recursal/Fanatic-Fandom huggingface dataset:
Redback Platform

## Tactical Analysis

* **Does whatever a (floating) spider can:** Literally an amphibious floating platform with a metalstorm turret in front, the Redback lives up to its name as its sting can really hurt enemy soldiers.

* **Catches passengers like flies:** The Redback is wide enough to fit a single infantry inside it, and they can even fire out of it to assist the pilot from enemy tanks. And if their getting overwhelmed they can overload their grav-generator to temporarily gain additional armour and redirecting all attacks to the front.

* **Cannot swing from a web:** The Redback itself has the dubious distinction of being the slowest of all cavalry units, relying on the commander's patience to get the job done. Enemy aircraft aren't known for that virtue, take note.

* **Look out:** Redback operators often wish for upgrades to their platforms. Due to the sheer volume of requests to Contingent engineers, only a few who truly deserve get to enjoy a turret with higher range and better engines.

## Background

Old soldiers don't die. The young ones do, and when they do survive the battle, they'll just fade away to nothing. General Douglas MacArthur might not have known it at that time, but he eloquently described what would be fate of WWIII veterans in Australia. These are the personnel who were still alive at the time the last Imperial warrior has left the shores of Brisbane. Sadly, although the Empire is now gone from Australia, the veterans' dreadful experiences in the war are not yet gone from their minds. Seeing their homes razed to rubble, comrades and close friends slaughtered, and their way of life almost obliterated by the Empire, there are even some who go far beyond thousand-yard stares. A few take their own lives, while some go mad and take others with them to the grave.

In the midst of it all, there are still veterans who prefer to die in the line of duty than to slowly die of old age. As these old men find no other career opportunities in post-war Australia, they eventually wrote their last wills, said goodbye to their families, and now walk the land in their **Redback Platforms** (many of them having piloted one during the war) to ensure that their discharges from life shall still be honorable. Armed with a metalstorm gun against unruly bandits or old enemies, these aging warriors try to serve the country for one last time, taking a single passenger to his destination while protecting him from those bandits. Contingent officials have noted that the Redbacks themselves are slow to the point exhaustion, possibly due to the pilots themselves wanting that blaze of glory sooner.

In any case, it's a win-win scenario for the Redback pilots and the Border Guardians. The Guardians now have their go-to cavalry units for town security, while the Redbacks themselves now have another chance of being in service to Australia again before they die in battle. They are themselves prepared for when they finally go down; many of them are starting to take browncoats as personal proteges, proteges who would continue their legacy in the world (or in space) when the Redbacks finally pass on.
Terminator Tank

**Key Features** | »122mm high velocity gun (x2)»7-cell missile pod (x2)»Very sharp and pointy rams»Massive diesel engines»Tropicalized modifications

## Tactical Analysis

* **Soviet power supreme**: As any tank of the JS series, Terminator brings devastation anywhere it goes, causing horror in the hearts of the enemies of the Union. For the GLA, the appearance of a single Terminator results in an immediate retreat, as its two 122mm guns can make their light vehicles disappear, and the missile racks can tear the light armours of aircraft and flesh of the infantry with little difficulty.

* **The hammer of judgment**: The guns of the Terminator Tank are one of the most potent weapons made by the Soviets, and recently it was made even deadlier with the invention of "Hors" shells. Despite being far smaller than the V-series rockets, the explosive can unleash far more force, shattering everything with its fast explosive speed in great area. The Terminator crews uses this ammunition only when given clear orders, firing them as artillery into greater distances.

* **Ultimate war machine**: The armor protection of the house-sized superheavy tanks can withstand all sorts of punishment, even the direct hit of the strongest weapons employed by any other nation in the world. Still the cumbersome and massive turret rotates at slow speed, making Terminators an easy target for flanking fast vehicles or larger groups of helicopters or bombers. Thus even the mighty Terminator needs some sort of protection against these threats.

* **Destruction incarnate**: For a long time Terminator tank was the prime Soviet superheavy tank until the introduction of the Apocalypse tank. Although many Terminators are still in Soviet active service, they are mostly using their old equipment, thus the refitting program has been started, adding many new features from the Apocalypse into Terminator, including their Tesla reactors. This process however takes a lot of time and work, and thus only the most experienced and trusted crews are permitted to use these newer tools of destruction.

## Operational History

*"I wouldn't want to be these rebels if they have to engage with something like those Terminators."*

-Laurens Steinmeyer, Allied war reporter
## Behind the Scenes

* The Terminator Tank is the Apocalypse tank from RA2, completing the collection of superheavy tanks with the current Apocalypse and Vietcong Mammoth tank, and all three of them are part of the Communist faction.

Template:ASG
Star Jaws

Nuffari's infamous mercenary warband, the Star Jaws have had a contract with Orluk for centuries at this point and a kill tally measured in the populations of planets. Unscrupulous and predatory, the Star Jaws love the hunt itself above all other things and specialise in fear, tracking, capture, and of course; the elimination of those that are marked as prey by their employers.
Public Security Directorate

**Dev. Status** | Conceptual

## At A Glance

 **Motives** | Expansion of Communism, Counter-Terrorism, Maintenance of duly elected Communist governments

## Gameplay

### POW Mechanic

While other factions can (often) take POW for various uses. The PSD are one of the few faction who are reliant on capturing POW to advance as most of their upgrades, secondary income, and protocols require spending these POWs, leading to most of their units having non-lethal weaponry.

## Public Security Defense Forces

### Alpha Group

Alpha group is focused on penetrating through the worst fighting and dealing with tricks, traps, and other obstacles.

### Vympel Group

Vympel group is most responsible for strategic assets, defence, and long ranged combat.

### Ultima Group

Ultima Group is the part of the NKGB's combat groups that are expected to deal with the strange and esoteric the most closely and are the most unusual due to their heavy usage of esoteric technologies and abilities for unconventional warfare.

## Behind the Scenes

Inspired by the Adeptus Arbites from Warhammer 40k, the VASA from Age of Tyrants/Urban War and the general Communist security forces and secret police as well as heavily militarised police forces, the PSD/PSD represent the counter-insurgency and search-and-destroy forces from the elite 'International' Police Force they have created in order to deal with Nationalist/Right Wing uprising/terrorism and groups such as the Home Army Faction, Revolutionary United Nationalists, etc.
Raven

## Tactical Analysis

* **Quoth The Raven:** (Overview)

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

* **Nevermore:** (Miscellaneous capabilities)

* **(Title 4):** By giving their Ravens a special feed their "bomb" are upgraded to produce a small amount of smoke. Unfortunately, the feed isn't fully refined yet, causing half of the Ravens who eat to die, thus their uses are limited.
Shadow of Psi-Corp

**Dev. Status** | Conceptualized

*"Leave your cares behind come with us and find*

*The pleasures of a journey to the center of the mind*

*Come along if you care*

*Come along if you dare*

*Take a ride to the land inside of your mind"*

-  "Journey to the Center of the Mind", the Amboy Dukes
The **Shadow of Psi-Corps** is a remnant of a prior timeline come to enact the will of their great master and set wrong what was set right. Lead by the self proclaimed son of Yuri, Aries, the Shadow of Psi-Corps has begun to invade other timelines to stabilise the existence of the armies of Yuri in a new reality and to wreak vengeance upon those who had thwarted the designs of the great father and teacher. Arisen in a deadlier, more terrible form than ever before, they will let nothing stop them in their quest to ensure one vision, one purpose

## At a Glance

 **Motives** | World Domination, Human Ascension, Expansion of Religion

## Missionaries of Psi-Corps

*"There is a fundamental difference between the appeal of a mass movement and the appeal of a practical organization. The practical organization offers opportunities for self-advancement, and its appeal is mainly to self-interest. On the other hand, a mass movement, particularly in its active, revivalist phase, appeals not to those intent on bolstering and advancing a cherished self, but to those who crave to be rid of an unwanted self. A mass movement attracts and holds a following not because it can satisfy the desire for self-advancement, but because it can satisfy the passion for self-renunciation."*

- From *The True Believer* by Eric Hoffer
### Buildings

***"Yuri is master"***

-Ominous whispers heard inside a suspected Psi-Corps compound

### Infantry

*"Looks like you've had a bit too much to think!"*

- Adept Olimpia Vãduva, in a telepathic message to an Allied commander

### Bio-beasts

*"He who fights monsters must make **damn** sure that he himself doesn't get feasted on by these freaks."*

- Promethean Ladislaus Rasmussen

### Commandos and Epic Unit

 File:IconYuri.png | Scorpio Omega | An enormous and obscene fusion of flesh and metal in the rough shape of a human-scorpion hybrid, the Scorpio Omega is the most devastating unit in Epsilon's arsenal. With telekinetic railguns in its pincers, dissolver rays in its "eyes", and a heat battery cannon in its tail, it can devastate high-value targets at range or tear them apart in melee with its pincers and tail, and while generally weak against large groups of units, the Scorpio Omega can release a burst of psychic mutagenic energy that can turn armies into part of the war machine of Yuri. Powerful beyond belief, the Scorpio Omega is resilient and can cross water as well as the land, but only one can be built by an Epsilon commander at a time.
Raider

*"..."*

- ...
## Tactical Analysis

* **Raiders roll:** Soldiers equipped with various hand grenades. The Raiders of R.U.N. are capable of blasting apart swathes of infantry, vehicles, and garrisons.

* **Ear ache:** Raiders are also equipped with smaller amounts of grenades that release a sonic sound that leaves enemies stunned, and detonate any explosive gels nearby.

* **Highly volatile:** While fast, the Raiders are still vulnerable to anti-infantry weapons, which isn't helped by their short range and high price. Their lack of armour makes them especially vulnerable to getting gunned down as they get into range. And their grenades is completely useless against tanks, and there’s the fact that their grenades tends to explode when breached.

* **Revolver launcher:** Through their connection with Futuretech, R.U.N. has managed to acquire a surplus of grenade launchers and associated ammunition, which the Raiders uses as it gives them much needed range. However, as their countries are miles away, R.U.N.s grenade launcher and its ammunition supply tends to be small, meaning their use are carefully rationed to veteran Raiders.

## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 1600

 **DPS** | 300

 **DPS** | N/A
Royal Houses of the Desert

The Coalition of Arabian Monarchies is a band of numerous kingdoms and emirates that have banded together for the sake of a united Arab world under the Allies and paternalistic monarchs with the long-term goal of bringing it the same level as or even surpassing Western Europe. A system has been set up where the various kings vote to install one of their own as Badshah of the Coalition, an imperial-level title that while largely ceremonial, carries a great deal of prestige. Faizal of the house of Saud is the current Badshah of the Coalition.

## Formal Members

### House of Muhammad Ali (Egypt)

Representative: King Fuad II

Regent: Prince Muhammad Abdel Moneim

### House of Thani (Qatar)

Representative: Hakim Ahmad bin Ali Al Thani

### House of Khalifa (Bahrain)

Representative: Hakim Isa bin Salman Al Khalifa

### House of Al Said (Oman)

Representative: Sultan Said bin Taimur Al Said

### Houses of the United Arab Emirates

#### House of Al Nahyan (Abu Dhabi)

Representative: Sheikh Zayed bin Sultan Al Nahyan

#### House of Al Maktoum (Dubai)

Representative: Sheikh Rashid bin Saeed Al Maktoum

#### House of Al Qasimi (Sharjah)

Representative: Dr. Sheikh Khalid bin Mohammed Al Qasimi

#### House of Al Qasimi (Ras al-Khaimah)

Representative: Sheikh Saqr bin Moḥammed Al Qasimi

#### House of Al Nuaimi (Ajman)

Representative: Sheikh Rashid bin Humaid Al Nuaimi III

#### House of Al Mualla (Umm al-Quwain)

Representative: Sheikh Ahmad bin Rashid Al Mualla

#### House of Al Sharqi (Fujairah)

Representative: Sheikh Mohammed bin Hamad Al Sharqi
Shìbīng

**Key Features** | »"Péngyǒu" coilgun»Acoustic sword»Giant pauldrons»Planar generator (built into pauldrons)»Drink chiller (in pauldrons)

*"..."*

- ...

## Tactical Analysis

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

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

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

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

## Behind the Scenes

The Shìbīng is essentially a fusion of the Zone trooper from Tiberium Wars and the Space Marine from Warhammer 40k.

## Just the Stats

 **Armour Type** | Battlesuit

 **Kill Reward** | 2400

 **DPS** | 100

 **DPS** | 300

Template:Xian
Seadragon Battlecruiser

## Tactical Analysis

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

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

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

* **(Title 4):** Though using gravity as a weapon is still experimental, its uses have been proven positive. One of its more successful testing is by replacing the Seadragons armament with a "graviton bomb generator". A device that generates and launches a "gravitational implosion bomb" that creates a short-lived vortex on impact, pulling in and crushing anything in its radius into its center (literally ripping apart things bolted down), temporarily leaving the survivors clumped together once it ends.
Thunderclap Attack Helicopter (Blue Alert)

**Key Features** |  » AGM-34 "*Dragonblaster*" missiles » MXT-198 "Bugzapper" Arc Cannon » AN/APG-70 "Archer" radar » Lightweight titanium alloy airframe » Cowboy hats (standard for cew)

## Tactical analysis

* **Tanks but no tanks:** The Thunderclap is one of the most devastating tank killers in any military force today. With a viciously powerful tesla arc cannon that can quickly lock down enemy vehicles or infantry while electrocuting them and a large array of dragon blaster missiles able to turn a tank inside out, even a single Thunderclap can stop an entire armoured column; as the annihilation of the armoured assets of the fifteenth Imperial Mecha corps by the American 92nd Air Cavalry Division in the battle of Magnet Falls in Oregon aptly demonstrated with even the Empire's beloved King Onis falling victim to Longbow ambushes.
* **A hard steer to clear:** The Thunderclap is also a highly resilient and agile combatant, able to take a significant beating and still return to base for repairs. This endurance also gives the vehicle a great deal of staying power, letting it hover over the battlefield for substantial stretches of time before having to return to base.
The Bolt in the Sky

Because of the wide multitude of species that make up the Ecumene, it can sometimes be difficult for the Grand Minds to enforce a sense of unity among the Ecumene. This is only natural, after all, what image would be stranger than a hulking Jyrvikani shaking hands with a dimutive Etrinaukil or an elegant Merendi working alongside a Xhystarakid? Voz'Xor'Azk and co. have a veritable Noah's Ark of different species to lead, watch over & keep from tearing each other apart. To that end, Ecumene political agents and comissars churn out thousands of propoganda works every day. Music, being the Ecumene's most popular medium for propoganda, is omnipresent on Ecumene worlds. Nationalist songs with lyrics praising the Ecumenical way are played in almost every public space and many Ecumene families are given special propoganda playing radios which can only be turned down, not off. Among the thousands of Ecumene songs, *The Bolt in the Sky,* a ballad drawing some inspiration from the Ecumene's founding, is the most popular.

### Lyrics

*The bolt in the sky! The Ecumene marches on!*

*The fleets sail on, at a quiet, determined pace!*

*Proud warriors cut down by Merendi & weaklings*

*Fight in spirit among our ranks.*

WIP
Teleport Bunker

**Key Features** | »» Central teleporter platform»» Space for five clones»» Motivational posters (*"You're one* and *a million!"*)»» Adaptors for disruptor carbines (kills enemies)»» Mahjong pieces (Kills time)

## Tactical Analysis

* **Strong as Jade:** A position where Kingdom commanders can place more than a turret on the lines, the Teleport Bunker acts as a forward emplacement for cloned soldiers to fire from at their enemies. This often blunts the enemy advance and forces them to focus on their bunker.

* **The Terrific Teleporting Troops:** As an interesting bonus, should the enemy try to subvert the bunker and pass it the infantry inside can teleport out, flanking the enemy that had tried to pass.

* **Plug and Shoot:** Thanks to its all-purpose adaptor and ammunition teleporter. All cloned soldiers are able to use their weapons within the bunker (and in the Yeren case nuclear bombs), with increased range.

* **Need to Keep it Stocked:** Of course, the bunker without infantry is worthless as the ground it sits on. Infantry don't teleport back automatically, meaning commanders need to pay attention when the battle ends.

## Background

Pound for pound, the Atomic Kingdom's ray weapons outmatch everything else in any other army. Ballistic and gyrojet weapons aren't always as powerful if they're too far/close to a target, while energy weapons like Tesla weapons are either underpowered over a distance or are just as dangerous to the user as they are to the enemy. The ray weapons of the watchmen are powerful, but their weakness is the requirement of a continuous power source to keep their weapons working. The Kingdom has since decided that this weakness should be turned into a strength (A basic tenet of business and war according to the Syndicate), and had several ex-NRA survivors work on a new position.

These survivors decided that a simple bunker design with power adapters for the watchmen's weapons would work perfectly, but knew from experience that these positions could be overrun due to the lack of mobility. Even if the clones were ordered outside to engage before the bunker was destroyed, they'd be cut down before they could even draw their weapons. The designers racked their heads, and realised that they had access to technology that hadn't been viable during the Civil War.

Installing a central teleporter pad in the bunker, the tests on the concept were perfect. Now when ordered, the clones inside the bunker can run to the pad, teleport to combat the enemy, then return to the bunker and continue to fight. Only despite the success in testing, there are still certain issues. For one, clones will often fight for the "best" adaptor and space.
Rekkr

## Tactical Analysis

* **I'm gonna Rekk it!:** Drengrs who have shown an aptitude for strength are given the chance to become Rekkrs, who are tasked with taking down enemy vehicles and aircraft. For vehicles and tanks, they have the Karl Jut RPG, and for aircraft the Tyrfing SAM launcher. Rather mundane compared to other superpowers but, thanks to carrying more explosives and the Rekkrs equipment, packs twice the firepower of a Javelin, is hard to intercept, and reloads twice as fast.

* **Rekking house!:** For garrisons or heavier tanks, the Rekkr can fire a felfrost shell that rapidly expels thermal energy in an area around the explosion. The sudden temperature drop, and heatwave, can halt a ground charge or clear a garrison at range.

* **Rekk it, Ralph!:** The weight of both their weapons, combined with the weight of the ammunition backpack, makes it impossible for the Rekkr to carry anything else, even a knife or holdout pistol, and would need the Drengr to handle infantry.

* **Came in like a Rekking ball!:** Skilled Rekkrs would have their weapons upgraded into a voltager cannon, that can still load their felfrost shell, that can electrocute groups of tanks and aircraft.

## Background

*"..."*

- ...
Strategic Artillery

**Key Features** | »» ...»» ...»» ...»» ...»» ...

## Tactical Analysis

* **(Title 1):** Am engineering monstrosity that shouldn’t even move. The “Strategic Artillery” is a Weasel that is somehow dragging a 18-inch naval gun behind it, thanking to the engineer **██████**, made by Unionist collaborators in Britain. Its shells are also drone-guided, made by **███**, that would fly over its target before detonating its airburst munition for maximum damage.

* **(Title 2):** By anchoring themselves the artillery crew can focus on using the artillery computer, increasing the range the drone can fly and letting it temporarily loiter above the area if there’s no target.

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

* **█████████:** Thanks to the work of ██████ the Unionist are able to make newer shells that holds three drones at once, each having the same firepower as its predecessor, that lets them saturate/concentrate (depending on targets and spread) and area. But the Unionist lacks the logistics to mass produce them, limiting their use to veterans.
Ripper Building Destroyer

## Tactical information

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

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

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

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

## Unit History

**Letter from Col. Abdul Hakeem Shehata, Jordanian Defense Forces**

*"It has been four weeks since the Fort Abdullah ibn Amir pulled off a trick that would make Houdini proud. Witnesses are pressed for questioning, ACIN agents are investigating, local ghazis are even patrolling the area for anything new, yet nothing still comes up.*

*As you should know by now, King Hussein's staff are bombarding us with questions about this entire debacle, cautioning us not to add to his stress further. He is certainly not to blame, not when a Peacekeeper outpost literally vanished in Zarqa while some of my own men are starting to entertain juvenile thoughts - would you believe that Fasood actually believes that this is the work of 'saucer men'? To think I had to convince my son not to go with his friends to the Wadi Rum in search of genie lamps!*

*But enough with childish delusions. I'm a military man, I know I don't have the same imagination as those who fabricate such stories. Even I can't speculate about this trend of vanishing outposts, you know just how many parties are or can be involved with them? I'd rather wait until the first round of evidence appears before connecting the dots.*

*So, I might be betting more than I should in you, Yunus, but as my most trusted companion, I know for a fact that you know more about what occurs in those dunes than everyone else in ACIN. While I obviously won't supply you tinfoil, I have some men in reserve that can assist you against... whatever that is skulking in the Wadi Rum. Please don't let me, or anyone else down. You know very well that our credibility depends on what you do.*

*With regards,*
*Col. Shehata"*

**Letter from Yunus Emre Arslan:**
Primarchy of Mu

**Dev. Status** | Conceptual

## Gameplay

### Abilities

The Mu has the most devastating, bordering on game-breaking, ability in PEQAN PIES, easily turning any losing battle into a complete victory and making their otherwise sub-par forces deadly. But, unlike the abilities of the other factions, their abilities damage the unit and/or degrade their stats with each use, with multiple uses giving out diminishing returns, and can only restore their ability, and lose debuffs, when they're near a production building/factory, defences (infantry only), or use the Alchemist ability to "reload" which takes time. And knowing when to use their ability is a crucial tactic that can make or break a decisive battle, since once used it can't stop and eventually it will kill the army if the battle drags too long.
West Asian Pact

**Dev. Status** | Conceptual

The West Asian Pact is an alliance between the nations of Syria, Lebanon, Iraq and Iran who are trying to earn their place in the large family of Comintern-member states by developing their own modern weapons, but still buying most of their equipment from Soviet Union & UASR to wage war with WLA and the Coalition of Arab Monarchies. While consisting primarily of the communist states in the Mideast, the West Asian Pact operates insurgencies throughout the Middle East and North Africa with the help of Revolutionary Vanguard advisors. The West Asian Pact is based on the Arabian Socialist Government created by Tim the Grim Reaper and has been reimagined by Cervantes99.

## Background

### Proleterian Space Marines Reinforcements

When the rank and file of the Crescent pact are in trouble, the Proleterian Space Marines can dispatch a unit of specialized warriors and vehicles via orbital gravity drops to defend the space grav ferries in western asia or push offensives forward.

To be made later.

Template:WAP

## Deathmatch Protocols

To be made later.

Template:WAP
Sky-scourge Destroyer

**Key Features** | »15 inch guns (x4)»Sextant (x10)»Stabilizational Anchor (x4)»"Naval tactics", Hardbound edition»Admiral (formerly retired)

*"Into the fray once more!"*

-Sky-scourge Admiral

## Tactical properties

* **Sailing the Eight Sea!**: Headed by a formerly retired naval officer, the Sky-scourge is essentially a Naval ship held aloft by a giant blimp, and is meant to act much like it originally did, only in the air. Characteristically slow, the Sky-scourge is best used defensively on the battlefield.

* **I'll swab the deck with you!**: The Sky-scourge's main cannons can fire at airborne targets to deliver devastating blows to anything incapable of dodging the shells. Fighters and small craft will have no problem dodging, but heavy bombers and units similar in size to the Sky-scourge will be struck down.

* **You're grounded!**: Though smaller craft can dodge any shot the Sky-scourge might make by not flying directly at the Taylor's cannons, they can still be hooked by the twin harpoonguns mounted on the ship. This will slightly damage them and tether them to the Sky-scourge. this lasts until the Sky-scourge switch weapons.

* **Perhaps it will be in your best interest to just stand still.**: Thought the Sky-scourge is capable of targeting and damaging ground units, it has a large minimum radius, meaning it can only fire in a thin ring around it. This, coupled with it's inefficiency against multiple small opponents means a Taylor should never find itself facing ground based AA or large fighter swarms.
Sweeper Subhunter

## Tactical Analysis

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

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

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

* **(Title 4):** With some modifications to their gravity drives. The Sweeper is able to "coat" their shots with "anti-gravity particles" that forcefully lift their target on impact, either forcing submarines to the surface or leaving tanks floating helplessly to air and ground fire, and project a gravitational field with their sweeper so that any enemy that enters its range, whether they detect them or not, will be slowed. But seeing as how one crossed wire could easily have the Sweeper sink like a lead block, only veterans have the skills to modify their Sweeper.
Simba

**Key Features** | »»»»»» French Army Cap (With added PAA logo & leopard skin trimming.)»» *Das Kapital* (Translated to French, Lingala & Swahili)»» Tatoo of a White Lion Cub

## Tactical Analysis

* **Enfilade and Defilade:** Speedy due to their light armament, Simbas are adept at flanking tactics allowing them to assault the enemy from both sides at once.

* **I'd Catch a Grenade for Ya:** While not being armed with the grenades themselves, Simbas have the uncanny mental chronometry to be able to catch a grenade and hurl it back a their foes before it goes off. While many Simbas can do this with surprising ease, mistakes do occur.

* **A Simba Moment:** Simbas, especially those who hail from the former Belgian Congo, are known for being able to fly into fits of rage at the blink of an eye. Sometimes, when a Simba is under fire for too long, they will let out angry tirades which can boost the attack speed of his allies.

* **Spear of the Nation:** Some Simbas who demonstrate exceptional combat prowness are rewarded with experimental "Assegai Javelins." This new, futuristic throwing spear can travel through the air for over a quarter of a mile to hit an enemy formation and detonate the explosives inside its spear tip.
Unionist International

**Dev. Status** | Conceptual

*"See that guy with the red suspenders*

*Driving that car with the bright red fenders*

*I know he's one of those heavy spenders*

*Get that Communist, Joe"*

- "Get that Communist, Joe" - The Kavaliers
The **Unionist International** is a anti-communist paramilitary organization operating across Latin America & the Caribeann. Recieving Syndicate funding & ACIN training, Unionist International wages a guerilla war against the Technate & Federation.

## At A Glance

 **Basic Look** | Central and South American anti-communist, counter-revolutionary paramilitary groups

## Unionistas Internacionales Brigadas Anticomunistas Americanos

*"Soldiers, they call us 'greyshirts'. Glorified barbarians. Hooligans, as if we are on the same level as lowlifes you find in urban areas! To them, I say: what must we do, then? Let communism fester, possibly circulate like a virus until you see those accursed flags hanging everywhere? Take heed: a pandemic announces itself with seemingly-innocuous symptoms. Why should we show, then, the* slightest *bit of sympathy to a disease? This cannot do, my men. Let them deride us as thugs, but we are antibodies who know it's our duty; unlike* them *who putrify our nations!"*

-General Alfonso Ramirez y Tapioca, Top UI Field Commander, speaking at a UI Summit in the Aztlan Sprawl

### Deathmatch Reinforcements

**ACIN Studies and Observations Group**

A collaboration of selected forces from other Unionist organizations worldwide and hand-picked ACIN spies,

## Behind the Scenes

* Based off of anti-communist groups like the Anti-Communist League of the Caribbean, the Contras, the Tonton Macoutes & Operation Condor in South America. While the original Unionist Int. may have troops from all over the world, I think it would be best to have the in-game incarnation mostly be a Central and South American organization. It would help give the faction more focus. Perhaps we could turn R.U.N. into an Operation Gladio type Western European stay-behind army rather than just dicarding it.

Unionist International Characters
Unionista Groups
Pull Turret

**Key Features** | »» Tractor Beam»» Clone gunner (Actually cloned from AA gunner)»» Mark for every Twinblade downed»» Lack of upgrade capability»» Jade qiang (Protection from mutated birds)

## Tactical Analysis

* **Falling Skies:** The Pull Turret is the heavier brother of the Tractor Emplacement. Made to take down larger aircraft like the Soviet Kirov or the Allied Century, the turret is heavily armored to withstand potential enemy assault.

* **Get Over Here:** As an added bonus, the turret can also traverse it's weapon towards the ground. This allows it to drag enemies into predetermined ambush sites of kill boxes, where they can be separated from the main enemy force and eliminated by other turrets and Kingdom forces. On it's own, however, this cannot kill ground forces.

* **We Can't Push Them Back:** Despite these bonuses, the turret suffers from a long recharge time and the lack of damage to surface units. There are also fears that the enemy might have aircraft even too heavy for the Pull Turret, but that's just ridiculous.

* **You may experience some Turbulence:** In the fullness of time, clone gunners will be taught how to fire at a frequency that will pull upon an aircrafts engines, significantly slowing the craft until it dies or the turret switches target. They will also be trained to pull certain critical parts of ground units, effectively incapacitate them.

## Background

Taking down enemy fighter craft or helicopters are fine for a while, but eventually they'll get sick of losing their small birds and bring in the real heavy aircraft. Century bombers and Kirovs flattening entire bases, new Allied X-Planes swooping in to kill anything, and the rumors of other super-heavy aircraft from around the world. The Atomic Kingdom wouldn't stand idly by and let this happen. They would fight them with their tractor beams.

Scaling up the tractor emplacement, the new Pull Turret design is made to combat the enemy when they try to bring in their heavier aircraft. The lift of the aircraft battling with the pull of the tractor beam shakes the plane to pieces, vital components falling off in parts and pieces, until the entire aircraft is a collection of broken parts in a green beam.

Interestingly, during yet another pitched battle at the Great Wall, one of the nobles found a new use for the beam. Seeing the mechanical creations march to purposefully avoid certain area, he ordered his compliment of cloned AA gunners to force their beams downward, straight through certain defensive emplacements. The clones, confused and a little scared by this change to the program, needed to be beaten to get the point across. The plan worked, robot soldiers and tanks drawn in and destroyed by other turrets. The noble officer was awarded for his quick thinking and creativity in making a solution. From now on, clone gunners of these positions would be taught to be able to fire on surface targets as well as aircraft..
Power Plant (Quantum)

## Norse Kraftverk

Template:Norse Buildingbox
Template:Norse Vehicle Header

## IPDI Chemical Power Plant

Template:IPDI Buildingbox

*"Within the reactor is a continuous, ongoing explosion. No I do not understand how that is safe either."*

-Technician working at an IPDI Power Plant

## Pangaean Hybrid Plant

Template:Pangaean Buildingbox
Template:Pangaean Vehicle Header
Template:Pangaean

## Reactionary Generator

Template:Reactionary Buildingbox
Template:Reactionary Vehicle Header
Template:Reactionary

## Kumun Jusktajun

Template:Kumun Buildingbox
Template:Kumun Vehicle Header

## See Also

* Power Plant (Paradox)

* Power Plant (Echoes)

* Power Plant (Annihilation)

* Power Plant (Null)

* Power Plant (Pandemonium)

* Power Plant (Insanity)

* Power Plant (Extremis)

* Power Plant (Silentium)
Tank Scrapper

**Key Features** | »Grenade Launcher»Napalm Bombs»No shirt»Helmet(discarded)»Lack of hair cutting devices

*"If it's glorious to be rich in a communism, then I'm a dirt stain in Mother Russia!"*

- Nikolai Garrisov
## Tactical Analysis

* **(Title 1):** These units, despite their overly casual/rugged appearance, is the Organisations answer to enemy armor. Though not as damaging against tanks as a rocket launcher, they are able to fire rapidly against their enemies, and have respectable splash damage, especially against battlesuits.

* **(Title 2):** If a Tank Scrapper finds himself destroying a large vehicle or perhaps even a building, they may switch to eradicator grenades to create massive fields of flame that can also deny ground.

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

* **(Title 4):** Experimental launchers with full-automatic capabilities, and larger capacities, are being tested, capable of putting more rounds downrange in the same amount of time, and just as easily reloaded.

## Behind the Scenes

A much more nasty version of the Grenadier of Red Alert 1.
Template:Organisation
Unionist Small Arms and Equipment

**Brief** | American guns made for un-American threats

## **PISTOLS**

**Colt M1911:** A staple of American forces in the Allies, the Colt M1911 is a hard hitting semiauto pistol. Its .45cal pistol cartridge has decent stopping power and thus allowed the pistol to be a popular weapon across all nationalities within the Allies in the second world war. Now post WW3, the pistol is very common among police forces and Reservist troops all over the Allies. Because of its immense popularity and numbers

## **SUBMACHINE GUNS**

**M192 Thompson:**

**M3 'Grease Gun:'**

**MP45:**

## **ANTI TANK WEAPONS**

**M2 Super Bazooka:**

 File:Hellsinger Bazooka.jpg
**M20 recoilless rifle:**
In World War 2 any American paratrooper squads were in dire need of a good option for dealing with Soviet tanks. the M1 Bazooka was too bulky and unwieldy to bring along in a drop and the paratroopers suffered because of it. Taking inspiration from Allied German recoilless artillery pieces a solution was created. The M18 Recoilless Rifle was essentially a heavy caliber rifle that fired a highly penetrating shot. Under ordinary circumstances this would be unwieldy and hard to use for its intended purpose, but thanks to its inspiration, it was entirely recoilless thanks to a modern venting and a shrunk down system. It came just in time for the Allied cause. The M18 proved to be a highly successful weapon system in its time as it could easily destroy treads or vital systems on most Soviet tanks. Once the war was over the M18 was retired in favor of superior rocket based anti tank weapons like the LAW and the M18 was quietly put into warehouses for export. However once the Second American Civil War began, the Unionists were eager to get their hands on anti tank weapons to stop Continental tanks. They had found one of the warehouses and bought up as many of the M18s as they could but, due to the number exported to the South Vietnamese, replacement parts were hard to come by without sacrificing the guns themselves. Due to this, they have to send them to their manufacturing base for retooling and modernization, becoming the M20 Recoilless Rifle. Because of the expense needed to retool and ship out these new guns, theyre only given to Tank hunters who have proven themselves in the field.
Stable

### Tactical Overview

* **My little war horse:** A building where equine mounts are housed in, the stables are where the HAF's infamous cavalry regiments are trained to outflank and outrun their enemies. Not only that, horse caretakers inside can tend on the wounds of the cavalry mounts, making them ready for battle once again.

* **Slaughterhouse:** As the Home Army stables themselves depend on their unassuming outside appearance, anti-structure shots shall deal enough damage to force its occupants to evacuate.

### Background

Cavalry are quickly becoming a new and strange anomaly in modern war. While some believed the internal combustion engine would eliminate the humble horse from combat forever, the reality was that the horse had merely become a specialized and surprisingly effective niche. Many GLA and tribal leaders in Afghanistan, unable to afford the cost of even a single technical, have begun utilizing horses again. The Southern Contingent has multiple special cavalry troops, each filling a niche that the slower and less maneuverable infantry can't. These troops are not mounted on horses, however, instead opting for light vehicles capable of flying across the field. Only the Technocratic Combine are the only force still using proper horsemen in war, their ostentatious outriders.

The Home Army's cavalry are often supported by city-born street fighters, experts at taking down enemy infantry and destroying enemy vehicles in close quarters. Both forces play off one another masterfully; the cavalry will either funnel the enemy into an ambush position and stall their vehicles, or cover retreating forces with fierce rear-guards and daring counter-charges. This strategy works well against such an army as lead-footed as the Red Army, as more than one Soviet infantryman has been shocked to find that his final moments came at the end of a gleaming cavalry sabre.

Nevertheless, the Home Army cavalry needs places where they can be trained from much like how the Red Army needs factories to repair and make new tanks. While horses are more agile and easier to maintain than actual vehicles (needing only grass and hay for food instead of engine oil and gasoline), horses are just as vulnerable against anti-infantry weapons as the HAF's own men. Also, they have to rely on ACIN agents covertly shipping fresh studs and mares each month, though growing in number still take too long to actually arrive.

Which is why the Home Army has to make do with stables as *both* where their breeders and destriers are housed and where their men stay. As a stable owned by rebels is not easy to distinguish from those owned by civilian farmers, these stables (often donated by those civilian farmers themselves) are also where their commanders plan most of their tactics, once their soldiers can sufficiently tolerate the stench that comes with taking care of their own mounts. Once the horses are deemed capable of battle enough, and their soldiets are briefed on the next mission, they again ride through Eastern Europe's plains to fight for the very freedom they desire.
Yowie Track

*"Just call me Captain Boomerang!."*

- (In)Famous Yowie duo Callum Desana and Jai Harkness
## Tactical Analysis

* **Taste of the outback:** A two-seated monotracked motorcycle, the Yowie harasses foe by throwing sharpened, non-returning, metal boomerangs. These throwing sticks are especially effective at injuring and distracting other cavalry riders.

* **Let me drive:** Once close enough to a vehicle. The backseat driver on the Yowie tends to jump onto the vehicle and will begin to fight the crew and take control of the vehicle. Note that this tactic only works on other cavalry units and light vehicles such as the Tanuki. Tanks and mecha are simply too large/too armoured to properly commandeer. And such actions tend to damage both the Yowie and the vehicle they stole.

* **Tanks but no tanks:** While effective against unprotected riders, capable of denting vehicles, and can be used against infantry in a pinch, the Yowie’s weapon of choice simply bounces off the heavy frontal armour of most tanks, and would scratch its rear at best.

* **BOOMerangs:** Some Yowie riders have started strapping dynamite to their weapons, though the additional weight makes them more difficult to throw accurately leaving so only experienced soldiers will try it out in combat.
Scrin Visitors

**Dev. Status** | Conceptual

*"Well I saw the thing comin' out of the sky*

*It had the one long horn, one big eye*

*I commenced to shakin' and I said 'ooh-eee'*

*It looks like a purple eater to me"*

- Sheb Wooley, "The Purple People Eater"
The **Scrin Visitors**, **Scrin Invaders** or just **Scrin**, are a minor fan faction, a small portion of Scrin fleet orbiting Saturn in waiting of their unique resource Ichor, on Earth known as Jade, to overgrow the planet so that they may come in, harvest it all and bring it back into their transgalactic empire, for whatever reasons and purposes, leaving only a barren planet behind. Using their lesser spaceships in the atmosphere operations, Scrin are best in taking control of the air in the region.

## Scrin Surveyor Fleet

### Buildings

 File:IconScrin.png | Storm Column | These towers with many branches are one of the oddest and most dangerous base defenses, Storm Columns are generating around themselves local "ion storms" that gradually damages enemy planes and repairs friendlies. On top of that, the storm is launching lighting strikes against any enemy opposition that gets under its clouds.

### Deathmatch Reinforcements

**Scrin Security Detail**

 File:IconScrin.png | Mothership | A massive spaceship that doubles as a command and control center for the Scrin, the Mothership buffs all nearby Scrin forces. Once over its target, it can unleash the firepower of its catalyst cannon which has power comparable to many factions’ superweapons, though it also has a similar cooldown. You can only have one Mothership at a time.

## Behind the Scenes

Obviously they are the evil aliens from Command & Conquer 3 Tiberium Wars, only in smaller numbers to butt heads with the Ukrazol Ecumene as the second alien empire on Earth.
Trailblazer

**Key Features** | »MG-60 5.56mm Light Machine Gun»High Power Long Range Radio»Automated FoF Programme»Radiological Scanners»Beeper

*"Beep."*

- Trailblazer

## Tactical Analysis

* **Forging Ahead:** Trailblazers are dedicated scouting drones designed for border patrol missions. They are equipped with high resolution cameras, granting them enormous sight radii, and radiological scanners, which enable them to detect stealth nearby. Trailblazers are also equipped with MG-60 LMGs on fleximount platforms, granting them anti-infantry and anti-air capabilities. Alternatively, it can be rearmed with a grenade machinegun, containing riot gas, and additional armour to increase its range and damage against infantry, and can clear garrisons but loses its ability to target aircraft.

* **Lodging In:** Trailblazers also serve as the IPDI's primary means of expanding. They can deploy on top of ore nodes outside of the IPDI's current build radius and capture them, granting the IPDI the ability to construct Extractors on it. Once rearmed it will use its grenade launcher to fire white phosphorus flares instead, letting it light up a large area ahead of it, note that the phosphorus becomes inert once it lands.

* **Breaking Off:** However, Trailblazers are expensive units during the early game and it is difficult and cost ineffective to deploy them in force. As they lack anti-vehicle and anti-building capabilities, it is strongly recommended to avoid encounters with enemy armor.

* **Moving Forward:** The IPDI is starting to distribute new upgrade attachments for the Trailblazers in the form of a rack of missiles, giving them a better chance against tanks and aircraft. But as the upgrade only recently started production only a few Trailblazers are upgraded.
Wrecker

**Key Features** | »Modified MX-15 Assault Rifle»C4 charges»"Starscream" anti-material rifle»Mk 19 grenade launcher»Tally for Continental generals killed

## Tactical Analysis

* **Wrecking House:** The best of the OSS' paramilitary operatives, the Wrecker acts as the last word in handling problems. Deployed from the Drop Zone once the SOG is deployed, the Wrecker acts as a quasi-commando infantry. Able to destroy any target short of fixed-wing aircraft, the Wrecker fights with overhauled assault rifles on foot, and with advanced grenade launchers from inside cover. They can plant C-4 on buildings and can even swim.

* **Steel Wreckage:** Not even tanks are safe as the Wrecker is equipped with an anti-material rifle which they have mastered to the point where their shots will also stun the vehicle if it survives. Though its weight slows them down slightly.

* **Unbroken Skies:** While incredible, the Wreckers are not invulnerable. Any amount of concentrated fire will kill them, and fixed-wing aircraft are always outside their range. Also, they can only be deployed from the Drop Zone.

* **Fear The Reaper:** Thanks to their research, and reverse engineering the Allies' Spectrum rifles. The OSS has managed to shrink microwave weaponry into a handheld rifle. However they are kept in secret, due to the potential war crime trials they'll face if the Allies found out, with only the most elite of Wreckers being allowed to wield it. Not only increasing their lethality but can switch between a beam with a large area of effect for infantry groups or a concentrated beam for tanks, and being a faster-than-light weapon allows the Wrecker to finally target aircraft.