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Dispatch → Factbook → Military
The Horsemen of the Apocalypse: N-Day 12

“We impose order on the chaos of faction evolution. You exist because we allow it, and you will end because we demand it.”
-
The Stalker when asked the purpose of the Horsemen of the Apocalypse.The non-aggression pact, the shameless megafaction, the backroom agreement, these are the tools of cowards and weaklings. True glory rests in the hands of those who succeed on their own merits. Strength is the only currency accepted by The Atom, and only the strong will prosper on N-Day. The Horsemen of the Apocalypse are the greatest faction in N-Day history, that is a simple fact, the highest score ever, the highest faction population ever, the most nukes ever, the most shields ever, the only faction to ever finish at #1 with no radiation, our accolades are limitless, our abilities are peerless. You all know who we are, and you know what we're about. If you wish to free yourself from the shackles placed upon you by bickering cowards and sycophants then seek us out. The ability to choose what is destroyed, when, and in what manner is the exclusive prerogative of the powerful, following the weak will only lead to you being counted among the vanquished.
RP aside, we dominated last N-day, claiming the top 10 faction ranks in the name of the Apocalypse, and we're going to win again this time even if it requires us to actually try a little. If you want to be in the #1 faction then join us, accept no substitutes.
If you want to flex on all the other nerds that play this game join our Discord now and join our faction.
And I heard as it were the noise of thunder, One of the four beasts saying come and see and I saw, and behold...
The Count Down: page=news
It's time my friends, The Horsemen of the Apocalypse ride once again.

Hell, Underworld, The Order of the Grey Wardens, Lily, Glass Gallows, Middle Earth, Hippy Haven, St Abbaddon, and bringers of the apocalypse ride again!
For those who haven't ridden with us before and for those of us in need of a refresher please read over the NS News dispatch here;

OVERVIEW
N-Day is an opportunity for nations to come together and exchange nuclear weapons in a fiery Armageddon of mutually assured destruction.
To Participate
Once registration opens, you can create or join a Faction (the full list of factions can be found here). Nations outside a Faction can't attack or be attacked. You can join a Faction when you're ready and leave when you're not (to stay safe). When joining your first faction you will be assigned a specialty.
Once the event begins, you will begin to accumulate Production. You will now be able to spend Production, fire Nukes and deploy Shields.
Watch your nation automatically generate Production. Use Production to build Nukes and Shield.
Launch Nukes at other nations and use Shields to shoot down Nukes that are launched at you.
Tactics
The simplest way to play N-Day is to join whichever Faction seems most fun and start targeting Nukes at its enemies while shooting down anything incoming.
Faction Bar
Your Faction page's icon bar shows everything you need to know, including who's targeting anyone in your Faction, and who your fellow Faction members are targeting. An example of a Faction page can be found here.

SPECIALTIES
Nations are randomly assigned a specialty when first joining a Faction. You can find yours on the top left of your nation's nukes page.
Military Specialists build Nukes faster: They receive more Nukes when converting Production.
Strategic Specialists build Shield faster: They receive more Shield when converting Production.
Economic Specialists can accumulate more Production: Their production cap is larger than the other specialties.
Cleanup Specialists can clean up radiation: For the a large Production cost, they can remove radiation from any nation in their faction, including those that were previously fully irradiated. They have no Production advantages.
Variable | Value |
Military Specialist Nuke Production Multiplier | 1.5x |
Strategic Specialist Shield Production Multiplier | 1.5x |
Economic Specialist Production Cap Multiplier | 4x |
Cleanup Specialist Heal Cost | 700 Production |
Cleanup Specialist Heal Strength | 5 Radiation |
BASIC MECHANICS
Producing: Step by Step
Navigate to the production tab on your nukes page.
Use your accumulated Production to purchase Nukes or Shields.
Purchased Nukes or Shields will go into your Stockpile.
Attacking: Step by Step
Make sure that you have Nukes to fire in your Stockpile.
On another nation's Nuke page, click/tap the TARGET button and select the number of Nukes to use.
Once Targeted, it takes a few minutes for your Nukes to reach a READY state. Note that your Targeted page is public: All nations can see who is targeting whom.
When your Targeted Nukes are ready, click/tap LAUNCH. You can find a handy list of targeted Nukes on the Targets tab of your nuke page.
Your Nukes are now categorized as Launches for you and Incoming for your target. Launched Nukes take a few minutes to reach their target. When they do, they earn Strikes for you and inflict Radiation on the target, which reduces their rate of Production. This also earns Score for your Faction and reduces the enemy Faction's Score.
If, after while, targeted Nukes remain unlaunched, they will be automatically returned to your Stockpile.
Defending: Step by Step
Make sure that you have Shields in your Stockpile.
Find Launched Nukes to destroy, such as those in the incoming tab of a faction or nation.
Your top priority will likely be any incoming Nukes launched at you. Secondarily, you may wish to target incoming Nukes on anyone in your Faction, and also keep an eye on targeted Nukes that may threaten you or your Faction in the near future.
Click/tap DESTROY to deploy Shields.
The number of Shields required to destroy incoming nukes depends on the relative faction power. If your faction is weaker, one Shield will destroy more than one Nuke.
You may also destroy Nukes that are inbound for Factions other than your own, but the number of Shields required to do so is affected by a cross-faction shielding penalty and is not affected by relative faction power.
Shields may be contributed to the faction Shieldbank, which will deploy them automatically, but with a lower efficiency than a human.
Cleaning up Radiation: Step by Step
NOTE: This feature is only available to Cleanup Specialists
Ensure that you have the neccessary Production accumulated.
Navigate to the Radiation page of the nation that you wish to clean up. It must be in the same Faction as your own nation!
Press the HEAL button to heal the nation.
Generally, it is ill-advised to heal nations that are not fully destroyed, as their radiation will decay naturally over time, the size of the healing is quite small, and the cost is rather steep. In most cases, the best use of the heal is on DESTROYED nations, which will not heal naturally.
Strategy
Strategically, it may be wise to avoid attacks on nations or Factions until you are confident of obliterating them, since this eliminates the possibility of counter-attack. Smaller-scale attacks, which damage but don't destroy an enemy, can lead to an escalating series of grudge-related nuclear exchanges.
On the other hand, targeting an enemy can be an effective warning. And it takes Nukes 10 minutes to be ready to launch, so you can't leave it too late.
Scoring
Each Nuke that reaches a target causes Radiation damage, which reduces the target's rate of Production generation and counts as a Strike for the attacker.
Duration
N-Day lasts for 24 hours, after which point, an Arms Control Agreement means that no Nukes can be launched. (In-flight nukes can still land, however.)
The "winner" is the Faction with the highest score; if, that is, nuclear war can be said to have a winner. Which we say it can. It's the Faction with the highest score.
Variable | Value |
Minimum Targettable Nukes | 40 |
Time for a Target to become READY | 10 min |
Time for a Launched Nuke to land | 3-5 min |
Time for a Target to time out | 1 hour |
Base Shield efficiency | 1 Shield per 1 Nuke |
Cross-Faction Shielding Penalty | 1.7x |
FACTIONS
Once registration opens, Factions can be founded by a Regional Officer of any region. Any and all Regional Officers of that region can update the Faction's official text to issue instructions to Faction members.
Factions can be made open to all members, or restricted to the region's members only.
You can leave your Faction, which is a good way to stay safe if you're signing off for the night. However, you can only do this if you're not engaged with the enemy! That means:
You must not have any nukes targeted or launched at another nation; and
No nukes can be targeted or incoming on you.
Note that in practice, this can make it challenging to leave a Faction, since you may be frequently targeted.
While outside a Faction, you cannot be targeted, and do not generate any Production. Leaving a Faction will also clear any spare Production that you leave with, but will not affect your Stockpile, so make sure to spend your Production before leaving.
Before joining, it's worth making sure a Faction isn't currently under mass bombardment.
Bikini Atoll and Kicking Faction Members
Bikini Atoll is a special, game-created, faction. It operates as a normal faction, but nations that are kicked from their factions will be transported to Bikini Atoll. All targets on the nation persist. Nations can be kicked from their nuke page, by Regional Officers in the factions founding region. Nations with incoming Nukes cannot be kicked.
WA NATIONS
World Assembly members will accumulate Production 10x faster than non-WA members, and have their Production limits increased by around 3x.
It is allowed to switch WA membership to receive this benefit for different nations, but (as per regular site rules) you are only allowed to have one nation in the WA at a time.
Keep in mind that if your Production is over the non-WA limit when you resign membership on a nation, the Production on that nation will decrease down to the limit (i.e. if you resign with 1000 Production on a non-Econ nation, the Production will drop to 750).
We ask that you refrain from switching WA for N-Day purposes more than once every two minutes. You will not be punished for this, but it is against the spirit of this change to the event mechanics.
PRODUCTION
Nations automatically generate Production every tick. The current tick rate is one per 2 minutes. Production can be spent on Nukes, Shields or Healing other nations (Cleanup Specialists only).
Production Rates
Nation Type | Production per Tick | Production Cap |
Non-WA | 15 | 750 |
WA | 150 | 2500 |
Cost of Producing
Specialisation | Production per Nuke | Production Per Shield |
Military | 2 | 6 |
Strategic | 3 | 4 |
Econ | 3 | 6 |
Cleanup | 3 | 6 |
SHIELD BANK
It is possible to donate shield to the Faction Shield Bank, which will automatically shoot down incoming nukes. This alone will not stop all incoming nukes, however, as the rate at which the Shield Bank shoots down nukes is dependent on the number of incoming nukes and its size.
Variable | Value |
Maximum Shieldbank Size | 65000 |
Shieldbank Deployment per Minute | MAX(MIN(0.15 * FACTION_INCOMING, 0.25 * SHIELD_BANK_SIZE), 200) |
RADIATION
Radiation is generated in a nation when it is struck by a Nuke. The amount of Radiation generated is affected by the relative power of the factions. Weaker factions will receive less Radiation per Strike than the base value.
Radiation proportionately reduces a nation's Production generation rate. For example, if the current Radiation Penalty was 50%, 20% Radiation would reduce Production by 10%.
Radiation naturally decays over time, and can also be healed by a Cleanup Specialist.
When a nation is 100% Radiated, it is destroyed. A destroyed nation is no longer able to Produce, use Nukes or Shields, or Heal, and will not passively decay in Radiation. Only a Cleanup Specialist can 'revive' a destroyed nation.
You can leave a Faction when irradiated, but this does not affect your Faction's score.
Variable | Value |
Base Radiation Generated per Strike | 0.25% Radiation per Strike |
Radiation Penalty on Production | 0.66% penalty per 1% of Radiation |
Radiation Recovery Rate | 1% per Tick (see Production) |
SCORE
A Faction's score measures strikes and radiation that occurred while those nations were a member. It is unaffected by nations joining or leaving the Faction.
A Faction's Score is calculated by
RADIATION_GIVEN - (0.25 * RADIATION_TAKEN)
GLOSSARY
Term | Explanation |
Production | Used to buy Nukes and Shield. Automatically generated by all non-destroyed nations in a Faction. |
Nuke | Unholy instrument of death and destruction. |
Stockpiled Nuke | A Nuke that has been purchased with Production and is sitting idle, awaiting a target. |
Targeted Nuke | A Nuke that has been targeted at a nation. A targeted Nuke takes 10 minutes to achieve a READY state, after which it may be launched. |
Launched/Incoming/In-Flight Nuke | A Nuke that has been launched at a nation and is currently chewing up 3-5 minutes of in-flight time. |
Shield | A unit of defensive technology. Possibly involves lasers or satellites or something. |
Strike | A record of how many Nukes have successfully landed on targets. |
Radiation | A record of how many Nukes have struck the nation. Reduces Production generation. |
Faction | A group of nations sharing a common interest in survival and/or bloodlust. |
Score | The Faction Score |
Simple Version.
1. Join faction to start building production
2. Spend Production on missiles or shields
3. Use missile to strike foes for points, use shields to stop incoming missiles
4. Read ^ dispatch, V read the Plan.
5. Be on the Discord! >>>
HERE! <<<
The Plan
We show no mercy. Join us and you will be free to attack whomever you wish, we have only targets and make no non-aggression pacts.
Join us on the discord for organization hits, or pick your own targets on your own.
Stick to your specialty, if you're military build nukes, if you're strategic build shields. If you're economic do whatever you please. Whatever your specialization be ready to fight at the start, who knows how many losers from last year will try and fail to get revenge on us early.
Hail to the Riders of the Apocalypse, for we are the leaders of the Horsemen, follow us into oblivion and glory.
Best way to avoid becoming a repeated target will be to keep our defense strong, if they can't land a strike on us, and we don't attack them, they will move on. While we'll focus on earning points.
I wanna encourage folks to have a 40% offense, 60% defense slant on production. Particularly at the start of the game and while people are more active. At the start we will see a lot of attacks coming in from everywhere, so have your defenses ready. Remember it is better to stop the first attack to discourage future attacks, strikes only get easier later on.
All of this will be organized through our discord.
Altmoras is the Lord of War, leader of the Horsemen, follow his orders.
FAQ
How many nations to use?
Short answer, as many as you can manage, and in relationship to the time you plan to put in.
Everyone should use at least one nation, if you plan to put in the time and effort use a few more. Remember you build resource/"production" only when the nation is in the Faction. Allowing you to buy shields and missiles, more nations means more you can build up, have one nation just for defense, one for missiles, etc.
However more nations also means more targets for our foes to target! So you gotta pull the weight of the nations you use. Lots of inactive targets is bad, what we want is the right amount of active folks making best use of the max production they can handle.
Does this affect my nations stats??
No! There are no long term repercussions.
History of the Horsemen
N-Day I: We made it into 30th for top strike, our offense was on point. However we didn't have nearly enough defense, we also attacked indiscriminately, started fights, and got mass attacked by everyone in return.
Member Regions: Hell, Underworld, Glass Gallows, Middle Earth, Hippy Haven, and bringers of the apocalypse.
N-Day II: We made it into 12th place with 12,606 strikes, and only taking 5,827 hits.
Member Regions: Hell, Underworld, Glass Gallows, Middle Earth, Hippy Haven, and bringers of the apocalypse.
N-Day III: We rocked the house taking 2nd place thanks to the tireless work of Altmoras, with 67,539 strikes, and only taking a mere 39 hits.
Member Regions: Hell, Underworld, Glass Gallows, Middle Earth, Hippy Haven, Citadel of Ricks, and bringers of the apocalypse.
N-Day IV: We won. We came in 1st. 332,564 strikes and not a single hit landed on us. We are the Kings of the Apocalypse!! Great work to all involved, special thanks to organizer and leader of the Horsemen Altmoras!
Member Regions: Hell, Underworld, Glass Gallows, Middle Earth, Hippy Haven, Citadel of Ricks, The Order of the Grey Wardens, Lily, St Abbaddon, and bringers of the apocalypse.
N-Day V: We took on all of NationStates. For the first 13 glorious hours of N day we rage war on all of NS. No alliances and no mercy was shown, pure slaughter and destruction followed. Eventually in the 13th hour, all of NS united against the Horsemen and finally overwhelmed us nuking us into oblivion. Ending with a score of -643,469. The remaining faction fed on our faction's corpse.
Member Regions: Hell, Underworld, Glass Gallows, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, St Abbaddon, and bringers of the apocalypse.
N-Day VI: We joined with the Crabs and became Crabs of the Apocalypse! Two of the most powerful factions joined as one left no chance for anyone else. First 12hours Crabs of the Apocalypse had a non-aggression pact with The Potato Alliance, and the two removed weaker factions of the board. Upon ending the non-aggression pact, TPA was destroyed, and the rest of NS shortly followed. Crabs of the Apocalypse dominated so completely all ten of top faction spots were claimed in the Crabs of the Apocalypse. Final score was an absurd 1,287,974.
Member Regions: Hell, Underworld, The West Pacific, The Pacific, Balder, United Kingdom, The Great North, The Communist Bloc, Europeia, The Leftist Assembly, The Land of Kings and Emperors, The Internationale, The Social Liberal Union, The Sasquatch Republic, Glass Gallows, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, St Abbaddon, and bringers of the apocalypse.
N-Day 6 News Report
N-Day VII: Horsemen of the Apocalypse returned in classic form. Naturally claiming first once more with score of 444,575.
Member Regions: Hell, Underworld, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, Blackstar, St Abbaddon, and bringers of the apocalypse.
N-Day 7 News Report
N-Day VIII: Horsemen of the Apocalypse once again claim the crown. Scoring a record breaking 1,652,905 score. Making the 4th N-day we’ve won, more than any other faction. First several hours the major factions built up farming smaller faction, until Potato Alliance and Cosmic Corsairs attacked Anime Nations Against Liberals (ANAL). Once the dust settled, Horsemen came in and cleaned house on Potato Alliance. ANAL and Cosmic Corsairs would continue to fist fight throughout the event. Over the course of the event the Horsemen would rain hellfire upon the remaining factions, claiming the top three positions, and largely only factions that had their nations leave the faction after scoring would remain positive.
Member Regions: Hell, Underworld, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, St Abbaddon, Atlantis, and bringers of the apocalypse.
N-Day 8 News Report
N-Day IX: Similar to N-day 5, we took on all of NationStates, only to eventually be overrun and destroyed. After the Horsemen were knocked out, did the other factions kill each other to declare themselves the new kings of the apocalypse? No, they kept the peace that the death of the Horsemen brought, it will go down as one of the most peaceful N-days on record. With Kingly Heathens Asserting Neighborliness claiming king victor.
Member Regions: Hell, Underworld, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, St Abbaddon, Atlantis, Lazarus, and bringers of the apocalypse.
N-Day 9 News Report
N-Day X: Horsemen didn't run fully this N-Day instead some Horsemen joined up with Khan to become Kingly Horsemen Asserting Neighborliness!! Alas all of NS tag-teamed Khan and eventually overran us. Leaving NS with another peaceful N-day as major factions choice to farm rather than total victory.
Member regions:: Hell (& Company), Augustin Alliance, FOCUS, Lone Wolves United, United Regions Alliance, The Pacific, The West Pacific, and bringers of the apocalypse.
N-Day 10 News Report
N-Day XI: Horsemen return once more to bring doom to the world. Claiming the crown yet again, and this time teaming up with Khan to annihilate everyone. Ending with a score of 1,074,435.
Member Regions: Hell, Underworld, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, St Abbaddon, FLAMES OF CHAOS, Esperanto, and bringers of the apocalypse.
N-Day 11 News Report
N-Day XII: Horsemen rode out to face the world again, as years before all of NS took on and eventually over came us. This was the first year with penalties added to faction size resulting an inability to have a fair fight. The four factions who in total was larger than HotA also gain benefit from being "smaller" separately getting size bonuses resulting in a unbalanced tag team.
Member Regions: Hell, Underworld, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, St Abbaddon, The Plains of Perdition, The Outback, and bringers of the apocalypse.
N-Day 12 New Report
N-Day XIII: Horsemen rode with SPEAR! Coming in 2nd place.
N-Day 13 New Report
Member Regions: Hell, Underworld, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, St Abbaddon, and bringers of the apocalypse.
N-Day XIV: Horsemen return to form to take on NS once more!
Member Regions: Hell, Underworld, Middle Earth, Hippy Haven, The Order of the Grey Wardens, Lily, St Abbaddon, and bringers of the apocalypse.

And I heard a voice in the midst of the four beasts
And I looked and behold, a pale horse
And his name that sat on him was Death
And Hell followed with him.

