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==Factions and Warbands== Each faction is built around common Post-apocalyptic tropes, with options that let you slew it towards several different universes depending on how you build out the warband and arm your troops. Players have hard limits on some types of model, and soft caps on others. See the Tactics page for more on individual warbands. ''Leaders'': Most factions have two different leader options available - one is generally more combat-oriented but has a limited Skill list, and the other has access to more skills or unique out-of game abilities. Your choice of leaders can also unlock unique warband members or change the availability of other models. Most Leaders start with three skills, one of which is often pre-selected or unique to the leader, as well as various special abilities. ''Elites'': There is a hard cap of three Elite models per warband. They often include some sort of junior leader, more-powerful combat specialists, and (again) models with unique out-of-game or post-game rules. Elites typically start with two skill slots, one or both of which are fixed. Which Elites you choose will have a major influence on the feel and play-style of your warband. ''Rank and File'': Your basic grunts. One is usually a reasonably competent generalist trooper, and the others will include some kind of cheap conscripts or melee option. "Rag-tag" models have limits on the amount of wargear you can buy at creation, but you can buy it off later in the campaign with EXP. ''Specialists'': Soft-capped at one per every three other models in the warband. Includes stuff like heavy weapons troopers, scouts, etc. "The Wasteland Companion" gives each warband an additional Specialist, which is described in their Tactics articles (see the link at the bottom of the page). ===Caravanners=== ''Examples'': Ash Wasters and Guilders from Necromunda. The Postmen. Caravan guilds from Fallout. The Caravans that ply the Wastes between settlements. Unlike most other factions, this only has one leader option (the Master Trader) and no special unlockable troops. The 'vanners can, however, choose to field some of the Elites from other factions. The 'Vanners are otherwise simple, but flexible. ===Raiders=== ''Examples'': Khans and other Raider gangs from Fallout and Borderlands. Literally everyone in Fist of the North Star. Lord Humungous from Mad Max 2. Goliaths and Khorne Cultists. They're your standard leather-clad assholes with a fondness for other people's stuff. Raiders are strong in close combat, with access to some very nasty melee specialists, suicide bombers, and discounted flamethrowers. No medics, though... ===Mutants=== ''Examples'': Genestealer Cults, Scavvies, the Slummers in Total Recall. From Fallout, the Super Mutants, civilized Ghouls, and (according to the Enclave) pretty much anyone but them in the Wastes. The poor scabby bastards whose folks got too close to fallout and toxic waste. Instead of choosing a leader, Mutants choose the "Down-Winder" or "Outcast" warband types. Down-Winders prefer to live and interact with other residents of the Wasteland, while Outcasts embrace their status as "Children of the Atom", and see themselves as distinct from baseline Humans. Mutant rank-and-file troops start with a Mutation, effectively giving most of them a free skill right from the start. They also have excellent access to psychic powers. ===Peacekeepers=== ''Examples'': The NCR ''and'' Caesar's Legion from Fallout. The Judges from 2000AD. Enforcers/Arbites from Necromunda, as well as (potentially) Cawdors or Redemptionists. Zone Security in STALKER. Work well to proxy any regular military, Planetary Defense Forces, or police remnants in other games. Peacekeepers are the mercenary remnants of government and law enforcement in the Wastes. They work closely with the Caravans and Settlers, keep the "tame" Muties in line, and keep Raiders and ferals out of everyone's hair. Warbands led by Road Marshals get access to cyborg wardogs and specialized dog-handlers, while Hanging Judges unlock suicide-bombing Sacrificial Lambs, AKA Penal Troopers. ===Preservers=== ''Examples'': Brotherhood, Followers of the Apocalypse, and the Enclave from Fallout. Pretty much any monastic or militant tech-hoarding groups in other settings. Work well for proxying Spyrers or Inquisition in Necromunda, and AdMech and Sisters in Kill Team. The Preservers, or Order of St. Horowitz, worship and attempt to hoard the technological remains of the pre-Apocalypse world. The Preservers seek to maintain tech and ensure it is used responsibly. Reclaimers want to keep it out of the hands of anyone who might mis-use it, which of course means "anyone but themselves", though in a standard warband the Lorekeepers keep them on a short leash. Both subfactions get mass access to Relics and Power Armor. Depending on the Leader and Elite selections, you can either go for a small, elite power-armored force or a more-flexible selection of utility artifacts and robots. The additional relics, robots, and Powered Armor customization rules in the supplements dramatically expand their options. Unfortunately, all those expensive Relics mean you're usually short on models, and a few botched Activation rolls or a well-placed EMP grenade can cripple your warband at a critical moment. ===Rogue Reclaimers=== ''Added in the Wasteland Companion'' The Rogue Reclaimers are a breakaway from the Preservers that believe only they have the authority to use pre-Fall tech, and are willing to kill anyone else who has it. As a whole, they are a pretty one-dimensional warband. Rogues feel more like a sub-faction than their own unique force. Instead of the Reclaimer's usual diverse access to tech, they just equip most of the warband in Power Armor.. even if certain rookies get the salvaged models held together by duct tape. Contrary to the previous editor, you cannot have Depowered Armor in a renegade reclaimed list. Once per campaign, Rogues can choose to run the Snipe Hunt scenario and the winner will automatically find a suit of Powered Armor. Make sure you're that winner. ===Robots=== ''Added in Absolutely Dangerous'' ''Examples'': The Institute, Mariposa, and other remnant military bases (Fallout). Bands of abandoned Robots gathered around either an automated command/repair node called a Custodian, or a body-jumping Post-Human AI shard. Robot warbands are more varied than Preservers, but even weaker against EMP weapons and bad activation rolls since every model is subject to Malfunctions. They also start the game with very good Defense. As the campaign moves on, however, they will have difficulty upgrading their equipment effectively. ===Settlers=== ''Added in the Wasteland Companion'' ''Examples'': Negan's Boys in The Walking Dead. Generic, low-quality militia troops and mobs of civilians. Followers of the Apocalypse and ordinary people everywhere. These poor smegheads are just trying to survive in the Wastes, and cover anyone the Bandidos in a cowboy or Samurai flick would screw with. Settlers have hordes of poorly-equipped, poorly-trained civilians with some effective Elites and Specialists. Settlement Leaders (the "generalist" Leader option) are the combat leaders of groups trying to build a more democratic society, and get better Medic and Relic access. Militant Leaders are dictators personally leading an expedition, with some decent infantry troopers to stiffen their lines. ===Tribals=== ''Examples:'' Ratskins and Chaos Cultists in Necromunda. The Children in Mad Max 3. Societies that have regressed to a more primitive tech level, with shamanistic beliefs and a high incidence of psychic powers. In TNT, the Tribals control the largest source of pure water in the Wasteland. They guard it extremely jealously, and tend to shun outsiders. ===Totem Tribals=== ''Added in The Wasteland Companion'' A sub-faction of Tribals. Totemists must include Shamans. They zealously avoid Relics but gain special Skills, cult troops, and Psychic powers. They also gain an Initiative bonus when enough models are equipped with Primitive weapons. ===Robots=== Added with ''Absolutely Dangerous''. Robots use a special "Upgrade" table instead of the Mutations tables, with the same mix of standard ("Physical") ones that have to be modeled, and Hidden Upgrades that don't need to be WYSIWYG but are randomly-rolled. ===Mutant Cannibals=== ''Released as a stand-alone supplement''. This warband is based heavily on the Hillbilly clans from slasher flicks like "The Hills Have Eyes" and "The Texas Chainsaw Massacre", but also works well to represent a Genestealer Cult. Or Chaos and Skaven, for that matter. They have a unique play-style, with a focus on knocking out and stealing models for later consumption, manipulating enemy Morale, and siccing the terrain/critters on enemies. Most models start cheap and can select Detriments to get even cheaper, which results in a vicious swarm of under-equipped degenerates led by a few terrifying mutants and psychopaths. ===Freelancers=== Mercenary specialists willing to work for anyone with cash. Freelancers are limited by your overall Warband Rating, can't use Relics, and cost extra Upkeep between games. They're the only way for most warbands to get access to certain skills and Special Rules, so choose carefully.
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