recursal/Fanatic-Fandom huggingface dataset:
Majapahit Dictatorship

**Dev. Status** | Conceptual

W4E Maja BA

## Gameplay Mechanics

### The Construction Yard

The Majapahit Dictatorship is heavily based on customization and choice to embrace open-minded commanders and allow them their tactical preferences. The center of a base is the Majapahit Construction Yard, which works like other Construction Yards in that it can retract into a MCV. The Construction Yard produces all structures, defense nodes and defense upgrades.

### Other Structures

**Structures** are build on the field from the Construction Yard or a Crane. Both provide build radius, while other structures do not do this (except deployed Expansion units). Cranes have less health than Construction Yards but are cheaper and faster available. They do require an Ore Refinery themselves however.

### Tier System

Standard units (Tier 1) are always available. Tier 2 is an upgrade for Construction Yards and Construction Cranes. Tier 3 requires additionally the Embassy, and strategy units require selected strategies in the Strategy Command, not the building itself, however.

### Defense Nodes

**Defense Nodes** are amphibious vehicles with the ability to dig into a position to increase their defense value. They are, however, unarmed until they receive an upgrade weapon from the Construction Yard via signal. The weapon upgrade costs money and removes the Node's ability to pack up again, depending on the weapon it may or may not gain a new ability however.

### Upgrades

**Upgrades** come in different variants:

* **Tier Upgrades** enhance Construction Yards and Cranes in the way the Allied Nations upgrade structures, but only once, not twice.
* **Strategy Upgrades** are permanent upgrades from the Strategy Command and allow the research and construction of new equipment. Out of the 4 strategies, *firepower* *(Expert Gunner)*, *defense* *(Hold The Line)*, *speed* *(Evasive Maneuvers)* and *special* *(Unique Resort)*, only two are available however.
* **Unit Upgrades** are produced in tech buildings, they require strategy upgrades and enhance units depending on what they are in terms of stats.
* **Weapon Upgrades** are constructed like Defenses and placed on Defense Nodes.

### Strategy-specific Units

Each building houses up to two new units via the selected strategies. When a strategy is selected in the ((Strategy Command)), the units belonging to the strategy appear in the construction list.

### Microfilament Armor

One of the advances in technology is this organic-based armor. All non-infantry units in the Majapahit Dictatorship outfitted with this armor and permanently heal themselves when not under fire. The effect can be increased with Specialists.
Patriot Combat Car

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

## Tactical Analysis

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

* **(Title 2):** By shifting their engine powers to the radar, and setting said radar on stable ground, the Patriot increases the range of their sight coverage and coordinates with surrounding forces to where the enemy is, increasing their damage.

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

* **I see you:** Though expensive. Some Patriot crews are starting to buy Syndicate-made sensors in order to help in their search for Continental rebels. Said sensors came with the benefit of acting as rangefinders for the crew and passengers, increasing the range they can shoot.
Nadia

*"I was once a feeble, feeble child, but now, I have it all!*"

- Nadia Lee, about her Death Dread armour

## Tactical Analysis

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

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

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

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

## Background

Nadia is considered a considerably lucky Scavenger. She was saved by a Tank Scrapper as she was about to be shot by an Apocalypse Tank in Vladivostok, she survived a Psionic Decimation by pure force of will, and she survived a near-fatal artillery strike that reduced her to a torso with half an arm and a (surprisingly unscathed) head. It's this last thing that changed Nadia forever. Nadia was bleeding to death, and Volkov, who was making the finishing touches to his new project to lengthen the service of the Scavengers, knew the project was the only way that Nadia could survive. After a rather risky surgery, Nadia came out, the very first Death Dread in history, and the last of the "telemon" prototype as the blueprints and engineering crew was destroyed by an ambush. As a Death Dread, Nadia had plenty of megaphones installed to amplify her voice at speeches and to instigate fear within Soviet Conscripts. Unlike other Death Dreads, Nadia's armour is much, much stronger, due to being made of special technology, more maneuverable, more versatile, and capable of leaping large distances with her jetpack. Nadia has a total of four weapons on her person; a rending claw with an underslung gatling gun on her right arm, dual Drakon HEAT cannons on her left arm, and two flame mounted on her chest. She also has a slot on top of her head for an eradicator missile pod but she considers the additional weight makes her reluctant to use it.

## Known Activities

- Rescued by a Tank Scrapper in The Taking of Vladivostok. Joining the Death Company from that point on.

- Rescued by surgery after surviving an artillery strike that should have killed her. Now serves as Death Dread.

- Fought Venus in Siberia. Venus was not expecting Nadia to be a Death Dread and was expecting a much easier battle.

- Survived yet another attempt at assassination, this time, by the upstart Soviet Commander Moskvin. Apparently, Moskvin didn't know about Nadia's status either.

- Got into a fight with Yuriko Omega. Nadia realized she needed to use ranged weapons from that point on.

## Behind the Scenes

Nadia, like other Death Dreads, is based on Dreadnoughts of 40k, in her case, the Telemon Heavy Dreadnought. She is based off the Bolshevik Scavenger commando Nikolai Lee, but the gender was swapped due to the "all main commandoes are female" rule.
Personnel

**Key Features** | »Fusil M-1908 automatic rifle»MX2 Frag Grenades (issued by Humanitarian Guard)»Mo-5 gelignite charges»Sombrero & poncho for weather protection»Sombrero Charro(Classy)

## Tactical Analysis

* **They call me MISTER Ed!:**

* **Equestrian domination:**

* **Meat in a grinder:**

* **Hippokampoi:**

## Background

*"We'll run circles around them..."*

-Outrider
Engineer (Annihilation)

*"..."*

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

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

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

*"..."*

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

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

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

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* **Thinking with portals:** (Secondary)

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

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

*"..."*

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

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

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

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

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

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

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* **(Title 2):** With their programmed knowledge and know-how, Servitor are capable of reloading the Mortis Cadres ability to a lesser extent, and can also take over enemy structures. Additionally, their corruption grenades can be employed against enemy vehicles to gain funds, breaking them down into raw materials that can be fed straight into a refinery.

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

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

### Background

(WIP)

Like other specialisations falling under the category of Servitor, these engineers are ill-equipped for combat, but are nevertheless issued with corruption grenades, small canisters that can be employed against vehicles. These grenades will rapidly break down vehicles into their constituent atoms, reducing the vehicles to raw sludge that can be fed into a refinery to produce more war machines for the Unitary Domain.
Template:Domain

## Lemurian Analyst

*"..."*

- ...
### Tactical Analysis

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

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

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

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

## Tendriculous Obscuridad

*"..."*

- ...
### Tactical Analysis

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

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

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

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

### Background

**Tendriculous Legion**Paradox Annihilation Faction

## Related Pages

* Engineer (Paradox)

* Engineer (Echoes)

* Engineer (Quantum)

* **Engineer (Annihilation)**

* Engineer (Null)

* Engineer (Pandemonium)

* Engineer (Insanity)

* Engineer (Extremis)

* Engineer (Silentium)
Majesty Bomber

## Tactical Analysis

* **(Title 1):** The Majesty is Indian Commonwealth’s strategic bomber. Unlike other bombers, the Majesty does not drop bombs but carries a payload of cruise missiles. In theory, this allows the bomber to take out targets while remaining safely out of range of their defenses. Though it's hampered by a less-than-desirable guidance system.

* **Royal catnap:** Like other Indian aircraft the Majesty’s home base is far from the battlefield and it takes some time for it leave, rearm and refuel, and then return to the frontlines.

* **It was three feet in front of you!:** To say the Majesty's guidance system is bad is an understatement. What this means is that more often than not the missile would hit near the target and relies on its (relatively) small explosion to damage the target, basically making them useless against small armies, small targets (especially infantry), and fast foes as their missiles would often miss them by a good mark.

* **Shiva’s Wrath:** With materials and research recovered from the wasteland that was China India has been able to recreate the very weapons that destroyed the second largest nation. These “Shiva” warheads are absolutely devastating, and circumvent the scatter issue with a bigger explosion, and leave radiation to boot, but due to the secrecy involved in their recreation, they are only deployed in the most extreme circumstances.

## Background

"*...*"

-...
When India introduced its first locally produced strategic bomber the response often outsiders was underwhelming. While it had decent range it required a full scale airport to deploy, limiting the number of places it could be fielded. Its use of missiles was certainly innovative but left it with smaller payload capacity than its competitors. It had no means to defend itself from interceptors, it was not extraordinarily tough and had an average top speed for something of its size. All in all, intelligence departments brushed it off as nothing to worry about.

Which was just what the Indian military wanted to happen.

In truth, the Majesty was created specifically to carry the fruits of India’s secret weapon program. Out of the wastelands of the former nation of China they had recovered the plans, materials, and even a few undetonated warheads, needed to unlock the secret of nuclear fission. When the time came India planned to field air wings of Majesties armed with nuclear-tipped missiles. Such a threat would make any opposing force quickly rethink their priorities and assure the dominance of the Indian government against anyone who would dare stand in their way, even the Allied Nations if it came to it.
Novus Imperium Romanum

**Dev. Status** | Conceptual

*Day of wrath and doom impending.*

*David's word with Sibyl's blending,*

*Heaven and earth in ashes ending.*

*Oh, what fear man's bosom rendeth,*

*When from heaven the Judge descendeth,*

*On whose sentence all dependeth.*

- *Dies Irae,* a Catholic requiem hymn.

## Background

### Terra Nova

The collapse of the Empire of Arcadia in the wake of the Great War marked the birth of a new age in Europe. The French hegemony which had ruled for more than a century was broken and the peoples of Europe were faced with an uncertain future. The continent’s patchwork nations, long were all suddenly free to pursue their own destinies in the world, but also their own destruction. And destruction, from the beginning at least, seemed like the more likely outcome.The early years of the post-war era were terrifying. Cities that weren’t bombed to ashes shut themselves off from the outside world while the countryside descended into barbarism. Rogue soldiers became highwaymen who ravaged the continent’s ancient roads and scattered hamlets clung to life, sometimes resorting to cannibalism just to survive when their irradiated crops withered and died. Other survivors were forced to become nomads who scoured the wastes trying to survive on the ruins of an irreplaceable past.

## Generals

### Cardinal Galeazzo Neapolitano, Envoy of the Papal Conclave

 File:IconEnclave.png | Clerical Patrician

## Socii of the Imperium

### Monastic State of Athos

*Fools, fools we all! We raised up the tsars just as the Jews raised up the ephod of Gideon. There is but one clear answer to what has happened, we were wrong. The Rome that was built by man has crumbled and her onion-domed Churches lay in ruin while the Rome that was built by God emerges in triumph from the ashes of this world. What more proof do we need that this new empire is the Kingdom come? Come brothers, let us rejoin our true family and our true Father.*

- Patriarch Kirill, former Primate of the Russian Orthodox Church upon his arrival at Mt. Athos.
Jade Caster

## Jade Caster

 **Dev. Status** | Conceptual

*"..."*

- Jade Caster
### Tactical Analysis

* **Ready for meltdown:** (Overview)

* **There goes the neighborhood!:** (Secondary)

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

* **The end is near!:** (Upgraded nature)

## Medical Caster

 **Dev. Status** | Conceptual

*"..."*

- ...
### Tactical Analysis

* **Mercury rising:** (Overview)

* **Here comes the sun!:** (Secondary)

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

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

## Desolation Marine

 **Dev. Status** | Conceptual

*"..."*

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### Tactical Analysis

* **Desolator ready:** (Overview)

* **Spread the doom!:** (Secondary)

* **It will be a silent spring:** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)
Machine Gun Dugout

Template:BUAC Buildingbox
Template:BUAC Unit Header

## Tactical Analysis

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

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

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

* **(Title 4):** To Dugouts that have survived on the battlefield long enough, tend to find more materials for their dugouts, making them even stronger and harder to destroy, and made enough space for two more infantry.

## Background

*"..."*

-...
Naga Patrol Submarine

## Tactical Analysis

* **River guardian :** India’s attack sub, the Naga hunts down other submarines that dare trespass in Indian waters and is just as efficient at dispatching surface ships as well. It mounts a pair of torpedo tubes that launch wire guided torpedoes at its targets.

* **Gas you up:** The Naga also carries a number of gas torpedoes, rather than detonating they pierce the hull of their target and inject it lighter than air gasses. This forces the submarine to rise to the surface leaving it vulnerable, especially as the forced emergence tends leave crews disoriented. Understandably this has no effect on ships or buildings.

* **(Title 3):** The wire controlled nature of its weaponry requires the Naga to get close to it target and its warheads lack the punch damage structures.

* **(Title 4):** New gas torpedoes filled a mixture of helium and nausea gas have just recently entered production. These new torpedoes are even more effective at disabling subs and are equally effective against ships as well.

## Background

"*...*"

- ...
“To best hunt the tiger, one must enter its home,” that is the philosophy of the designers of the Naga submarine. Rather than hunt Soviet subs from above the waves, the Naga would stalk them in their own territory.

Nagas proved to be quite effective in their role. What their subs lacked in sophisticated hardware, their crew’s knowledge and skills of the area more than made up for it. Naga captains have mapped ever inch of the coastline and the surrounding sea floor. They know each every dip and valley where a sub could potentially lurk. And while the Soviet navy generally preferred to blockade the Indian ocean from outside of the Indian navy's reach; when faced with the Titanic Japanese invasion, the great submersible fleets of the empire were a powerful means of fighting back against the undersea wings of the Imperial Japanese Navy that were strangling Allied shipping to a near standstill in support of their African allies and the invasions of Arabia, India, Indonesia, and Oceania.

Mid way through the war Naga captains were issued new specialized torpedoes that pierced their target’s hull and then filled it lighter than air gasses. Subs that are hit are forcibly surfaced, where they can be captured by awaiting ships. Their crews were generally sent to various POW camps but the fate of the subs themselves is something then Indian government is strangely silent on.

Though technically part of India’s blue water fleet, a number of Nagas have been transferred for brown water operations, reasoning that few foes would expect to be attacked via sub while sailing in a river. The Nagas have adapted surprisingly well to their new hunting grounds.
Mino Bomber

*"..."*

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## Tactical Analysis

* **Say hello to my little friends:** The Mino is not like other ground attack aircraft. Rather than use shells or explosives it launches pods that each carry a pair of overclocked highly aggressive spinning drones with diamond-coated blades that proceed to attack anything they see.

* **Don’t worry, they’re harm(full)less:** The drones when race across the battlefield for a short time until, unless they are destroyed, their batteries run out and they self-destruct in a final attempt to deal as much pain as possible. Once the Mino has launched all its pods it can hit the afterburners to return to an airfield to restock.

* **Need to put them down:** While vicious the drones have no way to tell friends from foe makes them impractical to fire when your own forces are nearby. The drone blades are also less effective at slicing through buildings and defenses whose hard brick and concrete construction tends to blunt their blades.

* **House trained:** New updated drones now have twice the battery life and possess enough processing power to identify allies and enemies.
Orchid Sloop

**Key Features** | »Geobacter kinetochemical autocannons (X2)»Cage dispersion and clearing apparatus»Stain-resistant steel alloy plating»Aquatic tanks store piranha schools»Book of jokes (corny)

## Tactical Analysis

* **Jungle Cruiser:** One of the lightest ships in the Technocratic arsenal, Orchid Sloops are still well armoured compared to the escorts of other ships but still retain a modicum of speed. A pair of geobacter autocannons allows them to tear ships apart slowly and soften them up for additional strikes or heavier guns.

* **Piran-aha-ha-ha:** Though not as damaging as the naval mines deployed by Continental Patrol Boats, Orchid Piranha Mines are still a threat to anything on the water due to their capacity for movement and stealthy nature. Ships hitting them will experience a hefty debuff to armour, and infantry are liable to lose a few limbs.

* **The underside of water!:** Meant mostly for brownwater operations, Orchids fare poorly against bigger battleships with their light armour and weaponry and can be outsped by the patrol craft of other factions. Sloops should travel in groups or work with other ships to weaken enemy naval forces for bigger or more guns to take out.

* **Amazonian Queen:** Heroic Orchids periodically stain the water around them with gore, attracting schools of piranha, barracuda, and other swarming carnivorous fish to their side. They subsequently broadcast an aura around them that confers the same effects of a normal Piranha mine to any enemy ship in the area.

## Background

"*Ladies and gentlemen, our target for today!*"

-  Orchid Sloop skipper, targeting a Scylla
Pennsylvania Battleship

**Key Features** | »16 inch cannons (x4)»Adaptive Surface/Air Bombardment System»Enormous quantities of 16 inch shells»Beehive Shell Adaptation Kits (lots)»Record Disc Player (set to 1812 Overture by Tchaikovsky)

## Tactical Analysis

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

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

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

* **(Title 4)** (Upgraded nature)
Orphanmaker Frigate

## Tactical information

* **Flyswatter**: The Orphanmaker is a capital class aerospace vessel (to be distinguished from capital class space vessels) designed with the intention of making damn sure that annoying fighters keep far away from other capital ships. For this task, it is armed with a number of continuous hard-light beam emitters that rapidly slice apart incoming interceptors that the foo-fighters and Avalanche stingers cannot deal with or help bring down light bombers and helicopters that happen to run afoul of them.

* **Repair stations**: Being among the first in the line of fire in an air battle, Orphanmakers need to be able to keep on going without pulling back to base for repairs or requiring the attentions of a support saucer. Luckily, Orphanmakers store femtosalve to help rapidly repair themselves. However, during repair mode they are unable to fire for safety reasons, and once finished the Orphanmaker will need some time before entering repair mode again.

* **Orphanmade**: The most crucial weakness of the Orphanmaker is its defencelssness against ground targets, and in addittion, the Orphanmaker is poorly suited for engaging heavy aircraft such as the mighty Soviet Zhukov or the Lazarus air dreadnought, fighting against such powerful vessels is best left to the specialists.

* **Armed Salvation**: The best Orphanmaker operators are learned and well equipped enough to be able to continue firing even while in intensive repair mode, allowing them to avoid skipping a beat in the deadly tempo of battle.
Panther Light Tank

**Key Features** | »Automated 88mm cannon (retrofitted)»Entrenching Plow»AVR-740 High Performance Reactor»Crew (x1)»Ammo storage (formerly for the other crew)

*"Ram's 'gon give it to 'him!"*

- Panther Light Tank

## Tactical Analysis

* **Firepower superiority:** Panther Light Tanks are overhauled AFVs built for defensive operations. Armed with an 88mm tank gun more commonly seen on WWII main battle tanks on a turret that's way too small to hold it (which is why it's automated), it devastates enemy vehicles and light tanks with ease. This can be further rearmed to a 105mm derez cannon for greatly increased range and damage and enable it to engage main battle tanks as well. However, it can only use its weaker coaxial 20mm autocannon while on the move as the recoil of the 105mm will tear the tank apart.

* **Foothold:** To further augment their defensive game, Panther Light Tanks can dig in using their entrenching plow, greatly improving their armour and AOE as the driver switches to using the more lethal phosphene gas shells, while rearmed it would be able to use its 105mm derez cannon to devastating effects. This can make them quite formidable defensive emplacements early on, where air support and artillery are scarce, and as fire support as the battle escalates.

* **Duck-Footed:** Unlike most Light Tanks, however, Panthers are not fast and are ill-suited for flanking maneuvers. Their turrets also have a slow traverse, unable to quickly engage targets behind them. Air units and artillery will also make mince meat of them, and they lack the armor and health to engage main battle tanks in a head-on offensive, even with the 105mm main gun.

* **Not a foot given:** Newer smaller VI systems, along with better recoil compensation systems, have allowed the Panther to add on three additional cannons, and its ammo, inspired by the Peacock, without fear of slowing the Panther or causing the turret to rip out from recoil, giving it additional barrels it can fire before needing to reload.
Paramedic

### Tactical Analysis

* **The doc- ahem, paramedic is in:** Civilian doctors, EMT specialists and others with medical backgrounds, the Paramedics aid your soldiers by treating their wounds and making they sure they live another day.

* **First aid for dummies:** Paramedics can also set up first aid kits (with manuals) which all nearby soldiers can use to patch themselves up.

* **Back off man, I'm a doctor:** Paramedics are absolutely incapable of inflicting harm on anyone. Fortunately, their non-combatant statuses means that no enemy unit will fire at them automatically, but collateral damage is another story.

### Background

In 1966, a report named the "Accidental Death and Disability: The Neglected Disease of Modern Society", or the "White Paper" as it was commonly known, was published by the National Academy of Sciences in America. The report discussed the problems that plague ambulance services throughout the country, presenting data on how "even gravely wounded soldiers in WWIII have better survival rates than individuals seriously injured in vehicular accidents in the freeways of California". The White Paper was considered to be a landmark in the development of the emergency medical system, as hospitals throughout the world have started training 'paramedics' - first response attendants who try to ensure the stability of victims in non-military environments.

The IAA are not ones to be late for the party, though. Quickly catching up to the new medical trend, they set up their own EMT services that typically hire experienced medical specialists from already-existing hospitals. Slowly, the public has begun to take notice of the decreasing rates of deaths resulting from vehicular accidents, but a particular incident that made them truly shine was the American riots of '68. News footage of paramedics treating the wounded protesters and Peacekeepers alike has inspired many hospitals throughout the world to form their own paramedic teams, which the IAA can make use of.

The IAA-aligned paramedics are typically present at disasters whether man-made or natural, providing aid for the injured. Those who had minor injuries such as having their limbs broken or receiving wounds were quickly treated on the spot. Those whose lives were on the line quickly warranted medical stabilization and transportation to the nearest healthcare facility. As of recent, commanders of any other factions approach IAA centers in order to convince personnel stationed there to lessen the casualties in battles. Whether they do this for altruistic or personal causes, the IAA does not back down on the offer provided that there are other humans, (and in other cases, robotic horrors, aliens, mole men and interdimensional travelers) that need aid.
Mpiga Mishale

*"I think there's something in their eye...**\*BLAM\*** Well, now there is."*

-  Unknown Mpiga Mishale
## Tactical Analysis

* **(Title 1):** Mpiga Mishale, true to the League's method of siege warfare, are almost snipers. While their weapon range falls short of a typical sniper rifle, it is still considerably longer than typical weaponry used by basic infantry and can take down groups of infantry with long range frag grenades, though they suffer from a scattering issue. Mpiga Mishale are also somewhat resilient and can absorb a fair amount of damage, but if any infantry gets too close, they risk friendly fire with their explosives.

* **(Title 2):** Mpiga Mishale can switch between two warheads. Frag warhead, which is deadly against infantry and light vehicles, or diamond shrapnel warheads. which can blind and weaken vehicles and tanks by clogging (and damaging) their sights and thinning their armour, leaving behind shards that's deadly for infantry to cross.

* **(Title 3):** Due to their main weapon being an automatic grenade launcher the Mpiga Mishale suffers from inaccuracy (relying on splash to do the damage), prone to collateral damage, and friendly fire if allied are near the target. And if the enemy gets too close they risk blowing themselves up as they aren’t fast enough to get away.

* **(Title 4):** If a Mpiga Mishale proves that they have exceptional skill with their DY-64, they will be given the dangerous automatic fire modifications and the rare and expensive airburst rounds, letting them fill the air with high-speed shrapnel that will shred even the most entrenched enemy.

## Background

To better ready his forces for the upcoming battles, Zakim recognized the need for well-equipped, well-trained infantry and ordered the creation of new academies for all enlisted troops for proper training and armament, issuing standard diamondweave uniforms and the DY-64 ramjet rifle, a design based on their (failed) replication of the Syndicate gyrojet rifles. At these academies, Mpiga Mishale are properly trained in the usage of ramjet and explosive weaponry; how to control the recoil of rapid-fire 40mm ramjet grenades, what the minimum range is to use their rifle without causing friendly fire, how to be more ammo efficient, how to properly aim their sights or scopes, how to accurately aim at a moving target... Because of the nature of the DY-64 and their training, if a fully trained Mpiga Mishale was given a sniper rifle from another side, they would be able to act as an effective makeshift sniper.

However, this training had its cost. Between the ammunition the DY-64s use, and the amount of training they get at the various academies, Mpiga Mishales have ended up equally as expensive to use as any Allied Peacekeeper, and equally as deadly (though they will lose if the Peacekeeper gets into shotgun range).

(WIP)

## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 1600

 **DPS** | 100
Ngai Defender Derrick

*"..."*

- ...
## Tactical Analysis

* **Can't go through it:** The Leagues’ shield, the Ngai deploys itself into a massive wall protecting its allies from harm. Units are protected from direct fire weaponry and friendliest get a boost in their armour while nearby.

* **THE WALL!:** While deployed the Ngai’s armour is extremely tough, only dedicated siege weapons can crack its facade. The Ngai can also return fire with its dual ramjet turrets mounted on either end.

* **Can go around it:** While not packed up the Derrick is horribly exposed, lacking both protection and self defense. On the other hand to deploy it needs a large area to spread out, and of course their nothing stopping the enemy from going around it.

* **Can't knock it down:** Experienced Ngais are refitted with scatterbeams mounted in the center in fortress mode, making them even more dangerous to knock down.
Koox War Derrick

**Key Features** | »Back-mounted ramjet cannon»Chest-mounted cockpit»Rotating torso/turret»Hexa-legged locomotion system»Arm mounts (arms missing)

*"..."*

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## Tactical Analysis

* **Siege:** The Koox is one of the League's two heavy anti-air units. The Koox specializes in taking down bombers, blimps, and other slow-flying airships from extreme ranges with its oversized ramjet cannon.

* **Fortify:** The Koox is also capable of targeting ground units. Its diamond-tipped rounds are especially at piercing heavily armoured tanks. Its range is shorter however than when it’s shooting down aircraft.

* **Unarmed:** However to use its weapon the Koox must anchor itself to handle the intense recoil created every time it fires. It also has difficulty in hitting smaller agile units like fighter planes and infantry, which are generally left to other derricks.

* **Armed:** New attachments made to fit onto the empty "arm" sockets. The "Javelin" ramjet volley launchers provide the Koox with a pair of rapid-fire weapons it can use while the main cannon is reloading, and give it some efficiency against smaller targets.

## Background

The Koox’s development is a tale of triumphant, obsolescence, and renewed.

Originally designed as a stationary defense, its creators labored to create the largest ramjet cannon ever built at the time, capable of disabling even the mighty Kirov in just a few shots. The League knew that the other world powers would come to text their borders, and were determined to send a clear message that they were not welcome.

However just as they produced the first successful prototype there came a new change in military doctrine. Defense emplacements were declared to be incompatible with League tactics, combat was to take as far away from buildings as possible to prevent collateral damage. Structures would have to rely on their own ramjet defenses to protect themselves.

The Koox was complete but without a purpose and likely would have faded into obscurity until one of the project's engineers witness the League's new class of war machine, the war derrick. Seeing how the building-sized walkers carried around equally sized armaments, he realized that they would be the perfect mount for the Koox.

It took several months but the engineering team was able to create a chassis capable of hauling their cannon. Though it needed to anchor itself in place to withstand the recoil, the platform was now mobile. Additionally, it was realized that its new mount allowed the cannon to be inclined down enough to fire at things on the ground, and that diamond-tipped rounds designed to know down Kirov airships would be just as effective at punching holes in Apocalypse tanks. Though in the rush to put it into service, the majority of the Koox lacks any weapons to the "arm" attachments on its sides, though that is being swiftly remedied.
Mors Tank

*"My favorite color is green! No, gold!"*

- Mors Tank driver
## Tactical Analysis

* **They call me a tyrant**: A heavy, ponderous, tank that is surprisingly sneaky. The Mors dominate the field in the quick destruction of enemies that come out of nowhere. Its heavily reinforced front armor, melta ram, and powerful engine allow it to travel underground like most of the Dawuardin vehicles.

* **Gold and glory awaits!**: Once close to their target the Mors would use its melta ram to incinerate anything unfortunate to be in front of it. And sifting through the debris to turn into money for the commander

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

* **I claim this place in the name of me**: Thanks to recent innovations. The Dawuardin have managed to contain melta energy into special "pods" that can be launched out as grenades at a rapid rate. With veteran Mors crews, thanks to their tank's heavy armour, being the testbed for this project.
Kestrel Fighter

*...*

- ...

## Tactical Analysis:

* **(Title 1):** The Kestrel is an efficient interceptor capable of downing most fighters with a few bursts from its twin 40mm flak cannons. Like other nations' fighters, it can engage its autopilot to zip back to base to reload.

* **(Title 2):** The Kestrel can also be rearmed with a massive 5cm cannon turning into a tank buster and an airship’s, and similarly slow aircraft, worst nightmare. And can dive into a strafing run and empty its entire payload, barraging whole acres. However, the gun forces it to lose its autopilot and severely hampers its performance making it unable to engage in dogfights with other jets.

* **(Title 3):** Depending on its load out the Kestrel is unable to retaliate against ground fire or easy prey against enemy fighters. Either way, its weapons are ineffective against men on foot.

* **I am a leaf on the wind:** The latest Kestrels sport small maneuvering jets to increase their agility. This allows fighters with default weaponry to pull off extremely tight turns, letting them dodge some anti-air fire, while those kitted out for ground attack can once again take on enemy fighters.
Justice Half Track

## Tactical Analysis

* **(Title 1):** Loaded to the brim with ammunition and communication equipment, the Justice Half Track creates strongpoints where the Unionists will fight tooth and nail to hold. Thanks to the Justice radio coordinating their moves, increasing their defense, while their ammunition lets their soldiers cut loose, increasing their rate of fire.

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

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

* **(Title 4):** In order to discourage crews from using the ammunition they transport. All Justice crew are not allowed to attach any weapons to their half track, as they are supposed to support their allies not fight in battles.
Plan Z

**Brief** | Going... Going... **\*gunshot\*** Gone.

***"Don't be afraid of death. Instead, don't be there when it happens.** -Zupay*"

- Caption of a card near a dead Legionnaire found in the Peruvian-Chilean border.
*The harsh truth is that, for the revolution to happen, certain* elements *of society must be purged. The revolution indeed shall not be civilized and, whether one likes it or not, there's some members of the power-that-be who'll make everything in their power to undermine the advances of the people's cause in the name of their selfish, greedy goals.*

*Uruguay is a fluke of course, the exception that proves the rule and clearly just happens to be the case because it has sworn to become the Switzerland of the Americas, and of course it's just a matter of time before it cuts relations with the Soviet Union and gets an Allied imposer ruler much like Cuba.*

*The Cybernetic Federation is a ticking bomb, a shaky democracy that's bound to be brought down by powerful people with imperalistic goals in mind or it becomes a tyranny much like the Soviet Union they so much try to distance themselves from. That is, of course, as long as they stray from our watchful eye.*

*It is with these principles in mind that we have no other option than to recurr to the last resort, to our "Plan Z". Yes Compañeros, that minds kidnapping, extortion and assassination, but don't worry, we're very careful with the targets we choose and we keep the utmost professionalism in our endeavours, you can rest easy knowing that these attacks are only enacted against people in positions of powers who are directly working against you, no innocents shall be wronged doing this, and you shall advance our cause by doing so.*

*After all, there's no way our direct superiors can commit such a grave mistake as to hurt an innnocent bystander just by happenstance by being in the wrong place at the wrong time.*

*...Right?*

-*~ Open Letter draft found at T-Syn #1000394. Apocryphically attributed to Carlos Altamirano.*
Murungi's Warriors for Ryk (TUE)

**Dev. Status** | Conceptual

*Fawodhodie ene obre na enam.*

*Independence comes with its responsibilities.*

The **Murungi's Warriors for Ryk** is a minor faction of the Concordiatverse within "The Universal Emergency" multiverse. For centuries Africa was under firm control of the Euroepan dynasties that later formed into the Directorate. The black continent was for the European powers only a large source of resources they needed for their own needs and manpower for their never-ending wars with the rest of the world. They didnt cared for the people living there. That is untill one man stepped out and said "No" to the superpower, Franklin Murungi. Having the luck and support of his mother, Murungi received education on the high school level, which gave him the headstart for studying further unofficially. This gave him the idea that Directorate had to be stopped and how that can be achieved. His words gathered many likely-minded and capable men who started fighting the Directorate forces in Central Africa, and after the bloody and devastating Aliens War the Remnants that are still loyal to the former Directorate leadership but also the new Consortium that is thinking only over its own interests. For that end Murungi started looking for help not just from the other world powers, but also the unformal animal allies of Africa.

## Freedom Fighting Army for Ryk, the Free Empire of All-Africa

### Infantry & Small Animals

 File:IconTUERyk.png | Revolutionary Squad
 File:IconTUERyk.png | Gorilla Group
 File:IconTUERyk.png | Misfit Specialist

### Vehicles & Large Animals

 File:IconTUERyk.png |  | (massive Russian Mark IV-style tank)

### The Ancient Allies

Venturing deep into the jungles of Congo, Murungi found there an entrance into a pocket dimension where resides an ancient tribes of men in tune with the natura and animals, which also includes evolved dinosaurs. Outside this, he also managed to befried a couple of "Gargantuans", the largest mammals that ever walked on the face of the Earth.

 File:IconTUERyk.png | "Gargantuan"
 File:IconTUERyk.png |  | (flying dinosaur rider)

### Airforce

 File:IconTUERyk.png | ... Bomber
 File:IconTUERyk.png |  | (large transport plane w/ MG turrets (?), drops supplies, Galofree)

## Behind the Scenes

* Murungi's Warriors for Ryk are based on hypothetical united African empire, several fanmade Paradox mod factions (such as African Emirates), but unit-wise they are meant to be Star Wars' Alliance to Restore the Republic, the Rebel Alliance to Directorate's Galactic Empire and the Consortium's Warlord Zsinj. There are also elements of African Warlords from now-inactive March of War, especially in terms of utilizing fictional animals.
Order of the Hawk

**Dev. Status** | Conceptual

## At A Glance

 **Motives** | Preserving Order, Ancient feuds, Divergent Catholic Christianity

## Background

### Defenses

All turrets are built as small, mobile devices. Once deployed, they cannot undeploy, and they do not gain experience.

### Basic Units

These units are available immediately from the Master Crawler.

### Pawn Units

These units are available from the Abbot Crawler.
Jishi

## Tactical Analysis:

* **I studied the blade:** Trained in the ways of bushido (and given psychic implants). The Jishi, with their unassuming (but stylish) uniform and cloak, are light on their feet and are able to blend in with their environment, letting them sneak to their target before they unsheathe their beam katana, delivering a superheated slash (boosted by a gunpowder explosion) that kills most infantry and vehicles in a single slice.

* **I mastered dual wielding:** For a more offensive role the Jishi can activate their nanites to reconfigure their uniform to become an armour based off the samurai and wield their beam wakizashi in tandem as a "daisho". Increasing their durability and letting them slash multiple enemies around them.

* **Barbarians are at the gate:** No matter whether their upgraded or not, the Jishi simply has no ranged weapons, making them vulnerable to longer-ranged infantry once detected and aircraft, which is not helped by their light armour. The Jishi himself also suffer from their katana needing to recharge in its sheath after every strike, during which they'll have to use their weaker beam wakizashi. And when upgraded the armour weighs them down and loses their stealth.

* **I cultivated inner strength:** Jishi's who have learned to master their chi control, often through battle, would learn how to "fire" their katana beam through a focused channel, creating a beam that can cut through multiple infantry in a single swing. While those who have switched to the daisho would learn how to predict incoming projectiles and swing their blade to reflect most of the rounds back toward their attacker.

## Just the Stats

 **Armour Type** | Infantry

 **Armour Type** | Infantry

 **Kill Reward** | 960

 **DPS** | 25

 **DPS** | 75

 **DPS** | 600

Template:Shintai
Midna

## Tactical Analysis

* **The apple in the eye:** Midna is one of the world's most powerful psychics, matched with Yuri, Yuriko Omega and little else in the world. Enemies who face her will be reduced to ash by dark pyrokinetic lances hotter than the heart of the sun, wiping out whole squads and reducing tanks to molten vapour with ease. Should anyone be foolish enough to get close to her mind can carve through flesh and metal like dry tissue paper before a blow torch. Her telekinetics are easily developed enough to let her operate at high altitudes without issue, letting her dwell in the clouds like the goddess she styles herself as.

* **Look, new toys!:** Those who insist on testing Midna's patience will swiftly find that her fury is like that of the gods as she lets out a psychic burst that will lift and crush most units that she catches with the burst and disable the survivors of the blast; which should be few indeed.

* **Ugh, no fair!:** While she is utterly devastating against hordes of enemies, more expensive and durable units are more able to withstand her fire and hammer at her telekinetic shields to incapacitate her. The best suited for this task are heavy anti-infantry vehicles, as aircraft are generally too fragile to survive her anger.

* **Let's have some fun!:** When sufficiently pleased with the "playtime" she's had with her enemies, Midna will restrain herself a bit less by electrifying her pyrokinetic blasts to vaporise enemy units even more effectively and EMP anything struck by it; while sucking in any energy attacks thrown at her to heal herself.

## Unit History

Midna, like Mordred, is frequently rumored to be a daughter of Yuri, though the identity of the mother again remains a mystery. What is no mystery however is Midna's ability to utterly lay waste to whole hordes. Flying high above the battlefield, she is a scourge of all foes of the Dominion.

## Recent Activity

* Virtually single handedly destroyed the Indian Fourth, thirty sixth Legion Security Legion "Augustus", and Ninth Marine corps and sixty eighth Peacemaker Marine Division at Totoya Island at Fiji within a day of arriving from the moon via rocket. Out of more than one hundred and thirty thousand Allied and Syndicate soldiers who had survived to see Midna's arrival after the deaths of about twenty thousand allied troops trying to push through Epsilon's defences there were less than thirty thousand survivors who fled to the ships as soon as possible as she wiped out more than a hundred thousand men as quickly as she could find them.
Paradoxian Defense Force

**Dev. Status** | Conceptual

The Paradoxian Defense Force is a multinational coalition of recipients of various Care packages from a far away dimension. Each recipient was given the technology and the ability to fight the Electrical Protectorate that managed to enter their dimension. Though thanks to a great upheaval their PDF goal has changed to guarding whats left of the Paradox world and rebuild from the ashes, hopefully surpassing at what they failed.

This faction is a multiperson effort, based on the story Paradoxical, written by Protroid.

## Background

### At A Glance

 **Intended Players** | Protection, Eradication of the Electrical Protectorate, Rebuilding, Eradication of evil dimensional beings

### An Old Enemy

The Electrical Protectorate eventually tried for a Global Pure State in 1973. The invasion of the populized world was a failure from the start however, as they invaded early due to heavy urging from The Icon. The invasion was easily put down when the factions of the world saw no choice but to cooperate to destroy them. On the morning of November 1st, the various factions of the world launched invasion of the North Pole, also known as Operation Ice Flow. The Protectorate were greeted by the largest military landing in modern history, surpassing even the Normandy Landings of WWII. By the morning of February 23rd, the EP Core Mind Collective was surrounded. Using the Philadelpia Master Chronosphere, the Collective was to be chronoported to Imperial research facilities.

Due to Confederate *studies* that had been conducted on the Chronosphere during the Second American Civil War, and improper repairs by Allied engineers, it was Chronoported across time and space to an alternate dimension, not only in the same location as the chronoport started, but over 30 years into the future. The Core Mind Collective began gathering data on this hostile new world, but they were not alone.

The factions of the Paradox world were also doing their share of research. They noticed several points of divergence that made this universe different from theirs. First and foremost, they identified that Einstein had not disapeared, as well as another figure that was identified from WWI. After German research it was identified to be Adolf Hitler, who also disapeared around 1924. Seeing the events he would have caused, the Germans were happy that this event was avoided.

After extensive talks about the situation it was decided to send "Care Packages" to several people over the world, due to fears that if governments recieved them, the world would be torn apart worse than theirs was. The First Care Package landed in Canada, followed by another two, and soon many more dotted this strange Earth's landscape.