Botwawki 2.6

I really hope that's not the case, or I'll be down to 6% morale this turn, with no ability to build morale structures.
 
For those interested, The Wasteland That Never Sleeps has begun. It is almost entirely based on BOTWAWKI rulesets with some of my own additions. It is my hope that TWTNS can be run at the same time as this revitalized BOTWAWKI 2.6 as the two games will run at different paces and are set in 2 different regions. My game is set in The Liberty Wasteland, also known as New England.

http://forums.civfanatics.com/showthread.php?t=564286

On a side note, I shall also be rejoining 2.6 when i have a moment EQ!
 
@Dunebear: Not a problem. Take your time.


In regards to morale: No morale will be deducted this first update, and I'll be adjusting settlement stats to have enough structures to actually prevent radical failure. No one will lose more than 5% from morale after it's been cleared out.
 
In regards to morale: No morale will be deducted this first update, and I'll be adjusting settlement stats to have enough structures to actually prevent radical failure. No one will lose more than 5% from morale after it's been cleared out.
Sweet. Malika the Unchained will still supervise the building of 7 jailhouses, just for the sake of irony itself. (I won't say "no" to other settlement adjustments, though. :) )
 
My primary plan is to add Inns to most settlements, as to be fair, the Traveler referenced staying at inns in a number of settlements, so it's only fair.
 
Columbian codex outline:

The Republic of Columbia is a very heterogeneous nation, having been formed from a merge of highly elitist, oligarchic Universal Reclamation Project, defensive, militarist, territorial Edgewood Militia, and democratic, nepotist, "rednecky" New Gulf Commonwealth. To reflect that rag-tag, decentralized, and at times hectic nature of Columbian military, I'm going to give its national troops the Fight A Good Fight special rule that will be somewhat similar to the WH40k Mob rules for Orks. When a unit breaks, it has a chance of staying in combat by resolving the situation through irrational stubbornness, or the squad leader breaking some alarmists' necks, or simply starting a "friendly brawl" between each other. I may add a bunch of other rules that would make playing Columbia an unpredictable, but fun experience, with random good and bad modifiers and events taking place based on various rolls.

HQ:
Spoiler :
Junkyard Magnate:a support unit with some heavy close combat weapons (chainsaws and stuff like that) and special rules that improve the quality of weapons for units it joins (making them Master-crafted).

Master of Ceremony: high-ranking official head of the part of Columbia that used to be the Universal Reclamation Project. Pretty much a very influential entertainer with plenty of special rule bonuses for surrounding troops.

Majordomo: a state steward who can perform a role of a hotel or fairground manager (both of which are state businesses in Colubmia, as you can guess). Also a support character whose special rules I haven't yet defined. As you could've guessed, support characters are a bit of a theme for Columbia.

Menagerie Tamer: a character who specializes on bringing various animals and monsters to the battlefield. A good HQ close combat option.

Vigilante: a self-proclaimed sheriff, prosecutor, and judge in one person. A folk hero who brings justice to the land without wasting his time on reading the law and criminal code. A much more combat-oriented character with some decent weapons access.


Special Characters:
Spoiler :
Now that I have plenty of in-game specialists to choose from, I can create unique versions of all HQ choices. Two ideas that I particularly like are:

One - a Vigilante-type dude with a strong "Crocodile Hunter" aura around him, making him pretty much a redneck Robin Hood with insane luck and unbelievable survival skills.

Two - a freakshow owner that has made a bunch of mutants and simply unlucky humans with physical abnormalities his combat "menagerie." I may even give him a human centipede as one of the squad members.

Elite:
Spoiler :
Barbecuers: heavy assault troops from Ocala, Leesburg, and the Edgewood Militia. As the name suggests, they love flamers of all sorts, mixed with a bit of close quarter plasma weapons. Benefit/suffer from the Fight A Good Fight special rule.

Ceremony Guard: power-armored elite soldiers from Universe City. They're inspired by OTL Pope's Swiss Guard. When not at war, they actually act as a ceremonial guard, so they will feature some very funky bright colors, feathers, mantles, and what have you, plus some rules built around that. They prefer fighting with ceremonial power halberds and are virtually unbreakable.

Orlando Scrap Team: a mix of Mr.Handy and Mr. Hardy robots with mechanics and support personnel. Not only are robots tough in combat, but they also get constantly repaired by the mechanics.

Night Escort: a small group of female assassins. To describe them in two words, "redneck geishas." I'll let you imagination take it from there.

Troops:
Spoiler :
Redneck Rabble: in Columbia the word "redneck" doesn't have the stigma associated with it in pre-war America, but rather an indication of a hardworking, "poor but honest" farmer. That's your cheapest basic fighting unit. Benefit/suffer from the Fight A Good Fight special rule.

Hotel Security: well-dressed people guarding hotels, resorts, arenas, and fairgrounds. They're lightly armed and armored, but they have very high morale for such a cheap unit. They also allow neighboring units re-roll the Fight A Good Fight mob rolls (assuming they're good at crowd control even at the battlefield).

Swampfolk: survivors with various degrees of mutation living in the swamps. Basic close combat unit that may include some very huge, but stupid mutants, as well as humans with minimal mutation level (as you can imagine, the latter ones handle firearms, while the first ones are a brute melee force). Benefit/suffer from the Fight A Good Fight special rule.

Fast Attack:
Spoiler :
Bootleggers: a bunch of booze-traders on a battle truck. The art of alcohol trade and smuggling (which is sometimes the same thing in the Wasteland) has taught them how to drive fast past any customs, how to fight for themselves and their goods, and how to make great Molotov cocktails out of their moonshine. Benefit/suffer from the Fight A Good Fight special rule.

Speed Demons: very mobile motorbike wing with machine guns and caltrops. Their speed and maneuverability makes them hard to hit.

"Highwaymen" Racers: Cars with heavy and energy weapons. They're actually rather light targets, but they can bring a lot of firepower to any part of the battlefield fast. Mad Max meets Mario Carts.

'Gator Hunters: weathered rangers that combine good sniping skills with stealth/infiltration and, surprisingly, decent melee skill. Benefit/suffer from the Fight A Good Fight special rule.

Heavy Support:
Spoiler :
Linebackers: power-armored energy weapon squad styled like American football players. Just some tough, brute, long-range firepower available to the player.

Edgewood Militia: the most territorial of the Edgewood folks, armed with bazookas, flak guns, and other heavy long-range non-energy weapons. Not as highly armored as the Linebackers, but they're a less expensive firepower option.

Heavy Mortar Squad: diverse modern artillery option (player can select between field and siege mortars, plus different shell types) that lacks in mobility, but compensates in for it in range and firepower. Not as good as the Jacksonian counterpart, but is much cheaper. Plus, the crew also can put a decent melee fight if attacked and benefits/suffers from the Fight A Good Fight special rule.
 
Hey, it's okay if I send my orders next weekend? I won't have a lot of time to dedicate to order-writing and catching up until then.
 
I would like to rejoin as the LRD. I will also post some of the background I had fleshed out for them, if it would be at all helpful Ahigin. I am amused that the LRD is the creepiest in EQ's mind.

When would orders be due?
 
I would like to rejoin as the LRD. I will also post some of the background I had fleshed out for them, if it would be at all helpful Ahigin. I am amused that the LRD is the creepiest in EQ's mind.
I have already written an army outline for the LRD, it's on one of the previous pages. But new info would still be helpful.

EQ has said that there's no due date, but the sooner he gets enough orders, the sooner he'll proceed.
 
As stated above, I'm just waiting for a good amount of orders to do the update. I could feasibly do it at any time, and it may be this week.
 
While I was re-reading the outlines I created for some of the factions, I figured that after I'm done with all major faction's outlines, I'll make a master-post featuring all outlines with some updates. Namely, I want to add a few units to the Raider Confederation outline that GrandKhan wrote himself, and I want to make sure I have at least 5 HQ units and 5 characters at least briefly outlined for every faction, since up until now I was dedicating the least of my attention to that area.

Now, moving on to...

Georgia Reclamation District codex outline:

One key feature of the GRD in my eyes is its closeness to and reliance on the Enclave support. To reflect it, GRD will have access to some top notch Enclave troops, which, besides other things, also inspire otherwise not very heroic regular Georgian troops in a certain radius. However, each Enclave unit will cost the GRD player some points of Political Authority, representing political standing of the army's leaders (needless to say, many characters or HQ units will give some number of points of authority). What's curious, I want to make the most combat-oriented HQ units and characters the least authoritative (after all, if you spend too much time on the front line, you have much less time to learn the art of politicking), while the weakest support characters may end up being the most politically influential, thus granting access to more and better Enclave soldiers and even mini-nuke strikes. In order to make the player want to keep their "political authority" characters alive after they've already granted the player access to the desired troops and bombardments, each lost authority-granting character will deplete the player's authority pool. If the pool is depleted below the number required to support authority-requiring units and bombardments, each of them will have to pass the Motivation roll each turn to determine to what degree the Enclave is willing to support an army that's just managed to loose its political leadership and compromised their strategic mission.

Secondly, Vault 136 was specializing in robotics, so almost all GRD units will have a chance to add a robot or two to their ranks.

HQ:
Spoiler :
District Politician: an official of the Reclamation District with little combat value, but plenty of Political Authority points to offer. The player may choose between different types of a politicians, from lowest level to highest: Rustic Judge, Town Senator, or Governor's Aide. Contrary to other HQ units that come in different levels, the higher the level is, the lower the fighting value of the HQ character is, representing the age and political specialization of those who have dedicated their entire life to that profession. However, the higher the level, the more Political Authority that character grants. Besides other things, the District Politician also grants a few moral bonuses to everyone around.

Government Lawman: a slightly more fight-oriented political HQ unit. It grants much less Political Authority, but is more sturdy in combat. Also comes in three flavors, which are much less symmetrical, ranging from least authoritative, but strong for his/her price Municipal Sheriff to the weak, but political Court Bailiff to an "expensive, but good all-round" Federal Marshall. These troops also grant some decent discipline buffs to the units they join.

Robotechnician: a weapon tinkerer who can also grant powerful boosts to any robot unit he/she joins. Somewhat of a hit-or-miss character, since a lot of buffs are roll-based. Grants no Political Authority, but is overall a very useful fighting character.

Enclave Captain: that's one character that consumes Political Authority instead of providing it. One of the best non-unique combat characters in the game, if not the best. A walking tank with access to a stunning array of close- and long-quarter weapons. Also, grants some command buffs to Enclave units on the battlefield.

Badlands Hero: a sort of a lone cowboy character, a wandering vigilante that's somewhat of an outsider for the GRD's political system. Can't join some types of units, since he/she dislikes the types of the GRD's society that got too "sold out" to the government.


Special Characters:
Spoiler :
Thaddeus Tyreen, the Good Ol' Guv'nor: If the GRD didn't agree to join the government remnants, he'd be called now "the father of the nation." He's an old Vault Overseer who is quite-quite weak on the battlefield (making him a desirable target), but is surrounded by a very good security team who can sacrifice themselves to save his life. He grants TONS of Political Authority and provides a lot of various bonuses to the whole army.

John Henderson, the Revolver: a feared, but respected Federal Marshal and an emissary of the "true government." He is rumored to have once been caught by some Bandlands raiders, tortured on a breaking wheel, survived, and eventually tracked his torturers down. If he's after ya, he's gonna getcha. He also is a master gunslinger, armed with custom-made high-caliber revolvers, which gives his nickname another meaning. "You gotta ask yourself one question: do I feel lucky? Now, do you, punk?"

Juliet and Fiona, Mechanical Nymphs of Two Ty: Juliet Courts and Fiona Glens are inventors and geniuses of applied science from what once used to be the Atom Union. They survived the invasion of the Steelmen and their raider horde and learned how to make science kill. Juliet is a master robot mechanic, and Fiona is a brilliant gunsmith. What's peculiar is that both are rumored to be in love, which is quite scandalous by the strict standards of the GRD. As a unit, they're inseparable. The player can also literally design a new robot that both of them will be riding on a battlefield.

Resident-General Daniel MacArthur: even though the rank of a general has degraded somewhat in post-apocalyptic United States, it's still an indication of an extraordinary military standing. General MacArthur is Enclave's most high-ranking emissary in the District. As a unit, he's a walking tank among walking tanks (wearing best power armor available in the game) that's alone worth whole units of regular soldiers. Each turn he can issue orders that give some turn-specific boosts to all Enclave units on the table. He costs a lot of Political Authority, but is absolutely worth it.

Henry Smithers, the Plowman of Demon's Rest: for those who just immigrated to Georgia Badlands, Mr. Smithers may be known as a grim, but hardworking community leader of the town of Demon's Rest, considered to be the bread basket of the Reclamation District. What those newcomers don't know is that today's farmer and agrarian, Henry the Plowman was the very same "Demon" that gave the town its name. He was the most feared bounty hunter in the whole Badlands, taking contracts from local survivor communities to get rid them of whole bands of raiders. He can't join any unit that requires Political Authority, but is a very strong shooting character with plenty of buffs for the units he joins.

Elite:
Spoiler :
Flying Crosses and Transport Vertibird "Pelican": Enclave's elite air cavalry squad, consisting entirely of the Flying Cross medal recipients. They may be attached to a poorly armed, but mobile transport vertibird, in which case they can arrive as reserves and drop almost anywhere on the battlefield. Of course, a cheaper option is to just have them as a simple field unit that annihilates the enemy in close combat. Require Political Authority (more if attached to dedicated transport).

Admission Embassy: these are the folks that the GRD likes to send to newly discovered communities as a "meet'n'greet party," to demonstrate them superiority of the District's weapons and armor and to make them an offer they can't reject. Unlike the Flying Crosses, they're not as heavily armored and not as well-suited for melee combat, because they prefer close quarter plasma and laser weapons, but they're still a decent assault unit with a few tricks up their sleeve, mostly concentrated on scaring or confusing the enemy with their glorious barrage of fire. After all, being impressive is something more important to their profession than being deadly. They don't require Political Authority.

Robotic Deployment "Alpha": a squad of heavy assault robots (Mr.Hardy's and Protectrons with some unique Georgian modifications), supported by war mechanics. Can also add a cybertechnician in order to get rid of the behavioral AI glitches that robots in other nations suffer. Don't require Political Authority.

Troops:
Spoiler :

Patriot Militia: basic shooting infantry that finds safety in numbers... of bullets. They don't have any heavy weaponry, but can put a lot of small arms fire. As proper patriots, they really-really respect their political leaders, so they gain some morale and other boosts when joined by an HQ character that grants Political Authority, even though they don't require it as a unit.

Badlands Settlers: people who got used to fending off local raiders until the GRD came in and "protected" them from the bandits. A light, cheap, big melee/close quarter shooting unit. They dislike the GRD authority, although grudgingly accept it. They don't require Political Authority, but they never can use the "Look Out, Sir!" special rule (allowing regular soldiers to try and save the life of their commander/character at the cost of their life) to save characters that grant Political Authority.

Robotic Deployment "Omega": a unit of scrap collecting Mr.Handy robots with mechanics. Not the heaviest robotic unit in the game, but it's relatively cheap and easily available (as Troop choices usually are), which is great for robots, who are not very easy to kill.

Fast Attack:
Spoiler :

Lone Stalkers: single-man (or single-woman) unit that mixes the features of a sniper and a heavy weapon specialist. It's light, stealthy, can target particular soldiers in enemy squads (commanders, for example), but shoot with heavy lasers instead of classic sniper rifles. They represent the explorers the GRD was sending to discover new towns or arable lands in a few instances.

Assault Vertibird Gunship "Bald Eagle": heavily armed and well-armored flyer with a hover mode. Belongs to the Enclave, so not only is it expensive, but it also requires Political Authority. It's worth it, however.

Power Rangers: elite light infantry from the Enclave, with flanking and infiltrating special abilities. They're also protected by light power armor, thus their name. And yes, it's also a lame reference to you-know-what. No, they're not dressed in multicolored bodysuits. Costs Political Authority.

X-17 Fighter Aircraft: a purpose-built military close air support vehicle. Basically, a well-armed flyer with the Vector Dancer special rule (allowing it to stay on the battlefield while moving instead of just going for a new bombing run like the birdie below). It doesn't belong to the Enclave, so no Political Authority is required. It's still very expensive, though.

B-77 Strategic Bomber: same heavy bomber as available to the Florida Reclamation District. Just as deadly and expensive. Much more blunt and less precise than X-17, but very devastating.

Heavy Support:
Spoiler :

Atom Survivors: heavy weapon squad that represents experienced survivors of the now deceased Atom Union. They HATE raiders, and in general gain boosts against all Troop-level units due to their dislike of low-lives of all sorts. Doesn't require Political Authority.

Artillery Redoubt: a group of heavy mortars and howitzers with a crew, similar to Jacksonian batteries. This unit, however, comes with sandbags and "dragon teeth," which gives its crew some cover bonus. Doesn't require Political Authority.

Gun-layer Squad: a lightly armed and almost harmless squad, which sole purpose is to use laser markers to improve the precision of other shooting units. They're also required if the player wants to call in mini-nukes (which come as a separate expense). Doesn't require Political Authority.

Purple Hearts: very heavily armed and armored Enclave unit, also named after a military medal. One of the best Heavy Support choices in the game, comparable to the Sunshine Kingdom's Astroknights. Costs plenty of points and Political Authority.
 
It's been a while since I did my last army list in anticipation of an update, so here's a new outline.

(Meanwhile, I'm planning to write two more full outlines: for the East Florida Trading Company and the Survivalist Union, and then make a master post with all outlines ready so far (some of them revised). Then I'll be making mini-outlines for remaining small nations (they'll have one unit for each category, with no unique faction-wide special rules).)

Reclaimed Free Republic codex outline:

The RFR is a land of hardworking pioneers with a strong sense of community and common cause. It gives the nation a light leftist flavor without slipping into totalitarianism (the latter one may be a feature of the People's Republic of America created by Christos). Tactically, this nation will be slow but purposeful, with very sturdy, defensive units, supplied by some static defense fortifications and deployables (offensive, such as sapping mines, or defensive, such as sandboxes and "dragon's teeth"). The deployables cost not standard points, but Means Of Production points, which indicate the administrative and logistical support the RFR army can muster. Some leaders provide such points, and units act as multipliers for them (so, it's possible to create an army that consists of a multitude of cheap and weak units, but with LOTS of deployables; on the contrary, small armies consisting of best quality units may have very limited access to deployables). As for the RFR's special rules, a lot of units will have the Entrench special rule, which means that a unit that chose to go to ground as per standard rules may also entrench to get an additional +1 to its cover save (to a maximum +3 cover save) during the Movement Phase each turn that it chooses to not move and entrench. Also, RFR units that chose to entrench during that Movement phase may still shoot back using the snap shot rule.

HQ:
Spoiler :
Reclamation Committee: A high-ranking leader from the Worker's Republic of the Reclamation. Well-armed and giving strong buffs to all surrounding units. Provides plenty of Means Of Production points.

Union Boss: A mediocre melee/close-quarter shooting character with strong buffs to a unit it joins. Provides some Means Of Production points.

High Digger: The agrarian, anarchist culture of the RFR gave second birth to the radical religious movement of Diggers. Although post-apocalyptic Diggers are much less influenced by Christianity, and more by communal humanist thought, they're nonetheless a sort of a guiding religious group of the Free Reclaimed Republic. High Digger is a melee character that grants units he joins various morale-impacting bonuses. He/she also provides a lot of Means Of Production points, due to the Diggers' belief that hard work is a way to understanding the Creator. Finally, High Digger, if he/she joins a Digger squad (more about that below), allows it to re-roll Tunneling Deep Strike rolls.

Exosmith: An inventor who specializes creating improved versions of power armor, updated with built-in weapons. Pretty much a character that can either custom-build his/her own armor and weapon (which may even make Exosmith on par with GDR's Enclave Captain) or improve and customize weapons of the whole squad he/she chose in the beginning of the game.

Overman: Master of military fortification who can repair vehicles and automatic sentry guns, which also can be manually aimed at enemy units if they're close enough to him. Overman is relatively cheap and provides a lot of Means Of Production points.

Characters:
Spoiler :
Chancellor de Paur, Papa Unity: Founding Father of the Worker's Republic of the Reclamation and one of the first members of the legendary Hardy Reclamation Committee. He is known to be a master diplomat and political manipulator, and his authority among his people is supreme. Besides providing Means Of Production and inspiring his troops, Papa Unity also is a master of deception in military campaigns, making it harder for the enemy to roll for Reserves and deep strike/flank RFR's army with precision.

Mickie Caboose, the Rat-Catcher: Fat Mickie Caboose of Viracocha is probably the most (in)famous union leader in the whole Republic. Known for working hard and drinking hard, this charismatic speaker of workers' collective can be a true father to all hard-working folks out there, but his vicious temperament also earns him plenty of enemies among those who're willing to exploit others or allow others to exploit themselves. Besides other things, the Rat-Catcher gives strong de-buffs to all Troops-level units in his vicinity, by either intimidating them or making them not want to fight one of their own.

Reverend Greene, Carpenter's Son: Young Digger from a local commune, Nathaniel Greene was captured by Darcy's Raiders while proselytizing in the Carolinas. Since no valuables could be extorted from the Diggers in exchange for the young liberty-preacher, they planned to turn him into a slave, but Nat Greene wouldn't shut up about the ways of someone he called Jesus Marx (pronounced in Hispanic manner). Eventually, the raiders got tired of listening to his prayers and decided to shoot him, only to find out that the gun that was supposed to kill him either misfired or exploded. His slave collar failed to detonate, and the grunt that wanted to chop his head off with an axe stumbled over a rock and twisted his own neck. Eventually, young Nat was left tied to a pole near an anthill, where fellow Diggers found him the following morning, safe and sound. Since then Carpenter's Son has become the youngest High Digger in the Republic. He is known for his incredible luck and the ability to survive impossible odds, and even people around him claim to be affected by that divine aura of invincibility. (So, he's a version of a socialist messiah.)

"Eternal" Eugene Johnson, Herald of Elysium: "Eternal" Eugene is a ghoul that claims to have survived a terrible slave factory accident that exposed him to a dose of radiation lethal even for ghouls. To survive, he customized a T-45 power armor suite to act as a rejuvenation chamber and a life support system for him at the same time. Besides being a master Exosmith, "Eternal" Eugene also likes to prophesy a Utopian vision of future in which all people are equal and prosperous, the climate is lush, and healthcare is cheap and affordable to everyone. Eugene calls that futuristic "Land of Tomorrow" Elysium, and some of his crazier rants go as far as describe it as a space station circling the globe. Anyway, Eugene is a one-man fighting unit that is VERY hard to kill. (He is also a living reference to Max da Costa, Matt Damon's character from the movie "Elysium.")

Edward "Mad Ed" Meecham, the Reclamation Road Warrior: Mad Ed is a brilliant car mechanic and also one of the best racers in the Southeastern Wasteland. His armed pursuit vehicle is a deadly combination of speed and firepower, and his name is feared by any raider who ever stepped on the Reclamation Road. In game terms, this is a vehicle-character leading a wing of Hot Rods (see below). He's driving a pumped "Highwayman," providing the "slow but steady" RFR's army with some decent Fast Attack options. Just like "Eternal" Eugene, he doesn't provide the Means Of Production points.

Elite:
Spoiler :
Workers' Guard: Close combat infantry in T-45 suits and armed with shields and energy-powered sledgehammers. A rare case when the RFR goes for a melee option without any need for firepower. To be honest, with their sledgehammers they can even take out tanks with ease. They provide a small multiplier for the Means Of Production points.

Allied Liberators: A lighter close-quarter combat infantry from the triangle of cities that used to be known as the Alliance of Free Georgia. These folks like to mix shotguns, flamers, pistols, swords, and assault glaives. Their combat armor and good morale elevates them above regular Troops-level units. They don't affect the Means Of Production points: Free Georgians don't have the same collective productivity culture ingrained in their mentality.

Hardy Reclamators: elite task force obeying direct orders from the Hardy Reclamation Committee, which is the very heart of the RFR. They use lighter power armor than the Workers' Guard and rely more on firepower, but they're also masters of the Entrench rule, suffering almost none of its negative effects. Which makes them very good at advancing to key positions in the center of the battlefield and then holding them throughout the battle.

Troops:
Spoiler :
Proletarian Commune: a mob of very poorly armed tree-huggers. They're very pacifistic, so are nigh-useless in melee and rather bad at shooting. However, what they lack in combat they compensate with labor. They provide a VERY strong multiplier for the Mean Of Production.

Union Grunts: a workers' militia squad specializing mostly on close-quarter combat. Their working folk background makes them pretty deadly in melee, where some of them may use various advance melee weapons. If you need some chainsaws and sledgehammers for cheap, go for this squad. They're also pretty decent at providing a multiplier for the Means Of Production.

Free Georgians: poorest citizens of what used to be the Alliance of Free Georgia. Their strong side is their access to some decent heavy weaponry, although their multiplier for the Means Of Production points is relatively small.

Steel Comrades: a group of Mr. Hardy robots with a machinist crew. Mediocre in melee (although pretty strong compared to regular Troops-level units), but provide very good multiplier to the Means Of Production points.

Fast Attack:
Spoiler :
New Diggers: religious socialist radicals who took the idea of digging (or leveling) the land as a way to agrarian equality a step too far. They are the best miners and sappers in the post-apocalyptic Wasteland, and they love to dig their way into the enemy's rear, only to detonate a mine and then emerge from the resulting tunnel with their sharpened sapper shovels and other labor tools used as weapons. Basically, it's a fearless deep-striking unit. They're lightly armored, but can deliver quite a punch with their first arrival. They also provide a good multiplier for the Means Of Production points.

Reclamation Road Cleaners: a squad of rangers that specialize in flanking, rear strikes, etc. Armed with some pretty advanced energy guns and sniper rifles. Don't affect the Means Of Production.

Hot Rods: a wing of "Highwaymen" cars with armor screens. They're heavier than their Colombian analog (the "Highwayman" Racers) and are better organized, but are not nearly as dashing in their battlefield maneuvering. Still, a pretty mobile option for this "slow and steady wins the race" nation. Don't affect the Means Of Production.

Heavy Support:
Spoiler :
Mini-nuke Launcher: I took the liberty to turn the RFR's only howitzer from the game stats into an actual rocket artillery unit. It launches mini-nuke missiles that act as an Apocalyptic Barrage (a WH40k term meaning a very powerful explosion). Useless in terms of the Means Of Production.

Battle Steamroller: an improvised tank of dual purpose: it helps to extend the Reclamation Road and kills anything that lies on its path. Its side turrets (which are plenty) are not as good as purpose-built main battle cannons, but still deliver a good punch, and the armor is not an easy thing to kill in the Wasteland. It's also VERY good for tank shock (rolling over enemy infantry) and ramming other vehicles.

Vaporizers: an energy weapon-armed analog of the Workers' Guard - elite infantry in T-45 power suits and armed with extremely powerful plasma- and laser-guns. They also have the Slow But Purposeful trait, allowing them to shoot those heavy weapons even when moving, although the unit can't get charge bonuses when attacking an enemy in close combat. Don't provide any multiplier for the Means Of Production, but seriously, do they even have to?
 
It's been nearly two months since EQ was on the forums. I wonder if everything is alright.
 
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