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Apocalypse World seems like the obvious answer. It offers explicit rules for leading a group or gang (or having your group or gang act remotely), it's certainly post-apocalyptic, and it has nothing to do with any of the systems in your list of things it cannot be. You might need to do a wee bit of squeezing for the large-scale travel in groups, but the ...


The Rolemaster system by Iron Crown (a comparative overview of their systems is here) comes to mind - they tend to go for depth of detail. Years ago, I played in a short campaign, partly set in a wilderness, using the Rolemaster system, and I consider it to have a high level of detail. Survival was important, although not the core focus of the adventure.

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