recursal/Fanatic-Fandom huggingface dataset:
Recycling Technology

This article (Recycling 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

## Reuse and Recycle

*"Trust us. The water is completely safe to drink."*

-Singapore promoting NEWater, waste/sewer water recycled and filtered to be drinkable
Ray Turret

**Key Features** | »» Focused Gamma Ray»» Turret mounting (limited traverse)»» Supply of Jade lensees»» Upgrade capability»» Clone operator (frequently replaced)

## Tactical Analysis

* **Ray Chars:** A heavier turret for heavier targets, the Ray Turret is capable of turning any armoured target tracked in the being long enough into a puddle of slag and what's left of the crew.

* **I Can't See That:** Though powerful, the rays are also rather ineffective against infantry, and the turret is seriously limited. Short range, as with the Kingdom's other weapons, is also an issue.

* **Beam It Up**: Like all beginning defenses, the turret can be upgraded to increase its overall performance, though this does cost some resources.

* **RADical Beams**: Turrets in contested territory have their weapons tweaked so that they can now punch right through their targets as well as spread radioactive material.

## Background

Tesla's theoretical "death rays" are now a reality. Thanks to Jade, the Atomic Kingdom are able to create searing beams of heat and light that can melt through metal and reduce it to piles of slag. When raiders tried to launch assaults on the Atomic Kingdom's bases, believing them no better defended than the fortresses of any other warlord, their smouldering remains were left, to serve as a warning to others.

The Ray Turret functions on the same principle as other ray weapons; a beam of gamma radiation is generated by a small projector. This beam is passed through a lens of Jade, which amplifies the beam. Several successive 'lenses' cause the beam to be amplified greatly, until it has the power to melt high grade steel. The energy is then focused through the barrel, so the end result is a massive burst of high energy radiation. However, even with the massive energy of the gamma-ray beam, it still diffuses quite quickly, leading the turret to have a rather short range.

Ray Turrets are manned by clone operators, programmed with simple instructions to point the turret at hostiles and push the firing button, as well as instructions for swapping out the Jade lenses after a certain number of shots have been fired or a pitched battle has occurred. These clone operators usually have to be replaced after several weeks; though protected from the worst effects of Jade, the exposure to bleed-off radiation from the turret will usually kill them after some time.

The aristocrats also found that, with some minor adjustments to their turret, they can augment the beam to fire off a trail of radiation with it, allowing it to strike through multiple vehicles at once, and if the crew survives they'll by sickened. But said upgrades are only given to turrets that seen the most combat, since the bleed-off radiation is worsen, thus further shortening the gunners lifespan and increasing the frequency of needing replacements.
Penwood Musket IFV

' '"..."

-...
## Tactical Analysis

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

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

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

* **(Title 4):** Inventors have managed to create shell based grenades can fired from the Penwood’s musket, much like those used by their infantrymen, only these rockets don’t damage the gun they’re fired from.
Teleforce Cannon

**Key Features** | »» Gamma ray beam»» Jade lenses»» Banners of the Atomic Kingdom»» Fire limiter»» Small television communicator (Malfunctioning)

## Tactical Analysis

* **Forces at Work**: The heavier cousin of the Ray Turret, the Teleforce Cannon is able to wipe the field clean of enemy attack groups in numbers, using a more powerful and focused Jade gamma ray beam. It turns tanks into slag and infantry into shadows, though each blast also means the cannon needs to recharge and cool for the next beam.

* **UNLIMITED POWER!**: If the enemy proves too numerous or insanely tough the gunner can be commanded overcharge their next shot. Not only further increasing its damage but also its range. But the turret will briefly short-circuit and needs a few seconds to power up, thus knowing when to overcharge is crucial.

* **Opposing Force**: Also like the weaker cousin, the Teleforce Cannon are incapable of hitting aircraft, and enemy assaults en masse that can survive enough of the recharge time will eventually take the defense down, if they haven't already taken out the supporting power plants.

* **Pulse Madness**: A Teleforce Cannon can be refitted to fire pulses instead of beams, increasing its rate of fire and becoming capable of disabling enemy mechanical units caught by the pulse, if they manage to survive. This upgrade is usually given to Teleforce Cannons guarding heavily contested territories.

## Background

When you're up against three enemies that love nothing more than sending wave after wave of expendable troops to attack, the only solution is to find a way to kill a lot of enemies in as little time as possible. In World War II the Allies tried desperately to lure Soviet troops into killzones and traps to weaken them. The Nationalist armies fighting the PLA simply dug in and stubbornly fought to the end, and even beyond that. So against conscripts, clones, and nanite-built bones, you need power. And lots of it.

Enter the Teleforce Cannon. A raised platform working off the same gamma ray amplifying principles as the ray turrets, the teleforce cannon essentially fires a sheer "wall" of gamma rays at a wide swathe of land. Anything caught in the ray is either cooked or slagged, boiled by the intense gamma beams. An effective area denial weapon, the enemy will pay dearly if they try to take the cannon head-on.

Of course, that's where the problem is. The cannon needs to cool down after firing, meaning a smart enemy can either stack his attacks to wear down the turret, or just bombard with artillery and aircraft until the structure collapses, if they haven't already hit the power plants.
Prowler IFV

**Key Features** | »25mm metalstorm autocannon»Anti-Tank deplete uranium missile (x2)»Modular utility bay»Anti-gravity hover units»Complete lack of air conditioning

*"So it's a troop transport that can't carry troops, a reconnaissance vehicle that's too conspicuous to do reconnaissance, and a quasi-tank that has less armor than a snowblower, but has enough ammo to take out half of D.C."*

-An Allied analysis report on the Prowler
## Tactical Analysis

* **The Ultimate Fighting Vehicle:** Though rejected by the Allies. The Prowler IFV still remains the main IFV of the Australian army (and Christians for some reason). With the Southern Contingent buying any surplus, and further modifying them, to help the Contingent. Supporting infantry on the battlefield with its 25mm metalstorm autocannon and two anti-tank depleted uranium missiles.

* **Trying on Levi's:** Similar to the Multigunner, the Prowler can gain additional equipment by having an infantry garrisoning its special utility bay, and can fire a barrage of gravity grenades that slows and disorientates enemies with a burst of increased gravity, and units heavier than a car will take some damage.

* **I'm a troop carrier, not a tank:** (Miscellaneous capabilities)

* **Toughen up the hide:** Seeing as how the Prowlers are often fighting at the front, directly in the enemy range, with only a steel plate welded at the front (and an aluminum chassis everywhere else). ERA plating has been given to Prowler crews as a stopgap protection, reducing the damage they take to the front and flanks (the rear is not given ERA since that is where the infantry disembarks). However, the expense of making the kits limits its distribution to veteran crews.
Side-Car Cavalry

**Key Features** | »Harley-Davidson motorbike (reinforced)»Sidecar»"FN-MIN" 7.62mm machine gun»M2 Browning»Engine cleaning kit

## Tactical Analysis

* **(Title 1):** Buying a massive amount of Harley-Davidson motorbikes, and adding as much armour they can put on before the speed is affected. The Side-Car Cavalry are scout cavalry of the Reservist Vanguard reinforcements. Its sidecar-mounted machine gun letting them shoot down straggling infantry.

* **(Title 2):** Once the driver anchors their bike at a good position. The gunner may pull out heavier Browning mounted on the side for additional firepower and double as a mobile anti-air defense.

* **(Title 3):** Nothing more than a civilian motorcycle with some armour. The Side-Car Cavalry has to rely on its speed to survive since a single blast of a Peacekeeper shotgun is enough to irreparably damage the bike and/or kill the driver and gunner. And to not be ripped apart by the recoil the Side-Car is immobilised when mounting its HMG.

* **(Title 4):** Seeing as how their machine guns are not fulfilling their role as well as they thought they could. The Reservist command are now starting to switch to automatic, 8-gauge, shotguns that can be mounted on their bike for greater efficiency against swarms and replacing the Browning for a 20mm autocannon for heavier stopping power.

## Background

*"..."*

-...
Babalu Aye Derrick

*"..."*

- ...
## Tactical Analysis

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

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

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

* **Let them fight in the shade:** Elite Babalu pilots are given the chance to switch to the latest model that replaces its RPG for a three-barreled MRL. Allowing to fire three, still inaccurate, bursts of their rockets at once for greater damage and coverage.
The Operative

**Key Features** | »Utility sunglasses»Communication earpiece (channel encrypted)»"Polybius" custom neuralizor»Custom tailored suit»████████████████████

## Tactical Analysis:

* **Who watches the watchman:** One of the CIA's top agents sent to help the Unionists. Agent L, better known as "The Operative", is capable of infiltrating almost everything and subvert it from within, thanks to her reverse-engineered PAWI device, and assassinating targets with her custom gun, depending on the chosen specialisation. She can even extend her cloaking when garrisoned, making the structure or vehicle she's in invisible too.

* **There is no war in America:** The Operative has one special trick up her sleeve. Using a customised Neuralizor the Operative can fire a pulse that wipes off the last few seconds of memory of any enemies surrounding her, leaving them in a daze as they try to remember what happened, either setting them up for an ambush or giving the Operative time to escape. Don't worry about hitting your allies as the Unionists, and any allies with them, have been given equipment that makes them immune to the effect.

* **Conspiracy exposed!:** The Operative is still an agent trained in subversion whose only protection is her invisibility as she is too slow and too frail to escape once exposed, with her gun and Neuralizor being slow to reload, and is easily killed by anti-infantry fire or crushed by a tank. Leave the commando work to the SOGs.

* **The president has invited you to the Salt Pit:** If the battle is deemed intense enough, the CIA will grant The Operative full clearance to awaken sleeper agents. Upgrading her Neuralizors pulse to now be powerful enough to completely brainwash enemy ground forces to their side, barring commandoes, and a special wrist-mounted supercomputer that lets her hack buildings at range and detect stealth units.
Thermometer Chrono-tank

**Key Features** |  » "Atom-Smasher" Proton Missile launchers (x4) » Chronoportation systems » Transport compartment » Chronometric Scanner suite » No hard feelings

## Tactical Analysis

* **Where did that Tank Go?**: The Thermometer Chrono-Tank is one of the most feared assets in the expansive Comintern arsenal due to its lethality and mobility. A Chrono-Tank's missile launchers can quickly reduce vehicles and aircraft alike to little more than scrap metal before they can realise that they're under attack, each missile moving extremely quickly and locking onto targets just as suddenly; making it quite hard to evade its firepower. And it is reasonably durable for such an agile asset.
* **\*Teleports behind you\***: The Chrono-Tank's greatest claim to fame however is its ability to teleport where it pleases every time the chrono-device is ready. This lets the vehicle be almost the perfect ambusher and reinforcement vehicle as it can arrive in moments to just about any hot spot that might need its attentions or exploit any weaknesses that the commander detects. They also have the added bonus of being able to fit a single squad of infantry inside, allowing for some creative combinations.
* **Nothing personnel**: The Thermometer is not well suited for dealing with infantry however due to the narrow area of effects of its missiles, and structures take quite little damage from its warheads. It should always be accompanied by suitable escorts who can help cover these weaknesses; with the Telescope and infantry squads generally being ideal companions as they can keep up with the Thermometer.
* **Heh**: Improvements to the space efficiency of internal components have allowed for the Chrono-Tanks that have been recalled for refits to now mount an eraser gun that can deal with a single high priority target at a time, essentially taking them out of the fight while the missile launchers deal with everything else.
Shinobista

**Key Features** | »» Nunchaku»» Sawed-off Grummond 8 Shotgun (W/ Grip)»» Chain Links (Unbreakable)»» White Catholic School Uniform Shirt (With Embroidered Patria y Libertad Logo)»» *Caudillo High School* Dōjinshi

### Tactical Analysis

* **Patria y Libertad....y Desu:**

* **No comprende what they're saying:**

* **Hombre with a Shotgun:**

* **Notice Me, Pinochet-senpai:** Some shinobistas who want something a little stronger than nunchaku have starting lugging actual chains into the battlefield. With them, the unit can strike at enemies with much more damage and even lasso infantry by their neck.

### Background

*"The UI, as they call, who proclaim their love for dictators, as shown through their extensive iconography of them... it's something. But the problem is that the bulk of them are childless, single men who pleasure themselves to anime..."*

- Chet Huntley, talking about the UI in a report
Despite Chile's new leftist coalition being called "Popular Unity," Allende's new form of governance was not welcomed by all members of Chilean society. WIP
Rhino Tank

**Key Features** | »125mm autoloading cannon»Over barrel 12.7mm DShK heavy machine gun»Smoke grenade launchers»Appliqué reactive armor plating»Air-conditioner (replaced heater)

## Tactical Analysis

* **Old warrior, new tricks**: With all the new generation tanks in the world, the Rhino is still able to fight like ever. The fast-loading 125mm gun can still pierce the enemy hulls with not much of an effort, like the gun of Hammer. And when the crew targets an infantry unit, the over-the-barrel "Dushka" machine gun will quickly take care of them.

* **What you can't see...**: After the Iran modernization, the Rhino was equipped with smoke grenade launchers on the turret to more adopt it to the conflict with the GLA. Tank commanders can use it whenever they deem it necessary, such as when they need to quickly escape and cover their retreat, or to close the distance to enemy positions and hit them up close, where these rebels are weak!

* **Nothing is invincible**: Despite the application of reactive armor to increase Rhino's armor protection and thus survival in combat, it is still vulnerable to anti-armor weaponry, and has nothing to retaliate against helicopters and fighters. Also, with the additional weight it is slower, and thus more vulnerable to long-range attacks.

* **Fire, Fire, Fire!!!**: For the most decorated and experienced tank crews are entrusted the T-58Z3 versions, which are equipped with gun cartridges of smaller HE shells, enabling the crew to fire three detonating shots in quick succession. These shells are not as strong as the standard shells, in total they can deliver more damage to whoever will be as bold to face them. And for the Dushka machine guns they are issued new incendiary bullets to set them in flames. Not a hard thing with the tropical heats they are fighting in.

## Operational History

''*Calling all those who fight for the Global Liberation Army, I don't know who you people are and I don't know what you people want. If you're looking for ransom, I can tell you I don't have money... but what I do have are a very particular set of strategies. Strategies I have acquired and honed over my entire life while in the army. Strategies that make me a nightmare for terrorists and democrats everywhere. If you surrender now, that will be the end of it - I will not hunt you down, I will not chase you... but if you don't, I will look for you, and if we ever encounter you ... may Allah have mercy on you because we will bury you on the graves we prepared for the whole lot of you."*

- "Charger" Rostami, a highly-decorated Rhino Tank commander to the rest of the GLA, via radio.
Radio Autoturret

Template:China Buildingbox
Template:China Vehicle Header

## Tactical Analysis

* **Pause Button:** The most effective turret to use against infantry, the Radio Autoturret can position itself anywhere on the field to deploy. When it does, it automatically fires bursts of radio interference at the enemy to either make them freeze up in pain or disrupt the electronics of their vehicles.

* **Scan the Gamma Quadrant:** By managing the pulses given off by the turret and "listening" for how long it takes for them to bounce back, the turret can provide early warning for friendly forces. This does, however, mean the turret also ceases being effective at stopping enemy forces from moving.

* **They Can't Hear Us:** The radio waves are not strong enough to penetrate vehicle plating, making it useless against tanks. And its frequency ist strong enough to reach aircraft, making it useless against aircraft too.

* **Improved Reception**: The autoturrets can also be retrofitted with more advanced dishes to further improve it, letting the radio waves to bounce between enemies upon impact and disable any stealth equipment. But with how expensive it is to make each dish means that they are only distributed to autoturrets guarding the front.

## Background

The concept of mobile defenses fits perfectly with the Atomic Kingdom's method of securing and holding ground in slow, deliberate steps. These mobile turrets are the opposite of the ones used by the secretive Catholic order rumored to exist. Where those turrets are made to eventually be torn down and moved, the Chinese mobile turrets are designed to hold positions and support further expansions. Though rendered immobile by deployment, these turrets still support the Chinese advances and are vital pieces of their strategy.

The radio turret is one of the most basic turrets for this purpose. Built on a hoop-wheeled base designed to separate from the wheels on command, the turret is designed more for support than direct combat. The radio waves in the device are designed to either wrack a target with severe migraines, or cause malfunctions in a target vehicle's electronics/driver. As one of the first turrets put in place, it can also use it's radar gun in a more important capacity; it can bounce radio waves in a wide area to scout out what is before the advancing Kingdom forces, giving a commander time to prepare for the enemy long before they realize they're spotted.

Template:China
MCV (Echoes)

The heart of any faction's base, most Construction Yards are able to pack up into a MCV and relocate to another part of the map.

## Combine Panopticon (Mobile)

### Tactical Analysis

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

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

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

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

### Tactical Analysis

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

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

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

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

## Unionist MRV

### Tactical Analysis

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

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

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

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

## Commonwealth SHC

Template:Commonwealth Unitbox
Template:Commonwealth Vehicle Header

### Tactical Analysis

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

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

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

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

### Background

Though part of the Allied Nations, the production of SPAM isn't the most important priority for India's industries right now. With the massive demand for raw materials and parts coming from the cities and "member" nations, the Frontier Corps is pressed for sturdier materials, and is forced to make do with strong wood and sturdy canvas. While quick to build, they're also easy to destroy (hardly ever do these structures have the chance to be broken down). However, this also means the Commonwealth doesn't need the expensive Conyards of other powers.

The Construction Depot is more like the home improvement store Lowe's, holding quantities of wood, canvas, and other construction implements to build a base, as well as large numbers of hedge parts to be planted where the commander needs a solid wall. With numerous cranes sticking out of it and a group of soldiers ready to build up and out for the Commonwealth. This comes at the cost of not being as sturdy as a conventional Con-Yard, however, meaning a well-placed strike can destroy it if an Indian commander isn't careful.

## Ecumene Transmatter Deployer

### Tactical Analysis

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

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

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

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

## See Also

* MCV (Paradox)

* MCV (Quantum)

* MCV (Annihilation)

* MCV (Null)

* MCV (Pandemonium)

* MCV (Insanity)

* MCV (Extremis)

* MCV (Silentium)
Red Devil Armored Car

**Key Features** | »» 100mm Tank Gun (From Flak Traktors)»» Bulldozer Chassis»» Ham Radio (Set to 66.6 The Flame)»» Charcoal Stove»» Red Star Decal (Upside Down)

### Tactical Analysis

* **The Devil Went Down Ghana:**

* **Night on The Atlas Mountains::**

* **If It's Raining & the Sky is Clear:**

* **The Devil's Beating his Wife:**
Scrapper Drone

## Tactical Analysis

* **Too fast**: The Scrapper Drone is one of the fastest ground combatants in the Allies despite being thrice the size of a Terror Drone. Able to outrun many kinds of helicopter and chase down just about any kind of vehicle in service, the Scrapper Drone is also fitted with large optics that allow it to see a substantial area around itself, making it an excellent scout; and it's hardly any slower in the water. Targets seeking to flee the gaze of the drone will quickly find that its gravametric harpoon will prevent any such escape attempts.
* **Too furious**: The Scrapper Drone is a terror for the operators of vehicles and infantry alike. Able to jump on top of almost any vehicle or simply claw open most infantry, the Scrapper Drone cannot be dealt with by the crew of a vehicle once on top and will tear the vehicle apart unless repairs are made or the enem tries to shoot them off. Even warships are not safe from this process.
* **Too fragile**: Scrapper drones, however, are very fragile and can be brought down by autocannons and grenades. While able to dodge around most heavy weapons and armoured enough to shrug off small arms, explosives are well suited for dealing with their evasive abilities and will shred them, and autocannon fire, in particular, will obliterate them. They cannot attack air units and their equipment is poorly suited for dealing with the concrete of structures. They are also poorly matched for battlesuits, most of which can tank the drone claw return fire, a losing prospect when the limb claws were made for lighter infantry.
* **(Not) Too far**: During the Third World War, losses of Scrapper drones to low-flying aircraft and flying infantry units were severe. Enough so that drone handlers began to petition to the Allies to find a way to save their rambunctious comrades from the depredations of air units or transformers such as the VX. Allied Command came out with an upgraded suite able to let the drone leap high into the air with pinpoint accuracy; not only increasing its threat range but letting it attack lower-flying aircraft; surely dooming them. This suite is still quite time-consuming to implement, so it is saved for the drones with the most developed "experiences" in their machine learning matrices.
Program Ramiel 01

Program Ramiel 01 is a Paradox Fan Faction created by Sir Shockwave. Inspired by all things robotic and mechanical,

Sir Shockwave created this faction after skimming the other fan factions, and decided to write something...a little differant.

 **Dev. Status** | Lore Only

### **History**

Ramiel 01 is a program taking it's name from one of the twenty two fallen angels from Judaeo-Christian mythology who came to Earth to give knowledge to Humans. Ramiel does a similar role...except his job these days is more related to field testing the new Protectorate toys than feeding information.

When the Protectorate was seeking out information, Ramiel was one of the many spyware programs in charge of gathering information. Upon the reactivation of the Protectorate, he continued to uphold the will of the Core Consciousness, collecting information and planting viruses to the Protectorates benefit (he favoured faking the virus as another faction, usually the Empire or another advanced and technologically sophisticated faction). As the Core Consciousness began to assimilate more knowledge, Ramiel soon found himself being reprogrammed as a Field Commander. At first he found the Protectorate's toys dull. They seemed designed to break apart, and the act of throwing hordes of lesser programs at his opponents dissatisfied him to the point of boredom. Ever the clever one, he began to practice other ways around the boredom.

Ramiel decided to work on psychological terror, an area the Protectorate had often overlooked. Ramiel dedicated his logic circuits to rebuilding his army in a nightmarish visage, designed to torture and torment, and to leave deep, lasting wounds on his enemies. To this end, he began to harvest Humans, seeing them as little more than a resource like water or ore. This lead to the creation of his Cyborg soldiers, as well as modified robots designed to strike fear into his enemies.

And now the army is slowly beginning to rise from the untouched depths of Siberia...

### **Playstyle**

Ramiel 01 prides himself on psychological warfare - scaring the living daylights out of your opponents soldiers. Ramiel's forces use a lot of Morale harming tactics as he closes in on his opponents, before crushing them utterly.

While Ramiel does have a Super Unit, he does not have a Super Weapon.

### **Units**

Infantry

Vehicles

Aircraft

Navy

### **Behind the Scenes**

* Ramiel is HAL from 2001...only much, much more ruthless.
* The faction is deliberately a lot darker than the conventional Red Alert 3 factions.
* The Cyborgs are based on CABAL's (from Tiberian Sun), but with some newer sources examined and mixed in as well. They will not however be able to survive with their legs blown off. The CABAL Super Unit is a blatent shout out to the source material.
* Since the Writer is unable to code or modify Red Alert 3 in any shape or form, this faction is going to remain Lore Only for the time being.
* Did we mention the Writer enjoys Robots?
The Eye Doesn't Lie

## **Knowledge is power**

Third Eye's web of information is far reaching and nearly frightening to most intel agencies across the globe. Somehow this entirely anonymous person has managed to get a steady stream of data from all corners of the Earth and feed it to the Network. While they have all this information from nearly everywhere, what they don't have is an efficient way to not only analyze it but also understand how to fit it together with other pieces of intel.

This significant flaw in the Network's data systems is a crucial weakness (along with the fact most of them aren't good fighters). Nevertheless sometimes Third Eye will take matters into his own hands and give Network clubhouses a crucial piece to the current puzzle that is befuddling them. Typically these revelations are highly crucial to the conflict at hand, as most of these things are connected. However due to this, these revelations tend to be extremely distressing in nature due to how many connections there are (both in the Network and outside). Such information tends to make Network members paranoid as this information paints a clear and grim picture of the battlefield and beyond.

  **Vehicles**
  **Aircraft**
  **Conduit**
  **Buildings**
  **Detailed Information**
Speartooth Cruiser

## Tactical Analysis

* **Taking on water:** Speartooths are Australia’s main ship of the line, boasting robust armour and adequate speed. There primary weapon is a gravity beam that stops its target dead in the water and slowly forces it underwater.

* **A ship or a sub?:** The Speartooth can also turn its own weapon on itself causing it to sink from view. While it cannot move or attack it is hidden from enemies and can only be targeted by anti-submarine weapons.

* **(Title 3):** The Speartooth’s weapon has a short range, too short to bring down aircraft. Also trying to drown a submarine is rather pointless.

* **You sure its not a sub?:** New modifications allow Speartooths to propel themselves and attack while underwater (though it’s much slower compared to moving on the surface), opening up some new tactics for their captains.

## Background

*Report on so called “Speartooth-class warship”*

First of all I must correct in the error in made in its classification. The Speartooth is not nearly large to be classified as a battleship. It at best could be considered a destroyer or a small cruiser. How previous shinobi made such an amateur mistake I do not know but they will be punished for the dishonor they brought upon us.

As for the Speartooth itself its primary armament is a gravity projector similar those used on several other Contingent vehicles. That exact process I am afraid is still unknown but the weapon works by the projecting a beam at its target that increases it weight causing to to loose buoyancy and sink. Essentially it takes the process of blowing holes in a ships hull causing it to flood and cuts out the middleman.

It’s other ability is equaling interesting. If the vessel is being overwhelmed or in need to avoid detection it can turn its weapon on itself and “sink” itslef. The ship can seal its hatches and opening and the hull is surprising water tight. The vessel can stay underwater for at least several hours though it cannot move except to surface though advancements are underway to change that.

However, despite how similar it is to a similar Empire vessel in development (prior to project abandonment followed by loss of said blueprint and it’s only prototype) there is no evidence of leaked or stolen blueprints being used. It is simple an example of convergent development.
Ruffian

**Key Features** | »Potstock grenade launcher»Brickston bomb»Automail arms»Various burn scars»Stovepipe hat (fancy)

*"Time to paint the town red!"*

-Patricia "Peacock" Pertiwi, the most legendary and notorious Ruffian in Sphere 8 (Indonesia).

## Tactical Properties

* **Have you ever heard of a *sane* bomber:** The ruffians are men and women armed with the SSDS mass-produced grenade launcher, the Potstock. These launchers are capable of firing a variety of rounds, the most common one being the "Blow-you-of-your-socks" round. These rounds provide sufficient knock-back, and are thus effective against massed infantry and light armor. And when When not bombing things, Ruffians are rather effective at defusing mines. One might reason that someone who's already gone has nothing to lose in kicking a mine.

* **Blunt Coffins:** Ruffians are well known to also lob Brickston bombs at advancing armour, reminding them that they are, in fact, not invincible. Compared to their grenade the Brickston is cartoonishly large and produces a blast large enough to damage groups of vehicles, and even if they do survive the damage a large hole is blasted into the vehicle, exposing vulnerable systems for a short time. This allows another Ruffian to follow up with another grenade for increased damage, or allow other forces to finish it off. But for safety reason, a Ruffian is only allowed to carry one bomb at any given time, but even then it's so large that they'll likely throw their backs if they try carrying a second one.

* **Is this thing on?:** (Miscellaneous capabilities)

* **Throwing terror:** (Upgraded nature)

## Behind the Scenes

The Ruffian's dress and behavior are summarily glanced from another top-hatted crazy inhabiting Skullgirls, the prosthesis oft needed by people handling malfunctioning explosives are an added bonus.

## Just the Stats

 **Armour Type** | Infantry

 **DPS** | 20

 **DPS** | 80
Repair Wallaby

**Key Features** | »»»»»“Made in Australia” stamp

## Tactical Analysis

* **Boxing roo:** Hopping on a pair of mechanical legs. The Repair Wallaby is one of the fastest cavalry units in the Contingent forces. Armed with a pair of fists (and kicks) that can dent vehicle plating.

* **Bobs your uncle:** The pilot within the Wallaby's "pouch" can also exit their robot and begin to repair vehicle and structures around them for free. Do note that this is extremely slow, the Wallaby is immobile, and the pilot is vulnerable to getting shot while repairing.

* **Crikey:** Tanks are more than tough enough to be taken down with a few kicks and you can forget trying to punch down aircraft.

* **Back in a jiffy:** After countless times of evading death, and stealing any broken part they can find, Repair Wallaby pilots would learn how to repair vehicles and buildings much faster to reduce the time needed to be exposed.

## Background

The Wallaby was, ironically enough, a Japanese design. The Zashiki Corp that originally created it submitted the design as a light one-man utility mecha for both civilian and military purposes. However wealthier competitors attacked the company, destroying their ratings and causing several scandals that forced Zashiki to shutter their doors and move to greener pastures in Australia. As the Zashiki had no classified technologies they were allowed to leave, believing they would be rejected by the gaijin and eventually come crawling back begging to be bought out.

Instead Zashiki choose to sell their mecha design to the general public, to much success. Renamed the Wallaby in honor of its new home, the one man walker able to quickly cross rugged terrain and could maneuver through a crowded warehouse with ease. The Wallaby was also quite reliable and easy to repair and maintain, unlike other Japanese designs which often required specialized (aka nanites) equipment to keep in working order. All these features made the Wallaby extremely popular and the walkers soon became a common site in Australia, whether it be moving cargo shipments at the docks or preforming repairs in the outback. The fact that it looked like a kangaroo even before they moved was a nice bonus.

When the Japanese invasion happened the Wallaby took the Imperial invaders by surprise. The Wallaby could easily keep pace with the Empires own forces and its armatures could deal blows powerful enough damage light armour. Tales of Imperial Warriors be laced low by boxing robotic kangaroos quickly circulated among the ranks and one report even told of how squad of Wallabies managed to fell a mighty King Oni through speed and guile. Their most vital role was as a highly mobile repair service, able to deliver technicians anywhere they were needed in a hurry.

Needless to say when the Contingent formed the Wallaby was welcomed into their ranks with great exuberance and they are now responsible for keeping Australia’s defenses in tip top shape. And now Zashiki Corp laughs as the Empire demands they return back to the homeland, of which they replied.

”We will return. Once every Zaibatsu kowtow beneath us for forgiveness.”
Ssekhmarakh Resistance

**Dev. Status** | Conceptual

## Gameplay

### Build Mechanic

All Ssekhmarakh structures can be built underwater, making them immune to most weaponry, but require Hydro Farms to function, which float above the water and can be targeted, and the loss of one will cause the building beneath to slowly lose health as the loss of power. But in turn they are extremely frail when built on land.
Teutonic Volk Korps

**Dev. Status** | Conceptual

The Teutonic Volk Korps are a fan-faction created by Forgottenarmy. Based in West Germany, Austria and Denmark, they are a paramilitary organization that seeks to unify the Germanic states and build a Teutonic superstate in the centre of Europe.

## At a Glance

Korp's Gameplay style: Mechanised Warfare/Blitzkrieg
Strengths: Strong motorpool with light, medium, heavy tanks as well as a superheavy, units are tooled towards destroying enemy units and bases and engaging in massed combined arms battles. Most vehicles can carry infantry and infantry are designed towards anti-vehicles and anti-structure warfare
Weaknesses: Lack of base defences due to focus on mechanised warfare, lighter vehicles tend to be faster, whilst heavier and superheavy are slower, which means sometimes slower advances are required, military forces heavily vulnerable to anti-tank attacks. Wet navy extremely limited.

The Korps do visually take inspiration from groups like the Freikorps, WW2 Wehrmacht (excluding the SS) and 50s and 60s West German Military designs as well as the German factions of Company of Heroes. Whilst they may have some visual and story tropes that sound like Nazis, they are not I repeat not Nazis.
Striker Battle Tank

**Key Features** | »75mm CLG agneya M3 howitzer»Automated turret»HRL-3000 Chemical Reactors (X2)»Crew (x2)»On board VI (kiasu)

*"Now you see it, now its **\*booom\***."*

- Striker Battle Tank

## Tactical Analysis

* **Demolition star:** Strikers owe their origins as logistical towing vehicles. Sporting utterly insane amounts of engine power, they can tow even the heaviest of IPDI equipment across the land at record speeds. But sports a seemingly measly 75mm howitzer from its original towing variant. However, this howitzer has been upgraded to firing CLG white phosphorus shells that are effective at blinding and immobilising multiple tanks and decimating swathes of vehicles and infantry.

* **Death star:** The might of the Striker unveils itself, however, when it chooses to rearm itself with the unrivaled 128mm CLG derez gun, alongside additional armour plating. This gun is capable of penetrating nearly all main battle tanks' frontal armour from afar and has a good chance of completely obliterating them in a single shot, and for infantry and garrisons the crew also has a large supply of riot gas shells to turn them into unrecognizable blobs of flesh and organs. the only disadvantage is that the cannon's weight slows the Striker down, its range is much shorter than a howitzer, and the tow hook had to be discarded for shell storage.

* **Dead star:** The Striker is, however, extremely fragile, as it was a towing vehicle turned mortar carrier. 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. Air units are also the bane of the Striker, as it cannot retaliate, and its large size makes it easy for air units to score hits.

* **Devastation Star:** Though it takes some mechanical experience. Most Striker crew would often weld a 105mm cannon to give itself a weapon with an impressive rate of fire, and a strong DPS, granting it another weapon it can use while reloading the howitzer/128mm.
Lakshmana Artillery

## Tactical Analysis

* **Rocket Tank:** The hull of Rama tank with a battery of rockets mounted on top, the Lakshmana provides hard hitting fire support to the Frontier Corps. It is better armoured than most faction’s artillery’s and while its rockets are devastating to most things they hit, even if they are slow to reload.

* **Take a deeeeep breath:** The Lakshmana can also filled rockets filled with debilitating nausea gas, knocking out unprotected infantry and bringing armoured columns to a crawl.

* **We are still reloading!:**While better protected, the Lakshmana still suffers from the same weaknesses many other artilleries suffer from, it is helpless against aircraft and can’t hit targets who manage to get in close.

* **(Title 4):** With enough experience loaders are able to cut the time it takes to reload in half, which is also helped by being given a loading system. This also comes with the benefit of making the switch between rocket types nearly instant.

## Background

"*...*"

- ...
While the Commonwealth had plenty a number of toyed heavy artillery pieces at their disposal (wooing to how most other nations had proceeded to sell them off) they lacked a self-propelled artillery platform capable of supporting their armed forces. Searching for an answer, they decided to take inspiration from the Russian Katyusha and created their own rocket artillery the Lakshmana. Development proceeded quickly, the design was quite simple and didn’t require a lot of work to replicate. Originally the vehicle was near copy of Russian’s model, a slightly up armoured truck with a set of rails and in later models tubes designed to fire a volley of rockets. It was both easy and cheap to manufacture and as was its ammunition, all of which were considered desirable traits given India’s somewhat lackluster economy. However after combat trials several flaws were brought up. First of course was the inherent fragility of the platform, being little more than an a truck with a rack of explosives mounted to its back it was unsurprising vulnerable to enemy fire. This had been considered before but dismissed as acceptable. What was not acceptable was head slapping realization of how difficult it would be tell it apart from its Russian counterpart, putting the Lakshmana at risk of mistaken identity. Another problem was of truck’s poor off road capability, a glaring drawback considering the state of the roads or lack thereof where it was supposed to operate. While the armament itself worked fine, its carriage was flawed and would need to be replaced. Rather than create a new vehicle, and cost the army further time and money, one general came up with the of simply mounting the rockets on the hull the Rama tank. With its original weaponry had to be removed, as well as some of its armour, the tank could easily carry rocket launchers while still retaining its all-terrain capabilities.
Provoker

*"..."*

- ...
## Tactical Analysis

* **Rise up**: The Scavenger Temple Provoker may be few, but they make up for it with training and fanaticism. They are armed with WW1-era pistols; though old, these weapons let Provokers disguise themselves as civilians (as it's easy to hide in their coats), and have enough power to punch through Spartakus powered armour. It helps that their rounds contain corrosive materials that quickly eat away infantry armour and poison the target.

* **Open their eyes**: Every Provoker carries a belt of hallucinogenic grenades on their person at all times. Thrown into a crowd of foes causes those affected to attack anything in sight, including their own allies.

* **Forsaken protection**: Reliant on their rocket launcher armed brethren for any sort of protection against armoured vehicles, Provokers also wear minimal armour, for better mobility and concealment. Their best defence may in fact be the ability to blend into civilian crowds, making them frustratingly hard to root out.

* **We are the chosen**: While the Temples has chosen to stick with revolvers for various reasons, it is understood that such weapons are not always appropriate; to this end, every cell of Provokers also has at least one MP41/44 machine pistol filled with the same corrosive rounds, which can be brought out when automatic firepower and range is required. Alongside cluster grenades that disperse their rage gas in a wider radius and stay as a lingering fog.

## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 1200

 **DPS** | 40

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Resupply

This article (Resupply), or a section of this article, is not considered canon until Team Echoes has considered it so.
It may or may not be part of Echoes, in either the game or the Lore. Usually, its status will be debated in the the discussion page of the appropriate article.

 **Brief** | An Unity Airship flies in from offscreen and drops a cache of supplies, healing and buffing allied units nearby. Do note that the cache can be destroyed or converted to enemy use.
R-109 Fighter

**Key Features** | »Spectrum Beam Cannon»Sleek Chassis»Quantum Bombs»Innovative targeting system»Plenty of power canisters

## Tactical Analysis

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

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

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

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

## Background

When the Achilles Superfighter came into the market, FutureTech was absolutely furious! A mainly unimportant weapons firm in the depths of Canada produced a much more mighty weapon than any of what FutureTech's spectrum weapons were capable of before! Immediately, FutureTech created as many knock offs of the Achilles as possible, out of pure spite for Infinity Realms, until the Allies wrote a rather polite cease and desist letter.

When FutureTech started to split from Allies in terms of military, they came upon a new weapon when working out the bugs of a spectrum cannon. The beam was a *truly* concentrated laser! Not one that you just fire, it makes a beam, and then disappears, but one that lasts as long as there's a power cell full of power. Impressed, the Ace Combat Team of the FutureTech Aircraft R&D division decided to put it on their new aircraft, the R-109 Raiden.

Unfortunately, the beam did little damage, compared to the spectrum cannons of the Achilles, and wasted more power from the Collider Fuel Cell. The Ace Combat team almost scrapped the project until they found something when testing the R-109 on an Apollo target drone; the beam just simply *locked* on! Not only did it lock on, but the beam also curved along with the R-109, damaging all in its path, except the R-109, of course. Of course, the problem of getting the laser to lock on always was tricky. A second laser is generated, guiding the first to its target. Once the laser hits the target, the laser will bend and twist with both planes.

When the Ace Combat team produced the R-109, they could finally defeat their rival, the Air Force of Tommorow team of Aircraft R&D, creators of all 3 models of the Harbinger Gunship, in terms of ingeniusnous.

Now, Fournier will have to watch out, as there's a new Superfighter in the air, and its not friendly to the Achilles!

## Behind the Scenes

* The weapons are based on the Raiden Mark II of Raiden Fighers II
* The actual plane itself is based on the R101 Delphinus.

Template:Futuretech
Slinger

*"..."*

- ...
## Tactical Analysis

* **Suffer the sling:** Armed with a seemingly primitive sling. The skill of these Slingers, combined with enchanted equipment, lets them sling lead "bullets" with enough force to smash open the armour of most infantry.

* **Stink 'n Sink:** (Secondary)

* **Brat with a slingshot:** (Miscellaneous capabilities)

* **(Title 4):** Recent alchemical experiments have led to the creation of newer bullets that holds a small amount of toxic spores that explodes when the bullets impacts a hard surface, creating a toxic gas that can kill multiple infantry and forces vehicles to button up. Unfortunately these rounds are extremely prone to detonating with the slightest jostle, thus only veterans are given to test it.

## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 2000

 **DPS** | 120

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