recursal/Fanatic-Fandom huggingface dataset:
Buzzard Dive Bomber

## Tactical Analysis

* **Hello Friends, I'm Here To Kill You!:** Despite its odd design, the Buzzard is a surprisingly capable dive bomber that sacrifices speed for maneuverability and punching power for the ability to hit an entire infantry company or armoured column. Its ability to duck and weave to avoid incoming enemy fire while making runs is legendary among MIR and cultist forces alike.

* '**Have All The Bombs!:** While its 23mm autocannons are more visible, the main weaponry of the Buzzard comes in the form of a number of *Monarch* Cluster Submunition Bombs: air-dropped weapons launched at close range that split into multiple submunitions before they impact the target zone. While not as lethally murderous as the infamous 12.7 mm PKX heavy machine gun or the Bandarilla Mk.II, such 'butterfly bombs' can hit a wider array and number of targets with each run.

* **Oh No, Battery Fire!:** Built for different wars than the ones being fought today, the Buzzard suffers from a number of deficiencies: it's lack of high-impact munitions against thickly-armoured targets is most obvious, but it's surprisingly slow speed means it's hard-pressed to get away from ground-based AAA without taking hits and fighters will knock it out of the sky in any sustained dogfight.

* **I Love A Game of Pluto Platter!:** Though the pilots don't seem to mind, Supervisors and military economists alike have expressed a great deal of noise about the cost-risks associated with Buzzards diving at extreme angles and ranges in order to hit vulnerable targets. A new form of munition is thus being trialed for ace Buzzard pilots: Falcao-Barbosa Radioelectric Homing Discs, effectively homing cluster bombs which can skim along the surface of the ground to reach nearby targets even at a distance.

## Background

*"¡HOLA GENTE, SEAMOS AMIGOS!"*

-  Buzzard pilot, corkscrewing over enemy positions
Cyclist

## Tactical Analysis

* **You say bark, I say bite**:

* **I want to ride my bicycle**: What sets the Cyclist apart from other anti-tank infantry is their use of a folding bicycle, hence their name, which allows them greater speed and mobility compared to normal infantry. The only downside is that after a certain distance, the Cyclist must dismount to take a breath, and they are unable to fire while riding.

* **You say Rolls, I say Royce**:

* **Bicycle race**: As a reward for their dedication and skill, high-ranking Cyclists would be given a motor they can attach to their bicycles to increase their speed and lets them cycle indefinitely, alongside an attachment that lets the cyclist aim and fire while cycling, though its best they dismount for accuracy.

## Background

*...*

-...
Chrono-Tank

**Key Features** | »"Atom-Smasher" Proton Missile launchers (x4)»Chronoportation systems»Transport compartment»Chronometric Scanner suite»No hard feelings

## Tactical Analysis

* **Where did that Tank Go?**: The Chrono-Tank is one of the most feared assets in the expansive Allied arsenal due to its lethality and mobility. A Chrono-Tank's missile launchers can quickly reduce vehicles and aircraft alike to little more than scrap metal before they can realise that they're under attack, each missile moving extremely quickly and locking onto targets just as suddenly; making it quite hard to evade its firepower. And it is reasonably durable for such an agile asset.

* **\*Teleports behind you\***: The Chrono-Tank's greatest claim to fame however is its ability to teleport where it pleases every time the chrono-device is ready. This lets the vehicle be almost the perfect ambusher and reinforcement vehicle as it can arrive in moments to just about any hot spot that might need its attention or exploit any weaknesses that the commander detects. They also have the added bonus of being able to fit a single infantry inside, allowing for some creative combinations.

* **Nothing personnel**: The Thermometer is not well suited for dealing with infantry however due to the narrow area of effects of its missiles, and structures take quite little damage from its warheads. It should always be accompanied by suitable escorts who can help cover these weaknesses; with the Rosen and infantry generally being ideal companions as they can keep up with the Chrono-Tank.

* **Heh**: Improvements to the space efficiency of internal components have allowed for the Chrono-Tanks that have been recalled for refits to now mount an eraser gun that can deal with a single high-priority target at a time, essentially taking them out of the fight while the missile launchers deal with everything else.
Children of Abraham (TUE)

**Dev. Status** | Conceptual

*My home lies deep within you*

*And I've got my own place in your soul*

*Now, when I look out through your eyes*

*I'm young again, even though I'm very old*

- "I Write the Songs," Barry Manilow
A secretive triumvirate of the three Abrahamic religions, the **Children of Abraham**, often also referred to as the **Children** or the **Abrahamites**, is a powerful force locked in a centuries' old war with the Paganistic forces of the Excalibur Organisation, known as the Eternal War. Founded in the immediate aftermath of the Crusades, the Children's goal is to exterminate the forces of Excalibur and their leader Walter Erin, as the servants of Excalibur are the only threat to the Children's ultimate objective, to establish an Abrahamic dominated world and atone for all the sins of Man since Adam and Eve in the eyes of the Lord. Yet their goal is far from complete, whilst the Children hold the upper hand in the Eternal War, the rise of Walter Erin and the return of Excalibur and its allies, promises a brutal and bloody war for supremacy. Once they gain this supremacy however, the world shall be crushed under the jackboot of the Children of Abraham, and remade in the image of unquestioning servitude of the Lord.

# Empyrean Host of the Children of Abraham

*"Hence it comes about that all armed prophets have been victorious, and all unarmed prophets have been destroyed."*

-Niccolo Machiavelli

### Constructs of the Celestial Clockmaker

 File:IconComm.png | Exculpator Trike
 File:IconComm.png | Confessor Tank
 File:IconComm.png | Purifier Tank
 File:IconComm.png | Vindicator Howitzer
 File:IconComm.png | Castigator Track
Camelry

- Col. Kaatima Elfayoumi
It's said that apart from Polish resistance movements, the Regional Defense Force are among the few that truly rely on traditional cavalry, compared to the Contingent's mobile platforms bearing the ranks of "cavalry". Horses are eschewed, though, with good reasons.

Camels are better suited for scorching, arid deserts that comprise most of Coalition territory. **WIP**
Croc

## Tactical Analysis

* **Snap and Lock:** Located in the many estuaries of Australia, the crocodiles serve as the Contingent's fearsome animal scouts that lurk within the many waters of the land, eager to take a bite out of their prey, whether they be fish or enemy soldiers. Their immense jaws enable them to bite through a man's insides, before crushing them with their infamous death roll, while they can shrug off attacks with their armor plates.

* **Just a perfectly, ordinary log:** Their greatest trick, however, is to submerge into the waters and pretend to be a log, making them move slower than usual. Unsuspecting soldiers who happen to swim near them get the biggest shock of their lives as the "logs" quickly arise and pounce on them...

* **They make good leather bags:** While they might be agile swimmers in bodies of water, at land their plodding speed makes them slightly faster than a turtle. Soldiers use this advantage to pick them off from afar.

* **JAWS of Death:** Some crocodiles become deadlier ambush predators, enabling them to move faster even on land and underwater, commonly mistaken for large, fast-moving pieces of driftwood.
Deerstalker

## Tactical Analysis

* **The Boer trek:** Afrikaners drafted by BUAC, Deerstalker are the Council's elite snipers armed with anti-material rifles, based off the WW2 Boys AT rifle, that can not only harm vehicles but packs enough mass to pierce through infantry.

* **Blinded:** Deerstalkers are capable of setting up stealth hunting blinds that increase their range and provide protection from return fire.

* **Please ignore the man in bright clothing:** Unlike most snipers, the Deerstalker suffers from an even slower rate of fire and is more expensive than most snipers. This couples with the fact that their frailer than most snipers unless deployed.

* **Duck Season, Fire!:** With enough time proving their skills, the best Deerstalkers are granted access to combat drones armed with much heavier rifles, allowing them to attack at a much longer range, and can deploy another when deployed/garrisoned.
Bomber Girl

## Tactical Analysis

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

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

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

* **(Title 4):** Bomber Girls who have shown to be competent in combat would have their mortar upgraded to a gravity mortar, launching bubbles of gravity that has longer range, area of effect, and increasing the range of their metalstorm shell.
Avalance Air-Carrier

## Tactical information

* **Swarm on the go**: The Avalanche Aerial Light Carrier is one of the most infamous of the Ecumene's air units, but not because of any weapons it carries. Rather, each serves as a mothership for a swarm of "stinger" drones that lash out in huge numbers to whittle down any target they are given. While individually the light hard-light cannons and single light lance beamer each of the stingers carry is best suited for light targets, when the entire swarm focuses on a single target it is rarely long for this world. especially with the weakening effect of the lance guns.

* **AVALANCHE!**: When really pressed, an Avalanche can lie up to its namesake and generate a massive cyclone around itself. Creating a funnel of superheated air that rips apart aircraft while ground units are dragged into the storm and are slowly ripped apart.

* **Fairweather Avalanche**: The Avalanche's greatest weakness is its method of attack. By relying on relatively fragile stinger drones, they can be entirely neutralized by enemy anti-air or air superiority in sufficient quantity, and the Avalanche itself is defenseless when its supply of drones is temporarily exhausted or if something gets past its escort. Long ranged forms of aircraft killing that can strike it past its air cover are particularly well suited to downing it.

* **Bubble swarm**: The best avalanche crews are offered a new kind of stinger drone, equipped with attenuated hard-light shields like their own mothership that significantly increase their durability, allowing them to better penetrate air defenses and better engage with proper air superiority fighters.
Adept

**Key Features** |  » Psionic Amplifier » Psychic training » Great Coat (comfortable) » Epsilon religious tract » Brain Bleach Pills (In case of disturbing memories)

## Tactical Analysis

* **Strong Bodies cannot protect weak minds**: The Adept is notable because their attacks damage morale instead of health. A target reduced to zero morale by their telapathic rending is left a broken vegetable who may never recover the ability to think coherently again, and against moraleless targets they make use of precision pyrokinetics to warp, burn, and damage the most important components in a foe. The soldiers they lead benefit from their presence; finding themselves inspired to fight harder, experiencing the joys of their minds being linked with their comrades, and feel their fears ebbing away.
* **Open your thoughts to me**: The most feared capability of the Adept is the ability to control the minds of a target, enslaving them to the adept as long as the adept lives or until the adept chooses a new target to mind control. This makes single high value enemies an extremely poor trade with the Adept as their minds will surely be lost to the telepathic wiles of Geoffrey's faithful.
* **Not a preacher for the masses**: The Adept is easily overwhelmed with large numbers of potential mind control victims, is highly vulnerable to long ranged anti-infantry options, struggles to mind control aircraft and of course cannot use mind control against many kinds of units such as robots.
* **But I can take couples**: The most experienced and capable adepts are able to seize the minds of more people than others, either assailing their fragile psyches or simply taking control of them for the glory of Epsilon. This makes them foes to fear for sure.
Alvi

## Tactical Analysis

* **Thor's Chosen:** (Overview)

* **This Is My BOOMSTICK!:** (Secondary)

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

* **Slayer Of Ragnarok:** If the battle proves enough to be Alvi's time she would switch out her shotgun for the BVC (Big Voltager Cannon) 9000 that either fires multiple small lightning orbs or a giant lightning ball that shocks nearby enemies before exploding either on impact or after a certain distance. And she'll switch to a heavier "sentinel" hammer that creates thunderous explosions on impact.

## Background

*"...."*

- ...
Catherine Crew

*"..."'*

-...
## Tactical Analysis:

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

* **They'll fight in the shade:** Catherine crews are also given devastating "Oden" rounds which release a salvo of rockets that releases even more rockets above its target, literally blanketing the sky with rockets to blast apart giant hordes. The only major downside to the Shiva, and the reason why it's not the normal round, is that the heat it produces when firing destroys the Catherines barrels, essentially disarming it until the crew can get to a Factory for replacements.

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

* **Steel rain:** Newer barrels, made of stronger materials, are starting to replace the Catherine old barrels. Compared to the previous models these barrels can fire a longer barrage and can still fire even after firing the Shiva, though the damaged launch systems mean its rate of fire is lowered. But the labour intensive work to make the barrels means they are in short supply, and thus only high ranking Catherine Crews can requisition the upgrade.

## Background

*"How is it raining at this time of the month!?"*

*"Sir, I don't think those are raindrops..."*

-Last words of a Pahit commander and soldier.
Darter

**Key Features** | »Advanced Radar System»Radiological Scanner Array»AR-50 Light Reactor»Rudimentary VI»Anti-Kamikaze Software

(\*Whirrrrrrrrrrrrrr\*)

- Darter

## Tactical Analysis

* **Intelligence Gatherers:** Darters are exceptionally good early game scouts. Cheap, reliable and capable of moving uninhibited across the skies, they offer unrivaled scouting capabilities with their exceptionally large sight radius. In addition, their radiological scanners allow them to detect stealth in an area around themselves.

* **Blending In:** When scouting areas of high threat level, the Darter can switch off its active radar system and rely solely on its passive radiological scanners. Its small size and profile makes it near impossible to find high in the sky, thus granting it stealth.

* **Clipped Wings:** Darters are naturally unarmored, and are easily downed by any form of ground to air fire. (However, missiles are known to take forever to lock on to a Darter) With no weapons systems, the Darter is incapable of defending itself, and its only response to enemy fire is to escape the area as fast as possible.

* **Scouting Only:** As their only intended role is to scout, the manufacturers see little reason to add a weapon on the Darter, even if they could the Darter was way too small to carry any weaponry except a tiny pistol.
Ambusher

*"..."*

- ...
## Tactical Analysis

* **Surprise grenade:** Wielding easy-to-conceal sonic grenade launchers. Though not as damaging against tanks as a rocket launcher (unless the target is covered in explosive gel), they are able to fire rapidly against their enemies, and have respectable splash damage, especially against battlesuits.

* **Just a man:** Thanks to their grenade launcher ease of hiding. Ambushers are trained, and equipped, to disguise themselves as either another R.U.N. infantry or even a civilian. Giving them their name as PSD tanks are suddenly blown up by either R.U.N. forces that seemingly had no anti-tank counters or by civilians in a crowded city.

* **They see me:** (Miscellaneous capabilities)

* **Make the first count:** Veteran Ambushers tend to learn how to aim at the enemy's weakpoint while they lie in hiding, making their first shot the deadliest. And as a showcase of their experience, their commanders tend to give them burst fire modifications that lets them fire three grenades in a single pull.
Black Eagle

## Tactical Overview

* **Aerobatic:** The best fliers in the Empire of Korea, the Black Eagle squadron fly specially-modified and enhanced Hawker fighters capable of striking ground and aerial targets.

* **Specially Trained:** Black Eagle fighters are especially harsh on maintenance and can only land at specialty airfields behind the lines. This means that each Black Eagle lost is a serious investment grounded.

## Background

South Korea has been in an uphill struggle for years to gain the recognition that all other stalwart nations against communism receive. Many in the Empire's court believe they are being shunted aside for the ongoing conflict in Vietnam, even when they're in the middle of a border conflict that could become a full-scale war again. Desperate to gain some ground with the Allied Nations, the Koreans have decided to order second-hand Model 32 Tengu fighters that would become a new symbol of the Korean nation. Locking the Tengus in jet mode, the Koreans added on two bombs to utilize against enemy vehicles. The best pilots were trained in the new air frame, and soon the unit was tested in the skies over the Korean DMZ.

During the border conflict post-WWIII, the 53rd Close Support Squadron was constantly engaged in conflict with Firefox squadrons from North Korea. At first the sheer number of North Korean fighters overwhelmed the Empire's forces, creating dozens of casualties in what was supposed to be the best fighter group in the Empire of Korea. Of course, the military bureaucracy had little to offer other than possibly choosing to go back to the Japanese designs to try and stem the flow. The pilots of the squadron couldn't believe that they would be seen as so poor that they would have to lose such a great system, and the squadron commander went to the mat to figure out how to revive his squadron before they were wiped out.

It was determined that despite the advancements made by the Empire with the Tengu, the lighter cannons on the "new" K-2 fighter weren't enough to take out the thicker armor of the Firefox except from taking the enemy from underneath. Not even imagining that the problem would be with the pilots and their training, the squadron CO looked into the airframe itself. The realization was that K-2 could become a more maneuverable airframe, a fast and hard-hitting system that could skip around the North Korean fighters like they were being flown like boxer Muhammad Ali. With the removal of all non-essential components that would only be used if the Tengus weren't locked into jet mode, the K-2 has become one of the most agile fighters in the air.

In further engagements again their Northern cousins, observers have seen this idea paying off in dividends. The heavily-armored Firefox has been utterly incapable of keeping up with the K-2, which thanks to the squadron's distinctive paint scheme has become known as the "Black Eagle" squadron. From below after action reports have become akin to descriptions of a mad aerial ballet. Many are already predicting that this could lead to something similar to the US Navy's Blue Angels once the Korean War finally ends.
Alliance of Thule

**Dev. Status** | Conceptual

"*...*"

- ...
The Alliance of Thule.

## Gameplay

### Formations

Due to their regimented and rigid lifestyle the Thule forces are highly specialised in the role they chose, excelling at destroying those they were trained to fight but making them lousy at everything else. This formation is further divided into infantry, armour/navy, support, and air.

**Infantry:** The infantry specializes in defense and holding the ground. They are cheap and their weapon deals heavy damage to their designated counters and are a terror once garrisoned, but at the cost of speed and durability combined with average range, making them easy pickings without heavier escorts or garrisons.

**Armour/Navy:** Essentially the same roles on different terrain. The armour/navy specializes in armored fighting vehicles/naval vessels. One of the main purposes of the armor role is to destroy the enemy to take the ground/sea. They are the main providers of ground/naval firepower; they are a strong presence on the ground/sea with unparalleled armor protection. The mobility of their vehicle/vessel allows them to break through and outmaneuver their enemy. But their price, short range, middling speed, and lack of amphibious capability makes them vulnerable to artillery, particularly if their in the opposite terrain.

**Support:** The support role specializes in long-range artillery, support vehicles, and engineer units made to support the other branches thanks to all of their vehicles and infantry being made to be amphibious. Though useful on the battlefield, it is limited by their inability to engage units in close combat and their lack of firepower.

**Air:** The air role specializes in anti-armor and anti-infantry warfare with helicopters and aircraft. The air role gives the commander high mobility paired with an equal amount of firepower. The air role is best at fighting enemies head-on and conducting surgical strikes, except if there are any anti-air units around. The air role does have a major weakness, they are extremely frail, so anti-air units can easily down them once in range.

## Units & Structures

### Assassination Target

Template:Thule
Template:Extremis Factions
Clubhouse

## Tactical Analysis

* **Who's the leader of the club made for you and me:** A surprisingly durable structure (mainly due to the fact that rounds mostly pass right through it and it bends with the impact of explosives), the Clubhouse is the central meeting point in a region for the various members of the Network.

* **Do not adjust your set:** If the enemy closes in (a very, VERY likely possibility), the Clubhouse can fire off a series of burst transmissions, strobe lights, and various other means to disorient and halt the enemy attack for a short time, at least until the Network can pull together.

## Background

"**TOTALLY NOT A SECRET HIDEOUT. JUST A PLACE WERE PEOPLE GATHER TOGETHER TO TALK ABOUT THINGS AND STUFF.CARRY ON.**"

- A common sign outside Network Clubhouses
Despite their various and sundry beliefs and ideals, the Network is tied together under the loose ideological leadership of the Third Eye. No matter if they hunt cryptids or aliens, seek the truth behind ghosts or conspiracies, the members of the Network have come to trust the Third Eye above all others, even the leadership of the Confederacy that they're ostensibly helping. Though presumably flattered, the Third Eye has done little to centralize power and instead prefers to let the Network's members organize themselves and stepping in only when requested (which is a lot).

Eventually, the Network's members figured out that at least some centralization would be a benefit, at least as a rallying point and fallback position. Typically building on the outskirts of Continental bases or in the most isolated locales they can find, the Network's structures were made out of whatever could be found. Wood and metal made the frames, as sheets of tin and drywall were shoved into position. Dirt was packed in place to act as the wall, the ceilings brimming with radio and TV antennae.

To most Continental commanders, these clubhouses are just a sign of the passing times, a collection of useful members of the lunatic fringe who spend most of their days monitoring hours of radio and TV broadcasts, pouring over newspapers and magazines to confirm their fears and nightmares. Even when attacked, most of the men and women inside are busy pointing out patterns and signs that most of the Continentals point out are nothing more than smoke and bullet holes.

Despite their annoying natures, the clubhouses are still valuable to whoever can utilize them as an intelligence goldmine. ACIN, the KGB, CBURA, Imperial shinobi, the FBI, the CIA, all of them and more flock to these clubhouses to find the best dirt the Network has found. Of course, if found they're swiftly handed over to the Continentals to holding and trial. When asked why they don't deal with them personally, the Third Eye reportedly said, "Some people don't deserve the truth. Why give them the same truth they're trying to suppress?" As per usual, the Continentals just accepted and moved on.

  **Vehicles**
  **Aircraft**
  **Conduit**
  **Buildings**
  **Detailed Information**
Counter

*"The chainsaw, the universal key."*

- A Legate, after sawing open a Testudo
## Tactical Analysis

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

* **(Title 2):** Once in Dark mode the Counter will transform an arm into a volkite cannon that deadly effective against infantry and can take a more robust stance by falling onto one knee, allowing them to fire a more powerful volkite rocket. This explosive is extremely devastating to infantry and vehicles and decent against tanks, letting the Counter to take on vehicles and tanks to some degree and wipe out infantry forces twice their size. Though they can only hold one rocket at a time, and can only create a new rocket in Dark mode.

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

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

## Just the Stats

 **Armour Type** | Infantry

 **Armour Type** | Infantry

 **Kill Reward** | 2000

Template:Omnist
Bodhisattva

*"..."*

- ...

## Tactical Analysis

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

* ***WUYONGWUYONGWUYONGWUYONG! WUYONG!*:** By channelling their energy. The Bodhisattva can choose to concentrate their punches in one area. ensuring thats whatever was in it is pulverised into nothing.

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

* **One Bizzare Adventure:** By further channeling their emotions into a stream, rather than a tidal wave. The Bodhisattva would eventually learn how to form crude chi bows they can use. While significantly shorter compared to dedicated archers, the torrent of arrows they can release with their multiple arms ensures that even those far away will fear them.
Ababil Courier

**Key Features** | »Rugged landing gear»Daredevil pilot»Room for three (barely)»6 cylinder engine»Mailbag

*"..."*

- ...
## Tactical Analysis

* **Neither rain nor flak:** Civilian mail carriers, retrofitted with VTOL engines, who’s pilots have hired their services out to the League, Ababils have just enough room to cram three infantry in the back.

* **Nor lack of airfields:** While needs a little more room than helicopter its STOL design allows this bush plane is capable taking off from just about anywhere. And it can also drop care packages, containing letters, luxuries (like sweets), medkits, and ammunition to bolster firepower and morale of infantry below.

* **Don’t shoot the messenger :** Ababils are quicker than most helicopters which is good as they are completely unarmed.

* **I’m just a delivery man:** Ababil pilots refuse add or weaponize their aircraft, partly out morals and partly because they aren’t willing to sacrifice any cargo capacity.

## Background

Most people take for granted how easy it is to communicate with one another over long distances. Phones are increasingly prevalent and if one feels the need for a more personal touch a letter or package can be quickly delivered in as little as a week. In developing countries like in Africa things become much harder. Phone lines rarely extend past city limits, roads when they exist are more often made out dirt rather asphalt, and postal services have deal with much nastier threats over territorial dogs.

Most mail is delivered via air using various models of “bush planes”, rugged piston powered aircraft capable of handling even the most makeshift runways. One most popular aircraft used is FI 177 Ababil due to its speed, agility, reliable, and extremely short takeoffs and landings. The design is actually a licensed spinoff of the German Storch liaison aircraft, a plane famous for having such short landings and takeoff requirements that verged on being a VTOL, then the League refits transformed it into a VTOL. While Ababils aren’t as good as the Storch in that regard they come awfully close.

Pilots come for various countries. Many are retired (or discharged) military pilots searching for civilian work. Despite their outside origins many have come to love their new home and have even offered to provide transport for League forces on the battlefield.
Confederacy of Patriots (TUE)

**Dev. Status** | Conceptual

*Advancing I go!*

*For a shady world we'll bring the Sun;*

*Advancing I go!*

*For an empty Heaven, we'll bring God!*

- "Hymn of the Blue Division", popularized by Allied Spanish troops fighting in Eastern Europe in WW2.
The **Confederacy of Patriots** is a multinational anticommunist non-governmental organization designed to mirror the Comintern's Revolutionary Vanguard. A special task force meant to cause trouble in the Comintern's back yard, the men and women of the Confederacy of Patriots are terrorists to some and freedom fighters to others; but what is for sure is that they are hardcore opponents of Russo-American subversive communism and have vowed to fight them wherever they can and have expanded their operations to attack the Axis Powers and the Noxsylvanians during and since the third world war.

## At a Glance

 **Intended Players** | People who like raid focused gameplay

## Confederacy of Patriots Nationalist Divisions

### Buildings

 File:IconProtectorate.png | Drone Hub | A somewhat inexpensive anti-air defense consisting of a hub that controls a group of Shrike drones that attack enemy aircraft in an area around it. The drones it controls can only be targeted by anti-air weapons, and the hub can be targeted by anti-ground weapons. If the hub is destroyed, the drones will linger and chase enemy aircraft for 4 seconds, but at all times the drones are highly vulnerable to anti-air weaponry. It starts with 4 drones, and produces a drone every 7 seconds with a cap of four.

### Infantry

 File:IconProtectorate.png | Black Knives | The special forces of the Confederacy of Patriots are named for their distinctive black knives, which they have grown quite skilled with; but tend to use their sonic rifles quite a lot more to kill enemy infantry while sticky gel-bombs damage vehicles and structures, and their disguises let them get quite close to their targets...unless there's something to smell them nearby.

### Aircraft

 File:IconProtectorate.png | Rook Dropship | An odd transport airship of sorts that lands to deploy Infantry and Vehicles. It has an incredibly armored front, making it hard to destroy while landed without use of flanking. When it lands, it deploys a powerful sonic cannon: which is effective against heavy vehicles and base defenses but has a limited turret turn arc. However, the Rook cannot take off immediately after landing, so it must be defended for a short time on the ground for it and the infantry it carries to escape to the skies.

### Navy

 File:IconProtectorate.png | Eidolon Submarine | The Eidolon are old U-boats given a new lease on life by the CoP, using anti-sub and ship torpedoes to support the Confederacy of Patriot's Naval presence. It also maintains a bay of drones specifically designed to scramble AA targeting: though they are typically destroyed by the scrambled AA fortifications.
ARVN

**Dev. Status** | Conceptual

The **Army of the Republic of Vietnam**, **ARVN** or **South Vietnam** is...

## Background

### Defenses

 File:IconARVN.png | V-3 Platform | The V-3 platform launches German Vengeance 3 missiles a great distance to destroy far away enemies who threaten an ARVN position.

### Peacemaker Reinforcements

These forces can be called upon during Minor Faction Deathmatch. When the going gets tough for the ARVN, they call on assistance from a strike team of elite Alliance Peacemakers. Entirely air-mobile and well armed, this force is perfect for clearing the VM out.

### Reinforcement Packages

 File:IconARVNPeacekeeperSentinel.png | Interception Flight
 File:IconARVNJavelin.png | Suppression Force

### Deathmatch Protocols

After gaining ground, the AERVN can utilize Rear Echelon support whilst fighting the Vietminh. The results (for the Vietminh) are devastating.

 File:ProtocolARVNNapalmStrike.png | Napalm Strike | A Rear Echelon Hawker is sent to the target area. It then releases Napalm to the area below it, utterly annihilating enemy infantry and foliage in the target area. Recharges every three minutes.
Daitya

**Key Features** | »»»»»

## Tactical Analysis

* **The Devils' Playground:** Fittingly named after the race of demonic extraterrestrial giants in Hindu mythology, the Daityas are "the worst nightmare that the Indians have conjured against their enemies", according to shell-shocked scientists. With their psionic energies, they are known to cause pain and suffering across the battlefield, from turning enemy units to ash to crushing them outright.

* **Flying Dutchmen**: Worse still, these psionic abominations are capable of flight, rendering them immune to most infantry and tank weapons (except if they're anti-air.)

* **2spooky4us:** However, thanks to numerous suggestions made by Indian personnel, each Indian commander is capable of deploying a limited number of them, due to their incredibly disturbing nature's effects on friends and foes alike.

* **Up to 11,000**: Should Daityas reach the highest peak of their potential (implying *anyone* wants them to do so), no words can describe what new horrors it shall perform in the battlefield. Take the Indians' word for it.
Coalition of Arabian Monarchies (TUE)

**Dev. Status** | Conceptual

The Arabian Coalition(Referred to as the Arabians or Coalition) was a fanfaction made by Deadlysilence then enveloped by the Echoes group and is now being reimagined for Reds. A struggling Middle Eastern coalition of Allied-friendly dominions including Libya, Egypt-Sudan, Kuwait, Bahrain, Yemen, the UAE, Hashemite Arabia, Oman, Jordan and Tunisia, it relies on putting down both damaging and debuffing AoEs along with close-range burst firepower and explosives to bring down its enemies in battle. Embroiled in conflict with the continuing war with the West Asian Pact and with the rise of Islamic extremist movements the Coalition is perhaps the most warlike part of the Alliance, though some still hold hope that peace might be able to be sought between the West Asian Pact and the Coalition of Arabian Monarchies as their conflict drags down into a war with little in the way of imaginative maneuvers and vast gains of territory; while the World Liberation Army harries and threatens both.

## Units & Buildings

### Infantry

 File:IconCoalition.jpg | White Guard | Soldiers from the Royal Guards of the Monarchies, these officers of the Coalition inspire others to follow their great deeds as their machine guns make short work of enemy infantry; while they have the authority to call down artillery barrages on the heads of enemies.

### Aircraft

 File:IconCoalition.jpg | Razorwind Gunship | A heavy gunship mounted with four 37mm autocannons that make short work of even tanks while still being deadly to infantry. It can fire a salvo of wire guided missiles from it's dual launchers that strike an enemy vehicle with pin point accuracy from a long distance, blasting holes into enemy armor with ease as the Razorwind flits back out of range, allowing the Razorwind to put a hurt on superheavy vehicles or structures otherwise capable of shrugging off the autocannons.

### Navy

 File:IconCoalition.jpg | Harun Destroyer | A potent destroyer in the service of the Arabian navy with a quad 120mm cannon and a large array of vertically launched missiles that while smaller than most comparable missiles; can be fired in larger numbers at a time are launched three at a time five times before they need to reload. These missiles are also capable of targeting aircraft with a single command to load anti-aircraft munitions, to deal with Submarines, torpedoes are used.
Defender's League

**Dev. Status** | Conceptual

## At a Glance

Faction Colour: Safety Yellow

Play-Style: Late Game Domination

Preffered Theatre of Operation: Loose Urban Areas

Strengths: Very good infantry, Powerful high tier units, Exellent gunships and airships, Best superweapon.

Weaknesses: Next to no navy, sub average RTB aircraft, weak low tier units.

## Backstory

Put simply, the Defender's League is a group of elite military personal from the future. Not much is known about them, except that the future which they come from is a very scary place. The Lesgue is composed of those from the future (the elites) and those recruited in 1969 (the grunts) much of what the Elites talk about, when they talk, is about "The End"; no-one else knows what it is, and from the little they've heard, they don't want to know.

## A Quick Aesthetics Run-own

The big overarching theme of the Production League is contrast. Firstly their faction colour is wasp stripes, the most contrasting pattern in existence. Secondly, the faction is divided into two main aesthetic groups; the makeshift group and the "Blitz-Punk" (think modernized units with Nazi-esuqe eg. gunmetal, square stuff ect. aesthetics) group. The makeshift group is exactly what it says on the tin, makeshift combat machines made from civilian/industrial vehicles with industrial equipment and crude (and often very effective) weapons attached. The Blitz-Punk group are also what it says on the tin, with a hearty helping of Great Depression/WWII inspired combat machines, armed with experimental (in our time), eg. heat focusing, rail-guns and smart missiles.

## Gameplay

3 main points

1)Units: role are divided into two levels, a cheap unit and an expensive one. The expensive one gives a substantial buff to its cheaper counterparts. You will raely have more than 1 or 2 expensive units in your attacks. (infantry are a bit different, but you still will only have say, 10 Elite Infantry in total.)

2)Buildings: buildings are made by construction lifter type units, and are built more slowly, but have more health. Note that this faction has 2 offensive super-weapons.

3)Tech: This faction has 5 tiers. Tier 2 is obtained by building a control tower, tier 3 by building the advanced version of your production structure; tier 4 by buying it at your fortress; tier 5 is bought at advanced production structures.

## Produceables

### Units

#### Infantry

##### Basic Infantry

Produced at Militia Center.

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##### Advanced Infantry

Produced at Armory. None of these units are crushable.

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#### Vehicles

##### Basic Vehicles

Built at Factory.

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#### Navy

Built at boat yard.

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#### Aircraft

##### Non-Landing

Built at Control Tower

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Cassowary Light Tank

*"..."*

- ...
## Tactical Analysis

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

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

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

* **(Title 4):** In light of the tougher vehicles of the Atomic Kingdom two stopgap upgrades have been given to the Cassowary. The first is the "little liam" adapter, an attachment to the barrel that uses gravity to accelerate and condense the round before it exits, increasing the penetrating power of the round (and residual gravity causes the target to slow). The second is replacing the flashbangs with small anti-gravity grenades, compared to their other gravitational weaponry the grenades are only strong enough to lift infantry and slow vehicles.

## Background

*"..."*

- ...
Cauldron Heavy Transport

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

## Tactical Analysis

* **Riding in style:** The Cauldron is one of the best armoured transport vehicles in the world, barring those that are basically tanks like the Pincer, 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:** Nine infantry, or three battlesuits, can fit themselves inside the Cauldron and can expect to be transported in a comfortable space with safety and speed. Furthermore, the walker is amphibious and thus does not need to wait for sea transport or engineers to get across obstacles like rivers or bays. And can launch a salvo of smoke grenades to give itself time to disembark its passenger, close in on the enemy, or simply escape.

* **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.

* **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.
Bogatyr Heavy-Duty Truck

## Tactical Analysis

* **Ship of the Desert:** Large trucks intended for ore transport, the Bogatyrs trade off mobility for armour and carrying capacity; this means it can carry more ore than most transports. For defensive purposes, it even has a small machine gun.

* **Care package:** When not carrying ore, Socialist commanders can even fill them up with ammunition boxes, oil tanks, spare parts and medical supplies, repairing and healing nearby friendly units, as well as boosting their rates of fire and speed.

* **Not made for combat:** Commanders are warned that Bogatyrs should not be put into front lines unless they are meant to support other units,as their offensive properties are limited, despite their armour.

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

## 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.

## Tactical Analysis

* **Sealed with Abacus:** Considered the most secured buildings in the world, the ABC Net server acts as the Unionist's final tech structure. Building the server allows the Unionists to call in their most advanced units and call in several protocols.

## Background

The ABCNET is considered one of the top forms of information security in the world. Even the best immunes of Legion Security fail to break through the stiff barriers around the ABCNET systems. Publicly, this ensures that the internal workings of the OSS branch of ACIN are safe from any eyes that the Allies don't want looking. The multi-layered systems of mechanical encryption, digital encoding, and physical security, is a testament to the paranoia the OSS has for the secrets in its walls. Of course, this means that the system is impossible to bypass with only partial access. The only way to access the ABCNET is through the proper equipment keyed to the proper ciphers and connections. This means more than just connecting to the right phone or telegraph line, it means having the right access codes and signals.

Technically, the Unionists aren't allowed to access the full scope of the ABCNET. As a paramilitary force with little more than tacit approval, the Unionists can't technically be trusted with the security of ABCNET access. Of course, the OSS often uses college campuses as fronts to aid in their research and theoretical operations. Princeton and Rutgers have become the new headquarters for the OSS cover operations researching more advanced secure networking of their systems. Placed in old distinguished halls long renowned for their place in American academia, these ABCNET research facilities are also becoming known for their Unionist presence. College Unionist chapters have seen a sharp increase in numbers, bright young Americans stepping up to help defend their nation from any threats to her liberty. Of course it's just a coincidence. It's not like the two factors are connected after all.
Comintern Defense Militias

**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

### Worker's & Farmer's Revolutionary Army Airborne Division Reinforcements

These forces can be called upon during Minor Faction Deathmatch, the WFRA Airborne are a powerful force who draw from both Soviet and American paratrooper regimens and can be used to turn the tide of a battle with air mobility and airpower.

### Deathmatch Protocols

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