Overview
Work in progress
Starting new game
Wasteland difficulty is pretty self-explainatory, only things worth your attention are recruits, starting equipment and succesion settings. Recruits get useful buffs on easy mode, starting equipment on average will have value of 70000 chips and together you can use them to win game in less than week! Succesion law must be manually changed if you want 1 life challenge, both hard and easy mode have it turned on by default.
You can pick one of 3 totems: 100% xp buff, 100% fear gain buff and +5 accuracy. Accuracy is best in my opinion, fear can be boosted with leadership and xp caps at 25lvl anyway and is not hard to get.
You can spend 4 points when creating character, 4 will be allocated in 2 skills from your origin, 24 from level ups, 10 from building longhouse, 5 from special wasteland location and one for each looted treasure which together is somewhere around 60.
Negotiation – Pay less for bribes when you do not want to fight. But why would you want to do that? Will cease to work at 35000+ vigilance anyway.
Agression – 4 fear per fight, pretty good to get good laws rolling fast, becomes extra currency gain later.
Determination – 100 carrying capacity for resources.
Organization – 2 hours faster building.
Logistics – 1 more party slot(5 base). Very important skill, most important of all. You want to get 4+ logi fast, especially on hardmode to benefit from backliners and grab defectors.
Subterfuge – 3% less vigilance gained, slows down difficulty scaling. If you rush it you should have about 50% extra loot before civilized wastelanders declare outright war at you(35000vigilance), after that skill becomes dead.
Mobilization – Extra speed, gotta go fast!
Charisma – Increases morale gain. If you are not a crappy leader you will never need it.
Cruelty – Increases fear cap by 20. Not worth wasting leadership points at all.
Motivation – Boosts experience gain.
Greed – Gain 20 chips every battle. Do not waste points here.
Shrewdness – 4 more damage from traps and artillery. Worth considering if you want to play a longer game and defend your lands.
Gear todo
Classes
Every level up you get points(up to 48) that can be assigned to one of 3 classes which you can choose, defectors have randomized stats class so you won’t have as much freedom building them compared to hired goons but perks can be reset. To unlock new perk tier you need to spend 4/12/24 points. Every tier have 1(first in tier) and 3 passive skills.
Risky Bussiness – +10% critical chance and -2 armor. Useful in big, long fights.
Digging Death – +5 damage.
♥♥♥♥♥♥♥♥ – +5 critical damage when your team dies. Enemy/suicidal perk.
Opposites Attract – +2% hit per 80+ hp enemy.
Up The Gut – Attack someone in melee row within reach or anyone in backline for 1 stamina even with 2h weapon. Can only be used with melee weapon.
Blood Scent – +15 damage when attacking bleeding enemy. Very useful perk, especially earlygame for stonethrowers.
Agile Mover – +20 critical damage if wearing light/medium armor. Heavy/full/no headgear is okay too!
I Spit At Thee – +25% hit when at 25 or less hp. Enemy/suicidal perk.
Hold My Beer – +20 damage attack, reduces stamina to 0.
Master Shredder – +20 critical damage vs light/medium armor enemies.
Wall Banger – +20 critical damage vs heavy/full armor enemies.
Keen To Kill – +50 initiative. Great perk.
See You In Hell – +40 damage attack, current hp reduced to 10. Enemy/Suicidal perk.
Do Unto Others – +10% hit vs 25%+ critical chance enemies.
Ganker – +5 critical damage when your team kills enemy. God-tier perk!
Born To Kill – +15 damage if initiative is 120+.
Hellions care mostly aboult hit chance and crit chance. Give them light armor, headgear is not needed if your masochist is fast to taunt. If they have high damage they will make good earlygame backline hellion that can stone enemies to death without wasting ammo.
Melee Hellions excel at first from top melee position where they can deal damage safely behind taunt tank armed with 1h edged weapon and stop sign shield, at level 17+ you can consider swapping it to blunt 1h for 100% crit chance attacks and swapping position with one of bruticians.
Ranged Hellions should be all of your backliners, arm them with pray ‘n spray smgs for minimum reloads and turns spent resting. Revolvers have -1 ammo, pistols -2. They should kill, bleed, stun or exhaust any enemy backliner that moves before your taunt.
Perks to take:
Tier 1 – 1st, 2nd and 4th.
Tier 2 – 1st or 2nd and 3rd.
Tier 3 – 2nd, 3rd and 4th.
Tier 4 – 3rd and 4th.
Idiot’s Bellow – +20 hit points and -5% hit.
Leather Skin – +15 hit points.
Shield Master – +15 hitpoints when you have shield.
Opposites Attract – +5hp per enemy with more than 40 damage.
Shake It Off – Removes all negative effects(except wreck armor?), you will lose gained status resistances as well, refreshes stamina. Must-have!
Head Banger – +30hp when you have helmet
Colossus – +30hp when you have armor.
Wild Thing – +2 armor when bleeding.
Walking Bunker – +2 armor. Not something you want unless you swim in spare points. other perks on this tier are effectively 15 armor that is immune to wrecking.
Shankers Hours – -15 incoming melee damage. Awesome perk.
Gunning For You – -15 incoming ranged damage. God tier!
Hit Me Again – +4 Armor if injured before battle. Good on main party masochist. If this works on pernamently injured masochists then its awesome!
Strong Back – +40hp and -5% critical chance.
Stubborn Bastard – 40% chance to heal 20hp when round ends.
To Stupiud To Fall – Crit damage immunity. God tier!
Pack Animal – Negates stamina penalties from gear. Awesome perk if you constantly are exhausted.
Main thing masochists need are health and armor, initiative to taunt first is nice and around 7 stamina before gear. Defector Masochists might have wasted points elsewhere and nobody except player seems to only level armor stat which means you will need to train them yourself from level 1-5 to get maximum armor.
Give them heaviest armor possible, 1h blunt weapon and put then on 2nd from top melee position. First thing they should do is taunt to take beating from all but bottom melee opponent. After that just defend, debuff, buff and heal.
Perks to take:
Tier 1 – 2nd and 4th.
Tier 2 – 1st and whatever else you fancy.
Tier 3 – 2nd and 3rd.
Tier 4 – 2nd, 3rd and 4th.
If you have crit immunity doll you can pick T3 4th perk and T1 3rd instead of T4 3rd. If you have high stamina you can replace T4 4th with those too, with crit doll and and high stamina you could take whole T2.
How’s The Breath – Single use stamina +4 buff and refresh, very good pick.
Dog Of War – 2 stamina points.
Can’t Touch This – 5% block.
The Departed – +5 damage buff to team when your teammate dies, single stack. Enemy/suicidal perk.
Pass The Tape – 40hp heal that can be used on others. One of reasons to pick Brutician class.
Rock N Roll – 30hp to diseased teammate. Crappy perk.
Cornered Tiger – 30 hp to wounded teammate. Crappy perk.
What’s Wrong? – 3 damage debuff to all enemies, stackable 5 times. Very good perk.
Roll The Dice – 30% crit chance buff to everyone. Not the best use of your turn.
No Gumprion – 10 damage buff every time you are grazed/missed.
Old Sport – 10 damage buff to your teammates when you are at 10 or less HP. Enemy perk.
♥♥♥♥ Disturber – 2 damage buff to your teammates, up to 5 stacks. Decent perk.
Pass the mop – 80hp heal that can be used on others. Another reason to pick Brutician.
He Was An ♥♥♥♥♥♥♥ – 10% hit buff to teammates when you die. Enemy/suicidal perk.
Doctor Death – 5 damage buff when using stamina or healing actions. Great perk.
Grandpa Snuff – 10% hit buff when attacking lvl20+ targets. Overpriced and with condition, but still useful.
Healthy, accurate heavy hitters make good Brutician recruits, especially if they have poor stamina and crit stats. Put 2 of them in ąrmor durable enough to survive one melee opponent and perhaps initial round if your taunter is slow, give 1-2 1h blunt weapons and 0-1 1h edge weapons, stop sign shields and let them guard southern melee flank where fresh enemy spawns will appear.
Perks to take:
Tier 1 – 1st and 2nd/3rd.
Tier 2 – 1st and 4th.
Tier 3 – 2nd and 4th.
Tier 4 – 1st, 3rd and 4th.
Hideout todo
Scavenging todo
Resources todo
Wastelanders and settlements todo
Formation, enemies
This is more or less how battle going in your favor should look like.
Earlygame you might need to save ammo for money or simply due lack of it so make sure your hellion backline have high base damage(But do not neglect crit/hit % to boost it), they can’t crit with rocks but can benefit from Blood Scent combo with edged 1h weapons your bruticians and melee hellion use. Lategame they mostly care about hit and crit chances.
Within first rounds you should make sure nobody dies or loses shield before masochist have chance to taunt. Bleeds, bang-♥♥♥♥ or knee cap work just fine when stun is not possible, knee cap and bang-♥♥♥♥ do not prevent eachother from being used on same target as well. You should disable/kill:
Backliners – They can target anyone and gank together.
High base/crit damage dealers – Sometimes they are backliners but melee with ~100 dmg is not unheard of, if taunt is immune to crits then you only care about base damage.
Anyone that could prevent your masochist from taunting – Better get anti-stun goggles for your tank to prevent disaster or roll some initiative boosting laws!
Once its time for killing just remember to leave harmless masochists alone if possible, keep eye out for hellions with dangerous crits and bruticians with one-hit base damage, they will stack it high with perks from dying teammates and healing.
Laws
When you have 200 fear you can roll a wheel of fortune raider laws. There are 30 of them(Send me pic if you managed to roll something more!), once you adopt them, you can never go back so think twice before adopting law with penalties. Do not reject all laws if they do not impact you too much negatively, that way you will be able to adopt better laws faster by removing small impact ones from the pooi.
Medicine men – 10h shorter healing, -20 initiative. Bad law.
First Amon Equals – Leader immune to dehydration and starvation, +10 to morale loss for lack of food.
To The Death – +20 to gained experience, 5% to lose random raider daily. Bad law, xp is not worth losing veterans to luck.
Prohibition – +20 initiative. Beer will be no longer consumed and your garrisons will get initiative they could not get with beer.
Rule The Sedentary – +5 critical damage, +100 vigilance per settlement battle.
Corpse Desecration – +10 fear and +20 vigilance per battle.
Water Carriers – +100 food/water/beer/ammo capacity, speed penalty.
Rules of Profit – +20 morale from chip sharing, chip share locked at 50%. Terrible law early, you do not need to pay your band of bloodthirsty crazies! Mid/Lategame money loses value and you can tax settlements.
Explosive Collars – Raiders do not desert you at low morale, -20 initiative. Terrible law.
Merciful Occupiers – Settlements can’t be razed and taxed more than 30%, they will not rebel.
Burial Rituals – Dead raiders can’t be butchered, -10 morale lost when losing raiders.
Mob Rule – +20 fear daily, +20 morale lost when losing raiders in battle.
Headhunters – +5 fear and +50 vigilance per kill.
Punish Greed – No morale loss from no pay, -20 initiative. Terrible law.
Animal Cruelty – Faster travel speed, camels die sometimes.
No Honor In Bribes – +1 skillpoint for leader on level up, can’t bribe regulators.
Blessed Armor – +15 hitpoints when wearing armor, -100 morale when removing armor. Awesome law.
Embrace Narcotics – 30 initiative for 2 hitpoints. Awesome law.
Loose Lips Removed – Hideout cannot be compromised, -1 recruit in Watering Hole.
Blood Runes – +2 fear and +10 vigilance per kill.
Value Resources – +2 resource when breaking down gear, 5% for no resources. Awesome law that boosts your loot by 20-40% and even gives 2 resources you otherwise would not get at all.
No Prisoners – Can only execute hostages, +20 fear for executions.
Proudly Cannibalistic – +5 meat and vigilance when butchering.
Embrace Primitivism – +5 melee and -5 ranged damage. Awesome law!
Food Inspection – Reduces sickness chance, -50% food loot.
Siege Experts – +1 to roll on siege attacks, siegers require +10 resources to build.
Blessed Weapons – +5 weapon damage, -100 morale when removing weapon.
Through Extortion – Towns Generate +100 chips daily, +1 hideout detection.
Brutal Enslavement – 5 hours shorter construction, slaves die sometimes.
Bravado Culture – +5 damage, -5hp. Good law.