Militia
Line infantryA cheap close-combat mob, fast on foot. Their strength is their number. The Consortium fields nothing like them.
The debris lies on their land, in their cities, on their families’ graves. The Consortium never paid a cent of compensation. Ringsalvage is the only reparation they will ever get, and they mean to keep every field of it.
Militias, salvage crews and city councils with machines that were excavators and cranes this morning. Cheap, tough, repairable.
You win by being everywhere at once and by owning the fields. Wide armies that trade evenly and keep coming. Strong at holding many fields and at grinding fights. Weak in a straight duel of quality against quality, and slow to move a heavy army.
A lost unit is replaceable. A lost field is not.
A Salvage Camp can be placed on or beside any debris field, outside the normal build area, and defended with bunkers. A forward base at every field.
League vehicles patch themselves up slowly when out of combat. A Mechanic crew repairs faster, for free.
Destroyed vehicles, theirs or yours, leave a wreck for a while. A Crawler strips it for credits. Every battle feeds the League.
Seventeen on the night of the Fall, an apprentice in a Ring maintenance team at the foot of Lift Three in Port Meridian. Her team sent her down to the yard for a part. She was the only one of them found at dawn. Thirteen years of salvage since have taught her Ring technology better than most in the Consortium. Elected speaker in 2105, the youngest the League has had. She still wears her mentor’s jacket.
Rose through the militias of the South American belt, where the first salvage wars were fought between neighbours. Wins with units that were excavators and cranes that morning. Respects Wekesa’s results more than her age, and wants a reckoning with the Consortium that she does not.
The League is a league: states, cities and free communities along the whole belt, from West Africa to the Pacific. Some members sell salvage outside the belt in secret. Hardliners want to march on Lift Four. Wekesa holds it together, for now.
A cheap close-combat mob, fast on foot. Their strength is their number. The Consortium fields nothing like them.

Former salvage crews with long rifles. Even against everything on the ground.

Rocket launchers built from Ring parts. Can reach aircraft, at half strength.

Walks into an enemy building and takes it over. Repairs vehicles beside it, for free.
Heals damaged infantry next to it, for free.

An armed pickup. Fast, cheap, sees far. Its machine gun is for infantry and nothing else.

An armoured truck with an autocannon. Shreds infantry, repairs itself.

A tank plated with Ring steel. Short range, very tough, cheap enough to build in numbers.

A crane-mounted launcher that hurls debris. Inaccurate, area damage, stops to fire.

A flak gun on a truck bed. Aircraft only. Cannot hit the ground.

A huge salvage crawler with a big load and thick plating. The only unit that strips wrecks for credits.

A gunship with rocket pods.
Missiles for aircraft only.

Flies over its target and drops bombs. Best against buildings.

A converted mining excavator. Slow, enormous, tears buildings apart, and repairs itself fast. Needs a Salvage Depot.
CampThe construction yard. Everything starts here.
Generator YardPower. Many small, cheap plants.
Salvage DepotThe refinery. Crawlers bring salvage here.
Salvage CampA forward refinery. The League’s special: placeable at any field.
Muster HallBarracks. Infantry, medics, mechanics.
WorkshopThe factory. Vehicles and the Excavator.
Repair YardService. Repairs what the field cannot.
AirstripBuilds the aircraft.
BunkerGatling post. Infantry and light vehicles.
Gun PitCannon post. Tanks.
Flak NestFlak post. Aircraft only.
No walls. The League would not waste scrap on them.
| The League | The Consortium | |
|---|---|---|
| Army | Many, cheap, tough, short range | Few, expensive, shielded, long range |
| Economy | Robust crawlers; camps at every field; salvage from wrecks | Fast, fragile drones; a few big fields |
| Strength | Map control, grinding fights, recovering from losses | Holding a position, winning trades, information from orbit |
| Weakness | Quality duels; a slow heavy army; spread thin | Being swarmed; drone raids; a lost army is a lost game |
| The plan | Expand to every field, wear them down, overwhelm | Hold a strong position, strike precisely, deny fields with range |