Rednecks Force Structure
On the western fringe of the Kingdom of New-Heldon spread the large plains of the Redneckland, a confederation of farming counties supplying the whole region with food – and generally healthy food, which is rather exceptional.
Such wealth cannot be left unnoticed, especially in a region bordered by the powerful Neo-Soviet Empire, the disgusting Veh deh Merd, and the increasingly influent City of the Star & Moon, and the region is subject to raids and conquering attempts.
The counties therefore had to unite and defend themselves on many occasions; in spite of their lack of proper military organisation and heavy support, the Redneckland has proved a nightmare to fight against every time it was invaded, as every citizen is a soldier – even though a poor one.
Redneckland veterans (especially those of the Farmlands war) consider Rednecks as incurable psychos that must be gunned down to the last one if control over the region has to be taken.
Rednecks are traditionally allied to New Heldon, that buys their agricultural products and has repeatedly supported them in times of war, and always are on friendly terms with the squats.

 

Redneck War Leader
All sorts of (often pathetic) heroes have lead Redneck mobs to war: movie stars, repented drug addicts, pop singers, reverends, county policemen... What they have in common is ambitions disproportionate to their qualities as warriors and leaders.

Qty PP Description T Mv Df Mn CR
1 33 Redneck War Leader C 9" 2k2 4k3 5"
Ballsy

War Leader Arsenal
  WP Description   R AV AE AET
  See Good Ole Boys and Mudhole Veterans for weapons & costs  

 

Good Ole Boys / Gals
The backbone of the Redneck forces is constituted of squads of (more or less) honest citizens defending their land against traitorous aggression, in anticipation if possible.

Qty PP Description T Mv Df Mn CR
4-8 14 Good Ole Boys / Gals T 9" 2k2 3k2 0"
Poorly trained
0-1 16 Unit leader T 9" 2k2 3k2 4"
Poorly trained

Good Ole Boys Arsenal
  WP Description   R AV AE AET
  4 Brawling   0" 1k1 - -
  8 Close combat weapon (fork, clubs...)   0" 2k1 - -
  12 Heavy close combat weapon (chainsaw...)   0" 3k2 - -
Piercing attack
  18 Handgun   12" 2k2 - -
  20 Shotgun   12" 3k2 - -
  22 SMG   18" 2k2 - -
  24 Boltgun   18" 3k2 - -
  16 Bolt action rifle   18" 2k2 - -
Slow reload
  26 Assault rifle   24" 2k2 - -
  40 Flamer   12" 3k2 3x Bu
  38 Grenade Launcher - krak   18" 3k3 - -
Multiprofile
  Grenade launcher - frag   18" 2k2 2x Ex
  55 LMG   30" 2k2 3x Bu
Move or fire
  59 HMG   30" 3k2 3x Bu
Move or fire
  43 Sniper rifle   48" 3k2 - -
Move or fire, Piercing attack
  48 RPG - krak   30" 4k4 - -
Move or fire, Armor piercing, Multiprofile
  RPG - frag   30" 3k2 2x Ex
Move or fire

 

Hunting Party
Many Rednecks have a particular taste (if not talent) for hunting, and they will unleash their packs of dogs or mutant pigs on anyone who’s not been invited on their land.

Qty PP Description T Mv Df Mn CR
2-7 12 Dog T 12" 2k2 2k2 0"
Coup counter, Poorly trained, Easily controlled
2-7 20 Frenzied mutant pig T 12" 3k2 4k3 0"
Coup counter, Poorly trained, Easily controlled
1 16 Hunter T 9" 2k2 3k2 4"
Poorly trained

Hunter Arsenal
  WP Description   R AV AE AET
  4 Brawling   0" 1k1 - -
  8 Close combat weapon / Dog attack   0" 2k1 - -
  10 Heavy close combat weapon / Pig attack   0" 3k2 - -
  18 Handgun   12" 2k2 - -
  20 Shotgun   12" 3k2 - -
  22 SMG   18" 2k2 - -
  24 Boltgun   18" 3k2 - -
  16 Bolt action rifle   18" 2k2 - -
Slow reload
  26 Assault rifle   24" 2k2 - -

 

Mudhole Veterans
Some Rednecks do have some sort of military training – they can be ex-soldiers, cops, or warrior wannabes.

Qty PP Description T Mv Df Mn CR
4-8 20 Mudhole Veteran T 9" 2k2 3k3 0"
0-1 22 Unit Leader T 9" 2k2 3k3 4"

Mudhole Veterans Arsenal
  WP Description   R AV AE AET
  6 Brawling   0" 2k1 - -
  10 Close combat weapon (fork, clubs...)   0" 3k2 - -
  15 Heavy close combat weapon (chainsaw...)   0" 3k2 - -
Highly accurate
  20 Handgun   12" 3k2 - -
  22 Shotgun   12" 3k2 - -
Piercing attack
  24 SMG   18" 3k2 - -
  26 Boltgun   18" 3k2 - -
Piercing attack
  18 Bolt action rifle   18" 3k2 - -
Slow reload
  28 Assault rifle   24" 3k2 - -
  42 Flamer   12" 3k2 3x Bu
Piercing attack
  41 Grenade Launcher - krak   18" 4k3 - -
Multiprofile
  Grenade launcher - frag   18" 3k2 2x Ex
  59 LMG   30" 3k2 3x Bu
Move or fire
  61 HMG   30" 3k2 3x Bu
Move or fire, Piercing attack
  46 Sniper rifle   48" 3k2 - -
Move or fire, Highly accurate
  51 RPG - krak   30" 5k4 - -
Move or fire, Armor piercing, Multiprofile
  RPG - frag   30" 3k2 2x Ex
Move or fire, Piercing attack

 

Psycho Killer Squad
All Redneck counties have their share of nutcases even compared to local standards, which gives you an idea on how mentally disturbed they can be. Even though they are pretty dangerous, those are considered benevolently by local authorities, and are often employed in the local slaughterhouses. When the county is at war, they will put on their favourite maniac paraphernalia and ambush whoever is unhappy enough to come across them.

Qty PP Description T Mv Df Mn CR
4-8 32 Psycho Killer E 9" 2k2 4k3 0"
Poorly trained, infiltration, frenzied
0-1 34 Unit Leader E 9" 2k2 4k3 4"
Poorly trained, infiltration, frenzied

Psycho Killer Arsenal
  WP Description   R AV AE AET
  10 Close combat weapon (machete...)   0" 3k2 - -
  12 Heavy close combat weapon (chainsaw...)   0" 3k2 - -
Piercing attack
  18 Handgun   12" 2k2 - -
  20 Shotgun   12" 3k2 - -
  22 SMG   18" 2k2 - -

 

War Tractor
Rednecks have very few vehicles, so they will mount their heavier weapons on their custom-tractors for a ride of destruction.

Qty PP Description T Mv Df Mn CR
1 42 War Tractor L 12" 4k4 3k3 0"
Poorly trained, Vehicle

War Tractor Arsenal
  WP Description   R AV AE AET
  12 Impact - light   0" 2k2 2x CC
  74 HMG   36" 4k2 3x Bu

 

Armoured Car
The wealthiest counties have armoured cars, often attributed to the local police force.

Qty PP Description T Mv Df Mn CR
1 61 Armored Car M 15" 5k4 4k3 0"
Poorly trained, Ballsy, Vehicle

Armored Car Arsenal
  WP Description   R AV AE AET
  16 Impact - light   0" 2k2 3x CC
  38 Guns   18" 4k2 2x Bu

 

Porkinov Catapult
The war machine known as the "Porkinov Catapult" was invented by the O'Donocul clan during their first conflict against the Star and the Moon State. Their idea was to taunt and enrage enemy troopers, known for never eating pork, by throwing at them rectal loaded piggy bombs lit by a piece of burning linen - filling the pigs' anus with large quantities of petrol, a symbol of the Star & Moon State, was another provocative idea. It was tremendously successful, and has since then been used in every major conlict the O'Donocul clan has taken part in, including the Farmlands War.

Qty PP Description T Mv Df Mn CR
1 48 Porkinov Catapult M 6" 4k4 3k3 0"
Poorly trained, Vehicle

Porkinov Catapult Arsenal
  WP Description   R AV AE AET
  8 Impact - light   0" 2k2 - -
  52 Porkinov cocktail   24" 2k2 3x Ex

 
 

Miniatures by Demonblade / xB9 / Dark Tortoise Productions, Ground Zero Games, Copplestone Castings and Wargames Foundry.

 

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