Mongolian Migration

**Dev. Status** | Constructing

*A little less conversation, a little more action please*

*All this aggravation ain't satisfactioning me*

*A little more bite and a little less bark*

*A little less fight and a little more spark*

*Close your mouth and open up your heart and baby satisfy me*

*Satisfy me baby*

-*"A Little Less Conversation"* by Elvis Presley
The **Mongolian Migration**, more commonly referred to as the **Mongolians** or the **Migration**, is a fan-faction being created by the collective effort of a few people, mostly based on the old Mongolian faction idea of Jason Zombolt and subsequent derivatives.

## Background

### Did you ever hear of Mongolia?

Mongolia is the oft forgotten land directly beneath Russia. Officially a Soviet state, Mongolia was made into the Mongolian People's Republic after a particularly deranged Russian reactionary known as Roman Ungern von Sternberg invaded the country with his bandit horde, ran the place into the ground for a year, and tried to reconquer Russia for the Tsar from his newfound powerbase only to find that three thousand bandits were hardly a match for the red army.

Afterwards, however, Mongolia found itself in the nice position of being relatively ignored troughout the Allied-Soviet wars and even the Rising Sun debacle. It developed into a significantly more modern country, centered around major cities such as Ulaanbaatar and farm fields manned by the new, more sedentary agrarian population who've given up on the old pastoralist ways. But as long as the nomads who lived on the outskirts of the new Mongolia didn't cause trouble, they would be allowed to continue largely as is after the land reforms.

However, Mongolia is a large country with a tiny population, and with the relative density of the New Mongolia's population centres, the places people didn't live in were easy to forget about, even by the central government. So when the strangest armies of the world came to roost in the country, starting with the Protectorate, they were able to slide into the often vast empty spaces of the country long before they could be discovered. While the urban population and farmers were largely left in the dark save for those who wandered too far into the emptiness, the nomads would come to see an apocalypse unfolding around them, and by the time Ulaanbaatar was aware of what was going on the monsters were already inside the house.

### Clones and drones

Rural Mongolia is no longer the peaceful land of goat herders and cheesemakers, the outer nomad country regions of Mongolia has become the playground of many of the more super normal factions on earth, the Atomic Kingdom of china, the Ukrazol Ecumene, and the Electrical Protectorate. All three factions frequently skirmish with each other, but the resulting losses only cost the natives. though their appearance out of thin air managed to half the otherwise already petite Nomadic Mongolian population, the remainder of people, lacking any way of successfully contacting other countries without getting blasted to smithereens, did the one thing humanity is well equipped to do. Survive.

### Look at my bike, seriously.

It didn't take long for the Mongolian Nomads to find out that the monsters were only firing at them as an afterthought. As the strange armies clashed often, the clans got plenty of time to study whatever they found left. The Mongolian survivors soon began developing their own backyard ways of levitation and propulsion from their findings. While not terribly efficient, these small scale inventions slowly began driving the leftover rural Mongolians together, distributing and sharing improvised technology to other survivors. Those left from the great scourges are hardened people, attached to their only means of survival, their vehicles. While the monsters mucked about in Mongolia, trying to find their favorite way of operating, the Mongolian people managed to get their vehicles to go ever faster and faster. It wasn't long before the Mongolians were ready to turn the tables.

### Time to get out

The Mongolian deserts and Steppes have changed again. What used to be a wasteland ruled by the fancies of the Protectorate, the Ecumene, and the Chinese is now ruled by the Mongolian people again. Not by form of government, but by the law of the strongest. If there's anyone apt to survive in ridiculous situations, it's a Mongolian. if there's anyone ever able to annihilate an entire clone squadron using only his chopper and some Molotov cocktails, it's probably a Mongolian. The surviving Mongolians hold no fear for the Protectorate, Aliens, and Chinese or the other freaks that set up camp in the unpopulated regions, using them as obstacles in their racing competitions to determine the most bad ass person around. With most of the Mongolian people mobile and kicking ass, it wasn't long before people started to notice.

As Chinese violence in Mongolia escalates once again, the Mongolian nomadic survivors unanimously decided they've had enough. Mongolia is getting too much of a bother for even the Mongolians to live in. Unanimously, plans were migrate all the survivors out of Mongolia. Without much pre-preemptive thought, three groups were formed and each given their own route. On July 1969 the **Mongolian Migration** will begin. They have no conflict with the city and farm folk, but feel that they no longer have a place in their new, civilised Mongolia which is mostly concerned with developing as a modern socialist republic, and so seek an amicable divorce to go somewhere less dangerous to live wild and free under a vision of an ideology that has been attempted numerous times but has never had permanent success; Anarchism.

Socialist literature had penetrated far enough in Mongolian society for the works of Kropotkin, Makhno, and the CNT-FAI and other such Anarchist writers or lost causes to have reached the ears of even the herdsmen in the outer wilds. And the idea of a communal society without permanent hierarchal law and where everyone is free to live for everyone's sake without fear or oppression has a certain appeal to people who largely governed themselves to begin with for the most part. So now they fly the Black Banner, for Mother Anarchy has new sons.

## Gameplay Style and Development

As a faction, the Mongolian Migration is all about being mobile, and staying moving. Everything the Mongolians have is mobile. Their very units form their base. In skirmish, the Mongolians are represented by Migration Pit-stops, which allow you to Build a Migration bus to start producing Mongolian units. In Minor faction Deathmatch, you simply immediately get a Migration bus, barring the need for a base.

### Build Mechanic

The Mongolians start with a **Migration Bus**, which, unlike normal MCV's, *does not build structures*. in fact, it doesn't even unpack. Instead, it produces the Mongolian's basic Cavalry/Vehicle/Aircraft unit, who can unpack into a structure capable of building other units, with the remaining six slots upgrading the Migration Bus. These upgrades are individual per Bus.

### Units

All Mongolian units can unpack into their production structures. This mean Mongolian units only have the pack/unpack secondary. Mongolian units get extra effects when near their Migration Bus to compensate for this. Some of these abilities contain a nitro charge. Nitro will allow the unit to move faster, but the effect will wear off when outside the Migration Bus or production structure range.

All Mongolian units also levitate (and are thus amphibious), they have no infantry as all of them are mounted on bikes, and are thus cavalry, it giving them greater mobility (and a turn radius) at the cost of being vulnerable to autocannons. Apart from this, *all Mongolian units can fire while moving*.

### Second Chance

Mongolian units are hard to kill off. When any Mongolian unit dies, it stays on the battlefield with reduced health, unable to participate. When enough time has passed, the unit will be restored to combat functionality. This usually takes long, but putting a Mongolian Heshigten in the immediate vicinity of a downed unit will speed up the recovery slightly, and the Mongolian Noyon will speed it up considerably. Be aware that downed units can be killed off, and still take damage the same way.

If you can reclaim the battlefield, you can reclaim your losses.

### Reinforcement Replacement

As the Mongolians do not get reinforcements, the Mongolians use a Superweapon that provides its effect as long as it’s deployed, eliminating the need for a timer. The super weapon, the Racing Congregation, allows you to buy single-use super weapons, without the need for either a cool down or a timer.

While the enemy is not informed of the location of the Racing Congregation on the battlefield, the enemy will get a visual icon similar to the classic super weapon timer, which shows whether the correspondent building is packed up and moving or deployed and active. Enemies will also receive a warning when a super weapon has been ordered.

You can also build the racing Congregation in a normal skirmish match, though it'll only provide a small buff that affects all units.

### Technology

**Acoustic Levitation:** While most Mongolian vehicles still have wheels hidden somewhere for emergency breakdowns, and some of the more hardheaded racers still swear by wheeled power, the majority of Mongolian vehicles levitates on sound waves. By bouncing sound waves between a source and an object it is possible to levitate either one of these objects in respect to the other. While allied technicians are only capable of levitating a few kilograms, the Mongolians have the advantage of retro-engineered sonic technology boosting their understanding of acoustic weapons and techniques several light years ahead. Mongolian vehicles are equipped with either silent or noisy sonic emitters capable of levitating their vehicles a few feet from the surface. Making all of their ground units completely amphibious, in the rare event they have to cross bodies of water.

**Nitro Charges:** (WIP)

**Knockout matter:** Knockout matter is strange. It displays properties thought unknown to man. When strange matter encounters any other kind of matter, it slowly eats it apart, and changes it into more Knockout matter. This byproduct of mixing Chinese, Ecumenical, and Protectorate horrors was found eating holes in Mongolian buildings, and it serves the Mongolians in the same way. packed tightly into safe containers somehow, knockout matter is expelled in makeshift shells or grenades, and eats holes in the armor and systems of the targets. the process is undeniably slow, and as such a raid with knockout matter weapons should always be followed up by a proper attack.

**Burstguns:** Using salvaged power generators from Chinese equipment, the Mongolians have succeeded in creating high-energy ionized gas. This volatile substance is then used by connecting a barrel straight to the power source, allowing the newly dubbed "Burstguns" to fire short bursts of incredibly hot matter. these kinds of weapons act like shotguns, and are very effective close up, but lose potency with range.

**Scramblers:** A promising technology, scramblers are jury-rigged devices capable of disrupting various communication means, as well as providing fake stimuli. while easily filtered out of your systems, scramblers are very effective at hiding the Mongolian's track.

## Units/Buildings

### Structure

 File:IconMigration.png | Vault | The Mongolian Refinery, capable of constructing Morit Movers and processing ore.

## Deathmatch Reinforcement

"*...*"

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### The Grand Race

Due to their small numbers. The Mongolian Migration has no reinforcements in minor faction deathmatch. Instead, the Mongolians use a Superweapon that provides its effect as long as it’s deployed, eliminating the need for a timer. The superweapon, the Racing Congregation, allows you to buy single-use super weapons, without the need for either a cooldown or a timer. But if the Racing Congregation can only hold one superweapon effect at a time, three at most when upgraded, and it takes some time for the superweapon to take effect when switched, and when unpacked the superweapon will need to be bought again when redeployed. And it goes without saying that if the Racing Congregation is destroyed all of its effect ends.

### Deathmatch Protocols

 File:IconMigration.png | Unpimp The Auto | Stealthy Mongolians sabotage an enemy vehicle. Targeted vehicle takes massive damage, those that survives can’t move, can’t attack, and are blinded for some time. Reduce damage against Heroic vehicles.