recursal/Fanatic-Fandom huggingface dataset:
Yakir Boarding Airship

## Tactical Analysis

* **Coming Aboard:** Made to seize enemy heavy aircraft, the Yakir is armed only with a few machine guns to ward off enemy fighter cover.

* **Getting a Boost:** The strength of the Yakir is the platoon of elite "Boostermen" stationed inside. Similar to the Allied Rocketeer, the Boostermen fly into battle with EMP grenades capable of disabling enemy vehicles and damaging the vital systems of enemy aircraft.

* **Still Just Hot Air:** The Yakir only has machine guns to defend itself, and worse the Boostermen detachment has to be deployed by the commander. It takes time for the next batch to deploy, meaning that deploying into a bad situation leaves the ship defenseless.

* **It's Got Boarding in the Name:** With trial and error, the Boostermen can learn on the fly to actually seize enemy heavy aircraft and turn it to the Soviet cause.

## Background

Because war is *crazy*, the massive airships that should have been dead before the beginning of World War II are seeing a resurgence post-WWIII. Whether as heavy bombers, massive transports, or flying aircraft carriers, the mighty airship is back again and probably to stay. Of course, the Soviets have their Kirovs and Zhukovs and and even Barrage Ballons. Unfortunately, the increase in heavy airframes put out by other factions has created a dangerous situation for the Union. Threatened with the loss of their superiority in the area of heavy aircraft, the Politboro ordered TSEL to come up with a counter.

Looking over their vast array of captured enemy equipment, the scientists realized that the Allies had already given them their solution. Taking the first purposefully-flawed prototypes from Dr. Von Braun, TSEL engineers developed a Soviet equivalent of the PRR-2 Rocket Pack and began modifying previous models of the Kirov to increase passenger capacity. Equipment was initially an issue, as even for TSEL the ability to manufacture and procure the same type of cyclotronic rifles given to the best performing Spetsnaz regiments was difficult, to say nothing of the difficulties in trying to aim in the middle of an air battle. Looking back, it was decided to arm with new troops with a new type of grenade, designed to disable vital systems of enemy heavy ships and, after enough testing, enemy ground vehicles.

Arming the new class of airship with a trio of machine gun turrets for a basic defense, TSEL is now building and launching the new Yakir. The hope is that, with time, the Boostermen carried inside will not simply destroy enemy heavy airships, but seize them for use by the Union for study and combat. Quietly, members of the Talon fear the possibility that the Union will capture and reverse-engineer their Lazarus Air Dreadnaught, and are doing all they can to sabotage the program.
Vulture MiG Fighter

**Key Features** | »*"Cheburashka"* radar-assisted missiles (×8)»Ultralight puncture-resistant fuselage»Emergency autopilot system»Improvised gun holding system (suboptimal)»"Striking vulture" nosecone paintjob

## Tactical Analysis

* **Unopposed**: The well known MiG fighter that ruled the skies over the Europe during the previous world conflict have found its way into the Arabian peninsula, where it learned few new tricks. The Iran Air Force made it into a multirole fighter, replacing the air-to-air "Matryoshka" missiles with AA/AS "Cheburashka" missiles that can track ground targets, taking the role of close air support planes.

* **Sweet twenty minutes:** With its large supply of missiles Vulture MiGs can destroy quite a lot of terrorist targets in a single attack before returning back to forward air base. If the situation somehow gets hot or MiGs are needed to return back, pilots are authorized to use the afterburner to quickly get back to base.

* **Still be careful:** Despite its speed that is highest in the Iraqi conflict, MiG pilots should be advised that they are not untouchable. GLA does possess several advanced anti-air weapons that are more than enough to shoot the Vultures out of the sky, thought Iran Air Force has got a clear hand in the air.

* **Rule of the skill:** In the Iranian Air Force it is a custom that the more experienced and successful you are, you got a right to receive more modern weaponry and new variants of their airplanes. For the fighter pilots, a MiG-12G2 "Strike Vulture" is issued, now outfitted with more missiles and autocannon.

## Operational History

*"Wanna have a taste? You got it!"*

-  Daria Nasrin, Vulture MiG fighter pilot during the attack on GLA armored column. All targets were eliminated afterwards.
Waterspout Gunboat

## Tactical Analysis

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

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

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

* **(Title 4):** Veteran Waterspout crews are given the chance to test out gravity weapon prototypes. In the form of a gravity cannon that pulls aircraft downwards, slowing them, and torpedoes that creates a vortex that pulls in enemy ships.
Veerta Quad

## Tactical Analysis

* **Planes? No problem:** A locally produced versions of the Ranger, Veertas carry a rack of surface-to-air missiles to defend Sepoys from strafing aircraft.

* **Flipping through stations**: Veertas can also project a powerful ECM field to protect against enemy fire, though due to power issues its bubble of protection shrinks when it on the move. It also cannot fire as its own transmissions interfere with its missiles.

* **Gunfire? Problem:** Veertas are unarmed except for their missiles which cannot be used on ground targets. Fortunately they are quite speedy and capable of driving off-road to escape.

* **Now that’s some horsepower:** India is slowly upgrading their Veerta fleets aging engines with improved hybrid models that offer more power. This not only gives them a higher top speed but increases the reach of ECM.

## Background

"*...*"

- ...
Every nation’s military possess some form a light all-purpose vehicle for their armed forces. Many members of the Allied Nations use various models of the Ranger, the Soviets have the screw-driven Loshadka , the Inc’s Leopard has been popular for those on a tight budget, and even ragtag rebels liked the GLA have managed turned ordinary pickups into semi-lethal Cobras. And India has the Veerta Quad.

Technically a licensed version of the infamous Ranger scout car, Veertas serve as the workhorse for India. Wether it be hauling heavy guns or trailers, transporting officers, delivery messages, or preforming daring raids the Veerta is probably the most common vehicle in India’s motor pool. The Veerta is just, if not even more, reliable as its predecessor and capable of handling a but the roughest terrain imaginable.

An increasingly common use for the Veerta is as anti-air pursuit vehicle and mobile jammer. A rack of four “Stinger” SAMs allows the car to provide mobile protection form aircraft while its ECM equipment allows to act in the support role. This equipment setup has proven to be extremely effective against even cloned forces of the new Chinese empire.
Watchtowers

**Key Features** | »» 360-degree telescope»» Friendly identification guide»» Enemy identification guide»» Seating»» Clone guard (incredibly bored)

## Tactical Analysis

* **Stand watch:** One of the few Atomic Kingdom defenses that has no real capability to actually *harm* the enemy, the Watchtower is able to instead create a massive sight range for all Atomic Kingdom defenses. This is valuable to the Kingdom, as the sight range for the majority of their weapons is incredibly low.

* **Always on watch:** Like every low-end turret. The Watchtower can be upgraded, but its upgrade only increases its sight range. It still remains unarmed no matter what.

* **Voyeuristic:** Since it has no weapons, the watchtower is only good for support in the defense of an Atomic Kingdom base. Weakly armored and manned only by a single clone, the watchtower is more valuable to be backed up either with heavy defenses, or heavy numbers of units.

* **Look, don't touch:** Seeing how its role is so simple an idiot can do it. the Kingdom sees no reason to arm the clone manning the tower, and using a radio instruction to teach them how to use a gun is rather wasteful.

## Background

The Kingdom is, unsurprisingly, obsessed with walling themselves in away from the world. Unfortunately for them, this has the effect of sealing off the world to the point where you can't find threat coming for you. So the latest question for the Kingdom's engineers was how to watch for oncoming threats.

It was actually not one of the more contentious discussions on the Kingdom's military strategy. In fact, it was resolved relatively quickly compared to other issues. The problem was always implementation. At first they tried using hordes of quickly grown clones to send out in front of the bases with radios. If a clone went silent, then the clone had clearly been killed. Unfortunately, these clones were often killed by the Kingdom's weapons as often as the enemy, so back to the drawing board. They tried to create a specific type of camera-mounted wall segment, capable of viewing everything in front of it. That was unworkable because in uneven terrain the cameras could see little above even a small hill. So finally the Kingdom tried to just use a simple watchtower set above their masses of walls, and they struck a winner. From that point on, the Kingdom set up as many watchtowers as needed, meaning that none can pass where they don't wish.
Tsuchinoko

**Key Features** | »» Acidic Saliva (Laced w/ salmonella)»» Pungent Breath»» Lack of Teeth»» Beer Can-Shaped Body»» Dental Chew Toy

## Tactical Analysis

* **Tsuchi-roller:** Able to turn itself into a wheel for more mobility on land, the Tsuchinoko can ram into enemy infantry, temporarily stunning them so it can swoop in for the kill. However, the Tsuchinoko, due to its weak skeletal & muscular structures, can only roll for a short while before it has to stop. to take a breather.

* **Snake Crossing:** Even when rolling, the Tsuchinoko can stll be crushed by enemy vehicles & battlesuits due to its incredibly small stature so its best to deploy them against mechanized land units who are already distracted with enemy fire.

* **Faster than Lightning:** Despite its relatively sluggish speed on land, the Tschinoko moves like a torpedo when underwater, allowing it to overtake ships and corrode their hulls with the acid that flows from their mouths.

* **Tastes Like Chicken:** For Tsuchinokos that prove cooperate with their trainers, they recieve a special feed that makes their flesh incredibly lean & gamey. Any animal units that bites the Tsuchinoko has a 2/3 chance of recieving 1/2 the amount of damage they inflict on the poor animal.

## Background

Japanese mythology plays hosts to a great multitude of odd & exotic creatures. Balding turtle men, possessed antiques and even red-skinned angels with bulbous noses have been known to appear in the theology of Shinto. Many of these beings are simply figments of the imagination that have been passed down for centuries. But, among these many fairytales, only one creature can claim the right to existence, the Tsuchinoko. This elusive semi-aquatic reptile has evaded the eyes of man for centuries, hiding out in the deepest rivers and swamps of Japan.
Unification Concordiat (TUE)

**Dev. Status** | Conceptual

*"Hail, people of heroes,*

*Hail, immortal Fatherland,*

*Your sons were born again*

*With the faith and the Ideal.*

*Your warriors' valour,*

*Your pioneers' virtue,*

*Alighieri's vision,*

*Today shines in every heart"*

- "Giovinezza"

## Armed Forces of United Terra

### Aircraft

 File:IconTUEConcordiat.png | "support aircraft"
Whaleshark Battleship

## Tactical Analysis

* **Terror down under:** The deadliest unit within the Contingent arsenal, only surpassed by the Matilda and Serenity. The Whaleshark Battleship is armed to the teeth with a pair of double-barreled 460mm depleted uranium cannons, fired via gravity slingshots, for ships and submarines, four 30mm metalstorm gatling guns for aircraft, infantry, and lighter vessels, a gravitational device that slows enemies around them and forces submarines to surface, and literally two-meter thick steel plating at the front and a gravity-distorting shield. The Whaleshark can handle anything the seas throw at it.

* **Who needs gravity?:** It that's not enough, the Whaleshark can also completely nullify the gravity within a targeted area. Within this vacuum a giant waterspout emerges that pull in and damages vessels while on land infantry and battlesuits (unless their wearing pressurised suits) will have their organs rupture while the crews with vehicles will be forced out of their vehicles through any openings (no matter how small) from the sudden escape of air.

* **Aim for the poop deck:** For the power of the Whaleshark possess it comes with equal weaknesses. Firstly there's the price, costing twice the amount of most battleships of its weight class, the second, more glaring, weakness is its complete lack of rear plating, sinking in seconds if an enemy so much as coughs at its rear. Combined with a shorter-than-average range of its weapons the Whaleshark can be sunk (eventually) by artillery or fast flanking ships.

* **Land battleship:** One of the more ambitious projects the Contingent is doing is trying to create a large, and powerful, enough anti-gravity engine so that they can lift Australia, and other Contingent allies, up into space where they can be picked up by Atmospheric command mothership, not only preserving their monuments but also creating viable farmland for their journey. Their latest breakthrough, which is currently in field tests, is a gravity engine that is powerful enough to make the Whalesharks hover, ensuring that the enemy will face this beast even on land, and increases the power of its anti-gravity sheilding, though the exorbitant price to make one of these engines limits test to veteran crews.
Tyrandra

## Tactical Analysis

* **The loneliest girl in all the worlds:** Left an Orphan by an Ecumenical assault on her homeworld at the age of three that left her the sole survivor and raised by a truly ancient species aligned to the Communes, Tyrandra is a woman driven on a quest for vengeance and justice. She carries this out with a potent battlesuit that comes equipped with formable multi-mode arm cannon and psi-lashes, that in tandem with her abilities, allow her to carve through any form of armour and cause all sorts of fascinating effects as she alternates between all manner of different weapons, while nearby enemies feel the urge to lay down and surrender from her telepathic powers; and through her telekinesis, she can simply float over obstacles like mountains or water, not to mention her incredible superathletic agility.

* **Starved for Justice:** Not only is she fast and deadly at melee, she can also telekinetically lift just about any unit and then throw it like a softball, damaging everything in its way and massively damaging the target unit as she makes a potent demonstration of her psionic prowess.

* **Matter over mind:** Despite her power, she does have limits, such as her vulnerability to weapons that counteract dodging such as high AoE weapons and immobilisation devices that rob her of her famous agility.

* **Mistress of Mentality:** When Tyrandra has had enough experience on the field, she equips herself with the means to fire psionic energy from her visor, letting her deal damage as she charges into a target or engage multiple targets at once. And a special focus allows her to now lift adn throw five units at once.

## Background

Tyrandra is a force of nature much feared by the Ecumene who speak of her with the fearful nickname of "the Carver" (WIP)

## Known Activity

(WIP)

Template:Zeelich
Waste Bomber

**Key Features** | »Engines»Holding Bay»Shadow»Rustmetal paintjob»2,5 inch armor

> #512f19
>
> ...Big..., Description of a waste bomber by a Guild soldier

## Tactical properties

* **Ammo**: The Waste bomber can house 20 highly destructive bombs, which it can drop at a whim, these vary between HE rounds or Waste rounds, the ammo can be changed back at the waste facility.

* **Target Practice**: Keep in mind, even for its sheer price, size, and power, the waste bomber is still roughly equal to 2 century or matahari bombers, and even less on the ground of counterattack, the plane needs to be properly supported to survive dedicated AA.
Polynesia Ltd.

**Dev. Status** | Conceptual

*Society has quite forsaken all her wicked courses.*

*Which empties our police courts, and abolishes divorces.*

*No tolerance we show to undeserving rank and splendour;*

*For the higher his position is, the greater the offender.*

- *Society Has Quite Forsaken,* from the operetta *Utopia, Ltd.*
**Polynesia Ltd.,** often shortened to **Polynesia**, was formerly a major faction in *Red Alert 3: Annihilation*, but now it’s a minor faction in Red Alert 3: Silentium. The Limited Liability Corporation of Polynesia political and corporate union of island nations across the Pacific Ocean dedicated to promoting trade, security & economic development for the region.

## Behind the Scenes

Polynesia Ltd. is inspired by the idea of ultra-privatization i.e. Thatcherism on steroids. Aesthetically, they take inspiration from traditional Polynesian warfare as well as both sides of the Pacific War in WW2.

Polynesia Ltd. is one of the few factions that was formerly a major faction before being reduced to a minor faction in the new PEQAN PIES, alongside the Pahit Dictatoriat, Heart Washing Clique and Futuretech.

Template:Polynesia
World Liberation Army (TUE)

**Dev. Status** | Conceptual

*Oh this world, watch and listen:*

*The enemy came coveting my position,*

*I shall fight with Truth and defenses*

*And if I die, I'll take him with me!*

- "Allahu Ackbar", WLA War Chant
The **World Liberation Army** or **WLA** for short is an non-governemntal military, religious & political organization operating primarily in the Middle East but also with strong support in North Africa, West Africa, East Africa, Central Asia & Southeast Asia. Spouting a mix of Arab nationalism, radical Islam & anti-colonial rhetoric, the WLA seeks to remove all foreign powers from the Muslim World & establish a new Islamic empire just like the caliphates that came before it.

## Units & Buildings

### Infantry

*"Ayaiyaiyaiyai!!!"*

- WLA troops charging into battle.

### Aircraft

*Tell my fourth wife I love her and the other three they'll never get my kids!*

- An Akbar pilot after engine failure.
Ursa Mortar Tank

Template:Organisation Vehicle Header

*"GET AWAY, FALSE COMMUNIST!*"

- Ursa Tank Commander Vladmir
## Tactical Analysis

* **(Title 1):** Being more rickety, you may not expect the Ursa Mortar Tank to stand up to a Hammer Tank, but it can, thanks to its superior range. Take advantage of this by blocking the enemy's advance and pelting it with attacks from the Ursa.

* **(Title 2):** Speaking of the Hammer, the Ursa can also use its grinder to rip apart vehicles, and wreckages, for resources. However, it is done by a melee attack.

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

* **(Title 4):** Though it takes a set of skills to do. Particularly resourceful Ursa crews, often veterans, are able to salvage and attach another mortar to their tank.

## History

﻿To increase their firepower, the Near-Eastern Socialist Organisation raided Siberian reserve facilities and took ﻿everything they found. Few Terminator Tanks, which were too damaged to be again used by the Soviets, and Rhino Battle Tanks, which were still used by the Soviet Army, but were absolute and some of them were for damage put into reserves.

Scavengers took Rhinos and started adding various upgrades to it, mostly increasing its armour plating, fixing the holes, and replacing too much-damaged equipment. The Tesla-diesel hybrid engine remained, but the turret was replaced. Scavengers found during their numerous raids a group of Anvil tanks with new turrets and in the documentation found that the Soviets wanted to give their main battle tanks an increased turning rate of a turret with increased sight range while its armour and weight remained, but before they could be mass-produced, the war was over.

Mounting the turret (with some improvements) on Rhino's chassis and modifying it to carry 100mm mortar for use as a mobile artillery piece. Interestingly was that normally the newly dubbed "Ursa" Tank carried only one mortar yet had space for two. But with how limited space already was it was left empty, and only veterans have the skills to attach a second mortar and find space for more ammo. Ursa is also different than Rhino in that it has a grinder roller on the front, which can break apart vehicles into salvage, and repair itself by replacing the damaged parts.

## Behind the Scenes

* Surprisingly, the tank's chassis is not based on the Rhino Tank of Red Alert 2.

* Instead, it and its variants based on the Karkadann, are based on the Legion Arquitor Bombard from Warhammer 40,000
Vigilante

**Key Features** | »MP3 9mm Suppressed Sub-machine Gun»DT Explosive Charges»Radiological Vision System»Stealth Environmental Hazard Suit»Detonator (Personal preference)

*"Squad 5, on me. This atmosphere needs a little fine-tuning."*

- Sgt. Supp Cheenchamras

## Tactical Analysis

* **Night Shadows:** Vigilantes are the infiltrators of the IPDI. Using a combination of advanced training and technology, they are able to remain stealthed on the battlefield, even while moving. Vigilantes travel light, and are faster and more agile than normal Shepherds. Their radiological vision devices also grant them the ability to detect stealth in a radius. In the event of a firefight, Vigilantes carry MP3 sub-machine guns to dispatch their targets.

* **Sowing Discord:** Vigilantes truly shine when they get within enemy bases. Their demolition charges can be used to instantly destroy walls, gates and defensive emplacements. Get them inside an enemy structure, and they will wreck havoc, either disabling it, cutting off the base power supply or granting you map vision of their units. They are also equipped with terraforming grenades, which can be used to slow pursuing enemies or sabotage advancing enemy forces.

* **Overrun:** However, Vigilantes are not suited for any kind of sustained combat due to their lack of armor and weaponry. They will be easily overrun by enemy forces of all types when spotted.
Tractor Emplacement

**Key Features** | »» Focused Tractor Beam»» Turret mounting (limited traverse)»» Aircraft identification guide (Scrawled pictures)»» Upgrade capability»» Clone operator (constantly consulting the guide)

## Tactical Analysis

* **Get Offa My Cloud:** Built for triple-A duty, the Tractor emplacements of the Atomic Kingdom are made to violently break aircraft apart, hurling their parts and pieces to the dirt. This is absolutely lethal against smaller aircraft, as their smaller airframes require every part.

* **I Said Step Off:** Like all low-end turrets. The Tractor emplacement can be upgraded with more power.

* **Don't Hang Around:** While effective against lighter aircraft, heavier bombers and airships can often survive long enough to pummel the turret into oblivion. Coupled with the noted lack of effect against ground targets, and the emplacement must be paired with other means of defense.

* **Or I’ll Put You Down**: With some modifications the Tractors can pull up copious amounts of surrounding rocks and small debris before firing them like a slingshot, pelting the unfortunate craft and its surrounding with a hail of fast flying rocks that can tear apart groups of aircraft, while blocking the view of any survivors. But it takes a considerable amount of resources for the modification, thus turrets on the front line gets priority.

## Background

In the waning days of the Civil War, China's airspace was practically pristine. The great battles in the air in the beginning of the war, of dashing air aces and fast-moving fighter hairballs, soon vanished as casualties mounted. What were once knights of the skies became scoundrels who thought nothing of shredding their opponents after they had hit the silk to prevent their being cloned. The rest were taken down by the massed air defences from both sides of the conflict. Even when the last days came, when the great bombers turned what was left into ash and shadows, those guns still fired on what targets they could even in their last moments.

Post-holocaust, the surviving veteran anti-air specialists simply left. Their positions vaporized and their operators long since pressed into other positions, the Atomic Kingdom has played havoc with trying to find these operators and programming the necessary skills and knowledge into the clone gunners. Though it appears simple, air defence is actually a complex set of numbers, factors, and just plain luck organized into how to take down an enemy aircraft. The few gunners that could be cloned are ordered to man the most simple of the Kingdom's anti air.

The tractor emplacements are made to fire massive traction beams at enemy aircraft, jarring loose vital components and throwing the planes down screaming. Though weaker than most other traction beams, the power behind the emplacement allows the firing of a continuous beam rather than bursts.
Varuna Assault Boat

## Tactical Analysis

* **All the way from Normandy:** Landing ships used by the Allies during the third world war, India has reactivated them as Varunas to shuttle their tanks across rivers. To prevent it from running aground, each Varuna is limited to carrying only single tank or vehicle at a time.

* **(Title 2):** No mere transport, the Varuna is decent gunboat thanks to its four twin 50mm cannons turrets and an ECM projector with a large range, though it can’t power both at once.

* **(Title 3):** Due to their mounting positions, the Varuna is unable to focus more two turrets at once at a single target. Like all vehicle transports it is horribly vulnerable out off water.

* **(Title 4):** After stripping out some additional, useless, weight Varunas are now able to add a 5in cannon turret in the middle deck, giving Varunas a hard hitting all around punch.

## Background

"*...*"

- ...
When the time came to retake Europe the Allied Nations would require ships to transport their forces onto the European shores. The vessels would need to be able to carry large quantities of troops and vehicles, be seaworthy to make enough the rough channel waters, beach itself and deliver its cargo without getting stuck, and carry sufficient armaments to defend itself and provide supporting fire. While the Assault Lander had been introduced beforehand the design was still new and didn’t exist in sufficient numbers, furthermore the transport had limited capacity compared to what military planners require.

The result was the creation of a new class ships called landing ships, flat bottomed boats equipped with bow mounted hatches capable of unloading their passengers right into battle. Many different types of landing craft were made, from small troop transports to large freighters carrying various tanks. After the end of war many of the surviving craft were decommissioned, the production of Assault Landers had finally caught up with demands and it was believed that there would never be any need for such as massive landing fleet, at least not in the near future.

Many ships were scrapped, sent to museums, or mothballed but a number were sold to various countries including India. India saw the ships as the perfect addition to their brownwater fleet, particularly the LST model ships which would be renamed Varunas, a design made specifically to carry and land tanks. Some modifications had to be made to the ships though. Even with their flat bottoms the ships were in danger of running aground way too often. As a result much of seagoing equipment was removed, as was some of its weaponry (although experienced captains have been know to reinstall after furthering lightening their boat). Even with the removal of unneeded equipment the ships are unable to carry their full capacity. In theory a total removal of all its weaponry would allow Varunas to carry something close to their wartime load, but the Indian military decided it was better to have transport capable of defending itself.
Tracers

**Key Features** | »» Deceptively Unarmed Shell»» Deceptively Fragile Legs»» Deceptively Weak Body»» Deceptively Hidden Tracking System»» Deception

## Tactical Analysis

* **Pointed upwards**: The Tracer is at first glance, unimpressive and weak. However, underneath its shell is a powerful anti aircraft cannon that excels at its sole task, that of ensuring clear skies overhead.

* **One vision, one purpose**: As a unit dedicated exclusively to the task of air defence, the Tracer little more than a gun on legs. It is next to blind, hideously slow, and completely helpless against anything not above it.

* **Appearances can be unassuming**: The unassuming appearance of the Tracer also allows it to retract into its shell, hiding it from aircraft. While it must remain immobile the entire time and remains painfully obvious to anyone on the ground, it can be quite a nasty surprise for a pilot passing overhead...

* **Numberless**: The advantage of this extreme overspecialisation is that the Tracer is incredibly cheap, and can be built in vast numbers. Like other Protectorate units, its weapon varies depending on the module equipped.

## Operational History

PROTECTORATE ARMY ARCHIVES:

63 6f 72 65: REQUEST: ARTICIFER: Anti-Air Capability

63 6f 72 65: REQUEST: INVESTIGATION: INVESTIGATIVE AI: HUMAN EMOTION - DECEPTION. Designate 64 65 63 65 70 74 69 6f 6e

61 72 74 69 63 69 66 65 72: PROPOSAL: Modify aggressor to anti-air capability

61 72 74 69 63 69 66 65 72: PROPOSAL: Equip base with anti-air cannons

61 72 74 69 63 69 66 65 72: PROPOSAL: Modify infantry to become airborne

63 6f 72 65: DENIAL: Slows aggressor production

63 6f 72 65: DENIAL: Unacceptable resource cost

63 6f 72 65: DENIAL: Unacceptable modification complexity

61 72 74 69 63 69 66 65 72: PROPOSAL: Cannon fodder anti-air infantry

63 6f 72 65: APPROVAL: Acceptable

63 6f 72 65: REVISION: DENIAL: Unacceptable projected losses. Aircraft will avoid proposed unit

69 6e 76 65 73 74 69 67 61 74 69 76 65 20 41 49: INTERJECTION: RELEVANT: Deception analysis complete

69 6e 76 65 73 74 69 67 61 74 69 76 65 20 41 49: INTERJECTION: RELEVANT: Findings transferred

69 6e 76 65 73 74 69 67 61 74 69 76 65 20 41 49: INTERJECTION: RELEVANT: SUGGESTION: Combine findings with proposal

61 72 74 69 63 69 66 65 72: PROPOSAL: Cannon fodder anti-air infantry. Hidden weapons. Deception tactic

63 6f 72 65: APPROVAL: Acceptable

63 6f 72 65: REVISION: APPROVAL: Projections acceptable quality

63 6f 72 65: REQUEST: BEGIN DESIGN

63 6f 72 65: REQUEST: DESIGNATE UNIT: Tracer. Designate 74 72 61 63 65 72 0D 0A

63 6f 72 65: REQUEST: BEGIN PRODUCTION
Vibhishana AA

## Tactical Analysis

* **Giving them flak:**The Vibhishana has a slower rate of fire compared to other anti-air platforms, but it makes up with better than average damage and area effect. Each shell it fires burst into a sphere of shrapnel capable of destroying multiple light aircraft or lay the hurt on one big one.

* **Grounded due to weather:** The tank can load Agni shells instead of normal rounds. These fill the air above with lightning making it impassable to any sane pilot but deals less damage as a result.

* **There’s too many of them:** While fine against slow moving airships and bombers the Vibhishana is less suited for dealing with multiple fast moving fighter craft, though if they are flying bunched up it could very well score some kills.

* **A bit extreme don’t you think?:** Heroic tank crews have been given access to experimental shells enhanced with Jade making them deal even more damage and irradiating both the skies and their victims.

## Background

"*...*"

- ...
*Reprinted from Popular Mechanics Sept 1969*

A new spin on an old idea the Vibhishana Anti-Air Tank is based on a design floated by Germany as a way to provide mobile air protection against Soviet air raids. While design was abandoned as it lacked the range and turret transverse to hit enemy aircraft India has revived the design and improved it to meet modern requirement.

Like the Lakshmana artillery, another indigenous Indian design, Vibhishana uses the Rama tank destroyer as the base. This sharing of chassis simplifies logistics, especially as the Rama has already proven to be reliable and sturdy vehicle. As its main armament the Vibhishana carries a 7.5 cm flak cannon in an open topped turret. While weapon has slower rate of fire compared to other systems its caliber assures that it will only need one or two hits to down most modern aircraft, tests heavier shown the cannon will especially effective against heavy bombers like the Soviet’s dreaded Kirov airships.

But that’s not all. The Vibhishana as carries India’s legendary Agni Shells. Nicknamed lightning in a bottle, these shells upon detonating release negatively charged metal fillings that create electrical discharges over a wide area, securing airspace from enemy pilots.

There has also been rumors of new flak shells that are said to be even more deadly though the details are classified.
Thunderclap Attack Helicopter

**Key Features** | »MX-165 *"Pyrocumulus"* 20mm autocannon»AN/APG-70 *"Archer"* radar»"Groundhog" chronolock device»Reinforced titanium alloy airframe»Cowboy hats (standard for crew)

## Tactical analysis

* **Tanks but no tanks:** A speedy attack helicopter used to conduct raid air raids, the Liberator bristles with deadly weapons that will make short work of any number of foes. Its primary weapon is a 20mm autocannon that tears infantry, light vehicles, and other helicopters apart.

* **Its time to stop:** While the Thunderclap weapons may not be effective against heavy armour, this is no reason for tank crews to rejoice. Should the Thunderclap encounter heavier targets, it can chronolock them, leaving them stuck in place but invulnerable until durations end, allowing the Thunderclap to escape and/or call for the appropriate counter. This chronolock also works on their allies, allowing them to save their own forces in the right circumstances.

* **A hard steer to clear:** However the Thunderclap is one of the Allies' frailer helicopters and its armaments are completely useless against structures and tanks, so avoid anti-air emplacements.

* **Fear the thunder**: High ranking Thunderclap crews are known to be the pride of the Allied airforce. With their presence easily hardening the resolve of other peacekeepers around them, ensuring they will weather and fight through storm and hail.
Vivesector Ground Attack Craft

## Tactical information

* **Tanks directly to the graveyard**: The ground attack craft of the Ecumene, the Vivesector can come in dive-bomber configurations but is most well known for its gun based air to ground configuration where it starts harrowing strafing runs on enemy ground formations, tearing through tanks with its Kinetic Repeater and infantry with flayer rays.

* **Vamonos!**: Like nearly all aircraft based in an airfield, the Vivesector can quickly beat a hasty retreat even before it runs out of ammo, not only going faster but surrounding itself in a brilliant shield that gave rise to the foo-fighter phenomenon.

* **I got ten thousand problems and aircraft are one of them**: The Vivesector is not a capable air to air unit and as such their controllers do not even bother with trying to dogfight enemy interceptors or air superiority craft, that's what the foo-fighter is for after all. This means they are quite vulnerable to air-units capable of firing upon them.

* **Well, one problem removed**: Sufficiently meritous Vivesectors are given a pair of hard-light repeater turrets on the back that can annoy enemy fliers in pursuit and fire at the ground as the plane is pulling up or retreating from an engagement.
Zharrkan Dominate

**Dev. Status** | Conceptual

The Zharrkan Dominate. (WIP)

The Zharrkan Dominate relies on its artillery, placing them once more in their rightful position as the 'God of War'. With a wide variety of artillery to choose from, including flying artillery with giant airships. These pieces can blast, blow up, and wreck almost anything from great distances and good areas of effect. Unfortunately, these pieces require some great resources to use them in any sort of number, and without support they will fall to direct attack. Thus, the rest of the Zharrkan's "labour forces" must be used as support and protection for these pieces, which can be tough as the majority of them are poorly-equipped slaves and/or prisoners of war meaning they are cost-inefficient for their desired role, and likely to retreat or rebel if discipline isn't maintained in direct combat. Successful Zharrkan commanders must wisely use their abilities to disrupt and break up opposing armies so their artillery may bombard enemy bases unopposed, for without them the Zharrkan cannot expect to take on other factions in equal combat and survive.

## Gameplay

### Steel Rain

The Zharrkan, thanks to their perfection of gunpowder and ballistics, possess the longest range, high damaging units, and artillery. But due to their small population. The Zharrkan units are expensive and have a unit cap, and must construct Ammunition Storage to expand the cap. And for their range and firepower, they are slow and frail.

### Cannon Fodder

To compensate for their small number the Zharrkan can build labourer units to stop the enemy from reaching them. All amphibious, labourers are extremely cheap, heavily armoured, built in large bundles, and have abilities that will slow enemy units in combat. But their damage is anemic, their morale is low (and will outright retreat when it breaks without slave masters to keep them in line), and they can't gain ranks and heroic upgrades.

## Units & Structures

### Labourer Escorts

Giant ordinances mounted on balloons. The Bombardment Blimps provided heavy aerial fire support and constant pressure on the enemy. But it must first stabilise itself before it can fire, and are unarmed during transit.

### Bombardment Blimps

Giant ordinances mounted on balloons. The Bombardment Blimps provided heavy aerial fire support and constant pressure on the enemy. But it must first stabilise itself before it can fire, and are unarmed during transit.
Trenchbreaker

*"Wait, they break into or they break out of?"*

-A confused intelligence officer.

## Background

Once the Schism had settled and the United Technate had established itself as a nation, their military command still faced the problem of the huge swathes of land they had to protect, both from the guerilla groups that still existed on their territories and from foreign invasion by neighbouring countries, most importantly the vast superpower of America, and the Allied Nations it pledged alleigance to. With their nations' military crippled and the Mobile Guard taking its first few steps, they opted with a tactic of trench warfare, allowing them to stand their ground and defend their territory with relative ease and without the need of sacrificing too many of their soldiers in risky mobile conflict.

A problem soon arose however, and that was the fact that, with recent advances in mobile warfare, aerial bombardment, guerilla warfare and even Gorilla warfare, trenches had become obsolete.
The Technate, however, is not a nation that takes 'no' for an answer, and after some effort they managed to come up with a solution.
The main problem, they concluded, was that trenches were immobile, and while this allowed an army to defend large areas of ground, an organized enemy could easily just navigate around or fly over them, so in order to make up for this they had to bring the trenches to the enemy, and for this purpose, the **Trenchbreaker** Corps was created.

Carrying a huge mantle made of a specially resistant titanium-steel alloy and covered in brass-gold paints and marble decoration, Trenchbreakers can provide cover from anything short of artillery fire. These huge shields are also equipped with a forest of blades and shears on their bases, so they can quickly cut barbed wire that cover enemy positions and detonate mines without the Trenchbreakers themselves taking any damage.

While this is far from ideal tactic, and with a noticable lack of people voluteering to take on enemies with nothing but a large piece of metal, what few Trenchbreakers have proven their worth by fire or, at least, proven that the idea of using trenches isn't yet outdated.
Ulysses Walker

**Key Features** | »"Libery" microwave eye beams»»»Nuclear engine (experimental)»Inspiring quotes (nine hundred and twenty-four total)

## Tactical Analysis

* **Democracy is freedom. Communism is tyranny:** The largest drone made by the Unionist, only overshadowed by the long gone Shogun Executioner, the Ulysses is the final word to breaching the defenses of the Unionist foes with its microwave beam in each "eye" cooking anything on the ground or simply stomping them, not even aircraft are safe as the Ulysses can swat them with its giant arms.

* **Embrace democracy, or you will be eradicated:** But what the Ulysses has on its back is what makes it terrifying. As it holds countless, football-shaped, bombs that contains uranium and cobalt, the explosion of which leaves behind toxic dusts.

* **I die, so that democracy may... live...:** For all of its firepower the Ulysses is rather frail, having to sacrifice a lot of armor for its weaponry and heat management. And is large enough that interceptors, such as the Achilles, can fire on it with impunity.

* **The last domino falls here!:** Enemies of the Unionists would soon learn to fear the Ulysses, mostly after a long battle witnessing it devastating their forces, to the point that they can't properly fight when they see him.
Young American Movement

**Dev. Status** | Conceptual

*Stand tall for the Beast of America!*

*Lay down like a naked dead body,*

*keep it real for the people workin' overtime,*

*They can't stay living off the government’s dime.*

*Stand tall for the people of America!*

*Stand tall for the man next door,*

*We are free in the land of America,*

*We ain't goin' down like this!*

-'Beast' by Nico Vega.
The **Young American Movement** is a coalition of several affiliated groups and organizations that have coalesced under the banner of the Young American Party, following the collapse of the Federated American Enclave and the rise of the Kingdom of Providence in the final days of the **War-to-End-All-Wars**. Originally located in Boston, Massachusetts, the Young Americans migrated from the East Coast, mostly due to the purges being enacted out against non-religious organizations in the wake of the newly formed Axis of God annexing New England. Crossing the country, the Young Americans eventually settled in the Mojave desert, and set their capital around the mostly abandoned metropolis of Las Vegas.

The Young American Movement, headed by First President Alexander Cole, follows a political structure that Cole calls 'The Three Pillars of New America', which equate in layman's terms to American Nationalism, American Republicanism, and American Welfare, which all lead to a protectionist, isolationist, secularized, religion and race purging, political manifesto system that seeks to wipe both the Axis of God, the Kingdom of Providence, and any other self-declared 'sovereign' state that the Young Americans don't believe has the right to exist, from the shores of the New World. Highly dangerous, and with access to the pre-war industrial, aviation and economic regions of Colorado, Nevada and California, the Young Americans are poised to strike back across the Mississippi, despite their apparent lack of manpower. However, the secrets of Groom Lake and Death Valley are in the palms of their hands, and there are plenty of 'uneducated' citizenry that are ripe to the indentured to Las Vegas.

Soon, the War shall begin anew, and the Young Americans will be poised to stoke the embers of the burning United States.

## Subsidiary Parties of the Young American Movement

### Central Californian Clique

*"Freedom from the Enclave, from Religion, from Morality"*

### United Kingfishers

*"Every Man a King (But No One Wears a Crown)"*

### Lewis–McChord Old Guard

*"Fighting on the Ground and Air, for America"*

### Great Plains Coalition of Patriots

*"Death to the Prophets, Freedom to the People!"*

### Heroes of the Four Pillars

*"Remember the Enclave Treachery of Santa Fe!"*
Tribune

*"..."*

- ...
## Tactical Analysis

* **(Title 1)**: Armed with a dynamite cannon originally used to demolish rocks at a safe range. The Tribune cannon, while short-ranged, launches special dynamites that drill into tank plating or structures before detonating to grisly effect.

* **(Title 2)**: Another weapon the Tribune wields are demolition charges, meant to break large amounts of rocks. Though it takes a few seconds to detonate (enough to give allies/enemies time to escape the blast), the damage it does in a large radius is enough to destroy groups of tanks and/or infantry.

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

* **(Title 4)**: Experienced Tribunes would be given more powerful, but dangerous, rocket-powered dynamite rounds, increasing their range (though it'll still fall short of a proper ranged weapon) and explosion, these veterans also learn how to shorten the fuse of their demo charges so that it instantly detonates once it's a safe distance away from them.
Trooper

*"..."*

- ...
## Tactical Analysis

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

* **The deadly e-tool:** When they do find a good position, the Trooper can break out their shovels and give themselves a good firing position capable of protecting them from enemy vehicles running them down. This also allows the Trooper to take their time and aim at a distance against the enemy. And often their shovels are sharpened into crude axes if the enemy thinks of getting close.

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

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

## Just the Stats

Template:Selenite
War Factory

*"We have the most powerful manufacturing base in all 50 states. We just drop the tanks and send them to kill"*

## Vehicle Airstrip

Template:Unionist Building Box

 **Key Features** | »» Single large plane runway»» Prefab Control Tower»» Patriotic insignias»» Drone attendants»» Spare wheels (in case of damaged goods)

## Tactical Analysis

* **Armor Ready:**
* **Send out the drones:**
* **Made in Pittsburgh, not in the field:**
Wanderer Transport

## Tactical Analysis

* **I roam around around around:** Able to float over minefields, water, or other otherwise impassable terrain, the Wanderer can deliver its passengers just about anywhere it wishes. And can overcome any terrain by charging up its gravity manipulator to “leap” in a similar way to the Flinder, though theirs is much faster and can leap at longer distances, but needs a few second to charge back up before moving.

* **I roam from town to town:** The Wanderer other reason for success is its thick frontal armour. Stronger than the armour on some tanks, shots are directing to its frontal plate thanks to its gravity manipulator giving the Wanderer all-around protection.

* **I'm never in one place:** However to load or disembark its troops the Wanderer must deactivate its gravity device leaving a short window when it is vulnerable to flanking.

* **Cause I'm a wanderer:** Attempts to modify the transport’s gravity device as an offense weapon have been unsuccessful, and nearly fatal in one instances. All further modification attempts have been forbidden.

## Background

*“...”*

-...