recursal/Fanatic-Fandom huggingface dataset:
Mortar Pit

## Tactical Analysis

* **Old but not obsolete :**Despite their age these and growing obsolescence in the era of increasingly mobile artillery pieces, these heavy mortars pack a heavy punch and can launch shells a fair distance.

* **Choke on this:** India has also introduced (or perhaps reintroduced) the use of gas shells, launching rounds filled with debilitating nausea gas to hinder enemy forces.

* **Cheaper by the dozen:** Mortar pits are weaker compared to other strategic artillery but are cheaper to produce and quicker to set up.

## Background

As military weaponry continues to improve more and more nations are rapidly phasing out their heavy artillery pieces for more mobile versions. Instead of relying on being towed or dismantled for transport many nations are switching to either self propelled artillery vehicles or smaller man portable pieces that be carried by just one or two men. Many of these now outdated guns sold off to less developed third world nations who are often desperate for firepower.

India is one of the largest purchaser of old artillery pieces. The problem of mobility is usually handled by either using lots burly men to haul them place to place ,such as the case of the Artillery Piece, or simply depositing them in a dugout with plenty of ammunition. Heavy mortars are particularly sought after to act as fixed emplacements due to their indirect fire capabilities.
Nyepi

## Tactical Analysis

* **Ssssssshhhhh....:** (Overview)

* **Calm down:** By flipping a simple switch. The Nyepi can fire a different pulse that releases endorphins and healing cells in the target. While it can only heal a single target compared to the MASH, it heals the target much faster, often returning a soldier nearing death to the fight in seconds.

* **Eternal rest:** (Miscellaneous capabilities)

* **ARRRRRGGGHHH!!:** By simply modifying a few parts of their gun. The Nyepi can tap into the specific brainwave responsible for rage and aggression. Causing enemies to rabidly attack their allies until they die, or the Nyepi switch targets. While on allies it makes them with with greater ferocity, while still healing them. But since one wrong crossed wire could easily break the gun only veteran can do the modification without punishment.
Liquid Tyrants

## Tactical Analysis

* **Terror of the Deep:** The basic unit of currency for Ecumenical naval combat, the Liquid Tyrant is unlike most such basic ships; actually a living creature clad in a power suit. Armed with femtospore torpedo launchers and high-frequency blades along with powerful tentacles and limbs, the Liquid Tyrant is a thoroughly capable naval combatant, though more expensive than equivalents such as the Riptides and Stingray.

* **Thresh and flail:** The Liquid tyrant is capable of placing "Thresher" femtospore charges that modestly damage ships, but are really simply meant to cripple their speed.

* **Damn planes!:** The Liquid tyrant is not capable of retaliating against air units and as such should be careful around them; especially if its presence has been revealed. It cannot sustain directed anti-submarine fire for particularly long. Land units have nothing to fear from them either.

* **Screw planes!:** The most skilled of Liquid Tyrants are allowed to requisition new sub-surface to air femtospore missiles that let them retaliate against aircraft to some degree, allowing them to truly form a backbone of the Ecumenical's wet navy.
Dervish Aerial Devastator

*"I can’t believe that thing can actually fly."*

- Remark made by a Conscript
## Tactical Analysis

* **(Title 1):** The Devastator is the League’s ultimate aircraft. One of the largest VTOL aircraft ever built it carries an arsenal of weapons for nearly every situation. Side-mounted dual volley cannons bombard ground targets, twin ramjet cannons handle aircraft, and scatterbeam mounted in the nose can target both. And it can also create a wall of diamonds to provide cover for ground forces, and a mineable resource to further the war effort.

* **(Title 2):** Devastator is also capable of carrying a significant force inside its well-protected hull. Up to a dozen infantry, five vehicles, or even a single War Derrick can be carried, though the enormous building-sized Scion Projects, like themselves, are beyond their carrying capacity.

* **(Title 3):** If the Devastator has any flaws it is its enormous price tag and its sluggish speed. Even Kirovs can outrun them even without using their (now discontinued) afterburners.

* **(Title 4):** Diamond-dust sandblasters for dealing with infantry (the one thing the Devastator has trouble dealing with) and weakening armour are now mounted on select aircraft, usually, the ones that have seen heavy combat.
Ngalyod Bombardment Platform

## Tactical Analysis

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

* **(Title 2):** If the Ngalyod wants something **EXTREMELY** dead in can fire all of its cannonballs directly at the target, and very little can survive the impact of several supersonic depleted uranium cannonballs. The only downside is that the Ngalyod must spend a few seconds afterward to reload.

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

* **(Title 4):** Taking inspiration from the Allies “Project Thor”. Atmospheric Command are starting to make and test “Mjölnir” depleted uranium rods, mainly on veteran Ngalyod pilots, to see if they are superior to their original cannonballs. Currently test turns out positive as rods more aerodynamic and pointed design meant that it could be launched further and better penetrate its target. Not to mention the unintended effect of being aerodynamic enough to now fire at aircraft, dealing the same carnage to the likes of the Kirov as it does to ground targets (though agile aircraft like the Tengu are fast and small enough to dodge the rods).
Lakshmi

## Tactical Analysis

* **Bollywood superstar:** A Bollywood star volunteering within the Frontier Corp. Lakshmi uses her dancing and song, boosted by special equipment from the K2 facility, to lift the spirits and ferocity of Indian soldiers around her and heal them. And if she has to fight she'll show the talwar and chakram she uses in her dances are not just for show.

* **Backup dancers:** Thanks to the K2 giving her a strange device, made by fusing the cloning technology from China and "hard light" from wreckages in Mongolia. Lakshmi can create a lifelike replica of herself made of hard light, which delivers the same buffs and healing to nearby soldiers. And if Lakshmi is killed while a hard light replica is active she'll swap places with it and heal back to full strength, so as long as a clone of her lives she can't die.

* **Damsel in distress:** Lakshmi is a dancer, and former Bollywood star, not a soldier who works best with an audience. While she can (surprisingly) hold her own against normal infantry both her weapons are extremely underwhelming and useless against anything else. And when compared to the likes of Tanya and Natasha almost every commando easily trounces her in strength, durability, or both. Even similar support commandoes like Dixie can beat her in a one-on-one.

* **Dance through the danger:** Though it's rather risky. With some modifications to her projector, Lakshmi would project her image to that of some horror to her enemies, which her copies follow, be able to create two hard light replicas, and would leach off the life of a nearby allied soldier to heal herself in the event she takes fatal damage, failing that she now has two extra chances.
Night Swords

## Night Swords

 **Dev. Status** | Conceptual

*"..."*

- ...
### Tactical Analysis

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

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

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

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

### Background

*"..."*

- ...

## Demon Core

 **Dev. Status** | Conceptual

*"..."*

- ...
### Tactical Analysis

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

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

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

* **(Title 4):** (Upgraded nature)
Matt Missile Artillery

**Key Features** | »Missiles and Rockets (lots)»Targeting radio device»Radio periscope»Wankel Rotary Engine»Loadbay & plush bear storage

' '"It is necessary to get behind someone in order to stab them in the back."

-Matt gunner.
## Tactical Analysis

* **Tour guide**: The Matt Missile artillery tank is one of the few Guild units to have homing missiles.

* **Missile Masacre**: Unlike other mobile artillery units, The Matt isn't very damaging, relying on numbers to help overcome it's faults.

* **Aerial sniper**: The Rockets of the Matt can be geared up to attack aircraft with some minor targeting changes.

* **No OSHA compliance**: The Matt has near to no minimum range, thanks to the nonexistant splash damage of the rockets.
Combine Vehicle Plans

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

***Work in Progress***
This article (Combine Vehicle Plans), or a section of this article, is under construction; please excuse all cranes, dozers, and MCVs in the meantime. Feel free to add additional content to the page, including pictures and templates; the final page may differ from the current page to a large extent.
Norseverse

Formerly known as the **Concordiatverse** (which is still available to look at). The Norseverse is one of the original universes of the "The Universal Emergency" multiverse. Earth took a turn to a grand clash between Christianity and Paganism. Great holy wars lasted for millennia, with each century the fights continued getting worse and worse. The eventual alliance of all Christendom under one banner meant that, for the pagans, it truly became a battle for survival. It was only when the new extraterrestrial enemies appeared from beyond the stars that the century-long stalemate was broken, and mankind faced a threat to its very existence. Despite the fact one alien side fought for behalf of humanity, the nations of the world collectively turned xenophobic toward any other extraterrestrial species and managed to push the invaders away, but the deed was done. The Alien Wars were over, the old world was dead and a terrifying new era of uncertainty lay on the horizon.

## Timeline

* **1803-1813 - Napoleonic Wars**
	+ Battle of Austerlitz, Battle of the Three Emperors
	+ Battle of Borodino
* **1815-1974 - Century War**
	+ **15th June 1972 - Campaign over the Iceland**
	+ **18th to 23rd June 1972 - Battle of the Tors Tvillinger**
* **1974-1975 - Aliens War**
	+ **4th April 1974 - The English Twilight**. A group of terrorists in the England seized with force an area around Stonehenge, using "bestial human soldiers" and biological weapons. This group was in fact cultists of the Labyrinth who immediately after began preparations for an ancient ritual which they hoped would bring their "Old Masters" back to Earth. Britannia's forces were send in to eliminate the cultists who invested large portion of their forces to protect the ritual. In 4th of April the ritual was finished, as well as in two other locations farther north, around Birmingham and Cambridge. The three rituals formed a triangle inside which a mysterious mist appeared and in the ritual's locations appeared strange phenomenom which was later identified as transgalactic portal, and the "Old Masters" did indeed came. The forces of Harbos Interstellar Supremacy started pouring out from the portals as well as from within the mist that covered half of England. The start of Aliens War has began.
	+ **8th April 1974** - After four days of heated and desprerate battle in the England the Harbos fleet has arrived, and began their invasion throughout the world.
	+ **9th April 1974** - The Canneo Gynocratic Pontificate responds to the Harbos invasion with their own, their goals are to beat the Harbos in conquering the Earth as strategically valuable posititon in their interstellar conflict.
	+ **Sacking of Paris**
	+ **14th April to 8th May 1974 - Cannei Siege of Petrograd**
Moderator

**Key Features** | »Kuyen Anti Air Missile»»»»

*"We just fought for what's just and fair. In an ideal world, anyone would have done the same in our place."*

"- Enrique Martinez, Condecorated Moderator, during an interview."

## Tactical Analysis

* **The Moderator of the People:** Veterans of the War for Chile, the Moderators are the only people who could be trusted to carry their newfangled experimental weapons, the Kuyen Missile System, the social-democratic answer to the threats of the skies.

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

* **Like Zapping Bugs out of the Sky:** As Anti Air Infantry however the Moderators have some pretty blatant disadvantages, for once, they can't defend from any ground threats and then there's the problem that they have a significant lock-on time, however once they actually catch their target they'll be able to keep pressing the damage for as long as their range allows.

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

Pahit filters are the only known counter against the infamous Pahit gas, and react with it to form breathable air. As Pahit filters are not passive filters but have a actively reacting component, they need to be replenished every so often. The chemical connoction the filters need easily dissolves in air and reacts with a lot of things, making it almost impossible to trace it's composition. This makes it hard for the Guild to recreate the tonic that can turn Pahit Gas into air, and turns the Pahit gas into a weapon only the Pahit can effectively use.

### Aegis Armor

 **Units Affected** | All Pahit units
Makara Gunboat

## Tactical Analysis

* **(Title 1):** Makara’s fend off airborne attacker with rapid firing autocannnon that quickly fills the air with flak. Like much of India’s navy the Makara is not particularly impressive when compared to other faction’s ships it is relatively cheap and quick to produce.

* **(Title 2):** The Makara also functions as a naval artillery platform, bombarding buildings and defenses with emplacement destroying rockets. It prevent being tipped over and insure accuracy the boat must anchor itself before firing. Do note its autocannon is still operational even while deployed.

* **(Title 3):** The rockets it uses lack any guidance and have minimal splash making them useless against target that can move and its cannon is incapable of inclining downward enough to hit other ships. The Makara must rely on other ships to protect it against attacker.

* **(Title 4):** Experienced crews have managed to procure supplies of RPGs to give them some means of defense, they generally position these in front of the deck gun.

## Background

"*...*"

- ...
The Makara is the ad hoc creation needed to fill a needed but vacant role in the India’s brownwater navy. Originally boats were able to patrol without the need of dedicated air protection. Most their opponents were poorly supplied guerrillas that lacked anything form of air support other than what civilian planes and helicopters they can aquire and hastily modify for combat. Crew small arms and sarangas in riverines were generally enough to chase off these poor attempts.

As India undertook its campaign to occupy the wastelands of China and began to expand into other regions their forces quickly found themselves unprotected against other nations much more advanced and combat capable air forces. In need of a solution quickly, naval designers simply took one of their existing patrol boat designs and replaced its primary armament with fast firing flak cannon, only later was it found in their haste that the new gun was incapable of depressing low enough to be used against other watercraft.

The second problem facing the Frontier Corps was the growing number of increasingly tough shoreside defenses and floating structures. These buildings took heavy firepower to crack in a timely manner and they only had so many helicarriers at their disposal. The solution was used to mount heavy missiles, stripped of their guidance systems to both save costs and pack in a larger payload, and mount them on ships to act as floating artillery. Once again the ships that had been designated the Makara class would shoulder the burden, sacrificing their stern weaponry and much of their carrying capacity to mount this new weaponry.

As a result of its overspecialized armaments, the Makara is helpless against other ships and has a reputation of rarely contributing anything in battle, something that does not them or their crews very popular. When it comes for their time to shine though, it preforms its role expertly and leaves many fleets wishing for more.
Lamia

**Key Features** | »» *"Harbinger"* Multiple Missile Launch System»» Pacifista Electronic Scrambler»» Intelligent Fire and Forget missiles»» Leather seats»» Heated cup holders

*"400 meters to hostile, estimated time of detonation ... Squirrel!!! Resetting target designation..."*

- Lamia Missile AI
## Tactical Analysis

* **Mother of Missiles**: The Lamia protects Syndicate investments for aerial attack by discharging swarms of artificially intelligent missiles into the sky. Because these missiles are self guided, the Lamia needs not to waste time locking on before firing.

* **No Firing Zone**: In the event of an overwhelming aerial assault the Lamia can activate a wild area scrambler that prevents a nearby weapons from firing for a short time. Do keep in mind this includes both the Lamia and any nearby allies, though given the range of most Syndicate armaments it is possible to circumvent this flaw.

* **Attention Defi...Ooooh SHINEY**: The Lamia’s missiles are totally autonomous and will generally go after the closest available target. Unfortunately, the target they choose may not necessarily be the one the Lamia wants destroyed, be it a heavily armed gunship bearing down on it or a transport carrying valuable cargo.

* **Now you see us, now you don’t**: A new experimental, and expensive, jammer is out on the market. Instead of just stopping weapons from it outright prevents the enemy from seeing their targets. Even better, this new scrambler only affects enemy units.

## Background

The Achilles's heel of numerous Mediterranean Syndicate Security Forces branches is the obvious and crippling lack of effective anti-air weaponry. Time and time again the Syndicate had been forced to abandon profitable investments and retreat from firefights due to the fear of massive aerial bombardment or fighter interception, which loomed greatly over private military contractors. Eventually of course, a solution to the complications in the field would come in the form of a private investment.

The **Lamia** is the primary land-based anti-aircraft platform for the Syndicate and has proven itself to be capable of single-handedly denying airspace to hostile aircraft. The Lamia is different from most of the other Syndicate vehicles in the way that it is actually able to down its target in a single salvo. But there is a key flaw in the design of the Intelligent Missile system. When launched, each missile chooses its own target, meaning that if the enemy were to field multiple aircraft then they will overwhelm the Lamia.

Early losses to swarms of Soviet Twinblades prompted the Syndicate into fielding the experimental Pacifista Electronic Scrambler (data of the Scrambler gun stolen from the Allies, of course) which disables all weapons, friend or foe, in the vicinity. Although this may seem a dangerous hazard to an electronics corporation, the design of the majority of the Syndicate's weaponry allow the Security Forces to fire from well beyond the dead zone.
MASH Tent

### Tactical Analysis

* **Through early morning fog I see:** One of the most vital structures the Frontier Corps has, the MASH Tent is capable of healing any and all infantry in a large radius.

### Background

*"Abyssinia."*

- Unit 4077's parting words for those who succumb to their wounds.
Mobile war means mobile casualties. In combat zones worldwide the conflicts fought by the Allies and Soviets have created a desperate need to develop life saving technologies capable of moving with the combat as it happens. During WWII, this gave birth to a new Allied concept; the MASH, or Mobile Army Surgical Hospital. A fully-staffed and stocked hospital capable of being packed up, moved with the lines, and saving lives long enough to move them to more stable and secured facilities in the rear. This concept proved itself in the Korean theater, where the mountainous terrain meant that transport needed to often be made via helicopter. One of the pioneering MASH units was the 4077, a ragtag group of doctors, nurses, and soldiers, whose pioneering medical techniques were typically all that kept them from getting a court martial for their unorthodox and almost mutinous means of maintaining morale in such desperate times.

The legacy of the 4077 and others like them lives on in the Frontier Corps' own MASH units. The sheer number of infantry in such strange times means casualties are intense in every front, and casualties being taken to more secure facilities takes time. Frontier Corps MASH units have become vital links in the chain between the wounded and their treatment. This also means that the sepoys nearby will fight to the death before they lose a MASH, knowing that if the hospital falls, their chances of survival drop to almost non-existent.
Mutagenics

**Brief** | Gene-engineering to induce stable mutations in biological organisms

## Do You Want A Banana?

(Or: how the fight against United Fruit Company in Guatemala and Honduras led to the birth of Central American mutagenics)

## A Cavernous Eden

(Or: how the discover of EDEN-bearing molloscoids in the deepest cenotes of the Yucatan created a bioshock of advancements in gene engineering)

## Impossible Creatures

(Or: how the discovery of Dr. Chance-Willing's developments in sigma-rho combination tech has allowed for stable mutagenics applicable to more complex organisms)
Pavlov Handler Tank

**Key Features** | »» Multi-alloy electronically tuned bell»» Automatic bell ringer (Ding!)»» Chew-proof flotation device»» Veterinarian station»» Different animal treats

*"Do I ring a bell?"*

- Pavlov Animal Trainer
## Tactical Analysis

* **More Like a Forklift:** A small and simple amphibious vehicle designed to support the operations of animal elements in the Allied Nations, the Pavlov is crewed by trained veteranians who also specialize in animal psychology.

* **Animal Testing:** Dogs, dolphins, and other animal units near the Pavlov are much more effective and have access to the best nonhuman medicine specialists in the world, increasing their prowess in battle.

* **Ding-a-Ling:** The Pavlov also has a metaphorical (and literal) Pavlov's bell in the form of a sonic signaller which can be calibrated to a variety of tones to manipulate animal instincts. With a ring friendly scouts are restored to full health and given an impressive speed boost, while enemy animal scouts have a change of heart and turn against their masters. This signal is constantly being refined, and has seen success in manipulating electronic systems as well. It also allows the Pavlov to communicate directly with dolphin allies.

* **Humane Society:** However, ultimately the Pavlov is just a glorified forklift; it has almost no armour and lacks any means to defend itself beyond simply retreating. It is very specialized, but extremely useful within that specialization.

## Operational History

Named after the famous Russian scientist, the Polish-developed **Pavlov Handler Tank** (known formally as the **PV90 Animal Handling Vehicle**) is a small, squat vehicle armed only with a small bell which, when rang, compels all nearby animals to switch sides.

Originally an experiment to increase the efficiency of dog training for people with vision disabilities, the Allied Nations decided to invest in the project for their own attack dogs. The results were better than expected, as the Pavlov was found to attract Soviet War Bears and convert them to the Allied cause, as well as increase the survivability of dolphins from the beaches. The current version of the vehicle is now in full circulation with several upgrades - flotation devices to float on water, as well as a fully stocked station to patch up animals.

### Just the Stats

 **Armour Type** | Light Vehicle
Meganula Sea-Hive

*"..."*

- ...
## Tactical Rundown

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

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

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

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

## Famous Ships

*USS Kametz*

*USS Aguilar*

*USS Mata*

*USS Conroy*

*USS Fisher*

*USS Welker*

*USS Lillard*

*USS Delisle*

*USS Micuci*

*USS Hamill*

Originally supposed to be called the "Hamilton", but the person painting the name was more "rural" than the Pangaen knew, and the name stuck (mainly because it was simply too expensive to repaint the ship).

*USS Kenny*

Assigned to protect the west coasts, its notable achievement was the one who made first contact with the Atlanteans. Has suffered the most damage out of the Meganulas, often to the brink of sinking, but always seems to survive and return after a few hours of repairs. Often leading to the joke of "Oh my god! they sunk Kenny!" "You [CENSORED]!". Also known to contain the best chefs and frycooks.

*USS Brown*

Named for its initial assignment as a brown-water vessel.

*USS Reddick*

*USS Payton*

*USS Simmons*

Originally an Allied Assault Destroyer that was sunk at the same moment of Ackerman's assassination. The Pangaeans had unintentionally unearthed it when they were cleaning the seas.

*USS Lindbeck*

*USS Mendez*

*USS Harlacher*

*USS Buckland*

*Uss Quiñones*
Pillager Jet/Pillager Walker

**Key Features** | »»»»»

## Tactical Analysis

* **Ready to plunger**: An rather unique Norse fighter-bomber. The Pillager Jets missiles are capable of downing enemy aircraft with ease while its gatling cannons mounted below lets them rip apart tanks and vehicles. And its giant ammo storage means it doesn't need to return to an airfield to reload.

* **Fight or flight? Yeah right**: What truly sets the Pillager apart, however, is that it can transform into a walker like the Tengu. With a few presses the Pillager transforms into a giant mech. While its missiles remains unchanged thits gatling guns will transform into a heavier flak "shotgun" with attached on the side of its disruptor claw arms, transforming into a terrifying assault vehicles that can rip apart ground units and dodge anti-air.

* **Valhalla! I'm coming!**: The amount of technology within each Pillager, combined with its intense training and hgih dropout rate, means that each Pillager is significantly more expensive to most fighter bombers. And neither of its armaments can surpass a dedicate anti-air/anti-ground weapon.

* **By air or by land, all shall fall by my hand!**: Pillager aces are often rewarded for their skills with the rarer "ripwave" ammunitions. Compared to their older ammunitions the ripwaves contains additional explosives that lets it explode on impact, letting ace Pillager rip through hordes of enemy whether in the air on on the ground.

## Background

*"..."*

- ...
MIR Characters

The Allies thought that when they succesfully killed Che Guevara, arrested the Castro brothers and other Latin American figures who opposed them, they have finally quelled the influence of Lenin and Marx in South America, and as such, will lead to "true socialism" and a time of peace and prosperity under the banner of the bird of prey. But, recent developments in South American politics has proved them terribly wrong on that.

While the ideas of anarcho-capitalism and technocracy happen to be popular in south of the border, Marxism and Leninism are like tardigrades: hard to completely eradicate, can survive even in outer space, extreme environments, and if rumours are to be believed, the aftermath of a Chinese atomic bomb. Even when its figureheads have been permanently silenced, the MIR shall still continue to spread the ideals where the rule of the people reigns supreme; after all, ideas cannot be killed, as they shall be immortal if enough people live by them.

Here are just some of the most influential people within the organization:
Planck Compressor

**Key Features** | »» XSW-6.626 Compressor system»» Wormhole shift controller»» *Squeeze* ultra-compact engine»» Frequency stabilizer»» Headache prevention medicine (500mg)

*"Time is on our side."*

- Compressor Operator
## Tactical Analysis

* **Time is never a constant:** The Planck Compressor is a highly experimental Tier X support vehicle used to augment your allies or hamper your enemies. In Red Shift mode, it speeds up time around a targeted unit, increasing its speed in both moving and firing.

* **General Practice of Relativity:** The operator can switch from Red Shift to Blue Shift (and vice versa) at the flick of a switch. Blue Shift does the opposite of Red Shift, slowing down time around the targeted unit.

* **The Uncertainty Principle:** Do note that the Planck Compressor is strictly a support unit and has no means to protect itself. Also, its containment field is rather fragile and easily disturbed, meaning that it is easily destroyed.

* **No Modifications Allowed:** Allied Command has banned all attempts to arm or modify the Planck Compressor, after an attempt to equip the Planck with a machine gun failed when the bullets inexplicably slowed down upon leaving the gun barrel.

## Operational History

The **Planck Compressor** resulted from an experiment into a combination of gravity lensing technology (used in Black Hole Armour) and Chronoshift systems. By mass shifting the system used by the Chronosphere to create wormholes, shifts in the perceivable "lengths" of the basic unit of time and space, Planck's constant, could be observed. Over time this technology was refined until it could be used to reliably slow down and speed up the flow of time for a target outside of the machine.

The invention of the Planck Compressor is sure to have widespread consequences; it could be used to fight the effects of relativity, to accelerate unmanned probes to other solar systems, to study events in greater detail or to save lives by holding a casualty in stasis, but of course the proposal was almost immediately made to weaponize this technology; after all, there could be no greater advantage than control of time itself! The Planck Compression Unit was bolted onto an AF-15 transport track, normally used to move ammunition and rations to the front lines, and the XSW-6.626 Planck Compressor was born.

## Just the Stats

 **Armour Type** | Light Armour

 **DPS** | N/A

 **DPS** | N/A
Lake Erie Class Carrier

**Key Features** | »»»» Giant steam engine and boilers»» PAWI generator»»»» Fully stocked bar and disco hall

## Tactical Analysis

* **(Title 1):** Taking the rejected blueprints of the prototype aircraft carriers, combined with the Continental's ingenuity. The Lake Erie Carrier is one of the fastest aircraft carriers equipped with antique, but still effective, aircraft.

* **(Title 2):** To spring their surprise attack, or escape, the Lake Erie has a PAWI generator to cloak itself, and nearby vessels, but only last a few seconds before needing to recharge.

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

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

**Dev. Status** | Conceptual

## Gameplay

### Build Mechanic

Their Engineer takes a noticeable part in their power system. It can create a Pylon anywhere on the battlefield at the cost of $750 to increase their power supply as well as serve as a small, but vulnerable expansion post. For this reason, The Summoning Tower provides more energy than its equivalents- just enough to get a (refinery), and a portal (barracks) up and running, both of which are slightly more power intensive than their counterparts. Pylons can be permanently upgraded into Transmitters, a jack of all trades defensive structure or, a Supply Elevator, which provides a steady stream of cash. Both of these upgrades are done via support power

### Unit Mechanic

Units can move while under production. While extremely vulnerable in this state it provides a great advantage in ground covered for when its construction is finally completed. If they are destroyed in the process of their construction however, you lose all the cash you used in producing that unit and have its training canceled. For this reason, the cost of training units used by The People is deducted as one lump sum, rather than drained over time.
K-9

**Key Features** | »Mechanical jaws»Scanning systems»"Goddard" EMP dispersal system»"Bork" alarm system (uses bark soundbites)»Happiness-inducing motion switch (top of head)

*"With a patriotic mind, and a mechanical canine, he rescues the day from sure destruction"*

-Theme song of "Vinny Electron, young patriot". (a popular American cartoon/K-9 promotion/alleged propaganda)
## Tactical Analysis

* **Man of tomorrow's best friend:** A mechanical drone built to resemble a dog. The K-9 is far sturdier than its counterparts and its metal jaws easily bite through bones. It can even garrison into a building where it will increase the range of its detection system by plugging into the structure's/vehicles power.

* **Electronic bark:** Not even vehicles are safe as the K-9 can fire off an EMP pulse that shuts down vehicles near them, leaving them sitting ducks for Unionist forces. Just make sure the Unionist own vehicles aren't near the K-9 when it does this as the EMP doesn't discriminate between friend or foe.

* **Ran away to the robot farms:** Be aware that the K-9 is more expensive compared to their counterparts, their metal jaws are not strong enough to bite through metal, and their EMP shuts them down too. And infantry are unaffected by the EMP.

* **More bite than bark:** New chassis for the K-9s are starting to circulate among the Unionist forces, mainly those in the frontlines, that is reinforced so that the K-9 won't shut down from its own EMP, which led to a popular mod that increases the K-9 EMP so that it releases arcs of electricity lethal to infantry, fortunately, Unionist infantry are given special harnesses that protects them from said electric surges.
Nubarian Guard

**Dev. Status** | Conceptual

The Nubarian Guard is a minor fan faction made by ProudAmerikan (with help from DeadlySilence). Formed out of the remnants of a secret Combine garrison on a secret island near South America, the Nubarian Guard face nightmares daily after a foreign invasion forced them to unleash their secret experiments on the island. Now, among deadly foliage, giant mutated animals, and worse, the Guard struggles to keep order and simply survive for as long as they can until reinforcements are sent... no matter who sends them.

## Isla Nubar Damned

*"To anyone who happens to stumble upon this message, this is Doctor Guilherme F., Research Team Alvarez 35-F, of Project Lost World. By the time you lay your eyes on this paper I hid inside this container, I will either be dead, or too busy defending us from them to write more. Either outcome does not matter. What matters is that we have been facing them in this pigsty of an island, and we are currently lacking in supplies and firearms. Communication from outside is completely impossible. I fear that they shall inevitably be wise enough to adapt to our own traps laid for them, and that the last of us shall either go mad or kill each other. I have only this to say: **MICTLAN HATH SPEW FORTH**"*

- From a waterlogged letter found inside a small metal box, found in a coastal village in [INSUFFICIENT CLEARANCE]

### Traps

Traps of the Guard are divided into two kinds: Passive and Active. Passive traps trip automatically once the right unit goes over it, and have no additional input other than the secondary, which can trip unneeded traps to get rid of them. Active traps do not trigger automatically, but in return are more powerful and can be more versatile in nature. All traps are stealthed by default.

### Deathmatch Reinforcements

**"Early Extinction"**

Though the Nubarians at times may think themselves alone in a hostile world, the Combine hasn't forgotten their lost people. When the Guard is in its most desperate hour, the fabled Task Force Gamma-2 are said to show up, black helicopters and supplies filling the sky. With a series of expert pinpoint shots and blasts, the Extinction shall dispatch the Guard's enemies before welcoming their brethren home with open arms.

## Behind the Scenes

The Nubarian Guard is based upon many survival horror movies, like Jurassic Park and Resident Evil. Isla Nubar comes from the Jurassic Park series in particular.
Ore Refinery

## Unionist Ore Refinery

Template:Unionist Building Box

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

The American Unionists make use of Steel Walls to surround their bases. These towering walls of steel buff friendly infantry and debuff enemy infantry.
L'Entente Impériale

"*Veillons au salut de l'empire,*

*Veillons au maintien de nos lois;*

*Si le despotisme conspire,*

*Conspirons la perte des rois!*

*Liberté! Liberté que tout mortel te rende hommage!*

*Tyrans, tremblez! vous allez expier vos forfaits!*

*Plutôt la mort que l'esclavage!*

*C'est la devise des Français."*

-"Veillons au salut de l’Empire", the official Anthem of L'Entente Impériale
**L’Entente Imperiale**, or in its full, official name, **L’Entente Imperiale de L’Europe et ses Colonies**, is the sworn enemy of the Children of Avalon, both born from a vastly different Napoleonic War. With the Imperial French Empire of Napoleon IX as the supreme ruler of the various satellite states and assorted nations that see L’Entente as a much safer bet in the world, the Entente locks horns not only with Avalon, but also the various other superstates of their world, for the Cold War that they’re locked in is growing increasingly volatile with each passing week. Now, L’Entente has followed Avalon’s tentative steps into a strange new world, seeking the same conquest and glory that their English nemesi also seek. Their forces are the nigh unstoppable Grande Armée and their dangerous Vieille Garde des Scientifique, they march to war, and to what they believe to be, their destined victory, over the world, and finally, over Avalon itself.

## At a Glance

**Colours:** Bottle Green and Naples Yellow

**Playstyle:** Rapid Advances followed by Strategic counterattacks

**Theatre of Operations:** Open Plains and Urban Locales

**Basic Look:** Very Belle Epoque, very elegant, vehicles have lots of decoration. 1960's version of the Grande Armée. Stylistically fits in with the Children of Avalon.

## La Grande Armée de L'Entente Impériale

### Armée de Terre

* **Loups du Gévaudan:**
* **Poilu:**
* **Commandant du Corps:**
* **Génie:**
* **Chasseur à Cheval:**
* **Prussian Totenkopf Hussars:**
* **Impériale Cuirassiers de Paris:**
* **Windbüchse Regimental:**
* **Espion:**
* **Palatial Young Guard:**
* **Aimee:**
* **Deux Roi Ore Halftrack:**
* **Petit Caporal Armoured Car:**
* **Invictus Rotary Transporter:**

### Vieille Garde des Scientifique

* **Vieille Garde:**
* **Gorille Soldat:**
* **L'Eventreur Assassin:**
* **Usiner Impériale de Lyons:**
* **Moustique Aerial Usiner:**
* **Usiner Électrique Attaquant:**
* **Nouvelle Garde de l'Entente:**
* **Obusier de Paris:**
* **Napoleon-Class Military Usiner:**
* **Joséphine-Class Impériale Battlecruiser:**
Irregular

## Tactical Analysis

* **No Way to Go Wrong:** Convicted arsonists, demolitions experts, and other assorted troublemakers, the Irregulars are the men the Penal Divisions call on when they need to make something go boom with a variety of incendiary devices.

* **Jong-he Wants Big Boom:** For those special occasions where a few grenades aren't enough, Irregulars can also set up a single, *massive* explosive device capable of destroying buildings and even enemy units even if they're out of the initial fireball from the sheer shockwave. Unfortunately, this applies to friendly units as well, and the bomb doesn't go off immediately.

* **Didn't Join a Good Company:** The problem with the irregulars is that their preferred weapons aren't able to truly function against enemy heavy armor, aircraft, or ships. Worse, they typically have this little problem of being unable to be put on any real guard duty.

* **Short Work:** Unfortunately, so skilled in making all kinds of bombs as they are, eventually the best irregulars figure out how to make them *bounce* a larger distance.

## Background

Unsurprisingly, the Penal Division has to play the unfortunate host to a collection of maddening characters inside the ranks. The worst, at least to many of the officers, are the arsonists. Psychologists have found that the common factor among these firestarters is that they all have a distinct lack of impulse control. The simple act of lighting a fire or creating an explosion for such individuals (often men) is a high that they can never stop chasing. For the Penal Division, this makes such individuals a risky bet to make, but one with a high payoff if they can be channeled properly.

**WIP**
Midnight Rider

**Key Features** | »Winchester Model 1897 Shotgun»Bullwhip»Confederate Battle Flag Tattoo (Real meaning misunderstood)»BUAC M1865 Light-Weight Body Armour»White Hood

## Tactical Analysis

* **Boomstick:** Americans from the south who have a burning hatred for the “negro” recruited by BUAC. The Midnight Riders provide fast scouting and harassment with their old shotgun and can plant landmines to deny an area.

* **Whip It Good:** If the enemy gets too close the Midnight Rider will pull out their bullwhip smack them back, easily causing deadly cuts to infantry and temporarily disarming them. Just don’t expect them to do anything with a modicum of armour.

* **Manila? More like Montgomery:**

* **The Invisible Empire:** If they prove worthy enough the high council would give these riders specially made ”chameleon” cloth, which is fashioned into their infamous robe and hood and cloth for their horse, that makes them and their horse invisible. Which these riders use to ambush their enemies.

## Background

*No, I'm not wearing a "capirote"... [censored]-ing papists*

 -A Midnight Rider to a Green Watch member while on a transfer to Spain.
Light of Utopia

**Brief** | A single unit is turned into a beacon of light, disabling its weapons and reducing its armour, but providing a rate of fire and range boost to all allied units nearby

*"Darkness cannot drive out darkness: only light can do that."*

- Martin Luther King, Jr.

Many have wondered at the necessity of a lighthouse in modern times, where radar and calculators have long replaced the sextant and the compass. There have been many rumours and speculations about the Combine's choice for such an obsolete design, ranging from the mundane to the downright bizarre. Yet, none could be as strange nor as potent as what truly lies within the lighthouse. While the lower half of the structure is dedicated to naval construction, the upper houses a contraption that can affect the tide of a battle. When the lighthouse lights up, it indicates that it is using its most powerful weapon, a transpatial manipulation device, capable of bending spacetime itself to the controller's will. While lacking the raw power of the Dark Energy Expander, the compact design is capable of far more delicate manipulations. Using a unit with an appropriate receiver as the focal point, the lighthouse is able to speed up spacetime in the area, increasing the effective rate of fire of allied units within the bubble. A second manipulator also compresses space along the border of the bubble, creating artificial gravity. This causes outgoing projectiles to be artificially accelerated via gravity assist, enabling them to hit targets much further than previously possible.

However, the sheer power required to bend space time has several nasty side effects. Due to inefficiencies in design, some of the input is emitted as light and thermal energy, thus turning the voluntary unit into a beacon of light, turning it into a prime target for enemy units. The heat emitted also heats up the unit, making it unsafe to fire ammunition, lest they wish to have the round cook off while the unit is still unprepared. The heat also weakens the armour of the unit and makes vital areas such as the engine or ammunition rack more vulnerable to catastrophic failure. Crew members are also more likely to make mistakes due to heat exhaustion, even in insulated suits. Thus, it is essential that the designated unit be protected at all times, for without a focal point, the generator is useless.
Moran Assault Vehicle

## Tactical Analysis:

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

* **(Title 2):** By ignoring the reload protocols the Moran crew can unleash an even greater volley, increasing its effectiveness against infantry. But the lack of cooldown periods between shots heats up the systems, slowly damaging them

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

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

## Tactical Analysis

* **(Title 1):** Armed to take down aircraft from the ground. The Jakaranda Track fires a beam of gravitons that causes the delicate instruments of aircraft to collapse in on itself until it simply crashed and/or explodes. And unlike other anti-air vehicles the Jakaranda instantly hits its target once in range and will keep firing until the target crash or they change target.

* **(Title 2):** The Jakaranda can also lower its cannon to fire at ground target. Increasing the damage the target takes as all rounds coming towards the target are accelerated by the increased gravity. But the Jakaranda must anchor itself when it switches, lest they be pulled towards their target.

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

* **(Title 4):** Given enough time to learn how their weapon works. Experienced Jakaranda crews have mastered the gravity of their weapon so that it pulls the aircraft down, forcing its pilot to slow down to not crash, while ground targets are completely immobilised as their crews are too weighted to move.

## Background

*...*"

-...
Levy

**Key Features** | »*Urialiatha* Sonic gun»*Kisira* Ice flechette launcher»*Sailfish* model coral body armour»Submerged Trident Religious Pendant»Seaweed MREs

## Tactical Analysis

* **Under the Sea:**

* **Swift as the Wave:** (Secondary)

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

* **Warriors of the Waters:**

## Background

*"I'm ready!"*

- A Levy Preparing to Deploy
## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 1600

 **DPS** | 15

 **DPS** | 120
Maher Tank

## Tactical Analysis

* **Armored detail reporting:** A tank that was outdated even by WW2. The Maher is rather cheap yet serviceable thanks to its obsolete 76mm cannon. And it can be augmented with a Unionist Infantryman who can hops onto the top mounted .50cal for some extra firepower. Allowing the tank to swat at infantry and helicopters with ease, and when its time to hop out, the garrisoned infantryman can easily grab his gear and get back to the ground.

* **How about a show of force?:** If that's not enough the Maher can also release a combat drone, armed with a machine gun and rocket launcher, to provide some supporting fire, after which it must return to recharge and/or reload.

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

* **Tusked:** With their constant battle against the Continentals within urban areas. Urban combat kits are now being distributed to Maher crews, which contain additional armour, repair kit, spare parts, and a bulldozer blade, to increase their survivability. However, the kits' short supply means that veteran crews are given first priority.