recursal/Fanatic-Fandom huggingface dataset:
Terran Revanchist Supremacy

The **Terran Revanchist Supremacy** is a satirical fanfaction designed as a paraody of over-the-top, ultra right wing military stereotypes. A multiversal ultra-right wing Stratocracy, the Supremacy sees its role as protecting the other humanities' of the mutliverse from predation, whether it be Communists, Hippies, Aliens or god help us all Communist Hippy Aliens. Whilst satirical, they will still have all the hallmarks of a Quantum faction, albeit one that is a fanfaction, just with the extra uber-militaristic goodness.

## Units & Structures

### Vehicles

*"Living is a privilege not a right, and your privilege was just rescinded."*

- Sabretooth Gunner after eviscerating several Atlantean Levies and Squires with his chaingun turret.
### Special Warfare Division

*"You know what I love? The Boom of bombs, BIG bombs. You know what I love more than BIG bombs? When you use them to blow Bleeding Hearters to smithereens.*

- Unidentified Supremacy Death's Hand Missile Launcher Commander whilst overseeing the obliteration of a Combine base.
### Aircraft

*"Look at them burn! God I love the smell of burning Hippy in the morning.*"

- Supremacy sortie leader following a bombing run on a Generation Commune on the West Coast

### Watercraft

*"Surprise Commies!!"*

- Supremacy Tigershark Submarine after firing on a Soviet Dreadnought.
Sleuth

**Key Features** | »Spyglass»Longcoat»Smelling salts»Connections»Personal assistant (obliged to cope with personality traits)

*"How often have I said to you that when you have eliminated the impossible, whatever remains, however improbable, must be the truth?"*

- Sherlock Holmes
## Tactical Properties

* Mixed trails: Sleuths are the Guild's infiltrators, former military veterans who can conceal their trails with a mixture of smells, throwing off animals. This, combined with their (near) civilian outfits and composure mean pilots and scouting animals never detect them, while foot-soldiers easily see trough the nonexistent ruse.

## Selected Journal Enrtries of "Mr. Elsworth"

***Work in Progress***
This article (Sleuth), 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.
Radio Emplacement

**Key Features** | »» Concentrated Radio Transmitter»» Turret mounting (limited traverse)»» Spare Antenna Array»» Upgrade capability»» Clone gunner (x1)

## Tactical Analysis

* **Greatest Hits:** The Chinese specialty anti-infantry turret, the **Radio Emplacement** is specially designed to cause massive cranial damage to an infantryman's mind, causing aneurism and death in seconds.

* **Not A Fan of Metal:** Though effective against infantry forces, the design of the turret restricts it against vehicular and aerial threats; anything more than a few centimeters of steel distorts the rays and leaves the turret useless.

* **Try it in High Definition**: Like all beginning defenses, the turret can be upgraded to increase its overall performance, though this does cost some resources.

* **Subliminal Messages**: Eventually turrets will receive modifications that allow them to drive their target insane, willing to attack both enemies and allies until the either the turret stops targeting them or they die.

## Background

No one knows the value of radio weapons more than surviving PLA soldiers, except for survivors from the NRA who watched as comrades fell to radio turrets. Their stories inspired the Atomic Kingdom to research heavily into radio artillery weapons, heavy radio emitters capable of firing massive beams of radio waves to disrupt human thoughts, and even send the target into horrifying seizures when affected. Though amazing, the first results were smaller in scale.

Little more than an antenna connected to a power source, the **Radio Emplacement** is the first line of anti-infantry defences for the Kingdom. The weapon is designed for the first initial scouts that might stumble onto an Atomic position, in order to prevent the enemy from finding the full measure of the base. These cheap turrets also act as a rear-line defence, in case the enemy manages to get troops behind the Kingdom's admittedly immobile lines.

In recent time the scientist had managed to find a very special frequency that taps into a person pain and anger nerves. And, with specific wave targeting it, they can cause infantry hit by them to go completely berserk and attack anyone and anything, including their own allies. However this frequency can only be tapped by a special radio, meaning that emplacements in the thick of combat are prioritised first.

## Upgrade

Tier 1: Attack will now bounce off towards another target, up to three times
Supply Depot

### Tactical Analysis

* **Rice and rifle rounds:** The vital chain for the Frontier Corps, the Supply Depot keeps the sepoys of the corps supplied with the best materiel they can use, allowing nearby units to fire faster knowing they're able to just reach out and grab a new clip.

* **Have an upgrade:** The depots also act as the repositories for the Corps' desperately needed technology, serving as the research building for any Commonwealth base.

### Background

*"An army marches on its stomach."*

- Napoleon Bonaparte
More than any other faction, the Commonwealth struggles with logistics. Where the Allies are able to draw on the industrial bases of Europe, (most of) the Americas, and much of Southeast Asia, the Commonwealth's Frontier Corps is not officially an Allied operation. India alone must supply their arms and ammunition for their men, as well as carrying out the transport and resupply themselves. This means that the F.C. needs a central building to distribute these supplies. That's why everything from food to officer's rations to rifles to shells to maps can all be found at the local fort's supply depot.

Though valuable to the Corps' operations, these depots are typically considered the center of operations for the more unscrupulous members of the Frontier Corps. Possessing every possible supply from bullets to booze, the supply officers who run these buildings typically find a way to make their own money on the side by selling their wares. A small but noticeable black market has sprung up thanks to these depots, typically organized around the fact that the sepoys now have money to spend and needs they didn't know they needed to fill. Thanks to their connections, anything can be found in a supply commander's stores. Movies from Bollywood and Hollywood, food and drink for anyone willing to pay the prices, even intelligence reports and field maps can be found for the right price.

Thankfully, these men are still efficient at doing their jobs with what they have. When deployed to the front, black market deals take a backseat because the room is vitally needed to save their skins from the enemy. This means that whenever battle is at hand, these supply officers become the most reliable troops in any Commonwealth base, able to quickly supply troops fighting nearby with more than enough ammo and supplies to fight on.
Refinery

## Unionist 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.
Predator Gravcycle

## Tactical Analysis

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

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

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

* **(Title 4):** Experienced Predator riders often learn to fire their grenades in a way that causes infantry to panic and dive for cover while vehicles are slowed as their visors are shattered and their tracks are ripped.
Tank Bunker

Template:China Buildingbox
Template:China Vehicle Header

## Tactical Analysis

* **Stronger Than a Tortoise Shell:** One of the strongest defenses in the Chinese arsenal, the **Tank Bunker** is made to protect tanks from enemy fire as the crew destroys any and all resistance ahead, but only one tank at a time can drive into the bunker.

* **Faster Than the Hare:** Like it's infantry-protecting brother, the bunker can also teleport a tank out to destroy the enemy from behind, but also like it's brother, the tank has to move itself back inside.

* **Longer Than a Snake:** Once inside the vehicle also have its range and damage increased.

* **Empty Than a Nest:** And like its infantry-protecting brother, the bunker is pretty much useless without an occupant.

## Background

With the success of the Kingdom's Teleport Bunker, the impression made of the leadership of the Atomic Kingdom was that a new bunker should be made, one that could protect China's vehicles as well as a ready-made defense. The NRA had embedded tanks in the very Earth before the bombs, so it stood to reason that a purpose-built shelter would perform twice as well.

Of course, building a bunker for tanks isn't just as easy as digging a hole and driving a tank inside. The designers had to make sure the vehicle was covered to avoid fire, but could reach over the bunker to fire out. And with the designs of the Kingdom's vehicles, that was a challenge. It was decided that since most of the Kingdom's tank profiles would be conducive to a simple thickened bunker, since most of the tops of the vehicles were small enough to keep from being a reasonable target, the shields would handle the rest. Coupled with the teleporter pad inside the bunker, and China's defenses are a more fluid, more adaptable mix than the enemy expects.

Template:China
Silicon Technology

This article (Silicon Technology), 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!

Template:Industry Technology

## Multipurpose Rubber

*"..."*

-...
Prāyaścitta

## Tactical Analysis

* **(Title 1):** Recruited from the desperate and poor who turned to crime. Prāyaścittas are given man-portable flak cannon, like the Soviets Flak Troopers, loaded with agni round. Thanks to their cannons lighter weight the Prāyaścitta move and fire much faster, creating athunderstorm that damages any aircraft that flies in.

* **(Title 2):** If needed the Prāyaścitta can set up a tripod for their cannon to stabilize themselves. Doing so would let them properly aim and fire at full power.

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

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

**Key Features** | »»»»»

## Tactical Analysis

* **(Title 1):** Originally created demolish old and derelict ships, the Shipbreaker Tugboat has proven to be just as effective in destroying intact ones. Using a massive hydraulic spreader-cutter attached to its bow, it can tear any ship or sea-based structure in two.

* **Title 2):** However it takes time for Shipbreaker to do its job, during which it vulnerable to attack as must attach itself to its target.

* **(Title 3):** Shipbreaker crews are also expert salvager, and can recover the remains of sunken ship and structures to patch up their ship or sell for profit.

* **(Title 4):** After some time Shipbreaker crews will be able to get their hands Scrambleguns from sunken Hydrofoils which they then mount on their ships, allowing them to close in and dismantle their targets unhindered.

## Background

Alang is where ships go to die. The location of the largest breaker yards in world, vessels from nations across the globe a brought by India scrap-iron companies and are run up its beaches. Workers proceed to strip out the interiors of any salvageable materials before shipbreaker tugs move in to tear the empty hulls in easily transportable pieces.

After witnessing a Shipbreaker break a decommissioned destroyer in half an onlooking official came up with an ingenious idea: seeing how effective the breakers were why not try and use them to destroy ships in actual combat. While obviously this would be suicidal on the open ocean, in the comparatively cramped rivers and lakes a shipbreaker could easily approach and corner enemy ships,

Will crews were at first approached about lending the vessels and services to India’s armed forces, the answers were negative and even derogatory.

Then the mentions of combat pay were brought up.

Obviously a tugboat does not have capability to take on warships without some modifications. Combat rated shipbreakers clad in armour and have upgraded engines tooled for speed rather than power to allow them survive the time it takes for them to close the distance and rip their targets in two. Crews are known to note the location of each a kill for later salvaging
Shepherd

**Key Features** | »SCR-21 7.62mm Combat Rifle»"Silencer" Nerve Gas Grenades»OS-025 2.5x Magnification Optical Scope»Environmental Hazard Uniform w/ Assault Vest»Antidepressants

*"Lie them down in green pastures."*

- Comm. Yi Inzali, on the offensive

## Tactical Analysis

* **Guardians of the Flock:** Shepherds are the basic frontline infantry of the IPDI. Clad in full-body environmental suits, they are capable of operating in extremely hostile environments and take heavily reduced damage from NBC sources. They come equipped with optical equipment, which grants them fantastic sight range both in day and night conditions. Rearming them with the “Nakla” battlesuit and MX-202 66mm Flash loaded with agneya rockets will greatly increase their range, damage, EMP tanks, gain area of effect, and lets them burn down buildings but now must slowly reload after every burst and a massive decrease in speed, health, minimum range, and inability to garrison building and fireport transports.

* **Suppress and Bombard:** Shepherds are well versed in their SCR-21s, capable of putting precise shots on targets at long ranges. Their uncanny accuracy usually results in heavy suppression of enemy infantry, despite its slow rate of fire, and also inflicts high damage to those unfortunate enough to be hit. Shepherds then use their "Silencer" nerve gas grenades to deal the finishing blow. While not immediately lethal, Silencers deal moderate damage over time. This damage is doubled against suppressed enemy units. Once rearmed they would switch to using "Pool" terraforming rockets, which doesn’t deal damage but turns the targeted area into a marsh that stuns infantry and slow vehicles, giving time for them to reload or retreat.

* **Outgunned:** However, Shepherds do have several glaring weaknesses. Shepherds are unable to run as fast as most soldiers due to the weight of their gear. In addition, their armor is not very strong, and sustained anti-infantry fire will rout them. In addition, the Shepherds lack sustained damage, and will be outgunned in the event of them being unable to employ their "Silencers".

* **Take a breath:** Shepherds who have shown temperance in using their grenades are given the chance to wield the more temperamental "Mouse" cluster grenades, which are essentially three nerve gas grenades taped to a stick for larger coverage/a larger terraforming rocket, alongside larger magazines (or additional rocket tubes in case of rearms) to fire longer bursts before needing to reload.

## Just the Stats

 **Armour Type** | Infantry

 **Armour Type** | Infantry

 **Kill Reward** | 1800

 **DPS** | 150

 **DPS** | 320
Temple of the Moon Knights (TUE)

**Dev. Status** | Conceptual

*Call her moonchild.*

*Dancing in the shallows of a river.*

*Lovely moonchild.*

*Dreaming in the shadow*

*of the willow.*

- *Moonchild,* King Crimson
The **Temple of the Moon Knights** or just the **Moon Knights** is a minor faction of the Concordiatverse within "The Universal Emergency" multiverse.

## Behind the Scenes

* The Moon Knights are inspired by multiple sources that are connected to knighthood. Visually they are Jedi Knights from Star Wars with a bit of the Grey Knights from Warhammer 40,000 (including a couple more of Space Marine chapters), culturally they value ancient Greek & Roman religious customs and real-life knightly orders. Their role is similar to the Avengers or S.H.I.E.L.D. from Marvel Comics, being public fighters against the terrorist organizations that worship "unnatural".
Reaver

*"..."*

- ...
## Tactical Analysis

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

* **(Title 2):** To enhance their combat prowess Reavers can pop a special tablet, based off the Allied WW2 drug pervitin, that grants them a massive boost to speed, durability, and make a terrifying sight. Unfortunately each use, without purging it out of their system a special facilities, will degrade the Reaver's capability, and by the fifth dose, their heart simply stops.

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

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

## Just the Stats

 **Armour Type** | Infantry

 **Armour Type** | Infantry

 **Kill Reward** | 1600

 **DPS** | 160-10

 **DPS** | 640-40

Template:Selenite
Southern Cross Imperium

**Dev. Status** | Conceptual

 The Southern Cross Imperium, for short Southern Cross or just SRI, is fanfaction designed by Orlafus with help of Dr.Volt.

## At a Glance

**Faction Color :** Hunter Green.

**Gameplay Style :** Napoleonic Strategy.

**Preferred Theater of Operations :** Massed Infantry, Urban.

**Strength :** Mobility and efficiency, using support platforms and flying ships.

**Weaknesses :** Lack of vechicles and ships, expensive units.

## Story

### World War III

During the great war Brazil took side with the Allies, but just giving supplies and support units, after years of world-wars Brazilian economy started to bankrupt, several separatist groups emerged, but the most remarkable of them was the “Southern Cross Initiative”, a union between the states of São Paulo, Rio de Janeiro, Minas Gerais, Parana, Santa Catarina, Espirito Santo and Rio Grande do Sul, all lead by Bruno Cesar de Orleans e Bragança, a visionary leader who claim to be member of the former Brazilian Imperial Family.

### Post-World War III

For some years the Southern Cross initiative seen to be happy with their southern territory, while other separatist parties fight against each other for territory, but suddenly an massive and well equipped army raided all over the former Brazilian lands taking by surprise all the separatists, it was the day that Southern Cross Imperium was born.

Now Southern Cross grows quickly in economy, they created their new capital, fortress city named Acruxia (reference to the central star in the Southern Cross constellation) in the middle of Brazil in the savannah of the central Plateau, now allied with Andrean Community they plan to liberate South America from foreigners influence and take back Brazilian northeast from the Soviets.

## Units and Structures

### Infantry

**Orb** - Scout, a flying round robot that detects hidden enemies. Can root on the ground to generate control in the area.

**Dragoon** - Main Infantry, uses an acelleration rifle and an standard imperium armor, but due to slow fire rate need to be in large groups to be really eficient. Can use its abillity to throw concusion grenades at enemies, stunning infantry for some seconds.

**Imperial Lancer** - Anti-air infantry, uses an acelleration lance that shoots several shoots against enemies, does great damage against aircraft, but not against buildings and tanks. Can turn on its jetpacks to fly quickly for some seconds. Cant attack while flying

### Hover Platforms

**Defensive Platform** - Support hover platform, raise a protective shield around itself or changes it into an healing aura.
Sabretooth Heavy Tank

**Key Features** | »Twin 450mm “obliterator” derez cannons w/ co-axial 20mm riot gas autocannon»Sponson-Mounted 150mm agneya cannons»Numerous additional mounts»SHTR-C Chemical Injection Reactor»Kill Tally (painted on side of turret)

*"Pick a god and pray!"*

- Sabretooth Tank

## Tactical Analysis

* **Apex predator:** Sabretooth Heavy Tanks are the most powerful tanks in the IPDI arsenal. With ridiculous firepower and range, Sabretooths will out range and outdamage most other superheavy tanks. Its twin 350mm CLG derez cannon deals incredible damage at an incredible range, demolishing tanks in one shot. The Sabretooth also has a 20mm riot gas autocannon for vehicles and infantry and 150mm agneya cannons for point defense against enemy infantry and razing structures. It can also be rearmed into the "siege" variant with an even larger 1000mm assault cannon loaded with explosive CLG sabot shells and twin Browning HMGs loaded with agneya rounds on the sponsons for additional range and firepower at the major cost of speed, rate of fire, and a turret.

* **Swift as lightning:** By kicking in its turbochargers, the Sabretooth can significantly increase its range, rate of fire, and turret traverse temporarily. This gives it the ability to break massive enemy waves with a rain of high explosive shells. Do note it suffers a speed and accuracy penalty when in this mode. While in siege mode the crew can dig in. Increasing its armour and bracing itself so that it fires fast enough that the skies will be blotted by explosive sabot shells.

* **Endangered species:** Sabretooths are, however, expensive and difficult to deploy. Their main cannons also have an extremely slow rate of fire, and will suffer against enemy superheavy tanks who survived their first shot and close in. They also lack anti-air firepower, and are thus very vulnerable to aircraft. In addition, Sabretooths are not as well armored as enemy superheavies, and tend to have less upfront sustained firepower. And the large amount of ammunition they carry will see them explode into a massive fireball when destroyed.

* **Eleven barrels of hell!:** Only the greatest of Sabretooth Aces are granted the chance to upgrade their Sabretooth to its full potential. Consisting of a 105mm howitzer mounted at the front, a 50mm AT gun turrets mounted on top of each sponson, and a twin 40mm autocannon turret mounted at the front that increases its firepower and gives them faster firing secondary weapons while their main weapons reload.
Sharpshooter

**Key Features** | »M3 Snooper Rifle»Remote Control Camera Drone»Baseball cap»An assortment of knives (for butchering)»Hunting vest (bright orange)

## Tactical Analysis

* **Be Very, Very Quiet:** The equivalent to snipers in other factions, Sharpshooters are the Unionist's premier anti-infantry specialists armed with bolt-action hunting rifles. And when garrisoned they will set up their rangefinder to further boost their range.

* **I Spy With My Little Drone:** While not the most skilled hunters, Sharpshooters can deploy spy drones with a large sight radius to hover over an area, though the Sharpshooter can’t fire while controlling the drone.

* **Rascally:** Like almost all snipers, the Sharpshooter isn't able to survive against vehicles or aircraft, and doesn't go into combat stealthed. This couples with the fact that their spy drones are unarmed and easily shot down.

* **Rabbit Season!:** With enough time dodging bullets, the best Sharpshooters finally learn that they should ditch their orange vests and start trying to conceal themselves.

## Background

While the Continentals like to think they have a monopoly on backwoodsmen and skilled shooters, much of the Northeast is still rural and filled with hunters. Fathers and sons don't necessarily need to hunt just to eat, but it still supplements the family food budget. There are more laws regarding where and when to hunt, but the hunters are still crack shots capable of handling a rifle. A skill the Unionists capitalize on in their duties. There are trained snipers and sharpshooters in the Unionist ranks, veterans of the wars. The issue is that there just aren't enough to build an effective core for their needs. The Unionists had already made massive headway into the cities and suburbs, the question was if their message would resonate with the rural populations.

To their delight, they made ready cause with the populations of the smaller towns of New England and the Mid-Atlantic. Less willing to tolerate anyone who has more divergent or "unusual" points of view than out West, these towns and villages were easy to win over to what the Unionists espoused. These down-home boys already brought their own self-taught skills with their rifles and hunting their targets. Of course, one of the problems is the fact that hunting animals in the woods is very different from active combat. These new sharpshooters still take to the field in their bright orange caps and vests, unaware that they present easy targets to the enemy, and have completely refused to remove them (the few that did often having survived getting spotted and shot at). To counter this, many have been given remote control camera drones that let them spy on the enemy at a safe distance and more modern if bulky rangefinders they can use in garrisons to further increase their range, not to mention additional training and/or equipment depending on the Unionist specialisation.
Tiger Heavy Tank

**Key Features** | »Offset 200mm CLG derez cannon»"Jury" target painter»HRL-3000 Chemical Reactors (X3)»Autoloader»Aim-Assist VI

*"..."*

- ...

## Tactical Analysis

* **Prowling tiger:** Buying the plans of the rejected Predator tanks and overhauling them to suit their needs. The newly branded Tigers sports a ridiculously large 200mm cannon that launches shells that releases a swarm of supersonic flechettes that can rip through the front armour and fuselage of most tanks and aircraft in a single shot. Or can rearm itself with a larger 240mm howitzer loaded with deadlier sabot rounds that can burn down tanks and buildings. No matter the loadout, The Tiger can easily tank down multiple tanks by itself.

* **Tiger eyes:** Using overhauled target designator bought off from the Allies to support their allies. Compared to its original design, the IPDI designator increases the range and rate of fire of surrounding allies when firing at the target, and unlike the Guardian, the Tiger can still fire its main gun. However, power to the engines must be redirected to the designator, immobilising the Tiger while using the designator. When rearmed it's reequipped with auxiliary launchers that lets it fire shells containing clusters of agneya landmines that can deny an area and/or stop an enemy from reaching them.

* **Paper tiger:** The Tiger is, however, expensive and logistically intensive. It is also the most fragile main battle tank across the board, even moreso as its rearmament thins its armour to the point a heavy machine gun can pierce its hull and detonate its highly volatile ammo. Its gun, while powerful, also has a ludicrously slow rate of fire, and its slow turret and hull traverse make it easy for enemies to just sidestep and circle the main gun. And its large size makes it easy for air units to hit them.

* **Tiger claws:** By further modifying and minimising its VI system. The IPDI can reattach the rocket pods from the Predator tank that gives it an additional weapon against infantry and heavier aircraft.
Power Plant (Insanity)

## SSDS Whale Oil Reactor

 **Dev. Status** | Conceptual

 **Key Features** | »Chimneys (constantly spews smog)»Refinery Hall»Whale Oil combustion chamber (x4)»Smog filters»Smog, lots of

*"Boy, what a stench!"*

-Random Logistics Servant
The SSDS Whale Oil Reactor is a very simple building, burning up to four Whale Oil tanks for power generation, the structure is weak, cheap, large, and requires frequent Whale Oil tank replacements but much cheaper as a normal generator and gives twice the amount once all Whale Oil Tanks are loaded.

## Luminous Sun Plant

Template:Luminous Buildingbox
Template:Luminous Vehicle Header
Template:Luminous

## Conven Mana Generator

Template:Conven Buildingbox
Template:Conven Vehicle Header
Template:Conven

## See Also

* Power Plant (Paradox)

* Power Plant (Echoes)

* Power Plant (Quantum)

* Power Plant (Annihilation)

* Power Plant (Null)

* Power Plant (Pandemonium)

* Power Plant (Extremis)

* Power Plant (Silentium)
Public Protector

*"..."*

- ...
## Tactical Analysis

* **Protector, ready to fight!:** Hand-picked by the KGB. Public Protector forms the mainline infantry for the PSD. Wielding ADK-45S, a variant that used pistol rounds and a shortened barrel for urban combat, and heavier armour the Public Protector are equipped to storm the enemy and gun them down in a hail of lead. And their standard-issue stealth detecting Goggles lets them easily detect any units who tries to hide.

* **Down on ground:** Another modification to the ADK-45s is a stun blaster mounted under the barrel. A blast of which is enough to instantly knock out most infantry, leaving them to be captured by the PSD for interrogation, ransom, or other, classified actions.

* **It's not covered in training!:** Compared to the Soviets Conscript the Public Protector is slightly slower, has a shorter attack range, and deals less damage (but with superior DPS) making them vulnerable to snipers and other long-range infantry, al while being more expensive. And their stun blaster isn't strong enough to affect vehicles.

* **Not one step back!:** Public Protector who gets promoted to squad leader, nicknamed "sergeants", are noticeable by their KS-23, an extremely powerful shotgun made from rejected autocannon barrels, which bears the same range and rate of fire as their ADK but packs a bigger punch and splash and can be loaded with a solid steel projectile for use against light vehicles and "KO" rounds which are essentially a stronger version of their stun blaster.

## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 1200

 **DPS** | 60

 **DPS** | N/A

Template:Directorate
Task Force Eidolon

**Dev. Status** | Conceptual

"*Just as every cop is a criminal*

*And all the sinners saints*

*As heads is tails*

*Just call me Lucifer*

'*Cause I'm in need of some restraint*

*(Who who, who who)"*

- "Sympathy for the Devil", the Rolling Stones
**Task Force Eidolon** is a clandestine military organization within the Comintern hiding under the guise of an Counterintelligence & Special Detective Task Force. Created by Stalinist hardliners within the Soviet government & people who are just dissatisfied with the Comintern's rather free spirited leadership, Eidolon seeks to overthrow the current Comintern leadership, eliminate loose cannons like the Generation and the Revolutionary Vanguard & create a pan-Comintern superbloc. These goals, however, are only just in service of Eidolon's greater mission of conquering the Alliance once & for all and unite mankind under an all-powerful Stalinist one world order and build their twisted vision of a worker's paradise.

## Technologies

To compensate for their rather meager influence over Comintern military research, the leaders of Eidolon have resurrected several long-abandoned military research programs that they believe can help give them the edge over their foes despite their rather small amount of R&D personnel.

### Herpienization

Herpienization refers to the Task Force's process of merging Human DNA with that of a Reptile in order to create highly specialized hybrids dubbed "Reptili-men" for use as elite combat personnel. The Herpienization process itself involves isolating specific genes in Human & Reptile DNA and then mixing them with a highly radioactive substance known as Jade that Eidolon is able to acquire through secret dealing with several rogue Capitalist Chinese warlords.

## Behind the Scenes

* Eidolon can best be described as a more active OAS mixed with Operation Valkyrie, ODESSA, the Hellsing Organization & Millenium. While they lack the heavy infantry armor and "Uber Vehicles/Aircraft/Watercraft" of Task Force Omega, Eidolon more than makes up for it with its own powerful units whose skills in irregular warfare can outwit any opponent.
Tero Fighter

### Tactical Analysis

* **Flight of the Lapwings**: Uruguay's very own fighter jet, the Tero provides air support for the People's Unit that needs it the most by raining down enemy planes, helicopters and enemy infantry by its double machine guns.

* **Rocket like a hurricane!**: When facing armored planes (and tanks), it can switch to armor-piercing autocannons to take care of them.

* **Don't cry for me**: When the Tero has expended all of its ammunition, it will be unable to fire for a few seconds, although it can still move. During this period, Tero wingmen rearm the plane, and hostile anti-air assets can capitalize on this fact.

* **Better and badder**: **WIP**
Task Force Chimera (TUE)

**Dev. Status** | Conceptual

**Task Force Chimera,** also commonly called **Chimera** or the **Task Force,** is a shadowy militant organisation that operates outside both the Axis and Comintern blocs. Formerly a secretive research task force created by the United Republic of American Citizens and the Greater German Reich to be independent of both the Liberty Science Corps and Wunderwaffe Divisions respectively, Chimera has since betrayed its former masters due to its militant devotion to Darwinism, both social and natural, believing that even the Axis bloc's fascism to be too weak and pitiful, holding back the ascension of the human race to becoming a stronger species. Chimera has since found a tentative alliance of convenience with the secretive plutocratic and democratic cabals of the Philosopher's Group, both dedicated to the destruction of the Axis and Comintern world orders.

Chimera continues its research into the dark areas as its original objective was, except without the monitoring of its former masters. Instead it crafts weapons of war to bring terror to the lands of Fascism and Communism, weapons that violate the sanctity of life and the Geneva Accords, its ultimate objective to craft a humanity that is strong, where the weak have been exterminated and only the true humans, the strongest, rule.

## Chimera International Attack Cells

### Vehicles

 File:IconEnclave.png | Agoniser
 File:IconChimera.png | Shredder
 File:IconChimera.png | Liquidator
 File:IconChimera.png | Chemical Tyrant

### Deathmatch Reinforcements

**Special Warfare Division Manticore**

Within the labyrinth of cells and secret divisions that make up Chimera's intricate organisation, there exists the elite Manticore force, dedicated to the single goal of global terror, to bring fascism and communism to its knees and create a world where only the strongest and fittest survive. Inside the dreaded labs of Manticore, its so-called scientists and researchers create weapons and equipment whose very existence violates the sacrosanct words of the Geneva Conventions and whose use in battle would even turn the stomachs of the most zealous SS scientists and the cruelest members of Unit 731.

 File:IconChimera.png | Flayer
 File:IconChimera.png | Reaper
 File:IconChimera.png | Despoiler
Tanami

**Key Features** | »Gravity boots»Tribal tattoos»Space helmet»Anti-gravity suit (skintight)»Thongs (for the beach)

*"...*

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## Tactical Analysis:

* **Defying gravity:** Named after the desert she was born. Tanami can fight against the likes of Minerva and Venus on equal footing due to years of training, fighting against the Empire, and her reinforced boots equipped with gravity technology that lets her crush anything in a single kick. All while being heavily armoured (despite her bodysuit being completely unarmoured) and incredibly fast thanks to her anti-gravity bubble, letting her leap and bound as if she's untethered from gravity, including leaping up to aircraft to kick them back down.

* **Push and pull:** Tanami boots comes in two settings, Mercury and Jupiter. Mercury has Tanami mass and gravity drastically decrease, letting her move at almost supersonic speed, completely unaffected by gravity, with her kicks being rapid strikes that can hit multiple enemies but with lower armour. Jupiter has Tanami mass and gravity drastically increase, significantly increasing her armour, as most projectiles are pulled down before impact, with her kicks being reduce to a single heavy kick that crushes most units with an intense burst of gravity, but she is much slower (and wades underwater).

* **Gravity’s a harsh mistress:** Tanami may move fast, or be incredibly tough, and hit hard but her attacks either deals little damage or single target and is melee/short ranged, making her vulnerable to ranged hordes. And soldiers/commandoes who are trained in melee combat, such as Lady Maria and Tabitha, tends to fare better against her kicks.

* **Gravity rush:** Atmospheric Command will give Tanami the prototype "Mass Effect" upgrades when the battle is serious enough. Upgrading her boots so that her Mercury kicks either helplessly lifts ground units into the air, or force aircraft to dangerously hover close to the ground, stunning them and letting ground/air units target them, while her Jupiter kicks creates a gravitational vortex that pulls in and damage enemies in an area.

## Background

*"..."*

-...
Shogdian Shahdom (TUE)

**Dev. Status** | Conceptual

*Of Right we've been and still are champions.*

*What is right is all we ever demand.*

*Through worship of king. we ever*

*From the enemy will guard this our land.*

*"Good Deeds" the first virtue of our call,*

*"Good Thoughts" the light our hearts and minds to guide,*

*"And through "Good Speech" shining, one and all,*

*This is Iran's fame that will echo far and wide*

- *Sorude Šâhanšâhi*
The **Shogdian Shahdom of Wonderous Persia** or simply **Shogdian Shahdom** is a major faction of the Concordiatverse within "The Universal Emergency" multiverse. . A mighty Empire that stretches from Mesopotamia to the Indus and beyond lead by the eternal and golden king of kings Gualgumsh the magnificent; self proclaimed reincarnation of Gilgamesh of Uruk, the Sogdians are the latest in a long line of dynasties that have ruled over the venerable civilization of Persia since time immemorial. With their state based on the teachings of the philosophers Zarathustra and Mazdak, the Empire was the first to introduce what Marx would call Socialism; a religious variant of it that would spread to its Scandinavian and Russian allies in the North and its Chinese friends in the East as the Empire endured for centuries. Having emerged out of the alien conflicts with relatively little damage, Gualgumsh the King of Kings has come to believe that perhaps it will soon be the time to expand the gates of Babylon to all the world.

## At A Glance

At his command are highly adaptable armies that always have a trick up their sleeve to deal with an enemy; exemplified by their ability to change between "light" and "dark" states that significantly alter the functions of a unit and thus make it exceedingly difficult to predict what to use against any given army of the Kingdom of Kingdoms.

## Armed Forces

*In this time of darkness, our people look to the ideals which have guided us since our inception centuries ago. Zarathustra said that the Wise Lord desires for his children to embrace the sacred trifold virtues of justice in word, thought and deed. Rightly so, the lions of Persia must now act as shepherds for the lambs of this world. More than prideful, we must be humble. More than mocking, we must be forgiving. More than conquerors, we must be peacemakers. Thus has spoken Zarathustra.*

- Ruhollah Khomeini, Chief Mobad of Tehran, speaking before the Shah and his ministers in assembly.
Spec Ops

**Key Features** | »"Moritat" Smart HMG»»A variety of specially crafted rounds»»

*"Who needed terminating?"*

- ...
## Tactical Analysis

* **Humanity finests:** Equipped with bleeding-edge technology and trained to the Human's physical and mental limits (of which a quarter of a recruit batch often dies). The Spec Ops are basic infantry who's on par with the special forces of other superpowers, and can easily crush their counterparts in a straight fight with a combination of high speed, strong armour, and a forcefield as a cherry on top. And can switch between a scout, anti-tank/anti-air, or an engineer.

* **(Title 2):** Armed with a handheld HMG "smart gun" loaded with a variety of special rounds, each crafted to take down human, cyborg, alien, Lovecraftian horror, or some twisted combination and track its target, and an underslung grenade launcher. The Spec Ops can easily cut down multiple infantry and battlesuits, whether they be horde or elites, and only the snipers of other superpowers edge the Spec Ops rifle. And against vehicles and garrisons, their grenades can easily clear them out.

* **Still a soldier:** In terms of training, equipment, and price, only the CSS Dread Herald beats them. The Spec Ops' frankly hellish training, bleeding-edge equipment, and the fact that they can switch into other roles mean that Spec Ops is the second most expensive basic infantry in PEQAN PIES (beaten out by the aforementioned Dread Herald), and the loss of one will be sorely felt. They are still highly vulnerable to weapons that instantly kill infantry, and as Spec Ops they're ineffective against aircraft and tanks.

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

## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 8000

 **Kill Reward** | 64000

 **DPS** | 500

 **DPS** | 300

Template:Enigmatic
Research Department

**Dev. Status** | Conceptual

## Background

One of the fundamental principles of capitalism is to try to get newer, more enticing and innovative versions of products that people will buy instead of the older, more traditional ones. The Syndicate works the same way, or almost. If you come up with a good idea, all the people that have more lawyers and money than you will find ways to steal your idea for themselves (not very innovative and seductive, but it will work). This doesn't stop the march of progress, though.

With the **Research Department** in your hand, a battalion of scientists (and lawyers) will be at your disposal to ensure you've got the best equipment (after all, you pay them). The possession of this structure unlocks the attractive possibility of improving the effectiveness of your troops, and makes a huge difference on long battles. Try to make a choice depending on your play style.

Just bear in mind one thing; you're footing the bill.
Thunder Tank/Lightning Jet

*"..."*

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## Tactical Analysis

* **Thunderbolts and lightning**: A tank created out of a heavily modified empire prototype that was never built (stolen from the Empire). The Thunder Tank is extremely fast and well protected by its surge reactive armour. Armed with a sonic cannon that deals heavy damage to a vehicle's flanks, detonates any explosive gels, and can target aircraft.

* **By air or by land**: The Thunder can also transform into the Lightning jet, via a mixture of its Empire-derived systems and an energy-to-matter device, that turns it into a similarly fast and surge protected jet. Switching its cannon for a pair of missile pods that covers the target in sonic gel on impact.

* **(Title 3)**: The shift between mode, however, will temporarily disable its surge armour, exposing its paper-thin armour to the enemy, where anything heavier than a light machine gun will tear through it. In jet mode its missiles can’t deal damage and in tank mode its cannon is rather underwhelming, requiring either flanking or explosive gels to do any real damage.

* **(Title 4)**: By stealing the Soviets more advance tech. R.U.N has managed to recreate the “null ray” from the original blueprint that can be fitted on both modes. Essentially a directed EMP beam, the null ray can disrupt the electronics of vehicles to slow their speed and rate of fire, though it’s not strong enough for a complete shutdown. But with how difficult it is to obtain the parts they are only given to veteran crews.
TSEL Military Organizations

Seeking to acquire other factions' technology to improve the Soviets' own, the Ministry's combat scientists take to the battlefield with regular Red Army troops, and communist militias overseas.

## Science Strke Divisions

*"Dispatch your finest collection of NUD's."*

- Telegram intercepted by an ACIN agent in Salto. Apparently, he let out a hearty chuckle upon reading this message.
TSEL's highest strategic units, the NUD's (Nauka Udar Divizion), which other from most regular Soviet divisions as they are sent into different theatres as strike forces. Operating independently among themselves due to the autonomy granted to them by the Ministry, they are frequently in charge of their own supply organization, vehicular and weapon maintenance and training of personnel. Each NUD is further divided into brigades which possess their own dedicated inventions, and are cleared to specialize their manpower and equipment depending on missions. To this end, they mostly assist the pro-Soviet parties and factions in civil wars throughout the world, protecting their armies from anti-communist offensives.

### 1st Science Strike Division "Nikolai Tesla"

The first founded Science Strike Division, 1st is mostly tasked with just weapon testing and protection of the Experimental Science Ministry in Omsk, rarely being send on an operation outside of Soviet Union. Two brigades are always stays in Omsk, equipped with TSEL's "best equipment" as well as TX-18 Tesla tanks while the remaining three are on stand by and are regularly switched with the defending brigades, testing the older weapons in controllable conditions and sometimes send to Siberia to help 2nd Division in their war with the Protectorate with the newest "denied" or not-yet-tested technologies in battle conditions.

### 2nd Science Strike Division "Arthur Schawlow"

The one TSEL division which is the least known due to their location deep in the Siberian tundras, the 2nd Division was tasked in July 1969 to investigate reports of 'purple machines'. It is rumored that improved Reaper battle walkers, and even some "mammoth cannons" are being fielded by this unit, though such claim that the Soviets have mammoths is so absurd that even ACIN denies that even this rumor exists. While the exact composition of its forces is unknown, it is regularly given every available weapon that can be spared, mostly utilizing old technologies that were refitted with modern equipment.
Sky Fortress

**Key Features** | »Triple barreled 18-inch guns (x3)»Anti-air microwave cannon (x3)»Infrared point defence lasers (x6)»Cruise missile launcher (on top)»Drone storage (unused)

## Tactical Analysis

* **Aerial Fortress, operational:** The largest airship created by the Unionists. The Sky Fortress lives up to names with its vast array of weapons. Nine 18-inch naval guns pounds the ground, three microwave cannons melt and ignites airships and large aircraft, and six infrared lasers around their hull causes smaller, nimbler, aircraft and infantry to combust. All combined with the largest conventional armouring on earth.

* **Commencing extermination:** Similar to the Mantis. The Sky Fortress can launch combalt missiles, weapons that irradiate a large area with radiation-laced cobalt dust that is lethal to life. Denying the nemy ground and killing those who enters it.

* **Everything is under control:** Though incredibly tough and its firepower strong the Sky Fortress has two major weaknesses. The first is that it is slow, as its engine wasn't built to properly handle its large mass. The second, larger, one is that its none of its weapons have an area of effect and their rate of fire is slow, making them susceptible to being overwhelmed with numbers.

* **Welcome to the underworld:** (Upgraded nature)
Reya

*"EXPLOSION! HAHAHA!"*

-  Reya, after blowing up another Sprawl apartment complex
## Tactical Analysis

* **Mistress boom:** Armed with a handheld 320mm mortar. Reya easily demolishes most structures, and is decent against infantry, while easily outranging her fellow commandoes.

* **EXPLOSION:** Using a specially made two-way radio. Reya can call in a bomber to drop a specially made "seismic bomb" that creates massive earthquakes at the targeted area, throwing infantry and vehicles off their feet and causing buildings to crumble.

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

* **Did somebody say boom?:** With enough connections. Reya would be able to convince the generals to give her the prototype man-portable refractor cannon, making it much easier for her to handle vehicles, and the Reactionary nobles, mainly Tabitha, to lend some Carolinium bombs.