recursal/Fanatic-Fandom huggingface dataset:
Imperial Entente Cordiale (PA:HP)

**Dev. Status** | Original units and building In-game

*"99 Decision Street,*

*99 ministers meet*

*To worry, worry, super scurry*

*Call the troops out in a hurry"*

*"This is what we've waited for*

*This is it boys, this is war*

*The Emperor is on the line*

*As 99 red balloons go by"*

- *"99 Luftballons"*
The **Imperial Entente Cordiale**, also known as the **Entente Cordiale**, or simply the **Entente**, is built around the Franco-British Union, the merging of Europe's two greatest and most widely spread Empires in response to a feeling of all encompassing communist encirclement as revolutions spread from Upper and Oriental Germany, Russia, America, and China. In many ways, the Entente is an extension of the Union of Central European States dominated by Oriental Britain and France in particular and its vast network of realms of the Commonwealth that are tightly bound into the great Imperial Federation that spans across the world and billions of people. Possessing tremendous military might and global reach, the Entente is as prideful as the Dragon that forms the basis of its symbol, and its powerful hammer and anvil approach to warfare is the terror of many foes. It is the most powerful member of the Alliance of Democratic Nations, even if its commitment to Liberal Democracy has been shaky at times and it was once an outright union of Reactionary and Fascist Dictatorships whose legacies have yet to be fully cleansed from the modern Entente. But its power and clout makes it difficult to fully challenge within the Allies, especially as its independent power projection is so vital.

## The Blue Army

*"The Dragon of the Global Core is either feared or respected, but never laughed at, not by anyone with half a brain. The Peacekeepers, Warfighters, and Reservists could not endure without us. The blue world could not survive without our strength and steel, and if some people want to decry our policies, they are welcome to ask how they would have fared without our tanks in the face of Japanese invasion, Yuri's perfidy, the Sovereignists' intransegience, Communist Pressure, or the Revolutionaries' time flung might. When they they do not look to our Commonwealth, our Empire to guard them, to enrich them, to fuel them, then perhaps we will listen to them. Until then, the sun will never set on our Empire, and under its banner liberty, prosperity, and dignity will prosper."*

-Marshal Sir John Hargreave of Kent.
Desta Patrol Craft

**Key Features** | »Ramjet cannon»Oars»Overworked arms»Spot where outboard engine should be»Fishing rod (with bait)

*"..."*

- ...
## Tactical Analysis

* **Row row row your boat:** Floating in the face of absurdity, the Desta is a simple paddle-powered boat mounting an upward-firing ramjet cannon. Despite its dubious seaworthiness, it remains as League's first line of defense against aircraft at sea.

* **Gently down the stream:** If needed, the rower can make the effort to row as fast as possible to gain some speed though he’ll have to rest afterwards.

* **Merrily merrily merrily:** The Desta is at the end just a slightly armoured rowboat, it provides little protection to its occupants and can even be smashed just by a big enough ship ramming it.

* **Life is like a dream:** Some Desta’s get fed up and buy themselves a cheap outboard engine so they don’t have to tire themselves rowing, though they will pick up the oars if they need a boost.

## Background

The Allied Peacekeepers' supremacy over the skies is something the Pan-African Divisions and their Axis brothers-in-arms learned the hard way. During the Third World War, Century Bombers from Allied Southern Africa blew League bases in Zambia to bits with little pushback. Vindicators danced around War Derricks that often took much time to aim at them before falling to their bombs. In the Battle of Livingstone, military observers noted an Achilles decimating the Southern Division's ornithopter squadron and a Dervish it had before flying back to base in Cape Town. The ramjet cannons protecting those Zambian bases failed to land a single at said superiority fighter, which reportedly took its time to do aerial stunts on its way back to taunt the League. **WIP**
Dewey Transport Helicopter

## Tactical Analysis

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

* **(Title 2):** When attacked by anti-air the Dewey can deploy an array of point defense drones, equipped with IR lasers, to protect itself, until all drones are destroyed or the batteries run out.

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

* **In and out:** Experienced Dewey crews are able to pick up and drop off passengers without needing to land, letting them conduct rapid escape or hit and run attacks. Apart from that, the greater gunnery skill of the pilots lets them suppress infantry much faster and slows vehicles by targeting their optics.
Glades of Oranbega

**Dev. Status** | Conceptual

The Glades of Oranbega.

## Gameplay

### Catastrophic Failure

Oranbega Alaeva units (infantry, cavalry, aircraft) are poorly armoured, and most of them will have a chance of experiencing a Catastrophic failure (note: there are a few exceptions). A catastrophic failure has a chance of occurring if the unit is hit by a weapon that deals more than 20% of its max HP. The higher the damage, the larger the chance. An Oranbega unit that undergoes catastrophic failure immediately explodes and is destroyed, regardless of how many hitpoints are still remaining. Larger units will explode with enough force to damage neighboring units as well. Units that undergo catastrophic failure will not leave behind wrecks.

### Building Mechanics

Oranbega uses their Great Grove, their Construction Yard equivalent, and Gardeners to plant saplings, but the former has limited range. This sapling can turn into any of Oranbega's non-defense structures for free but its build time is slow, it build time can be accelerated by spending money on it. Defenses are built the normal way.

## Units & Structures

### Delightful Delinquents

A merry band of hunters who normally interacts with the outside world, often by attacking the rich and giving it to the poor, led by Marian and her companions. The Delightful Delinquents are the heroes to the Oranbegan forces with high firepower and support abilities.
Echoes Starship

**Key Features** |  » Anti-gravity systems » Drone Mind » Complement of internal aircraft » Weapon Suite » Engine Droning (Menacing)

## Tactical Analysis

* **The King of the Skies**: The Echoes Starship is a brand new model of experimental aerospace warship able to carry a massive payload of air and space capable strike craft and dealing substantial damage on its own against most foes. What's more is that it is well defended by its electroshield and tough armour along with powerful anti-lock on systems.
* **Keeping them at arms length**: The Echoes Starship has an interesting capability based off its systems meant to facilitate travel across the solar system, the ability to manipulate the distances between objects; leaving all enemy units within the field of effect or attempting to fire within the area of effect out of range; while allied units are instead always considered to be in optimal range. This leaves the enemy unable to attack but guarantees hits from the Starship's allies.
* **Shoot me down Scotty**: The Echoes has few weaknesses, but end game ground and sea based anti-air are its greatest banes. Interceptors and anti-airship airships are capable of overwhelming the Echoes' defenses.
* **Bugs on a windshield**: Improvements to the Echoes' defensive shields are being trialled to the best preforming warship A.Is that will allow them to cause lethal damage to incoming aircraft that touch the shield, letting it obliterate most enemies on contact.
European Reactionary Force

**Dev. Status** | Conceptualized

The **European Reactionary Force** is a Minor Fan-Faction from Doomship. They are disgruntled Europeans who want a return to the old imperialistic days before WW2 and Stalin's invasion. They are primarily known for their WW1 Aesthetic, which has given them such colloquial names as: "The Kaiser's Ghosts", "Tommy Atkins's Illegitimate Grandchildren", "Communist Propaganda", and "Battle of the Marne Reenactors"
Harimau Medium Tank

**Key Features** | »105mm DM1 short-barreled smoothbore gun»MX MB 640 gasoline engine»Turbochargers»Scanner Array»Large Crew (x4)

*""*

- Harimau

## Tactical Analysis

* **Lockdown:** Harimaus are a rather unique and off-class unit in the IPDI arsenal. Long range and fast, the Harimaus excel at denying enemy flankers and chasing them down. Equipped with powerful a 105mm cannon that easily obliterate vehicles and light tanks, they strike fear in the hearts of enemy armoured vehicle drivers everywhere. To make them even more deadly, Harimaus can activate their turbocharges and catch up with retreating foes.

* **Breakthrough:** Harimaus also have a role-changing rearmament, called the Serangan-Kota urban combat kit. This greatly increases the armour of the Harimau to near main battle tank levels, giving the IPDI limited assault capabilities, and an autoloader, increasing its range and rate of fire. It also replaces the turbocharge ability with a smokescreen, making units within it unforgettable. However, this upgrade severely reduces the speed of the Harimau, including having to remove the turbocharger, and range.

* **Counterlash:** The Harimau however, is ultimately not suited for frontline combat. Its main gun lacks the strength to deal with enemy main battle tanks (apart from flanking), and its horribly thin armour is vulnerable to even autocannon fire. It is best used in a supportive role to the IPDI defensive line through anti-flanking duties and catching retreating forces.

* **Whiplash:** Recently the IPDI has started to experiment with scrambler shells, with most of them being given to Harimau veterans to field test. With all reports of its use being positive, as the new scramblers instantly kills most infantry and stalls vehicles by wrecking the suspension.
Liberty Heavy Tank

**Key Features** | »»»»»

## Tactical Analysis

* **The hammer:** Built around a giant cannon with the goal of breaching through the toughest defenses. The Liberty Heavy Tank 150mm cannon easily blows apart anything that stands in its way, whether infantry, vehicle, or structure. And two Unionists infantry can also hop into the Liberty and help the crew with loading the cannon, giving the Liberty a much-needed rate of fire boost. And the infantry can easily hop back out to protect the Liberty flanks.

* **(Title 2):** The Liberty is also equipped with an array of explosive drones which it can send out to blow apart ground forces, defense, and clear garrisons. Though it'll take some time for the Liberty to gain new drones.

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

* **Tip of the spear:** Veteran Liberty Tank crews, after an intense screening, would be given the chance to fire cobalt shells and use cobalt bomb drones, which contain a small amount of uranium surrounded by cobalt. Upon impact/detonation, these shells/drones create an explosion similar to the Chinese nukes, but on a much smaller scale, but most of all leave behind large amounts of radioactive cobalt dust in the area, making it lethal for infantry and vehicles that stand in it.
Gate (Echoes)

Some factions use Gates to accompany their walls. Gates have a simple mechanic to open or close permanently, but Infiltrators can open Gates remotely.

## Combine Deco Wall Gate

Template:Combine Buildingbox

 **Key Features** | »»»»»

### Tactical Analysis

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

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

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

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

## Guild Settlement Gate

Template:Industry Buildingbox

 **Key Features** | »»»»»

### Tactical Analysis

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

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

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

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

## Contingent Town Gate

 **Dev. Status** | Conceptual

 **Key Features** | »»»»»»»»»»

### Tactical Analysis

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

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

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

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

## Unionist Metal Gate

 **Dev. Status** | Conceptual

 **Key Features** | »» American Star insignia»» Steel plating armor»» Worn scratches from stamping»» IFF Card reader (Made in America)»» Painted over graffiti

### Tactical Analysis

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

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

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

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

### Background

The American Unionists make use of Steel Gate to let their forces through their bases. These towering gates of steel buff friendly infantry and debuff enemy infantry.

## Commonwealth Hedge Gate

 **Dev. Status** | Conceptual

 **Key Features** | »»»»»»»»»»

### 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)

### 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)

## See Also

* **Gate (Echoes)**

* Gate (Quantum)

* Gate (Annihilation)

* Gate (Null)

* Gate (Pandemonium)

* Gate (Insanity)

* Gate (Extremis)

* Gate (Silentium)
Grunt

## Tactical Information

* **Biggest and baddest**: The Grunt is one of the largest and most powerful basic infantry in the game, standing at a towering three meters and weighing in at a literal ton of muscle, cybernetic enhancements, and armor. Their hard-light assault rifle packs more punch than just about any other basic infantryman's firearm, and it can take more of a beating than they can too, and with deployable faceplates they are considered NBC-proof units.

* **Out of the way!**: A grunt can start up into a charge where it makes use of its strength to crush other infantry, smashing their puny bodies with ease as they knock them back like a freight train.

* **Pricey**: The Grunt's power comes at a price, literally. Costing as much as six and two third conscripts or two and a half peacekeepers, you certainly have to pay for what you get to use the grunt, not to mention the Ukrazols preference for being in your face means that their guns are somewhat short ranged, furthermore, like most basic infantry they are largely defenseless against heavy vehicles.

* **Scatter your shot!**: Those grunts who prove themselves to the merit computers are given access to scatter-shot hard-light guns to enhance their ability to deal with multiple opponents by firing five “bullets” that spreads out, also making deadly at close range.

## Just the Stats

 **Armour Type** | Infantry

 **Kill Reward** | 4000

 **DPS** | 200
Hurricane Artillery Platform

**Key Features** | »“Pegasus” 450mm CLG howitzer»Expansive ammunition bay»Firing solution network»HT800 Chemical Reactor»Extremely Wide Tracks

*"Brute force is the solution to everything. If it fails, you aren't using enough."*

- Hurricane Commander

## Tactical Analysis

* **Earthshaker:** Sporting a 450mm howitzer, the Hurricane is hardly what one would call subtle. Its impressive cannon is capable of launching lethal shells at long distances with pinpoint accuracy. There are few artillery systems in the world that can match the Hurricane's firepower. Optionally the Hurricane can rearm itself with a locally made 800mm “Primus” sabot assault gun which gives it increased firepower, range, and area denial as the sabot fire lingers on impact at the cost of rate of fire and speed.

* **Choice of Damnations:** Hurricane shells can be set for either airburst or impact detonation. Airburst rounds have a bigger area of effect and will instantly stun/suppress all units in their area of effect. Impact detonation rounds deal more damage, and devastate enemy morale. Once rearmed the Hurricane can fire either in an arcing or straight trajectory, the former increasing range but leaving it immobilised and a impact delay that allows fast units to dodge.

* **Sitting Duck:** Despite its size, the Hurricane is completely unarmored and has no point defense systems. As such, any enemies that manage to close in will be able to easily destroy the Hurricane. Aircraft are also a major problem for the Hurricanes, as its large size makes it an easy target for aerial predators.

* **Clouds of Green:** Thanks to their proximity to both China and India the IPDI has managed to capture and reverse engineer Jade technology. Leading to the creation of Jade explosives, either raining down dust of toxic Jade with airburst, creating a nuclear explosion with impact, or just saturating the area with Jade-filled sabot shells, that is lethal to anything that touches it. But for various reasons the IPDI are reluctant to use it, and only in dire straits do they give some of these shells to veteran Hurricane crews.
Pahit Technologies

*"Their gas is so powerful it can take anybody's breath away. **Literally.**"*

- Gavey Peng briefing Guild commanders about the nature of the Pahit's chemical weaponry.
Pahit gas is the name commonly used to describe a white, dense gas that the Pahits deploy in massive amounts. Looking like a cloud brought down onto the ground, Pahit gas coils and drifts on the wind while slowly expanding. Designed as a humane way of countering the Empire of the Rising Sun's forces, Pahit gas reacts with air, theoretically creating a airless environment over time and thus forcing opponents to surrender. The gas does not react to the human body, is not poisonous, and does not present any danger in small amounts. The gas does reacts with and corrodes most metals it contacts in large amounts. Theoretically capable of disabling a rioter's rifle and forcing him to surrender, the gas was presented by the Pahit Conglomerate as one of the easy ways to defend key positions from the never ending onslaught of Empire warriors. Approved for use on the general battlefield, Pahit gas was never actually used before the Empire surrendered. Kept in store for later contingencies, Pahit gas saw action again in the Industrial uprising.

It is unknown if anything changed with the gas inbetween the creation of the gas and it's final deployment, but the Pahit gas deployed against the Guild tanks seems *different*. Dissolving sealing, corroding equipment, destroying hydraulic cables, blunting gears and certainly reacting with air much quicker then before.

For all the tiems the Guild has had to deal with Pahit gas, a solution against it has never been found. Pahit gas is chemically bizarre and is not easily countered without a proper filter that chemically reacts with it to get air again. As the gas slowly corrodes metals and sealings, it renders portable air tanks useless. The density and weight of the gas ensures it does not drift off too much and allows the Pahit to concentrate it in one area, increasing the destructive power of the gas manifold. A battalion of tanks can eventually suffer the same fate as a squad of infantry if given enough time in the white clouds.
Estado Novo do Brasilia

**Dev. Status** | Conceptual

*Brazil, my Brazilian Brazil,*

*My intriguing mulatto,*

*I will sing you in my verses:*

*Brazil, samba that gives,*

*Swaying, that makes waddle;*

*Brazil of my love,*

*Land of our Lord.*

*Brazil! Brazil! For me! For me!*

- "Aquarela do Brasil," Ary Barroso

## At A Glance

 **Basic Look** | Large Blocky Structures with Integralist "Sigma" Displayed Almost Everywhere, Mainly Drab Black, White & Blue Coloring but with Bright Yellow & Green Brazilian Flag Contrasting It

## Gameplay

### Build Mechanic

Buildings can only be built on the hubs of the Civic Centers, their equivalent of the Construction Yard, which initially holds two. But these building hubs, and their tier, are raised by the Civic Center upgrading itself and "raising its level", with each hub below the first adding two more. Each Civic Center can rise up to eight times, but from four beyond increases its zone of control and blocks aircraft from moving through. Each level also physically raises the terrain, creating zones that cause units moving inwards in the city to be slowed but faster when moving outwards.

### Tier Mechanic

Raising up the Civic Center increases the tiers of the building hubs around it in descending order (example: a tier II Civic Center has its two ajacent hubs be tier II while the new four hubs below are tier I). Thus the buildings closest to the base are often high tier whereas those on the base are low tier.

## Behind the Scenes

* The Estado Novo is inspired by the ideology of Integralism which was prevalent in Brazi and Portugal in the early 20th century as well as the film *Brazil* by Terry Gilliam.
* It is important to remember that, like Terry Gilliam's film, the Estado Novo is hampered more by a huge, sprawling bureaucracy rather than a sinister inner party like in George Orwell's *1984.* This fits well with the ideology of Integralism & the Brazilian and Portuguese Estado Novos because they lacked the fanaticism of their real-life contemporaries like Nazi Germany or Fascist Italy.
Engineer (Quantum)

*"Surfs up brah!"*

- Sculptor

* **Hang ten:** (Secondary)

* **Total wipeout:** (Miscellaneous capabilities)

* **Bummer, dude:** (Upgraded nature)

*"..."*

- ...

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

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

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

*"..."*

- ...

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

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

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

## IPDI Signaler

 **Key Features** | »CRS-1030 Man-portable Radio»Long Range Antenna»Breaching Charges»Toolbox»Operating Manual (half-finished)

*"Comms clear."*

- Signaler

### Tactical Analysis

* **Information Relay:** Signalers provide vital support for IPDI forces on the field. They greatly improve and filter allied radio traffic, enhancing communications and providing a sight range buff to all nearby units. Signalers also provide a secondary role as engineers for the IPDI, and often conduct field repairs of allied structures or, in rare occasions, infiltrate and convert enemy buildings. They can be rearmed with further support equipment that lets them provide targeting data to nearby allies and make themselves invisible. Only downsides is that it further weighs them down.

* **White Noise:** One of the most important roles of the Signaler is to actively jam enemy communications. This has a moderate area of effect, and all enemy units affected by it have their speed and rate of fire debuffed. And if rearmed they’ll use a spectrum painter instead to mark a target for bombardment, increasing the accuracy and damage to that unit.

* **Support Unit:** Signalers carry heavy equipment, and are one of the slowest engineers out of all the faction, especially if rearmed. This also renders them unarmed, and thus unable to retaliate in any manner against enemy assailants. Guard them well.

* **OW! My back:** With how much they already have to carry, Signalers have outright refused to carry any weapons, even a pistol and ammunition, as they don't want further back pains.

## Generation Egghead

*"..."*

- ...

### Tactical Analysis

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

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

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

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

## Reactionary Professor

*"..."*

- ...

### Tactical Analysis

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

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

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

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

## Conclave Learned

*"..."*

- ...

### Tactical Analysis

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

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

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

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

## Hegemony Orzaduk

Template:Hegemony Unitbox
Template:Hegemony Infantry Header

*"..."*

- ...

### Tactical Analysis

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

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

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

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

## Related Pages

* Engineer (Paradox)

* Engineer (Echoes)

* **Engineer (Quantum)**

* Engineer (Annihilation)

* Engineer (Null)

* Engineer (Pandemonium)

* Engineer (Insanity)

* Engineer (Extremis)

* Engineer (Silentium)
Global Liberation Army

**Dev. Status** | Conceptual

*Oh this world, watch and listen:*

*The enemy came coveting my position,*

*I shall fight with Truth and defenses*

*And if I die, I'll take him with me!*

- "Allahu Ackbar", GLA War Chant
The **Global Liberation Army** or **GLA** for short is a non-governemntal military, religious & political organization operating primarily in the Middle East but also with strong support elsewhere. Spouting an ideological soup of various forms of fifth-positionist radicalism, the GLA seeks to liberate the world from the oppressors of nations, of people, of faith, and of morals. With the strange things going on in the background however, their membership and reach has been growing exponentially and they have leapfrogged from a relatively minor nuisance to a serious global threat to the present systems of the Allied Democratic Nations, World Socialist Alliance, Axis of Powers, and Front of Sovereign Nations established by Britain, the Soviet Union, the Empire, and the Combine with the ability to operate far from their supposed boundaries.

## Gameplay Style and Development

### GLA Holes

The GLA is also unique in that its structures retain two stages of integrity. Stage one is the functional stage where the building acts normally compared to its counterparts. The building reaches stage two when it would have conventionally been destroyed. In the remains of the building there is a "hole". Overtime, the hole will regenerate health and at 100%, the destroyed building will respawn, as in return to stage one. This special ability makes it difficult to permanently damage the GLA with many single-shot weapons or units.

### Scraps

Enemy vehicles destroyed by the GLA will leave behind scraps which their vehicle/vessel can collect to upgrade its armament, which can be done twice.

## Units & Buildings

### Infantry

*"Ayaiyaiyaiyai!!!"*

- GLA troops charging into battle.

### Vehicles

*"Commander, I think we're going to be short on gas... no, wait... the fuel gauge is just broken!"*

-A Cobra Gun Truck driver during a firefight with Indian forces.

### White Guard Reinforcements

These forces can be called upon during Minor Faction Deathmatch. The White Guard are professional soldiers, trained and equipped to capitalize on the untrained efforts of the common GLA fighter.
Hamsa EWA

## Tactical Analysis

* **Eyes in the skies:** An odd looking aircraft, the Hamsa is what allows India’s air force to compete with other more modern powers.

* **Aerial C&C:** Thanks to its powerful radar the Hamsa can provide targeting data for friendly aircraft increasing their range and effectiveness.

* **Jamming the airwaves:** Alternatively the Hamsa can switch to interfering with the enemies own targeting; jamming their radars and messing up their gunners shots.

* **Do I look like a dogfighter to you?:** The Hamsa is unable to directly defend itself and is already loaded too much to add any additional equipment.

## Background

"*...*"

-  ...
Mediterranean Syndicate (PA:HP)

**Dev. Status** | Conceptualized

'*Goldfinger*

*He's the man, the man with the Midas touch*

*A spider's touch*

*Such a cold finger*

*Beckons you to enter his web of sin*

*But don't go in*

-*Goldfinger,* Shirley Bassey
The **Nova Roma Syndicate**, or the **Syndicate**, is a new faction exclusive for Blue Alert 3 Paradox, designed by theSniperDevil, then expanded upon by Open sketchbook, Kerensky287 and Ferriswheel42 and reimagined by the Red Star Rising and TenebrousGuile. The faction is made up of a conglomerate of defence corporations and contractors known for their shady involvement in sub-legal activities (hence a *"Syndicate"*). They are characterized by their heavy use of battlesuits and artillery units, which are well-suited to urban environments. Also their air units, consisting only of choppers, have unlimited ammo to compensate for their lack of speed and fragility compared to true aircraft.

## At a Glance

 **Motives** | Objectivism, Globalization of Capitalism, Global Economic Hegemony, Money

## Background

*"The only rule is the Golden Rule: He who has the Gold makes the Rules."*

### The Company

At first glance, it would seem that the organisation known as the Mediterranean Syndicate is nothing more than a series of multinational corporations based in Europe, notable only for its strange choice of names and its preponderance in certain cities and countries, and an unusual obsession with ancient Greece and Rome. At the company headquarters in Rome and at its offices elsewhere, one can see neon lights and skyscrapers mingling with columns and frescoes of long dead heroes. However, though the Syndicate may appear to be nothing more than eccentric, underneath this carefully sculpted façade lie ancient secrets.

## Mediterranean Syndicate Security Forces

*"How can one describe the authority of a Sprawl? It isn't police, for police are sworn to defend and protect, and the authority of the Sprawls do neither. But neither could one call it an army, for an army implies some solid, unchanging chain of command, of which the authority of any Sprawl is decidedly not under. Instead, authority is fluid and at once primitive and complex – tribal warfare where might makes right, where the chariots and spears are armored cars and railguns, where the caves are steel and concrete and the losers go into economic instead of physical slavery. Authority is invested in a hundred different groups who fight each other with fervent hatred, and yet will unite in defiance of outsiders. If anything could be described of such an authority, it would be that they are the apex predators in an urban jungle."*

- *Excerpt from a BBC presentation on Sprawls*
Pangaean Characters

- Miyazaki, in an interview with an NHK reporter.

### Paulina Arreak

Born into the Inuit people of Alaska, Paulina Arreak was taught the vlaue of the natural world from childhood. She carried these beliefs with her into adulthood when she studied to become a marine biologist at the University of Alaska in Anchorage. While at college, Arreak found out about WIP

## Scientists

### Jerry Goldbaum

*The world divided up into warring blocs all of whom can cause the destruction of the planet at the drop of a hat that, that's Chaos Theory.*

- Goldbaum's opinion on the current geopolitical climate.
Montgomery Transport

**Key Features** | »Wheel package»6 wheel drive»extensive road map»extensive cargo bay»extensive lunchbag

*"Speed has never killed anyone. Suddenly becoming stationary, that's what gets you."*

-Silas Mendrofa, Trespasser driver.

## Tactical properties

* **Like to play tag?**: The Trespasser is a unit with slow acceleration, but high armor and top speed, making it more of a land-based rocket then a transport, excellent for a quick insertion of infantry at the right position.

* **Alas, i cannot play that game**: The Trespasser was never originally meant for amphibious use, and though the vehicle was pressed in it due to the highly shifting states of battle, the amphibious qualities are best described as awkward. while the Trespasser maintains its marvelous rocket-like capabilities on the water, it cannot crush anything, since a on-water collision would be fatal for the Trespasser.

* **Mass moving murder**: The Trespasser is Capable of crushing anything with it's bulk and speed, and doesn't even slow down if fast enough!

* **I might as well drop the disguise...**: A heroic Trespasser will be revised with firing ports, making a fully loaded heroic Trespasser one of the most dangerous units the Guild can field.

## Just the stats

 **Armour Type** | Superheavy Armour

 **DPS** | 60
Jawan

## Tactical Analysis

* **(Title 1):** Frankly, with how suicidal the role of an assault infantry is in the modern world. It's no surprise that only Indians in poverty, homeless, and/or beggars would sign up as the Jawan for its double, and weekly, payments, especially since India doesn't provide the same protection that other assault infantry would have. Using their LMG to suppress the enemy and burning them with WW1 flamethrowers and an array of melee weapons once in range.

* **(Title 2):** A technique the Jawans had created to help close the distance. By throwing spare bottles of gasoline and loading a clip of incendiary rounds. The Jawan creates a firestorm within an area that denies movement through it and blocks line of sight.

* **(Title 3):** Compared to their counterparts the Jawans suffer from having armour that is slightly better than a Sepoy and average speed, and have to rely on swarming the enemy (since their also cheap) in the hopes that at least one reaches the enemy.

* **(Title 4):** Jawans who have managed to survive their average lifespan of a month, whether through skills and/or luck, are considered experienced enough to get better equipment in the form of a Bren LMG, boasting superior range and accuracy, and napalm, which not only burns hotter but sticks to its victims.

## Background

*"..."*

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Logistics Servant

**Key Features** | »Tudor Thumper handheld cannon»"Fat Boy" whale oil barrel (sold separately)»Recoil brace»Steel cuirass»10-pin set (for recreation)

*"..."'*

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## Tactical Analysis:

* **Bowl-O-Rama:** Essentially equipped with a handheld cannon that essentially fires lead bowling balls via whale oil combustion. The Logistics Servants are much cheaper compared to their anti-tank counterparts while still packing a punch, though the immense recoil with each shot, and using 18th century technology, means that are slow to fire and rather inaccurate.

* **Barrels of boom:** To (somewhat) compensate for accuracy issues. All Logistics Servants can buy a "shrapnel" shot (really just a metal barrel filled with whale oil and ball bearings), which they can load and fire, releasing a devastating explosion that shreds infantry and destroys most tanks in a large radius. With well placed shots often allowing the Logistics Servants to take out small attack forces by themself. However, like the Industrialist rocket, the Logistics Servant's can only carry one shrapnel shot on their person.

* **Gutterball:** Due note that when compared to other anti-tank infantry the Logistics Servant, a 15 pound cannon is rather heavy, and unlike other anti-armour infantry, their cannons can't target aircraft.

* **Strike!:** (Upgraded nature)

## Just the Stats

 **DPS** | 50

 **DPS** | 200
Landser

*"YOU UTTER FOOL! GERMAN SCIENCE IS THE GREATEST IN THE WORLD!"*

- Landser Rudolph Stroheim
## Tactical Analysis

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

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

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

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

## Just the Stats

 **Armour Type** | Battlesuit

 **Kill Reward** | 2400

 **DPS** | 120

 **DPS** | N/A

Template:Bund
Harpy Air-Mobile Armour

**Key Features** | »» *STEYR* EMP Rifle»» Twin gyro-stabilized Flechette cannons»» Modified *Vulcan* combat suit»» Mounted jetpack»» List of fools who laughed at her

## Tactical Analysis

* **Not a Bird or Plane**: Flying infantry not unlike the Allied Rocketeers, Harpy Battlesuits employ their suits to fly across battlefield, disabling vehicles and buildings with discharges from their EMP rifle.

* **Needle Rain**: While the EMP rifle is too inaccurate and slow firing to hit aircraft, the same cannot be said for the Harpy's flechette cannons, which can fill the air with a storm of screaming flechettes.

* **Flight, not Fight**: While an effective support unit and decent at taking out aircraft, Harpies are ill suited to dealing with infantry, and don't really have any methods to dispose of a surface target permanently. It doesn't help that their battlesuits are designed for speed rather than durability, so anti-air fire will quickly bring them down.

* **Airborne Taser**: While generally the stock model of the Harpy's EMP rifle is unable to affect infantry, some Harpies have been able to secure more advanced variants, which can stun infantry in addition to mechanical targets.

## Background

From "Captain Rocket Meets Harpy" radio broadcast:

**Narrator**: "The last time we met Captain Rocket, he was speeding to rescue the Prime Minster's son, abducted by the evil Harpy!"

**Prime Minister's Son**: "Let me go!"

**Harpy**: "Silenzioso! You're just the bait, child. Soon, I will have revenge on Captain Rocket!"

FWOOSH!

**Harpy**: "Captain Rocket!"

**Captain Rocket**: "Guten Tag, Harpy. I'm here to stop your evil scheme!"

**Harpy**: "Not this time, Captain Rocket! I stole your rocket pack and made my own! Catch me now!"

WOOSH!

**Captain Rocket**: "Great Goddard! She just launched into the air with my jet pack! I must follow her!"

**Narrator**: "What's this? Harpy has an EMP rifle! And she's pointing it at Captain Rocket!"

**Harpy**: "See, all your technology is no match for the power of my mind! Take this!"

ZAAP! THUD!

**Captain Rocket**: "My jet pack ... it's no longer working!"

**Harpy**: "Now I will finish you. Any last words before I mince you with my flechette launchers?"

**Captain Rocket**: "Ja, genau zwei: Rocket PUNCH!"

POW!

**Harpy**: "Ahh! You bested me this time! But without your jet pack, can you stop me from shutting down Allied Headquarters?"

**Captain Rocket**: "You'll never get away from this!"

**Harpy**: "Try and stop me! Ciao, Captain Rocket!"

**Narrator**: "Will Captain Rocket catch the evil Harpy before she shuts down the Allies? Tune in next week, at the same Rocket time to find out!"
Jaguar Assault Gun

## Tactical Analysis

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

* **(Title 2):** The Jaguar can also dig in as immobile firebases. While buried, they are significantly better armoured and can use a variety of shells, instead of only their anti-tank shells, for any situation. Toxic Smoxin gas canisters that melts hordes of infantry, high-explosive grapeshot shells for groups of battlesuits/vehicles, and even flak rounds (as when dug in the barrel can be raised high enough to target aircraft) for aircraft and helicopters.

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

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

## Background

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Leo

**Key Features** | »Riot gun»Police uniform»Mirrored shades»Nightstick»Boxes of donuts

*"..."*

- ...
## Tactical Analysis

* **Cowboy cop**: Formed from the law enforcement officers in America, who have grown disillusioned by the Allies' version of "justice". The Leo (as they're nicknamed by the Unionists) serves as the closest analog the home guards have to an officer. Using their training to help organise the militia while providing support with their service weapon, depending on specialisation.

* **Firing drills**: If needed the Leo can quickly bark out firing drills and instill discipline. Buffing surrounding Unionists unit depending on specialisation. But their shouting makes them really easy to be targeted, and they can't move and order at the same time.

* **Blue lives matter**: Without any Unionist forces to support the Leo is simply a policeman armed with a riot gun that's severely underpowered against an actual soldier. And once spotted tends to die in seconds.

* **Plead the second**: Through making connections with Unionists sympathisers within their precinct, a slow process since talking to the wrong officer would get them arrested. Leos can requisition surplus riot armour and medical supplies to increase their allies, and their own, survivability against the enemy.
Lanchester Center

### Tactical Analysis

* **Keep'em fighting:** The bigger brother to the Supply Dump, the Lanchester Center is able to cover the whole map in a supply zone for the Commonwealth, giving all units a RoF buff for a time.

### Background

Frederick Lanchester was a British polymath that could be considered an equal to Ben Franklin in America. An engineer, he used his naught inconsiderable skills to affect everything from the efficiency of gas engines to building a better airplane. Like most of his contributions, Lanchester's Laws are unknown to almost everyone in the world except for those that study his work closely. The laws, relating specifically to the modern means of war, essentially boil down to the fact that when modern armies face each other down the defining factor is how many weapons are firing at the enemy. While this would normally mean that the Commonwealth would have an advantage, their thin resources and the fact that the forces of the Frontier Corps are trained to conserve ammunition means that other armies quickly even the playing field.

Until the Lanchester Center is built on the field. At the most basic point, the center is a massive supply dump with enough munitions and supplies to bury a whole division of sepoys in the field. The genius of it is the distribution network. Before a battle, the sepoys are given spare ammunition, field infantry extra boxes or shells, marked "ONLY WHEN ORDERED". So well trained (and so afraid of punishment), the infantry will only ever use these resources when everything else has been exhausted.

The order is simple; Nairutya Maarut, the winds that bring the monsoon season in India. On this order, the Commonwealth's order of battle becomes a sheer wall of lead flying at the enemy faster than sound. Tank loaders ram home shell after shell. Machine gunners fire so fast the barrels nearly start cooking off rounds in the chamber. Sepoys and pioneers alike rain such hell on the enemy that they can barely face the fury. This order lasts for as long as the bullets do, at which point the Commonwealth forces desperately need to rearm and dig in for the inevitable backlash. Though the drop in fire is certainly noticed by enemy commanders, the fact is that their forces are probably so mauled by the strike or defense that they can barely mount a patrol afterward.
Man-At-Arms

**Key Features** | »Talon Steel mace (heavy)»Heavy Talon Steel shield (thick)»Ambiaric hand grenades»Last letter home (already mailed)»Potent spirit (to calm the nerves)

*"Storm the gates of Hell!"*

- Motto of Man-at-Arms "Demon-Hunter" Company
## Tactical Analysis

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

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

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

* **(Title 4):** (Upgraded nature)
Osprey Reconnaissance Plane

*...*

- ...

## Tactical Analysis:

* **(Title 1):** Looking like a simple civilian plane at first glance. The Osprey is equipped with military-grade radar and scanners, giving them a rather large sight radius, and can detect stealth units at a good radius. Its real secret, however, is that in the back it holds two canisters containing nerve gas which they can drop on unsuspecting enemies, instantly killing unprotected infantry and hampering vehicles within the cloud. Before engaging its autopilot to zip back to base to reload.

* **(Title 2):** If the Osprey pilots want to take a more direct role their plane can be rearmed into the "strike bomber", mounting four nerve gas missiles on their wings in place of canisters for increased range and efficiency against vehicles while its leftover space are fitted with additional engines, armour, and white phosphorus flares that turns them into a terror for ground forces. But they lose their radar and scanners, stealth (try to hide four large missiles), and autopilot.

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

* **(Title 4):** Though absolutely banned (on paper), Osprey pilots, in order to augment their payloads, would pack in packets of Jade dust that disperses into the gas, further increasing the toxicity and leaving the ground with lingering radiation that's deadly to anything that on top of it. But with how dangerous Jade is only experienced pilots are known to do this.
Korean Socialist Republic

**Dev. Status** | Conceptual

The **Korean Socialist Republic**, **Republic** or just **Korea** are an Echoes faction created by tenebrousGuile for Blue Alert. They utilize powerful and capable mechanised assets with high tech equipment and impeccable training.

## At A Glance

 **Motives** | Revolution, Socialism, Defense

## Mechanics

### Unique Technologies

* **Electro-Plasma:**

* **Kinetic Energy Weapons:**

* **Chronons:**
Karkadann Light Tank

Template:Organisation Vehicle Header

## Tactical Analysis

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

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

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

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

## The Wonder Tank!

The Russian MBT between the wars, the Rhino was a tank of firsts for the Soviets. The first tank with an auto-loading cannon. The first with an all-weather day or night range-finding sights. Finally, the first with a hybrid diesel Tesla Engine. Able to travel at high speeds, while still being heavily armored, its only drawback was its hybrid engine which was complicated to repair, even simple maintenance could take days. Despite this it was insanely popular with its crews and about 7,500 were produced before production ended. Most notable is that the same hybrid engine would later be perfected and used on all Soviet tanks.

It is rumored that this tank could support many sorts of weapon and job configurations. One scientist suggested the use of a ballistic missile launcher, using the chassis of the Rhino... but Soviet Scientists laughed at the idea of creating multiple types of Rhinos for different purposes. The scientist soon traveled to Syria, where the idea soon blossomed into a fire support vehicle. This tank still lives on, mainly used by the North Vietnamese.

## The Horrors...

The Soviets soon realized the sick, sick, irony of what that scientist who fled to Anatolia said. When the Near-Eastern Socialist Organisation first assaulted the 4G base, the Karkadann, a tank whose design was based on the Rhino, had several types with it, the Ursa Mortar Tanks, and the Flak Tanks behind the main Karkadann and new Improbability Tanks. The design is amazingly easy to replicate with Transmutation, and there soon rose an army of 7500 Karkadann, 6500 Ursas, 7000 Flak Tanks, and 100 Improb Tanks.