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Rukori Group faction (game start)
   
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14 Aug, 2016 @ 2:59pm
6 Sep, 2016 @ 4:50pm
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Rukori Group faction (game start)

Description
NOTICE: Given I've been completely inactive for years this may be obvious, but I am completely done with Kenshi modding. All of my mods are up for grabs to improve, re-upload, or use the assets of if you feel so inclined. I am not an artist or an animator and lack the talent or interest to continue to work on Kenshi projects. My apologies.
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Several decades ago, a group of anonymous merchants wished to take their respective businesses in a new direction. They had a large sum of pooled together wealth, and a vision: To create a professional, and profitable mercenary organization. And thus, the Rokuri Group was founded.
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The Rukori Group's flag is a stylized purple R set on a dark green background.
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The Rukori Group is a private organization that sell themselves as specialists in the arts of riot suppression, rebellion dissipation, and the quelling of 'general unrest.' They enjoy a friendly relation with most kingdoms, as almost all nations need someone to keep the peasants in line every now and again. Exceptions to the rule would be the Hives, who dislike Rukori for its ties to the Slaver's Guild (which has taken many hivers in its raids) and the Shek Kingdom, as the proud warrior people dislike outsiders meddling in their affairs. (This is speculation and will be changed if necessary.) They can often be seen pacifying starving citizens who have taken to banditry, and also as guards in cities recently retaken from marauding seditionists and other undesirables. The organization is mostly made out of Greenlanders, Scorchlanders, and Shek, as employing Skeletons is not worth losing relations with the Holy Nation (A frequent customer) and the Hives already have reason to dislike them.
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The Rokuri doctrine emphasizes discipline and coordination between units to achieve victory, and thus one can find many more classes of troops than what is present in the usual mercenary company. However, this also means that the more specialized troops have trouble adapting to situations they aren't trained for. The council has deemed this to be an acceptable risk. These are the soldiers of the Rokuri Group one may encounter

Scouts make up the majority of the Rokuri Group's militant employees. These units have meagre training and poor armor, and are only slightly above an untrained peasant in terms of worth. However, they are also cheap to train and equip, so the average recruit will most likely find themselves being placed here. Scouts are, despite the name, often deployed en masse to impede the advance of an enemy while more experienced and well-equipped soldiers step in to butcher the entangled foe. (however, their light equipment does indeed make them useful for reconaissance, should the need arise for it.) Should a Scout survive, he will be find himself drafted into one of two advanced ranks.

Enforcers are the backbone of the Rukori group, able to hold their own against most common bandits with ease. They have leather armor and are armed with a Long Cleaver. When used properly, they can quickly devastate enemy formations.

Skirmishers make up the ranged component of Rukori. While their melee allies keep the enemy busy, Skirmishers rain death from afar. (Note: As ranged weapons have yet to be added to the game, Skirmishers are essentially Enforcers but armed with a Horse Chopper. When (if) ranged weapons are added, I will update the files to equip them properly. Right now, they just have a buffed Turret skill.)

Beyond the ranks of Skirmisher and Enforcer lies the Sergeant. Equipped with thick padding, light plate armor, and a dangerous Fragment Axe, Sargeants lead from the front, breaking formations with their monstrous blades while shouting orders to their men as they charge through the gap.

Captains are clad in plate armor and carry a massive Ringed Sabre. These commanders oversee large scale operations, and are an inspiring presence for their men to rally around.

While they have little more combat skill than a Scout, Engineers are vital to a Rukori operation, as they have the technical knowledge needed to construct and repair equipment and buildings. In addition, they come equipped with a massive backpack carrying all the supplies needed to construct a rudimentary outpost. Commanders should prioritize keeping their engineers safe, as the loss of even one would be a devastating blow.

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Trivia:

As a whole, the Rukori Group is essentially an auxillary force available for any aspiring nobleman looking for help quelling a riot or keeping a newly conquered city in line. They lack the numbers to create a kingdom for themselves and are quite happy as they are, making a fine profit off of their campaigns.

A detail of note is that as you go higher up the ranks, there seems to be something of a lack of diversity, with almost all sargeants and captains being Greenlanders. A Scorchlander or Shek officer is not impossible, but they are far rarer.

Beyond the rank of Captain, the Rukori Group is led by a council of businessmen who handle the diplomatic and financial aspects of the organization. They move from city to city periodically, following the scent of profit.

Recruits are gained in two ways. Either a competent volunteer signs up for the company, or a slave with useful combat experience is bought from the Slaver's guild, with the promise of freedom should they obey and do well. Either way, they start off as a scout, and if they survive they will advance from there.

Speaking of slaves, the reason the Rukori Group and the Slaver's Guild get along so well is thanks to the Rukori Group's tendency to get rid of troublemakers by selling them off. The guild is always willing to help a friend who provides them with so much new merchandise.
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Rules:
1. Follow the laws of the nation you are deployed in. Failure to comply will result in expulsion from the organization and subsequent punishment in accordance with the laws of the nation you are deployed in.

2. Do not steal from or assault another Rukori member. Punishment is 30 floggings.

3. Do not disobey orders. Punishment is 50 floggings.

4. Failure to pass inspection will be punished with 20 floggings.

5. Attempting to keep money or items belonging to the dead or captured for yourself will be punished with 30 floggings and a 30% dock in pay. Turn in all looted items to the quartermaster.

6. Refusing to turn in prisoners or incapacitated enemies will be punished with 50 floggings and a 50% dock in pay.

7. Attempting to avoid punishment will result in 20 floggings in addition to the original disciplinary action.

8. Murder of a Rukori member will be punished by hanging.

9. Desertion will be punished by hanging.

10. Treason will be punished by hanging.
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Things I want to do in time:

1. Make the Rukori Group a functional faction.

2. Give them a town/castle somewhere.

3. Give the player the ability to construct buildings that can be used to spawn the various classes of Rukori employees, for an appropriate price.

4. Give Skirmishers ranged weapons as soon as possible.

5. Several custom NPCs of various classes for unique dialogue (also maybe recruitable.)
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If you like this mod, feel free to check out others like it, such as Yolei's Marauders and the Fellowship of Eralt.
13 Comments
EuchreJack 23 May, 2021 @ 5:05am 
Any hope of your mercenaries being implemented further? Or at least upgraded to use crossbows?
Timon 14 Oct, 2016 @ 4:46am 
Just finished the mod! Couldn't figure out how to make the bars work in the towns but done everything else. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=780524692
Timon 13 Oct, 2016 @ 5:36am 
Will do when I figure out how to make patrols inside my new town :D
Squamousness  [author] 13 Oct, 2016 @ 5:18am 
Oh well then it would seem you're father along in Kenshi modding than I am. I'd suggest making an open ended call for help in the forums, in the modding subsection.
Timon 13 Oct, 2016 @ 5:17am 
I've done it, just having problem with people roaming the inside the town i built. They're in the building just not guarding the main doors.
Squamousness  [author] 13 Oct, 2016 @ 4:38am 
Unfortunately I too have this difficulty. The mod as it exists currently is just a game start allowing you to play with the factions. They don't appear in the world yet. I still need to learn that stuff as well.
Timon 12 Oct, 2016 @ 6:19pm 
I've just got started modding kenshi and wanting to make a squad of custom units just roam around the map, like the bandits do, but I just can't get them to spawn. I'm just wondering if you used a guide which helped you? this is what I got. http://i.imgur.com/82hsDAV.png
Blindfire83 22 Aug, 2016 @ 8:48am 
it was mine lol np
Squamousness  [author] 19 Aug, 2016 @ 7:17pm 
Hey um I think I accidentally deleted someone's post maybe so sorry about that. Whoever that was thanks for mentioning that Sergeant was spelled wrong.
Pepsi Man 19 Aug, 2016 @ 5:12pm 
I like the mod a lot good job man, in older versions of the game I would make custom starts but nothing like this, you should make more mods