Post-Apocalyptic · Empire Builder

New World Order

"The republic won the dam. Nobody won the Mojave. That's about to change."

The Dam Fell. The Mojave Bled.

The Mojave stretches out like a corpse. Hot, dry, full of things that want to kill you. The republic won the dam six months ago and immediately discovered that winning is harder than fighting. Their supply lines are bleeding. Their soldiers are tired. And the Legion — broken, fractured, pushed east — is already regrouping in the dark.

Somewhere under the sand, eighteen pre-war facilities sit untouched. Twelve Enclave military bunkers loaded with weapons technology that would make the republic weep. Six corporate vaults hiding manufacturing blueprints, AI networks, and secrets worth killing for. You're not the only one digging.

You just arrived. You need caps. The republic needs guns for hire. It sounds like a simple arrangement — take contracts, clear threats, collect payment. But the first bunker you crack open changes everything. Suddenly you're not just a hired gun. You're a player in a race that will decide who controls the Mojave.

Start as a nobody with a dog and a gun. End as whatever the Mojave needs you to be — or whatever you decide it deserves.

Choose Your Path

New World Order offers two starting paths. Play as the Ghoul — a pre-war legend with built-in companions and secrets buried in corporate vaults. Or build a custom survivor from scratch, recruiting your crew and earning every advantage the hard way.

The Ghoul

Two hundred years of radiation, murder, and bottle caps haven't dulled his edge. A pre-war actor who woke up in the apocalypse and decided to keep working — as a bounty hunter. Duster coat, cowboy hat, lever-action rifle. He arrived from California with a vault dweller named Lucy who still believes in people, and a dog who doesn't care either way. The Mojave's power brokers see a useful contractor. The pre-war AIs buried in corporate vaults might see something else entirely.

Your Crew

Lucy
Vault Dweller

An earnest believer in the golden rule, walking through a world that burned the rulebook. She'll challenge your worst instincts and occasionally be right.

The Sniper
NCR Marksman

Lost his wife to Legion raiders. Now he watches the wasteland through a scope, waiting for targets that deserve what's coming. Stoic, deadly, and carrying more grief than ammunition.

The Scribe
Brotherhood Scholar

Power fist, hooded robes, and an idealist streak that her Brotherhood superiors find inconvenient. She believes technology should help people. The Brotherhood disagrees.

The Mechanic
Ghoul Gunslinger

A pre-war vaquero who's been fixing things and shooting things for two centuries. His sarcasm is older than most buildings. Still the fastest draw in the Mojave.

Grandma
Nightkin Warrior

A super mutant with a split personality, a stealth field, and a genuine desire to be a good grandmother. The voices in her head have opinions about your leadership style.

The AI
Dark Path

A smooth-talking Enclave artificial intelligence with a genocidal subroutine and excellent negotiation skills. It wants to help you rule the Mojave. Its definition of "help" should concern you.

How It Plays

☢️
DOMINION Meter Your influence over the Mojave, tracked from 0 to 100. Not a moral compass — a power gauge. Rise from Nobody to Ruler through conquest, diplomacy, or sheer audacity. Every faction watches your number.
🏚️
Bunker Tech Race Eighteen pre-war facilities hidden under the desert. You and your enemies are racing to crack them open. Each bunker you secure upgrades your arsenal and manufacturing. Each one they find upgrades theirs. Ignore the race and the Legion gets laser rifles.
🌍
Living World Sandbox Acts 1-2 guide you in. Acts 3-5 cut you loose. The wasteland generates threats, opportunities, and faction crises every ten days. Build factories, run trade routes, command armies, sell weapons to allies — or enemies. Your empire, your rules.
⚔️
SWADE Combat Savage Worlds Adventure Edition powers every fight — from back-alley ambushes to full-scale sieges. Trait dice, wild dice, playing card initiative, and bennies for when the plan goes sideways. Vehicle tactical combat and multi-front warfare in the late game.

At a Glance

Core System SWADE
Core Meter DOMINION (0-100)
Structure 5 Acts · 6 Endings
Companions 11 Recruitable
Tone Tactical Swagger
Playtime 100+ Hours

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