Fallout New Vegas

About this mod

This mod primarily serves to diversify and improve the stats and worth of the NCR, Legion sets so it wont be as irrelevant in your game, as well as some bonus tweaks to Marked Men outfits.

But only to a degree so as not be overpowered or balance breaking.

Requirements
Permissions and credits
Description

Well, this has been one of the biggest group of edits I've made yet in a single Uniquely Balanced mod.

You know, it's actually kind of ridiculous that despite the plot of New Vegas revolving around the NCR-Legion conflict over the Mojave, neither side seems to actually have any outfits that have actual stats, the only exception to this are the unique NPC outfits.

Like, the only reason anyone would wear faction armor is really only for their disguises. Have you seen the stats on that Trooper Armor? 10 DT for 26 WGH!

With stats like that it's no wonder, especially since there are multitudes of other armor found throughout the game that far outpaces these. Even the iconic Ranger Combat Armor eventually gets replaced by the Riot Gear set from Lonesome Road, especially since the Riot Gear helmets have Infrared Vision but not the Ranger variant for some reason.

Well at the very least, this has all been changed.

Now most faction outfits have stats reflective of both the faction it hails from, as well as the item's own visual and thematic identity.

Also Marked Men are included because a lot of armor in Lonesome Road is essentially just a variant of the faction armor found in the base game.

This mod technically also serves as a standalone overhaul mod for the Riot helmets, and brings with it the ability to toggle Infrared instead of relying on Sneak Sight.

For more specific information, you can refer to the Table of Contents down further below.

Check out my other Uniquely Balanced Variants:



Requirement

This mod requires the Honest Hearts, Old World Blues, and Lonesome Roads DLCs.

  • Honest Hearts for edits to the Desert Ranger set, as well as interactions involving the Grunt Perk for Trooper sets.
  • Old World Blues for Nightvision.
  • Lonesome Roads for Marked Men sets, as well as edits to the Riot Gear sets and turning Sneak Sight into Infrared Vision.


Installation

You can just install this with your mod manager or manually place it in your Data file in your game's root directory. Like my other Uniquely Balanced mods, It's a very basic .esp file.

Note:

  • As this mod only affects Vanilla and DLC armor stats, it should be compatible with just about anything so long as it doesn't manipulate the specified armor. 
  • If you load it above YUP or any other mods that alter these specific armor, expect it to not have any changes.

There is a main file which consists of all 3 major edits.

There is also an alternative FNV Vanilla Hat Fix patch if you prefer for hair to clip through your helmets, mostly the Trooper helmets.

And if you prefer one over the other, you can simply download one of the optional ones.



Table of Contents:

NCR
*Due to its size, NCR is split into two groups, NCR and Ranger. (Even in mods, you cant escape the sheer size of the NCR)
Spoiler:  
Show
*NCR Troopers are mostly not as well trained compared to their Legion counterparts, being mostly conscripted recruits with minimal training and mass manufactured equipment, it makes sense that most Trooper armor aren't particularly outstanding.
*However, therein lies an opportunity. For Troopers who are experienced and well-trained, they stand out above the rest and can utilize their equipment better.
*This is represented with an interaction with the Grunt Perk, where having it gives most Trooper outfits a PRK Bonus with bonus or increased stats.

*The NCR Beret is commonly worn by commanding officers and important NCR personnel, giving it bonuses to Speech as well as Guns.
*The Beret also has a +1 CHA set bonus with any Trooper outfit aside from MP, as wearing Trooper gear makes you look like an official NCR officer.

*Trooper Helmets are fairly simple, most just have their WGH reduced to 2, and have +1 PER.
*The Grunt Perk gives Trooper Helmets +1 END, making them more hardy.

*Despite the classification for Trooper Fatigues to be "Light Armor", it retains the 26 WGH of its armored counterparts, this has been changed.
*Now Trooper Fatigues have 6 WGH and its DT is increased to 3.
*As Fatigues, it gives +1 END, and with the Grunt Perk, it gives +1 AGL.

*Trooper Armor in general have their WGH reduced from 26 to only 18, it's not as light but it is Medium Armor for a reason.
*The Grunt Perk gives most Trooper armor either +1 AGL or +2 Guns, Trooper Armor has both +1 AGL and +2 Guns.
*Facewrap gives +2 Survival, but has it switched to +1 END and +2 Guns with the Grunt Perk.
*Bandoleer has many satchels on it, giving it +10 Carry WGH. With the Grunt Perk, Bandoleer gets a bonus +10 AP and +2 Guns.

*Mantle Armor is mostly worn by NCR officers and NCOs, giving it +5 Speech and +2 Guns.
*Mantle Armor also has increased VAL and +1 DT compared to the rest, and its PRK Bonus gives +1 AGL, making it a direct upgrade to the Trooper Armor.

*MP set isn't truly considered a "Trooper Set" given their exclusive role in civilian policing, as such it has no PRK Bonuses.
*MP Helmet is like the Goggles Helmet but with a set bonus for +2 Speech.
*MP Armor have their armor class switched to Light Armor due to it essentially being Trooper Fatigues with some minor reinforcements.
*MP Armor's stats are now similar to that of Trooper Fatigues, but have +1 DT and WGH, and give bonuses to Melee Weap and Speech.

Beret:
  • EFF: +[Speech +5, Guns +5] + Trooper Set Bonus:[CHA +1]
Trooper Helmet:
  • WGH: 3 > 2
  • EFF: +[PER +1] + PRK Bonus:[END +1]
Goggles Helmet:
  • WGH: 3 > 2
  • EFF: [Foureyes] > [PER +1, Foureyes] + PRK Bonus:[END +1]
Trooper MP Helmet:
  • WGH: 3 > 2
  • EFF: [Foureyes] > [PER +1, Foureyes] + Set Bonus:[Speech +2]

Trooper Fatigues:
  • DT: 2 > 3
  • VAL: 300 > 100
  • WGH: 26 > 6
  • EFF: +[END +1] + PRK Bonus:[AGL +1]
Trooper Armor:
  • WGH: 26 > 18
  • EFF: +PRK Bonus:[AGL +1, Guns +2]
Facewrap Armor:
  • WGH: 26 > 18
  • EFF: +[Survival +2] + PRK Bonus:[END +1, Guns +2]
Trooper Bandoleer:
  • WGH: 26 > 18
  • EFF: +[Carry WGH +10] + PRK Bonus:[AP +10, Guns +2]
Trooper Mantle:
  • DT: 10 > 11
  • VAL: 300 > 320
  • WGH: 26 > 18
  • EFF: +[Speech +5, Guns +2] + PRK Bonus:[AGL +1]
Military Police Armor:
  • CLASS: Medium > Light
  • DT: 10 > 4
  • VAL: 300 > 150
  • WGH: 26 > 7
  • EFF: +[Melee Weap +2, Speech +2]

*Salvaged Power Armor now has their DT adjusted to be similar to the T45d Power Armor.
*Since most of the mechanical servos have been removed from the Salvaged set, it's possible to use the Power Armor without either training or power.
*I think -2 AGL is a bit too much since parts have been removed and modified to allow use, unlike trying to move in a suit of actually unpowered power armor.
*So Salvaged Power Armor now gives only -1 AGL, in addition to increasing END by +1 as a testament to the resilience and determination of Heavy Troopers to even wear and fight in this thing.


Salvaged Power Helmet:
  • DT: 4 > 5
NCR Salvaged Power Armor:
  • DT: 20 > 22
  • EFF: [AGL -2] > [END +1, AGL -1]

*Ambassador Crocker's Suit now has solid bonuses to CHA related stats, whereas President Kimball's Suit is entirely Speech focused with +2 CHA.
*Both Ambassador Crocker's Suit and President Kimball's Suit now has actual VAL.

*General Oliver's Cap has a Set Bonus of +5 Speech when worn with the Uniform, not that it matters much but it's there to complete the look.
*General Oliver's Uniform has its +2 CHA split between the Cap, and in the form of +5 Speech.
*The Uniform retains its ridiculous +20 AP while also increasing AGL and DT by +1.


Ambassador Crocker's Suit:
  • DT: 1 > 0
  • VAL: > 230
  • WGH: 1 > 2
  • EFF: +[CHA +1, Speech +10, Barter +5]
President Kimball's Suit:
  • VAL: 5 > 300
  • EFF: [Speech +5] [CHA +2, Speech +10]

General Oliver's Cap:
  • DT: > 1
  • VAL: 8 > 60
  • EFF: [PER +1] > [PER +1, CHA +1, Guns +5] + Set Bonus:[Speech +5]
General Oliver's Uniform:
  • DT: 0 > 1
  • VAL: > 240
  • WGH: > 2
  • EFF: [CHA +2, AP +20] > [AGL +1, AP +20, Speech +5]

Spoiler:  
Show
*The NCR Rangers are notably different from the Troopers as they are considered the "Elite" of the army, giving their outfits generally better stats.
*The trade off however is that most Ranger outfits are simple clothing, giving them far less DT in return for better bonuses.

*Authority Glasses are commonly worn by NCR Rangers, making it fitting that they get a Set Bonus for Speech if worn with any Ranger outfits.

*Ranger Hats are separated into two variants, the ones commonly worn with Ranger Outfits, and the "Patrol" variant worn with the Ranger Patrol Armor.
*The normal variant gives bonuses to Survival and a set bonus for Guns.
*The Patrol variant looks more durable than the others, giving it +1 DT and it now has a VAL of 40.
*The Patrol variant also gives an additional +3 Guns over the rest, and has a set bonus with the Ranger Patrol Armor of +2 Guns.

*Ranger outfits have a general focus towards Survival, as well as bonuses to Guns and AGL.
*Ranger Casual only gives +1 AGL and +5 Survival as it's just a casual shirt.
*Ranger Red Scarf gives +1 DT and WGH, as well as +5 to Guns and Survival.
*Ranger Vest has the highest DT of the three at 2 DT and the same bonuses as Red Scarf, essentially making it an upgrade to it.

*Ranger Patrol Armor is essentially a Combat Armor, but overall more protective and well suited to patrolling the Mojave.
*As a result, its DT has been increased to 17, and VAL increased accordingly to be similar to that of Reinforced Combat Armor.
*Due to its nature as Medium combat armor, it loses the typical +1 AGL of most Ranger outfits in favor of +1 END.
*Patrol Armor also gets +2 Melee Weap due to visual reasons.

Authority Glasses:
  • VAL: 6 > 18
  • EFF: [Foureyes] > [PER +1, Foureyes, Speech +2] + Ranger Set Bonus:[Speech +3]
Ranger Hats:
  • EFF: +[PER +1, Survival +2] + Set Bonus:[Guns +3]
Ranger Patrol Hat:
  • DT: 0 > 1
  • VAL: 0 > 40
  • WGH: 0 > 1
  • EFF: +[PER +1, Guns +3, Survival +2] + Set Bonus:[Guns +2]

Ranger Casual:
  • VAL: 6 > 40
  • EFF: +[AGL +1, Survival +5]
Ranger Red Scarf:
  • DT: 0 > 1
  • VAL: 6 > 60
  • WGH: 1 > 2
  • EFF: +[AGL +1, Guns +5, Survival +5]
Ranger Vest:
  • DT: 0 > 2
  • VAL: 6 > 70
  • WGH: 1 > 2
  • EFF: +[AGL +1, Guns +5, Survival +5]
Ranger Patrol Armor:
  • DT: 15 > 17
  • VAL: 390 > 7800
  • EFF: +[END +1, Guns +5, Melee Weap +2]

*NCR Ranger Combat Helmets now have the same Red-tinted IR vision of the Riot Helmets from Lonesome Road.
*In addition, Sneak Sight has been replaced with Infrared Vision and is toggleable via your Pipboy Flashlight instead of crouching. (It got pretty annoying)
*Due to the mystique and reputation of the famous "Black Armor" of veteran rangers, all Riot Helmets have a +1 CHA bonus when worn with their full set.

*While Riot Helmets can work independently without need of its armor, I wanted to implement a feature where these helmets still feel powered regardless of that fact.
*So many of its features like IR Vision, PER bonuses, and Crit Chance are only active if the helmet's CND is above 10%. Making it imperative to keep the helmets in a well maintained state and functional.

*The WGH of Riot helmets have been overall reduced, putting them closer to the Ranger Combat Helmet while steadily increasing in WGH as it gets tougher.
*Starting from Advanced Riot helmet the PER is increased to +2, and Elite has +5% Crit Chance instead of 3%.

*Ranger Combat Armor and Riot Gear now has stats more similar to one another, while also having their WGH reduced to 25 similar to Combat Armor.
*Ranger Combat Armor has bonuses to Sneak, while Riot Gear has bonuses to Melee Weap.
*Both Advanced and Elite Riot Gear has an additional +1 END.
*Advanced Riot Gear loses half of its Explosion in exchange for +5 Guns.
*Elite Riot Gear has its +5% Crit Chance moved to its helmet instead, and has bonus to AP now.


Ranger Combat Helmet:
  • EFF: +[IR Vision, PER +1, Crit Chance +2%] + Set Bonus:[CHA +1]
Riot Helmet:
  • WGH: 6 > 3.5
  • EFF: [PER +1, Sneak Sight] > [IR Vision, PER +1, Crit Chance +3%] + Set Bonus:[CHA +1]
Advanced Riot Helmet:
  • WGH: 6 > 4
  • EFF: [PER +2, Sneak Sight] > [IR Vision, PER +2, Crit Chance +3%] + Set Bonus:[CHA +1]
Elite Riot Helmet:
  • WGH: 6 > 4.5
  • EFF: [PER +2, Speech +5, Sneak Sight] > [IR Vision, PER +2, Crit Chance +5%, Speech +5] + Set Bonus:[CHA +1]

Ranger Combat Armor:
  • WGH: 30 > 25
  • EFF: +[AGL +1, Guns +5, Sneak +2]
Riot Gear:
  • HP: 500 > 600
  • WGH: 30 > 25
  • EFF: [AGL +1, Guns +5] > [AGL +1, Guns +5, Melee Weap +2]
Advanced Riot Gear:
  • DT: 21 > 22
  • WGH: 25 > 25.5
  • EFF: [END +1, Explosives +10] > [END +1, AGL +1, Guns +5, Explosives +5]
Elite Riot Gear:
  • DT: 22 > 24
  • EFF: [CHA +1, Guns +10, Crit Chance +5%] > [END +1, AGL +1, AP +15, Guns +10]

*Desert Combat Helmet has toggleable Nightvision instead of Infrared Vision like the other helmets, and gives +1 END instead of Crit Chance.
*Desert Combat Helmet still operates similarly with needing its CND to be above 10% for Nightvision and PER bonus to work.
*Desert Combat Helmet now has 3 WGH.

*The Desert Combat Armor gives +1 END instead of AGL, as well as placing emphasis on Survival.

Desert Combat Helmet:
  • WGH: 0 > 3
  • EFF: +[Nightvision, PER +1, END +1] + Set Bonus:[CHA +1]
Desert Combat Armor:
  • WGH: 30 > 25
  • EFF: +[END +1, Guns +5, Survival +5]


Legion
Spoiler:  
Show
*Caesar's Legion has its Legionnaires split into three categories accordingly, Recruit, Prime, and Veteran.
*The Recruit are largely unproven fodder given only melee weapons and asked to survive, as such their set only gives +2 Melee Weap and Survival.
*The Prime are proven warriors with access to simple guns, their set gives +4 Melee Weap, and +2 to Guns and Survival.
*The Veteran are the elite and experienced warriors, their set gives +8 Melee Weap, and +2 to Guns and Survival.

*Each Legionnaire Helmets now also gives +1 PER, and Recruit and Prime helmets have 1 less WGH.
*The Decanus Helmets are essentially officer helmets for the Legion, they primarily focus on Speech bonuses dependent on their rank.

*The Explorer set now provides PER bonuses, with the full set giving +2 PER.
*The Explorer Hood is lighter now at 1 WGH, and provides +2 Sneak.
*The Explorer Armor provides +1 AGL and +2 Survival as well.

*The Slave headwear are now weightless like the regular Head Wraps, as well as providing different bonuses each.
*Slave Scarf gives +1 PER and +2 Survival, whereas Slave Head Wrap gives +1 END.

*I've also made some edits to the Slave Backpack, it's still unplayable, but I gave them a more appropriate Repair List, as well as an EFF that reduces AGL but increases Carry WGH. This was done more so if you have a way to implement them like a mod or something.

Slave Scarf:
  • WGH: 1 > 0
  • EFF: [PER +1] > [PER +1, Survival +2]
Slave Head Wrap:
  • WGH: 1 > 0
  • EFF: [PER +1] > [END +1]

Slave Rags:
  • EFF: +[CHA -1, END +1]
Slave Backpack:
  • RPR: [Combat Armor] > [Wasteland Clothing]
  • EFF: +[AGL -1, Carry WGH +75]

Explorer Hood:
  • WGH: 2 > 1
  • EFF: +[PER +1, Sneak +2]
Explorer Armor:
  • WGH: 10 > 8
  • EFF: +[PER +1, AGL +1, Survival +2]

Recruit Helmet:
  • WGH: 3 > 2
  • EFF: +[PER +1, Survival +2]
Prime Helmet:
  • WGH: 3 > 2
  • EFF: +[PER +1, Melee Weap +2, Survival +2]
Veteran Helmet:
  • EFF: +[PER +1, Melee Weap +3, Survival +2]

Recruit Decanus Helm:
  • EFF: +[PER +1, Speech +2, Survival +2]
Prime Decanus Helm:
  • EFF: +[PER +1, Speech +2, Melee Weap +2]
Veteran Decanus Helm:
  • EFF: +[PER +1, Speech +5, Melee Weap +3]

Recruit Armor:
  • EFF: +[Melee Weap +2]
Prime Armor:
  • EFF: +[Melee Weap +2, Guns +2]
Veteran Armor:
  • EFF: +[Melee Weap +5, Guns +2]

*The Vexillarius, Centurion, and Praetorian are three unique veteran classes of the Legion and each serving a different specialized role.

*Vexillarius are standard bearers, granting them +1 CHA to rally nearby troops in addition to its Veteran stats. (It also works for companions funny that)
*Vexillarius Helmet gets +1 DT and has its WGH reduced by 1, as well as giving +2 Survival.
*As the helmet is also frequently worn by members of the Frumentarii, it gets +10 AP and +2 Sneak.

*Centurions are among the most elite of the Legion's officers, their duty is combat as much as it is leadership.
*Centurion Helmet gives +5 to Melee Weap and +2 Speech, it also has a set bonus of +1 CHA and +3 Speech.
*However the Centurion Helmet has its DT reduced from 5 to 4, as it always felt a bit too strong given its WGH and how it looks.
*Centurion Armor has +1 END to signify how tough Centurions are in addition to its Veteran stats.

*Praetorian are the personal handpicked bodyguards of Caesar, they are described to be at peak physical form, and their primary mode of attack is with unarmed combat.
*So instead of increasing Melee Weap, the Praetorian armor gives +5 Unarmed instead.
*To help represent the peak of physical might, Praetorian armor also gives +1 STR in addition to the usual Veteran's +2 Guns.


Vexillarius Helm:
  • DT: 1 > 2
  • WGH: 3 > 2
  • EFF: [Foureyes] > [PER +1, Foureyes, AP +10, Survival +2, Sneak +2]
Vexillarius Armor:
  • WGH: 26 > 18
  • EFF: +[CHA +1, Melee Weap +5, Guns +2]

Centurion Helm:
  • DT: 5 > 4
  • EFF: +[Melee Weap +5, Speech +2] + Set Bonus:[CHA +1, Speech +3]
Centurion Armor:
  • EFF: +[END +1, Melee Weap +5, Guns +2]

Praetorian Armor:
  • EFF: +[STR +1, Unarmed +5, Guns +2]

*Legate's Helmet has its DT increased to 5, and WGH increased to 4.
*Legate's Helmet now gives bonuses to Crit Chance and Melee Weap, it also has a Set Bonus when worn with the Armor for +1 CHA.

*Legate's Armor is now playable, and can be picked from Lanius' corpse.
*Legate's Armor now has most of its stats based off the Armor of the 87th Tribe from Lonesome Road as it essentially is a variant of it.
*Compared to the Armor of the 87th Tribe however, Legate's Armor has +15 AP and +5 Melee Weap instead.

*Caesar's Armor unlike most other Legion armor, has a focus almost exclusively on being a leader.
*The armor still retains its bonuses to Speech and Survival, however for Speech its bonus has increased to +10, and gets an additional +1 to CHA.
*As the embodiment of the Legion's ideals, the armor gives +1 STR, it also helps Caesar punch things better.


Legate's Helmet:
  • DT: 4 > 5
  • WGH: 2 > 4
  • EFF: +[Crit Chance +3%, Melee Weap +5] + Set Bonus:[CHA +1]
Legate's Armor:
  • HP: 100 > 3000
  • DT: 15 > 22
  • VAL: 250 > 6500
  • WGH: 45 > 35
  • EFF: +[STR +1, END +1, AP +15, Melee Weap +5]

Caesar's Armor:
  • EFF: [Speech +5, Survival +5] > [STR +1, CHA +1, Speech +10, Survival +5]


Marked Men
Spoiler:  
Show
*Most of the Marked Men sets have an emphasis on either Survival or END to reflect the hardships of surviving in the Divide and the resilience needed.
*But in most cases most of the Marked Men's original bonuses are kept, like for Marked Scout or Trooper.
*The real changes are in DT and WGH.

*Marked Scout looks way less protective than its DT suggests, so its DT is now reduced to just 5, while it's still 1 DT more than Explorer, I'd chalk it up to the few reinforcements the armor's gotten and the durability it needed to survive in the Divide.
*Marked Trooper has its DT actually increased to 12 now, in an ironic case, the Marked Trooper actually seems more protective than its original given its reinforcements.
*Marked Patrol is definitely weaker than the normal variant, but it's nowhere as bad as 12 DT, so it's now at 15 DT like regular Combat Armor.
*Marked Tribal has its DT properly increased to a modest 17 DT, now being similar to reinforced metal armor.


Marked Scout Armor:
  • DT: 6 > 5
  • WGH: 15 > 10
  • EFF: [AGL +1, Sneak +2] > [END +1, AGL +1, Sneak +2]
Marked Trooper Armor:
  • DT: 8 > 12
  • EFF: [END +1, Guns +2] > [END +1, Guns +2, Survival +2]
Marked Patrol Armor:
  • DT: 12 > 15
  • EFF: [PER +1, Energy Weap +2] > [PER +1, END +1, Energy Weap +2]
Marked Tribal Armor:
  • DT: 10 > 17
  • EFF: [STR +1, Melee Weap +2] > [STR +1, END +1, Melee Weap +2]

*Each of the Marked Beast helmets are unique to a specific boss found throughout the Divide, and the bonuses it gives is highly dependent on said boss' fighting style.
*Marked Beast Helmet gets +1 END to help out Blister's low HP.
*Marked Beast Eyes get +1 PER due to Blade's use of Explosives in addition to melee, it also fits thematically.
*Marked Beast Face gets -1 CHA due to the ugly scar across the helmet's face, but has +10 AP instead of Melee Weap due to Beast's use of a machine gun.
*Marked Beast Tribal is melee exclusive due to Bonesaw's fighting style, so instead of +3 Unarmed, Marked Beast Tribal gets +1 END for better tankiness.
*Marked Beast Tribal helmet also has a +1 CHA Set Bonus with either Marked Tribal Armor or Armor of the 87th Tribe.

*Armor of the 87th Tribe is mostly untouched in terms of stats, but its +1 CHA has been changed to +1 STR and END. (You can get the +1 CHA with the Tribal helmet)
*Scorched Sierra Power Armor likewise has its stats untouched, but as it's essentially a modified T45d suit of Power Armor with unique properties, I figured it should get some stats reflective of it like its penalty to AGL, in return it'll also get +1 END and +40 Carry WGH so the Power Armor can carry itself.


Marked Beast Helmet:
  • WGH: 3 > 2
  • EFF: [Energy Weap +2, ENR Resist +10] > [END +1, ENR Resist +10]
Marked Beast Eyes Helmet:
  • EFF: [HP +10, Melee Weap +3] > [PER +1, Melee Weap +3]
Marked Beast Face Helmet:
  • DT: 3 > 4
  • EFF: [Crit Chance +2%, Melee Weap +3] > [CHA -1, AP +10, Crit Chance +2%]
Marked Beast Tribal Helmet:
  • DT: 4 > 5
  • WGH: 2 > 4
  • EFF: [Melee Weap +3, Unarmed +3] > [END +1, Melee Weap +3] + Set Bonus:[CHA +1]

Armor of the 87th Tribe:
  • EFF: [CHA +1, AP +10, Crit Chance +3%] > [STR +1, END +1, AP +10, Crit Chance +3%]
Scorched Sierra Power Armor:
  • EFF: [HP +2s, Fire Resist +25, STR +1] > [HP +2s, STR +1, END +1, AGL -1, Fire Resist +25, Carry WGH +40]



*I initially wanted to name this "Uniquely Balanced Variants - Bear & Bull Edition", also Im tired now*