Military:Anaconda command truck (light damage) - A standardized-grade heavy truck, formerly used by the boss. Has an exposed dual-minigun turret and 5 armored hatches on top, for men to pop out of and fire rockets or rifle bursts. Has 8 armored firing ports along each side, as well as harnesses and equipment netting. It is armored and has armored bulkheads inside, as well as a rear engine and hydraulically lifted secondary driving cockpit. Just for good measure, each side-gunner has rapid-extending heavy spikes. It has the fuel inefficiency of a tank.
2x Champion Cycles (light damage) - Armored standardized-grade motorcycles, each with a light machine gun mount and a few tricks like extending spikes and oil slicks. They have previously been reserved as escorts for the Anaconda, driven by the boss' favored.
17x scrap cycles (8x undamaged, 6x light damage, 1x moderate damage)
5x scrap cars (2x light damage, 2x moderate damage, 1x heavy damage)
1x scrap truck (heavy damage)
2x scrap haulers (1x light damage, 1x moderate damage)
60 real men
6 green in 100% fighting condition
49 blooded in 74% fighting condition
5 trained in 83% fighting condition
24 grease wrenches
9 support staff
Current Force Assignments:4x s.cycles, 1x s.car, 1x s. truck, 1x s. haulers, 23 men: Collections Duty/Internal Patrols
4x s.cycles, 2x s.cars, 13 men: Primary Perimeter Patrol 'Asps' (Most experienced)
5x s.cycles, 1x s.cars, 11 men: Perimeter Patrol 'Boas'
4x s.cycles, 1 s.car: Reserves/repair rotation
Anaconda, 2x Champions: Reserves
10 men: Home garrisons/reserve
Buildings:Fort - It has two gated entrances, and towers armed with machine guns and a handful of rockets. The walls are made of scrap metal and packed dirt. The fort has no more building slots.
Well - Provides a surplus of water.
Garage - Stores XX units of vehicles, protecting them against the harsh desert and allowing covered refueling and rearming.
Vehicle Machine Shop - Maintains vehicles, passively but slowly repairing all vehicles in attached garage, and vastly reducing critical malfunctions. Currently, repairs cost 60% of the resource build cost (50% while you're working in the shop).
Under normal operations, provides major repairs/modifications to about seven vehicles or builds 2 units of vehicles every week.
May alternatively be used as an improvised general machine shop, or for R&D.
Storehouse - Safely stores supplies within the fort.
Barracks - Houses, entertains, and prepares food for XX personnel.
Supplies:(Placeholder)
Some Standard Munitions
A month of Food (after accounting for income)
A month of Fuel (after accounting for income)
Some Scrap Parts
A few Machined Parts
Some guns
A few rocket launchers
A few hand grenades
Adequate short-ranged radios
A few mid-ranged radios
2 hulked cycles - Halves scrap parts cost of creating new motorcycles.
2 hulked cars - Halves scrap parts cost of creating new cars.
1 hulked truck - Halves scrap parts cost of creating new trucks.
Designs:Scrap Motorcycles, Scrap Cars, Scrap Trucks - Come in armored and your special fuel-efficient varieties. Given your genius and a few years to pin down the designs, they're nearly as effective as factory-made civilian-grade vehicles. They're cheap, using only a few specialized parts. They don't take many resources to repair, but are a bit slow at it. They are non-standardized, hurting unit cohesion and making tactics more difficult. Some of the men mount weapons on the hardpoints, others prefer to use their guns themselves. Men/cargo carried varies, but in general cycles carry 1-2 men, cars carry 3-6, and trucks carry 6-20.
Costs 4(6)/12(15)/20(25) scrap parts (for armored variants), 1/2/3 machined parts, and 1/2/3 build-time units.
Standardized Motorcycles, Cars, Standardized Trucks - Comes in scrap-armored and regular varieties. You and your crew can build or repair them, but they're expensive and, with your current facilities, aren't much better than your scrap vehicles. Built to more exacting standards, they're easier to use: The men acclimate better, command is easier, and repairs go faster. The weapon hardpoints are better, allowing heavier guns, absorbing recoil better, and generally incentivizing their use. Production speed reduced by current facilities.
costs 2(4)/5(
/6(11) scrap parts, 3/7/15 machined parts, and 3/6/10 build-time units.
Scientific Expertise:Advanced scrap cars.
Basic standardized cars.
Basic gunpowder weaponry.
Rudimentary explosives.