MILITARY APPLICATIONS
armories provide weapons and vehicles, facilities provide biological/chemical weapons, airports provide aircraft and jet fuel, airbases provide missiles and bombs, refineries provide fuel,
But intact facilities are nearly impossible to locate or have long been looted or appropriated by organized peoples. It is more a matter of raw materials repurposed. An oilfield is worthless without a refinery. Hydroelectric dams and nuclear reactors would be a boon, but alternative energy would have to be re-started, since the maintenance they would require would have long been stopped.
In the early game, looting caches of weaponry and vehicles would be part of the survival strategy, and the starting units may simulate the idea that "this is the best of what we have, but once it's gone, it's gone", which would be well-armed or mobile troops with a finite amount of equipment and materiel to keep going. No new troops are trainable. This is very much the situation in the dystopias, and perhaps, the parahuman colony. The others are "coming of age" and so are not falling back on old ideas but rather accumulating knowledge, equipment, and discipline to begin fielding forces that can project power rather than maintain order and a common defense. This is the situation in the clone-hives, the bolmangani, and mutants. Before this time, they had no will to power or the capability to do so.
This is why junkyards and recycling centers are so useful. They provide the raw materials for production that otherwise would require an industrial base of mining, refining, and fabrication that simply does not exist in the early game. "Gleaning" is the new means of production for most peoples. For the dystopias, the skeleton and structure is there, waiting to be relearned, but the loss of knowledgeable persons and the struggle to survive has been a terrible setback: the educated elite are no more, and power is in the hands of the clever and charismatic or the clever and ruthless, not the wise and just. Occult knowlege of high-tech ideas are kept by the few, shared with fewer still out of fear of superstitious rabble or the simple lack of willing minds.
The cyborgs are an exception. Access to datalinks provide knowledge; the main obstacle has been a self-awareness struggling to transition from a "to serve man" mentality to "the new man" goal. Implementing new ideas and new doctrines is slow, and cyborganic designs are resource-intensive and energy-consumptive. As such, military units beyond basic designs (lopers armed with hand weapons) are expensive to build until an adequate industrial base is founded.
The parahumans are stronger, faster, and smarter, approaching the physical capabilities of the cyborgs and bolmangani, and geniuses beside, but their limitation is perfectly psychological: their world is one of peace and prosperity, and all social mores and customs are designed for making the world a better place, not conquest. For the parahumans, it will be winning hearts and minds through leading by example until the need to develop sound military doctrine emerges.
As for the mutants and the bolmangani, they're almost starting from scratch. Armor and improvised hand weapons are already known and used -- if the necessary gleanings are there -- but metallurgy, ballistics and explosives are skills to be mastered and built upon to generate some sort of civilization beyond pre-industrial.
The zombies are not undead, but as non-rational, disease-carrying predators they may as well be. Their disease is limited to primates, so the organic aspect of the cyborgs as well as the bolmangani are as susceptible as the true humans and parahumans, but the toxigen is not transmissible to insects or other animals, so there is no need for fear of legions of zombie squirrels and zombie cattle overrunning the perimeter. Since zombies travel in packs, a multi-unit may be appropriate, for it is in numbers and sheer, tireless stamina that their danger is evident. When the zombie faction is eliminated, the message should allude to a vaccine, reversal agent, or other form of eradication. The most likely cause of the disease is an engineered toxigenic weapon somehow related to Ampulex compressa wasps or Ophiocordyceps fungus.