recursal/Fanatic-Fandom huggingface dataset:
Anti-Tank Drone

**Key Features** |  » Iridium-plated Dismantler Claws (4) » Zmeika Electro-Stasis Ray » Light weight composite armour plating » Fully articulated mechanical legs » Oversized optics (adorable)

## Tactical Analysis

* *Too fast*: The Anti-Tank Drone is one of the fastest ground combatants in any army. Able to outrun many kinds of helicopter and chase down just about any kind of vehicle in service, the Anti-Tank Drone is also fitted with large optics that allow it to see a substantial area around itself, making it an excellent scout; and it's hardly any slower in the water. Targets seeking to flee the gaze of the drone will quickly find that its electrostasis ray will prevent any such attempts at escape.
* *Too furious*: The Anti-Tank Drone is a terror for the operators of vehicles and infantry alike. Able to slip its way on board of almost any vehicle or simply claw open most infantry, the Anti-Tank Drone cannot be dealt with by the crew of a vehicle once inside and will tear the vehicle apart from within unless repairs are made. Even warships are not safe from this process, and the more drones are used the faster the vehicle is destroyed.
* *Too Fragile*: Anti-Tank drones however, are very fragile and can be brought down by small arms. While able to dodge around most heavy weapons, explosives are well suited for dealing with their evasive abilities and will shred them, and autocannon fire in particular will obliterate them. They cannot attack air units or and their equipment is poorly suited for dealing with the concrete of structures. They are also poorly matched for battlesuits, most of which can stop the drone from entering the suit and force the drone to try and swipe at the suit wielder with its claws, a losing prospect when the limb claws were made for lighter infantry.
* *(Not) too Far*: During the third world war, losses of anti-tank drones to low flying aircraft and flying infantry units were severe. Enough so that drone handlers began to petition to the Kazmizov bureau to find a way to save their rambunctious comrades from the depredations of air units or transformers such as the VX. The bureau came out with an upgrade suite able to let the drone leap high into the air with pinpoint accuracy; not only increasing its threat range but letting them attack lower flying aircraft; surely dooming them. This suite is still quite time consuming to implement, so it is saved for the drones with the most developed "experiences" in their machine learning matrices.
Conduit Encampment

## Tactical Analysis

* **The answer to 1984:** The final straw of the Network unleashed. The Conduit allows the Network of Truth Seekers to produce their most advanced units. Those who are fit to burst with anger from the many deceptions of the shadow governments and their lies. The units built from here are the best and angriest within the Network, ready to lay down their lives for the csause. Along with this, the Conduit's advanced radio equipment allows the Network to deploy their protocols during an engagement. When the Network is brought to bear the Conduit is their method to wage war against the web of lies spun by **The Man**.

* **G-Man's knockin':** The Conduit is filled with heavily paranoid and almost suicidally adamant ex soldiers ready to lay down their lives for the cause. The building can be garrisoned to allow for a final line of defense. Granting an extra layer of security for Network operations in uncovering the conspiracies the governments of the world hide to fervently. Due to their extremely paranoid nature, the building can not be cleared through typical anti garrison means. It will have to be entirely destroyed to clear it out.

## Background

  **Vehicles**
  **Aircraft**
  **Conduit**
  **Buildings**
  **Detailed Information**
Bǫmburr

**Key Features** | »“Regn Aska” mortar»A variety of shells»"Bofur" battlesuit»Targeting eyepiece»Short height

*"Build em up. Break em down!"*

- Torbjorn, veteran Bǫmburr.
## Tactical Analysis

* **(Title 1):** For Norsemen, and women, who desires the thrill of battle but are too short to fit the required height and/or have commitments that makes them reluctant to die (such as being a new parent or caring for sick relatives) are instead sent to provide fire support in the Bǫmburr legion.

* **Misty Mountain Cold:** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **Frozen Core:** (Upgraded nature)

## Background

*"For the last time. I am not a dwarf!"*

- Bǫmburrs often get mistaken for Dwarves.
A state dinner

The people at the overall command of a faction, whether actually or nominally, are not always the most accurate barometers of the opinions of the factions they represent, but certainly have opinions of each other that can range from admiration to disdain and everything in between.

Note, in case of factions where the true leader would not be known, whether because the real leader is secretive or because the faction itself is hidden, you can have the leader speak on the faction they lead or about a more public figurehead (such as Salvador Allende for the Federation). Write in entries as you would for diplomatic pages, with the backdrop being whatever circumstances you imagine would be best to get the faction leader in for a conversation about other leaders.

## Major factions

### Paradox

**Allies**

**Continentals**

**Soviets**

**Empire**

**Kingdom**

**Syndicate**

**Talon**

**Protectorate**

### Echoes

**League**

**Combine**

**Guild**

**Contingent**

**Unionists**

**Indians**

**Forum**

**Ecumene**

### Quantum

**Atlantis**

**Concordiat**

**Fylkirate**

**IPDI**

**Pangaeans**

**Reactionaries**

**Conclave**

**Kumun**

### Annihilation

**BUAC**

**Shintai**

**Spartakus**

**Titan**

**Omega**

**Domain**

**Lemurian**

**Tendriculous**

### Null

**PCFW**

**Selenite**

**Traders**

**PSD**

**Entente**

**BSS**

**Zeelich**

**Vorgaxa**

### Pandemonium

**Imperium**

**Meglarak**

**ENB**

**Mu**

**Dawuardin**

**Aridixynth**

**Ssekhmarakh**

**UASR**

### Insanity

**APRC**

**NESO**

**Xian**

**SSDS**

**Oranbega**

**Luminous**

**Conven**

**Starless**

### Extremis

**Psi-Corp**

**Formican**

**IFS**

**FMC**

**Zharrkan**

**Thule**

**REFC**

**Ortagix**

### Silentium

**R.U.N.**

**Scavenger**

**Convocation**

**Anoxic**

**Abyssal**

**Drakonate**

**Foundation**

**Horde**
Bunyip Raider

## Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** A popular modification veteran Bunyip crews can attach to their boat is a "gravity painter", based on the Guardians spectrum painter, that creates a gravity field that pulls all of the Bunyip projectile towards it, making it so that even swift units can' escape.
Deadeye

## Tactical Analysis:

* **Diamonds are a woman's best friend:** If the Mpiga Mishale has a range just short of a snipers. Then the Deadeye has a range that surpasses the snipers. Unlike other snipers the Deadeye uses a remote-controlled rocket, rather than a rifle, to “snipe” at their foes, even if they miss (which is likely) the explosion will ensure the target is hit. Not only does this let the Deadeye take down multiple infantry at once but also makes them one of the few snipers that can take threaten a tank.

* **Snake hole:** The first the Deadeye must do before she can fire her launcher is to deploy by digging a foxhole. This will take a few seconds to deploy. But once dug in she is hidden, immune to getting crushed, and resistant to return fire.

* **Walk thirty yards out and stand still for me:** (Miscellaneous capabilities)

* **(Title 4):** To, somewhat compensate for the chance the Deadeye misses her target, by further exaggerating their doctrine of "EXPLOSIONS". Newer warheads are made that attaches three, smaller, rockets around the main rocket that splits before all four make an impact. Letting them cover an even wider area.
Dawn Guard

*"..."*

- ...
## Tactical Analysis

* **A new dawn:** Brave volunteers of the Commune. The Dawn Guards can compete with the likes of the Ecumene Grunts with their battlesuit and tachyon rifle, whose shots pierces through any defense infantry has, whether it be a Peacekeeper shield or a Noble Officer planar shielding, they are useless against the tachyon shots.

* **Disappointing lack of faith:** As they're psychically gifted. The Dawn Guard can channel their power to perform a "throat crush" where they psychically, and suddenly, suffocate groups of ground units, sending their targets to their knees and gasping for air. With infantry additionally taking heavy damage.

* **The sun always sets:** However, despite the Dawn Guards' rifle property, their damage is rather underwhelming, comparable to a Conscripts ADK. And their throat crush, while devastating, can only stun vehicles, and neither their power nor weapon can target aircraft.

* **Dawnbreak:** By honing their skills through trial by fire. The Dawn Guard would master their skill to be able to lift their targets when choking them, leaving them exposed in the air, where they'll take additional damage.

## Just the Stats

 **Armour Type** | Battlesuit

 **Kill Reward** | 4000

 **DPS** | 24

Template:Zeelich
Combine Aircraft Plans

This article (Combine Aircraft Plans), is unfinished in many areas so that anyone can come in and fill the missing information!
Due to the nature of this page, it requires many smaller sections done separately, instead of one arcing vision. Themes, writing styles, and different viewpoints can all be had here. Let your imagination run wild!
Container Constrainer

**Key Features** | »Containers»Elongated Orefuel engine»Capacity for +- 50000 containers»Retrofitted bridge»Rotten Tomatoes to launch at Failing enemies

*"Haw Haw!"*

-Nelson's Captain after soaking enemy Pahits.

## Tactical properties

* **Mutually Assured Destruction**:The Retrofitted Guild Containerships are Collosal behemoths filled to the brim with explosive containers. Capable of launching these containers by the usage of an old allied jet catapult design, the Container Constrainer can cause large amounts of damage over astonishing distances.

* **Capital**: One of the Biggest ships in navy service, outdoing both the Aircraft carrier, Dreadnought, Alhazred, Confederate cruiser and even several types of MCV in size, a Container constrainer is slow, heavy and capable of shoving most ships aside with its bow. The size of the ship means it is slow when compared to other military vessels, which have received upgrades on their engines. it's turn rate is even worse, where possible.

* **Container Catapult**: Container Constrainers can attack targets directly in front of them using their modified jet catapult, allowing them to fire containers filled with explosives at the enemy to make short work of most targets at astonishing ranges, even taking out most of the trash littered around the target.

* **Emergency Tsunami**: As an emergency procedure, the Container Constrainer can dump all of it's containers in the sea by flipping the deck open, after this it detonates all the containers to replace a ginormous amount of water, resulting in a tsunami wave. The Container constrainer however will have to Reload new containers before firing.

## Just the Stats

 **Armour Type** | Heavy Armour

 **DPS** | 100
Altar of Light

*"Kneel before the Altar of God!"*

Templar Jean-Paul Boudreaux
## Tactical Analysis

* **The Eyes of God**: Using a combination of mirrors and lenses, the **Altar of Light** can see over vast distances once set up, allowing the Talon to keep track of their surroundings.

* **See The Light**: The Altar can also be used offensively, by carefully adjusting the mirrors to project blinding light over a small area to incapacitate most infantry and vehicles caught in the glow until the Altar switches to a new target or gets destroyed. Like a flashbang, it can also force out occupants when shining on garrisoned buildings.

* **Just A Wandering Priest**: The Altar is designed to be taken down easily for transportation. Its steam powered carriage is capable of traversing difficult terrain and the tower can be re-erected in just about any environment. Despite its vast tactical potential, the Altar of Light cannot deal any damage on its own... by default.

* **Lighting The Way**: With time and practice, its crew can take down and set up the Altar in much less time, and are gifted with better equipment and holy artifacts, from a magnifying glass, special lenses that illuminate those trying to hide, and finally a stencil that shines an inspiring image, allowing them to take on enemies on their own or provide better support for their brothers and sisters.

## Operational History

Ironically, the **Altar of Light**, as the Order of the Talon call it, has its origins in a mundane device: the heliograph, favoured by Talon cells operating in the desert as a means of communication between cells and strike groups. The Order devised a combat obelisk-like heliograph tower that could be rapidly assembled in the field, then disassembled and moved to allow a force on the move to stay in contact with other Talon forces. As time went on and technology improved, so did the design behind the heliograph, allowing Talon forces to stay in contact over much longer distances and in detrimental weather conditions. The conversion of these mundane towers to weapons didn't occur until the First World War when a cell in Greece, greatly threatened by a Cultist attack, ordered its heliograph set up and rigged for maximum range transmissions, then aimed directly at the enemy forces. It had been hoped that the heliograph would blind or at least unsettle enemies at such relatively short ranged. The results were beyond the cell's imagining: the light not only stun the cultists on foot, but also poured into their vehicles through vision silts, making it impossible for pilots to drive or for gunners to shoot with any accuracy.

Since then, the Talon have reluctantly embraced radio as a more efficient means of communication still, but the heliograph towers are still a common sight among Talon cells at war. Now, however, the Talon makes no pretense about their function: redesigned for power rather than efficiency, they have earned the apt, if euphemistic, designation as "Altars of Light".
Ambush Turret

Template:China Buildingbox
Template:China Vehicle Header

## Tactical Analysis

* **Hidden Menace**: Buried underground, the Ambush Turret undetectable from most foes, giving them a sense of security until it’s to late.

* **Surprise Attack**: On command, the turret emerges and fires powerful anti-matter missiles which are capable targeting any unit, from troops to airplanes.

* **It only works once**: It takes a while for the turret to emerge and lock on and the design prohibits a faster load.

* **Making it count**: Turrets in particularly dangerous areas are equipped with additional launch tubes, assuring a certain kill on their first strike, and a faster response system, allowing them to either strike or hide faster.

## Background

*Report on live fire exercise of the new* Ambush Turret:

*At 0933 scouts report the approach of NRA forces to turret testing area, forces consisted of 1* Silkworm Missile Launcher, *2* Whippets, *and at least 24 soldiers. Seeing a chance to test our new defense in actual combat I ordered the turret operators to burrow and await further order.*

*At 0945 the enemy forces reached the soon to become* kill zone*, and began to dig in in preparation to deploying their missile. Seeing the time was right, I ordered the 6 turrets that were in range to emerge and open fire.*

*In less then a minute the enemy was completely obliterated. Their remains were rendered completely unrecognizable. A follow up examination did find the footprints of a single survivor that had somehow escaped the blast radius, but judging by the tracks he or she was badly wounded and unlikely to survive without medic treatment. Considering the hostile environment that of the sector, I judged that it unlikely he or she to survive long enough to report back.*

Template:China
Blade Runner

**Key Features** | »Mosin Nagant antomov “chain gun”»Syringe of Nekro»Light armour»Shamshir»Eyepatch to scare Soviet Conscripts

*"..."*

- ...

## Tactical Analysis

* **Bullet storm:** Armed with a Mosin Nagant that has been modified to unrecognizability as an LMG fitted with an ammo box and chain. This “chaingun” lets the Blade Runner sprays down the area in a storm of lead with enough range to even shoot down aircraft.

* **Off with their heads!:** Once within close range or in a heated fight, a Blade Runner can be ordered to inject themselves with Nekro, a potent drug which sends them in a berserk rage and switch out their rifle for their scimitar, making them capable of inhuman feats like running without exhausting for miles or being able to maim enemies with unprecedented ease.

* **Better dead than blue:** (Miscellaneous capabilities)

* **Jihad:** Blade Runners who have shown restraint and control over their use of Nekro are often rewarded with napalm tipped bullets that deal damage over time and a more potent mixture of Nekro that not only makes them ignore pain but also heals them to an extent.

## Behind the Scenes

He's a more scruffy looking Soviet Rifleman from Red Alert 1.

## Just the Stats

 **Armour Type** | Infantry

 **Armour Type** | Infantry

 **Kill Reward** | 640

 **DPS** | 75

 **DPS** | 500

Template:APRC
Capitalist China

**Dev. Status** | Conceptual

*I've left my homeland, discarded the endless treasure.*

*Roam, Roam, the whole day I roam inside the Great Wall.*

*When can I go back to my homeland?*

*When can I get back my endless treasure?*

*My mother, my father, when can we gather together?*

- *"Along the Sungari River"*, often heard playing from radios in Capitalist Chinese vehicles
The **Republic of China**, **Capitalist China** or simply just **Blue China**, is...

## Units & Buildings

### Indian Rear Echelon Reinforcements

These forces can be called upon during Minor Faction Deathmatch. Indian Rear Echelon acts as a mobile defense brought in to help halt enemy offensives and push back raiders.
Contractor

**Key Features** | »Entrenchment beacon»Briefcase filled with building materials»Business suit (clean and pressed)»International Inc standard issue tie»Business cards

## Tactical Analysis

* **Under Contract:** Hired on from International Inc, Contractors serve as field consultants for the Unionists. Though technically noncombatants under the laws of war, they do give a boost to armor and defenses. In garrison, they can shore up the armor of any building or vehicle to make it nearly indestructible. They are available through the Supply Base protocol.

* **Site Survey:** Like the Sentinel, the Contractor can deploy a small beacon on the field. In the case of the Contractor, this beacon allows for the placement of Unionist defenses on the field outside of where they can normally be built. This only applies to defenses however, more permanent structures cannot utilize this beacon.

* **Not Without a Work Order:** In addition to being unarmed, the Contractor is no better armored than any field engineer and gains no experience. The unit is also only available through the Supply Base protocol.

## Background

As one of the world's largest defense contractors, International Inc is often called on by various groups and military forces to lend assistance under various defense contracts. The most common is actually in the maintenance and upkeep of facilities and bases rather than weapons or equipment. While the military does have its own carpenters, electricians, and sundry other trades, the fact is that paying for these contractors frees the men and women in uniform up to accomplish their actual jobs and additional training rather than making sure the base toilets aren't flooding. For the Allies and many national military headquarters, only International Inc has the tradesmen skilled enough to handle these tasks and the stringent hiring practices to keep these people from becoming security risks.

The Unionists had the same needs, knowing their people couldn't be the only ones maintaining their facilities scattered across the Northeast. Their needs are compounded by the fact that their GIs are also employed in the same industries that support the Allied war effort. Taking them away from the production of weapons and tanks was not an option. Better to have the people already in that line of work handle it. I.I. was hesitant at first, already working on Allied projects related to Ft. Bradley, Ft. Dix, and McGuire Airbase. Only a token dozen contractors were sent to work on the Unionist armory in Trenton, bringing the building up to the same standards as the US National Guard. One month later, those same contractors were "social" members of the Unionists.

Since then, the New Jersey branch of International Inc has started to contract increasingly with the Unionists. Though David Xanatos has made it clear that these contractors should not let these activities interfere with their assigned tasks, he hasn't voided the contracts either. For now, International Inc will continue to assist the Unionists in their mission.
Battle Group Inventory

Instead of using stupid assembling structures or slow training ways, the Atomic Kingdom China clones, forges and creates armies in space and then sends them to the battlefield via the Space Elevator in groups of fifteen, or five for the elite marines, units, known as Banners, when they are needed. This is an exhaustive list of these groups.

NOTE: Sometimes, instead of an usual unit, you will get a special, more powerful version of that unit. These units are in *italics*.
Brigantine

## Tactical Overview

* **Brigantine express:**

* **Brigantine delivery:**

* **Refund not guaranteed:**

## Background

To say that the Corsairs gather more scrap metal than salvage tugs is akin to claiming that garbage men lift more trash bags than the average person; both fail to fully describe these notions. During peacetime, salvage crews only often deal with a merchant ship stranded in the middle of nowhere or the remains of a sunken vessel. But naval skirmishes at sea typically leave a great deal of wreckage and debris ripe for the picking afterwards, making sure that they have their hands full in cleaning up the resulting mess. It is now a common sight for passenger ships to pass by a graveyard of destroyers and submarines, with the ships themselves deploying sonar pulses constantly to check for hidden mines. **WIP**
Alba

*"..."*

- ...

## Tactical Analysis

* **The fairest of them all:** (Overview)

* **Mirror, mirror:** (Secondary)

* **Who's the loneliest of all:** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)

## Known Activities

- Personally fought against Kirijira. Ending with her managing to nearly cut out her eye, leaving a rather nasty scar, while receiving a scar over her left eye.

## Behind the Scenes

She's pretty much Snow White if she was a dwarf, mixed with Weiss Schnee (who herself is based on Snow White).
Template:Dawuardin
A state dinner (Allies)

For other factions see here

## Major Factions

### **Pandemonium**

Lucens Corazon (Aridixynth Omnist Labour Councils):

### **Insanity**

Chen Shenhe (Asia-Pacific Revolutionary Compact):

(Near-Eastern Socialist Organisation):

Huo Jun Huang (Celestial Viceroyalty of Xian):

Reinbert Rumok VII (Seven Seas Democratic Sphere):

### **Extremis**

(Revolutionary Exportation Force of the Comintern):

Uruk Headkrusha The Giant, Lord Of The First WAAAAGH (Ortagix War-Ecology):

### **Silentium**

Elizabeth Van Heiland The third (Convocation of Dawn):

The Director (Foundation for the Enigmatic):

(The Horde of Unliving Metal):

## Minor Factions

### **Paradox**

Creighton Abrams (Reservist):

Yevgeny ”Cyclone” Orlov (Comintern Volunteers):

### **Null**

Augusto Pinochet (Unionist International):

### **Insanity**

(Cosmonaut Command of the Communist International):
Comintern Defense Militias (TUE)

**Dev. Status** | Conceptual

*Our horses are running mile after mile,*

*Cause Freedom is priceless.*

*Through the slot of my machine gun*

*I'm looking for the enemy in the dust.*

- "Mother Anarchy", A popular song among the CDM
The Comintern Defense Militias represent the local and national militias (equivalent to the real world national guard) that fight in support of the International Workers and Farmer's Revolutionary Armed Forces. Where the WFRAF is expected to be mobile, precise, and high tech, the CDMs as they're abbreviated; are expected to hold the line and provide mass where the WFRAF cannot; a mass force of popular defense to do what the standard military cannot. They will be playable in several Internationale missions, your enemy in other campaigns, and will be represented in skirmish maps as neutral structures.

## International Militias

### Protocols

Once the Militias secure enough ground, they can begin calling in support assets to secure their positions.
Chrono-Corpsman

**Key Features** |  » MX-09 Dynamic Chronoreaction Cannon » ADX-07 Chrononaut Battlesuit » CTD-03 Man-portable chronoshift device » Junior Officer experience and training » Bad puns and foul language

## Tactical Analysis

* **Semper Fidelis:**
* **Gung Ho**
* **Jar Head:**
* **Let's Do the (Space) Time Warp Again!:**

## Background

*"Mess with the best, die like a pest"*

- Unofficial motto of the Chrono-Corps
Comintern Foreign Policy

The foreign policy of the Communist International is not something that one can fully appreciate the complexity of with the short opinion blurbs of short interviews and pamphlets. This article will provide more in depth and comprehensive insights into how the International deals with other factions.

## Clipping the Eagle's wings (International-Alliance Policy)

Containment and roll back of the Alliance has been the Communist International's primary strategic goal since the thirties. Each conflict with the Alliance and its partners has only further strengthened the commitment to one day breaking the back of the Capitalists and while there does seem to be genuine commitment to reform and detente within the Alliance; the continued clashes in Indochina, Indonesia, Africa, and Latin America have proven to be stress points in any such pursuits in a warming of relations even as there are rumblings towards cooperation regarding the issue of Atomic China. Given how much the world has suffered from two consecutive attempts at Alliance world domination, there are many who simply are not ready to trust Manning or his new government.

## Dragon-Slaying (International-Dynasty policy)

Containment of Atomic China by any means available is the current top priority of the Communist International. The Viceroy's China is hostile to virtually every other country in existence and has been launching repeated military atacks on Comintern members since its formation. With its vast and mysterious military and the frightful destructive power of its atomic weapons information gathering has been the primary thrust of the Comintern's efforts. Much like with Epsilon, the Comintern is at a significant informational disadvantage and with informational superiority being such a key part of victory in modern warfare this is something that countless man hours are being sunk into trying to correct.
Ambulance

**Key Features** | »» First Aid Kit (Bandages, Spirits, Surgical knife)»» Supply Kits w/ usage instructions in *"Simple English"*»» Improvised Extra Armour»» V8 400 Horsepower Engine»» Siren (disabled with brick)

*"I'm a doctor. And I believe that without surgery, a patient in your condition can suffer from a major case of deadness."*

- Another incredible diagnosis
## Tactical Analysis

* **First Aid**: The Ambulance is a vital support vehicle backing Continental infantry. Its ability to keep wounded soldiers in the game helps to offset the relatively small number of Continental infantry.

* **Non-Combatant**: The primary role of the Ambulance is combat healing, keeping nearby infantry in fighting condition. This potent force multiplier can make a relatively small group of infantry an almost impossible nut to crack. Further helping this role, enemies will be hesitant to target the Ambulance without direct orders; even a Satyr has standards.

* **Need a Dispenser Here**: With the huge quantity of medical equipment the Ambulance keeps in reserve, it can afford to drop some of it off for field use. These emergency medical kits can be used passively by troops on either side around it, or be collected to patch the injuries of a single soldier.

* **Easy Target**: Of course, the Ambulance is unarmed, and is just an unarmoured car. It relies on not being singled out as a target to keep it safe; it will be easily destroyed should anyone turn a weapon against it.

## Operational History

Across the western world, three vehicles come to mind with the mention of the word ***Ambulance***. The first is the majestic *Model-T Ford*, once renowned for its reliability but now phased out due to its age. The second is the rugged *Ranger General Purpose Automobile*, true to its name, serving dozens of roles and being the ambulance of choice in rough environments. The third is the Cadillac Elderado Panel Van.

The Continentals managed to acquire many of these three vehicles; however, the Model-T was deemed too flimsy, slow and generally outdated to serve on the front; and all of the working Rangers they could find were designated to recon. This left the *"Caddy"* as the field ambulance of choice for Continental forces.

Lent to the Continentals from hospitals around the country and operated by sympathetic doctors and medical personnel who don't want to get involved in the actual fighting itself, these vehicles treat wounded Continentals on the front. By all means, they avoid carrying weapons, and thanks to the Continental Army generally following international laws and conventions, they can operate openly in the field without being shot at by Allied forces. However, a particularly aggressive commander might order their troops to do so on rare occasions. Nevertheless, the operators of these ambulances take pains to conceal their identities on the battlefield, as the Allies are starting to take various measures to prevent these vehicles from reaching the battlefields in the first place.

## Behind the Scenes

Prior to a redesign, this unit was based on the Model-T Ford, but was changed to a Cadillac because the original model was lost in a crash.
Fireman

**Key Features** | »Fire axe»Foam cannon»Armoured bunker gear»Gas mask and oxygen tank»

*"..."*

- ...
## Tactical Analysis

* **(Title 1):** Firefighters whose jobs were lost due to cryotechnology. The firemen have given their axe to the revolution. Storming enemy garrisons, protected by their modified uniform, to clear enemy garrisons with their axe. And, as their wearing firefighting uniforms, the Fireman can easily hide by pretending to be a normal fireman.

* **(Title 2):** Each Fireman are also equipped with a foam cannon, loaded with a special solution which can clean up any spills (from Desolator Defoilant to Jade radiation), defrost allies (and somehow removes EMP), and sticks to anything that blinds and slows any enemies hit.

* **(Title 3):** (Miscellaneous capabilities)

* **Fahrenheit 451:** As they are experienced in handling and stopping fires. The Firemen are considered eligible to wield the Continental surplus of flamethrowers, though most Firemen rejects the notion for obvious reasons, but those that do wields it, often the more jaded veterans, tend to have additional chemicals added to their foam that makes it extremely flammable, a deadly combo with their new weapon and some of the Continental incendiary weapons.
Annihilator Turret

## Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)

## Background

When the PLA first unveiled the Armageddon Cannon during the Chinese Civil War, it was meant to be their ultimate siege weapon. With enough shells fired, it could eventually shatter any defence line; the NRA had nothing in their inventory with the range or power to counter them when the Communists first brought the Armageddons out.

The NRA response to the Communists building such a massive artillery piece, quite predictably, was to build an even bigger gun. They called it the Annihilator. While it was a stationary artillery piece and wasn't nearly as large as the Armageddon in terms of calibre, it had a far longer range, capable of firing up to 160 kilometres out with the aid of spotters. An unknown number were built at strategic locations along the Nationalists' border with Communist China. All were destroyed by the atomic bombs.

Their memory, however, remained. As the Atomic Kingdom came together, designs for the defences of its strongholds were developed and refined, to protect against the bandits and warlords that would surely turn their hungry eyes to the Kingdom's sanctuaries in time. Eventually, to ward against the possibility of artillery attack (possibly even from one of the Armageddons that were still out there in the wasteland), a similar weapon to the Annihilator was suggested.

The initial design was quickly scaled down. Though Atomic Kingdom had duplicators capable of stamping out tanks at a dizzying pace, such a humongous weapon would take an enormous amount of resources and time to construct regardless. When the scaled down design proved unsatisfactory, it underwent several further revisions, until the only thing it shared with its inspiration was the name.

The design that eventually emerged was the **Annnihilator Turret**. Unlike its spiritual predecessor, the Atomic Kingdom Annihilator Turret, apart from being far smaller, also employs missiles instead of artillery shells. These missiles are no ordinary missiles, however, as they are tipped with anti-matter warheads, each containing tremendous explosive force. As missiles, they are far more accurate, and also boast a longer range than a comparably sized gun. While they aren't anywhere as impressive as the original Annihilators, they can be deployed more widely and more cheaply (though they are still highly expensive compared to other Kingdom defences), and they are one of the most powerful assets a Kingdom battlefield commander has access to, short of a tactical nuclear weapon.
Construction Depot

## Commonwealth Construction Depot

"*I need three for an armory.*"

-  Anonymous Construction Depot foreman
### Tactical Analysis

* **Feeling Wooden:** The Indian's Con-Yard equivalent, the Construction Depot is able to build Commonwealth structures very rapidly compared to other factions, but only because their structures are weaker.

* **Easy Come...:** Like the structures it builds, the Depot is as vulnerable to damage from the enemy, meaning that commanders need to pay attention if the enemy manages to close on the Depot in combat.

### Background

Though part of the Allied Nations, the production of SPAM isn't the most important priority for India's industries right now. With the massive demand for raw materials and parts coming from the cities and "member" nations, the Frontier Corps is pressed for sturdier materials, and is forced to make do with strong wood and sturdy canvas. While quick to build, they're also easy to destroy (hardly ever do these structures have the chance to be broken down). However, this also means the Commonwealth doesn't need the expensive Conyards of other powers.

The Construction Depot is more like the home improvement store Lowe's, holding quantities of wood, canvas, and other construction implements to build a base, as well as large numbers of hedge parts to be planted where the commander needs a solid wall. With numerous cranes sticking out of it and a group of soldiers ready to build up and out for the Commonwealth. This comes at the cost of not being as sturdy as a conventional Con-Yard, however, meaning a well-placed strike can destroy it if an Indian commander isn't careful.
Da Qing

**Dev. Status** | Conceptual

*Cup of Solid Gold,*

*Underneath the aegis of heaven,*

*All of civilization will cease to toil*

*United in happiness and mirth,*

*As long as the Qing rules.*

- *Cup of Solid Gold*, the National Anthem of Qing China.

## Background

-'Kill, kill, kill, kill,' a Boxer chant recorded outside the French Legation in Shanghai.
Civet Mobile Gun

## Tactical Analysis

* **(Title 1):** Jury-rigging an autocannon and seat right inside the co-driver seat (making it rather cramped). The Civet is capable of rapidly transporting twelve infantry or single field infantry to the battlefield. And can drop medical kits for nearby infantry.

* **(Title 2):** The Civet is also completely amphibious, thanks to added on pontoons and engine, which allows it to support the Commonwealth navy as a harasser. And field infantry inside would deploy to provide their covering fire effects and fire within in a similar vein to the Allies Multigunner, including their bonus effect to infantry. Making them mobile support weapons.

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** With enough time the Civet crews would gain the experience, and materials, to weld on additional armour from wreckages to increase their survivability. Alongside the installation of fireports that lets their normal infantry fire from within, and a speaker system that lets field increased the range of their fire support.

## Background

"*...*"

- ...
Cauldron Heavy Transport (Blue Alert)

**Key Features** |  » x2 30mm Shrubmaster Autocannon » 9K118-3 Rog anti-tank missiles » 12.7mm Machine guns (coaxial and pintle mounted) » Space for up to three squads » Clearly designated exit doors

## Tactical Analysis

* *Riding in style*: The Cauldron is one of the best armoured transport vehicles in the world and is able to shrug off all manner of hits while delivering potent infantry support firepower with its machine guns, autocannons, and anti-tank missile launchers that let it be at least somewhat effective against nearly any target with a few exceptions. It also moves reasonably fast and even if destroyed; the infantry will be able to exit the vehicle unharmed.
* *Riding in comfort*: Three squads of infantry can fit themselves inside of the Cauldron and can expect to be transported in a comfortable space with safety and speed. Furthermore, the vehicle is amphibious and thus does not need to wait for sea transport or engineers to get across obstacles like rivers or bays.
* *Riding in flames*: There are a number of targets that the Cauldron cannot handle however; this includes heavy structures such as anti-tank defenses, tank destroyers, superheavy tanks, fixed wing aircraft, and naval units. These are either too resilient to the Cauldron's weapon systems or cannot be adequately targeted by the Cauldron before it itself is destroyed. And unlike the Whetstone the Cauldron cannot let its troops fire from within.
* *Riding in black*: A new make of tesla missile is being prepared that will let a Cauldron shut down enemy vehicles, battlesuits, cyborgs, and structures within an area of impact.
Ace

**Key Features** | »Ease "headshot" snipergun (Penworth design)»Brown Longcoat»Pack of cards»Detachable telescope»Superior cardgame skills

> #512f19
>
> King, Queen, Ace.... seconded!, Ace snipers playing cards.

## Tactical Properties

* Sniper for the masses: An Ace is little more then a footsoldier trained how to use a sniper rifle, and is therefore fairly cheap. The mass produced rifles are effective as any other sniper's, but take a longer time to reload.

* Camouflage?: As Aces are handed nothing different from a brown longcoat, Aces tend to be rather unstealthy. This can be compensated by using them in a bunch.

* Gymnastics: Since Aces need some distance between them and their prey in order to survive, Aces are known to run like hell everytime enemies come near, essentially covering distance between them and the enemy.
Army of the Starless Night

**Dev. Status** | Conceptual

## Gameplay

### Power

As creatures of madness inducing in between of dimensions the Starless don't really need power for their buildings. However they need a constant influx of void energy to maintain their presence to the physical world. Their Power Plant equivalent, the Black Obelisk, projects a field that powers up al of their structures and units can be warped in its radius. But if the Obelisk is destroyed all the buildings it powered will slowly disappear from existance until another Obelisk is built.

### Units

Due to living in the dark void between world. All Starless forces can only enter through the physical world as unstable astral projection that while capable of harming units like normal can only last for a few minutes before dissipating, refunding 75% of their cost if they weren't terminated early, due to this they also can't gain veterency or heroic upgrades, with any XP gained being turned into Void Energy, and to compensate the Starless can warp their units anywhere near an Obelisk. But through the "Binding Ritual" protocol a Starless unit can be given a physical form that can last in the physical world, letting it stay in battle indefinitely until killed, and can gain experience and heroic upgrades, but they will not generate Void energy.

### Morale

The Army of the Starless Night revels upon the fear of their foes and takes particular glee in fleeing foes. When enemy units morale breaks they are revealed on the map and Starless units gain a boost to their strength and speed when pursuing them. And to help in that regard many of their unit's ability and attack deals morale damage, particularly noted is that their morale damage ignore any immunity (such as machines) or factions who doesn't break (such as the Norse), though in their case their damage is reduced, so fighting them is still a struggle.
Atmospheric Command

There is a place above Earth, but below space. It is the ceiling for aircraft, and the floor for satellites. The only time anyone really notices it is when a comet or other space debris falls to Earth. Yet it still exists, standing by as the world goes about with whatever business it decides is important. The perfect place to hide in, a radar signature hidden among junk satellites and derelict space stations.

In the upper atmosphere, no one can see your plans.

**WIP**
Bayard

*"..."*

- ...
## Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)

## Known Activities

* (while in a Hawker Jumpjet): Singlehandedly shot down half a dozen Yaks and 3 MiGs in World War 2 in a single day.

* Singlehandedly chased down, humiliated and shot down 24 MiG fighters one by one during the Battle of Cuba, insulting the entire 394th Fighter squadron.

* Outran all the missiles of the 43rd VX company while returning to base after getting into (very deep) trouble with Incredible Mobile Fortress Tatsu and her Fujin complement, zero kills for Fournier that day, which led him to down hundreds of MiGs in the Achilles simulator pod back in Infinity Realms Aeronautics, Ottawa.

* Desynced the black box's atomic clock several seconds, several times. Apparently idiot proof and indestructible aren't enough to keep something safe from Fournier.

* After sustaining near critical damage from a hidden Soviet anti-aircraft battery, pulled into a full throttle ascent. The super-heated exhaust from his plane destroyed pursuing missiles mid air. Proceeding to fly into low orbit, Fournier managed to to extinguish his burning aircraft and patch it up sufficiently to return to base safely with the aid of a roll of electrical tape.
Crackshot

### Tactical Analysis

* **ONE SHOT:** Wielding Parkhurst-Hill sniper rifles, these target-hungry marksmen can be counted on when there are targets that need to be wiped off the face of the Earth with just one round.

* **ONE KILL:** Ultra-precise targeting comes with its main drawback: the **sheer** amount of focus it takes for crackshots to instantly put down an enemy, which is why they take their time before unloading another. They can ingest some methylphenidate supplements to instantly reload their rifles, but will not consume them all at once to avoid overdosing.

* **ONE LIFE:** Crackshots are not Natasha's, although they share a few capabilities. Once a shot is taken, it is recommended to put them away from the field of battle for a while once they concentrate on threats to neutralize.

### Background

**Nelius "Een Koeël Man" Kruger's memoirs:**

*"... and his kop splattered the ground as if it was some crushed shongololo.*

*No expression of sympathy towards someone; in case you's wondering, the head was Cakaza's, massive domkop APO radical that had his boys attack Howick a week ago. And some miff cuiter that likes necklacing captives is not someone who deserves sympathy or their head to begin with. That was for my high school boets, you commie fuck. Saw these dom nools tyring and burning them with my own eyes, kêrels as well as they tried to free their chynas from Old Prison. Satting Cakaza down, the rest of those chops holed northeast, not before showing twelve of them the skiet in the piel. Damn bullet, I was saving that one for Slovo.*
Coalition of Arabian Monarchies

**Dev. Status** | Conceptual

The Arabian Coalition(Referred to as the Arabians or Coalition.) is a fan faction formerly worked on by DeadlySilence, and since enveloped by the Echoes group and adapted for Blue Alert. A unification of Arabic monarchies under the auspices of the Hashemite Sultan, the Coalition is a unified front for the kings of Transjordan, Arabia, Yemen, Oman, the UAE, and Egypt. Facing the communist western asian pact to the north and a massive world liberation army revolt against them, the coalition has surprised many by trying to woo the Pan-African League towards the Alliance camp.

## Units & Buildings

### Deathmatch Reinforcements

**Desert Winds**

The Desert Winds are an elite force within the Coalition driven into the battle when the going truly gets tough. Trained to Jordanian standards, these soldiers offer longer ranged, more accurate, and/or faster moving punch to the generally short ranged wall of explosives that the more normal forces represent. The pride of the RDF, they are frequently seen in battle against the WLA.

 File:IconCoalition.jpg | Ibn al-Walid Tank | Following the defection of their supply of Marauder Tank Destroyers, the Arabians had to quickly push forward a homegrown design long in the making as a response to enemy heavy tanks such as the WLA Basilisk or the superheavy Battlestation. Fittingly named for the greatest Arabian general, the Walid packs a potent 183mm revolver cannon and a pair of pintle-mounted autocannons that can give infantry or aircraft a little something to think about. While still less imposing than a Terminator, the Walid is reasonably affordable and surprisingly maneuverable. On command, a Walid can switch to more lightly damaging but longer ranged jet-assisted shells.
Airfield

## Unionist Metal Walls

Template:Unionist Building Box

 **Key Features** | »» "Made In America" Stamp»» Iron from Michigan»» Paint from New Jersey»» Propaganda from New York»» Unsettling Feeling That There's Something Underneath the Paint

The American Unionists make use of Steel Walls to surround their bases. These towering walls of steel buff friendly infantry and debuff enemy infantry.
Balkan Characters

*Let that man be a Bosnian, Herzegovinian. Outside they don't call you by another name, except simply a Bosnian. Whether that be a Bosniak, Serb or* *Croat. Everyone can be what they feel that they are, and no one has a right to force a nationality upon them.*

- Josip Broz Tito

### Enver Hoxha

Born into a poor Muslim family in WIP