- 1 extra laser battery: 100 RU to ensure full air cover
- 2 Steve bots/mission 7 bots: 2x25 = 50 RU one for extra defense of the batteries, one for Reserve team (or both for batteries, depends
- 2 laser battery defenses (one for the one we have, one for the one we'll build): 2x10 RU = 20 RU
- 2 heavy artillery: 2x30 = 60 RU for shelling enemy and ensuring they can't outgun us from range
- 6 mortars on rails: 6x 15 = 90 RU fire support, lower range but more bang per buck (rails ensure we don't waste resources placing mortars where they don't attack anyways
- 5 Light Infantry Sod Squad: 5x 50 = 250 main npc support, flexible enough to face most threats but cheap enough that losing a squad isn't the end of the world.
1x squad leader: Laser rifle, monorazor, comms pack (other troopers carry smaller comm devices), 1x frag nade, 1x smoke nade, general supplies (knife, an extra clip for rifle, binoculars, a flare, little bit of rations,... basically, stuff you'd expect a soldier to have
1x heavy weapons expert: rocket launcher (frag rounds (infantry), shaped charge rounds (heavy armor) and homing missile (aerial, think like a stinger), handlaser, metal baton, general supplies
1x support trooper: Laser rifle, 1 Emergency kit, metal baton, 1 scout eye, blowtorch, wirecutter, computer cables and small crap (basically this is medic/aux/handiwork support trooper, so i think you get the idea), general supplies
2x grenadier: Gauss rifle, special gauss ammo (1x redshot, 1x AP round), metal baton, 2x frag nades, 2x smoke nades, 1x EMP nades, 1x flashbang, some spare ammo for heavy, general supplies
- 2 Sod Sniper Squad: 2x 25 = 50 RU specialized npc's for ranged coverage (and more flexible and subtle than artillery, though not as powerful
Genemodded sods, at least one commander grade
1x sniper: Gauss rifle customised for ranged combat, special gauss ammo (3x AP, 2x Red shot, 1x melter round), handlaser, cameyes, stealth system (nothing too fancy, something like the spray-on adaptive camouflage), small jump pack for reaching difficult places, general supplies
1x spotter: Gauss rifle or shotgun, monorazor, cameyes, 1x smoke nade, 1x flashbang, ammo for the sniper rifle, stealth system, small jump pack, general supplies
- 10 remote imaging drones: 10x 3 = 30 RU
- 1 clankerbot weapon: 1x 15 = 15 RU
- planting bloater trees at the dropsite: 0 RU
- a bunker complex: a circle of 6 bunkers (90 RU), defending the base 'close to home'
- rocket pods for mobile reserve people: 10 RU
- shuttles: 235 RU, ask Sean/check his post for exact details.
Note that if the shuttles turn out not to cast 235 RU, then I'll just put any RU saved under mining the drop sites. I know they are budgetted at 250 RU right now, so just shave away until it works, mkay?