
SUMMARY:
Each player takes control of one of several communities of survivors, attempting to eke out life in a barren and desolate wasteland. The earth, having been devastated by nuclear war over a century ago, is covered in deserts, poison air, shattered battlegrounds, and ruined cities. Human life is almost extinct.
Players select their forces from one of three factions – Shelter Dwellers, Waste Nomads, or Cultists. Each faction plays differently from another, and each has access to different forces, structures, and technologies.
FACTIONS:
Shelter Dwellers: are technologically advanced, have access to the greatest potential resources and equipment, and possess well trained scientists and soldiers. These are the representatives of governments, scientists, and wealthy corporations which fled to survive below ground, while all those above were left to die. Having only just emerged from over a century of isolation, they lack any practical experience, have small populations, and are viewed with envy and suspicion by the peoples of the waste.
Waste Nomads: are adept at survival, and are experts at exploration and scrounging for materials with which to survive on and use. The Waste Nomads are a disparate bunch of men and women; people who have grown accustomed to an unforgiving world in which death is more of a constant than life. They often travel widely, and many have no fixed abode. They have a propensity for adapting old technologies and cannibalising whatever they find for some use. Their forces are excellent at staging raids and ambushes, though they have little ability to fight protracted battles.
Cultists: are fanatical survivors who have banded around a religious or ideological concept. Their fervour has reached a point where their beliefs dominate their entire purpose. People of the waste flock to cult leaders. In the days beyond the apocalypse, religious belief once more seized hold of the imaginations of the unwary. Cultists have high populations of fanatical followers. They compensate for their low technology with dogged-determination and ferocity. Though mostly untrained, their followers have an almost unbreakable morale in battle. They are good at surviving, and excellent at converting others to their cause.
GAMEPLAY:
The game is played in turns. Players submit their orders to the GM via PM, and the GM processes all events and encounters. There is no currency system in Borderlands. Players instead have access to five key resources: Supplies, Scrap, Fuel, Armaments, and People. Resources are finite, and must be acquired from the waste, or other factions. Resources are spent to feed a player’s populations, to move them, to construct or recruit new elements, and to do almost any action in the game.
Furthermore, players have a limit to the amount of things they can do in a turn. Due to the problems of communication in a vast and hostile environment lacking an infrastructure, carrying out orders beyond a player’s base are limited. Players can issue as many orders as they wish for the home base. Players can only issue up to 3 orders for any action either ending, or originating beyond the home base. This can change due to access to technologies, settlements, characters and so on.
ORDER TYPES:
There are a number of basic orders which a player can carry out in a turn, each of which will be detailed in its own section later. These are: Movement and Exploration; Construction or Recruitment; Diplomacy (with NPC settlements and factions); Research; and Manufacture. Every order has a basic requirement which needs to be fulfilled to be able to attempt it. For example, a Cultist player wishes to recruit a squad of militia – they must have three things to do so: a settlement, a unit of population, and a unit of armaments.