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Move it up higher in the load order, it's conflicting with another mod you might have.
The following mods cause a crash to the Database: 17C_Deithland_Main.pack
The first invalid database record is 711110883 in table unit_component_animation_table_junctions_tables
and pack file 17C_Deithland_Main.pack
The application will terminate now.
The shotgunners are similar, just a shorter range. The Hatchetlocks are more comparable to free company militia, I think I gave them a higher reload speed, and it's sort of the same deal with the sawed-offs.
For all their melee stats, they hover around the same as vanilla melee units, their weapons generally being around the same as swordsmen if they wield small arms (swords, maces and axes). The only exception would be the axelocks who are a little closer to halberdiers, and the ones with great weapons that are closer to greatswords.
As for their health and defenses, all seven are pretty similar to greatswords, being similarly elite infantry.
I'm being more diligent about it going forward with my new mod, making each LOD nicer by hand, zeroing them out on this one was a stop gap solution that will resolve itself as time goes on with more people upgrading their PCs.
As for scrap mods, I don't use those because they usually end up making units overpowered anyway, and they tend to not receive continuous support from the creators. I won't be the one to make those, but anyone else is welcome to add my units to theirs.
I hope that helps explain the design philosophy a bit. I took many things into account in the effort to try and not break the Empire's balance.