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Rebels

It wasn't supposed to be like this. You had a standard relocation coupon, just like everybody else. You were taken in for questioning, and were to be sent off-world. You managed to break out of the ship's prison with three others, steal some supplies, and make it to the escape pods, landing on an inhabited rimworld.
Thankfully, the rebels you escaped with had some knowledge on how to produce weapons, as well as basic turret defenses. As members of an insurrection, you have an easier time recruiting people to your cause, and make more of an impact during negotiations and socializing.

Note: This is a some-what easy scenario, as you start with automatic weapons and an allied faction, to balance this, you start with fewer resources.
Note-Note: Vanilla Expanded Framework is required as well as Half-Rim 2, Vanilla Expanded Framework is required for the starting faction relations. RimCities is recommended, but not required, as it allows the colonists to start with blue outfits.

Your faction will be a New Arrivals.
Start with 4 people, chosen from 8.
Arrive in drop pods.
Start with research: Machining
Start with research: Gun turrets
Start with research: Gunsmithing
The stat "negotiation ability" will be universally multiplied by 120%.
The stat "social impact" will be universally multiplied by 120%.

Faction relation modifiers:
-Resistance (Starting: 75 to 100, Natural: 20 to 60)
-Combine (Starting: -100, Natural: -100)

Start with:
-Flak vest
-Pulse Rifle
-MP7
-USP Match
-Stunstick
-Medkit x12
-Packaged survival meal x50
-Wood x240
-Steel x620
-Component x20

Let me know if anything needs to be fixed, buffed, or nerfed.

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