • The Defending Faction is Defeated by Incapacitation. [All Defending numbers have had their HP reduced to 0.]
    • The Defending Faction is Defeated by Capture. [All Defending numbers have been captured and held by the Attacking Faction.]
    • The Defending Faction is Defeated by Incapacitation and Capture. [All Defending numbers have had their HP reduced to 0 and/or captured and held by the Attacking Faction.]
    • The Defending Faction Surrenders.
    • The Attacking Faction is Defeated by Incapacitation. [All Attacking numbers have had their HP reduced to 0.]
    • The Attacking Faction is Defeated by Capture. [All Attacking numbers have been captured and held by the Attacking Faction.]
    • The Attacking Faction is Defeated by Incapacitation and Capture. [All Attacking numbers have had their HP reduced to 0 and/or captured and held by the Defending Faction.]
    • The Attacking Faction Surrenders.
    • Both Factions end in a Stalemate. [Both Faction numbers have had their numbers HP reduced to 0 or have been captured and held by the opposing faction.]
  6. Upon conclusion of the Raid, the victors are then free to claim their rewards, be it captured numbers [Limited to 2 max], loot and resources, and possibly even territory. While the victor may choose the spoils, any reward is ultimately up to the overseeing GM or Storytelling depending on the outcome of the Raid.
    • If the Raiding Faction loses, they must suffer the consequences of their actions, be it captured members, lost gear and resources, or the death of a character [Left up to the player and the overseeing GM or Storyteller]. Along with this, the victorious Defending Faction is granted one day to prepare for Retaliation against the Raiding Faction where each Faction will follow the same rules as if it were a raid, but with only one day instead of three to prepare and the Retaliating Faction will receive a Retaliation Boon.
  7. Once a Raid and subsequent Retaliation [If taken] are complete, those two factions have a strict No Raid Policy against one another for a total of 3 weeks. The two factions may still interact, carry out roleplay, and otherwise be involved with one another, but cannot raid one another for the duration. The two factions MAY submit Raid Submissions against other Factions if they so desire.



In the R.A.I.D. SYSTEM, nearly every faction has a territory they control. While some may be shared, the majority each have their own territory that they may utilize and patrol, and must protect. Along with this, there are neutral territories factions can claim, allowing a faction to expand their hold on the zones and exert their influence and power.


Neutral Territory Claiming

For a faction to claim neutral territory, the faction must first contact a GM and inform them of their intention and then do one of the following:

  • Presence/Show of Force – Having a number of one’s faction hold a presence and make a show of force in a neutral territory until a week of uncontested control has passed.
  • Tagging – Marking a ‘Tag Zone’ with the faction symbol, name, or sign until a week of uncontested control has passed.
  • Contested – If two factions send a show of force into a neutral territory, or claim ‘Tag Zones’, both factions may fight out, with the victor claiming the territory.

Once a faction has claimed a territory, that territory cannot be raided or contested by another faction for one week from the date of claiming and will receive a number of costs and benefits as follows:

  • Resource Cost – 25 Caps Units.
  • Resource Gain – Receive 25 Units of 2 Resources based on the territory claimed.
  • Assets – Receive 1 Asset based on the territory claimed.

Faction Territory Claiming

For a faction to claim Faction Controlled Territory, a faction must host at least 1 Successful Raid against the Controlling Faction within that territory. Once claimed, it cannot be raided or contested for one week and gain the following:

  • Resource Gain – Receive 25 Units of 2 Resources based on the territory claimed.
  • Assets – Receive 1 Asset based on the territory claimed.

Faction Home Turf Claiming

Unlike Neutral and Faction Territory Claiming, Faction Home Turf Claiming operates a little differently. Instead of the faction fully taking over the area, they can instead claim two of the following on top of the normal rewards for a successful Raid:

  • Claim Resources – The victorious raiding faction can claim up to half of 2 of the defending faction’s Resources of their choice.
  • Claim Assets – The victorious raiding faction can claim up to 2 Assets owned by the defending faction. [MUST be public knowledge or knowledge held by the Faction Lead]
  • Assert Influence – The victorious raiding faction can assert influence over the defending faction’s Controlling Interest, dictating how it can be used for a week’s time.
  • Claim Faction Territory – The victorious raiding faction can choose to claim one of the defending faction’s controlled territories. [Does not include home turf.]
  • Tax and Tribute – The victorious raiding faction can require the defending faction to pay them a Tax and Tribute of 50 Units of a Resource of their choice per week for a month.