recursal/Fanatic-Fandom huggingface dataset:
Retaliation Howitzer

**Key Features** | »152mm howitzer (overhauled)»"Porcupine" shrapnel shells»"Jarid" penetrating high explosive shells»Improvised gun holding system (suboptimal)»Fire control station (map, pencil & ruler)

## Tactical Analysis

* **Distant evil neighbor:**The Syrian-made Retaliation howitzer is converted from Rhino tank, making it more armored than most of other artilleries in the world, and with the 152mm gun and the variety of ammunitions, it can spray the enemy infantry from long distance with rains of shrapnels or hammer the bunkers and fortresses with high explosive shells. The soldiers that are hiding in the buildings in towns are ultimately shredded by this artillery, making it not safe for any infantry to be near.

* **The biggest shotgun there is**: Sometimes there is too many infantry to kill before reaching the Socialist position. For this reason, the engineers made the firing mechanism able to lower the big gun and fire its shrapnel shells right against the approaching troops like a giant shotgun for some time. The shells detonates meters away after leaving the barrel, which than tears target apart along with any other comrades, who unfortunately get too close to him.

* **That's too close!**: A common weakness to the artilleries, with Retaliation being a prime example it cant fire on enemies that will get closer than minimal fire range, where even the tank-grade armor cant keep the punishment for too long. Also, the shrapnel shells are useless against the heavily armored vehicles.

* **Venomous thorns**: The shipping of small supply of combat chemicals from the Union, the Crescent Pact were able to integrate them into the Porcupine ammunition, called "Poison Porcupine". With this, the Retaliation artilleries can not only bombard the terrorist infantry in the field or in buildings but also to prevent them for some time to return to the contaminated area. The Supply & Logistic Division offers this new kind of ammunition only to the elite crews because of the risks of accidental leaking of the chemicals within the vehicle's compartment from unpracticed manipulation.

## Operational History

"'DROP THE HAMMER!"

-  Military code for a Retaliation artillery barrage.
Tankette

**Key Features** | »Hotchkiss machinegun»"Ironmelter" rounds»Seat for two»Rosary charm»Tally (for every Hammer and Arctodus destroyed)

## Tactical Analysis

* **Small tank, big bite:** A light tank design from WWII, the Home Army tankette makes up for its lack of firepower against heavier tanks with higher mobility and damage against enemy infantry and cavalry with its machinegun.

* **Bigger they are, harder they fall:** The tankette can load up experimental anti-armor rounds, allowing it to load up a burst of bullets that can punch through enemy armor every once in a while.

* **Size *does* matter:** Its lack of armor leaves it easy pickings for anti-tank weaponry, and thus it is ill-advised to send a tankette against an MBT.

* **Mobile freezer:** Norse Fylkirate arms dealers sell felfrost cannons to the Home Army and find their home in tankette crews deemed worthy enough to wield a dangerous weapon. The upgraded cannon freezes its unwary foes solid, leaving it ripe for shattering.
Rook Mobile Fort

**Key Features** | »75 mm mle.28 mountain gun»13.2mm Hotchkiss M1929 heavy machine gun»Hardened and reinforced steel/plastic armor with titanium layering»Volatile reactor produces radiation and nanite clouds»Miniature SPAM module assembles *Goliath* and *Yellowjacket* drones

## Tactical Analysis

* **Straight to the point:** To secure the new location that is already held by the opposition, Concordiat uses Rooks. Their protection is one of the toughest in their motor pool, the high engine power and relatively good weaponry makes it able to get into the position quickly and fight for the retake.

* **Exploit the opening!:** To make sure the enemy will get out, Rook will open up the covers to its reactor and release concrete-eating nanite clouds to undermine enemy structures and damage all enemies in the vicinity. Also, the small SPAM module begins assembling Goliath tank drones and Yellowjacket hovering drones to give enemy more targets to hit, stalling them till more units comes.

* **Straight lines only:** The offensive capability of Rook is not in its weapons, but rather in its radiation and nanites and the drones. While in transit it cannot defend itself properly and only rely on its armor. The locomotion is also not particularly good, rotating the whole vehicle takes a lot of time, needing the set up before making its hell of a charge.

* **Castling:** With the increased stream of technologies of Qing Chinese energy fields, Science Ministry and War Ministry are working on mounting these shields on Rooks. The prototypes are send to Legion Basilisk for testing as it is currently the most combat-intense theater. The crews that distinguished themselves in battle are given the honor to use them.

## Background

The close proximity to the Russian Tsardom made Romania one of the "bumper states" of the Directorate, and this shaped their military industry, tactics and strategy. This included among the massive fortifications and fortress complexes being erected along miles of trenches, bunkers and fire posts covering the northern and eastern regions of the country, an innovative and unusual mobile bunkers. The first vehicles were nothing but glorified landships with thick slaps of metal and concrete, which unfortunately put too much stress of the already weak engines and made them not faster than the injured soldiers. The improvements in the engines and better laid out armoring helped the Romanian army to field the mobile bunkers and their bigger cousins mobile forts and immediately use them in the war with their evil neighbors Russia.

WIP
Safari Transport

## Tactical Analysis

* **Problem-free transport:** Want a hassle-free way to enjoy Africa's wildlife? A Safari Transport is the right transport for the job, where a few individuals can hitch a ride in one of the Pan-African arsenal's faster vehicles.

* **Blending in:** A common trick by League commanders is to bring in tons of grass, and cover the Safari with these when they aren't moving. Most of the time, Legion mercenaries mistake these for large bushes, and move aside.
* **Rocky trip:** The Safari has no way to defend itself against enemy fire, and their camouflage tricks fail when stealth detection comes into the picture.

## Background

*"We know the way."*

- Safari Transport driver
Africa is fortunate to possess breathtaking landscapes and animals found nowhere else on the planet. Every year, animal-loving tourists pay to witness wildebeests race across the Serengeti in Tanganyika, see elephants suck up water from the beautiful Great Lakes with their trunks. Hiking enthusiasts trek across Mount Kilimanjaro, the highest peak in the continent. With such wondrous sights to behold and a cornucopia of natural resources, it is no surprise European powers carved up and exploited the continent among themselves a century ago. Even after decolonization, Syndicate-aligned companies owned many private game reserves and national parks in Africa. As typical with their business practices, they charged guests with obscene entrance fees and cut down entire forests to make way for industrial zones. Not even the fauna escaped their clutches; hunters returned with trophies harvested from endangered animals, and poachers hauled packs of canid species to Synthgenics Inc. for 'enhancement'.

While not as radical as, say, the Continentals' Environmental Liberation Party when it comes to nature, the League deems foreign exploitation of their lands completely unacceptable, more so that their No. 1 enemy is doing so now. As several endemic species are already endangered due to their callous practices, a group of Tanganyikan rangers had enough of them. Taking a few vehicles tourists use to venture through local preserves, these rangers, along with Pan-African police, drove to Dar es Salaam's Nysa branch, the suspected world capital for illegal wildlife trade. Since the Safari transports were small enough to fit into the tall grass, they took the Nysa's park officials by surprise, as they along with their hired poachers were swiftly detained while their captured animals were set free.

This has now become standard protocol for anti-poaching efforts in League territory. Each national park owned by League citizens is now recognized as a protected area, and three or four Safari transports are on standby to aid in buy-bust operations. The rest cannot be said for Syndicate-owned businesses, as the state seizes them, their owners thrown to prison. Lately, these transports have branched out to military use, carrying personnel (and camouflage bushes) through the African desert.
The Rose Association

**Dev. Status** | Conceptual

*I chased after rabbits on that mountain.*

*I fished for minnow in that river.*

*I still dream of those days even now*

*Oh, how I miss my old country home.*

- *Furusato,* A Traditional Japanese Folk Song

## At A Glance

 **Basic Look** | 20th Century Japanese Architecture, Infantry are Outfitted like common Workers, Farmers or Students & wear Communist pins & insignia

## Behind the Scenes

* The Rose Society is inspired by real-life socialist, communist & anarchist movements in Japan as well as the hitorical peasent rebellions that have occured there.
* Their ideology is also based on agrarian socialism & agarian anarchism which centers around those systems implemented in an agricultural setting or with enviormental concerns in mind.
* Their tier system is based on the Shintai Society faction, Rose's Paradox equivalent.
Tendriculous Characters

# Dark Gods

The upper echelons of the Tendriculous Echelons are referred to as "Dark Gods" for the worship their society seems to afford them and for their status as keepers of special flames, with the largest of course being that of the Dis Pater Tenebrous.

## Tenebrous

***"I am the lord of that which is dark"***

***"I am the god of all the shadows"***

***"I am the father of all that crawls in the night"***

-  Tenebrous is not a being of little ego
The God-Monarch of Penumbralia is a sinister, soft spoken being noted for a silver tongue and an affable, alarmingly friendly demeanor. Not a hateful raging demon, but a manipulative, scheming devil; "Mephistopheles offering the bargain to Faust" as one Talon operative said of him after watching a video of him. Even those who dispute his claims of being an immortal god find it hard to argue that the being isn't something of formidable power and influence. Tenebrous' greatest concern however, is keeping the white flames lit with the bodies of psychics and those who can also channel similar forms of power, such as PAWI generators and fractal weapons. So long as the fire, or any of its child fires continue to burn, he says that Penumbralia shall endure as a great nation; feared by all who know its name.

## Nyx

**Tendriculous Legion**Paradox Annihilation Faction
Shoota Gai

*"..."*

- ...
## Tactical Analysis

* **Cause I'm the shooter guy:** (Overview)

* **I could question it but I ain't feeling too analytical:** (Secondary)

* **I waste a thousand freakin' bullets and it's still not down:** (Miscellaneous capabilities)

* **I'm a walkin' talkin' cliche this I can't deny:** (Upgraded nature)

## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 200

 **DPS** | 50

 **DPS** | 500

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Settler

## Tactical Analysis

* **On the lookout:** The Settler helicopter acts as an advanced scout and anti-infiltrator support aircraft. It provides a long line of sight and equipped to detect hidden or disguised enemies making it a much more reliable alternative to restrictive animal scouts.

* **Settling down:**The Settler also carries the materials and equipped needed to construct Gravity Conduits, allowing nearby structures to access more advanced weaponry.

* **Not such good spot:** The Settler is complete unarmed and quite slow and needs the protection of others to do its job.

* **Overburden:** Due to the amount of equipment the Settler carries it is impossible to fit any weapons and modifying the aircraft is strictly prohibited.
Sovereign Assault Strider

## Tactical Analysis

* **Terror, made efficient:** Whether operating in close-quarters urban campaigns or in dense and heavily impenetrable terrain, there will come a situation where the Combine's range will be diminished and their ability to project fear and panic dampened. The Sovereign Strider is the solution to this: a giant, almost robot-like walker armed with twin projectors that expel superheated steam and a boiling black tar-like substance onto enemy targets, excellent for scouring anything that falls in its immediate path.

* **The practicality of screaming:** The Harmonic Resonance Broadcaster the Sovereign mounts aids it in its mission of peace through overwhelming fear: by broadcasting a signal at certain pitches and resonance, it can quite literally shake apart structures around it and messily degarrison any units that might be hiding within.

* **Specialization, not banging rocks together:** The Sovereign occupies a special place within the Humanitarian Guard's ranks: what it has in terror and death, it lacks in speed, range, vision, and IFF capabilities.

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

## Background

*"That...that was an accident, right?"*

*"No. The machine functioned perfectly as intended."*

-African observer and Sovereign pilot, on the effects of Project Sweet Tooth's gel projector
Socialist Phoenix Front

**Dev. Status** | Conceptual

*Oh, father why are you so sad*

*On this bright Easter morn’*

*When Irish men are proud and glad*

*Of the land where they were born?*

- *Boys of the Old Brigade,* by Paddy McGuigan
The Phoenix Front are a minor faction created by Flyboy254. Irish nationalists from every belief - political and religious - uniting under a comon cause of Irish unification, the Phoenix Front specialize in anti-infantry and base razing tactics, though they suffer against vehicles until they gain protocol units.

## Units & Buildings

### Buildings

 File:IconFront.jpg | Party Branch | A small office that should normally be used for peaceful purposes, the Front's political wing uses these offices to gather money that can be used for all kind of helpful purposes.

### Deathmatch Reinforcements

**Éire Aontaithe**

These forces can be called on during minor faction deathmatch. Éire Aontaithe is the Front's political wing, bringing together a variety of players in common cause against the Allies and Syndicate.

### Protocols

 File:IconFront.jpg | Donnybrook | All front units instantly gain a heavy Rate of Fire, Damage, and Speed buff, at the expense of their Defense.

### Behind the Scenes

The Phoenix Front, and the Socialist Phoenix Front by extension, are inspired by the Troubles in Northern Ireland, which started at the same time of Paradox's story. Most of their units are lifted from various famous incidents and media of the time.
Steelworks

### Background

Even when they do not wield much influence in the world like the major powers do, each so-called "minor power" has their own ways of procuring funds for their operations, The Red Chinese and the Phoenix Front secretly funnel "Blood Diamonds" out of the Chinese wasteland and firearms out of Ireland, respectively. The Blue Chinese scavenge whatever currency and loot they can find in what was known to be China before its nuclear holocaust, and the Network does not shy from selling used cars, survival kits, conspiracy tracts and magazines to the public. Even the more quirky groups such as the Inkarri movement and the Global Liberation Army have their own share of sympathizers, from South American celebrities to wealthy Arabian oil sheikhs.

Meanwhile, the Arabian Socialists use the tried-and-tested tactic of sending supply trucks straight to the field to mine for minerals to be processed at refineries in the same base where they were from. The higher-ups consider this as a practical decision for various reasons: first of all, selling oil and minerals to the Soviet Union will only get so far, due to gaining the ire of some wealthy barons within the Coalition and risking an attack from their armies. Second, their Bogatyr trucks are indeed built to withstand attacks and ambushes from marauding GLA rebels to roaming Desert Sting soldiers thanks to their small machine guns and when not used in mining, can even be used as mobile supply zones due to their capacity to carry more weight than the rest of its counterparts.

When some Soviet observers were invited one of their Steelworks, they were surprised to know that the Arabian Steelworks are one of the most worker-friendly refineries in the whole world, surpassing the notorious Smelters that their comrades use in the USSR by light years. Not only the Steelworks were not total affronts to worker safety, but they make sure that every last worker is treated well. Air conditioning units are omnipresent throughout the facility, with food and water are graciously served to hungry and thirsty workers. Emergency services are even provided to workers that fall victim to heat stroke and fainting spells. When asked about it, the factory head only smiled and said that while they might not truly match the production capability of the Soviet Smelters, at least they can give their workers enough reasons to do their jobs in that facility.

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Regenerator Turret

Template:China Buildingbox
Template:China Vehicle Header

## Tactical Analysis

* **Picking Up the Pieces:** Created to save forces of the Kingdom, the **Regenerator Turret** is designed off the philosophy that if the forces of the Kingdom survive longer, the better chance of victory.

* **I'll Taka a Piece of You:** Using its multiple tractor beams, the Regenerator Turretsrepairs surrounding turrets and vehicles by ripping out pieces and chunks out of vehicles and applying them onto nearby turrets/units.

* **Dammit Clone, I'm a Healer, not a Fighter:** Though it still works as a defensive system, the turret takes time to actually "destroy" an enemy vehicle, and needs time and support to do its job.

* **Repaying Kindness:** Thanks to their kindness these operators now strive to save their fellow friends and, though it takes time and a lot of effort, can requisition a modification to their system that lets them repair surrounding structures and vehicles even when not in combat and a tool that uses leftover materials to buff up the turret's shields

## Background

Many in the Allied and Soviet armies sent to the Chinese front notice a distinct lack of empathy for the cloned forces of the Kingdom. Clones are thrown straight into the jaws of death from the word "Go", and dozens of vehicles can be found lying in wrecks after every battle, the noble officers safe in the knowledge that their resources will never run dry. The Viceroy, however, has announced more than once such wastes of resources harkened to the days of the civil war, and the Kingdom's designers in response created a turret modeled after the Soviet concept of the Tsarsky Leech Beam.

Utilizing multiple tractor beams to first pull parts off the enemy's weapons and vehicles and then "firing" them over to friendly Kingdom forces, the new Regenerator Turret functions as an interesting turret system. Though at first seemingly simple, the clones that have survived thanks to these beams are grateful to their operators for the help. They will often seek the operators out to give them simple gifts as a sign of thanks; an extra ration, a piece of fruit, even a simple "Hello". The Kingdom's leadership sees this as harmless and good for clone morale, and so allow it to continue.

In turn, these operators now strive to save their fellow friend and, though it takes time and a lot of effort, manage to requisition a special system that lets them repair surrounding structures and vehicles even when not in combat and a tool that uses leftover materials to buff up the turret's shields

Template:China
Red Alert Paradox Expanded^3 Universe

## Gameplay concepts

### Day and Night

With the introduction of the Tendriculous Legion comes the addition of day and night on maps. Some maps are locked into day or night, while others filter through a cycle. During night, the vision of most units are reduced and morale is quicker to drop as people are more tired and on edge at night. Tendriculous units however, actually see better at night and as the night does not burn them; they fight with improved morale. Underground sections of a map or Underground maps unless otherwise noted are generally always counted as being at night, and so Kumun and Dawuardin units are unaffected by nightfighting penalties, and for the former their penalty to fighting above ground is reduced when fighting at night. Certain units will also provide illumination, which undoes night penalties for anyone fighting in the zone of influence provided by the illumination, and introduces day penalties to Tendriculous and Kumun units. (WIP)

### Umbral Maps

Umbral maps are maps set in the home reality of the Tendriculous or are otherwise entirely under the influence of the dark creatures. Here, the Tendriculous are king and the entire map is heavily hostile to invaders; with many of the locals being more than vicious enough to make even the Tendriculous think twice about celebrating that they always get the bonuses they do when fighting in corrupted terrain. Units without the protection of illumination will take damage as if they were crossing into an area of the map under the influence of Tendriculous shade projectors, with units lacking NBC protection taking the most severe damage. Umbral maps are crawling with neutral hostiles who largely respawn indefinitely and will provide challenging obstacles to expansion as any intruder into the domain of the Tendriculous has to contend with lethal wildlife, non-aligned tendriculous, and other sapient species that call their realm home. Base structures in these maps provide illumination to keep them from being damaged by the influence of the corrosive darkness, and there are safe zones scattered in parts of the map by previous explorers who set up these beacons of light. Some will need to be fired upon or captured to activate, some only last temporarily and then need reactivating again, while others are constantly active. Conversely these safe zones are dangerous to the Tendriculous who will likely need to deactivate them in order to move through these areas more freely.

List of units that provide Illumination and Safe zones goes below:
Starlight Intelligence Vehicle

**Key Features** | »*“Omniscience”* Radar System»Full Spectrum Radiological scanners»Advanced Communications Interception Array»State of the art decryption system»*“All seeing eye”* paint job

*"Knowing? Half of the battle? Seven-tenths still doesn't cut it."*

- Officer Dhipyamongkol Thongthang

## Tactical Analysis

* **All Seeing Eye:** The Starlight Intelligence Vehicle is a unit unique to the IPDI. When deployed, it is capable of establishing comprehensive vision coverage over an enormous area, and stealth detection over an impressive (albeit smaller) radius as well. This enables IPDI commanders to easily keep track of large areas of land around their bases, and keep tabs on their enemy's movements.

* **Omniscience:** The most powerful tool of the Starlight however, is the ability to intercept enemy communications. Using a powerful decryption engine, enemies within a certain distance of the Starlight will have their current issued orders displayed to the IPDI commander. This allows the IPDI commander to see exactly what the enemy commander has planned and react accordingly. (Do note: this system doesn't work against undetected stealth units).

* **Powerless:** Naturally, the Starlight is completely unarmed. The sheer amount of equipment in the truck also makes it heavy and relatively slow. In addition. the lack of armor makes it easy for an enemy to pick it off. Starlights also take considerable time to deploy or pack up, and are thus ill-suited for constantly moving front lines.

* **Defenseless:** As the Starlight is made in complete secret with highly fragile equipment. Starlight crews are forbidden to modify their vehicle in any way, lest they break something important and hard to replace.
Staging Area

## Tactical Analysis

* **Set the Stage:** The basing point for the Penal Divisions, the Staging Area is where a commander can call up support from the prisoners.

## Background

Off the field, "storing" the Penal Divisions is relatively simple. Thanks to the mountains of their home nation, the Penal Division simply needs to find some isolated hillside and throw up some barbed wire and buildings. At the most numerous, the military prisons of South Korea act as the "headquarters" of the Penal Division. So when out in the field, there at least needs to be some minimum of a structure so that these dangerous men aren't let loose into the world with their weapons at will.

To ensure that there is some control, the Empire's leadership has decided to keep the weapons and ammo for the Penal Division under lock and key and under the watchful eye of EoK MPs. Despite this image, the staging area is simply just some corrugated metal sheeting propped up inside a thick canvas tent. No matter what, at all times there are at least two armed MPs inside at all times to watch for any kind of sneaky business in an attempt to try and earn their freedom too quickly. Units are only armed for their immediate missions, after which point their teams are expected to return to their staging areas

This makes EoK staging areas weak against directed attacks. Which presumes that any enemy can get past the criminals and soldiers that will defend what they see as their one ticket to freedom to make such a push in the first place.
Roo Mortar Tank

*"..."*

- ...
## Tactical Analysis

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

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

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

* **(Title 4):** Experienced Roo crews are given the chance to test out experimental "gravitational" shells, which creates a short range gravitational pull on impact that pull any survivors (and those a few feet away from the blast) into a targetable clump (and temporarily dazed), and metalstorm submunition rounds, which deploys multiple smaller metalstorm bombs that transforms into short-lived landmines if there are no hostiles.

## Background

*"..."*

- ...
Safehouse

### Tactical Analysis

* **Welcome to our secret club:** Civilian buildings utilized by the MIR, Safehouses appear completely inconspicuous from the inside when untrained eyes glance upon it. However, these buildings are utilized by the MIR as meetup places for different cells during missions and rallying points where guerrillas can be deployed from. Owing to their non-military origins, Safehouses are not likely to survive major assaults from the enemy.

### Background

For all the military strength of revolutionary forces worldwide, it is an undeniable fact that their soldiers need good shelter to shield themselves from the elements. In the Americas, the Confederacy utilizes actually military buildings (and some fake ones) shrouded in PAWI to throw off attackers, while the Guild prefers to set up shop and factory in smog-ridden settlements of the former Dutch East Indies. The Vietcong of course are well-associated with their underground tunnel complexes from which they resurface like moles from a whack-a-mole arcade game to surprise hapless rangers, while warlords of the Global Liberation Army prefer having opulent palaces where they can treat themselves luxuriously in complete contradiction to their supposed roots.

While Legion mercenaries stationed in South America are used to the thought of communist rebels taking shelter in jungle campsites and remote villages, the reality is that the MIR are now also starting to branch out their operations to more populated environments. While a lot of older guerrillas initially disagreed due to nostalgia, Espinosa quickly saw the strategic value of their **Safehouses** located in towns and cities. Setting up obvious campsites in isolated areas that would indeed tip them off to authorities when discovered, such as what happened to Che Guevara. Second, this makes deployment especially in urban cities easier since they would just set up dates where they can meet up for missions. Lastly, they could even try to recruit potential members from neighboring builings while shielding them from any and all suspicion from the authorities.

The fact that they can blend into even ultra-capitalist environments such as the Sprawls tells a lot about the effectiveness of their safehouses. They can spend one day they could charge with their machetes unsheated and firearms cocked and loaded, and can also spend the rest of the week acting like regular civilians who happen to like capitalism as much as other people. While the Allied bloc have yet to catch on this trick, some safehouses deep within Technate provinces have been marked with eviction notices already. Whether this is because of private investigation, informant activity or simply failing to pay rent is yet to be known by the People's Unit.
Tempest AA Tank

**Key Features** | »Harrion SAM System (x2)»Advanced Fire Control Radar»MT500 Chemical Reactor»Marks for air kills»Five stars and crescent symbol

*"Incoming foe!"*

- Tempest AA Tank

## Tactical Analysis

* **Bird Watcher:** The Tempest AA tank is the IPDI's primary anti-air platform. Relatively fast and mobile, the Tempest AA tank is easily capable of keeping up with other IPDI forces. Its twin Harrion SAM systems fire homing missiles that excel at picking off high-flying enemy aircraft. Effective against all targets, these missiles deal substantial damage to anything they hit. It can also rearm itself with a single white phosphorus missile, which can be fired at a much longer range and would explode in the air to create a cloud of burning debris that lights aircraft on fire when sucked into its engines, and its best not to think what would happen to flying infantry entering the cloud. But its rate of fire and armour drastically drops to fit the missile

* **Spotter:** In addition, the Tempest can also "paint" aerial targets with its radar system, significantly increasing the accuracy and decreasing lock on time of friendly units attacking the enemy target. This, however, will render the missile system inoperable due to interference with the missile guidance system. While this radar painter has to be scrapped to make room for the much larger missile, it allows the Tempest to aim its missile at ground targets, making it an artillery deadly against infantry.

* **Grounded:** The Tempest AA tank, however, lacks armour for speed, and is ill-suited for front-line fighting. Due to the nature of its guidance system, the Harrions cannot be targeted at ground units, and thus leaves the Tempest vulnerable to ground attacks, while its white phosphorus missile suffers from a minimum range. Its long lock-on times can also be a major issue when targeting low-flying ground attack planes or helicopters.

* **Birdshot:** One of the more conventional experiments the IPDI is conducting is using cluster missiles. Its latest model, "Starstreak", splits into three smaller missiles as it nears its target, either splitting off to take down three separate aircraft or concentrating on one large aircraft, with the second model being able to hold white phosphorus, which could cover a large field as it splits before impact. Thus veteran Tempest AA crews are given the missile to field test for the viability of mass production.
Third Babylonian Empire

**Dev. Status** | Conceptual

*Now the king told the boogie men*

*You have to let that raga drop*

*The oil down the desert way*

*Has been shakin' to the top*

*The Sheik he drove his Cadillac*

*He went a-cruisnin' down the ville*

*The muezzin was a-standing*

*On the radiator grille!*

-'Rock the Casbah' by The Clash.

### Exiles of New Zion

*"We once ruled Yerushalaim-Tsyion. But now, the Romani have taken hold, 'suppose we'll help the zealots of Karanduniash raze it and its khorz to the ground."*

- 'Generalissimus' Jayms Caledon, former self-declared Emperor *and* Prophet of Zion, until the Novus Imperium Romanum ousted him and his supporters during the so-called 'Tenth Papal Crusade'.
Qíbīng

## Tactical Analysis

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

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

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

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

## Background

Contrary to general knowledge, there was, in fact, a third competitor in the Chinese Civil War. Led by Puyi, descendants and loyalists from the overthrown Qing dynasty clashed with both the Nationalists and communists to reverse the Xinhai Revolution.

Many would've known this if Xinjiang wasn't shrouded in smoke most of the time, however. This was to the advantage of the Guard-aligned '*Harmonious Clique'*  (易和泉集团), who took the province from the Ma Clique in 1922. During the Warlord Era, legend has it that no army has managed to step foot in Ürümqi (even the Long Marchers), owing to the Uyghurs' highly-mobile strikes against would-be invaders. This reputation persisted in kai-Shek's rule, as ROC troops attempting to reach the eastern border would find themselves enveloped suddenly by horsemen before falling.

Because of this, Xinjiang was left mostly untouched by both sides of the war after WW2, the PLA and the NRA hesitant to march across Kumul. Those who dare were quickly driven back by the Clique's soldiers, utilizing the vast swathes of desert to their advantage. Whether they be communists from Gansu or pro-KMT infantry from Qinghai, thousands upon thousands of Clique calvarymen swooped on what they considered to be the fruits of Sun Yat-sen's folly. Reportedly, in the Battle of Jiuquan, entire platoons of red guards ravaging Buddhist temples in the area were encircled by Guard troops, a feat considered to be difficult. Amidst the late stages of the war, the Guard began to finalize its hold in northwest China, even when they were pushed back from Ningxia after riders were fused into their horses by scrambler-wielding Hui. In a token of gratitude, the Uyghur cavalry were gifted electric steeds and were knighted as **Qing Cavalry** (清骑兵). They were also assured greater autonomy in the reinstated Qing Empire, although their homeland's name would remain as Xinjiang. As such, for the majority of the Uyghurs who were escorted away by skyships, their land's loss to the bombs was a price to pay for their loyalty to their new lieges.
Starcutter Fighter-Bomber

## Tactical Analysis

* **Starcutter, docked and ready!:** (Overview)

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

* **Still past its prime:** (Miscellaneous capabilities)

* **Room for improvement:** Improved models of the Starcutters has downsized their engines and control without any loss of power, leaving more room for ammunition. But the process to improve each Starcutter means the newer model are in short supply, and thus only ace pilots can fly the new model.
Saranga

## Tactical Analysis

* **I shot an arrow into the air:** Firing proximity-fused autocannon rounds straight up into the air like the flak cannons of old (or the Soviet Union), Saranga teams provide vital anti-air protection for the Frontier Corps in battle.

* **Silver linings war tactics:** Knowing that enemy aircraft aren't able to target them as effectively, soldiers nearby move more swiftly since they aren't busy looking for cover as they move.

* **What goes up:** The saranga teams are sadly not able to do much against armored ground targets or ships off the coast. They also have a noticeable setup time, meaning a commander needs to know where he's going well in advance.

* **Do you feel a spark too:** Elite teams of saranga gunners are often given agni shells once they've gone through the training to use them. This allows agni crews to both damage aircraft as well as deny the sky. They can also finally adjust their tripods to allow them to target ground targets.

## Background

*"Only a prisoner to debt."*

-  Unofficial Saranga motto.
The mass of men who join the Frontier Corps typically do so because they need the cash. They join to pay off mortgages, loans, farm expenses. They have families to feed in the cities, or cows to make profit off in the country. Of course, for India, these men have a purpose in the military. Many of these men who fall into debt are actually reasonably intelligent, and as such would be wasted simply throwing them into the same meat grinder battles that sepoys are meant for. Instead, many of these debtors-to-be become saranga crews.

The saranga is basically a scaled up grenade launcher with a proximity-fuse airburst shell. This makes the saranga a deadly weapon against aircraft, which are still thinner-skinned than most light tanks. Utilizing a shell with a radio receiver at the nose, the shell bursts when within 100 meters of any signal. This means that the saranga crews can put out a decent rate of fire and still be effective against enemy aircraft, helicopters and blimps especially. Their vulnerable frames and canvas skins make them ducks for the saranga crews to knock out of the sky.

These crews have been put through more than their fair paces in GLA-controlled Oman, where crop dusters frequently bomb Indian convoys and movements with hazardous chemicals. Posted along these routes, the saranga teams have dropped nearly half of the GLA's biplane forces in the region, as the vast majority of their fighter aircraft are reserved for the Chinese front.

The crews of the saranga pay the dangers of their work little mind, since they're still getting paid and still free to think for themselves. Drawing comparisons to Soviet flak troopers, the saranga crews have noted that for all the Union's bluster about equality for all men and the glory of revolution, they have an awful lot of prisoners carrying their flak cannons.
Sickle Patrol Walker

**Key Features** |  » x3 PKX 14.5mm Heavy Machine Guns » Three Sealed Swivel Ball Turrets » Pressurised Stilt Leg Suspension » Sealed Wet Stowed Ammo Hold Prevents Internal Fires » Recreational albums (excellent taste)

## Tactical Analysis

* **I got you covered**: The Sickle's triple 14.5mm Heavy Machine Guns offer coverage in all possible directions, including when on the move and against multiple targets at once, though only the forward arc allows all three guns to be brought to bear. Particularly effective against infantry and to a lesser degree, against light vehicles and aircraft; the Sickle can offer vital fire support to the vehicular advance.
* **One giant leap for mankind**: The Sickle's origins as a lunar and mars vehicle show through its ability to make enormous flea leaps to quickly traverse terrain; including impassable obstacles, in order to flank targets, move without waiting for transport, or ambush unprepared enemies.
* **Squashed like a flea**: The Sickle is no match for anti-tank vehicles and battlesuits, and anti-tank infantry in cover can quickly lay waste to it. Fast moving, durable, or long ranged aircraft are also beyond its ability to handle, and it is incapable against structures. It is strongly advised that Sickles avoid such targets and leave them to be handled by the appropriate vehicles.
* **Frzzap!**: The latest and greatest weapons out of the Communist International's research facilities, the Electromag gun fires off magnetically assisted arcs of electricity that subtly pull in nearby enemies struck by them to clump enemies up for further punishment while also being far more effective against hard targets.
Rhodesian Defense Force

**Dev. Status** | Conceptual

*Rise, O voices of Rhodesia,*

*God may we Thy bounty share.*

*Give us strength to face all danger,*

*And where challenge is, to dare.*

- "Rise, O Voices of Rhodesia", National Anthem of the Republic of Rhodesia
The **Rhodesian Defense Force** is a minor fan faction created by Cervantes99. Composed of the military forces of the pariah state of Rhodesia, the RDF's main focus is on air assault and vertical envelope tactics with small groups of highly mobile units. After declaring independence from Great Britian, Rhodesia has been left isolated by most of its former allies in the Allied Nations. Faced with the threat of the APO and the Iron Fangs, the ambivalence of Allied South Africa and the meager support of its few remaining allies, the hearty people of Rhodesia are determined to do everything it takes to defend their way of life from outsiders who would destroy it without a second thought.

## At A Glance

 **Basic Look** | Rugged bush appearance,

## Republic of Rhodesia Defense Forces

*Today is not such a tremendous day for us Rhodesians. We made our decision to become a Republic quite a long while ago, and this is simply the process of* *formalizing it. Our Independence Day is the great day. Rhodesia did not want to seize independence from Britain. It was forced upon us.*

- Ian Smith speaking to the press after the signing of the Unilateral Declaration of Independence.
### Buildings

 File:IconIRA.png | Bivvy | Small tents put up by the RDF in the field, the Bivvy provides RDF personnel a place to garrison as well as heal themselves.
The Holy Albionian Empire

**Dev. Status** | Conceptual

*Land of Hope and Glory, Mother of the Free,*

*How shall we extol thee, who are born of thee?*

*Wider still and wider shall they bounds be set;*

*God, who made thee mighty, make thee mightier yet,*

*God, who made thee mighty, make thee mightier yet.*

-*Land of Hope and Glory*, a patriotic Albionian song, and unofficial secondary anthem of the Empire.
The **Holy and Imperial Empire of Albion**, shortened to **The Holy Albionian Empire**, or just **Albion** for brevities sake, is the imperial British Empire that stretches across all seven continents, and rules the seas almost undisputed. Ruling from the sprawling metropolis of London, the Holy Albionian Empire has wealth, power and success on it's table, having aided the Confederate States in the War of Northern Aggression, and thoroughly destroyed Washington's attempts to interfere with Albionian interests. With not only Canada, but the entire Pacific Northwest under London's control, the Albionian Empire began to spread their holy destiny across the globe, claim Australasia, the majority of Africa, India and even the likes of Iceland, Argentina and Antarctica for the Empress in London. With there divine destiny to dominate the world seemingly completed, Albion has grown complacent in their hegemonic position, and are possibly thinking about forming a power bloc with both the Confederated Americans and the Qajar Persians, in order to spread their influence to the likes of Da Qing and Japan.

The Holy Albionian Empire is symbolised by the Crown and Crossed Swords, representing both the Imperial Glory of Albion, as well as their militaristic might.

## At a Glance

 **Basic Look** | High Victorian aesthetic, bordering on Art Nouveau and Fin de Siècle Décadents. Certain aspects draw more from the Edwardian Period and WW1, but there are some elements that take from the British Empire of WW2 and the Interwar Period. While some parts lean on the Steampunk aesthetic, the Holy Albionian Empire is starting to lean towards Dieselpunk aesthetics as their look.

## The Regular Albionian Army, Royal Albionian Air Force and Royal Navy

*Walk wide o’ the Widow at Windsor,*

*For ’alf o’ Creation she owns:*

*We ’ave bought ’er the same with the sword an’ the flame,*

*An’ we’ve salted it down with our bones.*

- "The Widow at Windsor" by Rudyard Kipling

### The Wrath of Perfidious Albion

***Nemo Me Impune Lacessit***

- 'No one strikes me with impunity', inscribed on every gun barrel on HMS *Indefatigable*, the first aerial dreadnought of her kind.
Pyro Sniper

*"..."*

- ...
## Tactical Analysis

* **(Title 1):** Equipped with the first (relatively) mass-produced cyclotronic rifle. Pyro Snipers, in true Soviet firepower over subtlety, possess greater range compared to their counterparts, enough firepower to take down battlesuits and light structures, and is rather tough since their wearing a battlesuit.

* **(Title 2):** By overcharging their rifle, the Pyro Sniper can fire a more powerful shot that pierces through her targets, in a similar vein to Natasha, and has enough power to damage a tank's locomotion, temporarily leaving it immobilised.

* **(Title 3):** Compared to other snipers the Pyro Snipers have completely exchanged the stealth of most snipers for pure firepower, leaving them unable to stealth, alongside a slow rate of fire from their rifle charge up, and are even slower than most snipers since the generator powering their rifle is a large, heavy, backpack.

* **(Title 4):** Current testing on miniaturizing the Soviet's Vacuum technology has led to the prototype "Vacuum Rifles" (though its size is closer to an anti-tank rifle with a large backpack powering it) that uses a complete vacuum to launch cyclotronic rounds at supersonic speed, hitting with the same force with less recoil, with a more efficient generator letting the Sniper fire faster. Combined with the faster speed her round goes a charged shot is able to temporarily disable a tank.
Shield Tower

*"Raise the base shields! We're under attack!"*

-Atomic Kingdom commander, when his base came under bombardment from artillery
## Tactical Analysis

* **Shields online**: The Shield Tower projects a large, circular planar shield, allowing a Kingdom commander to protect their base. This can prove to be a lifesaver, as the Shield Tower can be used to protect critical base structures such as power plants, buying a commander valuable time to deal with the threat.

* **Shields at 20 percent**: The Shield Tower will be worn down by constant bombardment; while its shield will recharge over time, protracted bombardment will strain the shield generators to the point where they will be forced to cut out.

* **Raise shields**: The Shield Tower can also be shut off and on, and while off it recharges much faster. But it takes time for shields to raise again so planning is needed for maximum protection.

* **Insufficient base power**: Like other Kingdom base defences, the Shield Tower requires power to function, and if it doesn't receive enough power, the shield will cease to function, leaving anything under the shield wide open to attack.

## Background

*Start of video*

*Sounds of explosions are heard off screen*

Noble Officer: "We're under attack! Raise the base shields!"

*More explosions are heard. In the distance, one of the base's Fission Generators is struck by an artillery shell and explodes*

Clone 1: "They took out one of the generators!"

*The sky above shimmers with faint light*

Clone 2: "Base shields are at full power! All **Shield Towers** are online!"

*A shell impacts the planar shield and splashes off it harmlessly; there is a bright flash of light at the point of impact*

Base Commander: "Where is that artillery fire coming from?"

Clone 1: "We're still trying to locate their position."

*More flashes of light can be seen above*

Clone 2: "Base shields at 90% integrity!"

Base Commander: "Get a Peng squadron up in the air, and get them to take out the source of that artillery fire."

Clone 2: "Base shields are at 80%!"

Clone 1: "Source of artillery fire located, six kilometres from our position, bearing 134 degrees! Howitzers, Blue Chinese markings!"

*More flashes of light are seen*

Clone 2: "Base shields at 70%!"

Base Commander: "Take out those guns now!"

*Explosions can be heard in the distance, small pinpricks of light can be seen. The flashes of light overhead cease*

Clone 1: "Peng squadron confirms all targets destroyed."

*End of video*