Introduction
The Movement are the first Major Faction the Founders Player meets after the Fall of Haven. They are a collection of paramilitary organizations that started up to take the fight to Legion in the aftermath of the Fall of Atlanta. While they lack the professional personnel (few were US military vets) and the dedicated military grade equipment that the Founders have access to, they make up for this deficiency with a determination to defend their homes, large numbers of civilian vehicles modified into technicals, and larger combat teams to compensate. There is a good chance that Movement forces will comprise a significant portion of T-Force as they are one of two factions whose units can be purchased directly with Goodwill credits rather than gained through choices or mission actions.
By the We Are Legion expansion, the Movement has been largely subsumed into the wider resistance force under Alex Church. That being said, they still retain much of their Movement style equipment and tactics while fighting alongside Founder forces under Church.
Equipment
Being a militia force that operates one whatever they can get their hands on, Movement vehicles and combat squads are usually equipped with less sophisticated weapons and equipment jury-rigged for war. That being said, their modifications are fairly standardized and suited for stopping large infantry hordes.
Infantry Equipment
All Movement combat infantry are armed with semi-automatic AR-15. The Civilian AR-15 is the standard rifle in use with the Movement due to the quantities they can be found or made in, but the weapon is semi-automatic only and not an ideal weapon for fighting squads of Legion Terminators (most of whom require several shots to bring down). Thus, its advised to replace these rifles as soon as possible.
The standard anti-armour weapon in use in the Movement is the RPG-7, a reloadable rocket propelled grenade launcher that can knock out Legion spiders in a single shot and most vehicles (baring tanks) with a pair or trio of shots. It has a shorter range than the Founder's SMAW, though Movement RPG squads compensate by having two launchers per team rather than the one in standard Founder rifle and ATGM Squads. This allows RPG teams to engage armour targets for longer periods before needing to re-arm, and all RPG teams are equipped with combat rifles (also the AR-15) allowing them to contribute to the firing line when RPG ammo runs out.
Additionally, the Movement also have heavy weapon squads that can utlize crew served weaponry, like the Plasma Recoilless launcher and the Mark-19 Grenade Launcher. A common weapon used by Movement teams is the M20 Recoilless launcher, a decent anti-armour and anti-structure weapon that requires being setup first but can prove deadly to both infantry and light to medium armoured units. But at their base, the M2 Browning HMG is the default weapon used by Heavy Weapon squads when other weapons aren't around.
For anti-infantry work, the Movement utlizes sniper teams (which usually consist of 2 to 3 members) and Guerrillas squads. The former, as their name suggests, are long range marksmen capable of putting down infantry usually with a pair of Remington Sniper Rifle as a default weapon. The latter are a five man team wielding shotguns and C-4 demo packs that make them lethal in either an urban or close range fight or in a situation where one has time to prepare a defense but lacks engineers.
For clothing and uniforms, the Movement don't spend much on asthetics and fashion. Most Movement troopers usually wear civilian clothing (usually long sleeve pants, short sleeved or rolled up tops, a touqe or cap, and non-standardized boots) with knee and arm pads, a combat vest, and other accessories slung over their body like ammo bandoleers. Some squads like the RPG and Heavy Weapons teams may also be issued with eye and ear protection in the form of googles and ear mufflers. Some Movement members may also wear somekind of Ski mask although this isn't universal.
Vehicles
Most Movement combat vehicles are usually jury-rigged platforms, crewed by Technician teams. Most common are upgunned and uparmoured vans and pickup truck technicals. These serve as Movement equivalents to more dedicated APCs and light combat vehicles (like the Founder's Humvees). Vans can usually carry up to 10 personnel, a stock of extra ammo, and spare parts; they are also unarmed and lack armour, both problems which can be remedied with additional upgrades. By contrast, Pickup Trucks, better known as technicals in the Movement, always come equipped with a turret mount for a crew served weapon but the default is usually the M2 Browning.
However, the Movement still posses some assets with heavy weapons, namely in the form of their stationary weapons platforms, which come in light and heavy varieties. These are stationary but towable platforms that the Movement use to mount weapons seen are larger military vehicles, with light platforms carrying weapons seen fitted to an IFV like the Light Plasma or 20mm rotary cannon while heavy platforms can mount weapons seen on tanks like the Heavy Plasma cannon or 30mm Rotary cannon. Inaddition, both light and heavy platforms can be transformed into artillery pieces with the right equipment and modifications, with the light platform capable of being equipped with a 105mm howitzer and the heavy platform being outfitted with a 155mm howitzer. By default however, light weapons platforms are equipped with a 25mm autocannon while heavy platforms come equipped with 120mm tank guns salvaged from an old army depot and a 7.62 machine gun (heavy platforms can also be upgraded to add a second machine gun turret with an M2 HMG or equivalent weapon).
As both heavy weapons platforms are stationary assets, they require separate towing vehicles. While light platforms can be attached and towed by Movement Vans and Technicals, along with both Founder Humvees and Civilian/Cartel trucks, heavy weapons platforms requires much larger and more powerful vehicles. If using a Founders HEMTT isn't an option, the Movement will rely on modified dozers and semi-trucks to toe them. Dozers are slow vehicles but can be upgraded with heavy armour and weaponry, while a semi-truck can not only tow heavy platforms and trailors (which will be mentioned later), but also act as makeshift APCs and can carry five passengers.
In addition to towing weapons platforms, semi-trucks can also tow a variety of Movement Trailers. These trailers come in ammo, fuel, and passenger varieties. The former two carry their supplies (primarily ammo and fuel) for the Movement's vehicles and troops. And they can carry up to ten thousand units of supplies, the most out of any known supply carrier. Passenger trailers, also known as armoured command trailers, function in a fashion similar to APCs or IFVs. They can carry a significant number of passengers into battle (up to 24 passengers) who can fire out of firing ports and be upgraded to carry both formidable armour and a pair of turrets, one equipped with an infantry crew served weapon (like the M134 mini-gun or Recoilless Rifle) and the other equipped with a medium sized weapon (weapons that can be fitted onto an IFV platform like the 20mm rotary cannon).
While the Movement will typically use these upgunned civilian platforms, they are not adversed in utilizing captured or purchased weaponry from other factions. Most notable was during the Movement support Uprising in Chihuahua, where rebels equipped in the manner of the Movement utilised both Cartel modified Humvees to attack the Cartel and Cartel Supply Trucks to resupply T-Force with additional ammo. Movement forces operating near Abique and Albuquerque also have access to Integrator technology and vehicles, although never seen operating them when T-Force is around. That being said, Movement Technicians can be trained to operate heavy vehicles including both Founder and Integrator Tanks, along with a variety of other vehicles. Inaddition, the Movement aren't adverse to using more civilian and underarmoured vehicles like supply vehicles and trucks to move troops around if they can capture them from the battlefield.
Aerial Vehicles
The Movement are unique in that they are one of the few factions outside of the Founders and Legion to operate aircraft in notable numbers.
The Movement can call upon at least one modified propeller driven plane outfitted with hardpoints for 8 weapon systems, usually being two heavy caliber guns, 4 rocket pods, and a pair of heavy bombs. When one of these planes are called upon, they will first strafe a target location with their heavy guns before dropping either bombs or launching a flurry of rockets (depending on what kind of airstrike is called in). These airstrikes can be absolutely devastating against even Legion heavy tank formations, but require a technician team on site and in range to call in the strike and the airspace clear of anti-air platforms since these planes are vulnerable to even MANPADS or AA-missiles mounted on Spiders.
The Movement also operate a number of Iroquois transport helicopters salvaged from the hangars of both US and Latin American Government airstrips, which a number can be found in the arsenals of the Cartel. These fast and mobile helicopters, along with carrying a reinforced Milita squad into combat, are equipped with a pair of rotary miniguns capable of sweeping away squads of infantry and a pair of unguided Rocket Pods great for eliminating lighter targets. That being said, the Iroquois lagged behind both the Founder's Blackhawk and Legion's HK Aerial due to its lack of flare launchers, making them vulnerable to MANPADS or even focused-fired ATGMS. However, they are the only aircraft that can be purchased with Goodwill Credits (which can only be bought before players move on to the Vega Mission) and may be useful as either rapid response assets or evacuation transports if the time calls for it. Iroquois need a technician team trained in flying helicopters, so having one that is ready to be trained is a good idea when one is operating across the map.
Relations with other factions
- As a guerilla force organised to resist Legion, both the machines and the Movement are at war with eachother with the latter conducting constant raids on Legion convoys and bases. More recently has the Movement shifted to retaking and holding territory from Legion like Abique and Albuquerque.
- The Movement maintain rather neutral ties with the Integrators, whom the former views the latter as a good source of advanced technologies and weapons platforms. However, the Movement dislike the Integrator's use of slave labour which eventually contributes to the Movement authorising operations against the Integrators.
- The Movement and Cartel are in an active state of hostilities, with the Cartel noted to be taking advantage of the Movement's conflict against Legion to raid supply lines. However the Movement typically doesn't have the forces to engage both the Cartel and Legion simultaneously, so the Movement hasn't moved much against the Cartel beyond sending spies into their territory until the arrival of T-Force.
- There exists no formal relations with the Founders outside of units like T-Force and Major Kelso's deserters. However with the latter, Movement units sent to fight the Four Suns Gang indicated that they would share supplies with Kelso's forces who were on of the few forces trying to stablize the region around Vega. However the main Founders Forces do not interact much with the Movement with atleast one attempt to incoporate Movement forces directly into the Founders.
- In the base game, the relationship between the Movement and T-Force can vary depending on the player's actions in Abique. However it's inferred that T-Force and the Movement retain good relations by the time of the "We Are Legion" Campaign where a Movement commander requests the assistance of the former Founders Task Force and the two are seen fighting side by side in Austin.
- Opinions on the Movement from civilians and independent groups are usually mixed. Some fear the Movement due to them risking to bring the war to untouched lands. Others look up to them due to the Movement's dedication to uphold Freedom.